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1 #ifndef COMMON_PHYSICS_H
2 #define COMMON_PHYSICS_H
3
4 // Client/server mappings
5
6 .float pm_frametime;
7
8 .entity conveyor;
9
10 .float race_penalty;
11
12 .float gravity;
13 .float swamp_slowdown;
14 .float lastflags;
15 .float lastground;
16 .float wasFlying;
17 #ifdef SVQC
18 .float spectatorspeed = _STAT(SPECTATORSPEED);
19 #elif defined(CSQC)
20 .float spectatorspeed;
21 #endif
22
23 .vector movement_old;
24 .float buttons_old;
25 .vector v_angle_old;
26 .string lastclassname;
27
28 .float(entity) PlayerPhysplug;
29 float AdjustAirAccelQW(float accelqw, float factor);
30
31 bool IsFlying(entity a);
32
33 #define BUFFS_STAT(s)                       STAT(BUFFS, s)
34
35 #define GAMEPLAYFIX_DOWNTRACEONGROUND(s)    STAT(GAMEPLAYFIX_DOWNTRACEONGROUND, s)
36 #define GAMEPLAYFIX_EASIERWATERJUMP(s)      STAT(GAMEPLAYFIX_EASIERWATERJUMP, s)
37 #define GAMEPLAYFIX_STEPDOWN(s)             STAT(GAMEPLAYFIX_STEPDOWN, s)
38 #define GAMEPLAYFIX_STEPMULTIPLETIMES(s)    STAT(GAMEPLAYFIX_STEPMULTIPLETIMES, s)
39 #define GAMEPLAYFIX_UNSTICKPLAYERS(s)       STAT(GAMEPLAYFIX_UNSTICKPLAYERS, s)
40 #define GAMEPLAYFIX_WATERTRANSITION(s) STAT(GAMEPLAYFIX_WATERTRANSITION, s)
41
42 #define PHYS_ACCELERATE(s)                  STAT(MOVEVARS_ACCELERATE, s)
43 #define PHYS_AIRACCELERATE(s)               STAT(MOVEVARS_AIRACCELERATE, s)
44 #define PHYS_AIRACCEL_QW(s)                 STAT(MOVEVARS_AIRACCEL_QW, s)
45 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s)   STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
46 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s)  STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
47 #define PHYS_AIRCONTROL(s)                  STAT(MOVEVARS_AIRCONTROL, s)
48 #define PHYS_AIRCONTROL_PENALTY(s)          STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
49 #define PHYS_AIRCONTROL_POWER(s)            STAT(MOVEVARS_AIRCONTROL_POWER, 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_INPUT_BUTTON_ATCK(s)           PHYS_INPUT_BUTTON_BUTTON1(s)
101 #define PHYS_INPUT_BUTTON_JUMP(s)           PHYS_INPUT_BUTTON_BUTTON2(s)
102 #define PHYS_INPUT_BUTTON_ATCK2(s)          PHYS_INPUT_BUTTON_BUTTON3(s)
103 #define PHYS_INPUT_BUTTON_ZOOM(s)           PHYS_INPUT_BUTTON_BUTTON4(s)
104 #define PHYS_INPUT_BUTTON_CROUCH(s)         PHYS_INPUT_BUTTON_BUTTON5(s)
105 #define PHYS_INPUT_BUTTON_HOOK(s)           PHYS_INPUT_BUTTON_BUTTON6(s)
106
107 #ifdef CSQC
108 STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
109 {
110         localcmd("alias +hook +button6\n");
111         localcmd("alias -hook -button6\n");
112 }
113 #endif
114
115 #define PHYS_INPUT_BUTTON_INFO(s)           PHYS_INPUT_BUTTON_BUTTON7(s)
116 #define PHYS_INPUT_BUTTON_DRAG(s)           PHYS_INPUT_BUTTON_BUTTON8(s)
117 #define PHYS_INPUT_BUTTON_USE(s)            PHYS_INPUT_BUTTON_BUTTON_USE(s)
118 #define PHYS_INPUT_BUTTON_CHAT(s)           PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
119 #define PHYS_INPUT_BUTTON_PRYDON(s)         PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
120 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s)     PHYS_INPUT_BUTTON_BUTTON9(s)
121 #define PHYS_INPUT_BUTTON_JETPACK(s)        PHYS_INPUT_BUTTON_BUTTON10(s)
122
123 #ifdef CSQC
124 STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
125 {
