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1 #pragma once
2
3 // Client/server mappings
4
5 #ifdef SVQC
6 // TODO: get rid of this random dumb include!
7         #include <common/state.qh>
8
9 float autocvar_sv_airaccel_qw;
10 float autocvar_sv_airstrafeaccel_qw;
11 float autocvar_sv_airspeedlimit_nonqw;
12 float autocvar_sv_airaccel_qw_stretchfactor;
13 float autocvar_sv_maxairstrafespeed;
14 float autocvar_sv_airstrafeaccelerate;
15 float autocvar_sv_warsowbunny_turnaccel;
16 float autocvar_sv_airaccel_sideways_friction;
17 float autocvar_sv_aircontrol;
18 float autocvar_sv_aircontrol_power;
19 float autocvar_sv_aircontrol_backwards;
20 float autocvar_sv_aircontrol_sidewards;
21 float autocvar_sv_aircontrol_penalty;
22 float autocvar_sv_warsowbunny_airforwardaccel;
23 float autocvar_sv_warsowbunny_topspeed;
24 float autocvar_sv_warsowbunny_accel;
25 float autocvar_sv_warsowbunny_backtosideratio;
26 float autocvar_sv_friction;
27 float autocvar_sv_accelerate;
28 float autocvar_sv_stopspeed;
29 float autocvar_sv_airaccelerate;
30 float autocvar_sv_airstopaccelerate;
31 float autocvar_sv_track_canjump;
32 string autocvar_g_physics_clientselect_options;
33 string autocvar_g_physics_clientselect_default;
34 bool autocvar_g_jump_grunt;
35 bool autocvar_g_physics_clientselect;
36 float autocvar_g_maxspeed;
37 float autocvar_g_movement_highspeed = 1;
38 bool autocvar_g_movement_highspeed_q3_compat = 0;
39 //float autocvar_g_nick_flood_penalty;
40 int autocvar_g_nick_flood_penalty_red;
41 int autocvar_g_nick_flood_penalty_yellow;
42 //float autocvar_g_nick_flood_timeout;
43 bool autocvar_speedmeter;
44 string autocvar_sv_jumpspeedcap_max;
45 float autocvar_sv_jumpspeedcap_max_disable_on_ramps;
46 string autocvar_sv_jumpspeedcap_min;
47 float autocvar_sv_jumpvelocity;
48 float autocvar_sv_jumpvelocity_crouch;
49 float autocvar_sv_maxairspeed;
50 float autocvar_sv_maxspeed;
51 bool autocvar_g_footsteps;
52 #endif
53
54 .entity conveyor;
55
56 .float race_penalty;
57
58 .float gravity;
59 .float swamp_slowdown;
60 .float lastflags;
61 .float lastground;
62 .bool wasFlying;
63
64 .int buttons_old;
65 .vector movement_old;
66 .vector v_angle_old;
67 .string lastclassname;
68
69 .float(entity,float) PlayerPhysplug;
70 float AdjustAirAccelQW(float accelqw, float factor);
71
72 bool IsFlying(entity a);
73
74 #define PHYS_PL_MAX(s)                                          STAT(PL_MAX, s)
75 #define PHYS_PL_MIN(s)                                          STAT(PL_MIN, s)
76 #define PHYS_PL_CROUCH_MAX(s)                           STAT(PL_CROUCH_MAX, s)
77 #define PHYS_PL_CROUCH_MIN(s)                           STAT(PL_CROUCH_MIN, s)
78
79 #define PHYS_PL_VIEWOFS(s)                                      STAT(PL_VIEW_OFS, s)
80 #define PHYS_PL_CROUCH_VIEWOFS(s)                       STAT(PL_CROUCH_VIEW_OFS, s)
81
82 #define PHYS_VIEWHEIGHT(s)                                      STAT(VIEWHEIGHT, s)
83 #define PHYS_HEALTH(s)                                          STAT(HEALTH, s)
84
85 #define PHYS_ACCELERATE(s)                  STAT(MOVEVARS_ACCELERATE, s)
86 #define PHYS_AIRACCELERATE(s)               STAT(MOVEVARS_AIRACCELERATE, s)
87 #define PHYS_AIRACCEL_QW(s)                 STAT(MOVEVARS_AIRACCEL_QW, s)
88 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)   STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
89 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)  STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
90 #define PHYS_AIRCONTROL(s)                  STAT(MOVEVARS_AIRCONTROL, s)
