]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_physics.qc
particles: volume weighting = negative count, absolute weighting = positive count
[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 .float wasFlying;
17 .float spectatorspeed;
18
19 #define SHTEST_DELTA 15
20 .float shtest_next;
21 .float shtest_accumulator;
22
23 /*
24 =============
25 PlayerJump
26
27 When you press the jump key
28 =============
29 */
30 void PlayerJump (void)
31 {
32         float mjumpheight;
33
34         mjumpheight = cvar("sv_jumpvelocity");
35         if (self.waterlevel >= 2)
36         {
37                 if (self.watertype == CONTENT_WATER)
38                         self.velocity_z = 200;
39                 else if (self.watertype == CONTENT_SLIME)
40                         self.velocity_z = 80;
41                 else
42                         self.velocity_z = 50;
43
44                 return;
45         }
46
47
48         if (!(self.flags & FL_ONGROUND))
49                 return;
50
51         if(!sv_pogostick)
52                 if (!(self.flags & FL_JUMPRELEASED))
53                         return;
54
55         if(g_runematch)
56         {
57                 if(self.runes & RUNE_SPEED)
58                 {
59                         if(self.runes & CURSE_SLOW)
60                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
61                         else
62                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
63                 }
64                 else if(self.runes & CURSE_SLOW)
65                 {
66                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
67                 }
68         }
69
70         if(g_minstagib && (self.items & IT_INVINCIBLE))
71         {
72                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
73         }
74
75         self.velocity_z = self.velocity_z + mjumpheight;
76         self.oldvelocity_z = self.velocity_z;
77
78         self.flags = self.flags - FL_ONGROUND;
79         self.flags = self.flags - FL_JUMPRELEASED;
80
81         if (self.crouch)
82                 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
83         else
84                 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
85
86         if(g_jump_grunt)
87                 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
88 }
89
90 void CheckWaterJump()
91 {
92         local vector start, end;
93
94 // check for a jump-out-of-water
95         makevectors (self.angles);
96         start = self.origin;
97         start_z = start_z + 8;
98         v_forward_z = 0;
99         normalize(v_forward);
100         end = start + v_forward*24;
101         traceline (start, end, TRUE, self);
102         if (trace_fraction < 1)
103         {       // solid at waist
104                 start_z = start_z + self.maxs_z - 8;
105                 end = start + v_forward*24;
106                 self.movedir = trace_plane_normal * -50;
107                 traceline (start, end, TRUE, self);
108                 if (trace_fraction == 1)
109                 {       // open at eye level
110                         self.flags = self.flags | FL_WATERJUMP;
111                         self.velocity_z = 225;
112                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
113                         self.teleport_time = time + 2;  // safety net
114                         return;
115                 }
116         }
117 };
118
119 .vector movement_old;
120 .float buttons_old;
121 .vector v_angle_old;
122
123 void Nixnex_GiveCurrentWeapon();
124 void SV_PlayerPhysics()
125 {
126         local vector wishvel, wishdir, v;
127         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
128         string temps;
129
130         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;
131         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
132         {
133                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
134                         self.parm_idlesince = time;
135         }
136         self.buttons_old = buttons;
137         self.movement_old = self.movement;
138         self.v_angle_old = self.v_angle;
139
140         if(time > self.shtest_next)
141         {
142                 if(self.shtest_next > 0)
143                 {
144                         // self.shtest_accumulator:
145                         //   started at time - SHTEST_DELTA
146                         //   should be at SHTEST_DELTA
147                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
148                         if(shtest_score > 1.2)
149                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
150                         else if(cvar("developer_shtest"))
151                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
152                 }
153                 self.shtest_next = time + SHTEST_DELTA;
154                 self.shtest_accumulator = 0;
155         }
156         self.shtest_accumulator += frametime;
157
158         if (clienttype(self) == CLIENTTYPE_BOT)
159                 bot_think();
160
161         if (self.movetype == MOVETYPE_NONE)
162                 return;
163
164         if (self.punchangle != '0 0 0')
165         {
166                 f = vlen(self.punchangle) - 10 * frametime;
167                 if (f > 0)
168                         self.punchangle = normalize(self.punchangle) * f;
169                 else
170                         self.punchangle = '0 0 0';
171         }
172
173         if (self.punchvector != '0 0 0')
174         {
175                 f = vlen(self.punchvector) - 30 * frametime;
176                 if (f > 0)
177                         self.punchvector = normalize(self.punchvector) * f;
178                 else
179                         self.punchvector = '0 0 0';
180         }
181
182         maxspd_mod = 1;
183
184         if(g_runematch)
185         {
186                 if(self.runes & RUNE_SPEED)
187                 {
188                         if(self.runes & CURSE_SLOW)
189                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
190                         else
191                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
192                 }
193                 else if(self.runes & CURSE_SLOW)
194                 {
195                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
196                 }
197         }
198
199         if(g_minstagib && (self.items & IT_INVINCIBLE))
200         {
201                 maxspd_mod = cvar("g_minstagib_speed_moverate");
202         }
203
204         swampspd_mod = 1;
205         if(self.in_swamp) {
206                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
