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[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 && self.disableclientprediction != 2)
163                 return;
164
165         if(g_bugrigs && self.movetype == MOVETYPE_WALK)
166         {
167                 self.disableclientprediction = 1;
168                 self.movetype = MOVETYPE_NOCLIP;
169         }
170
171         if (self.punchangle != '0 0 0')
172         {
173                 f = vlen(self.punchangle) - 10 * frametime;
174                 if (f > 0)
175                         self.punchangle = normalize(self.punchangle) * f;
176                 else
177                         self.punchangle = '0 0 0';
178         }
179
180         if (self.punchvector != '0 0 0')
181         {
182                 f = vlen(self.punchvector) - 30 * frametime;
183                 if (f > 0)
184                         self.punchvector = normalize(self.punchvector) * f;
185                 else
186                         self.punchvector = '0 0 0';
187         }
188
189         maxspd_mod = 1;
190
191         if(g_runematch)
192         {
193                 if(self.runes & RUNE_SPEED)
194                 {
195                         if(self.runes & CURSE_SLOW)
196                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
197                         else
198                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
199                 }
200                 else if(self.runes & CURSE_SLOW)
201                 {
202                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
203                 }
204         }
205
206         if(g_minstagib && (self.items & IT_INVINCIBLE))
207         {
208                 maxspd_mod = cvar("g_minstagib_speed_moverate");
209         }
210
211         swampspd_mod = 1;
212         if(self.in_swamp) {
213                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
214         }
215
216         if(self.flags & FL_NOTARGET)
217         {
218                 maxspd_mod = cvar("sv_spectator_speed_multiplier");
219                 if(!self.spectatorspeed)
220                         self.spectatorspeed = maxspd_mod;
221                 if(self.impulse && self.impulse <= 19)
222                 {
223                         if(self.lastflags & FL_NOTARGET)
224                         {
225                                 if(self.impulse == 10 || self.impulse == 15 || self.impulse == 18)
226                                         self.spectatorspeed = bound(1, self.spectatorspeed + 0.5, 5);
227                                 else if(self.impulse == 11)
228                                         self.spectatorspeed = maxspd_mod;
229                                 else if(self.impulse == 12 || self.impulse == 16  || self.impulse == 19)
230                                         self.spectatorspeed = bound(1, self.spectatorspeed - 0.5, 5);
231                                 else if(self.impulse >= 1 && self.impulse <= 9)
232                                         self.spectatorspeed = 1 + 0.5 * (self.impulse - 1);
233                         } // otherwise just clear
234                         self.impulse = 0;
235                 }
236                 maxspd_mod = self.spectatorspeed;
237         }
238
239         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
240
241         if(self.speed != spd)
242         {
243                 self.speed = spd;
244                 temps = ftos(spd);
245                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
246                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
247                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
248                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
249
250                 temps = ftos(sv_accelerate * maxspd_mod);
251                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
252         }
253
254         // if dead, behave differently
255         if (self.deadflag)
256                 return;
257
258         if (!self.fixangle && !g_bugrigs)
259         {
260                 self.angles_x = 0;
261                 self.angles_y = self.v_angle_y;
262                 self.angles_z = 0;
263         }
264
265         if(self.flags & FL_ONGROUND)
266         if(self.wasFlying)
267         {
268                 self.wasFlying = 0;
269
270                 if(self.waterlevel < 2)
271                 if(time >= self.ladder_time)
272                 if not(self.hook)
273                 {
274                         self.nextstep = time + 0.3 + random() * 0.1;
275                         trace_dphitq3surfaceflags = 0;
276                         tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 1', MOVE_NOMONSTERS, self);
277                         if not(trace_dphitq3surfaceflags & Q3SURFACEFLAG_NOSTEPS)
278                         {
279                                 if(trace_dphitq3surfaceflags & Q3SURFACEFLAG_METALSTEPS)
280                                         GlobalSound(globalsound_metalfall, CHAN_PLAYER, 0);
