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Implement reverse thrusting with jetpack when crouching (disabled by default)
[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(entity) 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 #define PHYS_JETPACK_REVERSE_THRUST(s)          STAT(JETPACK_REVERSE_THRUST, s)
71
72 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, s)
73 #define PHYS_JUMPSTEP(s)                    STAT(MOVEVARS_JUMPSTEP, s)
74 #define PHYS_JUMPVELOCITY(s)                STAT(MOVEVARS_JUMPVELOCITY, s)
75
76 #define PHYS_MAXAIRSPEED(s)                 STAT(MOVEVARS_MAXAIRSPEED, s)
77 #define PHYS_MAXAIRSTRAFESPEED(s)           STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
78 #define PHYS_MAXSPEED(s)                    STAT(MOVEVARS_MAXSPEED, s)
79
80 #define PHYS_NOSTEP(s)                      STAT(NOSTEP, s)
81 #define PHYS_STEPHEIGHT(s)                  STAT(MOVEVARS_STEPHEIGHT, s)
82
83 #define PHYS_STOPSPEED(s)                   STAT(MOVEVARS_STOPSPEED, s)
84
85 #define PHYS_TRACK_CANJUMP(s)               STAT(MOVEVARS_TRACK_CANJUMP, s)
86
87 #define PHYS_WALLFRICTION(s)                STAT(MOVEVARS_WALLFRICTION, s)
88
89 #define PHYS_WARSOWBUNNY_ACCEL(s)           STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
90 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
91 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
92 #define PHYS_WARSOWBUNNY_TOPSPEED(s)        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
93 #define PHYS_WARSOWBUNNY_TURNACCEL(s)       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
94
95 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s)  STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, s)
96
97 #define PHYS_INPUT_BUTTON_ATCK(s)           PHYS_INPUT_BUTTON_BUTTON1(s)
98 #define PHYS_INPUT_BUTTON_JUMP(s)           PHYS_INPUT_BUTTON_BUTTON2(s)
99 #define PHYS_INPUT_BUTTON_ATCK2(s)          PHYS_INPUT_BUTTON_BUTTON3(s)
100 #define PHYS_INPUT_BUTTON_ZOOM(s)           PHYS_INPUT_BUTTON_BUTTON4(s)
101 #define PHYS_INPUT_BUTTON_CROUCH(s)         PHYS_INPUT_BUTTON_BUTTON5(s)
102 #define PHYS_INPUT_BUTTON_HOOK(s)           PHYS_INPUT_BUTTON_BUTTON6(s)
103
104 #ifdef CSQC
105 STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
106 {
107         localcmd("alias +hook +button6\n");
108         localcmd("alias -hook -button6\n");
109 }
110 #endif
111
112 #define PHYS_INPUT_BUTTON_INFO(s)           PHYS_INPUT_BUTTON_BUTTON7(s)
113 #define PHYS_INPUT_BUTTON_DRAG(s)           PHYS_INPUT_BUTTON_BUTTON8(s)
114 #define PHYS_INPUT_BUTTON_USE(s)            PHYS_INPUT_BUTTON_BUTTON_USE(s)
115 #define PHYS_INPUT_BUTTON_CHAT(s)           PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
116 #define PHYS_INPUT_BUTTON_PRYDON(s)         PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
117 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)     PHYS_INPUT_BUTTON_BUTTON9(s)
118 #define PHYS_INPUT_BUTTON_JETPACK(s)        PHYS_INPUT_BUTTON_BUTTON10(s)
119
120 #ifdef CSQC
121 STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
122 {
123         localcmd("alias +jetpack +button10\n");
124     localcmd("alias -jetpack -button10\n");
125 }
126 #endif
127
128 // if more buttons are needed, start using impulse bits as buttons
129
130 #define PHYS_INPUT_BUTTON_BACKWARD(s)       (PHYS_INPUT_MOVEVALUES(s).x < 0)
131 #define PHYS_INPUT_BUTTON_FORWARD(s)        (PHYS_INPUT_MOVEVALUES(s).x > 0)
132 #define PHYS_INPUT_BUTTON_LEFT(s)           (PHYS_INPUT_MOVEVALUES(s).y < 0)
133 #define PHYS_INPUT_BUTTON_RIGHT(s)          (PHYS_INPUT_MOVEVALUES(s).y > 0)
134
135 // used for special commands and idle checking, not from the engine
136 // TODO: cache
137 #define PHYS_INPUT_BUTTON_MASK(s) ( \
138           (1 <<  0) * PHYS_INPUT_BUTTON_ATCK(s) \
139         | (1 <<  1) * PHYS_INPUT_BUTTON_JUMP(s) \
140         | (1 <<  2) * PHYS_INPUT_BUTTON_ATCK2(s) \
141         | (1 <<  3) * PHYS_INPUT_BUTTON_ZOOM(s) \
142         | (1 <<  4) * PHYS_INPUT_BUTTON_CROUCH(s) \
143         | (1 <<  5) * PHYS_INPUT_BUTTON_HOOK(s) \
144         | (1 <<  6) * PHYS_INPUT_BUTTON_USE(s) \
145         | (1 <<  7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
