// 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" float raycube(const vec &o, const vec &ray, vec &surface) { surface = vec(0, 0, 0); if(ray.iszero()) return -1; vec v = o; float dist = 0, dx = 0, dy = 0, dz = 0; int nr; for(nr=0;nr<512;nr++) // sam's suggestion :: I found no map which got nr > 350 { int x = int(v.x), y = int(v.y); if(x < 0 || y < 0 || x >= ssize || y >= ssize) return -1; sqr *s = S(x, y); float floor = s->floor, ceil = s->ceil; if(s->type==FHF) floor -= s->vdelta/4.0f; if(s->type==CHF) ceil += s->vdelta/4.0f; if(SOLID(s) || v.z < floor || v.z > ceil) { if((!dx && !dy) || s->wtex==DEFAULT_SKY || (!SOLID(s) && v.z > ceil && s->ctex==DEFAULT_SKY)) return -1; if(s->type!=CORNER)// && s->type!=FHF && s->type!=CHF) { if(dx0 ? -1 : 1; else surface.y = ray.y>0 ? -1 : 1; sqr *n = S(x+(int)surface.x, y+(int)surface.y); if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) { surface = dx0 ? -1 : 1, 0) : vec(ray.x>0 ? -1 : 1, 0, 0); n = S(x+(int)surface.x, y+(int)surface.y); if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil)) surface = vec(0, 0, ray.z>0 ? -1 : 1); } } dist = max(dist-0.1f, 0.0f); break; } dx = ray.x ? (x + (ray.x > 0 ? 1 : 0) - v.x)/ray.x : 1e16f; dy = ray.y ? (y + (ray.y > 0 ? 1 : 0) - v.y)/ray.y : 1e16f; dz = ray.z ? ((ray.z > 0 ? ceil : floor) - v.z)/ray.z : 1e16f; if(dz < dx && dz < dy) { if(ray.z>0 && s->ctex==DEFAULT_SKY) return -1; if(s->type!=FHF && s->type!=CHF) surface.z = ray.z>0 ? -1 : 1; dist += dz; break; } float disttonext = 0.1f + min(dx, dy); v.add(vec(ray).mul(disttonext)); dist += disttonext; } if (nr == 512) return -1; return dist; } bool raycubelos(const vec &from, const vec &to, float margin) { vec dir(to); dir.sub(from); float limit = dir.magnitude(); dir.mul(1.0f/limit); vec surface; float dist = raycube(from, dir, surface); return dist > max(limit - margin, 0.0f); } physent *hitplayer = NULL; bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with physent { if(o->state!=CS_ALIVE || !o->cancollide) return false; const float r = o->radius+d->radius; const vec dr = vec(o->o.x-d->o.x,o->o.y-d->o.y,0); const float deyeheight = d->eyeheight, oeyeheight = o->eyeheight; if((d->type==ENT_PLAYER && o->type==ENT_PLAYER ? dr.sqrxy() < r*r : fabs(dr.x)vel) >= 0.0f) { if(d->o.z-deyeheighto.z-oeyeheight) { if(o->o.z-oeyeheighto.z-oeyeheight-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+deyeheight) { hitplayer = o; return true; } headspace = d->o.z-o->o.z-o->aboveeye-deyeheight; if(headspace<0) headspace = 10; } return false; } int cornertest(int x, int y, int &bx, int &by, int &bs, sqr *&s, sqr *&h) // iteratively collide with a mipmapped corner cube { int mip = 1, res = -1; while(SWS(wmip[mip], x>>mip, y>>mip, sfactor-mip)->type==CORNER) mip++; mip--; x >>= mip; y >>= mip; int mfactor = sfactor - mip; bx = x<ceil-w->floor < v->ceil-v->floor; h = wv ? v : w; // in front of the corner, use floor and ceil from h if(z->ceil-z->floor < t->ceil-t->floor) res = wv ? 2 : 3; else res = wv ? 