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);
75 REPLICATE_INIT(string, cvar_cl_physics);
76 REPLICATE_INIT(bool, cvar_cl_jetpack_jump);
77 REPLICATE_INIT(bool, cvar_cl_movement_track_canjump);
80 #define PHYS_PL_MAX(s) STAT(PL_MAX, s)
81 #define PHYS_PL_MIN(s) STAT(PL_MIN, s)
82 #define PHYS_PL_CROUCH_MAX(s) STAT(PL_CROUCH_MAX, s)
83 #define PHYS_PL_CROUCH_MIN(s) STAT(PL_CROUCH_MIN, s)
85 #define PHYS_PL_VIEWOFS(s) STAT(PL_VIEW_OFS, s)
86 #define PHYS_PL_CROUCH_VIEWOFS(s) STAT(PL_CROUCH_VIEW_OFS, s)
88 #define PHYS_VIEWHEIGHT(s) STAT(VIEWHEIGHT, s)
89 #define PHYS_HEALTH(s) STAT(HEALTH, s)
91 #define PHYS_ACCELERATE(s) STAT(MOVEVARS_ACCELERATE, s)
92 #define PHYS_AIRACCELERATE(s) STAT(MOVEVARS_AIRACCELERATE, s)
93 #define PHYS_AIRACCEL_QW(s) STAT(MOVEVARS_AIRACCEL_QW, s)
94 #define PHYS_AIRACCEL_QW_STRETCHFACTOR(s) STAT(MOVEVARS_AIRACCEL_QW_STRETCHFACTOR, s)
95 #define PHYS_AIRACCEL_SIDEWAYS_FRICTION(s) STAT(MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION, s)
96 #define PHYS_AIRCONTROL(s) STAT(MOVEVARS_AIRCONTROL, s)
97 #define PHYS_AIRCONTROL_PENALTY(s) STAT(MOVEVARS_AIRCONTROL_PENALTY, s)
98 #define PHYS_AIRCONTROL_POWER(s) STAT(MOVEVARS_AIRCONTROL_POWER, s)
99 #define PHYS_AIRCONTROL_BACKWARDS(s) STAT(MOVEVARS_AIRCONTROL_BACKWARDS, s)
100 #define PHYS_AIRCONTROL_SIDEWARDS(s) STAT(MOVEVARS_AIRCONTROL_SIDEWARDS, s)
101 #define PHYS_AIRSPEEDLIMIT_NONQW(s) STAT(MOVEVARS_AIRSPEEDLIMIT_NONQW, s)
102 #define PHYS_AIRSTOPACCELERATE(s) STAT(MOVEVARS_AIRSTOPACCELERATE, s)
103 #define PHYS_AIRSTRAFEACCELERATE(s) STAT(MOVEVARS_AIRSTRAFEACCELERATE, s)
104 #define PHYS_AIRSTRAFEACCEL_QW(s) STAT(MOVEVARS_AIRSTRAFEACCEL_QW, s)
106 #define PHYS_AMMO_FUEL(s) STAT(FUEL, s)
108 #define PHYS_DODGING_FROZEN(s) STAT(DODGING_FROZEN, s)
110 #define PHYS_FRICTION(s) STAT(MOVEVARS_FRICTION, s)
111 #define PHYS_FRICTION_ONLAND(s) STAT(MOVEVARS_FRICTION_ONLAND, s)
112 #define PHYS_FRICTION_SLICK(s) STAT(MOVEVARS_FRICTION_SLICK, s)
114 #define PHYS_FROZEN(s) STAT(FROZEN, s)
116 #define PHYS_HIGHSPEED(s) STAT(MOVEVARS_HIGHSPEED, s)
118 #define PHYS_JETPACK_ACCEL_SIDE(s) STAT(JETPACK_ACCEL_SIDE, s)
119 #define PHYS_JETPACK_ACCEL_UP(s) STAT(JETPACK_ACCEL_UP, s)
120 #define PHYS_JETPACK_ANTIGRAVITY(s) STAT(JETPACK_ANTIGRAVITY, s)
121 #define PHYS_JETPACK_FUEL(s) STAT(JETPACK_FUEL, s)
122 #define PHYS_JETPACK_MAXSPEED_SIDE(s) STAT(JETPACK_MAXSPEED_SIDE, s)
123 #define PHYS_JETPACK_MAXSPEED_UP(s) STAT(JETPACK_MAXSPEED_UP, s)
