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generalized physics to have Quake-style and Nexuiz-style air control in the same...
[divverent/nexuiz.git] / data / qcsrc / server / gamec / cl_physics.c
1 float sv_accelerate;
2 float sv_maxairspeed;
3 float sv_friction;
4 float sv_maxspeed;
5 float sv_stopspeed;
6 float sv_gravity;
7 float sv_airaccel_sideways_friction;
8 float sv_airaccel_qw;
9 .float ladder_time;
10 .entity ladder_entity;
11 .float gravity;
12 .float swamp_slowdown;
13 .float lastflags;
14 .float lastground;
15
16 void Nixnex_GiveCurrentWeapon();
17 void SV_PlayerPhysics()
18 {
19         local vector wishvel, wishdir, v;
20         local float wishspeed, f, maxspd_mod, spd, maxairspd, airaccel, swampspd_mod;
21         string temps;
22
23         if (clienttype(self) == CLIENTTYPE_BOT)
24                 bot_think();
25
26         if (self.movetype == MOVETYPE_NONE)
27                 return;
28
29         if (self.punchangle != '0 0 0')
30         {
31                 f = vlen(self.punchangle) - 10 * frametime;
32                 if (f > 0)
33                         self.punchangle = normalize(self.punchangle) * f;
34                 else
35                         self.punchangle = '0 0 0';
36         }
37
38         if (self.punchvector != '0 0 0')
39         {
40                 f = vlen(self.punchvector) - 30 * frametime;
41                 if (f > 0)
42                         self.punchvector = normalize(self.punchvector) * f;
43                 else
44                         self.punchvector = '0 0 0';
45         }
46
47         maxspd_mod = 1;
48
49         if(cvar("g_runematch"))
50         {
51                 if(self.runes & RUNE_SPEED)
52                 {
53                         if(self.runes & CURSE_SLOW)
54                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_combo_moverate");
55                         else
56                                 maxspd_mod = maxspd_mod * cvar("g_balance_rune_speed_moverate");
57                 }
58                 else if(self.runes & CURSE_SLOW)
59                 {
60                         maxspd_mod = maxspd_mod * cvar("g_balance_curse_slow_moverate");
61                 }
62         }
63
64         if(cvar("g_minstagib") && (self.items & IT_INVINCIBLE))
65         {
66                 maxspd_mod = cvar("g_balance_rune_speed_moverate");
67         }
68
69         swampspd_mod = 1;
70         if(self.in_swamp) {
71                 swampspd_mod = self.swamp_slowdown; //cvar("g_balance_swamp_moverate");
72         }
73
74
75         spd = sv_maxspeed * maxspd_mod * swampspd_mod;
76
77         if(self.speed != spd)
78         {
79                 self.speed = spd;
80                 temps = ftos(spd);
81                 stuffcmd(self, strcat("cl_forwardspeed ", temps, "\n"));
82                 stuffcmd(self, strcat("cl_backspeed ", temps, "\n"));
83                 stuffcmd(self, strcat("cl_sidespeed ", temps, "\n"));
84                 stuffcmd(self, strcat("cl_upspeed ", temps, "\n"));
85
86                 temps = ftos(sv_accelerate * maxspd_mod);
87                 stuffcmd(self, strcat("cl_movement_accelerate ", temps, "\n"));
88         }
89
90         // if dead, behave differently
91         if (self.deadflag)
92                 return;
93
94         if (!self.fixangle)
95         {
96                 self.angles_x = 0;
97                 self.angles_y = self.v_angle_y;
98                 self.angles_z = 0;
99         }
100
101         if (self.flags & FL_WATERJUMP )
102         {
103                 self.velocity_x = self.movedir_x;
104                 self.velocity_y = self.movedir_y;
105                 if (time > self.teleport_time || self.waterlevel == 0)
106                 {
107                         self.flags = self.flags - (self.flags & FL_WATERJUMP);
108                         self.teleport_time = 0;
109                 }
110         }
111         else if (self.movetype == MOVETYPE_NOCLIP || self.movetype == MOVETYPE_FLY)
112         {
113                 // noclipping or flying
114                 self.flags = self.flags - (self.flags & FL_ONGROUND);
115
116                 self.velocity = self.velocity * (1 - frametime * sv_friction);
117                 makevectors(self.v_angle);
118                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
119                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
120                 // acceleration
