]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics/player.qc
Clear out most references to the .ammo_* fields
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics / player.qc
index 26454152270150477da3a12c6edb48c22d6be231..2bfc80bd0bc315395e10d0a40891bc52f1051ea3 100644 (file)
@@ -1,37 +1,43 @@
 #include "player.qh"
-#include "../triggers/include.qh"
+#include "../mapobjects/_mod.qh"
 #include "../viewloc.qh"
 
 #ifdef SVQC
 
 #include <server/miscfunctions.qh>
-#include "../triggers/trigger/viewloc.qh"
+#include "../mapobjects/trigger/viewloc.qh"
 
 // client side physics
 bool Physics_Valid(string thecvar)
 {
-       return autocvar_g_physics_clientselect && strhasword(autocvar_g_physics_clientselect_options, thecvar);
+       return autocvar_g_physics_clientselect && thecvar != "" && thecvar && thecvar != "default" && strhasword(autocvar_g_physics_clientselect_options, thecvar);
 }
 
 float Physics_ClientOption(entity this, string option, float defaultval)
 {
-       if(Physics_Valid(this.cvar_cl_physics))
+       if(IS_REAL_CLIENT(this) && Physics_Valid(CS(this).cvar_cl_physics))
        {
-               string s = sprintf("g_physics_%s_%s", this.cvar_cl_physics, option);
+               string s = strcat("g_physics_", CS(this).cvar_cl_physics, "_", option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
-       if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default)
+       if(autocvar_g_physics_clientselect && autocvar_g_physics_clientselect_default && autocvar_g_physics_clientselect_default != "")
        {
-               string s = sprintf("g_physics_%s_%s", autocvar_g_physics_clientselect_default, option);
+               string s = strcat("g_physics_", autocvar_g_physics_clientselect_default, "_", option);
                if(cvar_type(s) & CVAR_TYPEFLAG_EXISTS)
                        return cvar(s);
        }
        return defaultval;
 }
 
-void Physics_UpdateStats(entity this, float maxspd_mod)
+void Physics_UpdateStats(entity this)
 {
+       // update this first, as it's used on all stats (wouldn't want to update them all manually from a mutator hook now, would we?)
+       STAT(MOVEVARS_HIGHSPEED, this) = autocvar_g_movement_highspeed;
+
+       MUTATOR_CALLHOOK(PlayerPhysics_UpdateStats, this);
+       float maxspd_mod = PHYS_HIGHSPEED(this);
+
        STAT(MOVEVARS_AIRACCEL_QW, this) = AdjustAirAccelQW(Physics_ClientOption(this, "airaccel_qw", autocvar_sv_airaccel_qw), maxspd_mod);
        STAT(MOVEVARS_AIRSTRAFEACCEL_QW, this) = (Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw))
                ? AdjustAirAccelQW(Physics_ClientOption(this, "airstrafeaccel_qw", autocvar_sv_airstrafeaccel_qw), maxspd_mod)
@@ -57,6 +63,7 @@ void Physics_UpdateStats(entity this, float maxspd_mod)
        STAT(MOVEVARS_AIRCONTROL, this) = Physics_ClientOption(this, "aircontrol", autocvar_sv_aircontrol);
        STAT(MOVEVARS_AIRCONTROL_POWER, this) = Physics_ClientOption(this, "aircontrol_power", autocvar_sv_aircontrol_power);
        STAT(MOVEVARS_AIRCONTROL_BACKWARDS, this) = Physics_ClientOption(this, "aircontrol_backwards", autocvar_sv_aircontrol_backwards);
+       STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, this) = Physics_ClientOption(this, "aircontrol_sidewards", autocvar_sv_aircontrol_sidewards);
        STAT(MOVEVARS_AIRCONTROL_PENALTY, this) = Physics_ClientOption(this, "aircontrol_penalty", autocvar_sv_aircontrol_penalty);
        STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, this) = Physics_ClientOption(this, "warsowbunny_airforwardaccel", autocvar_sv_warsowbunny_airforwardaccel);
        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, this) = Physics_ClientOption(this, "warsowbunny_topspeed", autocvar_sv_warsowbunny_topspeed);
@@ -68,7 +75,10 @@ void Physics_UpdateStats(entity this, float maxspd_mod)
        STAT(MOVEVARS_AIRACCELERATE, this) = Physics_ClientOption(this, "airaccelerate", autocvar_sv_airaccelerate);
        STAT(MOVEVARS_AIRSTOPACCELERATE, this) = Physics_ClientOption(this, "airstopaccelerate", autocvar_sv_airstopaccelerate);
        STAT(MOVEVARS_JUMPVELOCITY, this) = Physics_ClientOption(this, "jumpvelocity", autocvar_sv_jumpvelocity);
+       STAT(MOVEVARS_JUMPVELOCITY_CROUCH, this) = Physics_ClientOption(this, "jumpvelocity_crouch", autocvar_sv_jumpvelocity_crouch);
        STAT(MOVEVARS_TRACK_CANJUMP, this) = Physics_ClientOption(this, "track_canjump", autocvar_sv_track_canjump);
+
+       MUTATOR_CALLHOOK(PlayerPhysics_PostUpdateStats, this, maxspd_mod);
 }
 #endif
 
