// physics.cpp: no physics books were hurt nor consulted in the construction of this code. // All physics computations and constants were invented on the fly and simply tweaked until // they "felt right", and have no basis in reality. Collision detection is simplistic but // very robust (uses discrete steps at fixed fps). #include "cube.h" bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with player or monster { if(o->state!=CS_ALIVE) return true; const float r = o->radius+d->radius; if(fabs(o->o.x-d->o.x)o.y-d->o.y)o.z-d->eyeheighto.z-o->eyeheight) { if(o->o.z-o->eyeheighto.z-o->eyeheight-1; } else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1; if(fabs(o->o.z-d->o.z)aboveeye+d->eyeheight) return false; headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight; if(headspace<0) headspace = 10; }; return true; }; bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs) // recursively collide with a mipmapped corner cube { sqr *w = wmip[mip]; int sz = ssize>>mip; bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz)); mip++; x /= 2; y /= 2; if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER) { bx = x<radius; if(fabs(e.x-d->o.x)o.y)floor+mmi.zoff+e.attr3); if(d->o.z-d->eyeheightlo) lo = mmz+mmi.h; }; }; }; // all collision happens here // spawn is a dirty side effect used in spawning // drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep bool collide(physent *d, bool spawn, float drop, float rise) { const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map const float fy1 = d->o.y-d->radius; const float fx2 = d->o.x+d->radius; const float fy2 = d->o.y+d->radius; const int x1 = int(fx1); const int y1 = int(fy1); const int x2 = int(fx2); const int y2 = int(fy2); float hi = 127, lo = -128; for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++) // collide with map { if(OUTBORD(x,y)) return false; sqr *s = S(x,y); float ceil = s->ceil; float floor = s->floor; switch(s->type) { case SOLID: return false; case CORNER: { int bx = x, by = y, bs = 1; if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs || x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by || x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by || x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs) return false; break; }; case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f; break; case CHF: ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f; }; if(ceillo) lo = floor; }; if(hi-lo < d->eyeheight+d->aboveeye) return false; // Modified by Rick: plcollide now takes hi and lo in account aswell, that way we can jump/walk on players float headspace = 10; loopv(players) // collide with other players { playerent *o = players[i]; if(!o || o==d || (o==player1 && d->type==ENT_CAMERA)) continue; if(!plcollide(d, o, headspace, hi, lo)) return false; }; if(d!=player1/*&& d->mtype!=M_NADE*/) if(!plcollide(d, player1, headspace, hi, lo)) return false; headspace -= 0.01f; mmcollide(d, hi, lo); // collide with map models if(spawn) { d->o.z = lo+d->eyeheight; // just drop to floor (sideeffect) d->onfloor = true; } else { const float space = d->o.z-d->eyeheight-lo; if(space<0) { if(space>-0.01) { d->o.z = lo+d->eyeheight; // stick on step } else if(space>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair else return false; } else { d->o.z -= min(min(drop, space), headspace); // gravity }; const float space2 = hi-(d->o.z+d->aboveeye); if(space2<0) { if(space2<-0.1) return false; // hack alert! d->o.z = hi-d->aboveeye; // glue to ceiling d->vel.z = 0; // cancel out jumping velocity }; d->onfloor = d->o.z-d->eyeheight-lo<0.01f; }; return true; } VARP(maxroll, 0, 0, 20); // main physics routine, moves a player/monster for a curtime step // moveres indicated the physics precision (which is lower for monsters and multiplayer prediction) // local is false for multiplayer prediction void moveplayer(physent *pl, int moveres, bool local, int curtime) { const bool water = hdr.waterlevel>pl->o.z-0.5f; const bool floating = (editmode && local) || pl->state==CS_EDITING; vec d; // vector of direction we ideally want to move in int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // fix movement on ladder d.x = (float)(move*cosf(RAD*(pl->yaw-90))); d.y = (float)(move*sinf(RAD*(pl->yaw-90))); d.z = (float)pl->type==ENT_BOUNCE ? pl->vel.z : 0; if(floating || water) { d.x *= (float)cosf(RAD*(pl->pitch)); d.y *= (float)cosf(RAD*(pl->pitch)); d.z = (float)(move*sinf(RAD*(pl->pitch))); }; d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180))); d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180))); const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed; const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : (pl->onladder ? 