91 #define PHYS_AIRCONTROL_PENALTY(s)          STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
92 #define PHYS_AIRCONTROL_POWER(s)            STAT(MOVEVARS_AIRCONTROL_POWER, s)
93 #define PHYS_AIRCONTROL_BACKWARDS(s)        STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
94 #define PHYS_AIRCONTROL_SIDEWARDS(s)        STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
95 #define PHYS_AIRSPEEDLIMIT_NONQW(s)         STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
96 #define PHYS_AIRSTOPACCELERATE(s)           STAT(MOVEVARS_AIRSTOPACCELERATE, s)
97 #define PHYS_AIRSTRAFEACCELERATE(s)         STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
98 #define PHYS_AIRSTRAFEACCEL_QW(s)           STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
99
100 #define PHYS_AMMO_FUEL(s)                   STAT(FUEL, s)
101
102 #define PHYS_DODGING_FROZEN(s)              STAT(DODGING_FROZEN, s)
103
104 #define PHYS_FRICTION(s)                    STAT(MOVEVARS_FRICTION, s)
105 #define PHYS_FRICTION_ONLAND(s)             STAT(MOVEVARS_FRICTION_ONLAND, s)
106 #define PHYS_FRICTION_SLICK(s)              STAT(MOVEVARS_FRICTION_SLICK, s)
107
108 #define PHYS_FROZEN(s)                      STAT(FROZEN, s)
109
110 #define PHYS_HIGHSPEED(s)                   STAT(MOVEVARS_HIGHSPEED, s)
111
112 #define PHYS_JETPACK_ACCEL_SIDE(s)          STAT(JETPACK_ACCEL_SIDE, s)
113 #define PHYS_JETPACK_ACCEL_UP(s)            STAT(JETPACK_ACCEL_UP, s)
114 #define PHYS_JETPACK_ANTIGRAVITY(s)         STAT(JETPACK_ANTIGRAVITY, s)
115 #define PHYS_JETPACK_FUEL(s)                STAT(JETPACK_FUEL, s)
116 #define PHYS_JETPACK_MAXSPEED_SIDE(s)       STAT(JETPACK_MAXSPEED_SIDE, s)
117 #define PHYS_JETPACK_MAXSPEED_UP(s)         STAT(JETPACK_MAXSPEED_UP, s)
118 #define PHYS_JETPACK_REVERSE_THRUST(s)          STAT(JETPACK_REVERSE_THRUST, s)
119
120 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
121 #define PHYS_JUMPVELOCITY(s)                STAT(MOVEVARS_JUMPVELOCITY, s)
122 #define PHYS_JUMPVELOCITY_CROUCH(s)         STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
123
124 #define PHYS_MAXAIRSPEED(s)                 STAT(MOVEVARS_MAXAIRSPEED, s)
125 #define PHYS_MAXAIRSTRAFESPEED(s)           STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
126 #define PHYS_MAXSPEED(s)                    STAT(MOVEVARS_MAXSPEED, s)
127
128 #define PHYS_STOPSPEED(s)                   STAT(MOVEVARS_STOPSPEED, s)
129
130 #define PHYS_TRACK_CANJUMP(s)               STAT(MOVEVARS_TRACK_CANJUMP, s)
131
132 #define PHYS_WARSOWBUNNY_ACCEL(s)           STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
133 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
134 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
135 #define PHYS_WARSOWBUNNY_TOPSPEED(s)        STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
136 #define PHYS_WARSOWBUNNY_TURNACCEL(s)       STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
137
138 #define PHYS_SLICK_APPLYGRAVITY(s)              STAT(SLICK_APPLYGRAVITY)
139
140 #define PHYS_INPUT_BUTTON_ATCK(s)           PHYS_INPUT_BUTTON_BUTTON1(s)
141 #define PHYS_INPUT_BUTTON_JUMP(s)           PHYS_INPUT_BUTTON_BUTTON2(s)
142 #define PHYS_INPUT_BUTTON_ATCK2(s)          PHYS_INPUT_BUTTON_BUTTON3(s)
143 #define PHYS_INPUT_BUTTON_ZOOM(s)           PHYS_INPUT_BUTTON_BUTTON4(s)
144 #define PHYS_INPUT_BUTTON_CROUCH(s)         PHYS_INPUT_BUTTON_BUTTON5(s)
145 #define PHYS_INPUT_BUTTON_HOOK(s)           PHYS_INPUT_BUTTON_BUTTON6(s)
146 #define PHYS_INPUT_BUTTON_INFO(s)           PHYS_INPUT_BUTTON_BUTTON7(s)
