3 // Client/server mappings
6 // TODO: get rid of this random dumb include!
7 #include <common/state.qh>
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;
59 .float swamp_slowdown;
67 .string lastclassname;
69 .float(entity,float) PlayerPhysplug;
70 float AdjustAirAccelQW(float accelqw, float factor);
72 bool IsFlying(entity a);
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)
79 #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
80 #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
82 #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
83 #define PHYS_HEALTH(s) STAT(HEALTH, s)
85 #define BUFFS_STAT(s) STAT(BUFFS, s)
87 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
88 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
89 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
90 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
91 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
92 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
93 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
94 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
95 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
96 #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
97 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
98 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
99 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
100 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
102 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
104 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
106 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
107 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
108 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
110 #define PHYS_FROZEN(s) STAT(FROZEN, s)
112 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
114 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
115 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
116 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
117 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
118 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
119 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
120 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
122 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
123 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
124 #define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
126 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
127 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
128 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
130 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
132 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
134 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
135 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
136 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
137 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
138 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
140 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
142 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
143 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
144 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
145 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
146 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
147 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
148 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
149 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
150 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
151 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
152 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
153 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
154 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
155 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
156 #define PHYS_INPUT_BUTTON_MINIGAME(s) PHYS_INPUT_BUTTON_BUTTON12(s)
159 STATIC_INIT(PHYS_INPUT_BUTTON)
161 localcmd("alias +hook +button6\n");
162 localcmd("alias -hook -button6\n");
164 localcmd("alias +jetpack +button10\n");
165 localcmd("alias -jetpack -button10\n");
167 localcmd("alias +dodge +button11\n");
168 localcmd("alias -dodge -button11\n");
172 // if more buttons are needed, start using impulse bits as buttons
174 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
175 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
176 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
177 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
179 // used for special commands and idle checking, not from the engine
181 #define PHYS_INPUT_BUTTON_MASK(s) ( \
182 ((1 << 0) * PHYS_INPUT_BUTTON_ATCK(s)) \
183 | ((1 << 1) * PHYS_INPUT_BUTTON_JUMP(s)) \
184 | ((1 << 2) * PHYS_INPUT_BUTTON_ATCK2(s)) \
185 | ((1 << 3) * PHYS_INPUT_BUTTON_ZOOM(s)) \
186 | ((1 << 4) * PHYS_INPUT_BUTTON_CROUCH(s)) \
187 | ((1 << 5) * PHYS_INPUT_BUTTON_HOOK(s)) \
188 | ((1 << 6) * PHYS_INPUT_BUTTON_USE(s)) \
189 | ((1 << 7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \
190 | ((1 << 8) * PHYS_INPUT_BUTTON_FORWARD(s)) \
191 | ((1 << 9) * PHYS_INPUT_BUTTON_LEFT(s)) \
192 | ((1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s)) \
195 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
196 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
197 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
199 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
200 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
202 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
203 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
204 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
206 #define ITEMS_STAT(s) ((s).items)
208 .float teleport_time;
212 #define PHYS_FIXANGLE(s) ('0 0 0')
214 string autocvar_cl_jumpspeedcap_min;
215 string autocvar_cl_jumpspeedcap_max;
223 // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
224 // x is pitch: positive means down (unlike .angles)
225 // y is yaw: between -180 and 180, increases when turning left
226 // z is roll: positive means tilted clockwise, usually is 0
227 // when .fixangle is set, the player's view will change to the direction where the model is facing
228 // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
234 #define IS_CLIENT(s) (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer)
235 #define IS_PLAYER(s) ((s).isplayermodel & ISPLAYER_PLAYER)
236 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
237 #define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
239 //float player_multijump;
240 //float player_jumpheight;
242 #define PHYS_INPUT_ANGLES(s) input_angles
244 #define PHYS_WORLD_ANGLES(s) input_angles
246 #define PHYS_INPUT_TIMELENGTH input_timelength
247 #define PHYS_INPUT_FRAMETIME serverdeltatime
249 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
250 #define PHYS_CS(s) (s)
252 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
253 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
254 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
255 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
256 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
257 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
258 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
259 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
260 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
261 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
262 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
263 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
264 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
265 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
266 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
267 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
268 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
269 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
270 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
272 #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL))
274 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
275 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
277 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
281 #define PHYS_FIXANGLE(s) ((s).fixangle)
283 bool Physics_Valid(string thecvar);
285 void Physics_UpdateStats(entity this);
287 void PM_UpdateButtons(entity this, entity store);
289 /** Not real stats */
290 .string jumpspeedcap_min;
291 .string jumpspeedcap_max;
296 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
297 #define PHYS_WORLD_ANGLES(s) ((s).angles)
299 #define PHYS_INPUT_TIMELENGTH frametime
300 #define PHYS_INPUT_FRAMETIME sys_frametime
302 #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
303 #define PHYS_CS(s) CS(s)
305 #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
306 #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
307 #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
308 #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
309 #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
310 #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
311 #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
312 #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
313 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
314 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
315 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
316 #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
317 #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
318 #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
319 #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
320 #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
321 #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
322 #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
323 #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
325 #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL))
327 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
328 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
330 #define PHYS_CL_TRACK_CANJUMP(s) (CS(s).cvar_cl_movement_track_canjump)
335 // FIXME/EXPLAINME: why? Mario: because
336 vector autocvar_sv_player_maxs = '16 16 45';
337 vector autocvar_sv_player_mins = '-16 -16 -24';
338 vector autocvar_sv_player_viewoffset = '0 0 35';
339 vector autocvar_sv_player_crouch_maxs = '16 16 25';
340 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
341 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
342 //vector autocvar_sv_player_headsize = '24 24 12';
345 REGISTER_NET_C2S(setpause)
347 void unpause_update()
349 static bool waspaused;
350 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
351 if (ispaused == waspaused) return;
352 waspaused = ispaused;
353 // if (!serverispaused) return; // TODO: find out somehow
354 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
355 int channel = MSG_C2S;
356 WriteHeader(channel, setpause);
357 WriteByte(channel, ispaused);
361 NET_HANDLE(setpause, bool)
363 bool ispaused = boolean(ReadByte());
364 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;