207         }
208
209         if(self.flags & FL_NOTARGET)
210         {
211                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
212                 if(!self.spectatorspeed)
213                         self.spectatorspeed = maxspd_mod;
214                 if(self.impulse && self.impulse <= 12)
215                 {
216                         if(self.lastflags & FL_NOTARGET)
217                         {
218                                 if(self.impulse == 10)
219                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
220                                 else if(self.impulse == 11)
221                                         self.spectatorspeed = maxspd_mod;
222                                 else if(self.impulse == 12)
223                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
224                                 else if(self.impulse >= 1 && self.impulse <= 9)
225                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
226                         } // otherwise just clear
227                         self.impulse = 0;
228                         print("impulse\n");
229                 }
230                 maxspd_mod = self.spectatorspeed;
231         }
232
233         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
234
235         if(self.speed != spd)
236         {
237                 self.speed = spd;
238                 temps = ftos(spd);
239                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
240                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
241                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
242                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
243
244                 temps = ftos(sv_accelerate * maxspd_mod);
245                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
246         }
247
248         // if dead, behave differently
249         if (self.deadflag)
250                 return;
251
252         if (!self.fixangle)
253         {
254                 self.angles_x = 0;
255                 self.angles_y = self.v_angle_y;
256                 self.angles_z = 0;
257         }
258
259         if(self.flags & FL_ONGROUND)
260         if(self.wasFlying)
261         {
262                 self.wasFlying = 0;
263
264                 if(self.waterlevel < 2)
265                 if(time >= self.ladder_time)
266                 if not(self.hook)
267                 {
268                         self.nextstep = time + 0.3 + random() * 0.1;
269                         trace_dphitq3surfaceflags = 0;
270                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
271                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
272                         {
273                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
274                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
275                                 else
276                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
277                         }
278                 }
279         }
280
281         if(IsFlying(self))
282                 self.wasFlying = 1;
283
284         if(self.classname == "player")
285         {
286                 if(sv_doublejump)
287                 {
288                         self.flags = self.flags - (self.flags & FL_ONGROUND);
289                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
290                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
291                                 self.flags = self.flags | FL_ONGROUND;
292                 }
293
294                 if (self.BUTTON_JUMP)
295                         PlayerJump ();
296                 else
297                         self.flags = self.flags | FL_JUMPRELEASED;
298
299                 if (self.waterlevel == 2)
300                         CheckWaterJump ();
301         }
302
303         if (self.flags & FL_WATERJUMP )
304         {
305                 self.velocity_x = self.movedir_x;
306                 self.velocity_y = self.movedir_y;
307                 if (time > self.teleport_time || self.waterlevel == 0)
308                 {
309                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
310                         self.teleport_time = 0;
311                 }
312         }
313         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
314         {
315                 // noclipping or flying
316                 self.flags = self.flags - (self.flags & FL_ONGROUND);
317
318                 self.velocity = self.velocity * (1 - frametime * sv_friction);
319                 makevectors(self.v_angle);
320                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
321                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
322                 // acceleration
323                 wishdir = normalize(wishvel);
324                 wishspeed = vlen(wishvel);
325                 if (wishspeed > sv_maxspeed*maxspd_mod)
326                         wishspeed = sv_maxspeed*maxspd_mod;
327                 if (time >= self.teleport_time)
328                 {
329                         f = wishspeed - (self.velocity * wishdir);
330                         if (f > 0)
331                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
332                 }
333         }
334         else if (self.waterlevel >= 2)
335         {
336                 // swimming
337                 self.flags = self.flags - (self.flags & FL_ONGROUND);
338
339                 makevectors(self.v_angle);
340                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
341                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
342                 if (wishvel == '0 0 0')
343                         wishvel = '0 0 -60'; // drift towards bottom
344
345                 wishdir = normalize(wishvel);
346                 wishspeed = vlen(wishvel);
347                 if (wishspeed > sv_maxspeed*maxspd_mod)
348                         wishspeed = sv_maxspeed*maxspd_mod;
349                 wishspeed = wishspeed * 0.7;
350
351                 // water friction
352                 self.velocity = self.velocity * (1 - frametime * sv_friction);
353
354                 // water acceleration
355                 f = wishspeed - (self.velocity * wishdir);
356                 if (f > 0)
357                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
358         }
359         else if (time < self.ladder_time)
360         {
361                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
362                 self.flags = self.flags - (self.flags & FL_ONGROUND);
363