126         localcmd("alias +jetpack +button10\n");
127     localcmd("alias -jetpack -button10\n");
128 }
129 #endif
130
131 // if more buttons are needed, start using impulse bits as buttons
132
133 #define PHYS_INPUT_BUTTON_BACKWARD(s)       (PHYS_INPUT_MOVEVALUES(s).x < 0)
134 #define PHYS_INPUT_BUTTON_FORWARD(s)        (PHYS_INPUT_MOVEVALUES(s).x > 0)
135 #define PHYS_INPUT_BUTTON_LEFT(s)           (PHYS_INPUT_MOVEVALUES(s).y < 0)
136 #define PHYS_INPUT_BUTTON_RIGHT(s)          (PHYS_INPUT_MOVEVALUES(s).y > 0)
137
138 // used for special commands and idle checking, not from the engine
139 // TODO: cache
140 #define PHYS_INPUT_BUTTON_MASK(s) ( \
141           (1 <<  0) * PHYS_INPUT_BUTTON_ATCK(s) \
142         | (1 <<  1) * PHYS_INPUT_BUTTON_JUMP(s) \
143         | (1 <<  2) * PHYS_INPUT_BUTTON_ATCK2(s) \
144         | (1 <<  3) * PHYS_INPUT_BUTTON_ZOOM(s) \
145         | (1 <<  4) * PHYS_INPUT_BUTTON_CROUCH(s) \
146         | (1 <<  5) * PHYS_INPUT_BUTTON_HOOK(s) \
147         | (1 <<  6) * PHYS_INPUT_BUTTON_USE(s) \
148         | (1 <<  7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
149         | (1 <<  8) * PHYS_INPUT_BUTTON_FORWARD(s) \
150         | (1 <<  9) * PHYS_INPUT_BUTTON_LEFT(s) \
151         | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
152         )
153
154 #define IS_JUMP_HELD(s)                     (!((s).flags & FL_JUMPRELEASED))
155 #define SET_JUMP_HELD(s)                    ((s).flags &= ~FL_JUMPRELEASED)
156 #define UNSET_JUMP_HELD(s)                  ((s).flags |= FL_JUMPRELEASED)
157
158 #define WAS_ONGROUND(s)                     boolean((s).lastflags & FL_ONGROUND)
159
160 #define ITEMS_STAT(s)                       ((s).items)
161
162 .float teleport_time;
163 #define PHYS_TELEPORT_TIME(s)               ((s).teleport_time)
164
165 .float waterjump_time;
166 #define PHYS_WATERJUMP_TIME(s)               ((s).waterjump_time)
167
168 #ifdef CSQC
169
170         #define PHYS_FIXANGLE(s) ('0 0 0')
171         #define PHYS_MOVETYPE(s) ((s).move_movetype)
172
173         string autocvar_cl_jumpspeedcap_min;
174         string autocvar_cl_jumpspeedcap_max;
175
176         const int FL_WATERJUMP = 2048;  // player jumping out of water
177         const int FL_JUMPRELEASED = 4096;  // for jump debouncing
178
179         .float watertype;
180         .float waterlevel;
181         .int items;
182
183         .vector movement;
184         .vector v_angle;
185
186         .entity hook;
187
188 // TODO
189         #define IS_CLIENT(s)                        ((s).isplayermodel)
190         #define IS_PLAYER(s)                        ((s).isplayermodel)
191         #define IS_NOT_A_CLIENT(s)                  (!(s).isplayermodel)
192         #define isPushable(s)                       ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
193
194         //float player_multijump;
195         //float player_jumpheight;
196
197         #define PHYS_GRAVITY(s)                     STAT(MOVEVARS_GRAVITY, s)
198
199         #define TICRATE                             ticrate
200
201         #define PHYS_INPUT_ANGLES(s)                input_angles
202 // TODO
203         #define PHYS_WORLD_ANGLES(s)                input_angles
204
205         #define PHYS_INPUT_TIMELENGTH               input_timelength
206         #define PHYS_INPUT_FRAMETIME                serverdeltatime
