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implemented models/player/whatever.md3.animinfo file support so md3
[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         if (self.crouch)
79                 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
80         else
81                 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
82 }
83
84 void() CheckWaterJump =
85 {
86         local vector start, end;
87
88 // check for a jump-out-of-water
89         makevectors (self.angles);
90         start = self.origin;
91         start_z = start_z + 8;
92         v_forward_z = 0;
93         normalize(v_forward);
94         end = start + v_forward*24;
95         traceline (start, end, TRUE, self);
96         if (trace_fraction < 1)
97         {       // solid at waist
98                 start_z = start_z + self.maxs_z - 8;
99                 end = start + v_forward*24;
100                 self.movedir = trace_plane_normal * -50;
101                 traceline (start, end, TRUE, self);
102                 if (trace_fraction == 1)
103                 {       // open at eye level
104                         self.flags = self.flags | FL_WATERJUMP;
105                         self.velocity_z = 225;
106                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
107                         self.teleport_time = time + 2;  // safety net
108                         return;
109                 }
110         }
111 };
112
113
114 void Nixnex_GiveCurrentWeapon();
115 void SV_PlayerPhysics()
116 {
117         local vector wishvel, wishdir, v;
118         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score;
119         string temps;
120
121         if(time > self.shtest_next)
122         {
123                 if(self.shtest_next > 0)
124                 {
125                         // self.shtest_accumulator:
126                         //   started at time - SHTEST_DELTA
127                         //   should be at SHTEST_DELTA
128                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
129                         if(shtest_score > 1.2)
130                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
131                         else if(cvar("developer_shtest"))
132                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
133                 }
134                 self.shtest_next = time + SHTEST_DELTA;
135                 self.shtest_accumulator = 0;
136         }
137         self.shtest_accumulator += frametime;
138
139         if (clienttype(self) == CLIENTTYPE_BOT)
140                 bot_think();
141
142         if (self.movetype == MOVETYPE_NONE)
143                 return;
144
145         if (self.punchangle != '0 0 0')
146         {
147                 f = vlen(self.punchangle) - 10 * frametime;
148                 if (f > 0)
149                         self.punchangle = normalize(self.punchangle) * f;
150                 else
151                         self.punchangle = '0 0 0';
152         }
153
154         if (self.punchvector != '0 0 0')
155         {
156                 f = vlen(self.punchvector) - 30 * frametime;
157                 if (f > 0)
158                         self.punchvector = normalize(self.punchvector) * f;
159                 else
160                         self.punchvector = '0 0 0';
161         }
162
163         maxspd_mod = 1;
164
165         if(cvar("g_runematch"))
166         {
167                 if(self.runes & RUNE_SPEED)
168                 {
169                         if(self.runes & CURSE_SLOW)
170                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
171                         else
172                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
173                 }
174                 else if(self.runes & CURSE_SLOW)
175                 {
176                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
177                 }
178         }
179
180         if(g_minstagib && (self.items & IT_INVINCIBLE))
181         {
182                 maxspd_mod = cvar("g_minstagib_speed_moverate");
183         }
184
185         swampspd_mod = 1;
186         if(self.in_swamp) {
187                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
188         }
189
190         if(self.flags & FL_NOTARGET)
191                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
192
193         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
194
195         if(self.speed != spd)
196         {
197                 self.speed = spd;
198                 temps = ftos(spd);
199                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
200                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
201                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
202                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
203
204                 temps = ftos(sv_accelerate * maxspd_mod);
205                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
206         }
207
208         // if dead, behave differently
209         if (self.deadflag)
210                 return;
211
212         if (!self.fixangle)
213         {
214                 self.angles_x = 0;
215                 self.angles_y = self.v_angle_y;
216                 self.angles_z = 0;
217         }
218
219         if(self.classname == "player")
220         {
221                 if (self.button2)
222                         PlayerJump ();
223                 else
224                         self.flags = self.flags | FL_JUMPRELEASED;
225
226                 if (self.waterlevel == 2)
227                         CheckWaterJump ();
228         }
229
230         if (self.flags & FL_WATERJUMP )
231         {
232                 self.velocity_x = self.movedir_x;
233                 self.velocity_y = self.movedir_y;
234                 if (time > self.teleport_time || self.waterlevel == 0)
235                 {
236                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
237                         self.teleport_time = 0;
238                 }
239         }
240         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
241         {
242                 // noclipping or flying
243                 self.flags = self.flags - (self.flags & FL_ONGROUND);
244
245                 self.velocity = self.velocity * (1 - frametime * sv_friction);
246                 makevectors(self.v_angle);
247                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
248                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
249                 // acceleration
250                 wishdir = normalize(wishvel);
251                 wishspeed = vlen(wishvel);
252                 if (wishspeed > sv_maxspeed*maxspd_mod)
253                         wishspeed = sv_maxspeed*maxspd_mod;
254                 if (time >= self.teleport_time)
255                 {
256                         f = wishspeed - (self.velocity * wishdir);
257                         if (f > 0)
258                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
259                 }
260         }
261         else if (self.waterlevel >= 2)
262         {
263                 // swimming
264                 self.flags = self.flags - (self.flags & FL_ONGROUND);
265
266                 makevectors(self.v_angle);
267                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
268                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
269                 if (wishvel == '0 0 0')
270                         wishvel = '0 0 -60'; // drift towards bottom
