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