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sv_maxidle system; add #defines for buttons
[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(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 .vector movement_old;
114 .float buttons_old;
115
116 void Nixnex_GiveCurrentWeapon();
117 void SV_PlayerPhysics()
118 {
119         local vector wishvel, wishdir, v;
120         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
121         string temps;
122
123         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;
124         if(buttons != self.buttons_old)
125                 self.parm_idlesince = time;
126         self.buttons_old = buttons;
127
128         if(self.movement != self.movement_old)
129                 self.parm_idlesince = time;
130         self.movement_old = self.movement;
131
132         if(time > self.shtest_next)
133         {
134                 if(self.shtest_next > 0)
135                 {
136                         // self.shtest_accumulator:
137                         //   started at time - SHTEST_DELTA
138                         //   should be at SHTEST_DELTA
139                         shtest_score = self.shtest_accumulator / SHTEST_DELTA;
140                         if(shtest_score > 1.2)
141                                 dprint("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
142                         else if(cvar("developer_shtest"))
143                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
144                 }
145                 self.shtest_next = time + SHTEST_DELTA;
146                 self.shtest_accumulator = 0;
147         }
148         self.shtest_accumulator += frametime;
149
150         if (clienttype(self) == CLIENTTYPE_BOT)
151                 bot_think();
152
153         if (self.movetype == MOVETYPE_NONE)
154                 return;
155
156         if (self.punchangle != '0 0 0')
157         {
158                 f = vlen(self.punchangle) - 10 * frametime;
159                 if (f > 0)
160                         self.punchangle = normalize(self.punchangle) * f;
161                 else
162                         self.punchangle = '0 0 0';
163         }
164
165         if (self.punchvector != '0 0 0')
166         {
167                 f = vlen(self.punchvector) - 30 * frametime;
168                 if (f > 0)
169                         self.punchvector = normalize(self.punchvector) * f;
170                 else
171                         self.punchvector = '0 0 0';
172         }
173
174         maxspd_mod = 1;
175
176         if(g_runematch)
177         {
178                 if(self.runes & RUNE_SPEED)
179                 {
180                         if(self.runes & CURSE_SLOW)
181                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
182                         else
183                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
184                 }
185                 else if(self.runes & CURSE_SLOW)
186                 {
187                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
188                 }
189         }
190
191         if(g_minstagib && (self.items & IT_INVINCIBLE))
192         {
193                 maxspd_mod = cvar("g_minstagib_speed_moverate");
194         }
195
196         swampspd_mod = 1;
197         if(self.in_swamp) {
198                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
199         }
200
201         if(self.flags & FL_NOTARGET)
202                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
203
204         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
205
206         if(self.speed != spd)
207         {
208                 self.speed = spd;
209                 temps = ftos(spd);
210                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
211                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
212                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
213                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
214
215                 temps = ftos(sv_accelerate * maxspd_mod);
216                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
217         }
218
219         // if dead, behave differently
220         if (self.deadflag)
221                 return;
222
223         if (!self.fixangle)
224         {
225                 self.angles_x = 0;
226                 self.angles_y = self.v_angle_y;
227                 self.angles_z = 0;
228         }
229
230         if(self.classname == "player")
231         {
232                 if (self.button2)
233                         PlayerJump ();
234                 else
235                         self.flags = self.flags | FL_JUMPRELEASED;
236
237                 if (self.waterlevel == 2)
238                         CheckWaterJump ();
239         }
240
241         if (self.flags & FL_WATERJUMP )
242         {
243                 self.velocity_x = self.movedir_x;
244                 self.velocity_y = self.movedir_y;
245                 if (time > self.teleport_time || self.waterlevel == 0)
246                 {
247                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
248                         self.teleport_time = 0;
249                 }
250         }
251         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
252         {
253                 // noclipping or flying
254                 self.flags = self.flags - (self.flags & FL_ONGROUND);
255
256                 self.velocity = self.velocity * (1 - frametime * sv_friction);
257                 makevectors(self.v_angle);
258                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
259                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
260                 // acceleration
261                 wishdir = normalize(wishvel);
262                 wishspeed = vlen(wishvel);
263                 if (wishspeed > sv_maxspeed*maxspd_mod)
264                         wishspeed = sv_maxspeed*maxspd_mod;
265                 if (time >= self.teleport_time)
266                 {
267                         f = wishspeed - (self.velocity * wishdir);
268                         if (f > 0)
269                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
270                 }
271         }
272         else if (self.waterlevel >= 2)
273         {
274                 // swimming
275                 self.flags = self.flags - (self.flags & FL_ONGROUND);
276
277                 makevectors(self.v_angle);
278                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
279                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
280                 if (wishvel == '0 0 0')
281                         wishvel = '0 0 -60'; // drift towards bottom
282
283                 wishdir = normalize(wishvel);
284                 wishspeed = vlen(wishvel);
285                 if (wishspeed > sv_maxspeed*maxspd_mod)
286                         wishspeed = sv_maxspeed*maxspd_mod;
287                 wishspeed = wishspeed * 0.7;
288
289                 // water friction
290                 self.velocity = self.velocity * (1 - frametime * sv_friction);
291
