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[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qh
1 #ifndef COMMON_PHYSICS_H
2 #define COMMON_PHYSICS_H
3
4 // Client/server mappings
5
6 .entity conveyor;
7
8 .float race_penalty;
9
10 .float gravity;
11 .float swamp_slowdown;
12 .float lastflags;
13 .float lastground;
14 .float wasFlying;
15 #ifdef SVQC
16 .float spectatorspeed = _STAT(SPECTATORSPEED);
17 #elif defined(CSQC)
18 .float spectatorspeed;
19 #endif
20
21 .vector movement_old;
22 .float buttons_old;
23 .vector v_angle_old;
24 .string lastclassname;
25
26 .float() PlayerPhysplug;
27 float AdjustAirAccelQW(float accelqw, float factor);
28
29 bool IsFlying(entity a);
30
31 #define BUFFS_STAT(s)                       STAT(BUFFS, s)
32
33 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s)    STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, s)
34 #define GAMEPLAYFIX_EASIERWATERJUMP(s)      STAT(GAMEPLAYFIX_EASIERWATERJUMP, s)
35 #define GAMEPLAYFIX_STEPDOWN(s)             STAT(GAMEPLAYFIX_STEPDOWN, s)
36 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s)    STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, s)
37 #define GAMEPLAYFIX_UNSTICKPLAYERS(s)       STAT(GAMEPLAYFIX_UNSTICKPLAYERS, s)
38
39 #define PHYS_ACCELERATE(s)                  STAT(MOVEVARS_ACCELERATE, s)
40 #define PHYS_AIRACCELERATE(s)               STAT(MOVEVARS_AIRACCELERATE, s)
41 #define PHYS_AIRACCEL_QW(s)                 STAT(MOVEVARS_AIRACCEL_QW, s)
42 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)   STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
43 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)  STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
44 #define PHYS_AIRCONTROL(s)                  STAT(MOVEVARS_AIRCONTROL, s)
45 #define PHYS_AIRCONTROL_PENALTY(s)          STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
46 #define PHYS_AIRCONTROL_POWER(s)            STAT(MOVEVARS_AIRCONTROL_POWER, s)
47 #define PHYS_AIRSPEEDLIMIT_NONQW(s)         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
48 #define PHYS_AIRSTOPACCELERATE(s)           STAT(MOVEVARS_AIRSTOPACCELERATE, s)
49 #define PHYS_AIRSTRAFEACCELERATE(s)         STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
50 #define PHYS_AIRSTRAFEACCEL_QW(s)           STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
51
52 #define PHYS_AMMO_FUEL(s)                   STAT(FUEL, s)
53
54 #define PHYS_DODGING_FROZEN(s)              STAT(DODGING_FROZEN, s)
55
56 #define PHYS_FRICTION(s)                    STAT(MOVEVARS_FRICTION, s)
57 #define PHYS_FRICTION_ONLAND(s)             STAT(MOVEVARS_FRICTION_ONLAND, s)
58 #define PHYS_FRICTION_SLICK(s)              STAT(MOVEVARS_FRICTION_SLICK, s)
59
60 #define PHYS_FROZEN(s)                      STAT(FROZEN, s)
61
62 #define PHYS_HIGHSPEED(s)                   STAT(MOVEVARS_HIGHSPEED, s)
63
64 #define PHYS_JETPACK_ACCEL_SIDE(s)          STAT(JETPACK_ACCEL_SIDE, s)
65 #define PHYS_JETPACK_ACCEL_UP(s)            STAT(JETPACK_ACCEL_UP, s)
66 #define PHYS_JETPACK_ANTIGRAVITY(s)         STAT(JETPACK_ANTIGRAVITY, s)
67 #define PHYS_JETPACK_FUEL(s)                STAT(JETPACK_FUEL, s)
68 #define PHYS_JETPACK_MAXSPEED_SIDE(s)       STAT(JETPACK_MAXSPEED_SIDE, s)
69 #define PHYS_JETPACK_MAXSPEED_UP(s)         STAT(JETPACK_MAXSPEED_UP, s)
70
71 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
72 #define PHYS_JUMPSTEP(s)                    STAT(MOVEVARS_JUMPSTEP, s)
73 #define PHYS_JUMPVELOCITY(s)                STAT(MOVEVARS_JUMPVELOCITY, s)
74
75 #define PHYS_MAXAIRSPEED(s)                 STAT(MOVEVARS_MAXAIRSPEED, s)
76 #define PHYS_MAXAIRSTRAFESPEED(s)           STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
77 #define PHYS_MAXSPEED(s)                    STAT(MOVEVARS_MAXSPEED, s)
78
79 #define PHYS_NOSTEP(s)                      STAT(NOSTEP, s)