124 #define PHYS_JETPACK_REVERSE_THRUST(s) STAT(JETPACK_REVERSE_THRUST, s)
126 #define PHYS_JUMPSPEEDCAP_DISABLE_ONRAMPS(s) STAT(MOVEVARS_JUMPSPEEDCAP_DISABLE_ONRAMPS)
127 #define PHYS_JUMPVELOCITY(s) STAT(MOVEVARS_JUMPVELOCITY, s)
128 #define PHYS_JUMPVELOCITY_CROUCH(s) STAT(MOVEVARS_JUMPVELOCITY_CROUCH, s)
130 #define PHYS_MAXAIRSPEED(s) STAT(MOVEVARS_MAXAIRSPEED, s)
131 #define PHYS_MAXAIRSTRAFESPEED(s) STAT(MOVEVARS_MAXAIRSTRAFESPEED, s)
132 #define PHYS_MAXSPEED(s) STAT(MOVEVARS_MAXSPEED, s)
134 #define PHYS_STOPSPEED(s) STAT(MOVEVARS_STOPSPEED, s)
136 #define PHYS_TRACK_CANJUMP(s) STAT(MOVEVARS_TRACK_CANJUMP, s)
138 #define PHYS_WARSOWBUNNY_ACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_ACCEL, s)
139 #define PHYS_WARSOWBUNNY_AIRFORWARDACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL, s)
140 #define PHYS_WARSOWBUNNY_BACKTOSIDERATIO(s) STAT(MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO, s)
141 #define PHYS_WARSOWBUNNY_TOPSPEED(s) STAT(MOVEVARS_WARSOWBUNNY_TOPSPEED, s)
142 #define PHYS_WARSOWBUNNY_TURNACCEL(s) STAT(MOVEVARS_WARSOWBUNNY_TURNACCEL, s)
144 #define PHYS_SLICK_APPLYGRAVITY(s) STAT(SLICK_APPLYGRAVITY)
146 #define PHYS_INPUT_BUTTON_ATCK(s) PHYS_INPUT_BUTTON_BUTTON1(s)
147 #define PHYS_INPUT_BUTTON_JUMP(s) PHYS_INPUT_BUTTON_BUTTON2(s)
148 #define PHYS_INPUT_BUTTON_ATCK2(s) PHYS_INPUT_BUTTON_BUTTON3(s)
149 #define PHYS_INPUT_BUTTON_ZOOM(s) PHYS_INPUT_BUTTON_BUTTON4(s)
150 #define PHYS_INPUT_BUTTON_CROUCH(s) PHYS_INPUT_BUTTON_BUTTON5(s)
151 #define PHYS_INPUT_BUTTON_HOOK(s) PHYS_INPUT_BUTTON_BUTTON6(s)
152 #define PHYS_INPUT_BUTTON_INFO(s) PHYS_INPUT_BUTTON_BUTTON7(s) // button7 is FREE
153 #define PHYS_INPUT_BUTTON_DRAG(s) PHYS_INPUT_BUTTON_BUTTON8(s)
154 #define PHYS_INPUT_BUTTON_USE(s) PHYS_INPUT_BUTTON_BUTTON_USE(s)
155 #define PHYS_INPUT_BUTTON_CHAT(s) PHYS_INPUT_BUTTON_BUTTON_CHAT(s)
156 #define PHYS_INPUT_BUTTON_PRYDON(s) PHYS_INPUT_BUTTON_BUTTON_PRYDON(s)
157 #define PHYS_INPUT_BUTTON_ZOOMSCRIPT(s) PHYS_INPUT_BUTTON_BUTTON9(s)
158 #define PHYS_INPUT_BUTTON_JETPACK(s) PHYS_INPUT_BUTTON_BUTTON10(s)
159 #define PHYS_INPUT_BUTTON_DODGE(s) PHYS_INPUT_BUTTON_BUTTON11(s)
160 #define PHYS_INPUT_BUTTON_MINIGAME(s) PHYS_INPUT_BUTTON_BUTTON12(s)
163 STATIC_INIT(PHYS_INPUT_BUTTON)
165 localcmd("alias +hook +button6\n");
166 localcmd("alias -hook -button6\n");
168 localcmd("alias +jetpack +button10\n");
169 localcmd("alias -jetpack -button10\n");
171 localcmd("alias +dodge +button11\n");
172 localcmd("alias -dodge -button11\n");