121                 wishdir = normalize(wishvel);
122                 wishspeed = vlen(wishvel);
123                 if (wishspeed > sv_maxspeed*maxspd_mod)
124                         wishspeed = sv_maxspeed*maxspd_mod;
125                 if (time >= self.teleport_time)
126                 {
127                         f = wishspeed - (self.velocity * wishdir);
128                         if (f > 0)
129                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
130                 }
131         }
132         else if (self.waterlevel >= 2)
133         {
134                 // swimming
135                 self.flags = self.flags - (self.flags & FL_ONGROUND);
136
137                 makevectors(self.v_angle);
138                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
139                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
140                 if (wishvel == '0 0 0')
141                         wishvel = '0 0 -60'; // drift towards bottom
142
143                 wishdir = normalize(wishvel);
144                 wishspeed = vlen(wishvel);
145                 if (wishspeed > sv_maxspeed*maxspd_mod)
146                         wishspeed = sv_maxspeed*maxspd_mod;
147                 wishspeed = wishspeed * 0.7;
148
149                 // water friction
150                 self.velocity = self.velocity * (1 - frametime * sv_friction);
151
152                 // water acceleration
153                 f = wishspeed - (self.velocity * wishdir);
154                 if (f > 0)
155                         self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
156         }
157         else if (time < self.ladder_time)
158         {
159                 // on a func_ladder or swimming in func_water
160                 self.flags = self.flags - (self.flags & FL_ONGROUND);
161
162                 self.velocity = self.velocity * (1 - frametime * sv_friction);
163                 makevectors(self.v_angle);
164                 //wishvel = v_forward * self.movement_x + v_right * self.movement_y + v_up * self.movement_z;
165                 wishvel = v_forward * self.movement_x + v_right * self.movement_y + '0 0 1' * self.movement_z;
166                 if (self.gravity)
167                         self.velocity_z = self.velocity_z + self.gravity * sv_gravity * frametime;
168                 else
169                         self.velocity_z = self.velocity_z + sv_gravity * frametime;
170                 if (self.ladder_entity.classname == "func_water")
171                 {
172                         f = vlen(wishvel);
173                         if (f > self.ladder_entity.speed)
174                                 wishvel = wishvel * (self.ladder_entity.speed / f);
175
176                         self.watertype = self.ladder_entity.skin;
177                         f = self.ladder_entity.origin_z + self.ladder_entity.maxs_z;
178                         if ((self.origin_z + self.view_ofs_z) < f)
179                                 self.waterlevel = 3;
180                         else if ((self.origin_z + (self.mins_z + self.maxs_z) * 0.5) < f)
181                                 self.waterlevel = 2;
182                         else if ((self.origin_z + self.mins_z + 1) < f)
183                                 self.waterlevel = 1;
184                         else
185                         {
186                                 self.waterlevel = 0;
187                                 self.watertype = CONTENT_EMPTY;
188                         }
189                 }
190                 // acceleration
191                 wishdir = normalize(wishvel);
192                 wishspeed = vlen(wishvel);
193                 if (wishspeed > sv_maxspeed)
194                         wishspeed = sv_maxspeed;
195                 if (time >= self.teleport_time)
196                 {
197                         f = wishspeed - (self.velocity * wishdir);
198                         if (f > 0)
199                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
200                 }
201         }
202         else if (self.flags & FL_ONGROUND)
203         {
204                 // walking
205                 makevectors(self.v_angle_y * '0 1 0');
206                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
207
208                 if(!(self.lastflags & FL_ONGROUND))
209                 {
210                         if(cvar("speedmeter"))
211                                 dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
