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Use global stats in the physics macros to make sure physics works on non-clients
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qh
1 #pragma once
2
3 // Client/server mappings
4
5 .float pm_frametime;
6
7 .entity conveyor;
8
9 .float race_penalty;
10
11 .float gravity;
12 .float swamp_slowdown;
13 .float lastflags;
14 .float lastground;
15 .float wasFlying;
16 #ifdef SVQC
17 .float spectatorspeed = _STAT(SPECTATORSPEED);
18 #elif defined(CSQC)
19 .float spectatorspeed;
20 #endif
21
22 .vector movement_old;
23 .float buttons_old;
24 .vector v_angle_old;
25 .string lastclassname;
26
27 .float(entity,float) PlayerPhysplug;
28 float AdjustAirAccelQW(float accelqw, float factor);
29
30 bool IsFlying(entity a);
31
32 #define PHYS_PL_MAX(s)                                          STAT(PL_MAX, s)
33 #define PHYS_PL_MIN(s)                                          STAT(PL_MIN, s)
34 #define PHYS_PL_CROUCH_MAX(s)                           STAT(PL_CROUCH_MAX, s)
35 #define PHYS_PL_CROUCH_MIN(s)                           STAT(PL_CROUCH_MIN, s)
36
37 #define PHYS_PL_VIEWOFS(s)                                      STAT(PL_VIEW_OFS, s)
38 #define PHYS_PL_CROUCH_VIEWOFS(s)                       STAT(PL_CROUCH_VIEW_OFS, s)
39
40 #define PHYS_VIEWHEIGHT(s)                                      STAT(VIEWHEIGHT, s)
41 #define PHYS_HEALTH(s)                                          STAT(HEALTH, s)
42
43 #define BUFFS_STAT(s)                       STAT(BUFFS, s)
44
45 #define PHYS_ACCELERATE(s)                  STAT(MOVEVARS_ACCELERATE, s)
46 #define PHYS_AIRACCELERATE(s)               STAT(MOVEVARS_AIRACCELERATE, s)
47 #define PHYS_AIRACCEL_QW(s)                 STAT(MOVEVARS_AIRACCEL_QW, s)
48 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)   STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
49 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)  STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
50 #define PHYS_AIRCONTROL(s)                  STAT(MOVEVARS_AIRCONTROL, s)
51 #define PHYS_AIRCONTROL_PENALTY(s)          STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
52 #define PHYS_AIRCONTROL_POWER(s)            STAT(MOVEVARS_AIRCONTROL_POWER, s)
53 #define PHYS_AIRCONTROL_BACKWARDS(s)        STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
54 #define PHYS_AIRCONTROL_SIDEWARDS(s)        STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
55 #define PHYS_AIRSPEEDLIMIT_NONQW(s)         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
56 #define PHYS_AIRSTOPACCELERATE(s)           STAT(MOVEVARS_AIRSTOPACCELERATE, s)
57 #define PHYS_AIRSTRAFEACCELERATE(s)         STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
58 #define PHYS_AIRSTRAFEACCEL_QW(s)           STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
59
60 #define PHYS_AMMO_FUEL(s)                   STAT(FUEL, s)
61
62 #define PHYS_DODGING_FROZEN(s)              STAT(DODGING_FROZEN, s)
63
64 #define PHYS_FRICTION(s)                    STAT(MOVEVARS_FRICTION, s)
65 #define PHYS_FRICTION_ONLAND(s)             STAT(MOVEVARS_FRICTION_ONLAND, s)
66 #define PHYS_FRICTION_SLICK(s)              STAT(MOVEVARS_FRICTION_SLICK, s)
67
68 #define PHYS_FROZEN(s)                      STAT(FROZEN, s)
69
70 #define PHYS_HIGHSPEED(s)                   STAT(MOVEVARS_HIGHSPEED, s)
71
72 #define PHYS_JETPACK_ACCEL_SIDE(s)          STAT(JETPACK_ACCEL_SIDE, s)
73 #define PHYS_JETPACK_ACCEL_UP(s)            STAT(JETPACK_ACCEL_UP, s)
74 #define PHYS_JETPACK_ANTIGRAVITY(s)         STAT(JETPACK_ANTIGRAVITY, s)
75 #define PHYS_JETPACK_FUEL(s)                STAT(JETPACK_FUEL, s)
76 #define PHYS_JETPACK_MAXSPEED_SIDE(s)       STAT(JETPACK_MAXSPEED_SIDE, s)
77 #define PHYS_JETPACK_MAXSPEED_UP(s)         STAT(JETPACK_MAXSPEED_UP, s)
78 #define PHYS_JETPACK_REVERSE_THRUST(s)          STAT(JETPACK_REVERSE_THRUST, s)
79
80 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS, NULL)
81 #define PHYS_JUMPSTEP(s)                    STAT(MOVEVARS_JUMPSTEP, NULL)
82 #define PHYS_JUMPVELOCITY(s)                STAT(MOVEVARS_JUMPVELOCITY, s)
83
84 #define PHYS_MAXAIRSPEED(s)                 STAT(MOVEVARS_MAXAIRSPEED, s)