176 // if more buttons are needed, start using impulse bits as buttons
178 #define PHYS_INPUT_BUTTON_BACKWARD(s) (PHYS_INPUT_MOVEVALUES(s).x < 0)
179 #define PHYS_INPUT_BUTTON_FORWARD(s) (PHYS_INPUT_MOVEVALUES(s).x > 0)
180 #define PHYS_INPUT_BUTTON_LEFT(s) (PHYS_INPUT_MOVEVALUES(s).y < 0)
181 #define PHYS_INPUT_BUTTON_RIGHT(s) (PHYS_INPUT_MOVEVALUES(s).y > 0)
183 // used for special commands and idle checking, not from the engine
185 #define PHYS_INPUT_BUTTON_MASK(s) ( \
186 (BIT(0) * PHYS_INPUT_BUTTON_ATCK(s)) \
187 | (BIT(1) * PHYS_INPUT_BUTTON_JUMP(s)) \
188 | (BIT(2) * PHYS_INPUT_BUTTON_ATCK2(s)) \
189 | (BIT(3) * PHYS_INPUT_BUTTON_ZOOM(s)) \
190 | (BIT(4) * PHYS_INPUT_BUTTON_CROUCH(s)) \
191 | (BIT(5) * PHYS_INPUT_BUTTON_HOOK(s)) \
192 | (BIT(6) * PHYS_INPUT_BUTTON_USE(s)) \
193 | (BIT(7) * PHYS_INPUT_BUTTON_BACKWARD(s)) \
194 | (BIT(8) * PHYS_INPUT_BUTTON_FORWARD(s)) \
195 | (BIT(9) * PHYS_INPUT_BUTTON_LEFT(s)) \
196 | (BIT(10) * PHYS_INPUT_BUTTON_RIGHT(s)) \
199 #define IS_JUMP_HELD(s) (!((s).flags & FL_JUMPRELEASED))
200 #define SET_JUMP_HELD(s) ((s).flags &= ~FL_JUMPRELEASED)
201 #define UNSET_JUMP_HELD(s) ((s).flags |= FL_JUMPRELEASED)
203 #define WAS_ONGROUND(s) boolean((s).lastflags & FL_ONGROUND)
204 #define WAS_ONSLICK(s) boolean((s).lastflags & FL_ONSLICK)
206 #define IS_DUCKED(s) (boolean((s).flags & FL_DUCKED))
207 #define SET_DUCKED(s) ((s).flags |= FL_DUCKED)
208 #define UNSET_DUCKED(s) ((s).flags &= ~FL_DUCKED)
210 #define ITEMS_STAT(s) ((s).items)
212 .float teleport_time;
216 #define PHYS_FIXANGLE(s) ('0 0 0')
218 string autocvar_cl_jumpspeedcap_min;
219 string autocvar_cl_jumpspeedcap_max;
227 // angles of the player's view (as opposed to their model which uses `.vector angles;`) in degrees
228 // x is pitch: positive means down (unlike .angles)
229 // y is yaw: between -180 and 180, increases when turning left
230 // z is roll: positive means tilted clockwise, usually is 0
231 // when .fixangle is set, the player's view will change to the direction where the model is facing
232 // more info: https://gitlab.com/xonotic/xonotic-data.pk3dir/merge_requests/447#note_32816794
238 #define IS_CLIENT(s) (((s).isplayermodel & ISPLAYER_CLIENT) || (s) == csqcplayer)
239 #define IS_PLAYER(s) ((s).isplayermodel & ISPLAYER_PLAYER)
240 #define IS_NOT_A_CLIENT(s) (!(s).isplayermodel && (s) != csqcplayer)
241 #define IS_DEAD(s) (((s).classname == "ENT_CLIENT_MODEL") ? (s).csqcmodel_isdead : (GetResource((s), RES_HEALTH) <= 0))
243 //float player_multijump;