80 #define PHYS_STEPHEIGHT(s)                  STAT(MOVEVARS_STEPHEIGHT, s)
81
82 #define PHYS_STOPSPEED(s)                   STAT(MOVEVARS_STOPSPEED, s)
83
84 #define PHYS_TRACK_CANJUMP(s)               STAT(MOVEVARS_TRACK_CANJUMP, s)
85
86 #define PHYS_WALLFRICTION(s)                STAT(MOVEVARS_WALLFRICTION, s)
87
88 #define PHYS_WARSOWBUNNY_ACCEL(s)           STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
89 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
90 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
91 #define PHYS_WARSOWBUNNY_TOPSPEED(s)        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
92 #define PHYS_WARSOWBUNNY_TURNACCEL(s)       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
93
94 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s)  STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, s)
95
96 #define PHYS_INPUT_BUTTON_ATCK(s)           PHYS_INPUT_BUTTON_BUTTON1(s)
97 #define PHYS_INPUT_BUTTON_JUMP(s)           PHYS_INPUT_BUTTON_BUTTON2(s)
98 #define PHYS_INPUT_BUTTON_ATCK2(s)          PHYS_INPUT_BUTTON_BUTTON3(s)
99 #define PHYS_INPUT_BUTTON_ZOOM(s)           PHYS_INPUT_BUTTON_BUTTON4(s)
100 #define PHYS_INPUT_BUTTON_CROUCH(s)         PHYS_INPUT_BUTTON_BUTTON5(s)
101 #define PHYS_INPUT_BUTTON_HOOK(s)           PHYS_INPUT_BUTTON_BUTTON6(s)
102 #define PHYS_INPUT_BUTTON_INFO(s)           PHYS_INPUT_BUTTON_BUTTON7(s)
103 #define PHYS_INPUT_BUTTON_DRAG(s)           PHYS_INPUT_BUTTON_BUTTON8(s)
104 #define PHYS_INPUT_BUTTON_USE(s)            PHYS_INPUT_BUTTON_BUTTON_USE(s)
105 #define PHYS_INPUT_BUTTON_CHAT(s)           PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
106 #define PHYS_INPUT_BUTTON_PRYDON(s)         PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
107 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)     PHYS_INPUT_BUTTON_BUTTON9(s)
108 #define PHYS_INPUT_BUTTON_JETPACK(s)        PHYS_INPUT_BUTTON_BUTTON10(s)
109
110 // if more buttons are needed, start using impulse bits as buttons
111
112 #define PHYS_INPUT_BUTTON_BACKWARD(s)       (PHYS_INPUT_MOVEVALUES(s).x < 0)
113 #define PHYS_INPUT_BUTTON_FORWARD(s)        (PHYS_INPUT_MOVEVALUES(s).x > 0)
114 #define PHYS_INPUT_BUTTON_LEFT(s)           (PHYS_INPUT_MOVEVALUES(s).y < 0)
115 #define PHYS_INPUT_BUTTON_RIGHT(s)          (PHYS_INPUT_MOVEVALUES(s).y > 0)
116
117 // used for special commands and idle checking, not from the engine
118 // TODO: cache
119 #define PHYS_INPUT_BUTTON_MASK(s) ( \
120           (1 <<  0) * PHYS_INPUT_BUTTON_ATCK(s) \
121         | (1 <<  1) * PHYS_INPUT_BUTTON_JUMP(s) \
122         | (1 <<  2) * PHYS_INPUT_BUTTON_ATCK2(s) \
123         | (1 <<  3) * PHYS_INPUT_BUTTON_ZOOM(s) \
124         | (1 <<  4) * PHYS_INPUT_BUTTON_CROUCH(s) \
125         | (1 <<  5) * PHYS_INPUT_BUTTON_HOOK(s) \
126         | (1 <<  6) * PHYS_INPUT_BUTTON_USE(s) \
127         | (1 <<  7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
128         | (1 <<  8) * PHYS_INPUT_BUTTON_FORWARD(s) \
129         | (1 <<  9) * PHYS_INPUT_BUTTON_LEFT(s) \
130         | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
131         )
132
133 #define IS_JUMP_HELD(s)                     (!((s).flags & FL_JUMPRELEASED))
134 #define SET_JUMP_HELD(s)                    ((s).flags &= ~FL_JUMPRELEASED)
135 #define UNSET_JUMP_HELD(s)                  ((s).flags |= FL_JUMPRELEASED)
136
137 #define IS_ONGROUND(s)                      boolean((s).flags & FL_ONGROUND)
138 #define SET_ONGROUND(s)                     ((s).flags |= FL_ONGROUND)
139 #define UNSET_ONGROUND(s)                   ((s).flags &= ~FL_ONGROUND)
140
141 #define WAS_ONGROUND(s)                     boolean((s).lastflags & FL_ONGROUND)
142
143 #define ITEMS_STAT(s)                       ((s).items)
144
145 #ifdef CSQC
146
147         string autocvar_cl_jumpspeedcap_min;
148         string autocvar_cl_jumpspeedcap_max;
149
150         noref float pmove_waterjumptime;
