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g_balance_jumpvelocity -> sv_jumpheight
[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("sv_jumpvelocity");
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         if (!self.fixangle)
186         {
187                 self.angles_x = 0;
188                 self.angles_y = self.v_angle_y;
189                 self.angles_z = 0;
190         }
191
192         if(self.classname == "player")
193         {
194                 if (self.button2)
195                         PlayerJump ();
196                 else
197                         self.flags = self.flags | FL_JUMPRELEASED;
198
199                 if (self.waterlevel == 2)
200                         CheckWaterJump ();
201         }
202
203         if (self.flags & FL_WATERJUMP )
204         {
205                 self.velocity_x = self.movedir_x;
206                 self.velocity_y = self.movedir_y;
207                 if (time > self.teleport_time || self.waterlevel == 0)
208                 {
209                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
210                         self.teleport_time = 0;
211                 }
212         }
213         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
214         {
215                 // noclipping or flying
216                 self.flags = self.flags - (self.flags & FL_ONGROUND);
217
218                 self.velocity = self.velocity * (1 - frametime * sv_friction);
219                 makevectors(self.v_angle);
220                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
221                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
222                 // acceleration
223                 wishdir = normalize(wishvel);
224                 wishspeed = vlen(wishvel);
225                 if (wishspeed > sv_maxspeed*maxspd_mod)
226                         wishspeed = sv_maxspeed*maxspd_mod;
227                 if (time >= self.teleport_time)
228                 {
229                         f = wishspeed - (self.velocity * wishdir);
230                         if (f > 0)
231                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
232                 }
233         }
234         else if (self.waterlevel >= 2)
235         {
236                 // swimming
237                 self.flags = self.flags - (self.flags & FL_ONGROUND);
238
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                 if (wishvel == '0 0 0')
243                         wishvel = '0 0 -60'; // drift towards bottom
244
245                 wishdir = normalize(wishvel);
246                 wishspeed = vlen(wishvel);
247                 if (wishspeed > sv_maxspeed*maxspd_mod)
248                         wishspeed = sv_maxspeed*maxspd_mod;
249                 wishspeed = wishspeed * 0.7;
250
251                 // water friction
252                 self.velocity = self.velocity * (1 - frametime * sv_friction);
253
254                 // water acceleration
255                 f = wishspeed - (self.velocity * wishdir);
256                 if (f > 0)
257                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
258         }
259         else if (time < self.ladder_time)
260         {
261                 // on a func_ladder or swimming in func_water
262                 self.flags = self.flags - (self.flags & FL_ONGROUND);
263
264                 self.velocity = self.velocity * (1 - frametime * sv_friction);
265                 makevectors(self.v_angle);
266                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
267                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
268                 if (self.gravity)
269                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
270                 else
271                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
272                 if (self.ladder_entity.classname == "func_water")
273                 {
274                         f = vlen(wishvel);
275                         if (f > self.ladder_entity.speed)
276                                 wishvel = wishvel * (self.ladder_entity.speed / f);
277
278                         self.watertype = self.ladder_entity.skin;
279                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
280                         if ((self.origin_z + self.view_ofs_z) < f)
281                                 self.waterlevel = 3;
282                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
283                                 self.waterlevel = 2;
284                         else if ((self.origin_z + self.mins_z + 1) < f)
285                                 self.waterlevel = 1;
286                         else
287                         {
288                                 self.waterlevel = 0;
289                                 self.watertype = CONTENT_EMPTY;
290                         }
291                 }
292                 // acceleration
293                 wishdir = normalize(wishvel);
294                 wishspeed = vlen(wishvel);
295                 if (wishspeed > sv_maxspeed)
296                         wishspeed = sv_maxspeed;
297                 if (time >= self.teleport_time)
298                 {
299                         f = wishspeed - (self.velocity * wishdir);
300                         if (f > 0)
301                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
302                 }
303         }
304         else if (self.flags & FL_ONGROUND)
305         {
306                 // walking
307                 makevectors(self.v_angle_y * '0 1 0');
308                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
309
310                 if(!(self.lastflags & FL_ONGROUND))
311                 {
312                         if(cvar("speedmeter"))
313                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
314                         if(self.lastground < time - 0.3)
315                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
316                         if(self.jumppadcount > 1)
317                                 dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
318                         self.jumppadcount = 0;
319                 }
320
321                 if (self.velocity_x || self.velocity_y)
322                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
323                 {
324                         v = self.velocity;
325                         v_z = 0;
326                         f = vlen(v);
327                         if (f < sv_stopspeed)
328                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
329                         else
330                                 f = 1 - frametime * sv_friction;
331                         if (f > 0)
332                                 self.velocity = self.velocity * f;
333                         else
334                                 self.velocity = '0 0 0';
335                 }
336                 // acceleration
337                 wishdir = normalize(wishvel);
338                 wishspeed = vlen(wishvel);
339                 if (wishspeed > sv_maxspeed*maxspd_mod)
340                         wishspeed = sv_maxspeed*maxspd_mod;
341                 if (self.crouch)
342                         wishspeed = wishspeed * 0.5;
343                 if (time >= self.teleport_time)
344                 {
345                         f = wishspeed - (self.velocity * wishdir);
346                         if (f > 0)
347                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
348                 }
349         }
350         else
351         {
352                 if(maxspd_mod < 1)
353                 {
354                         maxairspd = sv_maxairspeed*maxspd_mod;
355                         airaccel = sv_airaccelerate*maxspd_mod;
356                 }
357                 else
358                 {
359                         maxairspd = sv_maxairspeed;
360                         airaccel = sv_airaccelerate;
361                 }
362                 // airborn
363                 makevectors(self.v_angle_y * '0 1 0');
364                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
365                 // acceleration
366                 wishdir = normalize(wishvel);
367                 wishspeed = vlen(wishvel);
368                 if (wishspeed > maxairspd)
369                         wishspeed = maxairspd;
370                 if (self.crouch)
371                         wishspeed = wishspeed * 0.5;
372                 if (time >= self.teleport_time)
373                 {
374                         // NOTE: this does the same as the commented out old code if:
375                         //   sv_airaccel_qw 0
376                         //   sv_airaccel_sideways_friction 0
377                         
378                         float vel_straight;
379                         float vel_z;
380                         vector vel_perpend;
381                         vel_straight = self.velocity * wishdir;
382                         vel_z = self.velocity_z;
383                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
384
385                         f = wishspeed - vel_straight;
386                         if(f > 0)
387                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
388                         if(wishspeed > 0)
389                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
390
391                         // anti-sideways friction to fix QW-style bunnyhopping
392                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
393
394                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
395
396                         /*
397                         f = wishspeed;// - (self.velocity * wishdir);
398                         if (f > 0)
399                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
400                         */
401                 }
402         }
403
404         if(self.flags & FL_ONGROUND)
405                 self.lastground = time;
406
407         self.lastflags = self.flags;
408 };