1 : 0; } // 03 return res; // 12 } static int cornersurface = 0; bool mmcollide(physent *d, float &hi, float &lo) // collide with a mapmodel { const float eyeheight = d->eyeheight, SQRT2HALF = SQRT2 / 2.0f; const float playerheight = eyeheight + d->aboveeye; if(editmode) clentstats.firstclip = 0; for(int i = clentstats.firstclip; i < ents.length(); i++) { entity &e = ents[i]; // if(e.type==CLIP || (e.type == PLCLIP && d->type == ENT_PLAYER)) if (e.type==CLIP || (e.type == PLCLIP && (d->type == ENT_BOT || d->type == ENT_PLAYER || (d->type == ENT_BOUNCE && ((bounceent *)d)->plclipped)))) // don't allow bots to hack themselves into plclips - Bukz 2011/04/14 { bool hitarea = false; switch(e.attr7 & 3) { default: // classic unrotated clip, possibly tilted hitarea = fabs(e.x - d->o.x) < float(e.attr2) / ENTSCALE5 + d->radius && fabs(e.y - d->o.y) < float(e.attr3) / ENTSCALE5 + d->radius; break; case 3: // clip rotated 45° { float rx = (e.x - d->o.x) * SQRT2HALF, ry = (e.y - d->o.y) * SQRT2HALF, rr = d->radius * SQRT2; // rotate player instead of clip (adjust player radius to compensate) float a1 = fabs(rx - ry) - float(e.attr3) / ENTSCALE5 - rr, a2 = fabs(rx + ry) - float(e.attr2) / ENTSCALE5 - rr; if(a1 < 0 && a2 < 0) { float a3 = a1 + a2 + rr; if(a3 < 0) hitarea = true; if(a3 < -1e-2 && (a3 < -rr || a1 * a2 < 0.42f)) cornersurface = a1 > a2 ? 1 : 2; } break; } } if(hitarea) { float cz = float(S(e.x, e.y)->floor + float(e.attr1) / ENTSCALE10), ch = float(e.attr4) / ENTSCALE5; if(e.attr6) switch(e.attr7 & 3) { // incredibly ugly solution - but it only applies on the one tilted clip we stand on case 1: cz += (floor(0.5f + clamp(d->o.x - e.x + d->radius * (e.attr6 > 0 ? 1 : -1), -float(e.attr2) / ENTSCALE5, float(e.attr2) / ENTSCALE5))) * float(e.attr6) / (4 * ENTSCALE10); break; // tilt x case 2: cz += (floor(0.5f + clamp(d->o.y - e.y + d->radius * (e.attr6 > 0 ? 1 : -1), -float(e.attr3) / ENTSCALE5, float(e.attr3) / ENTSCALE5))) * float(e.attr6) / (4 * ENTSCALE10); break; // tilt y } const float dz = d->o.z - d->eyeheight; if(dz < cz - 0.42) { if(czlo) lo = cz+ch; if(hi-lo < playerheight) return true; if(dz + (d->type != ENT_BOUNCE ? 1.26 : 0) > cz + ch || dz + playerheight < cz) cornersurface = 0; } } else if(e.type==MAPMODEL) { mapmodelinfo *mmi = getmminfo(e.attr2); if(!mmi || !mmi->h) continue; const float r = mmi->rad + d->radius; if(fabs(e.x-d->o.x)o.y)floor + mmi->zoff + float(e.attr3) / ENTSCALE5); const float dz = d->o.z-eyeheight; if(dz < mmz - 0.42) { if(mmz < hi) hi = mmz; } else if(mmz + mmi->h > lo) lo = mmz + mmi->h; if(hi-lo < playerheight) return true; } } } return false; } bool objcollide(physent *d, const vec &objpos, float objrad, float objheight) // collide with custom/typeless objects { const float r = d->radius+objrad; if(fabs(objpos.x-d->o.x)o.y)eyeheight+d->aboveeye+objheight)/2.0f; const float dz = d->o.z+(-d->eyeheight+d->aboveeye)/2.0f; const float objz = objpos.z+objheight/2.0f; return dz-objz <= maxdist && dz-objz >= -maxdist; } return false; } // 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) { cornersurface = 0; 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; const float eyeheight = d->eyeheight; const float playerheight = eyeheight + d->aboveeye; float z1 = d->o.z-eyeheight, z2 = z1 + playerheight; if(d->type != ENT_BOUNCE) z1 += 1.26; const int applyclip = d->type == ENT_BOT || d->type == ENT_PLAYER || (d->type == ENT_BOUNCE && ((bounceent *)d)->plclipped) ? TAGANYCLIP : TAGCLIP; for(int y = y1; y<=y2; y++) for(int x = x1; x<=x2; x++) // collide with map { if(OUTBORD(x,y)) return true; sqr *s = S(x,y); bool tagclipped = (s->tag & applyclip) != 