151
152         const int FL_WATERJUMP = 2048;  // player jumping out of water
153         const int FL_JUMPRELEASED = 4096;  // for jump debouncing
154
155         .float watertype;
156         .float waterlevel;
157         .int items;
158
159         .vector movement;
160         .vector v_angle;
161
162 // TODO
163         #define IS_CLIENT(s)                        ((s).isplayermodel)
164         #define IS_PLAYER(s)                        ((s).isplayermodel)
165         #define IS_NOT_A_CLIENT(s)                  (!(s).isplayermodel)
166         #define isPushable(s)                       ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
167
168         //float player_multijump;
169         //float player_jumpheight;
170
171         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
172
173         #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
174
175         #define TICRATE                             ticrate
176
177         #define PHYS_INPUT_ANGLES(s)                input_angles
178 // TODO
179         #define PHYS_WORLD_ANGLES(s)                input_angles
180
181         #define PHYS_INPUT_TIMELENGTH               input_timelength
182         #define PHYS_INPUT_FRAMETIME                serverdeltatime
183
184         #define PHYS_INPUT_MOVEVALUES(s)            input_movevalues
185
186         #define PHYS_INPUT_BUTTON_BUTTON1(s)        boolean(input_buttons & BIT(0))
187         #define PHYS_INPUT_BUTTON_BUTTON2(s)        boolean(input_buttons & BIT(1))
188         #define PHYS_INPUT_BUTTON_BUTTON3(s)        boolean(input_buttons & BIT(2))
189         #define PHYS_INPUT_BUTTON_BUTTON4(s)        boolean(input_buttons & BIT(3))
190         #define PHYS_INPUT_BUTTON_BUTTON5(s)        boolean(input_buttons & BIT(4))
191         #define PHYS_INPUT_BUTTON_BUTTON6(s)        boolean(input_buttons & BIT(5))
192         #define PHYS_INPUT_BUTTON_BUTTON7(s)        boolean(input_buttons & BIT(6))
193         #define PHYS_INPUT_BUTTON_BUTTON8(s)        boolean(input_buttons & BIT(7))
194         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     boolean(input_buttons & BIT(8))
195         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    boolean(input_buttons & BIT(9))
196         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  boolean(input_buttons & BIT(10))
197         #define PHYS_INPUT_BUTTON_BUTTON9(s)        boolean(input_buttons & BIT(11))
198         #define PHYS_INPUT_BUTTON_BUTTON10(s)       boolean(input_buttons & BIT(12))
199         #define PHYS_INPUT_BUTTON_BUTTON11(s)       boolean(input_buttons & BIT(13))
200         #define PHYS_INPUT_BUTTON_BUTTON12(s)       boolean(input_buttons & BIT(14))
201         #define PHYS_INPUT_BUTTON_BUTTON13(s)       boolean(input_buttons & BIT(15))
202         #define PHYS_INPUT_BUTTON_BUTTON14(s)       boolean(input_buttons & BIT(16))
203         #define PHYS_INPUT_BUTTON_BUTTON15(s)       boolean(input_buttons & BIT(17))
204         #define PHYS_INPUT_BUTTON_BUTTON16(s)       boolean(input_buttons & BIT(18))
205
206         #define PHYS_DEAD(s)                        ((s).csqcmodel_isdead)
207
208         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
209         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
210         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
211
212         #define IS_DUCKED(s)                        (boolean((s).flags & FL_DUCKED))
213         #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
214         #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
215
216         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
217         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
218
219         #define PHYS_CL_TRACK_CANJUMP(s)            STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
220         // FIXME: 0 doesn't mean zero gravity
