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fix a tiny accuracy bug in speedhack detection
[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 .float wasFlying;
17 .float spectatorspeed;
18
19 #define SHTEST_DELTA 10
20 #define SHTEST_THRESHOLD 1.1
21 .float shtest_next;
22 .float shtest_accumulator;
23
24 /*
25 =============
26 PlayerJump
27
28 When you press the jump key
29 =============
30 */
31 void PlayerJump (void)
32 {
33         float mjumpheight;
34
35         mjumpheight = cvar("sv_jumpvelocity");
36         if (self.waterlevel >= 2)
37         {
38                 if (self.watertype == CONTENT_WATER)
39                         self.velocity_z = 200;
40                 else if (self.watertype == CONTENT_SLIME)
41                         self.velocity_z = 80;
42                 else
43                         self.velocity_z = 50;
44
45                 return;
46         }
47
48
49         if (!(self.flags & FL_ONGROUND))
50                 return;
51
52         if(!sv_pogostick)
53                 if (!(self.flags & FL_JUMPRELEASED))
54                         return;
55
56         if(g_runematch)
57         {
58                 if(self.runes & RUNE_SPEED)
59                 {
60                         if(self.runes & CURSE_SLOW)
61                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_combo_jumpheight");
62                         else
63                                 mjumpheight = mjumpheight * cvar("g_balance_rune_speed_jumpheight");
64                 }
65                 else if(self.runes & CURSE_SLOW)
66                 {
67                         mjumpheight = mjumpheight * cvar("g_balance_curse_slow_jumpheight");
68                 }
69         }
70
71         if(g_minstagib && (self.items & IT_INVINCIBLE))
72         {
73                 mjumpheight = mjumpheight * cvar("g_minstagib_speed_jumpheight");
74         }
75
76         self.velocity_z = self.velocity_z + mjumpheight;
77         self.oldvelocity_z = self.velocity_z;
78
79         self.flags = self.flags - FL_ONGROUND;
80         self.flags = self.flags - FL_JUMPRELEASED;
81
82         if (self.crouch)
83                 player_setanim(self.anim_duckjump, FALSE, TRUE, TRUE);
84         else
85                 player_setanim(self.anim_jump, FALSE, TRUE, TRUE);
86
87         if(g_jump_grunt)
88                 PlayerSound(playersound_jump, CHAN_PLAYER, 0);
89 }
90
91 void CheckWaterJump()
92 {
93         local vector start, end;
94
95 // check for a jump-out-of-water
96         makevectors (self.angles);
97         start = self.origin;
98         start_z = start_z + 8;
99         v_forward_z = 0;
100         normalize(v_forward);
101         end = start + v_forward*24;
102         traceline (start, end, TRUE, self);
103         if (trace_fraction < 1)
104         {       // solid at waist
105                 start_z = start_z + self.maxs_z - 8;
106                 end = start + v_forward*24;
107                 self.movedir = trace_plane_normal * -50;
108                 traceline (start, end, TRUE, self);
109                 if (trace_fraction == 1)
110                 {       // open at eye level
111                         self.flags = self.flags | FL_WATERJUMP;
112                         self.velocity_z = 225;
113                         self.flags = self.flags - (self.flags & FL_JUMPRELEASED);
114                         self.teleport_time = time + 2;  // safety net
115                         return;
116                 }
117         }
118 };
119
120 .vector movement_old;
121 .float buttons_old;
122 .vector v_angle_old;
123
124 void Nixnex_GiveCurrentWeapon();
125 void SV_PlayerPhysics()
126 {
127         local vector wishvel, wishdir, v;
128         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod, shtest_score, buttons;
129         string temps;
130
131         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;
132         if(!sv_maxidle_spectatorsareidle || self.movetype == MOVETYPE_WALK)
133         {
134                 if(buttons != self.buttons_old || self.movement != self.movement_old || self.v_angle != self.v_angle_old)
135                         self.parm_idlesince = time;
136         }
137         self.buttons_old = buttons;
138         self.movement_old = self.movement;
139         self.v_angle_old = self.v_angle;
140
141         if(time > self.shtest_next)
142         {
143                 if(self.shtest_next > 0)
144                 {
145                         // self.shtest_accumulator:
146                         //   started at time - SHTEST_DELTA
147                         //   should be at SHTEST_DELTA
148                         shtest_score = self.shtest_accumulator / (SHTEST_DELTA + time - self.shtest_next);
149                         if(shtest_score > SHTEST_THRESHOLD)
150                                 print("TIME PARADOX: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
151                         else if(cvar("developer_shtest"))
152                                 dprint("okay: shtest for ", self.netname, " said ", ftos(shtest_score), "\n");
153                 }
154                 self.shtest_next = time + SHTEST_DELTA;
155                 self.shtest_accumulator = 0;
156         }
157         self.shtest_accumulator += frametime;
158
159         if (clienttype(self) == CLIENTTYPE_BOT)
160                 bot_think();
161
162         if (self.movetype == MOVETYPE_NONE)
163                 return;
164
165         if (self.punchangle != '0 0 0')
166         {
167                 f = vlen(self.punchangle) - 10 * frametime;
168                 if (f > 0)
169                         self.punchangle = normalize(self.punchangle) * f;
170                 else
171                         self.punchangle = '0 0 0';
172         }
173
174         if (self.punchvector != '0 0 0')
175         {
176                 f = vlen(self.punchvector) - 30 * frametime;
177                 if (f > 0)
178                         self.punchvector = normalize(self.punchvector) * f;
179                 else
180                         self.punchvector = '0 0 0';
181         }
182
183         maxspd_mod = 1;
184
185         if(g_runematch)
186         {
187                 if(self.runes & RUNE_SPEED)
188                 {
189                         if(self.runes & CURSE_SLOW)
190                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
191                         else
192                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
193                 }
194                 else if(self.runes & CURSE_SLOW)
195                 {
196                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
197                 }
198         }
199
200         if(g_minstagib && (self.items & IT_INVINCIBLE))
201         {