271
272                 wishdir = normalize(wishvel);
273                 wishspeed = vlen(wishvel);
274                 if (wishspeed > sv_maxspeed*maxspd_mod)
275                         wishspeed = sv_maxspeed*maxspd_mod;
276                 wishspeed = wishspeed * 0.7;
277
278                 // water friction
279                 self.velocity = self.velocity * (1 - frametime * sv_friction);
280
281                 // water acceleration
282                 f = wishspeed - (self.velocity * wishdir);
283                 if (f > 0)
284                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
285         }
286         else if (time < self.ladder_time)
287         {
288                 // on a func_ladder or swimming in func_water
289                 self.flags = self.flags - (self.flags & FL_ONGROUND);
290
291                 self.velocity = self.velocity * (1 - frametime * sv_friction);
292                 makevectors(self.v_angle);
293                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
294                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
295                 if (self.gravity)
296                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
297                 else
298                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
299                 if (self.ladder_entity.classname == "func_water")
300                 {
301                         f = vlen(wishvel);
302                         if (f > self.ladder_entity.speed)
303                                 wishvel = wishvel * (self.ladder_entity.speed / f);
304
305                         self.watertype = self.ladder_entity.skin;
306                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
307                         if ((self.origin_z + self.view_ofs_z) < f)
308                                 self.waterlevel = 3;
309                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
310                                 self.waterlevel = 2;
311                         else if ((self.origin_z + self.mins_z + 1) < f)
312                                 self.waterlevel = 1;
313                         else
314                         {
315                                 self.waterlevel = 0;
316                                 self.watertype = CONTENT_EMPTY;
317                         }
318                 }
319                 // acceleration
320                 wishdir = normalize(wishvel);
321                 wishspeed = vlen(wishvel);
322                 if (wishspeed > sv_maxspeed)
323                         wishspeed = sv_maxspeed;
324                 if (time >= self.teleport_time)
325                 {
326                         f = wishspeed - (self.velocity * wishdir);
327                         if (f > 0)
328                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
329                 }
330         }
331         else if (self.flags & FL_ONGROUND)
332         {
333                 // walking
334                 makevectors(self.v_angle_y * '0 1 0');
335                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
336
337                 if(!(self.lastflags & FL_ONGROUND))
338                 {
339                         if(cvar("speedmeter"))
340                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
341                         if(self.lastground < time - 0.3)
342                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
343                         if(self.jumppadcount > 1)
344                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
345                         self.jumppadcount = 0;
346                 }
347
348                 if (self.velocity_x || self.velocity_y)
349                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
350                 {
351                         v = self.velocity;
352                         v_z = 0;
353                         f = vlen(v);
354                         if (f < sv_stopspeed)
355                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
356                         else
357                                 f = 1 - frametime * sv_friction;
358                         if (f > 0)
359                                 self.velocity = self.velocity * f;
360                         else
361                                 self.velocity = '0 0 0';
362                 }
363                 // acceleration
364                 wishdir = normalize(wishvel);
365                 wishspeed = vlen(wishvel);
366                 if (wishspeed > sv_maxspeed*maxspd_mod)
367                         wishspeed = sv_maxspeed*maxspd_mod;
368                 if (self.crouch)
369                         wishspeed = wishspeed * 0.5;
370                 if (time >= self.teleport_time)
371                 {
372                         f = wishspeed - (self.velocity * wishdir);
373                         if (f > 0)
374                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
375                 }
376         }
377         else
378         {
379                 if(maxspd_mod < 1)
380                 {
381                         maxairspd = sv_maxairspeed*maxspd_mod;
382                         airaccel = sv_airaccelerate*maxspd_mod;
383                 }
384                 else
385                 {
386                         maxairspd = sv_maxairspeed;
387                         airaccel = sv_airaccelerate;
388                 }
389                 // airborn
390                 makevectors(self.v_angle_y * '0 1 0');
391                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
392                 // acceleration
393                 wishdir = normalize(wishvel);
394                 wishspeed = vlen(wishvel);
395                 if (wishspeed > maxairspd)
396                         wishspeed = maxairspd;
397                 if (self.crouch)
398                         wishspeed = wishspeed * 0.5;
399                 if (time >= self.teleport_time)
400                 {
401                         // NOTE: this does the same as the commented out old code if:
402                         //   sv_airaccel_qw 0
403                         //   sv_airaccel_sideways_friction 0
404                         
405                         float vel_straight;
406                         float vel_z;
407                         vector vel_perpend;
408                         vel_straight = self.velocity * wishdir;
409                         vel_z = self.velocity_z;
410                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
411
412                         f = wishspeed - vel_straight;
413                         if(f > 0)
414                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
415                         if(wishspeed > 0)
416                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
417
418                         // anti-sideways friction to fix QW-style bunnyhopping
419                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
420
421                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
422
423                         /*
424                         f = wishspeed;// - (self.velocity * wishdir);
425                         if (f > 0)
426                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
427                         */
428                 }
429         }
430
431         if(self.flags & FL_ONGROUND)
432                 self.lastground = time;
433
434         self.lastflags = self.flags;
435 };