nuclide/Source/Shared/pmove.c

685 lines
17 KiB
C

/***
*
* Copyright (c) 2016-2019 Marco 'eukara' Hladik. All rights reserved.
*
* See the file LICENSE attached with the sources for usage details.
*
****/
#define PHY_JUMP_CHAINWINDOW 0.5
#define PHY_JUMP_CHAIN 100
#define PHY_JUMP_CHAINDECAY 50
/*FIXME: jumptime should use the time global, as time intervals are not predictable - decrement it based upon input_timelength*/
.float jumptime;
.float waterlevel;
.float watertype;
.float teleport_time;
.float maxspeed;
.vector view_ofs;
int trace_endcontentsi;
/*
=================
PMove_Init
=================
*/
void PMove_Init(void) {
localcmd("serverinfo phy_stepheight 18\n");
localcmd("serverinfo phy_airstepheight 18\n");
localcmd("serverinfo phy_friction 4\n");
localcmd("serverinfo phy_edgefriction 1\n");
localcmd("serverinfo phy_accelerate 4\n");
localcmd("serverinfo phy_stopspeed 75\n");
localcmd("serverinfo phy_gravity 800\n");
localcmd("serverinfo phy_maxspeed 240\n");
}
/*
=================
PMove_Contents
Wrapper that emulates pointcontents' behaviour
=================
*/
int PMove_Contents(vector org)
{
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = -1;
traceline(org, org, TRUE, self);
self.hitcontentsmaski = oldhitcontents;
return trace_endcontentsi;
}
/*
=================
PMove_Categorize
Figures out where we are in the game world.
Whether we are in water, on the ground etc.
=================
*/
void PMove_Categorize(void)
{
int contents;
if (self.flags & FL_CROUCHING) {
self.mins = VEC_CHULL_MIN;
self.maxs = VEC_CHULL_MAX;
self.view_ofs = VEC_PLAYER_CVIEWPOS;
} else {
self.mins = VEC_HULL_MIN;
self.maxs = VEC_HULL_MAX;
self.view_ofs = VEC_PLAYER_VIEWPOS;
}
tracebox(self.origin, self.mins, self.maxs, self.origin - '0 0 0.25', FALSE, self);
if (!trace_startsolid) {
if ((trace_fraction < 1) && (trace_plane_normal[2] > 0.7)) {
self.flags |= FL_ONGROUND;
} else {
self.flags &= ~FL_ONGROUND;
}
}
contents = PMove_Contents(self.origin + self.mins + [0,0,1]);
if (contents == CONTENTBIT_WATER) {
contents = CONTENT_WATER;
} else if (contents == CONTENTBIT_SLIME) {
contents = CONTENT_SLIME;
} else if (contents == CONTENTBIT_LAVA) {
contents = CONTENT_LAVA;
}
if (contents < CONTENT_SOLID) {
self.watertype = contents;
if (PMove_Contents(self.origin + (self.mins + self.maxs) * 0.5) & CONTENTBITS_FLUID) {
if (PMove_Contents(self.origin + self.maxs - '0 0 1') & CONTENTBITS_FLUID) {
self.waterlevel = 3;
} else {
self.waterlevel = 2;
}
} else {
self.waterlevel = 1;
}
} else {
self.watertype = CONTENT_EMPTY;
self.waterlevel = 0;
}
}
/*
===========
PMove_WaterMove
============
*/
void PMove_WaterMove(void)
{
if (self.movetype == MOVETYPE_NOCLIP) {
return;
}
/*if (self.health < 0) {
return;
}*/
#if 0
CPlayer plPlayer = (CPlayer)self;
if (plPlayer.waterlevel != 3) {
if (plPlayer.m_flAirFinished < time) {
//sound (plPlayer, CHAN_VOICE, "player/gasp2.wav", 1, ATTN_NORM);
} else if (plPlayer.m_flAirFinished < time + 9) {
//sound (plPlayer, CHAN_VOICE, "player/gasp1.wav", 1, ATTN_NORM);
}
plPlayer.m_flAirFinished = time + 12;
plPlayer.dmg = 2;
} else if (plPlayer.m_flAirFinished < time) {