221         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
222
223 #elif defined(SVQC)
224
225         bool Physics_Valid(string thecvar);
226
227         .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
228         .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
229
230         /** Not real stats */
231         .string jumpspeedcap_min;
232         .string jumpspeedcap_max;
233
234         #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
235
236         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
237
238         #define TICRATE sys_frametime
239
240         #define PHYS_INPUT_ANGLES(s)                ((s).v_angle)
241         #define PHYS_WORLD_ANGLES(s)                ((s).angles)
242
243         #define PHYS_INPUT_TIMELENGTH               frametime
244         #define PHYS_INPUT_FRAMETIME                sys_frametime
245
246         #define PHYS_INPUT_MOVEVALUES(s)            ((s).movement)
247
248         #define PHYS_INPUT_BUTTON_BUTTON1(s)        ((s).button0)
249         #define PHYS_INPUT_BUTTON_BUTTON2(s)        ((s).button2)
250         #define PHYS_INPUT_BUTTON_BUTTON3(s)        ((s).button3)
251         #define PHYS_INPUT_BUTTON_BUTTON4(s)        ((s).button4)
252         #define PHYS_INPUT_BUTTON_BUTTON5(s)        ((s).button5)
253         #define PHYS_INPUT_BUTTON_BUTTON6(s)        ((s).button6)
254         #define PHYS_INPUT_BUTTON_BUTTON7(s)        ((s).button7)
255         #define PHYS_INPUT_BUTTON_BUTTON8(s)        ((s).button8)
256         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     ((s).buttonuse)
257         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    ((s).buttonchat)
258         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  ((s).cursor_active)
259         #define PHYS_INPUT_BUTTON_BUTTON9(s)        ((s).button9)
260         #define PHYS_INPUT_BUTTON_BUTTON10(s)       ((s).button10)
261         #define PHYS_INPUT_BUTTON_BUTTON11(s)       ((s).button11)
262         #define PHYS_INPUT_BUTTON_BUTTON12(s)       ((s).button12)
263         #define PHYS_INPUT_BUTTON_BUTTON13(s)       ((s).button13)
264         #define PHYS_INPUT_BUTTON_BUTTON14(s)       ((s).button14)
265         #define PHYS_INPUT_BUTTON_BUTTON15(s)       ((s).button15)
266         #define PHYS_INPUT_BUTTON_BUTTON16(s)       ((s).button16)
267
268         #define PHYS_DEAD(s)                        ((s).deadflag != DEAD_NO)
269
270         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
271         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
272         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
273
274         #define IS_DUCKED(s)                        ((s).crouch)
275         #define SET_DUCKED(s)                       ((s).crouch = true)
276         #define UNSET_DUCKED(s)                     ((s).crouch = false)
277
278         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
279         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
280
281         #define PHYS_CL_TRACK_CANJUMP(s)            ((s).cvar_cl_movement_track_canjump)
282         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
283
284 #endif
285
286 REGISTER_NET_C2S(setpause)
287 #ifdef CSQC
288 void unpause_update()
289 {
290         static bool waspaused;
291         bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
292         if (ispaused == waspaused) return;
293         waspaused = ispaused;
294         // if (!serverispaused) return; // TODO: find out somehow
295         if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
296         int channel = MSG_C2S;
297         WriteHeader(channel, setpause);
298         WriteByte(channel, ispaused);
299 }
300 #endif
301 #ifdef SVQC
302 NET_HANDLE(setpause, bool)
303 {
304         bool ispaused = boolean(ReadByte());
305         PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
306         return true;
307 }
308 #endif
309
310 #endif