@@ -85,40 +95,56 @@ float GeomLerp(float a, float _lerp, float b)
 {
        return a == 0 ? (_lerp < 1 ? 0 : b)
                : b == 0 ? (_lerp > 0 ? 0 : a)
-               : a * pow(fabs(b / a), _lerp);
+               : a * (fabs(b / a) ** _lerp);
 }
 
 void PM_ClientMovement_UpdateStatus(entity this)
 {
-#ifdef CSQC
        if(!IS_PLAYER(this))
                return;
 
-       // set crouched
+       bool have_hook = false;
+       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+       {
+       #if defined(CSQC)
+               entity wepent = viewmodels[slot];
+       #elif defined(SVQC)
+               .entity weaponentity = weaponentities[slot];
+               entity wepent = this.(weaponentity);
+       #endif
+               if(wepent.hook && !wasfreed(wepent.hook))
+               {
+                       have_hook = true;
+                       break;
+               }
+       }
        bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-       if(this.hook && !wasfreed(this.hook))
-               do_crouch = false;
-       if(this.waterlevel >= WATERLEVEL_SWIMMING)
+       if (have_hook) {
                do_crouch = false;
-       if(hud != HUD_NORMAL)
+       //} else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
+               //do_crouch = false;
+       } else if (PHYS_INVEHICLE(this)) {
                do_crouch = false;
-       if(STAT(FROZEN, this))
+       } else if (STAT(FROZEN, this)) {
                do_crouch = false;
-
-       if (do_crouch)
-       {
-               // wants to crouch, this always works
-               if (!IS_DUCKED(this)) SET_DUCKED(this);
-       }
-       else
-       {
-               // wants to stand, if currently crouching we need to check for a low ceiling first
-               if (IS_DUCKED(this))
-               {
-                       tracebox(this.origin, STAT(PL_MIN, NULL), STAT(PL_MAX, NULL), this.origin, MOVE_NORMAL, this);
-                       if (!trace_startsolid) UNSET_DUCKED(this);
+    }
+
+       if (do_crouch) {
+               if (!IS_DUCKED(this)) {
+                       SET_DUCKED(this);
+                       this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+                       setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+                       // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
                }
+       } else if (IS_DUCKED(this)) {
+        tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+        if (!trace_startsolid) {
+            UNSET_DUCKED(this);
+            this.view_ofs = STAT(PL_VIEW_OFS, this);
+            setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+        }
        }
+#ifdef CSQC
 
        if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
                PHYS_WATERJUMP_TIME(this) = 0;
@@ -127,9 +153,14 @@ void PM_ClientMovement_UpdateStatus(entity this)
 
 void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
 {
-       float movity = IsMoveInDirection(this.movement, 0);
+       float movity = IsMoveInDirection(PHYS_CS(this).movement, 0);
        if(PHYS_AIRCONTROL_BACKWARDS(this))
-               movity += IsMoveInDirection(this.movement, 180);
+               movity += IsMoveInDirection(PHYS_CS(this).movement, 180);
+       if(PHYS_AIRCONTROL_SIDEWARDS(this))
+       {
+               movity += IsMoveInDirection(PHYS_CS(this).movement, 90);
+               movity += IsMoveInDirection(PHYS_CS(this).movement, -90);
+       }
 
        float k = 32 * (2 * movity - 1);
        if (k <= 0)
@@ -146,7 +177,7 @@ void CPM_PM_Aircontrol(entity this, float dt, vector wishdir, float wishspeed)
 
        if (dot > 0) // we can't change direction while slowing down
        {
-               k *= pow(dot, PHYS_AIRCONTROL_POWER(this)) * dt;
+               k *= (dot ** PHYS_AIRCONTROL_POWER(this)) * dt;
                xyspeed = max(0, xyspeed - PHYS_AIRCONTROL_PENALTY(this) * sqrt(max(0, 1 - dot*dot)) * k/32);
                k *= PHYS_AIRCONTROL(this);
                this.velocity = normalize(this.velocity * xyspeed + wishdir * k);
@@ -284,7 +315,8 @@ bool PlayerJump(entity this)
 #endif
 