if (plPlayer.m_flPainFinished < time) {
plPlayer.dmg = plPlayer.dmg + 2;
if (plPlayer.dmg > 15) {
plPlayer.dmg = 10;
}
Damage_Apply(plPlayer, world, plPlayer.dmg, DAMAGE_DROWNING, WEAPON_NONE);
plPlayer.m_flPainFinished = time + 1;
}
}
#endif
if (!self.waterlevel){
if (self.flags & FL_INWATER) {
#if 0
//sound (self, CHAN_BODY, "misc/outwater.wav", 1, ATTN_NORM);
#endif
self.flags &= ~FL_INWATER;
}
return;
}
#if 0
if (plPlayer.watertype == CONTENT_LAVA) {
if (plPlayer.m_flDamageTime < time) {
plPlayer.m_flDamageTime = time + 0.2;
Damage_Apply(plPlayer, world, 10*plPlayer.waterlevel, DAMAGE_BURN, WEAPON_NONE);
}
} else if (plPlayer.watertype == CONTENT_SLIME) {
if (plPlayer.m_flDamageTime < time) {
plPlayer.m_flDamageTime = time + 1;
Damage_Apply(plPlayer, world, 4*plPlayer.waterlevel, DAMAGE_ACID, WEAPON_NONE);
}
}
#endif
if (!(self.flags & FL_INWATER)) {
#if 0
sound (self, CHAN_BODY, "player/land/slosh.wav", 1, ATTN_NORM);
plPlayer.m_flDamageTime = 0;
#endif
self.flags |= FL_INWATER;
}
if (!(self.flags & FL_WATERJUMP)) {
self.velocity = self.velocity - 0.8 * self.waterlevel * frametime * self.velocity;
}
}
void PMove_CheckWaterJump(void)
{
vector vStart;
vector vEnd;
makevectors(self.angles);
vStart = self.origin;
vStart[2] = vStart[2] + 8;
v_forward[2] = 0;
normalize(v_forward);
vEnd = vStart + (v_forward * 24);
traceline(vStart, vEnd, TRUE, self);
if (trace_fraction < 1) {
vStart[2] = vStart[2] + self.maxs[2];
vEnd = vStart + (v_forward * 24);
//self.movedir = trace_plane_normal * -50;
traceline(vStart, vEnd, TRUE, self);
if (trace_fraction == 1) {
//self.flags = self.flags | FL_WATERJUMP;
self.velocity[2] = 350;
self.flags &= ~FL_JUMPRELEASED;
return;
}
}
}
int QPMove_IsStuck(entity eTarget, vector vOffset, vector vecMins, vector vecMaxs)
{
if (eTarget.solid != SOLID_SLIDEBOX) {
return FALSE;
}
tracebox(eTarget.origin + vOffset, vecMins, vecMaxs, eTarget.origin + vOffset, FALSE, eTarget);
return trace_startsolid;
}
/*
=================
PMove_Run_Acceleration
This function applies the velocity changes the player wishes to apply
=================
*/
void PMove_Run_Acceleration(float flMovetime, float flBefore)
{
vector vecWishVel;
vector vecWishDir;
vector vecTemp;
float flWishSpeed;
float flFriction;
float flJumptimeDelta;
float flChainBonus;
int iFixCrouch = FALSE;
PMove_Categorize();
// Update the timer
self.jumptime -= flMovetime;
self.teleport_time -= flMovetime;
// Corpses
if (self.movetype == MOVETYPE_TOSS) {
self.velocity[2] = self.velocity[2] - (serverkeyfloat("phy_gravity") * flMovetime);
return;
}
if (self.movetype == MOVETYPE_WALK) {
// Crouching
if (input_buttons & INPUT_BUTTON8) {
self.flags |= FL_CROUCHING;
} else {
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (self.flags & FL_CROUCHING) {
if (QPMove_IsStuck(self, '0 0 36', VEC_HULL_MIN, VEC_HULL_MAX) == FALSE) {
self.flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
} else {
self.flags &= ~FL_CROUCHING;
}
}
if (self.flags & FL_CROUCHING) {
setsize(self, VEC_CHULL_MIN, VEC_CHULL_MAX);
self.view_ofs = VEC_PLAYER_CVIEWPOS;
} else {
setsize(self, VEC_HULL_MIN, VEC_HULL_MAX);
