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sv_pogostick, sv_doublejump, add destructors to menu (to delete string buffers)
[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
85 void CheckWaterJump()
86 {
87         local vector start, end;
88
89 // check for a jump-out-of-water
90         makevectors (self.angles);
91         start = self.origin;
92         start_z = start_z + 8;
93         v_forward_z = 0;
94         normalize(v_forward);
95         end = start + v_forward*24;
96         traceline (start, end, TRUE, self);
97         if (trace_fraction < 1)
98         {       // solid at waist
99                 start_z = start_z + self.maxs_z - 8;
100                 end = start + v_forward*24;
101                 self.movedir = trace_plane_normal * -50;
102                 traceline (start, end, TRUE, self);
103                 if (trace_fraction == 1)
104                 {       // open at eye level
105                         self.flags = self.flags | FL_WATERJUMP;
106                         self.velocity_z = 225;
107                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
108                         self.teleport_time = time + 2;  // safety net
109                         return;
110                 }
111         }
112 };
113
114 .vector movement_old;
115 .float buttons_old;
116 .vector v_angle_old;
117
118 void Nixnex_GiveCurrentWeapon();
119 void SV_PlayerPhysics()
120 {
121         local vector wishvel, wishdir, v;
122         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
123         string temps;
124
125         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;
126         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
127         {
128                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
129                         self.parm_idlesince = time;
130         }
131         self.buttons_old = buttons;
132         self.movement_old = self.movement;
133         self.v_angle_old = self.v_angle;
134
135         if(time > self.shtest_next)
136         {
137                 if(self.shtest_next > 0)
138                 {
139                         // self.shtest_accumulator:
140                         //   started at time - SHTEST_DELTA
141                         //   should be at SHTEST_DELTA
142                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
143                         if(shtest_score > 1.2)
144                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
145                         else if(cvar("developer_shtest"))
146                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
147                 }
148                 self.shtest_next = time + SHTEST_DELTA;
149                 self.shtest_accumulator = 0;
150         }
151         self.shtest_accumulator += frametime;
152
153         if (clienttype(self) == CLIENTTYPE_BOT)
154                 bot_think();
155
156         if (self.movetype == MOVETYPE_NONE)
157                 return;
158
159         if (self.punchangle != '0 0 0')
160         {
161                 f = vlen(self.punchangle) - 10 * frametime;
162                 if (f > 0)
163                         self.punchangle = normalize(self.punchangle) * f;
164                 else
165                         self.punchangle = '0 0 0';
166         }
167
168         if (self.punchvector != '0 0 0')
169         {
170                 f = vlen(self.punchvector) - 30 * frametime;
171                 if (f > 0)
172                         self.punchvector = normalize(self.punchvector) * f;
173                 else
174                         self.punchvector = '0 0 0';
175         }
176
177         maxspd_mod = 1;
178
179         if(g_runematch)
180         {
181                 if(self.runes & RUNE_SPEED)
182                 {
183                         if(self.runes & CURSE_SLOW)
184                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
185                         else
186                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
187                 }
188                 else if(self.runes & CURSE_SLOW)
189                 {
190                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
191                 }
192         }
193
194         if(g_minstagib && (self.items & IT_INVINCIBLE))
195         {
196                 maxspd_mod = cvar("g_minstagib_speed_moverate");
197         }
198
199         swampspd_mod = 1;
200         if(self.in_swamp) {
201                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
202         }
203
204         if(self.flags & FL_NOTARGET)
205                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
206
207         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
208
209         if(self.speed != spd)
210         {
211                 self.speed = spd;
212                 temps = ftos(spd);
213                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
214                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
215                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
216                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
217
218                 temps = ftos(sv_accelerate * maxspd_mod);
219                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
220         }
221
222         // if dead, behave differently
223         if (self.deadflag)
224                 return;
225
226         if (!self.fixangle)
227         {
228                 self.angles_x = 0;
229                 self.angles_y = self.v_angle_y;
230                 self.angles_z = 0;
231         }
232
233         if(self.classname == "player")
234         {
235                 if(sv_doublejump)
236                 {
237                         self.flags = self.flags - (self.flags & FL_ONGROUND);
238                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
239                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
240                                 self.flags = self.flags | FL_ONGROUND;
241                 }
242
243                 if (self.BUTTON_JUMP)
244                         PlayerJump ();
245                 else
246                         self.flags = self.flags | FL_JUMPRELEASED;
247
248                 if (self.waterlevel == 2)
249                         CheckWaterJump ();
250         }
251
252         if (self.flags & FL_WATERJUMP )
253         {
254                 self.velocity_x = self.movedir_x;
255                 self.velocity_y = self.movedir_y;
256                 if (time > self.teleport_time || self.waterlevel == 0)
257                 {
258                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
259                         self.teleport_time = 0;
260                 }
261         }
262         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
263         {
264                 // noclipping or flying
265                 self.flags = self.flags - (self.flags & FL_ONGROUND);
266
267                 self.velocity = self.velocity * (1 - frametime * sv_friction);
268                 makevectors(self.v_angle);
269                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
270                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
271                 // acceleration
272                 wishdir = normalize(wishvel);
273                 wishspeed = vlen(wishvel);
274                 if (wishspeed > sv_maxspeed*maxspd_mod)
275                         wishspeed = sv_maxspeed*maxspd_mod;
276                 if (time >= self.teleport_time)
277                 {
278                         f = wishspeed - (self.velocity * wishdir);
279                         if (f > 0)
280                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
281                 }
282         }
283         else if (self.waterlevel >= 2)
284         {
285                 // swimming
