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