202                 maxspd_mod = cvar("g_minstagib_speed_moverate");
203         }
204
205         swampspd_mod = 1;
206         if(self.in_swamp) {
207                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
208         }
209
210         if(self.flags & FL_NOTARGET)
211         {
212                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
213                 if(!self.spectatorspeed)
214                         self.spectatorspeed = maxspd_mod;
215                 if(self.impulse && self.impulse <= 12)
216                 {
217                         if(self.lastflags & FL_NOTARGET)
218                         {
219                                 if(self.impulse == 10)
220                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
221                                 else if(self.impulse == 11)
222                                         self.spectatorspeed = maxspd_mod;
223                                 else if(self.impulse == 12)
224                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
225                                 else if(self.impulse >= 1 && self.impulse <= 9)
226                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
227                         } // otherwise just clear
228                         self.impulse = 0;
229                         print("impulse\n");
230                 }
231                 maxspd_mod = self.spectatorspeed;
232         }
233
234         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
235
236         if(self.speed != spd)
237         {
238                 self.speed = spd;
239                 temps = ftos(spd);
240                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
241                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
242                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
243                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
244
245                 temps = ftos(sv_accelerate * maxspd_mod);
246                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
247         }
248
249         // if dead, behave differently
250         if (self.deadflag)
251                 return;
252
253         if (!self.fixangle)
254         {
255                 self.angles_x = 0;
256                 self.angles_y = self.v_angle_y;
257                 self.angles_z = 0;
258         }
259
260         if(self.flags & FL_ONGROUND)
261         if(self.wasFlying)
262         {
263                 self.wasFlying = 0;
264
265                 if(self.waterlevel < 2)
266                 if(time >= self.ladder_time)
267                 if not(self.hook)
268                 {
269                         self.nextstep = time + 0.3 + random() * 0.1;
270                         trace_dphitq3surfaceflags = 0;
271                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
272                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
273                         {
274                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
275                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
276                                 else
277                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
278                         }
279                 }
280         }
281
282         if(IsFlying(self))
283                 self.wasFlying = 1;
284
285         if(self.classname == "player")
286         {
287                 if(sv_doublejump)
288                 {
289                         self.flags = self.flags - (self.flags & FL_ONGROUND);
290                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
291                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
292                                 self.flags = self.flags | FL_ONGROUND;
293                 }
294
295                 if (self.BUTTON_JUMP)
296                         PlayerJump ();
297                 else
298                         self.flags = self.flags | FL_JUMPRELEASED;
299
300                 if (self.waterlevel == 2)
301                         CheckWaterJump ();
302         }
303
304         if (self.flags & FL_WATERJUMP )
305         {
306                 self.velocity_x = self.movedir_x;
307                 self.velocity_y = self.movedir_y;
308                 if (time > self.teleport_time || self.waterlevel == 0)
309                 {
310                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
311                         self.teleport_time = 0;
312                 }
313         }
314         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
315         {
316                 // noclipping or flying
317                 self.flags = self.flags - (self.flags & FL_ONGROUND);
318
319                 self.velocity = self.velocity * (1 - frametime * sv_friction);
320                 makevectors(self.v_angle);
321                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
322                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
323                 // acceleration
324                 wishdir = normalize(wishvel);
325                 wishspeed = vlen(wishvel);
326                 if (wishspeed > sv_maxspeed*maxspd_mod)
327                         wishspeed = sv_maxspeed*maxspd_mod;
328                 if (time >= self.teleport_time)
329                 {
330                         f = wishspeed - (self.velocity * wishdir);
331                         if (f > 0)
332                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
333                 }
334         }
335         else if (self.waterlevel >= 2)
336         {
337                 // swimming
338                 self.flags = self.flags - (self.flags & FL_ONGROUND);
339
340                 makevectors(self.v_angle);
341                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
342                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
343                 if (wishvel == '0 0 0')
344                         wishvel = '0 0 -60'; // drift towards bottom
345
346                 wishdir = normalize(wishvel);
347                 wishspeed = vlen(wishvel);
348                 if (wishspeed > sv_maxspeed*maxspd_mod)
349                         wishspeed = sv_maxspeed*maxspd_mod;
350                 wishspeed = wishspeed * 0.7;
351
352                 // water friction
353                 self.velocity = self.velocity * (1 - frametime * sv_friction);
354
355                 // water acceleration
356                 f = wishspeed - (self.velocity * wishdir);
357                 if (f > 0)
358                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
359         }
360         else if (time < self.ladder_time)
361         {
362                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