207
208         #define PHYS_INPUT_MOVEVALUES(s)            input_movevalues
209
210         #define PHYS_INPUT_BUTTON_BUTTON1(s)        boolean(input_buttons & BIT(0))
211         #define PHYS_INPUT_BUTTON_BUTTON2(s)        boolean(input_buttons & BIT(1))
212         #define PHYS_INPUT_BUTTON_BUTTON3(s)        boolean(input_buttons & BIT(2))
213         #define PHYS_INPUT_BUTTON_BUTTON4(s)        boolean(input_buttons & BIT(3))
214         #define PHYS_INPUT_BUTTON_BUTTON5(s)        boolean(input_buttons & BIT(4))
215         #define PHYS_INPUT_BUTTON_BUTTON6(s)        boolean(input_buttons & BIT(5))
216         #define PHYS_INPUT_BUTTON_BUTTON7(s)        boolean(input_buttons & BIT(6))
217         #define PHYS_INPUT_BUTTON_BUTTON8(s)        boolean(input_buttons & BIT(7))
218         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     boolean(input_buttons & BIT(8))
219         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    boolean(input_buttons & BIT(9))
220         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  boolean(input_buttons & BIT(10))
221         #define PHYS_INPUT_BUTTON_BUTTON9(s)        boolean(input_buttons & BIT(11))
222         #define PHYS_INPUT_BUTTON_BUTTON10(s)       boolean(input_buttons & BIT(12))
223         #define PHYS_INPUT_BUTTON_BUTTON11(s)       boolean(input_buttons & BIT(13))
224         #define PHYS_INPUT_BUTTON_BUTTON12(s)       boolean(input_buttons & BIT(14))
225         #define PHYS_INPUT_BUTTON_BUTTON13(s)       boolean(input_buttons & BIT(15))
226         #define PHYS_INPUT_BUTTON_BUTTON14(s)       boolean(input_buttons & BIT(16))
227         #define PHYS_INPUT_BUTTON_BUTTON15(s)       boolean(input_buttons & BIT(17))
228         #define PHYS_INPUT_BUTTON_BUTTON16(s)       boolean(input_buttons & BIT(18))
229
230         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  (boolean(moveflags & MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE))
231         #define GAMEPLAYFIX_NOGRAVITYONGROUND           (boolean(moveflags & MOVEFLAG_NOGRAVITYONGROUND))
232         #define GAMEPLAYFIX_Q2AIRACCELERATE             (boolean(moveflags & MOVEFLAG_Q2AIRACCELERATE))
233
234         #define IS_DUCKED(s)                        (boolean((s).flags & FL_DUCKED))
235         #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
236         #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
237
238         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
239         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
240
241         #define PHYS_CL_TRACK_CANJUMP(s)            STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
242         // FIXME: 0 doesn't mean zero gravity
243         #define PHYS_ENTGRAVITY(s)                  STAT(MOVEVARS_ENTGRAVITY, s)
244
245 #elif defined(SVQC)
246
247         #define PHYS_FIXANGLE(s) ((s).fixangle)
248         #define PHYS_MOVETYPE(s) ((s).movetype)
249
250         bool Physics_Valid(string thecvar);
251
252         .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
253         .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
254
255         /** Not real stats */
256         .string jumpspeedcap_min;
257         .string jumpspeedcap_max;
258
259         #define PHYS_GRAVITY(s)                     autocvar_sv_gravity
260
261         #define TICRATE sys_frametime
262