1.5f : 30.0f)); const float fpsfric = friction/curtime*20.0f; pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement pl->vel.add(d); pl->vel.div(fpsfric); d = pl->vel; d.mul(speed); // d is now frametime based velocity vector if(pl->type==ENT_BOUNCE) { float dist = d.magnitude(), rotspeed = ((bounceent *)pl)->rotspeed; pl->pitch += dist*rotspeed*5.0f; if(pl->pitch>360.0f) pl->pitch = 0.0f; pl->yaw += dist*rotspeed*5.0f; if(pl->yaw>360.0f) pl->yaw = 0.0f; }; if(floating) // just apply velocity { pl->o.add(d); if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; } } else // apply velocity with collision { if(pl->onladder) { if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) { if(((playerent *)pl)->k_up) pl->vel.z = 1.0f; else if(((playerent *)pl)->k_down) pl->vel.z = -1.0f; }; pl->timeinair = 0; } else { if(pl->onfloor || water) { if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2.0f; //1.7f; // physics impulse upwards if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel if(local) playsoundc(S_JUMP); else if(pl->type==ENT_BOT) playsound(S_JUMP, &pl->o); // Added by Rick } pl->timeinair = 0; if(pl->type==ENT_BOUNCE) pl->vel.z *= 0.7f; } else { pl->timeinair += curtime; }; }; const float gravity = pl->type==ENT_BOUNCE ? pl->gravity : 20; const float f = 1.0f/moveres; float dropf = pl->type==ENT_BOUNCE ? ((gravity-1)+pl->timeinair/14.0f) : ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water if(pl->onladder) { dropf = 0; pl->timeinair = 0; }; float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast const float rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs loopi(moveres) // discrete steps collision detection & sliding { // try move forward pl->o.x += f*d.x; pl->o.y += f*d.y; pl->o.z += f*d.z; if(collide(pl, false, drop, rise)) continue; if(pl->type==ENT_CAMERA) return; // player stuck, try slide along y axis pl->o.x -= f*d.x; if(collide(pl, false, drop, rise)) { d.x = 0; if(pl->type==ENT_BOUNCE) pl->vel.x = -pl->vel.x; continue; }; pl->o.x += f*d.x; // still stuck, try x axis pl->o.y -= f*d.y; if(collide(pl, false, drop, rise)) { d.y = 0; if(pl->type==ENT_BOUNCE) pl->vel.y = -pl->vel.y; continue; }; pl->o.y += f*d.y; // try just dropping down pl->o.x -= f*d.x; pl->o.y -= f*d.y; if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; }; pl->o.z -= f*d.z; break; }; }; // automatically apply smooth roll when strafing if(pl->strafe==0) { pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25); } else { pl->roll += pl->strafe*curtime/-30.0f; if(pl->roll>maxroll) pl->roll = (float)maxroll; if(pl->roll<-maxroll) pl->roll = (float)-maxroll; }; if(pl->type==ENT_CAMERA) return; // play sounds on water transitions if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; } else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o); pl->inwater = water; // Added by Rick: Easy hack to store previous locations of all players/monsters/bots if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) ((playerent *)pl)->history.update(pl->o, lastmillis); // End add }; VARP(minframetime, 5, 10, 20); int physicsfraction = 0, physicsrepeat = 0; void physicsframe() // optimally schedule physics frames inside the graphics frames { if(curtime>=minframetime) { int faketime = curtime+physicsfraction; physicsrepeat = faketime/minframetime; physicsfraction = faketime%minframetime; } else { physicsrepeat = 1; }; }; void moveplayer(physent *pl, int moveres, bool local) { loopi(physicsrepeat) moveplayer(pl, moveres, local, min(curtime, minframetime)); }; vector bounceents; bounceent *newbounceent() { bounceent *p = new bounceent; bounceents.add(p); return p; } extern void explode_nade(bounceent *i); void mbounceents() { loopv(bounceents) if(bounceents[i]) { bounceent *p = bounceents[i]; if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false); if(lastmillis - p->millis >= p->timetolife) { if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]); delete p; bounceents.remove(i); i--; }; }; }; void clearbounceents() { loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i); }; }