85 #define PHYS_MAXAIRSTRAFESPEED(s)           STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
86 #define PHYS_MAXSPEED(s)                    STAT(MOVEVARS_MAXSPEED, s)
87
88 #define PHYS_NOSTEP(s)                      STAT(NOSTEP, NULL)
89 #define PHYS_STEPHEIGHT(s)                  STAT(MOVEVARS_STEPHEIGHT, NULL)
90
91 #define PHYS_STOPSPEED(s)                   STAT(MOVEVARS_STOPSPEED, s)
92
93 #define PHYS_TRACK_CANJUMP(s)               STAT(MOVEVARS_TRACK_CANJUMP, s)
94
95 #define PHYS_WALLFRICTION(s)                STAT(MOVEVARS_WALLFRICTION, NULL)
96
97 #define PHYS_WARSOWBUNNY_ACCEL(s)           STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
98 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
99 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
100 #define PHYS_WARSOWBUNNY_TOPSPEED(s)        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
101 #define PHYS_WARSOWBUNNY_TURNACCEL(s)       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
102
103 #define UPWARD_VELOCITY_CLEARS_ONGROUND(s)  STAT(GAMEPLAYFIX_UPVELOCITYCLEARSONGROUND, NULL)
104
105 #define PHYS_SLICK_APPLYGRAVITY(s)              STAT(SLICK_APPLYGRAVITY, NULL)
106
107 #define PHYS_INPUT_BUTTON_ATCK(s)           PHYS_INPUT_BUTTON_BUTTON1(s)
108 #define PHYS_INPUT_BUTTON_JUMP(s)           PHYS_INPUT_BUTTON_BUTTON2(s)
109 #define PHYS_INPUT_BUTTON_ATCK2(s)          PHYS_INPUT_BUTTON_BUTTON3(s)
110 #define PHYS_INPUT_BUTTON_ZOOM(s)           PHYS_INPUT_BUTTON_BUTTON4(s)
111 #define PHYS_INPUT_BUTTON_CROUCH(s)         PHYS_INPUT_BUTTON_BUTTON5(s)
112 #define PHYS_INPUT_BUTTON_HOOK(s)           PHYS_INPUT_BUTTON_BUTTON6(s)
113
114 #ifdef CSQC
115 STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
116 {
117         localcmd("alias +hook +button6\n");
118         localcmd("alias -hook -button6\n");
119 }
120 #endif
121
122 #define PHYS_INPUT_BUTTON_INFO(s)           PHYS_INPUT_BUTTON_BUTTON7(s)
123 #define PHYS_INPUT_BUTTON_DRAG(s)           PHYS_INPUT_BUTTON_BUTTON8(s)
124 #define PHYS_INPUT_BUTTON_USE(s)            PHYS_INPUT_BUTTON_BUTTON_USE(s)
125 #define PHYS_INPUT_BUTTON_CHAT(s)           PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
126 #define PHYS_INPUT_BUTTON_PRYDON(s)         PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
127 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)     PHYS_INPUT_BUTTON_BUTTON9(s)
128 #define PHYS_INPUT_BUTTON_JETPACK(s)        PHYS_INPUT_BUTTON_BUTTON10(s)
129 #define PHYS_INPUT_BUTTON_DODGE(s)                      PHYS_INPUT_BUTTON_BUTTON11(s)
130
131 #ifdef CSQC
132 STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
133 {
134         localcmd("alias +jetpack +button10\n");
135     localcmd("alias -jetpack -button10\n");
136 }
137
138 STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
139 {
140     localcmd("alias +dodge +button11\n");
141     localcmd("alias -dodge -button11\n");
142 }
143 #endif
144
145 // if more buttons are needed, start using impulse bits as buttons
146
147 #define PHYS_INPUT_BUTTON_BACKWARD(s)       (PHYS_INPUT_MOVEVALUES(s).x < 0)
148 #define PHYS_INPUT_BUTTON_FORWARD(s)        (PHYS_INPUT_MOVEVALUES(s).x > 0)
149 #define PHYS_INPUT_BUTTON_LEFT(s)           (PHYS_INPUT_MOVEVALUES(s).y < 0)
150 #define PHYS_INPUT_BUTTON_RIGHT(s)          (PHYS_INPUT_MOVEVALUES(s).y > 0)
151
152 // used for special commands and idle checking, not from the engine
153 // TODO: cache
154 #define PHYS_INPUT_BUTTON_MASK(s) ( \
155           (1 <<  0) * PHYS_INPUT_BUTTON_ATCK(s) \
156         | (1 <<  1) * PHYS_INPUT_BUTTON_JUMP(s) \
157         | (1 <<  2) * PHYS_INPUT_BUTTON_ATCK2(s) \
158         | (1 <<  3) * PHYS_INPUT_BUTTON_ZOOM(s) \
159         | (1 <<  4) * PHYS_INPUT_BUTTON_CROUCH(s) \
160         | (1 <<  5) * PHYS_INPUT_BUTTON_HOOK(s) \
161         | (1 <<  6) * PHYS_INPUT_BUTTON_USE(s) \
162         | (1 <<  7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
163         | (1 <<  8) * PHYS_INPUT_BUTTON_FORWARD(s) \
164         | (1 <<  9) * PHYS_INPUT_BUTTON_LEFT(s) \
165         | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
166         )
167
168 #define IS_JUMP_HELD(s)                     (!((s).flags & FL_JUMPRELEASED))
