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