0; float ceil = s->ceil; float floor = s->floor; switch(s->type) { case SOLID: return true; case CORNER: { sqr *ns, *h = NULL; int bx, by, bs; int q = cornertest(x, y, bx, by, bs, ns, h); bool matter = false, match = false; switch(q) // 0XX3 { // XXXX case 0: // 1XX2 match = x==x2 && y==y2; matter = fx2-bx+fy2-by>=bs; break; case 1: match = x==x2 && y==y1; matter = fx2-bx>=fy1-by; break; case 2: match = x==x1 && y==y1; matter = fx1-bx+fy1-by<=bs; break; case 3: match = x==x1 && y==y2; matter = fx1-bx<=fy2-by; break; default: return true; // mapper's fault: corner with unsufficient solids: renderer can't handle those anyway: treat as solid } cornersurface = (q & 1) ? 5 : 6; sqr *n = h && !matter ? h : ns; ceil = n->ceil; // use floor & ceil from higher mips (like the renderer) floor = n->floor; if(!match && d->type == ENT_BOUNCE) match = q == (d->vel.x < 0) * 2 + (d->vel.y * d->vel.x < 0); // when coming towards corner surface: prefer corner bounce if(match && matter) { if(!h) return true; // we hit a corner between solids... else if(z1 < ns->floor || z2 > ns->ceil || tagclipped) return true; // corner is not between solids, but we hit it... } if(h) tagclipped = false; // for corners between non-solids, tagclips extend the corner (visualisation does not reflect that, yet) // tagclipped corners between solids are fully clipped cornersurface = 0; 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(tagclipped) return true; // tagged clips feel like solids if(ceillo) lo = floor; } if(hi - lo < playerheight) return true; float headspace = 10.0f; if(d->type!=ENT_CAMERA) { 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 true; } if(d!=player1) if(plcollide(d, player1, headspace, hi, lo)) return true; } headspace -= 0.01f; if(mmcollide(d, hi, lo)) return true; // collide with map models if(spawn) { d->o.z = lo+eyeheight; // just drop to floor (sideeffect) d->onfloor = true; } else { const float spacelo = d->o.z-eyeheight-lo; if(spacelo<0) { if(spacelo>-0.01) { d->o.z = lo+eyeheight; // stick on step } else if(spacelo>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair else return true; } else { d->o.z -= min(min(drop, spacelo), headspace); // gravity } const float spacehi = hi-(d->o.z+d->aboveeye); if(spacehi<0) { if(spacehi<-0.1) return true; // hack alert! if(spacelo>0.1f) d->o.z = hi-d->aboveeye; // glue to ceiling if in midair d->vel.z = 0; // cancel out jumping velocity } const float floorclamp = d->crouching && (!d->lastjump || lastmillis - d->lastjump > 250) ? 0.1f : 0.01f; d->onfloor = d->o.z-eyeheight-lo < floorclamp; } return false; } VARFP(maxroll, 0, ROLLMOVDEF, ROLLMOVMAX, player1->maxroll = maxroll); VARFP(maxrolleffect, 0, ROLLEFFDEF, ROLLEFFMAX, player1->maxrolleffect = maxrolleffect); VARP(maxrollremote, 0, ROLLMOVDEF + ROLLEFFDEF, ROLLMOVMAX + ROLLEFFMAX); //VAR(recoilbackfade, 0, 100, 1000); void resizephysent(physent *pl, int moveres, int curtime, float min, float max) { if(pl->eyeheightvel==0.0f) return; const bool water = waterlevel > pl->o.z; const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f); float h = pl->eyeheightvel * speed / moveres; loopi(moveres) { pl->eyeheight += h; pl->o.z += h; if(collide(pl) && !