363                 self.flags = self.flags - (self.flags & FL_ONGROUND);
364
365                 self.velocity = self.velocity * (1 - frametime * sv_friction);
366                 makevectors(self.v_angle);
367                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
368                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
369                 if (self.gravity)
370                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
371                 else
372                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
373                 if (self.ladder_entity.classname == "func_water")
374                 {
375                         f = vlen(wishvel);
376                         if (f > self.ladder_entity.speed)
377                                 wishvel = wishvel * (self.ladder_entity.speed / f);
378
379                         self.watertype = self.ladder_entity.skin;
380                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
381                         if ((self.origin_z + self.view_ofs_z) < f)
382                                 self.waterlevel = 3;
383                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
384                                 self.waterlevel = 2;
385                         else if ((self.origin_z + self.mins_z + 1) < f)
386                                 self.waterlevel = 1;
387                         else
388                         {
389                                 self.waterlevel = 0;
390                                 self.watertype = CONTENT_EMPTY;
391                         }
392                 }
393                 // acceleration
394                 wishdir = normalize(wishvel);
395                 wishspeed = vlen(wishvel);
396                 if (wishspeed > sv_maxspeed)
397                         wishspeed = sv_maxspeed;
398                 if (time >= self.teleport_time)
399                 {
400                         f = wishspeed - (self.velocity * wishdir);
401                         if (f > 0)
402                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
403                 }
404         }
405         else if (self.flags & FL_ONGROUND)
406         {
407                 // walking
408                 makevectors(self.v_angle_y * '0 1 0');
409                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
410
411                 if(!(self.lastflags & FL_ONGROUND))
412                 {
413                         if(cvar("speedmeter"))
414                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
415                         if(self.lastground < time - 0.3)
416                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
417                         if(self.jumppadcount > 1)
418                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
419                         self.jumppadcount = 0;
420                 }
421
422                 if (self.velocity_x || self.velocity_y)
423                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
424                 {
425                         v = self.velocity;
426                         v_z = 0;
427                         f = vlen(v);
428                         if (f < sv_stopspeed)
429                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
430                         else
431                                 f = 1 - frametime * sv_friction;
432                         if (f > 0)
433                                 self.velocity = self.velocity * f;
434                         else
435                                 self.velocity = '0 0 0';
436                 }
437                 // acceleration
438                 wishdir = normalize(wishvel);
439                 wishspeed = vlen(wishvel);
440                 if (wishspeed > sv_maxspeed*maxspd_mod)
441                         wishspeed = sv_maxspeed*maxspd_mod;
442                 if (self.crouch)
443                         wishspeed = wishspeed * 0.5;
444                 if (time >= self.teleport_time)
445                 {
446                         f = wishspeed - (self.velocity * wishdir);
447                         if (f > 0)
448                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
449                 }
450         }
451         else
452         {
453                 if(maxspd_mod < 1)
454                 {
455                         maxairspd = sv_maxairspeed*maxspd_mod;
456                         airaccel = sv_airaccelerate*maxspd_mod;
457                 }
458                 else
459                 {
460                         maxairspd = sv_maxairspeed;
461                         airaccel = sv_airaccelerate;
462                 }
463                 // airborn
464                 makevectors(self.v_angle_y * '0 1 0');
465                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
466                 // acceleration
467                 wishdir = normalize(wishvel);
468                 wishspeed = vlen(wishvel);
469                 if (wishspeed > maxairspd)
470                         wishspeed = maxairspd;
471                 if (self.crouch)
472                         wishspeed = wishspeed * 0.5;
473                 if (time >= self.teleport_time)
474                 {
475                         // NOTE: this does the same as the commented out old code if:
476                         //   sv_airaccel_qw 0
477                         //   sv_airaccel_sideways_friction 0
478                         
479                         float vel_straight;
480                         float vel_z;
481                         vector vel_perpend;
482                         vel_straight = self.velocity * wishdir;
483                         vel_z = self.velocity_z;
484                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
485
486                         f = wishspeed - vel_straight;
487                         if(f > 0)
488                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
489                         if(wishspeed > 0)
490                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
491
492                         // anti-sideways friction to fix QW-style bunnyhopping
493                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
494
495                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
496
497                         /*
498                         f = wishspeed;// - (self.velocity * wishdir);
499                         if (f > 0)
500                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
501                         */
502                 }
503         }
504
505         if(self.flags & FL_ONGROUND)
506                 self.lastground = time;
507
508         self.lastflags = self.flags;
509 };