3 // Client/server mappings
6 // TODO: get rid of this random dumb include!
7 #include <common/state.qh>
15 .float swamp_slowdown;
23 .string lastclassname;
25 .float(entity,float) PlayerPhysplug;
26 float AdjustAirAccelQW(float accelqw, float factor);
28 bool IsFlying(entity a);
30 #define PHYS_PL_MAX(s) STAT(PL_MAX, s)
31 #define PHYS_PL_MIN(s) STAT(PL_MIN, s)
32 #define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
33 #define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s)
35 #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
36 #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
38 #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
39 #define PHYS_HEALTH(s) STAT(HEALTH, s)
41 #define BUFFS_STAT(s) STAT(BUFFS, s)
43 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
44 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
45 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
46 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
47 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
48 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
49 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
50 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
51 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
52 #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
53 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
54 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
55 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
56 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
58 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
60 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
62 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
63 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
64 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
66 #define PHYS_FROZEN(s) STAT(FROZEN, s)
68 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
70 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
71 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
72 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
73 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
74 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
75 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
76 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
78 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
79 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
80 #define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
82 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
83 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
84 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
86 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
88 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
90 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
91 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
92 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
93 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
94 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
96 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
98 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
99 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
100 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
101 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
102 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
103 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
104 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s)
105 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
106 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
107 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
108 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
109 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
110 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
111 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
114 STATIC_INIT(PHYS_INPUT_BUTTON)
116 localcmd("alias +hook +button6\n");
117 localcmd("alias -hook -button6\n");
119 localcmd("alias +jetpack +button10\n");
120 localcmd("alias -jetpack -button10\n");
122 localcmd("alias +dodge +button11\n");
123 localcmd("alias -dodge -button11\n");
127 // if more buttons are needed, start using impulse bits as buttons
129 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
130 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
131 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
132 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
134 // used for special commands and idle checking, not from the engine
136 #define PHYS_INPUT_BUTTON_MASK(s) ( \
137 (1 << 0) * PHYS_INPUT_BUTTON_ATCK(s) \
138 | (1 << 1) * PHYS_INPUT_BUTTON_JUMP(s) \
139 | (1 << 2) * PHYS_INPUT_BUTTON_ATCK2(s) \
140 | (1 << 3) * PHYS_INPUT_BUTTON_ZOOM(s) \
141 | (1 << 4) * PHYS_INPUT_BUTTON_CROUCH(s) \
142 | (1 << 5) * PHYS_INPUT_BUTTON_HOOK(s) \
143 | (1 << 6) * PHYS_INPUT_BUTTON_USE(s) \
144 | (1 << 7) * PHYS_INPUT_BUTTON_BACKWARD(s) \
145 | (1 << 8) * PHYS_INPUT_BUTTON_FORWARD(s) \
146 | (1 << 9) * PHYS_INPUT_BUTTON_LEFT(s) \
147 | (1 << 10) * PHYS_INPUT_BUTTON_RIGHT(s) \
150 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
151 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
152 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
154 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
155 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
157 #define ITEMS_STAT(s) ((s).items)
159 .float teleport_time;
160 #define PHYS_TELEPORT_TIME(s) ((s).teleport_time)
162 .float waterjump_time;
163 #define PHYS_WATERJUMP_TIME(s) ((s).waterjump_time)
167 #define PHYS_FIXANGLE(s) ('0 0 0')
169 string autocvar_cl_jumpspeedcap_min;
170 string autocvar_cl_jumpspeedcap_max;
172 const int FL_WATERJUMP = 2048; // player jumping out of water
173 const int FL_JUMPRELEASED = 4096; // for jump debouncing
181 // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
182 // x is pitch: positive means down (unlike .angles)
183 // y is yaw: between -180 and 180, increases when turning left
184 // z is roll: positive means tilted clockwise, usually is 0
185 // when .fixangle is set, the player's view will change to the direction where the model is facing
186 // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
192 #define IS_CLIENT(s) ((s).isplayermodel || (s) == csqcplayer)
193 #define IS_PLAYER(s) ((s).isplayermodel)
194 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
195 #define isPushable(s) ((s).isplayermodel || (s).pushable || ((s).flags & FL_PROJECTILE))
197 //float player_multijump;
198 //float player_jumpheight;
200 #define PHYS_INPUT_ANGLES(s) input_angles
202 #define PHYS_WORLD_ANGLES(s) input_angles
204 #define PHYS_INPUT_TIMELENGTH input_timelength
205 #define PHYS_INPUT_FRAMETIME serverdeltatime
207 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
208 #define PHYS_CS(s) (s)
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))
230 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
231 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
232 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
234 #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL))
236 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
237 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
239 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
243 #define PHYS_FIXANGLE(s) ((s).fixangle)
245 bool Physics_Valid(string thecvar);
247 void Physics_UpdateStats(entity this);
249 void PM_UpdateButtons(entity this, entity store);
251 /** Not real stats */
252 .string jumpspeedcap_min;
253 .string jumpspeedcap_max;
255 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
256 #define PHYS_WORLD_ANGLES(s) ((s).angles)
258 #define PHYS_INPUT_TIMELENGTH frametime
259 #define PHYS_INPUT_FRAMETIME sys_frametime
261 #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
262 #define PHYS_CS(s) CS(s)
264 #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
265 #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
266 #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
267 #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
268 #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
269 #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
270 #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
271 #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
272 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
273 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
274 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
275 #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
276 #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
277 #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
278 #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
279 #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
280 #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
281 #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
282 #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
284 #define IS_DUCKED(s) ((s).crouch)
285 #define SET_DUCKED(s) ((s).crouch = true)
286 #define UNSET_DUCKED(s) ((s).crouch = false)
288 #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL))
290 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
291 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
293 #define PHYS_CL_TRACK_CANJUMP(s) (CS(s).cvar_cl_movement_track_canjump)
298 // FIXME/EXPLAINME: why? Mario: because
299 vector autocvar_sv_player_maxs = '16 16 45';
300 vector autocvar_sv_player_mins = '-16 -16 -24';
301 vector autocvar_sv_player_viewoffset = '0 0 35';
302 vector autocvar_sv_player_crouch_maxs = '16 16 25';
303 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
304 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
305 //vector autocvar_sv_player_headsize = '24 24 12';
308 REGISTER_NET_C2S(setpause)
310 void unpause_update()
312 static bool waspaused;
313 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
314 if (ispaused == waspaused) return;
315 waspaused = ispaused;
316 // if (!serverispaused) return; // TODO: find out somehow
317 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
318 int channel = MSG_C2S;
319 WriteHeader(channel, setpause);
320 WriteByte(channel, ispaused);
324 NET_HANDLE(setpause, bool)
326 bool ispaused = boolean(ReadByte());
327 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;