(pl != player1 && player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) // don't check collision during spectating in 1st person view { pl->eyeheight -= h; // collided, revert mini-step pl->o.z -= h; break; } if(pl->eyeheighto.z += min - pl->eyeheight; pl->eyeheight = min; pl->eyeheightvel = 0.0f; break; } if(pl->eyeheight>max) { pl->o.z -= pl->eyeheight - max; pl->eyeheight = max; pl->eyeheightvel = 0.0f; break; } } } // 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 FVARP(flyspeed, 1.0, 2.0, 5.0); void moveplayer(physent *pl, int moveres, bool local, int curtime) { bool water = false; const bool editfly = pl->state==CS_EDITING; const bool specfly = pl->type==ENT_PLAYER && ((playerent *)pl)->spectatemode==SM_FLY; const bool isfly = editfly || specfly; vec d; // vector of direction we ideally want to move in float drop = 0, rise = 0; if(pl->type==ENT_BOUNCE) { bounceent* bounce = (bounceent *) pl; water = waterlevel > pl->o.z; const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f); const float friction = water ? 20.0f : (pl->onfloor || isfly ? 6.0f : 30.0f); const float fpsfric = max(friction*20.0f/curtime, 1.0f); if(pl->onfloor) // apply friction { pl->vel.mul(fpsfric-1); pl->vel.div(fpsfric); } else // apply gravity { const float CUBES_PER_METER = 4; // assumes 4 cubes make up 1 meter const float BOUNCE_MASS = 0.5f; // sane default mass of 0.5 kg const float GRAVITY = BOUNCE_MASS*9.81f/CUBES_PER_METER/1000.0f; bounce->vel.z -= GRAVITY*curtime; } d = bounce->vel; d.mul(speed); if(water) d.div(6.0f); // incorrect // rotate float rotspeed = bounce->rotspeed*d.magnitude(); pl->pitch = fmod(pl->pitch+rotspeed, 360.0f); pl->yaw = fmod(pl->yaw+rotspeed, 360.0f); } else // fake physics for player ents to create _the_ cube movement (tm) { const int timeinair = pl->timeinair; int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // movement on ladder if(!editfly) water = waterlevel > pl->o.z - 0.5f; float chspeed = (pl->onfloor || pl->onladder || !pl->crouchedinair) ? 0.4f : 1.0f; const bool crouching = pl->crouching || (pl->eyeheight < pl->maxeyeheight && pl->eyeheight > 1.1f); const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed*(crouching && pl->state != CS_EDITING ? chspeed : 1.0f)*(pl==player1 && isfly ? flyspeed : 1.0f); const float friction = water ? 20.0f : (pl->onfloor || isfly ? 6.0f : (pl->onladder ? 1.5f : 30.0f)); const float fpsfric = max(friction/curtime*20.0f, 1.0f); d.x = (float)(move*cosf(RAD*(pl->yaw-90))); d.y = (float)(move*sinf(RAD*(pl->yaw-90))); d.z = 0.0f; if(isfly || 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))); float curfullspeed = d.magnitudexy(); pl->vel.mul(fpsfric-1.0f); // 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); if(editfly) // just apply velocity { pl->o.add(d); if(pl->jumpnext && !pl->trycrouch) { pl->vel.z = 0.5f; // fly directly upwards while holding jump keybinds } else if (pl->trycrouch && !pl->jumpnext) { pl->vel.z = -0.5f; // fly directly down while holding crouch keybinds } } else if(specfly) { rise = speed/moveres/1.2f; if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; } } else // apply velocity with collisions { if(pl->type!