]> icculus.org git repositories - divverent/nexuiz.git/blob - data/qcsrc/server/cl_physics.qc
added a "shtest" (not sure how well it is working, so it is just a debug message...
[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(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
68         {
69                 mjumpheight = mjumpheight * cvar("g_balance_rune_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                 }
127                 self.shtest_next = time + SHTEST_DELTA;
128                 self.shtest_accumulator = 0;
129         }
130         self.shtest_accumulator += frametime;
131
132         if (clienttype(self) == CLIENTTYPE_BOT)
133                 bot_think();
134
135         if (self.movetype == MOVETYPE_NONE)
136                 return;
137
138         if (self.punchangle != '0 0 0')
139         {
140                 f = vlen(self.punchangle) - 10 * frametime;
141                 if (f > 0)
142                         self.punchangle = normalize(self.punchangle) * f;
143                 else
144                         self.punchangle = '0 0 0';
145         }
146
147         if (self.punchvector != '0 0 0')
148         {
149                 f = vlen(self.punchvector) - 30 * frametime;
150                 if (f > 0)
151                         self.punchvector = normalize(self.punchvector) * f;
152                 else
153                         self.punchvector = '0 0 0';
154         }
155
156         maxspd_mod = 1;
157
158         if(cvar("g_runematch"))
159         {
160                 if(self.runes & RUNE_SPEED)
161                 {
162                         if(self.runes & CURSE_SLOW)
163                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
164                         else
165                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
166                 }
167                 else if(self.runes & CURSE_SLOW)
168                 {
169                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
170                 }
171         }
172
173         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
174         {
175                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
176         }
177
178         swampspd_mod = 1;
179         if(self.in_swamp) {
180                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
181         }
182
183         if(self.flags & FL_NOTARGET)
184                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
185
186         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
187
188         if(self.speed != spd)
189         {
190                 self.speed = spd;
191                 temps = ftos(spd);
192                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
193                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
194                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
195                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
196
197                 temps = ftos(sv_accelerate * maxspd_mod);
198                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
199         }
200
201         // if dead, behave differently
202         if (self.deadflag)
203                 return;
204
205         if (!self.fixangle)
206         {
207                 self.angles_x = 0;
208                 self.angles_y = self.v_angle_y;
209                 self.angles_z = 0;
210         }
211
212         if(self.classname == "player")
213         {
214                 if (self.button2)
215                         PlayerJump ();
216                 else
217                         self.flags = self.flags | FL_JUMPRELEASED;
218
219                 if (self.waterlevel == 2)
220                         CheckWaterJump ();
221         }
222
223         if (self.flags & FL_WATERJUMP )
224         {
225                 self.velocity_x = self.movedir_x;
226                 self.velocity_y = self.movedir_y;
227                 if (time > self.teleport_time || self.waterlevel == 0)
228                 {
229                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
230                         self.teleport_time = 0;
231                 }
232         }
233         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
234         {
235                 // noclipping or flying
236                 self.flags = self.flags - (self.flags & FL_ONGROUND);
237
238                 self.velocity = self.velocity * (1 - frametime * sv_friction);
239                 makevectors(self.v_angle);
240                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
241                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
242                 // acceleration
243                 wishdir = normalize(wishvel);
244                 wishspeed = vlen(wishvel);
245                 if (wishspeed > sv_maxspeed*maxspd_mod)
246                         wishspeed = sv_maxspeed*maxspd_mod;
247                 if (time >= self.teleport_time)
248                 {
249                         f = wishspeed - (self.velocity * wishdir);
250                         if (f > 0)
251                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
252                 }
253         }
254         else if (self.waterlevel >= 2)
255         {
256                 // swimming
257                 self.flags = self.flags - (self.flags & FL_ONGROUND);
258
259                 makevectors(self.v_angle);
260                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
261                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
262                 if (wishvel == '0 0 0')
263                         wishvel = '0 0 -60'; // drift towards bottom
264
265                 wishdir = normalize(wishvel);
266                 wishspeed = vlen(wishvel);
267                 if (wishspeed > sv_maxspeed*maxspd_mod)
268                         wishspeed = sv_maxspeed*maxspd_mod;
269                 wishspeed = wishspeed * 0.7;
270
271                 // water friction
272                 self.velocity = self.velocity * (1 - frametime * sv_friction);
273
274                 // water acceleration
275                 f = wishspeed - (self.velocity * wishdir);
276                 if (f > 0)
277                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
278         }
279         else if (time < self.ladder_time)
280         {
281                 // on a func_ladder or swimming in func_water
282                 self.flags = self.flags - (self.flags & FL_ONGROUND);
283
284                 self.velocity = self.velocity * (1 - frametime * sv_friction);
