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oops, water jump too
[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 /*
18 =============
19 PlayerJump
20
21 When you press the jump key
22 =============
23 */
24 void PlayerJump (void)
25 {
26         float mjumpheight;
27
28         mjumpheight = cvar("g_balance_jumpheight");
29         if (self.waterlevel >= 2)
30         {
31                 if (self.watertype == CONTENT_WATER)
32                         self.velocity_z = 200;
33                 else if (self.watertype == CONTENT_SLIME)
34                         self.velocity_z = 80;
35                 else
36                         self.velocity_z = 50;
37
38                 return;
39         }
40
41
42         if (!(self.flags & FL_ONGROUND))
43                 return;
44
45         if (!(self.flags & FL_JUMPRELEASED))
46                 return;
47
48         if(cvar("g_runematch"))
49         {
50                 if(self.runes & RUNE_SPEED)
51                 {
52                         if(self.runes & CURSE_SLOW)
53                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
54                         else
55                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
56                 }
57                 else if(self.runes & CURSE_SLOW)
58                 {
59                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
60                 }
61         }
62
63         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
64         {
65                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
66         }
67
68         self.velocity_z = self.velocity_z + mjumpheight;
69         self.oldvelocity_z = self.velocity_z;
70
71         self.flags = self.flags - FL_ONGROUND;
72         self.flags = self.flags - FL_JUMPRELEASED;
73 }
74
75 void() CheckWaterJump =
76 {
77         local vector start, end;
78
79 // check for a jump-out-of-water
80         makevectors (self.angles);
81         start = self.origin;
82         start_z = start_z + 8;
83         v_forward_z = 0;
84         normalize(v_forward);
85         end = start + v_forward*24;
86         traceline (start, end, TRUE, self);
87         if (trace_fraction < 1)
88         {       // solid at waist
89                 start_z = start_z + self.maxs_z - 8;
90                 end = start + v_forward*24;
91                 self.movedir = trace_plane_normal * -50;
92                 traceline (start, end, TRUE, self);
93                 if (trace_fraction == 1)
94                 {       // open at eye level
95                         self.flags = self.flags | FL_WATERJUMP;
96                         self.velocity_z = 225;
97                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
98                         self.teleport_time = time + 2;  // safety net
99                         return;
100                 }
101         }
102 };
103
104
105 void Nixnex_GiveCurrentWeapon();
106 void SV_PlayerPhysics()
107 {
108         local vector wishvel, wishdir, v;
109         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
110         string temps;
111
112         if (clienttype(self) == CLIENTTYPE_BOT)
113                 bot_think();
114
115         if (self.movetype == MOVETYPE_NONE)
116                 return;
117
118         if (self.punchangle != '0 0 0')
119         {
120                 f = vlen(self.punchangle) - 10 * frametime;
121                 if (f > 0)
122                         self.punchangle = normalize(self.punchangle) * f;
123                 else
124                         self.punchangle = '0 0 0';
125         }
126
127         if (self.punchvector != '0 0 0')
128         {
129                 f = vlen(self.punchvector) - 30 * frametime;
130                 if (f > 0)
131                         self.punchvector = normalize(self.punchvector) * f;
132                 else
133                         self.punchvector = '0 0 0';
134         }
135
136         maxspd_mod = 1;
137
138         if(cvar("g_runematch"))
139         {
140                 if(self.runes & RUNE_SPEED)
141                 {
142                         if(self.runes & CURSE_SLOW)
143                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
144                         else
145                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
146                 }
147                 else if(self.runes & CURSE_SLOW)
148                 {
149                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
150                 }
151         }
152
153         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
154         {
155                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
156         }
157
158         swampspd_mod = 1;
159         if(self.in_swamp) {
160                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
161         }
162
163         if(self.flags & FL_NOTARGET)
164                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
165
166         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
167
168         if(self.speed != spd)
169         {
170                 self.speed = spd;
171                 temps = ftos(spd);
172                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
173                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
174                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
175                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
176
177                 temps = ftos(sv_accelerate * maxspd_mod);
178                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
179         }
180
181         // if dead, behave differently
182         if (self.deadflag)
183                 return;
184
185         UpdateSelectedPlayer();
186
187         if (!self.fixangle)
188         {
189                 self.angles_x = 0;
190                 self.angles_y = self.v_angle_y;
191                 self.angles_z = 0;
192         }
193
194         if(self.classname == "player")
195         {
196                 if (self.button2)
197                         PlayerJump ();
198                 else
199                         self.flags = self.flags | FL_JUMPRELEASED;
200
201                 if (self.waterlevel == 2)
202                         CheckWaterJump ();
203         }
204
205         if (self.flags & FL_WATERJUMP )
206         {
207                 self.velocity_x = self.movedir_x;
208                 self.velocity_y = self.movedir_y;
209                 if (time > self.teleport_time || self.waterlevel == 0)
210                 {
211                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
212                         self.teleport_time = 0;
213                 }
214         }
215         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
216         {
217                 // noclipping or flying
218                 self.flags = self.flags - (self.flags & FL_ONGROUND);
219
220                 self.velocity = self.velocity * (1 - frametime * sv_friction);
221                 makevectors(self.v_angle);
222                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
223                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
224                 // acceleration
225                 wishdir = normalize(wishvel);
226                 wishspeed = vlen(wishvel);
227                 if (wishspeed > sv_maxspeed*maxspd_mod)
228                         wishspeed = sv_maxspeed*maxspd_mod;
229                 if (time >= self.teleport_time)
230                 {
231                         f = wishspeed - (self.velocity * wishdir);
232                         if (f > 0)
233                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
234                 }
235         }
236         else if (self.waterlevel >= 2)
237         {