=ENT_CAMERA) { if(pl->onladder) { const float climbspeed = 1.0f; if(pl->type==ENT_BOT && pl->state == CS_ALIVE) pl->vel.z = climbspeed; // bots climb upwards only else if(pl->type==ENT_PLAYER && pl->state == CS_ALIVE) { if(((playerent *)pl)->k_up && pl->move > 0) pl->vel.z = climbspeed; else if(((playerent *)pl)->k_down && pl->move < 0) pl->vel.z = -climbspeed; } pl->timeinair = 0; } else { if(pl->onfloor || water) { if(pl->jumpnext) { pl->jumpnext = false; bool doublejump = pl->lastjump && lastmillis - pl->lastjump < 250 && pl->strafe != 0 && pl->o.z - pl->eyeheight - pl->lastjumpheight > 0.2f; pl->lastjumpheight = pl->o.z - pl->eyeheight; pl->vel.z = 2.0f; // physics impulse upwards if(doublejump && curfullspeed > 0.1f) // more velocity on double jump { pl->vel.mul(1.25f / max(pl->vel.magnitudexy() / curfullspeed, 1.0f)); } if(water) // dampen velocity change even harder, gives correct water feel { pl->vel.x /= 8.0f; pl->vel.y /= 8.0f; } else if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(S_JUMP, pl); pl->lastjump = lastmillis; } pl->timeinair = 0; pl->crouchedinair = false; } else { pl->timeinair += curtime; if (pl->trycrouch && !pl->crouching && !pl->crouchedinair && pl->state!=CS_EDITING) { pl->vel.z += 0.3f; pl->crouchedinair = true; } } } if(timeinair > 200 && !pl->timeinair && pl->inwater == water) { int sound = timeinair > 800 ? S_HARDLAND : S_SOFTLAND; if(pl->state!=CS_DEAD) { if(pl==player1 || pl->type!=ENT_PLAYER) audiomgr.playsoundc(sound, pl); } } } const float gravity = 20.0f; float dropf = (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; } drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs if(pl->maxspeed-16.0f>0.5f) pl += 0xF0F0; } } bool collided = false; vec oldorigin = pl->o; if(!editfly) loopi(moveres) // discrete steps collision detection & sliding { const float f = 1.0f/moveres; // try move forward vec o_null = pl->o; pl->o.x += f*d.x; pl->o.y += f*d.y; pl->o.z += f*d.z; volatile vec gcco3(pl->o.x, pl->o.y, pl->o.z); // force capping the o-values to float-representables (avoid player stuck conditions on 32-bit g++ builds) pl->o = vec(gcco3.x, gcco3.y, gcco3.z); hitplayer = NULL; bool spect3rd = player1->spectatemode > SM_FOLLOW1ST && player1->spectatemode <= SM_FOLLOW3RD_TRANSPARENT; if((pl->type == ENT_CAMERA && pl == camera1 && spect3rd) || !collide(pl, false, drop, rise)) continue; int cornersurface1 = cornersurface; vec o_trying = pl->o; // o_trying = o_null + f * d (= one microstep in desired direction) if(!cornersurface1) { // brute-force check, if it is a corner hit after all if(pl->type != ENT_BOUNCE) { int collx = 0, colly = 0; pl->o.x = o_null.x; if(collide(pl, false, drop, rise)) collx = cornersurface; pl->o = o_trying; pl->o.y = o_null.y; if(collide(pl, false, drop, rise)) colly = cornersurface; cornersurface1 = collx | colly; if((cornersurface1 & 3) == 3) cornersurface1 = 0; } else { // try really, really hard to detect corners for bounces (to compensate for the not-so-micro bounceent-microsteps) vec vd(d.x, d.y, 0); static const float a = 3.0f*PI2/10.0f, ca = cosf(a), sa = sinf(a); // 10 probe points, stretched over three turns loopj(10) { if(j) vd = vec(ca * vd.x - sa * vd.y, ca * vd.y + sa *vd.x, 0); pl->o = o_trying; pl->o.add(vd); if(collide(pl, false, drop, rise) && cornersurface) break; } cornersurface1 = cornersurface; } pl->o = o_trying; } collided = true; if(pl->type==ENT_BOUNCE && cornersurface1) { // try corner bounce float ct2f = cornersurface1 & 2 ? -1.0 : 1.0; vec xd = d; xd.x = d.y * ct2f; xd.y = d.x * ct2f; pl->o.x += f * (-d.x + xd.x); pl->o.y += f * (-d.y + xd.y); if(!collide(pl, false, drop, rise)) { d = xd; float sw = pl->vel.x * ct2f; pl->vel.x = pl->vel.y * ct2f; pl->vel.y = sw; pl->vel.mul(0.7f); continue; } pl->o = o_trying; } if(pl->type==ENT_CAMERA || (pl->type==ENT_PLAYER && pl->state==CS_DEAD && ((playerent *)pl)->spectatemode != SM_FLY)) { pl->o = o_null; break; } if(pl->type!