if (iFixCrouch && QPMove_IsStuck(self, [0,0,0], VEC_HULL_MIN, VEC_HULL_MAX)) {
for (int i = 0; i < 36; i++) {
self.origin[2] += 1;
if (QPMove_IsStuck(self, [0,0,0], self.mins, self.maxs) == FALSE) {
break;
}
}
}
setorigin(self, self.origin);
self.view_ofs = VEC_PLAYER_VIEWPOS;
}
}
makevectors(input_angles);
// swim
if (self.waterlevel >= 2) {
if (self.movetype != MOVETYPE_NOCLIP) {
self.flags &= ~FL_ONGROUND;
if (input_movevalues == [0,0,0]) {
vecWishVel = [0,0,-60]; // drift towards bottom
} else {
vecWishVel = v_forward * input_movevalues[0];
vecWishVel += v_right * input_movevalues[1];
vecWishVel += v_up * input_movevalues[2];
}
flWishSpeed = vlen(vecWishVel);
if (flWishSpeed > self.maxspeed) {
flWishSpeed = self.maxspeed;
}
flWishSpeed = flWishSpeed * 0.7;
// water friction
if (self.velocity != [0,0,0]) {
flFriction = vlen(self.velocity) * (1 - flMovetime * serverkeyfloat("phy_friction"));
if (flFriction > 0) {
self.velocity = normalize(self.velocity) * flFriction;
} else {
self.velocity = [0,0,0];
}
} else {
flFriction = 0;
}
// water acceleration
if (flWishSpeed <= flFriction) {
return;
}
flFriction = min(flWishSpeed - flFriction, serverkeyfloat("phy_accelerate") * flWishSpeed * flMovetime);
self.velocity = self.velocity + normalize(vecWishVel) * flFriction;
return;
}
}
// hack to not let you back into teleporter
if (self.teleport_time > 0 && input_movevalues[0] < 0) {
vecWishVel = v_right * input_movevalues[1];
} else {
if (self.movetype == MOVETYPE_NOCLIP) {
} else if (self.flags & FL_ONGROUND) {
makevectors (input_angles[1] * [0,1,0]);
}
vecWishVel = v_forward * input_movevalues[0] + v_right * input_movevalues[1];
}
if (self.movetype != MOVETYPE_WALK) {
vecWishVel[2] += input_movevalues[2];
} else {
vecWishVel[2] = 0;
}
vecWishDir = normalize(vecWishVel);
flWishSpeed = vlen(vecWishVel);
if (flWishSpeed > self.maxspeed) {
flWishSpeed = self.maxspeed;
}
if (self.movetype == MOVETYPE_NOCLIP) {
self.flags &= ~FL_ONGROUND;
self.velocity = vecWishDir * flWishSpeed;
} else {
/*FIXME: pogostick*/
if (self.flags & FL_ONGROUND)
if (!(self.flags & FL_WATERJUMP))
if (self.flags & FL_JUMPRELEASED)
if (input_buttons & INPUT_BUTTON2 && flBefore) {
if (self.velocity[2] < 0) {
self.velocity[2] = 0;
}
if (self.waterlevel >= 2) {
if (self.watertype == CONTENT_WATER) {
self.velocity[2] = 100;
} else if (self.watertype == CONTENT_SLIME) {
self.velocity[2] = 80;
} else {
self.velocity[2] = 50;
}
} else {
self.velocity[2] += 240;
}
if (self.jumptime > 0) {
// time since last jump
flJumptimeDelta = 0 - (self.jumptime - PHY_JUMP_CHAINWINDOW);
//self.velocity[2] += PHY_JUMP_CHAIN;
flChainBonus = PHY_JUMP_CHAIN - (((PHY_JUMP_CHAINWINDOW - (PHY_JUMP_CHAINWINDOW - flJumptimeDelta)) * 2) * PHY_JUMP_CHAINDECAY);
self.velocity[2] += flChainBonus;
}
self.jumptime = PHY_JUMP_CHAINWINDOW;
self.flags &= ~FL_ONGROUND;
self.flags &= ~FL_JUMPRELEASED;
}
// not pressing jump, set released flag
if (!(input_buttons & INPUT_BUTTON2)) {
self.flags |= FL_JUMPRELEASED;
}
if (self.flags & FL_ONGROUND) {
// friction
if (self.velocity[0] || self.velocity[1]) {
vecTemp = self.velocity;
vecTemp[2] = 0;
