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make speed rune less of a curse; fix minstagib speed settings
[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(cvar("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
79 void() CheckWaterJump =
80 {
81         local vector start, end;
82
83 // check for a jump-out-of-water
84         makevectors (self.angles);
85         start = self.origin;
86         start_z = start_z + 8;
87         v_forward_z = 0;
88         normalize(v_forward);
89         end = start + v_forward*24;
90         traceline (start, end, TRUE, self);
91         if (trace_fraction < 1)
92         {       // solid at waist
93                 start_z = start_z + self.maxs_z - 8;
94                 end = start + v_forward*24;
95                 self.movedir = trace_plane_normal * -50;
96                 traceline (start, end, TRUE, self);
97                 if (trace_fraction == 1)
98                 {       // open at eye level
99                         self.flags = self.flags | FL_WATERJUMP;
100                         self.velocity_z = 225;
101                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
102                         self.teleport_time = time + 2;  // safety net
103                         return;
104                 }
105         }
106 };
107
108
109 void Nixnex_GiveCurrentWeapon();
110 void SV_PlayerPhysics()
111 {
112         local vector wishvel, wishdir, v;
113         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score;
114         string temps;
115
116         if(time > self.shtest_next)
117         {
118                 if(self.shtest_next > 0)
119                 {
120                         // self.shtest_accumulator:
121                         //   started at time - SHTEST_DELTA
122                         //   should be at SHTEST_DELTA
123                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
124                         if(shtest_score > 1.2)
125                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
126                         else if(cvar("developer_shtest"))
127                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
128                 }
129                 self.shtest_next = time + SHTEST_DELTA;
130                 self.shtest_accumulator = 0;
131         }
132         self.shtest_accumulator += frametime;
133
134         if (clienttype(self) == CLIENTTYPE_BOT)
135                 bot_think();
136
137         if (self.movetype == MOVETYPE_NONE)
138                 return;
139
140         if (self.punchangle != '0 0 0')
141         {
142                 f = vlen(self.punchangle) - 10 * frametime;
143                 if (f > 0)
144                         self.punchangle = normalize(self.punchangle) * f;
145                 else
146                         self.punchangle = '0 0 0';
147         }
148
149         if (self.punchvector != '0 0 0')
150         {
151                 f = vlen(self.punchvector) - 30 * frametime;
152                 if (f > 0)
153                         self.punchvector = normalize(self.punchvector) * f;
154                 else
155                         self.punchvector = '0 0 0';
156         }
157
158         maxspd_mod = 1;
159
160         if(cvar("g_runematch"))
161         {
162                 if(self.runes & RUNE_SPEED)
163                 {
164                         if(self.runes & CURSE_SLOW)
165                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
166                         else
167                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
168                 }
169                 else if(self.runes & CURSE_SLOW)
170                 {
171                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
172                 }
173         }
174
175         if(g_minstagib && (self.items & IT_INVINCIBLE))
176         {
177                 maxspd_mod = cvar("g_minstagib_speed_moverate");
178         }
179
180         swampspd_mod = 1;
181         if(self.in_swamp) {
182                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
183         }
184
185         if(self.flags & FL_NOTARGET)
186                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
187
188         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
189
190         if(self.speed != spd)
191         {
192                 self.speed = spd;
193                 temps = ftos(spd);
194                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
195                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
196                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
197                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
198
199                 temps = ftos(sv_accelerate * maxspd_mod);
200                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
201         }
202
203         // if dead, behave differently
204         if (self.deadflag)
205                 return;
206
207         if (!self.fixangle)
208         {
209                 self.angles_x = 0;
210                 self.angles_y = self.v_angle_y;
211                 self.angles_z = 0;
212         }
213
214         if(self.classname == "player")
215         {
216                 if (self.button2)
217                         PlayerJump ();
218                 else
219                         self.flags = self.flags | FL_JUMPRELEASED;
220
221                 if (self.waterlevel == 2)
222                         CheckWaterJump ();
223         }
224
225         if (self.flags & FL_WATERJUMP )
226         {
227                 self.velocity_x = self.movedir_x;
228                 self.velocity_y = self.movedir_y;
229                 if (time > self.teleport_time || self.waterlevel == 0)
230                 {
231                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
232                         self.teleport_time = 0;
233                 }
234         }
235         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
236         {
237                 // noclipping or flying
238                 self.flags = self.flags - (self.flags & FL_ONGROUND);
239
240                 self.velocity = self.velocity * (1 - frametime * sv_friction);
241                 makevectors(self.v_angle);
242                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
243                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
244                 // acceleration
245                 wishdir = normalize(wishvel);
246                 wishspeed = vlen(wishvel);
247                 if (wishspeed > sv_maxspeed*maxspd_mod)
248                         wishspeed = sv_maxspeed*maxspd_mod;
249                 if (time >= self.teleport_time)
250                 {
251                         f = wishspeed - (self.velocity * wishdir);
252                         if (f > 0)
253                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
254                 }
255         }
256         else if (self.waterlevel >= 2)
257         {
258                 // swimming
259                 self.flags = self.flags - (self.flags & FL_ONGROUND);
260
261                 makevectors(self.v_angle);
262                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
263                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
264                 if (wishvel == '0 0 0')
265                         wishvel = '0 0 -60'; // drift towards bottom
266
267                 wishdir = normalize(wishvel);