=ENT_BOUNCE && hitplayer) { vec dr(hitplayer->o.x-pl->o.x,hitplayer->o.y-pl->o.y,0); float invdist = 1.0f / dr.magnitudexy(), push = (invdist < 10.0f ? dr.dotxy(d)*1.1f*invdist : dr.dotxy(d) * 11.0f); pl->o.x -= f*d.x*push; pl->o.y -= f*d.y*push; if(i==0 && pl->type==ENT_BOT) pl->yaw += (dr.cxy(d)>0 ? 2:-2); // force the bots to change direction if( !collide(pl, false, drop, rise) ) continue; pl->o.x += f*d.x*push; pl->o.y += f*d.y*push; } // the desired direction didn't work pl->o.x = o_null.x; pl->o.y = o_null.y; vec o_nullxy = pl->o; // x and y from o_null but z from o_trying (possibly altered by collide() as well) // try sliding if(cornersurface1) { // along a corner wall float ct2f = cornersurface1 & 2 ? -1.0 : 1.0; float diag = fabs(d.x + ct2f * d.y) * 0.5f; vec vd = vec((d.y*ct2f+d.x >= 0.0f ? diag : -diag), (d.x*ct2f+d.y >= 0.0f ? diag : -diag), 0); float ff = f / (cornersurface1 & 4 ? 42.0f : 333.0f); pl->o.x += f*vd.x - ff*d.x; pl->o.y += f*vd.y - ff*d.y; if(!collide(pl, false, drop, rise)) { d.x = vd.x; d.y = vd.y; continue; } pl->o = o_nullxy; } // try slide along y axis pl->o.y = o_trying.y; if(!collide(pl, false, drop, rise)) { d.x = 0; if(pl->type==ENT_BOUNCE) { pl->vel.x = -pl->vel.x; pl->vel.mul(0.7f); } continue; } pl->o = o_nullxy; // try x axis pl->o.x = o_trying.x; if(!collide(pl, false, drop, rise)) { d.y = 0; if(pl->type==ENT_BOUNCE) { pl->vel.y = -pl->vel.y; pl->vel.mul(0.7f); } continue; } pl->o = o_nullxy; // try just dropping down if(!collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; } pl->o = o_null; if(pl->type==ENT_BOUNCE) { pl->vel.z = -pl->vel.z; pl->vel.mul(0.5f); } break; } pl->stuck = (oldorigin==pl->o); if(collided) pl->oncollision(); else pl->onmoved(oldorigin.sub(pl->o)); if(pl->type==ENT_CAMERA) return; if(pl->type!=ENT_BOUNCE) { if(pl->type == ENT_PLAYER) { // automatically apply smooth roll when strafing playerent *p = (playerent *)pl; float iir = 1.0f + sqrtf((float)curtime) / 25.0f; if(pl->strafe==0) { p->movroll /= iir; } else { p->movroll = clamp(p->movroll + pl->strafe * curtime / -30.0f, -p->maxroll, p->maxroll); } p->effroll /= iir; // fade damage roll pl->roll = p->movroll + p->effroll; if(pl != player1) pl->roll = clamp(pl->roll, (float)-maxrollremote, (float)maxrollremote); } // smooth pitch const float fric = 6.0f/curtime*20.0f; pl->pitch += pl->pitchvel*(curtime/1000.0f)*pl->maxspeed*(pl->crouching ? 0.75f : 1.0f); pl->pitchvel *= fric-3; pl->pitchvel /= fric; /*extern int recoiltest; if(recoiltest) { if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= recoilbackfade/100.0f; // slide back } else*/ if(pl->pitchvel < 0.05f && pl->pitchvel > 0.001f) pl->pitchvel -= ((playerent *)pl)->weaponsel->info.recoilbackfade/100.0f; // slide back if(pl->pitchvel) fixcamerarange(pl); // fix pitch if necessary } // play sounds on water transitions if(pl->type!