]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/gamec/cl_physics.c
player can drop weapon (impulse 17/bound to backspace)
[divverent/nexuiz.git] / data / qcsrc / gamec / cl_physics.c
1 float sv_accelerate;
2 float sv_maxairspeed;
3 float sv_friction;
4 float sv_maxspeed;
5 float sv_stopspeed;
6 float sv_gravity;
7 .float ladder_time;
8 .entity ladder_entity;
9 .float gravity;
10 .float swamp_slowdown;
11
12 void SV_PlayerPhysics()
13 {
14         local vector wishvel, wishdir, v;
15         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swapspd_mod;
16         string temps;
17
18         MauveBot_AI();
19
20         if (self.movetype == MOVETYPE_NONE)
21                 return;
22
23         if (self.punchangle != '0 0 0')
24         {
25                 f = vlen(self.punchangle) - 10 * frametime;
26                 if (f > 0)
27                         self.punchangle = normalize(self.punchangle) * f;
28                 else
29                         self.punchangle = '0 0 0';
30         }
31
32         if (self.punchvector != '0 0 0')
33         {
34                 f = vlen(self.punchvector) - 30 * frametime;
35                 if (f > 0)
36                         self.punchvector = normalize(self.punchvector) * f;
37                 else
38                         self.punchvector = '0 0 0';
39         }
40
41         maxspd_mod = 1;
42
43         if(cvar("g_runematch"))
44         {
45                 if(self.runes & RUNE_SPEED)
46                 {
47                         if(self.runes & CURSE_SLOW)
48                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
49                         else
50                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
51                 }
52                 else if(self.runes & CURSE_SLOW)
53                 {
54                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
55                 }
56         }
57
58         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
59         {
60                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
61         }
62
63         swapspd_mod = 1;
64         if(self.in_swamp != 0) {
65                 swapspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
66         }
67
68
69         spd = sv_maxspeed * maxspd_mod;
70         spd = sv_maxspeed * swapspd_mod;
71
72         if(self.speed != spd)
73         {
74                 self.speed = spd;
75                 temps = ftos(spd);
76                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
77                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
78                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
79                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
80
81                 temps = ftos(sv_accelerate * maxspd_mod);
82                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
83         }
84
85         // if dead, behave differently
86         if (self.deadflag)
87                 return;
88
89         if (!self.fixangle)
90         {
91                 self.angles_x = 0;
92                 self.angles_y = self.v_angle_y;
93                 self.angles_z = 0;
94         }
95
96         if (self.flags & FL_WATERJUMP )
97         {
98                 self.velocity_x = self.movedir_x;
99                 self.velocity_y = self.movedir_y;
100                 if (time > self.teleport_time || self.waterlevel == 0)
101                 {
102                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
103                         self.teleport_time = 0;
104                 }
105         }
106         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
107         {
108                 // noclipping or flying
109                 self.flags = self.flags - (self.flags & FL_ONGROUND);
110
111                 self.velocity = self.velocity * (1 - frametime * sv_friction);
112                 makevectors(self.v_angle);
113                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
114                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
115                 // acceleration
116                 wishdir = normalize(wishvel);
117                 wishspeed = vlen(wishvel);
118                 if (wishspeed > sv_maxspeed*maxspd_mod)
119                         wishspeed = sv_maxspeed*maxspd_mod;
120                 if (time >= self.teleport_time)
121                 {
122                         f = wishspeed - (self.velocity * wishdir);
123                         if (f > 0)
124                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
125                 }
126         }
127         else if (self.waterlevel >= 2)
128         {
129                 // swimming
130                 self.flags = self.flags - (self.flags & FL_ONGROUND);
131
132                 makevectors(self.v_angle);
133                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
134                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
135                 if (wishvel == '0 0 0')
136                         wishvel = '0 0 -60'; // drift towards bottom
137
138                 wishdir = normalize(wishvel);
139                 wishspeed = vlen(wishvel);
140                 if (wishspeed > sv_maxspeed*maxspd_mod)
141                         wishspeed = sv_maxspeed*maxspd_mod;
142                 wishspeed = wishspeed * 0.7;
143