flFriction = vlen(vecTemp);
// if the leading edge is over a dropoff, increase friction
vecTemp = self.origin + normalize(vecTemp) * 16 + '0 0 1' * VEC_HULL_MIN[2];
traceline(vecTemp, vecTemp + '0 0 -34', TRUE, self);
// apply friction
if (trace_fraction == 1.0) {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - flMovetime * (serverkeyfloat("phy_stopspeed") / flFriction) * serverkeyfloat("phy_friction") * serverkeyfloat("phy_edgefriction");
} else {
flFriction = 1 - flMovetime * serverkeyfloat("phy_friction") * serverkeyfloat("phy_edgefriction");
}
} else {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - flMovetime * (serverkeyfloat("phy_stopspeed") / flFriction) * serverkeyfloat("phy_friction");
} else {
flFriction = 1 - flMovetime * serverkeyfloat("phy_friction");
}
}
if (flFriction < 0) {
self.velocity = [0,0,0];
} else {
self.velocity = self.velocity * flFriction;
}
}
/*if (self.flags & FL_ONLADDER) {
vector vPlayerVector;
makevectors(input_angles);
vPlayerVector = v_forward;
vPlayerVector = (vPlayerVector * 240);
if (input_movevalues[0] > 0) {
self.velocity = vPlayerVector;
} else {
self.velocity = [0,0,0];
}
}*/
// acceleration
flFriction = flWishSpeed - (self.velocity * vecWishDir);
if (flFriction > 0) {
self.velocity = self.velocity + vecWishDir * min(flFriction, serverkeyfloat("phy_accelerate") * flMovetime * flWishSpeed);
}
} else {
/* apply gravity */
self.velocity[2] = self.velocity[2] - (serverkeyfloat("phy_gravity") * flMovetime);
if (flWishSpeed < 30) {
flFriction = flWishSpeed - (self.velocity * vecWishDir);
} else {
flFriction = 30 - (self.velocity * vecWishDir);
}
if (flFriction > 0) {
self.velocity = self.velocity + vecWishDir * (min(flFriction, serverkeyfloat("phy_accelerate")) * flWishSpeed * flMovetime);
}
}
}
/*if (self.gflags & GF_FROZEN) {
self.velocity[0] = self.velocity[1] = 0;
}*/
}
/*
=================
PMove_Rebound
Calls somethings touch() function upon hit.
=================
*/
void PMove_DoTouch(entity tother)
{
entity oself = self;
if (tother.touch) {
other = self;
self = tother;
self.touch();
}
self = oself;
}
/*
=================
PMove_Rebound
This function 'bounces' off any surfaces that were hit
=================
*/
static void PMove_Rebound(vector vecNormal)
{
self.velocity = self.velocity - vecNormal * (self.velocity * vecNormal);
}
/*
=================
PMove_Fix_Origin
Incase BSP precision messes up, this function will attempt
to correct the origin to stop it from being invalid.
=================
*/
float PMove_Fix_Origin(void)
{
float x, y, z;
vector norg, oorg = self.origin;
for (z = 0; z < 3; z++) {
norg[2] = oorg[2] + ((z==2)?-1:z)*0.0125;
for (x = 0; x < 3; x++) {
norg[0] = oorg[0] + ((x==2)?-1:x)*0.0125;
for (y = 0; y < 3; y++) {
norg[1] = oorg[1] + ((y==2)?-1:y)*0.0125;
tracebox(norg, self.mins, self.maxs, norg, FALSE, self);
if (!trace_startsolid) {
//dprint("[PHYSICS] Unstuck\n");
self.origin = norg;
return TRUE;
}
}
}
}
//dprint("[PHYSICS] Stuck\n");
return FALSE;
}
/*
=================
PMove_Run_Move
This function is responsible for moving the entity
forwards according to the various inputs/state.