286                 self.flags = self.flags - (self.flags & FL_ONGROUND);
287
288                 makevectors(self.v_angle);
289                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
290                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
291                 if (wishvel == '0 0 0')
292                         wishvel = '0 0 -60'; // drift towards bottom
293
294                 wishdir = normalize(wishvel);
295                 wishspeed = vlen(wishvel);
296                 if (wishspeed > sv_maxspeed*maxspd_mod)
297                         wishspeed = sv_maxspeed*maxspd_mod;
298                 wishspeed = wishspeed * 0.7;
299
300                 // water friction
301                 self.velocity = self.velocity * (1 - frametime * sv_friction);
302
303                 // water acceleration
304                 f = wishspeed - (self.velocity * wishdir);
305                 if (f > 0)
306                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
307         }
308         else if (time < self.ladder_time)
309         {
310                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
311                 self.flags = self.flags - (self.flags & FL_ONGROUND);
312
313                 self.velocity = self.velocity * (1 - frametime * sv_friction);
314                 makevectors(self.v_angle);
315                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
316                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
317                 if (self.gravity)
318                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
319                 else
320                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
321                 if (self.ladder_entity.classname == "func_water")
322                 {
323                         f = vlen(wishvel);
324                         if (f > self.ladder_entity.speed)
325                                 wishvel = wishvel * (self.ladder_entity.speed / f);
326
327                         self.watertype = self.ladder_entity.skin;
328                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
329                         if ((self.origin_z + self.view_ofs_z) < f)
330                                 self.waterlevel = 3;
331                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
332                                 self.waterlevel = 2;
333                         else if ((self.origin_z + self.mins_z + 1) < f)
334                                 self.waterlevel = 1;
335                         else
336                         {
337                                 self.waterlevel = 0;
338                                 self.watertype = CONTENT_EMPTY;
339                         }
340                 }
341                 // acceleration
342                 wishdir = normalize(wishvel);
343                 wishspeed = vlen(wishvel);
344                 if (wishspeed > sv_maxspeed)
345                         wishspeed = sv_maxspeed;
346                 if (time >= self.teleport_time)
347                 {
348                         f = wishspeed - (self.velocity * wishdir);
349                         if (f > 0)
350                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
351                 }
352         }
353         else if (self.flags & FL_ONGROUND)
354         {
355                 // walking
356                 makevectors(self.v_angle_y * '0 1 0');
357                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
358
359                 if(!(self.lastflags & FL_ONGROUND))
360                 {
361                         if(cvar("speedmeter"))
362                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
363                         if(self.lastground < time - 0.3)
364                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
365                         if(self.jumppadcount > 1)
366                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
367                         self.jumppadcount = 0;
368                 }
369
370                 if (self.velocity_x || self.velocity_y)
371                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
372                 {
373                         v = self.velocity;
374                         v_z = 0;
375                         f = vlen(v);
376                         if (f < sv_stopspeed)
377                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
378                         else
379                                 f = 1 - frametime * sv_friction;
380                         if (f > 0)
381                                 self.velocity = self.velocity * f;
382                         else
383                                 self.velocity = '0 0 0';
384                 }
385                 // acceleration
386                 wishdir = normalize(wishvel);
387                 wishspeed = vlen(wishvel);
388                 if (wishspeed > sv_maxspeed*maxspd_mod)
389                         wishspeed = sv_maxspeed*maxspd_mod;
390                 if (self.crouch)
391                         wishspeed = wishspeed * 0.5;
392                 if (time >= self.teleport_time)
393                 {
394                         f = wishspeed - (self.velocity * wishdir);
395                         if (f > 0)
396                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
397                 }
398         }
399         else
400         {
401                 if(maxspd_mod < 1)
402                 {
403                         maxairspd = sv_maxairspeed*maxspd_mod;
404                         airaccel = sv_airaccelerate*maxspd_mod;
405                 }
406                 else
407                 {
408                         maxairspd = sv_maxairspeed;
409                         airaccel = sv_airaccelerate;
410                 }
411                 // airborn
412                 makevectors(self.v_angle_y * '0 1 0');
413                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
414                 // acceleration
415                 wishdir = normalize(wishvel);
416                 wishspeed = vlen(wishvel);
417                 if (wishspeed > maxairspd)
418                         wishspeed = maxairspd;
419                 if (self.crouch)
420                         wishspeed = wishspeed * 0.5;
421                 if (time >= self.teleport_time)
422                 {
423                         // NOTE: this does the same as the commented out old code if:
424                         //   sv_airaccel_qw 0
425                         //   sv_airaccel_sideways_friction 0
426                         
427                         float vel_straight;
428                         float vel_z;
429                         vector vel_perpend;
430                         vel_straight = self.velocity * wishdir;
431                         vel_z = self.velocity_z;
432                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
433
434                         f = wishspeed - vel_straight;
435                         if(f > 0)
436                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
437                         if(wishspeed > 0)
438                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
439
440                         // anti-sideways friction to fix QW-style bunnyhopping
441                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
442
443                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
444
445                         /*
446                         f = wishspeed;// - (self.velocity * wishdir);
447                         if (f > 0)
448                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
449                         */
450                 }
451         }
452
453         if(self.flags & FL_ONGROUND)
454                 self.lastground = time;
455
456         self.lastflags = self.flags;
457 };