169 #define SET_JUMP_HELD(s)                    ((s).flags &= ~FL_JUMPRELEASED)
170 #define UNSET_JUMP_HELD(s)                  ((s).flags |= FL_JUMPRELEASED)
171
172 #define WAS_ONGROUND(s)                     boolean((s).lastflags & FL_ONGROUND)
173 #define WAS_ONSLICK(s)                      boolean((s).lastflags & FL_ONSLICK)
174
175 #define ITEMS_STAT(s)                       ((s).items)
176
177 .float teleport_time;
178 #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
179
180 .float waterjump_time;
181 #define PHYS_WATERJUMP_TIME(s)               ((s).waterjump_time)
182
183 #ifdef CSQC
184
185         #define PHYS_FIXANGLE(s) ('0 0 0')
186
187         string autocvar_cl_jumpspeedcap_min;
188         string autocvar_cl_jumpspeedcap_max;
189
190         const int FL_WATERJUMP = 2048;  // player jumping out of water
191         const int FL_JUMPRELEASED = 4096;  // for jump debouncing
192
193         .float watertype;
194         .float waterlevel;
195         .int items;
196
197         .vector movement;
198         .vector v_angle;
199
200         .entity hook;
201
202 // TODO
203         #define IS_CLIENT(s)                        ((s).isplayermodel || (s) == csqcplayer)
204         #define IS_PLAYER(s)                        ((s).isplayermodel)
205         #define IS_NOT_A_CLIENT(s)                  (!(s).isplayermodel && (s) != csqcplayer)
206         #define isPushable(s)                       ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
207
208         //float player_multijump;
209         //float player_jumpheight;
210
211         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
212
213         #define TICRATE                             ticrate
214
215         #define PHYS_INPUT_ANGLES(s)                input_angles
216 // TODO
217         #define PHYS_WORLD_ANGLES(s)                input_angles
218
219         #define PHYS_INPUT_TIMELENGTH               input_timelength
220         #define PHYS_INPUT_FRAMETIME                serverdeltatime
221
222         #define PHYS_INPUT_MOVEVALUES(s)            input_movevalues
223
224         #define PHYS_INPUT_BUTTON_BUTTON1(s)        boolean(input_buttons & BIT(0))
225         #define PHYS_INPUT_BUTTON_BUTTON2(s)        boolean(input_buttons & BIT(1))
226         #define PHYS_INPUT_BUTTON_BUTTON3(s)        boolean(input_buttons & BIT(2))
227         #define PHYS_INPUT_BUTTON_BUTTON4(s)        boolean(input_buttons & BIT(3))
228         #define PHYS_INPUT_BUTTON_BUTTON5(s)        boolean(input_buttons & BIT(4))
229         #define PHYS_INPUT_BUTTON_BUTTON6(s)        boolean(input_buttons & BIT(5))
230         #define PHYS_INPUT_BUTTON_BUTTON7(s)        boolean(input_buttons & BIT(6))
231         #define PHYS_INPUT_BUTTON_BUTTON8(s)        boolean(input_buttons & BIT(7))
232         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     boolean(input_buttons & BIT(8))
233         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    boolean(input_buttons & BIT(9))
234         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  boolean(input_buttons & BIT(10))
235         #define PHYS_INPUT_BUTTON_BUTTON9(s)        boolean(input_buttons & BIT(11))
236         #define PHYS_INPUT_BUTTON_BUTTON10(s)       boolean(input_buttons & BIT(12))
237         #define PHYS_INPUT_BUTTON_BUTTON11(s)       boolean(input_buttons & BIT(13))
238         #define PHYS_INPUT_BUTTON_BUTTON12(s)       boolean(input_buttons & BIT(14))
239         #define PHYS_INPUT_BUTTON_BUTTON13(s)       boolean(input_buttons & BIT(15))
240         #define PHYS_INPUT_BUTTON_BUTTON14(s)       boolean(input_buttons & BIT(16))
241         #define PHYS_INPUT_BUTTON_BUTTON15(s)       boolean(input_buttons & BIT(17))
242         #define PHYS_INPUT_BUTTON_BUTTON16(s)       boolean(input_buttons & BIT(18))
243
244         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
245         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
246         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
247
248         #define IS_DUCKED(s)                        (boolean((s).flags & FL_DUCKED))
249         #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
250         #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
