]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_physics.qc
moving the mouse is also non-idling. I wonder if chatting should count as not idling...
[divverent/nexuiz.git] / data / qcsrc / server / cl_physics.qc
1 float sv_accelerate;
2 float sv_friction;
3 float sv_maxspeed;
4 float sv_airaccelerate;
5 float sv_maxairspeed;
6 float sv_stopspeed;
7 float sv_gravity;
8 float sv_airaccel_sideways_friction;
9 float sv_airaccel_qw;
10 .float ladder_time;
11 .entity ladder_entity;
12 .float gravity;
13 .float swamp_slowdown;
14 .float lastflags;
15 .float lastground;
16
17 #define SHTEST_DELTA 15
18 .float shtest_next;
19 .float shtest_accumulator;
20
21 /*
22 =============
23 PlayerJump
24
25 When you press the jump key
26 =============
27 */
28 void PlayerJump (void)
29 {
30         float mjumpheight;
31
32         mjumpheight = cvar("sv_jumpvelocity");
33         if (self.waterlevel >= 2)
34         {
35                 if (self.watertype == CONTENT_WATER)
36                         self.velocity_z = 200;
37                 else if (self.watertype == CONTENT_SLIME)
38                         self.velocity_z = 80;
39                 else
40                         self.velocity_z = 50;
41
42                 return;
43         }
44
45
46         if (!(self.flags & FL_ONGROUND))
47                 return;
48
49         if (!(self.flags & FL_JUMPRELEASED))
50                 return;
51
52         if(g_runematch)
53         {
54                 if(self.runes & RUNE_SPEED)
55                 {
56                         if(self.runes & CURSE_SLOW)
57                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
58                         else
59                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
60                 }
61                 else if(self.runes & CURSE_SLOW)
62                 {
63                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
64                 }
65         }
66
67         if(g_minstagib && (self.items & IT_INVINCIBLE))
68         {
69                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
70         }
71
72         self.velocity_z = self.velocity_z + mjumpheight;
73         self.oldvelocity_z = self.velocity_z;
74
75         self.flags = self.flags - FL_ONGROUND;
76         self.flags = self.flags - FL_JUMPRELEASED;
77
78         if (self.crouch)
79                 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
80         else
81                 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
82 }
83
84 void() CheckWaterJump =
85 {
86         local vector start, end;
87
88 // check for a jump-out-of-water
89         makevectors (self.angles);
90         start = self.origin;
91         start_z = start_z + 8;
92         v_forward_z = 0;
93         normalize(v_forward);
94         end = start + v_forward*24;
95         traceline (start, end, TRUE, self);
96         if (trace_fraction < 1)
97         {       // solid at waist
98                 start_z = start_z + self.maxs_z - 8;
99                 end = start + v_forward*24;
100                 self.movedir = trace_plane_normal * -50;
101                 traceline (start, end, TRUE, self);
102                 if (trace_fraction == 1)
103                 {       // open at eye level
104                         self.flags = self.flags | FL_WATERJUMP;
105                         self.velocity_z = 225;
106                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
107                         self.teleport_time = time + 2;  // safety net
108                         return;
109                 }
110         }
111 };
112
113 .vector movement_old;
114 .float buttons_old;
115 .vector v_angle_old;
116
117 void Nixnex_GiveCurrentWeapon();
118 void SV_PlayerPhysics()
119 {
120         local vector wishvel, wishdir, v;
121         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
122         string temps;
123
124         buttons = self.BUTTON_ATCK + 2 * self.BUTTON_JUMP + 4 * self.BUTTON_ATCK2 + 8 * self.BUTTON_ZOOM + 16 * self.BUTTON_CROUCH + 32 * self.BUTTON_HOOK + 64 * self.BUTTON_USE;
125         if(buttons != self.buttons_old)
126                 self.parm_idlesince = time;
127         self.buttons_old = buttons;
128
129         if(self.movement != self.movement_old)
130                 self.parm_idlesince = time;
131         self.movement_old = self.movement;
132
133         if(self.v_angle != self.v_angle_old)
134                 self.parm_idlesince = time;
135         self.v_angle_old = self.v_angle;
136
137         if(time > self.shtest_next)
138         {
139                 if(self.shtest_next > 0)
140                 {
141                         // self.shtest_accumulator:
142                         //   started at time - SHTEST_DELTA
143                         //   should be at SHTEST_DELTA
144                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
145                         if(shtest_score > 1.2)
146                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
147                         else if(cvar("developer_shtest"))
148                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
149                 }
150                 self.shtest_next = time + SHTEST_DELTA;
151                 self.shtest_accumulator = 0;
152         }
153         self.shtest_accumulator += frametime;
154
155         if (clienttype(self) == CLIENTTYPE_BOT)
156                 bot_think();
157
158         if (self.movetype == MOVETYPE_NONE)
159                 return;
160
161         if (self.punchangle != '0 0 0')
162         {
163                 f = vlen(self.punchangle) - 10 * frametime;
164                 if (f > 0)
165                         self.punchangle = normalize(self.punchangle) * f;
166                 else
167                         self.punchangle = '0 0 0';
168         }
169
170         if (self.punchvector != '0 0 0')
171         {
172                 f = vlen(self.punchvector) - 30 * frametime;
173                 if (f > 0)