147 #define PHYS_INPUT_BUTTON_DRAG(s)           PHYS_INPUT_BUTTON_BUTTON8(s)
148 #define PHYS_INPUT_BUTTON_USE(s)            PHYS_INPUT_BUTTON_BUTTON_USE(s)
149 #define PHYS_INPUT_BUTTON_CHAT(s)           PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
150 #define PHYS_INPUT_BUTTON_PRYDON(s)         PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
151 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)     PHYS_INPUT_BUTTON_BUTTON9(s)
152 #define PHYS_INPUT_BUTTON_JETPACK(s)        PHYS_INPUT_BUTTON_BUTTON10(s)
153 #define PHYS_INPUT_BUTTON_DODGE(s)                      PHYS_INPUT_BUTTON_BUTTON11(s)
154 #define PHYS_INPUT_BUTTON_MINIGAME(s)           PHYS_INPUT_BUTTON_BUTTON12(s)
155
156 #ifdef CSQC
157 STATIC_INIT(PHYS_INPUT_BUTTON)
158 {
159         localcmd("alias +hook +button6\n");
160         localcmd("alias -hook -button6\n");
161
162         localcmd("alias +jetpack +button10\n");
163         localcmd("alias -jetpack -button10\n");
164
165         localcmd("alias +dodge +button11\n");
166         localcmd("alias -dodge -button11\n");
167 }
168 #endif
169
170 // if more buttons are needed, start using impulse bits as buttons
171
172 #define PHYS_INPUT_BUTTON_BACKWARD(s)       (PHYS_INPUT_MOVEVALUES(s).x < 0)
173 #define PHYS_INPUT_BUTTON_FORWARD(s)        (PHYS_INPUT_MOVEVALUES(s).x > 0)
174 #define PHYS_INPUT_BUTTON_LEFT(s)           (PHYS_INPUT_MOVEVALUES(s).y < 0)
175 #define PHYS_INPUT_BUTTON_RIGHT(s)          (PHYS_INPUT_MOVEVALUES(s).y > 0)
176
177 // used for special commands and idle checking, not from the engine
178 // TODO: cache
179 #define PHYS_INPUT_BUTTON_MASK(s) ( \
180           (BIT(0) * PHYS_INPUT_BUTTON_ATCK(s)) \
181         | (BIT(1) * PHYS_INPUT_BUTTON_JUMP(s)) \
182         | (BIT(2) * PHYS_INPUT_BUTTON_ATCK2(s)) \
183         | (BIT(3) * PHYS_INPUT_BUTTON_ZOOM(s)) \
184         | (BIT(4) * PHYS_INPUT_BUTTON_CROUCH(s)) \
185         | (BIT(5) * PHYS_INPUT_BUTTON_HOOK(s)) \
186         | (BIT(6) * PHYS_INPUT_BUTTON_USE(s)) \
187         | (BIT(7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \
188         | (BIT(8) * PHYS_INPUT_BUTTON_FORWARD(s)) \
189         | (BIT(9) * PHYS_INPUT_BUTTON_LEFT(s)) \
190         | (BIT(10) * PHYS_INPUT_BUTTON_RIGHT(s)) \
191         )
192
193 #define IS_JUMP_HELD(s)                     (!((s).flags & FL_JUMPRELEASED))
194 #define SET_JUMP_HELD(s)                    ((s).flags &= ~FL_JUMPRELEASED)
195 #define UNSET_JUMP_HELD(s)                  ((s).flags |= FL_JUMPRELEASED)
196
197 #define WAS_ONGROUND(s)                     boolean((s).lastflags & FL_ONGROUND)
198 #define WAS_ONSLICK(s)                      boolean((s).lastflags & FL_ONSLICK)
199
200 #define IS_DUCKED(s)                        (boolean((s).flags & FL_DUCKED))
201 #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
202 #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
203
204 #define ITEMS_STAT(s)                       ((s).items)
205
206 .float teleport_time;
207
208 #ifdef CSQC
209
210         #define PHYS_FIXANGLE(s) ('0 0 0')
211
212         string autocvar_cl_jumpspeedcap_min;
213         string autocvar_cl_jumpspeedcap_max;
214
215         .float watertype;
216         .float waterlevel;
217         .int items;
218
219         .vector movement;
220
221         // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
222         // x is pitch: positive means down (unlike .angles)
223         // y is yaw: between -180 and 180, increases when turning left
224         // z is roll: positive means tilted clockwise, usually is 0