=================
*/
void PMove_Run_Move(void)
{
vector vecDestPos;
vector vecSavePlane;
float flStepped;
float flMoveTime;
int iAttempts;
if (self.movetype == MOVETYPE_NOCLIP) {
self.origin = self.origin + self.velocity * input_timelength;
return;
}
// we need to bounce off surfaces (in order to slide along them), so we need at 2 attempts
for (iAttempts = 3, flMoveTime = input_timelength; flMoveTime > 0 && iAttempts; iAttempts--) {
vecDestPos = self.origin + (self.velocity * flMoveTime);
tracebox(self.origin, self.mins, self.maxs, vecDestPos, FALSE, self);
if (trace_startsolid) {
if (!PMove_Fix_Origin()) {
return;
}
continue;
}
self.origin = trace_endpos;
if (trace_fraction < 1) {
vecSavePlane = trace_plane_normal;
flMoveTime -= flMoveTime * trace_fraction;
if (flMoveTime) {
// step up if we can
trace_endpos = self.origin;
if (self.flags & FL_ONGROUND) {
trace_endpos[2] += serverkeyfloat("phy_stepheight");
} else {
trace_endpos[2] += serverkeyfloat("phy_airstepheight");
}
tracebox(self.origin, self.mins, self.maxs, trace_endpos, FALSE, self);
flStepped = trace_endpos[2] - self.origin[2];
float roof_fraction = trace_fraction;
vector roof_plane_normal = trace_plane_normal;
vecDestPos = trace_endpos + self.velocity*flMoveTime;
vecDestPos[2] = trace_endpos[2]; /*only horizontally*/
// move forwards
tracebox(trace_endpos, self.mins, self.maxs, vecDestPos, FALSE, self);
// if we got anywhere, make this raised-step move count
if (trace_fraction != 0) {
float fwfrac = trace_fraction;
vector fwplane = trace_plane_normal;
// move down
vecDestPos = trace_endpos;
vecDestPos[2] -= flStepped + 1;
tracebox(trace_endpos, self.mins, self.maxs, vecDestPos, FALSE, self);
if (trace_fraction < 1 && trace_plane_normal[2] > 0.7f) {
flMoveTime -= flMoveTime * fwfrac;
/* bounce off the ceiling if we hit it while airstepping */
if (roof_fraction < 1) {
PMove_Rebound(roof_plane_normal);
}
/* FIXME: you probably want this: && self.velocity[2] < 0 */
if (trace_fraction < 1) {
PMove_Rebound(trace_plane_normal);
} else if (fwfrac < 1) {
PMove_Rebound(fwplane);
}
self.origin = trace_endpos;
continue;
}
}
}
//stepping failed, just bounce off
PMove_Rebound(vecSavePlane);
PMove_DoTouch(trace_ent);
} else {
break;
}
}
/* touch whatever is below */
if (self.flags & FL_ONGROUND) {
vecDestPos = self.origin;
vecDestPos[2] -= serverkeyfloat("phy_stepheight");
tracebox(self.origin, self.mins, self.maxs, vecDestPos, FALSE, self);
if (trace_fraction >= 1) {
return;
}
/*if (trace_startsolid) {
if (!PMove_Fix_Origin()) {
return;
}
}*/
PMove_DoTouch(trace_ent);
}
}
/*
=================
PMove_Run
Runs the physics for one input frame.
=================
*/
void PMove_Run(void)
{
PMove_WaterMove();
if (self.waterlevel >= 2) {
PMove_CheckWaterJump();
}
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] = 240;
}
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] = -240;
}
/* Call accelerate before and after the actual move,
* with half the move each time.
* This reduces framerate dependance. */
PMove_Run_Acceleration(input_timelength / 2, TRUE);
PMove_Run_Move();
PMove_Run_Acceleration(input_timelength / 2, FALSE);
/* NOTE: should clip to network precision here if lower than a float */
self.angles = input_angles;
self.angles[0] *= -0.333;
touchtriggers();
}