212                         if(self.lastground < time - 0.3)
213                                 self.velocity = self.velocity * (1 - cvar("sv_friction_on_land"));
214                 }
215
216                 if (self.velocity_x || self.velocity_y)
217                 if (!(self.flags & FL_JUMPRELEASED) || !self.button2)
218                 {
219                         v = self.velocity;
220                         v_z = 0;
221                         f = vlen(v);
222                         if (f < sv_stopspeed)
223                                 f = 1 - frametime * (sv_stopspeed / f) * sv_friction;
224                         else
225                                 f = 1 - frametime * sv_friction;
226                         if (f > 0)
227                                 self.velocity = self.velocity * f;
228                         else
229                                 self.velocity = '0 0 0';
230                 }
231                 // acceleration
232                 wishdir = normalize(wishvel);
233                 wishspeed = vlen(wishvel);
234                 if (wishspeed > sv_maxspeed*maxspd_mod)
235                         wishspeed = sv_maxspeed*maxspd_mod;
236                 if (self.crouch)
237                         wishspeed = wishspeed * 0.5;
238                 if (time >= self.teleport_time)
239                 {
240                         f = wishspeed - (self.velocity * wishdir);
241                         if (f > 0)
242                                 self.velocity = self.velocity + wishdir * min(f, sv_accelerate*maxspd_mod * frametime * wishspeed);
243                 }
244         }
245         else
246         {
247                 if(maxspd_mod < 1)
248                 {
249                         maxairspd = sv_maxairspeed*maxspd_mod;
250                         airaccel = sv_accelerate*maxspd_mod;
251                 }
252                 else
253                 {
254                         maxairspd = sv_maxairspeed;
255                         airaccel = sv_accelerate;
256                 }
257                 // airborn
258                 makevectors(self.v_angle_y * '0 1 0');
259                 wishvel = v_forward * self.movement_x + v_right * self.movement_y;
260                 // acceleration
261                 wishdir = normalize(wishvel);
262                 wishspeed = vlen(wishvel);
263                 if (wishspeed > maxairspd)
264                         wishspeed = maxairspd;
265                 if (self.crouch)
266                         wishspeed = wishspeed * 0.5;
267                 if (time >= self.teleport_time)
268                 {
269                         // NOTE: this does the same as the commented out old code if:
270                         //   sv_airaccel_qw 0
271                         //   sv_airaccel_sideways_friction 0
272                         
273                         float vel_straight;
274                         float vel_z;
275                         vector vel_perpend;
276                         vel_straight = self.velocity * wishdir;
277                         vel_z = self.velocity_z;
278                         vel_perpend = self.velocity - vel_straight * wishdir - vel_z * '0 0 1';
279
280                         f = wishspeed - vel_straight;
281                         if(f > 0)
282                                 vel_straight = vel_straight + min(f, airaccel * frametime * wishspeed) * sv_airaccel_qw;
283                         if(wishspeed > 0)
284                                 vel_straight = vel_straight + min(wishspeed, airaccel * frametime * wishspeed) * (1 - sv_airaccel_qw);
285
286                         // anti-sideways friction to fix QW-style bunnyhopping
287                         vel_perpend = vel_perpend * (1 - frametime * (wishspeed / maxairspd) * sv_airaccel_sideways_friction);
288
289                         self.velocity = vel_straight * wishdir + vel_z * '0 0 1' + vel_perpend;
290
291                         /*
292                         f = wishspeed;// - (self.velocity * wishdir);
293                         if (f > 0)
294                                 self.velocity = self.velocity + wishdir * min(f, airaccel * frametime * wishspeed);
295                         */
296                 }
297         }
298
299         if(self.flags & FL_ONGROUND)
300                 self.lastground = time;
301
302         self.lastflags = self.flags;
303 };