146         | (1 <<  8) * PHYS_INPUT_BUTTON_FORWARD(s) \
147         | (1 <<  9) * PHYS_INPUT_BUTTON_LEFT(s) \
148         | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
149         )
150
151 #define IS_JUMP_HELD(s)                     (!((s).flags & FL_JUMPRELEASED))
152 #define SET_JUMP_HELD(s)                    ((s).flags &= ~FL_JUMPRELEASED)
153 #define UNSET_JUMP_HELD(s)                  ((s).flags |= FL_JUMPRELEASED)
154
155 #define WAS_ONGROUND(s)                     boolean((s).lastflags & FL_ONGROUND)
156
157 #define ITEMS_STAT(s)                       ((s).items)
158
159 .float teleport_time;
160
161 #ifdef CSQC
162
163         string autocvar_cl_jumpspeedcap_min;
164         string autocvar_cl_jumpspeedcap_max;
165
166         noref float pmove_waterjumptime;
167
168         const int FL_WATERJUMP = 2048;  // player jumping out of water
169         const int FL_JUMPRELEASED = 4096;  // for jump debouncing
170
171         .float watertype;
172         .float waterlevel;
173         .int items;
174
175         .vector movement;
176         .vector v_angle;
177
178         .entity hook;
179
180 // TODO
181         #define IS_CLIENT(s)                        ((s).isplayermodel)
182         #define IS_PLAYER(s)                        ((s).isplayermodel)
183         #define IS_NOT_A_CLIENT(s)                  (!(s).isplayermodel)
184         #define isPushable(s)                       ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
185
186         //float player_multijump;
187         //float player_jumpheight;
188
189         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
190
191         #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
192
193         #define TICRATE                             ticrate
194
195         #define PHYS_INPUT_ANGLES(s)                input_angles
196 // TODO
197         #define PHYS_WORLD_ANGLES(s)                input_angles
198
199         #define PHYS_INPUT_TIMELENGTH               input_timelength
200         #define PHYS_INPUT_FRAMETIME                serverdeltatime
201
202         #define PHYS_INPUT_MOVEVALUES(s)            input_movevalues
203
204         #define PHYS_INPUT_BUTTON_BUTTON1(s)        boolean(input_buttons & BIT(0))
205         #define PHYS_INPUT_BUTTON_BUTTON2(s)        boolean(input_buttons & BIT(1))
206         #define PHYS_INPUT_BUTTON_BUTTON3(s)        boolean(input_buttons & BIT(2))
207         #define PHYS_INPUT_BUTTON_BUTTON4(s)        boolean(input_buttons & BIT(3))
208         #define PHYS_INPUT_BUTTON_BUTTON5(s)        boolean(input_buttons & BIT(4))
209         #define PHYS_INPUT_BUTTON_BUTTON6(s)        boolean(input_buttons & BIT(5))
210         #define PHYS_INPUT_BUTTON_BUTTON7(s)        boolean(input_buttons & BIT(6))
211         #define PHYS_INPUT_BUTTON_BUTTON8(s)        boolean(input_buttons & BIT(7))
212         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     boolean(input_buttons & BIT(8))
213         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    boolean(input_buttons & BIT(9))
214         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  boolean(input_buttons & BIT(10))
215         #define PHYS_INPUT_BUTTON_BUTTON9(s)        boolean(input_buttons & BIT(11))
216         #define PHYS_INPUT_BUTTON_BUTTON10(s)       boolean(input_buttons & BIT(12))
217         #define PHYS_INPUT_BUTTON_BUTTON11(s)       boolean(input_buttons & BIT(13))
218         #define PHYS_INPUT_BUTTON_BUTTON12(s)       boolean(input_buttons & BIT(14))
219         #define PHYS_INPUT_BUTTON_BUTTON13(s)       boolean(input_buttons & BIT(15))
220         #define PHYS_INPUT_BUTTON_BUTTON14(s)       boolean(input_buttons & BIT(16))
221         #define PHYS_INPUT_BUTTON_BUTTON15(s)       boolean(input_buttons & BIT(17))
222         #define PHYS_INPUT_BUTTON_BUTTON16(s)       boolean(input_buttons & BIT(18))
223
224         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
225         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
226         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
227
228         #define IS_DUCKED(s)                        (boolean((s).flags & FL_DUCKED))
229         #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