292                 // water acceleration
293                 f = wishspeed - (self.velocity * wishdir);
294                 if (f > 0)
295                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
296         }
297         else if (time < self.ladder_time)
298         {
299                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
300                 self.flags = self.flags - (self.flags & FL_ONGROUND);
301
302                 self.velocity = self.velocity * (1 - frametime * sv_friction);
303                 makevectors(self.v_angle);
304                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
305                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
306                 if (self.gravity)
307                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
308                 else
309                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
310                 if (self.ladder_entity.classname == "func_water")
311                 {
312                         f = vlen(wishvel);
313                         if (f > self.ladder_entity.speed)
314                                 wishvel = wishvel * (self.ladder_entity.speed / f);
315
316                         self.watertype = self.ladder_entity.skin;
317                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
318                         if ((self.origin_z + self.view_ofs_z) < f)
319                                 self.waterlevel = 3;
320                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
321                                 self.waterlevel = 2;
322                         else if ((self.origin_z + self.mins_z + 1) < f)
323                                 self.waterlevel = 1;
324                         else
325                         {
326                                 self.waterlevel = 0;
327                                 self.watertype = CONTENT_EMPTY;
328                         }
329                 }
330                 // acceleration
331                 wishdir = normalize(wishvel);
332                 wishspeed = vlen(wishvel);
333                 if (wishspeed > sv_maxspeed)
334                         wishspeed = sv_maxspeed;
335                 if (time >= self.teleport_time)
336                 {
337                         f = wishspeed - (self.velocity * wishdir);
338                         if (f > 0)
339                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
340                 }
341         }
342         else if (self.flags & FL_ONGROUND)
343         {
344                 // walking
345                 makevectors(self.v_angle_y * '0 1 0');
346                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
347
348                 if(!(self.lastflags & FL_ONGROUND))
349                 {
350                         if(cvar("speedmeter"))
351                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
352                         if(self.lastground < time - 0.3)
353                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
354                         if(self.jumppadcount > 1)
355                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
356                         self.jumppadcount = 0;
357                 }
358
359                 if (self.velocity_x || self.velocity_y)
360                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
361                 {
362                         v = self.velocity;
363                         v_z = 0;
364                         f = vlen(v);
365                         if (f < sv_stopspeed)
366                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
367                         else
368                                 f = 1 - frametime * sv_friction;
369                         if (f > 0)
370                                 self.velocity = self.velocity * f;
371                         else
372                                 self.velocity = '0 0 0';
373                 }
374                 // acceleration
375                 wishdir = normalize(wishvel);
376                 wishspeed = vlen(wishvel);
377                 if (wishspeed > sv_maxspeed*maxspd_mod)
378                         wishspeed = sv_maxspeed*maxspd_mod;
379                 if (self.crouch)
380                         wishspeed = wishspeed * 0.5;
381                 if (time >= self.teleport_time)
382                 {
383                         f = wishspeed - (self.velocity * wishdir);
384                         if (f > 0)
385                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
386                 }
387         }
388         else
389         {
390                 if(maxspd_mod < 1)
391                 {
392                         maxairspd = sv_maxairspeed*maxspd_mod;
393                         airaccel = sv_airaccelerate*maxspd_mod;
394                 }
395                 else
396                 {
397                         maxairspd = sv_maxairspeed;
398                         airaccel = sv_airaccelerate;
399                 }
400                 // airborn
401                 makevectors(self.v_angle_y * '0 1 0');
402                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
403                 // acceleration
404                 wishdir = normalize(wishvel);
405                 wishspeed = vlen(wishvel);
406                 if (wishspeed > maxairspd)
407                         wishspeed = maxairspd;
408                 if (self.crouch)
409                         wishspeed = wishspeed * 0.5;
410                 if (time >= self.teleport_time)
411                 {
412                         // NOTE: this does the same as the commented out old code if:
413                         //   sv_airaccel_qw 0
414                         //   sv_airaccel_sideways_friction 0
415                         
416                         float vel_straight;
417                         float vel_z;
418                         vector vel_perpend;
419                         vel_straight = self.velocity * wishdir;
420                         vel_z = self.velocity_z;
421                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
422
423                         f = wishspeed - vel_straight;
424                         if(f > 0)
425                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
426                         if(wishspeed > 0)
427                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
428
429                         // anti-sideways friction to fix QW-style bunnyhopping
430                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
431
432                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
433
434                         /*
435                         f = wishspeed;// - (self.velocity * wishdir);
436                         if (f > 0)
437                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
438                         */
439                 }
440         }
441
442         if(self.flags & FL_ONGROUND)
443                 self.lastground = time;
444
445         self.lastflags = self.flags;
446 };