281                                 else
282                                         GlobalSound(globalsound_fall, CHAN_PLAYER, 0);
283                         }
284                 }
285         }
286
287         if(IsFlying(self))
288                 self.wasFlying = 1;
289
290         if(self.classname == "player")
291         {
292                 if(sv_doublejump)
293                 {
294                         self.flags = self.flags - (self.flags & FL_ONGROUND);
295                         tracebox(self.origin + '0 0 1', self.mins, self.maxs, self.origin - '0 0 2', MOVE_NORMAL, self);
296                         if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
297                                 self.flags = self.flags | FL_ONGROUND;
298                 }
299
300                 if (self.BUTTON_JUMP)
301                         PlayerJump ();
302                 else
303                         self.flags = self.flags | FL_JUMPRELEASED;
304
305                 if (self.waterlevel == 2)
306                         CheckWaterJump ();
307         }
308
309         if (self.flags & FL_WATERJUMP )
310         {
311                 self.velocity_x = self.movedir_x;
312                 self.velocity_y = self.movedir_y;
313                 if (time > self.teleport_time || self.waterlevel == 0)
314                 {
315                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
316                         self.teleport_time = 0;
317                 }
318         }
319         else if (g_bugrigs && self.classname == "player")
320         {
321                 // using this move type for "big rigs"
322                 // the engine does not push the entity!
323                 
324                 float accel, steer, myspeed, steerfactor, accelfactor, upspeed, friction;
325                 vector neworigin, up, angles_save, rigvel, rigvel_xy;
326
327                 angles_save = self.angles;
328                 accel = self.movement_x / sv_maxspeed;
329                 steer = self.movement_y / sv_maxspeed;
330
331                 // if(self.flags & FL_ONGROUND || 1) // BUG RIGS: responsive to movement while in air (matches big rigs better where the car is NEVER in air)
332                 {
333                         self.angles_x = 0;
334                         self.angles_z = 0;
335                         makevectors(self.angles); // new forward direction!
336                         myspeed = self.velocity * v_forward;
337                         upspeed = self.velocity * v_up;
338
339                         // responsiveness factor for steering and acceleration
340                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
341
342                         steerfactor = -myspeed * f;
343                         accelfactor = f * 800;
344
345                         // BUG RIGS: make friction FAIL if reversing
346                         if(accel < 0)
347                         {
348                                 if(myspeed <= 0)
349                                         friction = 0;
350                                 else
351                                         myspeed = max(0, myspeed - frametime * 1000);
352                         }
353                         else
354                                 myspeed = max(0, myspeed - frametime * 50);
355                                 // terminal velocity = velocity at which 50 == accelfactor, that is, 1549 units/sec
356
357                         // BUG RIGS: stop when reversing and releasing the button
358                         if(myspeed < 0 && accel == 0)
359                                 myspeed = 0;
360
361                         self.angles_y += steer * frametime * steerfactor; // apply steering
362                         makevectors(self.angles); // new forward direction!
363
364                         myspeed += accel * accelfactor * frametime;
365
366                         rigvel = myspeed * v_forward + '0 0 1' * upspeed;
367                 }
368                 /*
369                 else
370                 {
371                         myspeed = vlen(self.velocity);
372
373                         // responsiveness factor for steering and acceleration
374                         f = 1 / (1 + pow(max(0, myspeed / 400), 2));
375                         steerfactor = -myspeed * f;
376                         self.angles_y += steer * frametime * steerfactor; // apply steering
377
378                         rigvel = self.velocity;
379                         makevectors(self.angles); // new forward direction!
380                 }
381                 */
382
383                 rigvel_z -= frametime * sv_gravity; // 4x gravity plays better
384                 rigvel_xy = rigvel;
385                 rigvel_xy_z = 0;
386
387                 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 1024', MOVE_NORMAL, self);
388                 up = trace_endpos - self.origin;
389
390                 // BUG RIGS: align the move to the surface instead of doing collision testing
391                 // can we move?