285                 makevectors(self.v_angle);
286                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
287                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
288                 if (self.gravity)
289                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
290                 else
291                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
292                 if (self.ladder_entity.classname == "func_water")
293                 {
294                         f = vlen(wishvel);
295                         if (f > self.ladder_entity.speed)
296                                 wishvel = wishvel * (self.ladder_entity.speed / f);
297
298                         self.watertype = self.ladder_entity.skin;
299                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
300                         if ((self.origin_z + self.view_ofs_z) < f)
301                                 self.waterlevel = 3;
302                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
303                                 self.waterlevel = 2;
304                         else if ((self.origin_z + self.mins_z + 1) < f)
305                                 self.waterlevel = 1;
306                         else
307                         {
308                                 self.waterlevel = 0;
309                                 self.watertype = CONTENT_EMPTY;
310                         }
311                 }
312                 // acceleration
313                 wishdir = normalize(wishvel);
314                 wishspeed = vlen(wishvel);
315                 if (wishspeed > sv_maxspeed)
316                         wishspeed = sv_maxspeed;
317                 if (time >= self.teleport_time)
318                 {
319                         f = wishspeed - (self.velocity * wishdir);
320                         if (f > 0)
321                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
322                 }
323         }
324         else if (self.flags & FL_ONGROUND)
325         {
326                 // walking
327                 makevectors(self.v_angle_y * '0 1 0');
328                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
329
330                 if(!(self.lastflags & FL_ONGROUND))
331                 {
332                         if(cvar("speedmeter"))
333                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
334                         if(self.lastground < time - 0.3)
335                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
336                         if(self.jumppadcount > 1)
337                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
338                         self.jumppadcount = 0;
339                 }
340
341                 if (self.velocity_x || self.velocity_y)
342                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
343                 {
344                         v = self.velocity;
345                         v_z = 0;
346                         f = vlen(v);
347                         if (f < sv_stopspeed)
348                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
349                         else
350                                 f = 1 - frametime * sv_friction;
351                         if (f > 0)
352                                 self.velocity = self.velocity * f;
353                         else
354                                 self.velocity = '0 0 0';
355                 }
356                 // acceleration
357                 wishdir = normalize(wishvel);
358                 wishspeed = vlen(wishvel);
359                 if (wishspeed > sv_maxspeed*maxspd_mod)
360                         wishspeed = sv_maxspeed*maxspd_mod;
361                 if (self.crouch)
362                         wishspeed = wishspeed * 0.5;
363                 if (time >= self.teleport_time)
364                 {
365                         f = wishspeed - (self.velocity * wishdir);
366                         if (f > 0)
367                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
368                 }
369         }
370         else
371         {
372                 if(maxspd_mod < 1)
373                 {
374                         maxairspd = sv_maxairspeed*maxspd_mod;
375                         airaccel = sv_airaccelerate*maxspd_mod;
376                 }
377                 else
378                 {
379                         maxairspd = sv_maxairspeed;
380                         airaccel = sv_airaccelerate;
381                 }
382                 // airborn
383                 makevectors(self.v_angle_y * '0 1 0');
384                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
385                 // acceleration
386                 wishdir = normalize(wishvel);
387                 wishspeed = vlen(wishvel);
388                 if (wishspeed > maxairspd)
389                         wishspeed = maxairspd;
390                 if (self.crouch)
391                         wishspeed = wishspeed * 0.5;
392                 if (time >= self.teleport_time)
393                 {
394                         // NOTE: this does the same as the commented out old code if:
395                         //   sv_airaccel_qw 0
396                         //   sv_airaccel_sideways_friction 0
397                         
398                         float vel_straight;
399                         float vel_z;
400                         vector vel_perpend;
401                         vel_straight = self.velocity * wishdir;
402                         vel_z = self.velocity_z;
403                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
404
405                         f = wishspeed - vel_straight;
406                         if(f > 0)
407                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
408                         if(wishspeed > 0)
409                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
410
411                         // anti-sideways friction to fix QW-style bunnyhopping
412                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
413
414                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
415
416                         /*
417                         f = wishspeed;// - (self.velocity * wishdir);
418                         if (f > 0)
419                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
420                         */
421                 }
422         }
423
424         if(self.flags & FL_ONGROUND)
425                 self.lastground = time;
426
427         self.lastflags = self.flags;
428 };