225         // when .fixangle is set, the player's view will change to the direction where the model is facing
226         // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
227         .vector v_angle;
228
229         .entity hook;
230
231 // TODO
232         #define IS_CLIENT(s)                        (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer)
233         #define IS_PLAYER(s)                        ((s).isplayermodel & ISPLAYER_PLAYER)
234         #define IS_NOT_A_CLIENT(s)                  (!(s).isplayermodel && (s) != csqcplayer)
235         #define IS_DEAD(s)                          (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
236
237         //float player_multijump;
238         //float player_jumpheight;
239
240         #define PHYS_INPUT_ANGLES(s)                input_angles
241 // TODO
242         #define PHYS_WORLD_ANGLES(s)                input_angles
243
244         #define PHYS_INPUT_TIMELENGTH               input_timelength
245         #define PHYS_INPUT_FRAMETIME                serverdeltatime
246
247         #define PHYS_INPUT_MOVEVALUES(s)            input_movevalues
248         #define PHYS_CS(s)                          (s)
249
250         #define PHYS_INPUT_BUTTON_BUTTON1(s)        boolean(input_buttons & BIT(0))
251         #define PHYS_INPUT_BUTTON_BUTTON2(s)        boolean(input_buttons & BIT(1))
252         #define PHYS_INPUT_BUTTON_BUTTON3(s)        boolean(input_buttons & BIT(2))
253         #define PHYS_INPUT_BUTTON_BUTTON4(s)        boolean(input_buttons & BIT(3))
254         #define PHYS_INPUT_BUTTON_BUTTON5(s)        boolean(input_buttons & BIT(4))
255         #define PHYS_INPUT_BUTTON_BUTTON6(s)        boolean(input_buttons & BIT(5))
256         #define PHYS_INPUT_BUTTON_BUTTON7(s)        boolean(input_buttons & BIT(6))
257         #define PHYS_INPUT_BUTTON_BUTTON8(s)        boolean(input_buttons & BIT(7))
258         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     boolean(input_buttons & BIT(8))
259         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    boolean(input_buttons & BIT(9))
260         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  boolean(input_buttons & BIT(10))
261         #define PHYS_INPUT_BUTTON_BUTTON9(s)        boolean(input_buttons & BIT(11))
262         #define PHYS_INPUT_BUTTON_BUTTON10(s)       boolean(input_buttons & BIT(12))
263         #define PHYS_INPUT_BUTTON_BUTTON11(s)       boolean(input_buttons & BIT(13))
264         #define PHYS_INPUT_BUTTON_BUTTON12(s)       boolean(input_buttons & BIT(14))
265         #define PHYS_INPUT_BUTTON_BUTTON13(s)       boolean(input_buttons & BIT(15))
266         #define PHYS_INPUT_BUTTON_BUTTON14(s)       boolean(input_buttons & BIT(16))
267         #define PHYS_INPUT_BUTTON_BUTTON15(s)       boolean(input_buttons & BIT(17))
268         #define PHYS_INPUT_BUTTON_BUTTON16(s)       boolean(input_buttons & BIT(18))
269
270         #define PHYS_INVEHICLE(s)                                       (boolean(hud != HUD_NORMAL))
271
272         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
273         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
274
275         #define PHYS_CL_TRACK_CANJUMP(s)            STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
276
277 #elif defined(SVQC)
278
279         #define PHYS_FIXANGLE(s) ((s).fixangle)
280
281         bool Physics_Valid(string thecvar);
282
283         void Physics_UpdateStats(entity this);
284
285         void PM_UpdateButtons(entity this, entity store);
286
287         /** Not real stats */