251
252         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
253         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
254
255         #define PHYS_CL_TRACK_CANJUMP(s)            STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
256         // FIXME: 0 doesn't mean zero gravity
257         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
258
259 #elif defined(SVQC)
260
261         #define PHYS_FIXANGLE(s) ((s).fixangle)
262
263         bool Physics_Valid(string thecvar);
264
265         void Physics_UpdateStats(entity this, float maxspd_mod);
266
267         .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
268         .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
269
270         /** Not real stats */
271         .string jumpspeedcap_min;
272         .string jumpspeedcap_max;
273
274         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
275
276         #define TICRATE sys_frametime
277
278         #define PHYS_INPUT_ANGLES(s)                ((s).v_angle)
279         #define PHYS_WORLD_ANGLES(s)                ((s).angles)
280
281         #define PHYS_INPUT_TIMELENGTH               frametime
282         #define PHYS_INPUT_FRAMETIME                sys_frametime
283
284         #define PHYS_INPUT_MOVEVALUES(s)            ((s).movement)
285
286         #define PHYS_INPUT_BUTTON_BUTTON1(s)        ((s).button0)
287         #define PHYS_INPUT_BUTTON_BUTTON2(s)        ((s).button2)
288         #define PHYS_INPUT_BUTTON_BUTTON3(s)        ((s).button3)
289         #define PHYS_INPUT_BUTTON_BUTTON4(s)        ((s).button4)
290         #define PHYS_INPUT_BUTTON_BUTTON5(s)        ((s).button5)
291         #define PHYS_INPUT_BUTTON_BUTTON6(s)        ((s).button6)
292         #define PHYS_INPUT_BUTTON_BUTTON7(s)        ((s).button7)
293         #define PHYS_INPUT_BUTTON_BUTTON8(s)        ((s).button8)
294         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     ((s).buttonuse)
295         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    ((s).buttonchat)
296         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  ((s).cursor_active)
297         #define PHYS_INPUT_BUTTON_BUTTON9(s)        ((s).button9)
298         #define PHYS_INPUT_BUTTON_BUTTON10(s)       ((s).button10)
299         #define PHYS_INPUT_BUTTON_BUTTON11(s)       ((s).button11)
300         #define PHYS_INPUT_BUTTON_BUTTON12(s)       ((s).button12)
301         #define PHYS_INPUT_BUTTON_BUTTON13(s)       ((s).button13)
302         #define PHYS_INPUT_BUTTON_BUTTON14(s)       ((s).button14)
303         #define PHYS_INPUT_BUTTON_BUTTON15(s)       ((s).button15)
304         #define PHYS_INPUT_BUTTON_BUTTON16(s)       ((s).button16)
305
306         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
307         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
308         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
309
310         #define IS_DUCKED(s)                        ((s).crouch)
311         #define SET_DUCKED(s)                       ((s).crouch = true)
312         #define UNSET_DUCKED(s)                     ((s).crouch = false)
313
314         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
315         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
316
317         #define PHYS_CL_TRACK_CANJUMP(s)            ((s).cvar_cl_movement_track_canjump)
318         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
319
320 #endif
321
322 REGISTER_NET_C2S(setpause)
323 #ifdef CSQC
324 void unpause_update()
325 {
326         static bool waspaused;
327         bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
328         if (ispaused == waspaused) return;
329         waspaused = ispaused;
330         // if (!serverispaused) return; // TODO: find out somehow
331         if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
332         int channel = MSG_C2S;
333         WriteHeader(channel, setpause);
334         WriteByte(channel, ispaused);
335 }
336 #endif
337 #ifdef SVQC
338 NET_HANDLE(setpause, bool)
339 {
340         bool ispaused = boolean(ReadByte());
341         PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
342         return true;
343 }
344 #endif