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1 #pragma once
2
3 #ifdef SVQC
4 // undefined on client, engine cvar
5 bool autocvar_physics_ode;
6 #endif
7
8 // water levels
9 const int WATERLEVEL_NONE = 0;
10 const int WATERLEVEL_WETFEET = 1;
11 const int WATERLEVEL_SWIMMING = 2;
12 const int WATERLEVEL_SUBMERGED = 3;
13
14 #define IS_ONGROUND(s)                      boolean((s).flags & FL_ONGROUND)
15 #define SET_ONGROUND(s)                     ((s).flags |= FL_ONGROUND)
16 #define UNSET_ONGROUND(s)                   ((s).flags &= ~FL_ONGROUND)
17 #define IS_ONSLICK(s)                                           boolean((s).flags & FL_ONSLICK)
18 #define SET_ONSLICK(s)                                          ((s).flags |= FL_ONSLICK)
19 #define UNSET_ONSLICK(s)                                        ((s).flags &= ~FL_ONSLICK)
20
21 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s)    STAT(GAMEPLAYFIX_DOWNTRACEONGROUND)
22 #define GAMEPLAYFIX_EASIERWATERJUMP(s)      STAT(GAMEPLAYFIX_EASIERWATERJUMP)
23 #define GAMEPLAYFIX_STEPDOWN(s)             STAT(GAMEPLAYFIX_STEPDOWN)
24 #define GAMEPLAYFIX_STEPDOWN_MAXSPEED(s)    STAT(GAMEPLAYFIX_STEPDOWN_MAXSPEED)
25 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s)    STAT(GAMEPLAYFIX_STEPMULTIPLETIMES)
26 #define GAMEPLAYFIX_UNSTICKPLAYERS(s)       STAT(GAMEPLAYFIX_UNSTICKPLAYERS)
27 #define GAMEPLAYFIX_WATERTRANSITION(s)          STAT(GAMEPLAYFIX_WATERTRANSITION)
28 #define GAMEPLAYFIX_SLIDEMOVEPROJECTILES(s) STAT(GAMEPLAYFIX_SLIDEMOVEPROJECTILES)
29 #define GAMEPLAYFIX_GRENADEBOUNCESLOPES(s)      STAT(GAMEPLAYFIX_GRENADEBOUNCESLOPES)
30 #define GAMEPLAYFIX_NOAIRBORNCORPSE(s)          STAT(GAMEPLAYFIX_NOAIRBORNCORPSE)
31 #define NOAIRBORNCORPSE_ALLOWSUSPENDED(s)       STAT(NOAIRBORNCORPSE_ALLOWSUSPENDED)
32 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s)  STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND)
33 #define GAMEPLAYFIX_DELAYPROJECTILES(s)         STAT(GAMEPLAYFIX_DELAYPROJECTILES)
34
35
36 #define PHYS_STEPHEIGHT(s)                  STAT(MOVEVARS_STEPHEIGHT)
37 #define PHYS_NOSTEP(s)                      STAT(NOSTEP)
38 #define PHYS_JUMPSTEP(s)                    STAT(MOVEVARS_JUMPSTEP)
39 #define PHYS_WALLFRICTION(s)                STAT(MOVEVARS_WALLFRICTION)
40
41 #define PHYS_WALLCLIP(s)                                        STAT(MOVEVARS_WALLCLIP)
42
43 #ifdef CSQC
44 .float bouncestop;
45 .float bouncefactor;
46
47         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
48         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
49         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
50
51         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
52         // FIXME: 0 doesn't mean zero gravity
53         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
54
55         #define TICRATE                             ticrate
56
57 #elif defined(SVQC)
58
59         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
60         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
61         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
62
63         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
64         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
65
66         #define TICRATE sys_frametime
67
68 #endif
69
70 void set_movetype(entity this, int mt);
71
72 .float pm_time;
73
74 .float move_movetype;
75 .float move_time;
76 //.vector move_origin;
77 //.vector move_angles;
78 //.vector move_velocity;
79 //.vector move_avelocity;
80 //.int move_flags;
81 //.int move_watertype;
82 //.int move_waterlevel;
83 .void(float, float)contentstransition;
84 //.float move_bounce_factor;
85 //.float move_bounce_stopspeed;
86 .float move_nomonsters;  // -1 for MOVE_NORMAL, otherwise a MOVE_ constant
87
88 .entity aiment;
89 .vector punchangle;
90
91 .entity groundentity;  // FIXME add move_groundnetworkentity?