        bool doublejump = false;
-       float mjumpheight = PHYS_JUMPVELOCITY(this);
+       float mjumpheight = ((PHYS_JUMPVELOCITY_CROUCH(this) && IS_DUCKED(this)) ? PHYS_JUMPVELOCITY_CROUCH(this) : PHYS_JUMPVELOCITY(this));
+       bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
 
        if (MUTATOR_CALLHOOK(PlayerJump, this, mjumpheight, doublejump))
                return true;
@@ -298,6 +330,7 @@ bool PlayerJump(entity this)
                {
                        doublejump = true;
                        mjumpheight *= 0.7;
+                       track_jump = true;
                }
                else
                {
@@ -310,7 +343,6 @@ bool PlayerJump(entity this)
                if (!IS_ONGROUND(this) && !IS_ONSLICK(this))
                        return IS_JUMP_HELD(this);
 
-       bool track_jump = PHYS_CL_TRACK_CANJUMP(this);
        if(PHYS_TRACK_CANJUMP(this))
                track_jump = true;
 
@@ -413,7 +445,7 @@ void CheckWaterJump(entity this)
 
 
 #ifdef SVQC
-       #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+       #define JETPACK_JUMP(s) CS(s).cvar_cl_jetpack_jump
 #elif defined(CSQC)
        float autocvar_cl_jetpack_jump;
        #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
@@ -463,31 +495,18 @@ void CheckPlayerJump(entity this)
                CheckWaterJump(this);
 }
 
-float racecar_angle(float forward, float down)
-{
-       if (forward < 0)
-       {
-               forward = -forward;
-               down = -down;
-       }
-
-       float ret = vectoyaw('0 1 0' * down + '1 0 0' * forward);
-
-       float angle_mult = forward / (800 + forward);
-
-       if (ret > 180)
-               return ret * angle_mult + 360 * (1 - angle_mult);
-       else
-               return ret * angle_mult;
-}
-
 #ifdef SVQC
 string specialcommand = "xwxwxsxsxaxdxaxdx1x ";
 .float specialcommand_pos;
 void SpecialCommand(entity this)
 {
-       if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
-               LOG_INFO("A hollow voice says \"Plugh\".\n");
+       if(autocvar_sv_cheats || this.maycheat)
+       {
+               if (!CheatImpulse(this, CHIMPULSE_GIVE_ALL.impulse))
+                       LOG_INFO("A hollow voice says \"Plugh\".");
+       }
+       else
+               STAT(MOVEVARS_SPECIALCOMMAND, this) = true;
 }
 #endif
 
@@ -512,18 +531,18 @@ bool PM_check_specialcommand(entity this, int buttons)
        else
                c = "?";
 
-       if (c == substring(specialcommand, this.specialcommand_pos, 1))
+       if (c == substring(specialcommand, CS(this).specialcommand_pos, 1))
        {
-               this.specialcommand_pos += 1;
-               if (this.specialcommand_pos >= strlen(specialcommand))
+               CS(this).specialcommand_pos += 1;
+               if (CS(this).specialcommand_pos >= strlen(specialcommand))
                {
-                       this.specialcommand_pos = 0;
+                       CS(this).specialcommand_pos = 0;
                        SpecialCommand(this);
                        return true;
                }
        }
-       else if (this.specialcommand_pos && (c != substring(specialcommand, this.specialcommand_pos - 1, 1)))
-               this.specialcommand_pos = 0;
+       else if (CS(this).specialcommand_pos && (c != substring(specialcommand, CS(this).specialcommand_pos - 1, 1)))
+               CS(this).specialcommand_pos = 0;
 #endif
        return false;
 }
@@ -536,7 +555,7 @@ void PM_check_nickspam(entity this)
        if (this.nickspamcount >= autocvar_g_nick_flood_penalty_yellow)
        {
                // slight annoyance for nick change scripts
-               this.movement = -1 * this.movement;
+               PHYS_CS(this).movement = -1 * PHYS_CS(this).movement;
                PHYS_INPUT_BUTTON_ATCK(this) = PHYS_INPUT_BUTTON_JUMP(this) = PHYS_INPUT_BUTTON_ATCK2(this) = PHYS_INPUT_BUTTON_ZOOM(this) = PHYS_INPUT_BUTTON_CROUCH(this) = PHYS_INPUT_BUTTON_HOOK(this) = PHYS_INPUT_BUTTON_USE(this) = false;
 