174                         self.punchvector = normalize(self.punchvector) * f;
175                 else
176                         self.punchvector = '0 0 0';
177         }
178
179         maxspd_mod = 1;
180
181         if(g_runematch)
182         {
183                 if(self.runes & RUNE_SPEED)
184                 {
185                         if(self.runes & CURSE_SLOW)
186                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
187                         else
188                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
189                 }
190                 else if(self.runes & CURSE_SLOW)
191                 {
192                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
193                 }
194         }
195
196         if(g_minstagib && (self.items & IT_INVINCIBLE))
197         {
198                 maxspd_mod = cvar("g_minstagib_speed_moverate");
199         }
200
201         swampspd_mod = 1;
202         if(self.in_swamp) {
203                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
204         }
205
206         if(self.flags & FL_NOTARGET)
207                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
208
209         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
210
211         if(self.speed != spd)
212         {
213                 self.speed = spd;
214                 temps = ftos(spd);
215                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
216                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
217                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
218                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
219
220                 temps = ftos(sv_accelerate * maxspd_mod);
221                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
222         }
223
224         // if dead, behave differently
225         if (self.deadflag)
226                 return;
227
228         if (!self.fixangle)
229         {
230                 self.angles_x = 0;
231                 self.angles_y = self.v_angle_y;
232                 self.angles_z = 0;
233         }
234
235         if(self.classname == "player")
236         {
237                 if (self.BUTTON_JUMP)
238                         PlayerJump ();
239                 else
240                         self.flags = self.flags | FL_JUMPRELEASED;
241
242                 if (self.waterlevel == 2)
243                         CheckWaterJump ();
244         }
245
246         if (self.flags & FL_WATERJUMP )
247         {
248                 self.velocity_x = self.movedir_x;
249                 self.velocity_y = self.movedir_y;
250                 if (time > self.teleport_time || self.waterlevel == 0)
251                 {
252                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
253                         self.teleport_time = 0;
254                 }
255         }
256         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
257         {
258                 // noclipping or flying
259                 self.flags = self.flags - (self.flags & FL_ONGROUND);
260
261                 self.velocity = self.velocity * (1 - frametime * sv_friction);
262                 makevectors(self.v_angle);
263                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
264                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
265                 // acceleration
266                 wishdir = normalize(wishvel);
267                 wishspeed = vlen(wishvel);
268                 if (wishspeed > sv_maxspeed*maxspd_mod)
269                         wishspeed = sv_maxspeed*maxspd_mod;
270                 if (time >= self.teleport_time)
271                 {
272                         f = wishspeed - (self.velocity * wishdir);
273                         if (f > 0)
274                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
275                 }
276         }
277         else if (self.waterlevel >= 2)
278         {
279                 // swimming
280                 self.flags = self.flags - (self.flags & FL_ONGROUND);
281
282                 makevectors(self.v_angle);
283                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
284                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
285                 if (wishvel == '0 0 0')
286                         wishvel = '0 0 -60'; // drift towards bottom
287
288                 wishdir = normalize(wishvel);
289                 wishspeed = vlen(wishvel);
290                 if (wishspeed > sv_maxspeed*maxspd_mod)
291                         wishspeed = sv_maxspeed*maxspd_mod;
292                 wishspeed = wishspeed * 0.7;
293
294                 // water friction
295                 self.velocity = self.velocity * (1 - frametime * sv_friction);
296
297                 // water acceleration
298                 f = wishspeed - (self.velocity * wishdir);
299                 if (f > 0)
300                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
301         }
302         else if (time < self.ladder_time)
303         {
304                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
305                 self.flags = self.flags - (self.flags & FL_ONGROUND);
306
307                 self.velocity = self.velocity * (1 - frametime * sv_friction);
308                 makevectors(self.v_angle);
309                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
310                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
311                 if (self.gravity)
312                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
313                 else
314                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
315                 if (self.ladder_entity.classname == "func_water")
316                 {
317                         f = vlen(wishvel);
318                         if (f > self.ladder_entity.speed)
319                                 wishvel = wishvel * (self.ladder_entity.speed / f);