=ENT_CAMERA) { if(!pl->inwater && water) { if(!pl->lastsplash || lastmillis-pl->lastsplash>500) { audiomgr.playsound(S_SPLASH2, &pl->o); pl->lastsplash = lastmillis; } if(pl==player1) pl->vel.z = 0; } else if(pl->inwater && !water) { audiomgr.playsound(S_SPLASH1, &pl->o); if(pl->type == ENT_BOUNCE) pl->maxspeed /= 8; // prevent nades from jumping out of water } pl->inwater = water; } // store previous locations of all players/bots if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) { ((playerent *)pl)->history.update(pl->o, lastmillis); } // apply volume-resize when crouching if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) { // if(pl==player1 && !(intermission || player1->onladder || (pl->trycrouch && !player1->onfloor && player1->timeinair > 50))) updatecrouch(player1, player1->trycrouch); if(!intermission && (pl == player1 || pl->type == ENT_BOT)) updatecrouch((playerent *)pl, pl->trycrouch); const float croucheyeheight = pl->maxeyeheight*3.0f/4.0f; resizephysent(pl, moveres, curtime, croucheyeheight, pl->maxeyeheight); } } const int PHYSFPS = 200; const int PHYSFRAMETIME = 1000 / PHYSFPS; int physsteps = 0, physframetime = PHYSFRAMETIME, lastphysframe = 0; void physicsframe() // optimally schedule physics frames inside the graphics frames { int diff = lastmillis - lastphysframe; if(diff <= 0) physsteps = 0; else { extern int gamespeed; physframetime = clamp((PHYSFRAMETIME*gamespeed)/100, 1, PHYSFRAMETIME); physsteps = (diff + physframetime - 1)/physframetime; lastphysframe += physsteps * physframetime; if(!multiplayer(NULL) && physsteps > 1000) physsteps = 1000; } } VAR(physinterp, 0, 1, 1); void interppos(physent *pl) { pl->o = pl->newpos; pl->o.z += pl->eyeheight; int diff = lastphysframe - lastmillis; if(diff <= 0 || !physinterp) return; vec deltapos(pl->deltapos); deltapos.mul(min(diff, physframetime)/float(physframetime)); pl->o.add(deltapos); } void moveplayer(physent *pl, int moveres, bool local) { if(physsteps <= 0) { if(local) interppos(pl); return; } if(local) { pl->o = pl->newpos; pl->o.z += pl->eyeheight; } loopi(physsteps-1) moveplayer(pl, moveres, local, physframetime); if(local) pl->deltapos = pl->o; moveplayer(pl, moveres, local, physframetime); if(local) { pl->newpos = pl->o; pl->deltapos.sub(pl->newpos); pl->newpos.z -= pl->eyeheight; interppos(pl); } } void movebounceent(bounceent *p, int moveres, bool local) { moveplayer(p, moveres, local); } // movement input code #define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; } dir(backward, move, -1, k_down, k_up) dir(forward, move, 1, k_up, k_down) dir(left, strafe, 1, k_left, k_right) dir(right, strafe, -1, k_right, k_left) void attack(bool on) { if(intermission) return; if(editmode) editdrag(on); else if(player1->state==CS_DEAD || player1->state==CS_SPECTATE) { if(!on) tryrespawn(); } else player1->attacking = on; } void jumpn(bool on) { static bool wason = false; player1->jumpnext = on && !wason && !player1->crouching && !intermission && !player1->isspectating(); wason = on; if(player1->isspectating()) { if(lastmillis - player1->lastdeath > 1000 && on) togglespect(); } } void updatecrouch(playerent *p, bool on) { if(p->crouching == on) return; if(p->state == CS_EDITING) return; // don't apply regular crouch physics in editfly const float crouchspeed = 0.6f; p->crouching = on; p->eyeheightvel = on ? -crouchspeed : crouchspeed; if(p==player1) audiomgr.playsoundc(on ? S_CROUCH : S_UNCROUCH); } void crouch(bool on) { if(player1->isspectating() && on) return; player1->trycrouch = on; } COMMAND(backward, "d"); COMMAND(forward, "d"); COMMAND(left, "d"); COMMAND(right, "d"); COMMANDN(jump, jumpn, "d"); COMMAND(attack, "d"); COMMAND(crouch, "d"); void fixcamerarange(physent *cam) { const float MAXPITCH = 90.0f; if(cam->pitch>MAXPITCH) cam->pitch = MAXPITCH; if(cam->pitch<-MAXPITCH) cam->pitch = -MAXPITCH; while(cam->yaw<0.0f) cam->yaw += 360.0f; while(cam->yaw>=360.0f) cam->yaw -= 360.0f; } FVARP(sensitivity, 1e-3f, 3.0f, 1000.0f); // general mouse sensitivity ("unscoped") FVARP(scopesens, 0, 0, 1000); // scoped mouse sensitivity (if zero, autoscopesens determines, how sensitivity is changed during scoping) FVARP(sensitivityscale, 1e-3f, 1, 1000); // scale all sensitivity values (if unsure, keep at default value "1"- this parameter achieves cosmetic value changes only) VARP(autoscopesens, 0, 0, 1); // switches between scopesensscale and autoscopesensscale to calculate a scoped sensitivity (if scopesens is 0) FVARP(scopesensscale, 1e-3f, 0.5f, 1000.0f); // if scoped, sens = sensitivity * scopesensscale (roughly) float autoscopesensscale = 0.4663077f; // roughly scopefov/fov, recalculated if fov or scopefov changes (init value fits defaults fov 90 and scopefov 50, update, if defaults change) VARP(invmouse, 0, 0, 1); // invert y-axis movement (if "1") FVARP(mouseaccel, 0, 0, 1000); // make fast movement even faster (zero deactivates the feature) FVARP(mfilter, 0.0f, 0.0f, 6.0f); // simple lowpass filtering (zero deactivates the feature) void mousemove(int idx, int idy) { if(intermission || (player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST)) return; bool zooming = player1->weaponsel->type == GUN_SNIPER && ((sniperrifle *)player1->weaponsel)->scoped; // check if player uses scope float dx = idx, dy = idy; if(mfilter > 0.0001f) { // simple IIR-like filter (1st order lowpass) static float fdx = 0, fdy = 0; float k = mfilter * 0.1f; dx = fdx = dx * ( 1.0f - k ) + fdx * k; dy = fdy = dy * ( 1.0f - k ) + fdy * k; } double cursens = sensitivity; // basic unscoped sensitivity if(mouseaccel > 0.0001f && curtime && (idx || idy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime; // optionally accelerated if(zooming) { // when scoped: if(scopesens > 0.0001f) cursens = scopesens; // if specified, use dedicated (fixed) scope sensitivity else cursens *= autoscopesens ? autoscopesensscale : scopesensscale; // or adjust sensitivity by given (fixed) factor or based on scopefov/fov } cursens /= 33.0f * sensitivityscale; // final scaling camera1->yaw += (float) (dx * cursens); camera1->pitch -= (float) (dy * cursens * (invmouse ? -1 : 1)); fixcamerarange(); if(camera1!=player1 && player1->spectatemode!=SM_DEATHCAM) { player1->yaw = camera1->yaw; player1->pitch = camera1->pitch; } } void entinmap(physent *d) // brute force but effective way to find a free spawn spot in the map { vec orig(d->o); loopi(100) // try max 100 times { float dx = (rnd(21)-10)/10.0f*i; // increasing distance float dy = (rnd(21)-10)/10.0f*i; d->o.x += dx; d->o.y += dy; if(!collide(d, true)) { d->resetinterp(); return; } d->o = orig; } // leave ent at original pos, possibly stuck d->resetinterp(); conoutf("can't find entity spawn spot! (%d, %d)", int(d->o.x), int(d->o.y)); }