244 //float player_jumpheight;
246 #define PHYS_INPUT_ANGLES(s) input_angles
248 #define PHYS_WORLD_ANGLES(s) input_angles
250 #define PHYS_INPUT_TIMELENGTH input_timelength
251 #define PHYS_INPUT_FRAMETIME serverdeltatime
253 #define PHYS_INPUT_MOVEVALUES(s) input_movevalues
254 #define PHYS_CS(s) (s)
256 #define PHYS_INPUT_BUTTON_BUTTON1(s) boolean(input_buttons & BIT(0))
257 #define PHYS_INPUT_BUTTON_BUTTON2(s) boolean(input_buttons & BIT(1))
258 #define PHYS_INPUT_BUTTON_BUTTON3(s) boolean(input_buttons & BIT(2))
259 #define PHYS_INPUT_BUTTON_BUTTON4(s) boolean(input_buttons & BIT(3))
260 #define PHYS_INPUT_BUTTON_BUTTON5(s) boolean(input_buttons & BIT(4))
261 #define PHYS_INPUT_BUTTON_BUTTON6(s) boolean(input_buttons & BIT(5))
262 #define PHYS_INPUT_BUTTON_BUTTON7(s) boolean(input_buttons & BIT(6))
263 #define PHYS_INPUT_BUTTON_BUTTON8(s) boolean(input_buttons & BIT(7))
264 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) boolean(input_buttons & BIT(8))
265 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) boolean(input_buttons & BIT(9))
266 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) boolean(input_buttons & BIT(10))
267 #define PHYS_INPUT_BUTTON_BUTTON9(s) boolean(input_buttons & BIT(11))
268 #define PHYS_INPUT_BUTTON_BUTTON10(s) boolean(input_buttons & BIT(12))
269 #define PHYS_INPUT_BUTTON_BUTTON11(s) boolean(input_buttons & BIT(13))
270 #define PHYS_INPUT_BUTTON_BUTTON12(s) boolean(input_buttons & BIT(14))
271 #define PHYS_INPUT_BUTTON_BUTTON13(s) boolean(input_buttons & BIT(15))
272 #define PHYS_INPUT_BUTTON_BUTTON14(s) boolean(input_buttons & BIT(16))
273 #define PHYS_INPUT_BUTTON_BUTTON15(s) boolean(input_buttons & BIT(17))
274 #define PHYS_INPUT_BUTTON_BUTTON16(s) boolean(input_buttons & BIT(18))
276 #define PHYS_INVEHICLE(s) (boolean(hud != HUD_NORMAL))
278 #define PHYS_JUMPSPEEDCAP_MIN autocvar_cl_jumpspeedcap_min
279 #define PHYS_JUMPSPEEDCAP_MAX autocvar_cl_jumpspeedcap_max
281 #define PHYS_CL_TRACK_CANJUMP(s) STAT(MOVEVARS_CL_TRACK_CANJUMP, s)
285 #define PHYS_FIXANGLE(s) ((s).fixangle)
287 bool Physics_Valid(string thecvar);
289 void Physics_UpdateStats(entity this);
291 void PM_UpdateButtons(entity this, entity store);
293 /** Not real stats */
294 .string jumpspeedcap_min;
295 .string jumpspeedcap_max;
300 #define PHYS_INPUT_ANGLES(s) ((s).v_angle)
301 #define PHYS_WORLD_ANGLES(s) ((s).angles)
303 #define PHYS_INPUT_TIMELENGTH frametime
304 #define PHYS_INPUT_FRAMETIME sys_frametime
