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play every player sound on CHAN_AUTO except say messages
[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(!sv_pogostick)
50                 if (!(self.flags & FL_JUMPRELEASED))
51                         return;
52
53         if(g_runematch)
54         {
55                 if(self.runes & RUNE_SPEED)
56                 {
57                         if(self.runes & CURSE_SLOW)
58                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
59                         else
60                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
61                 }
62                 else if(self.runes & CURSE_SLOW)
63                 {
64                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
65                 }
66         }
67
68         if(g_minstagib && (self.items & IT_INVINCIBLE))
69         {
70                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
71         }
72
73         self.velocity_z = self.velocity_z + mjumpheight;
74         self.oldvelocity_z = self.velocity_z;
75
76         self.flags = self.flags - FL_ONGROUND;
77         self.flags = self.flags - FL_JUMPRELEASED;
78
79         if (self.crouch)
80                 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
81         else
82                 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
83
84         PlayerSound(playersound_jump, CHAN_AUTO, 0);
85 }
86
87 void CheckWaterJump()
88 {
89         local vector start, end;
90
91 // check for a jump-out-of-water
92         makevectors (self.angles);
93         start = self.origin;
94         start_z = start_z + 8;
95         v_forward_z = 0;
96         normalize(v_forward);
97         end = start + v_forward*24;
98         traceline (start, end, TRUE, self);
99         if (trace_fraction < 1)
100         {       // solid at waist
101                 start_z = start_z + self.maxs_z - 8;
102                 end = start + v_forward*24;
103                 self.movedir = trace_plane_normal * -50;
104                 traceline (start, end, TRUE, self);
105                 if (trace_fraction == 1)
106                 {       // open at eye level
107                         self.flags = self.flags | FL_WATERJUMP;
108                         self.velocity_z = 225;
109                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
110                         self.teleport_time = time + 2;  // safety net
111                         return;
112                 }
113         }
114 };
115
116 .vector movement_old;
117 .float buttons_old;
118 .vector v_angle_old;
119
120 void Nixnex_GiveCurrentWeapon();
121 void SV_PlayerPhysics()
122 {
123         local vector wishvel, wishdir, v;
124         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
125         string temps;
126
127         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;
128         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
129         {
130                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
131                         self.parm_idlesince = time;
132         }
133         self.buttons_old = buttons;
134         self.movement_old = self.movement;
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(sv_doublejump)
238                 {
239                         self.flags = self.flags - (self.flags & FL_ONGROUND);
240                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
241                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
242                                 self.flags = self.flags | FL_ONGROUND;
243                 }
244
245                 if (self.BUTTON_JUMP)
246                         PlayerJump ();
247                 else
248                         self.flags = self.flags | FL_JUMPRELEASED;
249
250                 if (self.waterlevel == 2)
251                         CheckWaterJump ();
252         }
253
254         if (self.flags & FL_WATERJUMP )
255         {
256                 self.velocity_x = self.movedir_x;
257                 self.velocity_y = self.movedir_y;
258                 if (time > self.teleport_time || self.waterlevel == 0)
259                 {
260                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
261                         self.teleport_time = 0;
262                 }
263         }
264         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
265         {
266                 // noclipping or flying
267                 self.flags = self.flags - (self.flags & FL_ONGROUND);
268
269                 self.velocity = self.velocity * (1 - frametime * sv_friction);
270                 makevectors(self.v_angle);
271                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
272                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
273                 // acceleration
274                 wishdir = normalize(wishvel);
275                 wishspeed = vlen(wishvel);
276                 if (wishspeed > sv_maxspeed*maxspd_mod)
277                         wishspeed = sv_maxspeed*maxspd_mod;
278                 if (time >= self.teleport_time)
279                 {
280                         f = wishspeed - (self.velocity * wishdir);
281                         if (f > 0)
282                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
283                 }
284         }
285         else if (self.waterlevel >= 2)
286         {
287                 // swimming
288                 self.flags = self.flags - (self.flags & FL_ONGROUND);
289
290                 makevectors(self.v_angle);
291                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
292                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
293                 if (wishvel == '0 0 0')
294                         wishvel = '0 0 -60'; // drift towards bottom
295
296                 wishdir = normalize(wishvel);
297                 wishspeed = vlen(wishvel);
298                 if (wishspeed > sv_maxspeed*maxspd_mod)
299                         wishspeed = sv_maxspeed*maxspd_mod;
300                 wishspeed = wishspeed * 0.7;
301
302                 // water friction
303                 self.velocity = self.velocity * (1 - frametime * sv_friction);
304
305                 // water acceleration
306                 f = wishspeed - (self.velocity * wishdir);
307                 if (f > 0)
308                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
309         }
310         else if (time < self.ladder_time)
311         {
312                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
313                 self.flags = self.flags - (self.flags & FL_ONGROUND);
314
315                 self.velocity = self.velocity * (1 - frametime * sv_friction);
316                 makevectors(self.v_angle);