                if (this.nickspamcount >= autocvar_g_nick_flood_penalty_red) // if you are persistent and the slight annoyance above does not stop you, I'll show you!
@@ -584,12 +603,12 @@ void PM_check_frozen(entity this)
 #endif
        )
        {
-               this.movement_x = bound(-5, this.movement.x, 5);
-               this.movement_y = bound(-5, this.movement.y, 5);
-               this.movement_z = bound(-5, this.movement.z, 5);
+               PHYS_CS(this).movement_x = bound(-5, PHYS_CS(this).movement.x, 5);
+               PHYS_CS(this).movement_y = bound(-5, PHYS_CS(this).movement.y, 5);
+               PHYS_CS(this).movement_z = bound(-5, PHYS_CS(this).movement.z, 5);
        }
        else
-               this.movement = '0 0 0';
+               PHYS_CS(this).movement = '0 0 0';
 
        vector midpoint = ((this.absmin + this.absmax) * 0.5);
        if (pointcontents(midpoint) == CONTENT_WATER)
@@ -608,7 +627,12 @@ void PM_check_hitground(entity this)
     this.wasFlying = false;
     if (this.waterlevel >= WATERLEVEL_SWIMMING) return;
     if (time < this.ladder_time) return;
-    if (this.hook) return;
+    for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
+    {
+       .entity weaponentity = weaponentities[slot];
+       if(this.(weaponentity).hook)
+               return;
+    }
     this.nextstep = time + 0.3 + random() * 0.1;
     trace_dphitq3surfaceflags = 0;
     tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
@@ -665,7 +689,7 @@ void PM_check_blocked(entity this)
 #ifdef SVQC
        if (!this.player_blocked)
                return;
-       this.movement = '0 0 0';
+       PHYS_CS(this).movement = '0 0 0';
        this.disableclientprediction = 1;
 #endif
 }
@@ -674,8 +698,8 @@ void PM_jetpack(entity this, float maxspd_mod, float dt)
 {
        //makevectors(this.v_angle.y * '0 1 0');
        makevectors(this.v_angle);
-       vector wishvel = v_forward * this.movement_x
-                                       + v_right * this.movement_y;
+       vector wishvel = v_forward * PHYS_CS(this).movement_x
+                                       + v_right * PHYS_CS(this).movement_y;
        // add remaining speed as Z component
        float maxairspd = PHYS_MAXAIRSPEED(this) * max(1, maxspd_mod);
        // fix speedhacks :P
@@ -691,14 +715,14 @@ void PM_jetpack(entity this, float maxspd_mod, float dt)
        float a_up = PHYS_JETPACK_ACCEL_UP(this);
        float a_add = PHYS_JETPACK_ANTIGRAVITY(this) * PHYS_GRAVITY(this);
 
-       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
+       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { a_up = PHYS_JETPACK_REVERSE_THRUST(this); }
 
        wishvel_x *= a_side;
        wishvel_y *= a_side;
        wishvel_z *= a_up;
        wishvel_z += a_add;
 
-       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(self)) { wishvel_z *= -1; }
+       if(PHYS_JETPACK_REVERSE_THRUST(this) && PHYS_INPUT_BUTTON_CROUCH(this)) { wishvel_z *= -1; }
 
        float best = 0;
        //////////////////////////////////////////////////////////////////////////////////////
@@ -768,7 +792,7 @@ void PM_jetpack(entity this, float maxspd_mod, float dt)
 
 #ifdef SVQC
                if (!(ITEMS_STAT(this) & IT_UNLIMITED_WEAPON_AMMO))
-                       this.ammo_fuel -= PHYS_JETPACK_FUEL(this) * dt * fvel * f;
+                       SetResourceAmountExplicit(this, RESOURCE_FUEL, GetResourceAmount(this, RESOURCE_FUEL) - PHYS_JETPACK_FUEL(this) * dt * fvel * f);
 
                ITEMS_STAT(this) |= IT_USING_JETPACK;
 
@@ -799,9 +823,20 @@ void SV_PlayerPhysics(entity this)
 void CSQC_ClientMovement_PlayerMove_Frame(entity this)
 #endif
 {
+#ifdef SVQC
+       // needs to be called before physics are run!
+       if(IS_REAL_CLIENT(this))
+               PM_UpdateButtons(this, CS(this));
+#endif
+
        sys_phys_update(this, PHYS_INPUT_TIMELENGTH);
 
 #ifdef SVQC
-       this.pm_frametime = frametime;
+       CS(this).pm_frametime = frametime;
+#elif defined(CSQC)
+       if((ITEMS_STAT(this) & IT_USING_JETPACK) && !IS_DEAD(this) && !intermission)
+               this.csqcmodel_modelflags |= MF_ROCKET;
+       else
+               this.csqcmodel_modelflags &= ~MF_ROCKET;
 #endif
 }