288         .string jumpspeedcap_min;
289         .string jumpspeedcap_max;
290
291         // footstep interval
292         .float nextstep;
293
294         #define PHYS_INPUT_ANGLES(s)                ((s).v_angle)
295         #define PHYS_WORLD_ANGLES(s)                ((s).angles)
296
297         #define PHYS_INPUT_TIMELENGTH               frametime
298         #define PHYS_INPUT_FRAMETIME                sys_frametime
299
300         #define PHYS_INPUT_MOVEVALUES(s)            CS(s).movement
301         #define PHYS_CS(s)                          CS(s)
302
303         #define PHYS_INPUT_BUTTON_BUTTON1(s)        (CS(s).button0)
304         #define PHYS_INPUT_BUTTON_BUTTON2(s)        (CS(s).button2)
305         #define PHYS_INPUT_BUTTON_BUTTON3(s)        (CS(s).button3)
306         #define PHYS_INPUT_BUTTON_BUTTON4(s)        (CS(s).button4)
307         #define PHYS_INPUT_BUTTON_BUTTON5(s)        (CS(s).button5)
308         #define PHYS_INPUT_BUTTON_BUTTON6(s)        (CS(s).button6)
309         #define PHYS_INPUT_BUTTON_BUTTON7(s)        (CS(s).button7)
310         #define PHYS_INPUT_BUTTON_BUTTON8(s)        (CS(s).button8)
311         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     (CS(s).buttonuse)
312         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    (CS(s).buttonchat)
313         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  (CS(s).cursor_active)
314         #define PHYS_INPUT_BUTTON_BUTTON9(s)        (CS(s).button9)
315         #define PHYS_INPUT_BUTTON_BUTTON10(s)       (CS(s).button10)
316         #define PHYS_INPUT_BUTTON_BUTTON11(s)       (CS(s).button11)
317         #define PHYS_INPUT_BUTTON_BUTTON12(s)       (CS(s).button12)
318         #define PHYS_INPUT_BUTTON_BUTTON13(s)       (CS(s).button13)
319         #define PHYS_INPUT_BUTTON_BUTTON14(s)       (CS(s).button14)
320         #define PHYS_INPUT_BUTTON_BUTTON15(s)       (CS(s).button15)
321         #define PHYS_INPUT_BUTTON_BUTTON16(s)       (CS(s).button16)
322
323         #define PHYS_INVEHICLE(s)                                       (boolean((s).vehicle != NULL))
324
325         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
326         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
327
328         #define PHYS_CL_TRACK_CANJUMP(s)            (CS_CVAR(s).cvar_cl_movement_track_canjump)
329
330 #endif
331
332 #ifdef SVQC
333 // FIXME/EXPLAINME: why? Mario: because
334 vector autocvar_sv_player_maxs = '16 16 45';
335 vector autocvar_sv_player_mins = '-16 -16 -24';
336 vector autocvar_sv_player_viewoffset = '0 0 35';
337 vector autocvar_sv_player_crouch_maxs = '16 16 25';
338 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
339 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
340 //vector autocvar_sv_player_headsize = '24 24 12';
341 #endif
342
343 REGISTER_NET_C2S(setpause)
344 #ifdef CSQC
345 void unpause_update()
346 {
347         static bool waspaused;
348         bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
349         if (ispaused == waspaused) return;
350         waspaused = ispaused;
351         // if (!serverispaused) return; // TODO: find out somehow
352         if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
353         int channel = MSG_C2S;
354         WriteHeader(channel, setpause);
355         WriteByte(channel, ispaused);
356 }
357 #endif
358 #ifdef SVQC
359 NET_HANDLE(setpause, bool)
360 {
361         bool ispaused = boolean(ReadByte());
362         PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
363         return true;
364 }
365 #endif