]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/gamec/cl_physics.c
Quake-style physics with reduced bunnyhopping to try out.
[divverent/nexuiz.git] / data / qcsrc / server / 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 .float lastflags;
12 .float lastground;
13
14 void Nixnex_GiveCurrentWeapon();
15 void SV_PlayerPhysics()
16 {
17         local vector wishvel, wishdir, v;
18         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
19         string temps;
20
21         if (clienttype(self) == CLIENTTYPE_BOT)
22                 bot_think();
23
24         if (self.movetype == MOVETYPE_NONE)
25                 return;
26
27         if (self.punchangle != '0 0 0')
28         {
29                 f = vlen(self.punchangle) - 10 * frametime;
30                 if (f > 0)
31                         self.punchangle = normalize(self.punchangle) * f;
32                 else
33                         self.punchangle = '0 0 0';
34         }
35
36         if (self.punchvector != '0 0 0')
37         {
38                 f = vlen(self.punchvector) - 30 * frametime;
39                 if (f > 0)
40                         self.punchvector = normalize(self.punchvector) * f;
41                 else
42                         self.punchvector = '0 0 0';
43         }
44
45         maxspd_mod = 1;
46
47         if(cvar("g_runematch"))
48         {
49                 if(self.runes & RUNE_SPEED)
50                 {
51                         if(self.runes & CURSE_SLOW)
52                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
53                         else
54                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
55                 }
56                 else if(self.runes & CURSE_SLOW)
57                 {
58                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
59                 }
60         }
61
62         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
63         {
64                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
65         }
66
67         swampspd_mod = 1;
68         if(self.in_swamp) {
69                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
70         }
71
72
73         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
74
75         if(self.speed != spd)
76         {
77                 self.speed = spd;
78                 temps = ftos(spd);
79                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
80                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
81                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
82                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
83
84                 temps = ftos(sv_accelerate * maxspd_mod);
85                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
86         }
87
88         // if dead, behave differently
89         if (self.deadflag)
90                 return;
91
92         if (!self.fixangle)
93         {
94                 self.angles_x = 0;
95                 self.angles_y = self.v_angle_y;
96                 self.angles_z = 0;
97         }
98
99         if (self.flags & FL_WATERJUMP )
100         {
101                 self.velocity_x = self.movedir_x;
102                 self.velocity_y = self.movedir_y;
103                 if (time > self.teleport_time || self.waterlevel == 0)
104                 {
105                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
106                         self.teleport_time = 0;
107                 }
108         }
109         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
110         {
111                 // noclipping or flying
112                 self.flags = self.flags - (self.flags & FL_ONGROUND);
113
114                 self.velocity = self.velocity * (1 - frametime * sv_friction);
115                 makevectors(self.v_angle);
116                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
117                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
118                 // acceleration
119                 wishdir = normalize(wishvel);
120                 wishspeed = vlen(wishvel);
121                 if (wishspeed > sv_maxspeed*maxspd_mod)
122                         wishspeed = sv_maxspeed*maxspd_mod;
123                 if (time >= self.teleport_time)
124                 {
125                         f = wishspeed - (self.velocity * wishdir);
126                         if (f > 0)
127                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
128                 }
129         }
130         else if (self.waterlevel >= 2)
131         {
132                 // swimming
133                 self.flags = self.flags - (self.flags & FL_ONGROUND);
134
135                 makevectors(self.v_angle);
136                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
137                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
138                 if (wishvel == '0 0 0')
139                         wishvel = '0 0 -60'; // drift towards bottom
140
141                 wishdir = normalize(wishvel);
142                 wishspeed = vlen(wishvel);
143                 if (wishspeed > sv_maxspeed*maxspd_mod)
144                         wishspeed = sv_maxspeed*maxspd_mod;
145                 wishspeed = wishspeed * 0.7;
146
147                 // water friction
148                 self.velocity = self.velocity * (1 - frametime * sv_friction);
149
150                 // water acceleration
151                 f = wishspeed - (self.velocity * wishdir);
152                 if (f > 0)
153                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
154         }
155         else if (time < self.ladder_time)
156         {
157                 // on a func_ladder or swimming in func_water
158                 self.flags = self.flags - (self.flags & FL_ONGROUND);
159
160                 self.velocity = self.velocity * (1 - frametime * sv_friction);
161                 makevectors(self.v_angle);
162                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
163                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
164                 if (self.gravity)
165                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