92 .float move_suspendedinair;
93 .float move_didgravity;
94
95 // unsticking
96 const int UNSTICK_FINE = 0;
97 const int UNSTICK_FIXED = 1;
98 const int UNSTICK_STUCK = 2;
99
100 // set by _Movetype_FlyMove
101 vector move_stepnormal;
102
103 bool _Movetype_NudgeOutOfSolid_PivotIsKnownGood(entity this, vector pivot);
104 void _Movetype_WallFriction(entity this, vector stepnormal);
105 int _Movetype_FlyMove(entity this, float dt, bool applygravity, bool applystepnormal, float stepheight);
106 void _Movetype_CheckVelocity(entity this);
107 void _Movetype_CheckWaterTransition(entity ent);
108 void _Movetype_CheckStuck(entity this);
109 float _Movetype_CheckWater(entity ent);
110 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
111 void _Movetype_LinkEdict(entity this, float touch_triggers);
112 vector _Movetype_ClipVelocity(vector vel, vector norm, float f);
113 void _Movetype_PushEntityTrace(entity this, vector push);
114 bool _Movetype_PushEntity(entity this, vector push, float failonstartsolid, bool dolink);
115
116 void Movetype_Physics_NoMatchTicrate(entity this, float movedt, bool isclient);
117 void Movetype_Physics_MatchTicrate(entity this, float tr, bool sloppy);
118 void Movetype_Physics_MatchServer(entity this, bool sloppy);
119 void Movetype_Physics_NoMatchServer(entity this);
120 void _Movetype_LinkEdict(entity this, float touch_triggers);
121 void _Movetype_LinkEdict_TouchAreaGrid(entity this);
122
123 int _Movetype_UnstickEntity(entity this);
124
125 const int MAX_CLIP_PLANES = 5;
126
127 #ifdef CSQC
128 const int MOVETYPE_NONE             = 0;
129 const int MOVETYPE_ANGLENOCLIP      = 1;
130 const int MOVETYPE_ANGLECLIP        = 2;
131 const int MOVETYPE_WALK             = 3;
132 const int MOVETYPE_STEP             = 4;
133 const int MOVETYPE_FLY              = 5;
134 const int MOVETYPE_TOSS             = 6;
135 const int MOVETYPE_PUSH             = 7;
136 const int MOVETYPE_NOCLIP           = 8;
137 const int MOVETYPE_FLYMISSILE       = 9;
138 const int MOVETYPE_BOUNCE           = 10;
139 const int MOVETYPE_BOUNCEMISSILE    = 11;  // Like bounce but doesn't lose speed on bouncing
140 const int MOVETYPE_FOLLOW           = 12;
141 const int MOVETYPE_PHYSICS          = 32;
142 const int MOVETYPE_FLY_WORLDONLY    = 33;
143
144 #elif defined(SVQC)
145 const int MOVETYPE_ANGLENOCLIP      = 1;
146 const int MOVETYPE_ANGLECLIP        = 2;
147 #endif
148
149 const int MOVETYPE_QCPLAYER = 150; // QC-driven player physics, no think functions!
150 const int MOVETYPE_QCENTITY = 151; // QC-driven entity physics, some think functions!
151
152 const int MOVETYPE_FAKEPUSH         = 13;
153
154 const int MOVEFLAG_VALID = BIT(23);
155 const int MOVEFLAG_Q2AIRACCELERATE = BIT(0);
156 const int MOVEFLAG_NOGRAVITYONGROUND = BIT(1);
157 const int MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE = BIT(2);
158
159 #ifdef CSQC
160 #define moveflags STAT(MOVEFLAGS)
161 #endif