306 #define PHYS_INPUT_MOVEVALUES(s) CS(s).movement
307 #define PHYS_CS(s) CS(s)
309 #define PHYS_INPUT_BUTTON_BUTTON1(s) (CS(s).button0)
310 #define PHYS_INPUT_BUTTON_BUTTON2(s) (CS(s).button2)
311 #define PHYS_INPUT_BUTTON_BUTTON3(s) (CS(s).button3)
312 #define PHYS_INPUT_BUTTON_BUTTON4(s) (CS(s).button4)
313 #define PHYS_INPUT_BUTTON_BUTTON5(s) (CS(s).button5)
314 #define PHYS_INPUT_BUTTON_BUTTON6(s) (CS(s).button6)
315 #define PHYS_INPUT_BUTTON_BUTTON7(s) (CS(s).button7)
316 #define PHYS_INPUT_BUTTON_BUTTON8(s) (CS(s).button8)
317 #define PHYS_INPUT_BUTTON_BUTTON_USE(s) (CS(s).buttonuse)
318 #define PHYS_INPUT_BUTTON_BUTTON_CHAT(s) (CS(s).buttonchat)
319 #define PHYS_INPUT_BUTTON_BUTTON_PRYDON(s) (CS(s).cursor_active)
320 #define PHYS_INPUT_BUTTON_BUTTON9(s) (CS(s).button9)
321 #define PHYS_INPUT_BUTTON_BUTTON10(s) (CS(s).button10)
322 #define PHYS_INPUT_BUTTON_BUTTON11(s) (CS(s).button11)
323 #define PHYS_INPUT_BUTTON_BUTTON12(s) (CS(s).button12)
324 #define PHYS_INPUT_BUTTON_BUTTON13(s) (CS(s).button13)
325 #define PHYS_INPUT_BUTTON_BUTTON14(s) (CS(s).button14)
326 #define PHYS_INPUT_BUTTON_BUTTON15(s) (CS(s).button15)
327 #define PHYS_INPUT_BUTTON_BUTTON16(s) (CS(s).button16)
329 #define PHYS_INVEHICLE(s) (boolean((s).vehicle != NULL))
331 #define PHYS_JUMPSPEEDCAP_MIN autocvar_sv_jumpspeedcap_min
332 #define PHYS_JUMPSPEEDCAP_MAX autocvar_sv_jumpspeedcap_max
334 #define PHYS_CL_TRACK_CANJUMP(s) (CS_CVAR(s).cvar_cl_movement_track_canjump)
339 // FIXME/EXPLAINME: why? Mario: because
340 vector autocvar_sv_player_maxs = '16 16 45';
341 vector autocvar_sv_player_mins = '-16 -16 -24';
342 vector autocvar_sv_player_viewoffset = '0 0 35';
343 vector autocvar_sv_player_crouch_maxs = '16 16 25';
344 vector autocvar_sv_player_crouch_mins = '-16 -16 -24';
345 vector autocvar_sv_player_crouch_viewoffset = '0 0 20';
346 //vector autocvar_sv_player_headsize = '24 24 12';
349 REGISTER_NET_C2S(setpause)
351 void unpause_update()
353 static bool waspaused;
354 bool ispaused = PHYS_INPUT_BUTTON_CHAT(this);
355 if (ispaused == waspaused) return;
356 waspaused = ispaused;
357 // if (!serverispaused) return; // TODO: find out somehow
358 if (ispaused) return; // ignore setting pause, server will get those presses anyway, but it won't get releases
359 int channel = MSG_C2S;
360 WriteHeader(channel, setpause);
361 WriteByte(channel, ispaused);
365 NET_HANDLE(setpause, bool)
367 bool ispaused = boolean(ReadByte());
368 PHYS_INPUT_BUTTON_CHAT(sender) = ispaused;