392                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos + rigvel_xy * frametime, MOVE_NORMAL, self);
393
394                 // align to surface
395                 tracebox(trace_endpos, self.mins, self.maxs, trace_endpos - up + '0 0 1' * rigvel_z * frametime, MOVE_NORMAL, self);
396
397                 if(trace_fraction < 0.5)
398                 {
399                         trace_fraction = 1;
400                         neworigin = self.origin;
401                 }
402                 else
403                         neworigin = trace_endpos;
404
405                 // now set angles_x so that the car points parallel to the surface
406                 if(trace_fraction < 1)
407                 {
408                         self.angles = vectoangles(
409                                 '1 0 0' * v_forward_x * trace_plane_normal_z
410                                 +
411                                 '0 1 0' * v_forward_y * trace_plane_normal_z
412                                 +
413                                 '0 0 1' * -(v_forward_x * trace_plane_normal_x + v_forward_y * trace_plane_normal_y)
414                         );
415                         self.flags |= FL_ONGROUND;
416                 }
417                 else
418                 {
419                         self.angles_x = angles_save_x;
420                         self.angles_z = angles_save_z;
421                         self.velocity += '0 0 1' * upspeed;
422                         self.flags (-) FL_ONGROUND;
423                 }
424
425                 self.velocity = (neworigin - self.origin) * (1.0 / frametime);
426         }
427         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
428         {
429                 // noclipping or flying
430                 self.flags = self.flags - (self.flags & FL_ONGROUND);
431
432                 self.velocity = self.velocity * (1 - frametime * sv_friction);
433                 makevectors(self.v_angle);
434                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
435                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
436                 // acceleration
437                 wishdir = normalize(wishvel);
438                 wishspeed = vlen(wishvel);
439                 if (wishspeed > sv_maxspeed*maxspd_mod)
440                         wishspeed = sv_maxspeed*maxspd_mod;
441                 if (time >= self.teleport_time)
442                 {
443                         f = wishspeed - (self.velocity * wishdir);
444                         if (f > 0)
445                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
446                 }
447         }
448         else if (self.waterlevel >= 2)
449         {
450                 // swimming
451                 self.flags = self.flags - (self.flags & FL_ONGROUND);
452
453                 makevectors(self.v_angle);
454                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
455                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
456                 if (wishvel == '0 0 0')
457                         wishvel = '0 0 -60'; // drift towards bottom
458
459                 wishdir = normalize(wishvel);
460                 wishspeed = vlen(wishvel);
461                 if (wishspeed > sv_maxspeed*maxspd_mod)
462                         wishspeed = sv_maxspeed*maxspd_mod;
463                 wishspeed = wishspeed * 0.7;
464
465                 // water friction
466                 self.velocity = self.velocity * (1 - frametime * sv_friction);
467
468                 // water acceleration
469                 f = wishspeed - (self.velocity * wishdir);
470                 if (f > 0)
471                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
472         }
473         else if (time < self.ladder_time)
474         {
475                 // on a spawnfunc_func_ladder or swimming in spawnfunc_func_water
476                 self.flags = self.flags - (self.flags & FL_ONGROUND);
477
478                 self.velocity = self.velocity * (1 - frametime * sv_friction);
479                 makevectors(self.v_angle);
480                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
481                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
482                 if (self.gravity)
483                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
484                 else
485                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
486                 if (self.ladder_entity.classname == "func_water")
487                 {
488                         f = vlen(wishvel);
489                         if (f > self.ladder_entity.speed)
490                                 wishvel = wishvel * (self.ladder_entity.speed / f);
491
492                         self.watertype = self.ladder_entity.skin;
493                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
494                         if ((self.origin_z + self.view_ofs_z) < f)
495                                 self.waterlevel = 3;
496                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
497                                 self.waterlevel = 2;
498                         else if ((self.origin_z + self.mins_z + 1) < f)
499                                 self.waterlevel = 1;
500                         else
501                         {