268                 wishspeed = vlen(wishvel);
269                 if (wishspeed > sv_maxspeed*maxspd_mod)
270                         wishspeed = sv_maxspeed*maxspd_mod;
271                 wishspeed = wishspeed * 0.7;
272
273                 // water friction
274                 self.velocity = self.velocity * (1 - frametime * sv_friction);
275
276                 // water acceleration
277                 f = wishspeed - (self.velocity * wishdir);
278                 if (f > 0)
279                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
280         }
281         else if (time < self.ladder_time)
282         {
283                 // on a func_ladder or swimming in func_water
284                 self.flags = self.flags - (self.flags & FL_ONGROUND);
285
286                 self.velocity = self.velocity * (1 - frametime * sv_friction);
287                 makevectors(self.v_angle);
288                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
289                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
290                 if (self.gravity)
291                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
292                 else
293                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
294                 if (self.ladder_entity.classname == "func_water")
295                 {
296                         f = vlen(wishvel);
297                         if (f > self.ladder_entity.speed)
298                                 wishvel = wishvel * (self.ladder_entity.speed / f);
299
300                         self.watertype = self.ladder_entity.skin;
301                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
302                         if ((self.origin_z + self.view_ofs_z) < f)
303                                 self.waterlevel = 3;
304                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
305                                 self.waterlevel = 2;
306                         else if ((self.origin_z + self.mins_z + 1) < f)
307                                 self.waterlevel = 1;
308                         else
309                         {
310                                 self.waterlevel = 0;
311                                 self.watertype = CONTENT_EMPTY;
312                         }
313                 }
314                 // acceleration
315                 wishdir = normalize(wishvel);
316                 wishspeed = vlen(wishvel);
317                 if (wishspeed > sv_maxspeed)
318                         wishspeed = sv_maxspeed;
319                 if (time >= self.teleport_time)
320                 {
321                         f = wishspeed - (self.velocity * wishdir);
322                         if (f > 0)
323                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
324                 }
325         }
326         else if (self.flags & FL_ONGROUND)
327         {
328                 // walking
329                 makevectors(self.v_angle_y * '0 1 0');
330                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
331
332                 if(!(self.lastflags & FL_ONGROUND))
333                 {
334                         if(cvar("speedmeter"))
335                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
336                         if(self.lastground < time - 0.3)
337                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
338                         if(self.jumppadcount > 1)
339                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
340                         self.jumppadcount = 0;
341                 }
342
343                 if (self.velocity_x || self.velocity_y)
344                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
345                 {
346                         v = self.velocity;
347                         v_z = 0;
348                         f = vlen(v);
349                         if (f < sv_stopspeed)
350                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
351                         else
352                                 f = 1 - frametime * sv_friction;
353                         if (f > 0)
354                                 self.velocity = self.velocity * f;
355                         else
356                                 self.velocity = '0 0 0';
357                 }
358                 // acceleration
359                 wishdir = normalize(wishvel);
360                 wishspeed = vlen(wishvel);
361                 if (wishspeed > sv_maxspeed*maxspd_mod)
362                         wishspeed = sv_maxspeed*maxspd_mod;
363                 if (self.crouch)
364                         wishspeed = wishspeed * 0.5;
365                 if (time >= self.teleport_time)
366                 {
367                         f = wishspeed - (self.velocity * wishdir);
368                         if (f > 0)
369                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
370                 }
371         }
372         else
373         {
374                 if(maxspd_mod < 1)
375                 {
376                         maxairspd = sv_maxairspeed*maxspd_mod;
377                         airaccel = sv_airaccelerate*maxspd_mod;
378                 }
379                 else
380                 {
381                         maxairspd = sv_maxairspeed;
382                         airaccel = sv_airaccelerate;
383                 }
384                 // airborn
385                 makevectors(self.v_angle_y * '0 1 0');
386                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
387                 // acceleration
388                 wishdir = normalize(wishvel);
389                 wishspeed = vlen(wishvel);
390                 if (wishspeed > maxairspd)
391                         wishspeed = maxairspd;
392                 if (self.crouch)
393                         wishspeed = wishspeed * 0.5;
394                 if (time >= self.teleport_time)
395                 {
396                         // NOTE: this does the same as the commented out old code if:
397                         //   sv_airaccel_qw 0
398                         //   sv_airaccel_sideways_friction 0
399                         
400                         float vel_straight;
401                         float vel_z;
402                         vector vel_perpend;
403                         vel_straight = self.velocity * wishdir;
404                         vel_z = self.velocity_z;
405                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
406
407                         f = wishspeed - vel_straight;
408                         if(f > 0)
409                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
410                         if(wishspeed > 0)
411                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
412
413                         // anti-sideways friction to fix QW-style bunnyhopping
414                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
415
416                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
417
418                         /*
419                         f = wishspeed;// - (self.velocity * wishdir);
420                         if (f > 0)
421                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
422                         */
423                 }
424         }
425
426         if(self.flags & FL_ONGROUND)
427                 self.lastground = time;
428
429         self.lastflags = self.flags;
430 };