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