230         #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
231
232         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
233         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
234
235         #define PHYS_CL_TRACK_CANJUMP(s)            STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
236         // FIXME: 0 doesn't mean zero gravity
237         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
238
239 #elif defined(SVQC)
240
241         bool Physics_Valid(string thecvar);
242
243         .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
244         .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
245
246         /** Not real stats */
247         .string jumpspeedcap_min;
248         .string jumpspeedcap_max;
249
250         #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
251
252         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
253
254         #define TICRATE sys_frametime
255
256         #define PHYS_INPUT_ANGLES(s)                ((s).v_angle)
257         #define PHYS_WORLD_ANGLES(s)                ((s).angles)
258
259         #define PHYS_INPUT_TIMELENGTH               frametime
260         #define PHYS_INPUT_FRAMETIME                sys_frametime
261
262         #define PHYS_INPUT_MOVEVALUES(s)            ((s).movement)
263
264         #define PHYS_INPUT_BUTTON_BUTTON1(s)        ((s).button0)
265         #define PHYS_INPUT_BUTTON_BUTTON2(s)        ((s).button2)
266         #define PHYS_INPUT_BUTTON_BUTTON3(s)        ((s).button3)
267         #define PHYS_INPUT_BUTTON_BUTTON4(s)        ((s).button4)
268         #define PHYS_INPUT_BUTTON_BUTTON5(s)        ((s).button5)
269         #define PHYS_INPUT_BUTTON_BUTTON6(s)        ((s).button6)
270         #define PHYS_INPUT_BUTTON_BUTTON7(s)        ((s).button7)
271         #define PHYS_INPUT_BUTTON_BUTTON8(s)        ((s).button8)
272         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     ((s).buttonuse)
273         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    ((s).buttonchat)
274         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  ((s).cursor_active)
275         #define PHYS_INPUT_BUTTON_BUTTON9(s)        ((s).button9)
276         #define PHYS_INPUT_BUTTON_BUTTON10(s)       ((s).button10)
277         #define PHYS_INPUT_BUTTON_BUTTON11(s)       ((s).button11)
278         #define PHYS_INPUT_BUTTON_BUTTON12(s)       ((s).button12)
279         #define PHYS_INPUT_BUTTON_BUTTON13(s)       ((s).button13)
280         #define PHYS_INPUT_BUTTON_BUTTON14(s)       ((s).button14)
281         #define PHYS_INPUT_BUTTON_BUTTON15(s)       ((s).button15)
282         #define PHYS_INPUT_BUTTON_BUTTON16(s)       ((s).button16)
283
284         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
285         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
286         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
287
288         #define IS_DUCKED(s)                        ((s).crouch)
289         #define SET_DUCKED(s)                       ((s).crouch = true)
290         #define UNSET_DUCKED(s)                     ((s).crouch = false)
291
292         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
293         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
294
295         #define PHYS_CL_TRACK_CANJUMP(s)            ((s).cvar_cl_movement_track_canjump)
296         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
297
298 #endif
299
300 REGISTER_NET_C2S(setpause)
301 #ifdef CSQC
302 void unpause_update()
303 {
304         static bool waspaused;
305         bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
306         if (ispaused == waspaused) return;
307         waspaused = ispaused;
308         // if (!serverispaused) return; // TODO: find out somehow
309         if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
310         int channel = MSG_C2S;
311         WriteHeader(channel, setpause);
312         WriteByte(channel, ispaused);
313 }
314 #endif
315 #ifdef SVQC
316 NET_HANDLE(setpause, bool)
317 {
318         bool ispaused = boolean(ReadByte());
319         PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
320         return true;
321 }
322 #endif
323
324 #endif