364                 self.velocity = self.velocity * (1 - frametime * sv_friction);
365                 makevectors(self.v_angle);
366                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
367                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
368                 if (self.gravity)
369                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
370                 else
371                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
372                 if (self.ladder_entity.classname == "func_water")
373                 {
374                         f = vlen(wishvel);
375                         if (f > self.ladder_entity.speed)
376                                 wishvel = wishvel * (self.ladder_entity.speed / f);
377
378                         self.watertype = self.ladder_entity.skin;
379                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
380                         if ((self.origin_z + self.view_ofs_z) < f)
381                                 self.waterlevel = 3;
382                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
383                                 self.waterlevel = 2;
384                         else if ((self.origin_z + self.mins_z + 1) < f)
385                                 self.waterlevel = 1;
386                         else
387                         {
388                                 self.waterlevel = 0;
389                                 self.watertype = CONTENT_EMPTY;
390                         }
391                 }
392                 // acceleration
393                 wishdir = normalize(wishvel);
394                 wishspeed = vlen(wishvel);
395                 if (wishspeed > sv_maxspeed)
396                         wishspeed = sv_maxspeed;
397                 if (time >= self.teleport_time)
398                 {
399                         f = wishspeed - (self.velocity * wishdir);
400                         if (f > 0)
401                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
402                 }
403         }
404         else if (self.flags & FL_ONGROUND)
405         {
406                 // walking
407                 makevectors(self.v_angle_y * '0 1 0');
408                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
409
410                 if(!(self.lastflags & FL_ONGROUND))
411                 {
412                         if(cvar("speedmeter"))
413                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
414                         if(self.lastground < time - 0.3)
415                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
416                         if(self.jumppadcount > 1)
417                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
418                         self.jumppadcount = 0;
419                 }
420
421                 if (self.velocity_x || self.velocity_y)
422                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
423                 {
424                         v = self.velocity;
425                         v_z = 0;
426                         f = vlen(v);
427                         if (f < sv_stopspeed)
428                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
429                         else
430                                 f = 1 - frametime * sv_friction;
431                         if (f > 0)
432                                 self.velocity = self.velocity * f;
433                         else
434                                 self.velocity = '0 0 0';
435                 }
436                 // acceleration
437                 wishdir = normalize(wishvel);
438                 wishspeed = vlen(wishvel);
439                 if (wishspeed > sv_maxspeed*maxspd_mod)
440                         wishspeed = sv_maxspeed*maxspd_mod;
441                 if (self.crouch)
442                         wishspeed = wishspeed * 0.5;
443                 if (time >= self.teleport_time)
444                 {
445                         f = wishspeed - (self.velocity * wishdir);
446                         if (f > 0)
447                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
448                 }
449         }
450         else
451         {
452                 if(maxspd_mod < 1)
453                 {
454                         maxairspd = sv_maxairspeed*maxspd_mod;
455                         airaccel = sv_airaccelerate*maxspd_mod;
456                 }
457                 else
458                 {
459                         maxairspd = sv_maxairspeed;
460                         airaccel = sv_airaccelerate;
461                 }
462                 // airborn
463                 makevectors(self.v_angle_y * '0 1 0');
464                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
465                 // acceleration
466                 wishdir = normalize(wishvel);
467                 wishspeed = vlen(wishvel);
468                 if (wishspeed > maxairspd)
469                         wishspeed = maxairspd;
470                 if (self.crouch)
471                         wishspeed = wishspeed * 0.5;
472                 if (time >= self.teleport_time)
473                 {
474                         // NOTE: this does the same as the commented out old code if:
475                         //   sv_airaccel_qw 0
476                         //   sv_airaccel_sideways_friction 0
477                         
478                         float vel_straight;
479                         float vel_z;
480                         vector vel_perpend;
481                         vel_straight = self.velocity * wishdir;
482                         vel_z = self.velocity_z;
483                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
484
485                         f = wishspeed - vel_straight;
486                         if(f > 0)
487                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
488                         if(wishspeed > 0)
489                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
490
491                         // anti-sideways friction to fix QW-style bunnyhopping
492                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
493
494                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
495
496                         /*
497                         f = wishspeed;// - (self.velocity * wishdir);
498                         if (f > 0)
499                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
500                         */
501                 }
502         }
503
504         if(self.flags & FL_ONGROUND)
505                 self.lastground = time;
506
507         self.lastflags = self.flags;
508 };