320
321                         self.watertype = self.ladder_entity.skin;
322                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
323                         if ((self.origin_z + self.view_ofs_z) < f)
324                                 self.waterlevel = 3;
325                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
326                                 self.waterlevel = 2;
327                         else if ((self.origin_z + self.mins_z + 1) < f)
328                                 self.waterlevel = 1;
329                         else
330                         {
331                                 self.waterlevel = 0;
332                                 self.watertype = CONTENT_EMPTY;
333                         }
334                 }
335                 // acceleration
336                 wishdir = normalize(wishvel);
337                 wishspeed = vlen(wishvel);
338                 if (wishspeed > sv_maxspeed)
339                         wishspeed = sv_maxspeed;
340                 if (time >= self.teleport_time)
341                 {
342                         f = wishspeed - (self.velocity * wishdir);
343                         if (f > 0)
344                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
345                 }
346         }
347         else if (self.flags & FL_ONGROUND)
348         {
349                 // walking
350                 makevectors(self.v_angle_y * '0 1 0');
351                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
352
353                 if(!(self.lastflags & FL_ONGROUND))
354                 {
355                         if(cvar("speedmeter"))
356                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
357                         if(self.lastground < time - 0.3)
358                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
359                         if(self.jumppadcount > 1)
360                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
361                         self.jumppadcount = 0;
362                 }
363
364                 if (self.velocity_x || self.velocity_y)
365                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
366                 {
367                         v = self.velocity;
368                         v_z = 0;
369                         f = vlen(v);
370                         if (f < sv_stopspeed)
371                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
372                         else
373                                 f = 1 - frametime * sv_friction;
374                         if (f > 0)
375                                 self.velocity = self.velocity * f;
376                         else
377                                 self.velocity = '0 0 0';
378                 }
379                 // acceleration
380                 wishdir = normalize(wishvel);
381                 wishspeed = vlen(wishvel);
382                 if (wishspeed > sv_maxspeed*maxspd_mod)
383                         wishspeed = sv_maxspeed*maxspd_mod;
384                 if (self.crouch)
385                         wishspeed = wishspeed * 0.5;
386                 if (time >= self.teleport_time)
387                 {
388                         f = wishspeed - (self.velocity * wishdir);
389                         if (f > 0)
390                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
391                 }
392         }
393         else
394         {
395                 if(maxspd_mod < 1)
396                 {
397                         maxairspd = sv_maxairspeed*maxspd_mod;
398                         airaccel = sv_airaccelerate*maxspd_mod;
399                 }
400                 else
401                 {
402                         maxairspd = sv_maxairspeed;
403                         airaccel = sv_airaccelerate;
404                 }
405                 // airborn
406                 makevectors(self.v_angle_y * '0 1 0');
407                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
408                 // acceleration
409                 wishdir = normalize(wishvel);
410                 wishspeed = vlen(wishvel);
411                 if (wishspeed > maxairspd)
412                         wishspeed = maxairspd;
413                 if (self.crouch)
414                         wishspeed = wishspeed * 0.5;
415                 if (time >= self.teleport_time)
416                 {
417                         // NOTE: this does the same as the commented out old code if:
418                         //   sv_airaccel_qw 0
419                         //   sv_airaccel_sideways_friction 0
420                         
421                         float vel_straight;
422                         float vel_z;
423                         vector vel_perpend;
424                         vel_straight = self.velocity * wishdir;
425                         vel_z = self.velocity_z;
426                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
427
428                         f = wishspeed - vel_straight;
429                         if(f > 0)
430                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
431                         if(wishspeed > 0)
432                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
433
434                         // anti-sideways friction to fix QW-style bunnyhopping
435                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
436
437                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
438
439                         /*
440                         f = wishspeed;// - (self.velocity * wishdir);
441                         if (f > 0)
442                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
443                         */
444                 }
445         }
446
447         if(self.flags & FL_ONGROUND)
448                 self.lastground = time;
449
450         self.lastflags = self.flags;
451 };