144                 // water friction
145                 self.velocity = self.velocity * (1 - frametime * sv_friction);
146
147                 // water acceleration
148                 f = wishspeed - (self.velocity * wishdir);
149                 if (f > 0)
150                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
151         }
152         else if (time < self.ladder_time)
153         {
154                 // on a func_ladder or swimming in func_water
155                 self.flags = self.flags - (self.flags & FL_ONGROUND);
156
157                 self.velocity = self.velocity * (1 - frametime * sv_friction);
158                 makevectors(self.v_angle);
159                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
160                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
161                 if (self.gravity)
162                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
163                 else
164                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
165                 if (self.ladder_entity.classname == "func_water")
166                 {
167                         f = vlen(wishvel);
168                         if (f > self.ladder_entity.speed)
169                                 wishvel = wishvel * (self.ladder_entity.speed / f);
170
171                         self.watertype = self.ladder_entity.skin;
172                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
173                         if ((self.origin_z + self.view_ofs_z) < f)
174                                 self.waterlevel = 3;
175                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
176                                 self.waterlevel = 2;
177                         else if ((self.origin_z + self.mins_z + 1) < f)
178                                 self.waterlevel = 1;
179                         else
180                         {
181                                 self.waterlevel = 0;
182                                 self.watertype = CONTENT_EMPTY;
183                         }
184                 }
185                 // acceleration
186                 wishdir = normalize(wishvel);
187                 wishspeed = vlen(wishvel);
188                 if (wishspeed > sv_maxspeed)
189                         wishspeed = sv_maxspeed;
190                 if (time >= self.teleport_time)
191                 {
192                         f = wishspeed - (self.velocity * wishdir);
193                         if (f > 0)
194                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
195                 }
196         }
197         else if (self.flags & FL_ONGROUND)
198         {
199                 // walking
200                 makevectors(self.v_angle_y * '0 1 0');
201                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
202                 // friction
203                 if (self.velocity_x || self.velocity_y)
204                 {
205                         v = self.velocity;
206                         v_z = 0;
207                         f = vlen(v);
208                         if (f < sv_stopspeed)
209                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
210                         else
211                                 f = 1 - frametime * sv_friction;
212                         if (f > 0)
213                                 self.velocity = self.velocity * f;
214                         else
215                                 self.velocity = '0 0 0';
216                 }
217                 // acceleration
218                 wishdir = normalize(wishvel);
219                 wishspeed = vlen(wishvel);
220                 if (wishspeed > sv_maxspeed*maxspd_mod)
221                         wishspeed = sv_maxspeed*maxspd_mod;
222                 if (self.button5) // crouch
223                         wishspeed = wishspeed * 0.5;
224                 if (time >= self.teleport_time)
225                 {
226                         f = wishspeed - (self.velocity * wishdir);
227                         if (f > 0)
228                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
229                 }
230         }
231         else
232         {
233                 if(maxspd_mod < 1)
234                 {
235                         maxairspd = sv_maxairspeed*maxspd_mod;
236                         airaccel = sv_accelerate*maxspd_mod;
237                 }
238                 else
239                 {
240                         maxairspd = sv_maxairspeed;
241                         airaccel = sv_accelerate;
242                 }
243                 // airborn
244                 makevectors(self.v_angle_y * '0 1 0');
245                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
246                 // acceleration
247                 wishdir = normalize(wishvel);
248                 wishspeed = vlen(wishvel);
249                 if (wishspeed > maxairspd)
250                         wishspeed = maxairspd;
251                 if (self.button5) // crouch
252                         wishspeed = wishspeed * 0.5;
253                 if (time >= self.teleport_time)
254                 {
255                         f = wishspeed;// - (self.velocity * wishdir);
256                         if (f > 0)
257                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
258                 }
259         }
260 };