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moved jump to SV_PlayerPhysics (please test) - needed for current engine
[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
202         if (self.flags & FL_WATERJUMP )
203         {
204                 self.velocity_x = self.movedir_x;
205                 self.velocity_y = self.movedir_y;
206                 if (time > self.teleport_time || self.waterlevel == 0)
207                 {
208                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
209                         self.teleport_time = 0;
210                 }
211         }
212         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
213         {
214                 // noclipping or flying
215                 self.flags = self.flags - (self.flags & FL_ONGROUND);
216
217                 self.velocity = self.velocity * (1 - frametime * sv_friction);
218                 makevectors(self.v_angle);
219                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
220                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
221                 // acceleration
222                 wishdir = normalize(wishvel);
223                 wishspeed = vlen(wishvel);
224                 if (wishspeed > sv_maxspeed*maxspd_mod)
225                         wishspeed = sv_maxspeed*maxspd_mod;
226                 if (time >= self.teleport_time)
227                 {
228                         f = wishspeed - (self.velocity * wishdir);
229                         if (f > 0)
230                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
231                 }
232         }
233         else if (self.waterlevel >= 2)
234         {
235                 // swimming
236                 self.flags = self.flags - (self.flags & FL_ONGROUND);
237
238                 makevectors(self.v_angle);
239                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
240                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
241                 if (wishvel == '0 0 0')
242                         wishvel = '0 0 -60'; // drift towards bottom
243
244                 wishdir = normalize(wishvel);
245                 wishspeed = vlen(wishvel);
246                 if (wishspeed > sv_maxspeed*maxspd_mod)
247                         wishspeed = sv_maxspeed*maxspd_mod;
248                 wishspeed = wishspeed * 0.7;
249
250                 // water friction
251                 self.velocity = self.velocity * (1 - frametime * sv_friction);
252
253                 // water acceleration
254                 f = wishspeed - (self.velocity * wishdir);
255                 if (f > 0)
256                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
257         }
258         else if (time < self.ladder_time)
259         {
260                 // on a func_ladder or swimming in func_water
261                 self.flags = self.flags - (self.flags & FL_ONGROUND);
262
263                 self.velocity = self.velocity * (1 - frametime * sv_friction);
264                 makevectors(self.v_angle);
265                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
266                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
267                 if (self.gravity)
268                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
269                 else
270                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
271                 if (self.ladder_entity.classname == "func_water")
272                 {
273                         f = vlen(wishvel);
274                         if (f > self.ladder_entity.speed)
275                                 wishvel = wishvel * (self.ladder_entity.speed / f);
276
277                         self.watertype = self.ladder_entity.skin;
278                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
279                         if ((self.origin_z + self.view_ofs_z) < f)
280                                 self.waterlevel = 3;
281                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
282                                 self.waterlevel = 2;
283                         else if ((self.origin_z + self.mins_z + 1) < f)
284                                 self.waterlevel = 1;
285                         else
286                         {
287                                 self.waterlevel = 0;
288                                 self.watertype = CONTENT_EMPTY;
289                         }
290                 }
291                 // acceleration
292                 wishdir = normalize(wishvel);
293                 wishspeed = vlen(wishvel);
294                 if (wishspeed > sv_maxspeed)
295                         wishspeed = sv_maxspeed;
296                 if (time >= self.teleport_time)
297                 {
298                         f = wishspeed - (self.velocity * wishdir);
299                         if (f > 0)
300                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
301                 }
302         }
303         else if (self.flags & FL_ONGROUND)
304         {
305                 // walking
306                 makevectors(self.v_angle_y * '0 1 0');
307                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
308
309                 if(!(self.lastflags & FL_ONGROUND))
310                 {
311                         if(cvar("speedmeter"))
312                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
313                         if(self.lastground < time - 0.3)
314                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
315                         if(self.jumppadcount > 1)
316                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
317                         self.jumppadcount = 0;
318                 }
319
320                 if (self.velocity_x || self.velocity_y)
321                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
322                 {
323                         v = self.velocity;
324                         v_z = 0;
325                         f = vlen(v);
326                         if (f < sv_stopspeed)
327                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
328                         else
329                                 f = 1 - frametime * sv_friction;
330                         if (f > 0)
331                                 self.velocity = self.velocity * f;
332                         else
333                                 self.velocity = '0 0 0';
334                 }
335                 // acceleration
336                 wishdir = normalize(wishvel);
337                 wishspeed = vlen(wishvel);
338                 if (wishspeed > sv_maxspeed*maxspd_mod)
339                         wishspeed = sv_maxspeed*maxspd_mod;
340                 if (self.crouch)
341                         wishspeed = wishspeed * 0.5;
342                 if (time >= self.teleport_time)
343                 {
344                         f = wishspeed - (self.velocity * wishdir);
345                         if (f > 0)
346                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
347                 }
348         }
349         else
350         {
351                 if(maxspd_mod < 1)
352                 {
353                         maxairspd = sv_maxairspeed*maxspd_mod;
354                         airaccel = sv_airaccelerate*maxspd_mod;
355                 }
356                 else
357                 {
358                         maxairspd = sv_maxairspeed;
359                         airaccel = sv_airaccelerate;
360                 }
361                 // airborn
362                 makevectors(self.v_angle_y * '0 1 0');
363                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
364                 // acceleration
365                 wishdir = normalize(wishvel);
366                 wishspeed = vlen(wishvel);
367                 if (wishspeed > maxairspd)
368                         wishspeed = maxairspd;
369                 if (self.crouch)
370                         wishspeed = wishspeed * 0.5;
371                 if (time >= self.teleport_time)
372                 {
373                         // NOTE: this does the same as the commented out old code if:
374                         //   sv_airaccel_qw 0
375                         //   sv_airaccel_sideways_friction 0
376                         
377                         float vel_straight;
378                         float vel_z;
379                         vector vel_perpend;
380                         vel_straight = self.velocity * wishdir;
381                         vel_z = self.velocity_z;
382                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
383
384                         f = wishspeed - vel_straight;
385                         if(f > 0)
386                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
387                         if(wishspeed > 0)
388                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
389
390                         // anti-sideways friction to fix QW-style bunnyhopping
391                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
392
393                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
394
395                         /*
396                         f = wishspeed;// - (self.velocity * wishdir);
397                         if (f > 0)
398                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
399                         */
400                 }
401         }
402
403         if(self.flags & FL_ONGROUND)
404                 self.lastground = time;
405
406         self.lastflags = self.flags;
407 };