502                                 self.waterlevel = 0;
503                                 self.watertype = CONTENT_EMPTY;
504                         }
505                 }
506                 // acceleration
507                 wishdir = normalize(wishvel);
508                 wishspeed = vlen(wishvel);
509                 if (wishspeed > sv_maxspeed)
510                         wishspeed = sv_maxspeed;
511                 if (time >= self.teleport_time)
512                 {
513                         f = wishspeed - (self.velocity * wishdir);
514                         if (f > 0)
515                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
516                 }
517         }
518         else if (self.flags & FL_ONGROUND)
519         {
520                 // walking
521                 makevectors(self.v_angle_y * '0 1 0');
522                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
523
524                 if(!(self.lastflags & FL_ONGROUND))
525                 {
526                         if(cvar("speedmeter"))
527                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
528                         if(self.lastground < time - 0.3)
529                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
530                         if(self.jumppadcount > 1)
531                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
532                         self.jumppadcount = 0;
533                 }
534
535                 if (self.velocity_x || self.velocity_y)
536                 if (!(self.flags & FL_JUMPRELEASED) || !self.BUTTON_JUMP)
537                 {
538                         v = self.velocity;
539                         v_z = 0;
540                         f = vlen(v);
541                         if (f < sv_stopspeed)
542                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
543                         else
544                                 f = 1 - frametime * sv_friction;
545                         if (f > 0)
546                                 self.velocity = self.velocity * f;
547                         else
548                                 self.velocity = '0 0 0';
549                 }
550                 // acceleration
551                 wishdir = normalize(wishvel);
552                 wishspeed = vlen(wishvel);
553                 if (wishspeed > sv_maxspeed*maxspd_mod)
554                         wishspeed = sv_maxspeed*maxspd_mod;
555                 if (self.crouch)
556                         wishspeed = wishspeed * 0.5;
557                 if (time >= self.teleport_time)
558                 {
559                         f = wishspeed - (self.velocity * wishdir);
560                         if (f > 0)
561                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
562                 }
563         }
564         else
565         {
566                 if(maxspd_mod < 1)
567                 {
568                         maxairspd = sv_maxairspeed*maxspd_mod;
569                         airaccel = sv_airaccelerate*maxspd_mod;
570                 }
571                 else
572                 {
573                         maxairspd = sv_maxairspeed;
574                         airaccel = sv_airaccelerate;
575                 }
576                 // airborn
577                 makevectors(self.v_angle_y * '0 1 0');
578                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
579                 // acceleration
580                 wishdir = normalize(wishvel);
581                 wishspeed = vlen(wishvel);
582                 if (wishspeed > maxairspd)
583                         wishspeed = maxairspd;
584                 if (self.crouch)
585                         wishspeed = wishspeed * 0.5;
586                 if (time >= self.teleport_time)
587                 {
588                         // NOTE: this does the same as the commented out old code if:
589                         //   sv_airaccel_qw 0
590                         //   sv_airaccel_sideways_friction 0
591                         
592                         float vel_straight;
593                         float vel_z;
594                         vector vel_perpend;
595                         vel_straight = self.velocity * wishdir;
596                         vel_z = self.velocity_z;
597                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
598
599                         f = wishspeed - vel_straight;
600                         if(f > 0)
601                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
602                         if(wishspeed > 0)
603                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
604
605                         // anti-sideways friction to fix QW-style bunnyhopping
606                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
607
608                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
609
610                         /*
611                         f = wishspeed;// - (self.velocity * wishdir);
612                         if (f > 0)
613                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
614                         */
615                 }
616         }
617
618         if(self.flags & FL_ONGROUND)
619                 self.lastground = time;
620
621         self.lastflags = self.flags;
622 };