238                 // swimming
239                 self.flags = self.flags - (self.flags & FL_ONGROUND);
240
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                 if (wishvel == '0 0 0')
245                         wishvel = '0 0 -60'; // drift towards bottom
246
247                 wishdir = normalize(wishvel);
248                 wishspeed = vlen(wishvel);
249                 if (wishspeed > sv_maxspeed*maxspd_mod)
250                         wishspeed = sv_maxspeed*maxspd_mod;
251                 wishspeed = wishspeed * 0.7;
252
253                 // water friction
254                 self.velocity = self.velocity * (1 - frametime * sv_friction);
255
256                 // water acceleration
257                 f = wishspeed - (self.velocity * wishdir);
258                 if (f > 0)
259                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
260         }
261         else if (time < self.ladder_time)
262         {
263                 // on a func_ladder or swimming in func_water
264                 self.flags = self.flags - (self.flags & FL_ONGROUND);
265
266                 self.velocity = self.velocity * (1 - frametime * sv_friction);
267                 makevectors(self.v_angle);
268                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
269                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
270                 if (self.gravity)
271                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
272                 else
273                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
274                 if (self.ladder_entity.classname == "func_water")
275                 {
276                         f = vlen(wishvel);
277                         if (f > self.ladder_entity.speed)
278                                 wishvel = wishvel * (self.ladder_entity.speed / f);
279
280                         self.watertype = self.ladder_entity.skin;
281                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
282                         if ((self.origin_z + self.view_ofs_z) < f)
283                                 self.waterlevel = 3;
284                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
285                                 self.waterlevel = 2;
286                         else if ((self.origin_z + self.mins_z + 1) < f)
287                                 self.waterlevel = 1;
288                         else
289                         {
290                                 self.waterlevel = 0;
291                                 self.watertype = CONTENT_EMPTY;
292                         }
293                 }
294                 // acceleration
295                 wishdir = normalize(wishvel);
296                 wishspeed = vlen(wishvel);
297                 if (wishspeed > sv_maxspeed)
298                         wishspeed = sv_maxspeed;
299                 if (time >= self.teleport_time)
300                 {
301                         f = wishspeed - (self.velocity * wishdir);
302                         if (f > 0)
303                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
304                 }
305         }
306         else if (self.flags & FL_ONGROUND)
307         {
308                 // walking
309                 makevectors(self.v_angle_y * '0 1 0');
310                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
311
312                 if(!(self.lastflags & FL_ONGROUND))
313                 {
314                         if(cvar("speedmeter"))
315                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
316                         if(self.lastground < time - 0.3)
317                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
318                         if(self.jumppadcount > 1)
319                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
320                         self.jumppadcount = 0;
321                 }
322
323                 if (self.velocity_x || self.velocity_y)
324                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
325                 {
326                         v = self.velocity;
327                         v_z = 0;
328                         f = vlen(v);
329                         if (f < sv_stopspeed)
330                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
331                         else
332                                 f = 1 - frametime * sv_friction;
333                         if (f > 0)
334                                 self.velocity = self.velocity * f;
335                         else
336                                 self.velocity = '0 0 0';
337                 }
338                 // acceleration
339                 wishdir = normalize(wishvel);
340                 wishspeed = vlen(wishvel);
341                 if (wishspeed > sv_maxspeed*maxspd_mod)
342                         wishspeed = sv_maxspeed*maxspd_mod;
343                 if (self.crouch)
344                         wishspeed = wishspeed * 0.5;
345                 if (time >= self.teleport_time)
346                 {
347                         f = wishspeed - (self.velocity * wishdir);
348                         if (f > 0)
349                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
350                 }
351         }
352         else
353         {
354                 if(maxspd_mod < 1)
355                 {
356                         maxairspd = sv_maxairspeed*maxspd_mod;
357                         airaccel = sv_airaccelerate*maxspd_mod;
358                 }
359                 else
360                 {
361                         maxairspd = sv_maxairspeed;
362                         airaccel = sv_airaccelerate;
363                 }
364                 // airborn
365                 makevectors(self.v_angle_y * '0 1 0');
366                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
367                 // acceleration
368                 wishdir = normalize(wishvel);
369                 wishspeed = vlen(wishvel);
370                 if (wishspeed > maxairspd)
371                         wishspeed = maxairspd;
372                 if (self.crouch)
373                         wishspeed = wishspeed * 0.5;
374                 if (time >= self.teleport_time)
375                 {
376                         // NOTE: this does the same as the commented out old code if:
377                         //   sv_airaccel_qw 0
378                         //   sv_airaccel_sideways_friction 0
379                         
380                         float vel_straight;
381                         float vel_z;
382                         vector vel_perpend;
383                         vel_straight = self.velocity * wishdir;
384                         vel_z = self.velocity_z;
385                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
386
387                         f = wishspeed - vel_straight;
388                         if(f > 0)
389                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
390                         if(wishspeed > 0)
391                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
392
393                         // anti-sideways friction to fix QW-style bunnyhopping
394                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
395
396                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
397
398                         /*
399                         f = wishspeed;// - (self.velocity * wishdir);
400                         if (f > 0)
401                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
402                         */
403                 }
404         }
405
406         if(self.flags & FL_ONGROUND)
407                 self.lastground = time;
408
409         self.lastflags = self.flags;
410 };