263         #define PHYS_INPUT_ANGLES(s)                ((s).v_angle)
264         #define PHYS_WORLD_ANGLES(s)                ((s).angles)
265
266         #define PHYS_INPUT_TIMELENGTH               frametime
267         #define PHYS_INPUT_FRAMETIME                sys_frametime
268
269         #define PHYS_INPUT_MOVEVALUES(s)            ((s).movement)
270
271         #define PHYS_INPUT_BUTTON_BUTTON1(s)        ((s).button0)
272         #define PHYS_INPUT_BUTTON_BUTTON2(s)        ((s).button2)
273         #define PHYS_INPUT_BUTTON_BUTTON3(s)        ((s).button3)
274         #define PHYS_INPUT_BUTTON_BUTTON4(s)        ((s).button4)
275         #define PHYS_INPUT_BUTTON_BUTTON5(s)        ((s).button5)
276         #define PHYS_INPUT_BUTTON_BUTTON6(s)        ((s).button6)
277         #define PHYS_INPUT_BUTTON_BUTTON7(s)        ((s).button7)
278         #define PHYS_INPUT_BUTTON_BUTTON8(s)        ((s).button8)
279         #define PHYS_INPUT_BUTTON_BUTTON_USE(s)     ((s).buttonuse)
280         #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s)    ((s).buttonchat)
281         #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)  ((s).cursor_active)
282         #define PHYS_INPUT_BUTTON_BUTTON9(s)        ((s).button9)
283         #define PHYS_INPUT_BUTTON_BUTTON10(s)       ((s).button10)
284         #define PHYS_INPUT_BUTTON_BUTTON11(s)       ((s).button11)
285         #define PHYS_INPUT_BUTTON_BUTTON12(s)       ((s).button12)
286         #define PHYS_INPUT_BUTTON_BUTTON13(s)       ((s).button13)
287         #define PHYS_INPUT_BUTTON_BUTTON14(s)       ((s).button14)
288         #define PHYS_INPUT_BUTTON_BUTTON15(s)       ((s).button15)
289         #define PHYS_INPUT_BUTTON_BUTTON16(s)       ((s).button16)
290
291         #define GAMEPLAYFIX_GRAVITYUNAFFECTEDBYTICRATE  autocvar_sv_gameplayfix_gravityunaffectedbyticrate
292         #define GAMEPLAYFIX_NOGRAVITYONGROUND           autocvar_sv_gameplayfix_nogravityonground
293         #define GAMEPLAYFIX_Q2AIRACCELERATE             autocvar_sv_gameplayfix_q2airaccelerate
294
295         #define IS_DUCKED(s)                        ((s).crouch)
296         #define SET_DUCKED(s)                       ((s).crouch = true)
297         #define UNSET_DUCKED(s)                     ((s).crouch = false)
298
299         #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
300         #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
301
302         #define PHYS_CL_TRACK_CANJUMP(s)            ((s).cvar_cl_movement_track_canjump)
303         #define PHYS_ENTGRAVITY(s)                  ((s).gravity)
304
305 #endif
306
307 REGISTER_NET_C2S(setpause)
308 #ifdef CSQC
309 void unpause_update()
310 {
311         static bool waspaused;
312         bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
313         if (ispaused == waspaused) return;
314         waspaused = ispaused;
315         // if (!serverispaused) return; // TODO: find out somehow
316         if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
317         int channel = MSG_C2S;
318         WriteHeader(channel, setpause);
319         WriteByte(channel, ispaused);
320 }
321 #endif
322 #ifdef SVQC
323 NET_HANDLE(setpause, bool)
324 {
325         bool ispaused = boolean(ReadByte());
326         PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;
327         return true;
328 }
329 #endif
330
331 #endif