3 // Client/server mappings
6 // TODO: get rid of this random dumb include!
7 #include <common/state.qh>
15 .float swamp_slowdown;
20 .float spectatorspeed = _STAT(SPECTATORSPEED);
22 .float spectatorspeed;
28 .string lastclassname;
30 .float(entity,float) PlayerPhysplug;
31 float AdjustAirAccelQW(float accelqw, float factor);
33 bool IsFlying(entity a);
35 #define PHYS_PL_MAX(s) STAT(PL_MAX, s)
36 #define PHYS_PL_MIN(s) STAT(PL_MIN, s)
37 #define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
38 #define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s)
40 #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
41 #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
43 #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
44 #define PHYS_HEALTH(s) STAT(HEALTH, s)
46 #define BUFFS_STAT(s) STAT(BUFFS, s)
48 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
49 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
50 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
51 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
52 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
53 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
54 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
55 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
56 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
57 #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
58 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
59 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
60 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
61 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
63 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
65 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
67 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
68 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
69 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
71 #define PHYS_FROZEN(s) STAT(FROZEN, s)
73 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
75 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
76 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
77 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
78 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
79 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
80 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
81 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
83 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
84 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
86 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
87 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
88 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
90 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
92 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
94 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
95 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
96 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
97 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
98 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
100 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
102 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
103 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
104 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
105 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
106 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
107 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
110 STATIC_INIT(PHYS_INPUT_BUTTON_HOOK)
112 localcmd("alias +hook +button6\n");
113 localcmd("alias -hook -button6\n");
117 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
118 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
119 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
120 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
121 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
122 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
123 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
124 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
127 STATIC_INIT(PHYS_INPUT_BUTTON_JETPACK)
129 localcmd("alias +jetpack +button10\n");
130 localcmd("alias -jetpack -button10\n");
133 STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
135 localcmd("alias +dodge +button11\n");
136 localcmd("alias -dodge -button11\n");
140 // if more buttons are needed, start using impulse bits as buttons
142 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
143 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
144 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
145 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
147 // used for special commands and idle checking, not from the engine
149 #define PHYS_INPUT_BUTTON_MASK(s) ( \
150 (1 << 0) * PHYS_INPUT_BUTTON_ATCK(s) \
151 | (1 << 1) * PHYS_INPUT_BUTTON_JUMP(s) \
152 | (1 << 2) * PHYS_INPUT_BUTTON_ATCK2(s) \
153 | (1 << 3) * PHYS_INPUT_BUTTON_ZOOM(s) \
154 | (1 << 4) * PHYS_INPUT_BUTTON_CROUCH(s) \
155 | (1 << 5) * PHYS_INPUT_BUTTON_HOOK(s) \
156 | (1 << 6) * PHYS_INPUT_BUTTON_USE(s) \
157 | (1 << 7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
158 | (1 << 8) * PHYS_INPUT_BUTTON_FORWARD(s) \
159 | (1 << 9) * PHYS_INPUT_BUTTON_LEFT(s) \
160 | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
163 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
164 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
165 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
167 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
168 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
170 #define ITEMS_STAT(s) ((s).items)
172 .float teleport_time;
173 #define PHYS_TELEPORT_TIME(s) ((s).teleport_time)
175 .float waterjump_time;
176 #define PHYS_WATERJUMP_TIME(s) ((s).waterjump_time)
180 #define PHYS_FIXANGLE(s) ('0 0 0')
182 string autocvar_cl_jumpspeedcap_min;
183 string autocvar_cl_jumpspeedcap_max;
185 const int FL_WATERJUMP = 2048; // player jumping out of water
186 const int FL_JUMPRELEASED = 4096; // for jump debouncing
194 // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
195 // x is pitch: positive means down (unlike .angles)
196 // y is yaw: between -180 and 180, increases when turning left
197 // z is roll: positive means tilted clockwise, usually is 0
198 // when .fixangle is set, the player's view will change to the direction where the model is facing
199 // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
205 #define IS_CLIENT(s) ((s).isplayermodel || (s) == csqcplayer)
206 #define IS_PLAYER(s) ((s).isplayermodel)
207 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
208 #define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
210 //float player_multijump;
211 //float player_jumpheight;
213 #define PHYS_INPUT_ANGLES(s) input_angles
215 #define PHYS_WORLD_ANGLES(s) input_angles
217 #define PHYS_INPUT_TIMELENGTH input_timelength
218 #define PHYS_INPUT_FRAMETIME serverdeltatime
220 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
221 #define PHYS_CS(s) (s)
223 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
224 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
225 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
226 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
227 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
228 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
229 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
230 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
231 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
232 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
233 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
234 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
235 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
236 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
237 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
238 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
239 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
240 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
241 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
243 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
244 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
245 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
247 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
248 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
250 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
254 #define PHYS_FIXANGLE(s) ((s).fixangle)
256 bool Physics_Valid(string thecvar);
258 void Physics_UpdateStats(entity this);
260 void PM_UpdateButtons(entity this, entity store);
262 .float stat_sv_airspeedlimit_nonqw = _STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW);
263 .float stat_sv_maxspeed = _STAT(MOVEVARS_MAXSPEED);
265 /** Not real stats */
266 .string jumpspeedcap_min;
267 .string jumpspeedcap_max;
269 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
270 #define PHYS_WORLD_ANGLES(s) ((s).angles)
272 #define PHYS_INPUT_TIMELENGTH frametime
273 #define PHYS_INPUT_FRAMETIME sys_frametime
275 #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
276 #define PHYS_CS(s) CS(s)
278 #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
279 #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
280 #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
281 #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
282 #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
283 #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
284 #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
285 #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
286 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
287 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
288 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
289 #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
290 #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
291 #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
292 #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
293 #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
294 #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
295 #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
296 #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
298 #define IS_DUCKED(s) ((s).crouch)
299 #define SET_DUCKED(s) ((s).crouch = true)
300 #define UNSET_DUCKED(s) ((s).crouch = false)
302 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
303 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
305 #define PHYS_CL_TRACK_CANJUMP(s) (CS(s).cvar_cl_movement_track_canjump)
310 // FIXME/EXPLAINME: why? Mario: because
311 vector autocvar_sv_player_maxs = '16 16 45';
312 vector autocvar_sv_player_mins = '-16 -16 -24';
313 vector autocvar_sv_player_viewoffset = '0 0 35';
314 vector autocvar_sv_player_crouch_maxs = '16 16 25';
315 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
316 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
317 //vector autocvar_sv_player_headsize = '24 24 12';
320 REGISTER_NET_C2S(setpause)
322 void unpause_update()
324 static bool waspaused;
325 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
326 if (ispaused == waspaused) return;
327 waspaused = ispaused;
328 // if (!serverispaused) return; // TODO: find out somehow
329 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
330 int channel = MSG_C2S;
331 WriteHeader(channel, setpause);
332 WriteByte(channel, ispaused);
336 NET_HANDLE(setpause, bool)
338 bool ispaused = boolean(ReadByte());
339 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;