317                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
318                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
319                 if (self.gravity)
320                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
321                 else
322                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
323                 if (self.ladder_entity.classname == "func_water")
324                 {
325                         f = vlen(wishvel);
326                         if (f > self.ladder_entity.speed)
327                                 wishvel = wishvel * (self.ladder_entity.speed / f);
328
329                         self.watertype = self.ladder_entity.skin;
330                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
331                         if ((self.origin_z + self.view_ofs_z) < f)
332                                 self.waterlevel = 3;
333                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
334                                 self.waterlevel = 2;
335                         else if ((self.origin_z + self.mins_z + 1) < f)
336                                 self.waterlevel = 1;
337                         else
338                         {
339                                 self.waterlevel = 0;
340                                 self.watertype = CONTENT_EMPTY;
341                         }
342                 }
343                 // acceleration
344                 wishdir = normalize(wishvel);
345                 wishspeed = vlen(wishvel);
346                 if (wishspeed > sv_maxspeed)
347                         wishspeed = sv_maxspeed;
348                 if (time >= self.teleport_time)
349                 {
350                         f = wishspeed - (self.velocity * wishdir);
351                         if (f > 0)
352                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
353                 }
354         }
355         else if (self.flags & FL_ONGROUND)
356         {
357                 // walking
358                 makevectors(self.v_angle_y * '0 1 0');
359                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
360
361                 if(!(self.lastflags & FL_ONGROUND))
362                 {
363                         if(cvar("speedmeter"))
364                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
365                         if(self.lastground < time - 0.3)
366                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
367                         if(self.jumppadcount > 1)
368                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
369                         self.jumppadcount = 0;
370                 }
371
372                 if (self.velocity_x || self.velocity_y)
373                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
374                 {
375                         v = self.velocity;
376                         v_z = 0;
377                         f = vlen(v);
378                         if (f < sv_stopspeed)
379                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
380                         else
381                                 f = 1 - frametime * sv_friction;
382                         if (f > 0)
383                                 self.velocity = self.velocity * f;
384                         else
385                                 self.velocity = '0 0 0';
386                 }
387                 // acceleration
388                 wishdir = normalize(wishvel);
389                 wishspeed = vlen(wishvel);
390                 if (wishspeed > sv_maxspeed*maxspd_mod)
391                         wishspeed = sv_maxspeed*maxspd_mod;
392                 if (self.crouch)
393                         wishspeed = wishspeed * 0.5;
394                 if (time >= self.teleport_time)
395                 {
396                         f = wishspeed - (self.velocity * wishdir);
397                         if (f > 0)
398                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
399                 }
400         }
401         else
402         {
403                 if(maxspd_mod < 1)
404                 {
405                         maxairspd = sv_maxairspeed*maxspd_mod;
406                         airaccel = sv_airaccelerate*maxspd_mod;
407                 }
408                 else
409                 {
410                         maxairspd = sv_maxairspeed;
411                         airaccel = sv_airaccelerate;
412                 }
413                 // airborn
414                 makevectors(self.v_angle_y * '0 1 0');
415                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
416                 // acceleration
417                 wishdir = normalize(wishvel);
418                 wishspeed = vlen(wishvel);
419                 if (wishspeed > maxairspd)
420                         wishspeed = maxairspd;
421                 if (self.crouch)
422                         wishspeed = wishspeed * 0.5;
423                 if (time >= self.teleport_time)
424                 {
425                         // NOTE: this does the same as the commented out old code if:
426                         //   sv_airaccel_qw 0
427                         //   sv_airaccel_sideways_friction 0
428                         
429                         float vel_straight;
430                         float vel_z;
431                         vector vel_perpend;
432                         vel_straight = self.velocity * wishdir;
433                         vel_z = self.velocity_z;
434                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
435
436                         f = wishspeed - vel_straight;
437                         if(f > 0)
438                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
439                         if(wishspeed > 0)
440                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
441
442                         // anti-sideways friction to fix QW-style bunnyhopping
443                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
444
445                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
446
447                         /*
448                         f = wishspeed;// - (self.velocity * wishdir);
449                         if (f > 0)
450                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
451                         */
452                 }
453         }
454
455         if(self.flags & FL_ONGROUND)
456                 self.lastground = time;
457
458         if(self.flags & FL_ONGROUND)
459                 if not(self.lastflags & FL_ONGROUND)
460                         PlayerSound(playersound_fall, CHAN_AUTO, 0);
461
462         self.lastflags = self.flags;
463 };