166                 else
167                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
168                 if (self.ladder_entity.classname == "func_water")
169                 {
170                         f = vlen(wishvel);
171                         if (f > self.ladder_entity.speed)
172                                 wishvel = wishvel * (self.ladder_entity.speed / f);
173
174                         self.watertype = self.ladder_entity.skin;
175                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
176                         if ((self.origin_z + self.view_ofs_z) < f)
177                                 self.waterlevel = 3;
178                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
179                                 self.waterlevel = 2;
180                         else if ((self.origin_z + self.mins_z + 1) < f)
181                                 self.waterlevel = 1;
182                         else
183                         {
184                                 self.waterlevel = 0;
185                                 self.watertype = CONTENT_EMPTY;
186                         }
187                 }
188                 // acceleration
189                 wishdir = normalize(wishvel);
190                 wishspeed = vlen(wishvel);
191                 if (wishspeed > sv_maxspeed)
192                         wishspeed = sv_maxspeed;
193                 if (time >= self.teleport_time)
194                 {
195                         f = wishspeed - (self.velocity * wishdir);
196                         if (f > 0)
197                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
198                 }
199         }
200         else if (self.flags & FL_ONGROUND)
201         {
202                 // walking
203                 makevectors(self.v_angle_y * '0 1 0');
204                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
205
206                 if(!(self.lastflags & FL_ONGROUND))
207                 {
208                         if(cvar("speedmeter"))
209                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
210                         if(self.lastground < time - 0.3)
211                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
212                 }
213
214                 if (self.velocity_x || self.velocity_y)
215                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
216                 {
217                         v = self.velocity;
218                         v_z = 0;
219                         f = vlen(v);
220                         if (f < sv_stopspeed)
221                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
222                         else
223                                 f = 1 - frametime * sv_friction;
224                         if (f > 0)
225                                 self.velocity = self.velocity * f;
226                         else
227                                 self.velocity = '0 0 0';
228                 }
229                 // acceleration
230                 wishdir = normalize(wishvel);
231                 wishspeed = vlen(wishvel);
232                 if (wishspeed > sv_maxspeed*maxspd_mod)
233                         wishspeed = sv_maxspeed*maxspd_mod;
234                 if (self.crouch)
235                         wishspeed = wishspeed * 0.5;
236                 if (time >= self.teleport_time)
237                 {
238                         f = wishspeed - (self.velocity * wishdir);
239                         if (f > 0)
240                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
241                 }
242         }
243         else
244         {
245                 if(maxspd_mod < 1)
246                 {
247                         maxairspd = sv_maxairspeed*maxspd_mod;
248                         airaccel = sv_accelerate*maxspd_mod;
249                 }
250                 else
251                 {
252                         maxairspd = sv_maxairspeed;
253                         airaccel = sv_accelerate;
254                 }
255                 // airborn
256                 makevectors(self.v_angle_y * '0 1 0');
257                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
258                 // acceleration
259                 wishdir = normalize(wishvel);
260                 wishspeed = vlen(wishvel);
261                 if (wishspeed > maxairspd)
262                         wishspeed = maxairspd;
263                 if (self.crouch)
264                         wishspeed = wishspeed * 0.5;
265                 if (time >= self.teleport_time)
266                 {
267                         if(cvar("sv_physicsdiv0"))
268                         {
269                                 f = wishspeed - (self.velocity * wishdir);
270                                 if (f > 0)
271                                 {
272                                         float vel_straight;
273                                         float vel_z;
274                                         vector vel_perpend;
275                                         vel_straight = self.velocity * wishdir;
276                                         vel_z = self.velocity * '0 0 1';
277                                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
278
279                                         vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed);
280                                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * cvar("sv_physicsdiv0_friction"));
281
282                                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
283                                 }
284                         }
285                         else
286                         {
287                                 f = wishspeed;// - (self.velocity * wishdir);
288                                 if (f > 0)
289                                         self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
290                         }
291                 }
292         }
293
294         if(self.flags & FL_ONGROUND)
295                 self.lastground = time;
296
297         self.lastflags = self.flags;
298 };