optional quake-style mouse acceleration git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@4751 e016b1c5-ed68-44aa-a2f7-31cac88cffde
794 lines
26 KiB
C++
794 lines
26 KiB
C++
// 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;
|
|
|
|
for(;;)
|
|
{
|
|
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(dx<dy) surface.x = ray.x>0 ? -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 = dx<dy ? vec(0, ray.y>0 ? -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;
|
|
}
|
|
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 true;
|
|
const float r = o->radius+d->radius, dx = o->o.x-d->o.x, dy = o->o.y-d->o.y;
|
|
const float deyeheight = d->eyeheight, oeyeheight = o->eyeheight;
|
|
if(d->type==ENT_PLAYER && o->type==ENT_PLAYER ? dx*dx + dy*dy < r*r : fabs(dx)<r && fabs(dy)<r)
|
|
{
|
|
if(d->o.z-deyeheight<o->o.z-oeyeheight) { if(o->o.z-oeyeheight<hi) hi = o->o.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)<o->aboveeye+deyeheight) { hitplayer = o; return false; }
|
|
headspace = d->o.z-o->o.z-o->aboveeye-deyeheight;
|
|
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 mfactor = sfactor - mip;
|
|
bool stest = SOLID(SWS(w, x+dx, y, mfactor)) && SOLID(SWS(w, x, y+dy, mfactor));
|
|
mip++;
|
|
x /= 2;
|
|
y /= 2;
|
|
if(SWS(wmip[mip], x, y, mfactor-1)->type==CORNER)
|
|
{
|
|
bx = x<<mip;
|
|
by = y<<mip;
|
|
bs = 1<<mip;
|
|
return cornertest(mip, x, y, dx, dy, bx, by, bs);
|
|
}
|
|
return stest;
|
|
}
|
|
|
|
bool mmcollide(physent *d, float &hi, float &lo) // collide with a mapmodel
|
|
{
|
|
const float eyeheight = d->eyeheight;
|
|
const float playerheight = eyeheight + d->aboveeye;
|
|
loopv(ents)
|
|
{
|
|
entity &e = ents[i];
|
|
if(e.type==CLIP || (e.type == PLCLIP && d->type == ENT_PLAYER))
|
|
{
|
|
if(fabs(e.x-d->o.x) < e.attr2 + d->radius && fabs(e.y-d->o.y) < e.attr3 + d->radius)
|
|
{
|
|
const float cz = float(S(e.x, e.y)->floor+e.attr1), ch = float(e.attr4);
|
|
const float dz = d->o.z-d->eyeheight;
|
|
if(dz < cz - 0.001) { if(cz<hi) hi = cz; }
|
|
else if(cz+ch>lo) lo = cz+ch;
|
|
if(hi-lo < playerheight) return false;
|
|
}
|
|
}
|
|
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)<r && fabs(e.y-d->o.y)<r)
|
|
{
|
|
const float mmz = float(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
|
|
const float dz = d->o.z-eyeheight;
|
|
if(dz<mmz) { if(mmz<hi) hi = mmz; }
|
|
else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
|
|
if(hi-lo < playerheight) return false;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
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)<r && fabs(objpos.y-d->o.y)<r)
|
|
{
|
|
const float maxdist = (d->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
|
|
static int cornersurface = 0;
|
|
|
|
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;
|
|
|
|
for(int y = y1; y<=y2; y++) for(int x = x1; x<=x2; x++) // 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;
|
|
cornersurface = 1;
|
|
if((x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by)
|
|
|| (x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by) || !(++cornersurface)
|
|
|| (x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs)
|
|
|| (x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs))
|
|
return false;
|
|
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(ceil<hi) hi = ceil;
|
|
if(floor>lo) lo = floor;
|
|
}
|
|
|
|
if(hi-lo < playerheight) return false;
|
|
|
|
float headspace = 10;
|
|
|
|
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 false;
|
|
}
|
|
if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
|
|
}
|
|
|
|
headspace -= 0.01f;
|
|
if(!mmcollide(d, hi, lo)) return false; // 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 false;
|
|
}
|
|
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 false; // 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 ? 0.1f : 0.01f;
|
|
d->onfloor = d->o.z-eyeheight-lo < floorclamp;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
VARP(maxroll, 0, 0, 20); // note: when changing max value, fix network transmission
|
|
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 = hdr.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->eyeheight -= h; // collided, revert mini-step
|
|
pl->o.z -= h;
|
|
break;
|
|
}
|
|
if(pl->eyeheight<min) // clamp to min
|
|
{
|
|
pl->o.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
|
|
|
|
void clamproll(physent *pl)
|
|
{
|
|
if(pl->roll > maxroll) pl->roll = maxroll;
|
|
else if(pl->roll < -maxroll) pl->roll = -maxroll;
|
|
}
|
|
|
|
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;
|
|
|
|
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 = hdr.waterlevel>pl->o.z;
|
|
|
|
const float speed = curtime*pl->maxspeed/(water ? 2000.0f : 1000.0f);
|
|
const float friction = water ? 20.0f : (pl->onfloor || editfly || specfly ? 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
|
|
water = hdr.waterlevel>pl->o.z-0.5f;
|
|
|
|
const bool crouching = pl->crouching || pl->eyeheight < pl->maxeyeheight;
|
|
const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed*(crouching ? 0.4f : 1.0f)*(specfly ? 2.0f : 1.0f);
|
|
const float friction = water ? 20.0f : (pl->onfloor || editfly || specfly ? 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(editfly || specfly || 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)));
|
|
|
|
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);
|
|
|
|
if(editfly) // just apply velocity
|
|
{
|
|
pl->o.add(d);
|
|
if(pl->jumpnext)
|
|
{
|
|
pl->jumpnext = false;
|
|
pl->vel.z = 2;
|
|
}
|
|
}
|
|
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->vel.z = climbspeed; // bots climb upwards only
|
|
else if(pl->type==ENT_PLAYER)
|
|
{
|
|
if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
|
|
else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
|
|
}
|
|
pl->timeinair = 0;
|
|
}
|
|
else
|
|
{
|
|
if(pl->onfloor || water)
|
|
{
|
|
if(pl->jumpnext)
|
|
{
|
|
pl->jumpnext = false;
|
|
pl->vel.z = 2.0f; // physics impulse upwards
|
|
bool doublejump = pl->lastjump && lastmillis-pl->lastjump < 250 && pl->strafe != 0;
|
|
if(doublejump) // more velocity on double jump
|
|
{
|
|
pl->vel.mul(1.25f);
|
|
}
|
|
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;
|
|
}
|
|
else
|
|
{
|
|
pl->timeinair += curtime;
|
|
}
|
|
}
|
|
|
|
if(timeinair > 200 && !pl->timeinair)
|
|
{
|
|
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
|
|
pl->o.x += f*d.x;
|
|
pl->o.y += f*d.y;
|
|
pl->o.z += f*d.z;
|
|
hitplayer = NULL;
|
|
if(collide(pl, false, drop, rise)) continue;
|
|
else collided = true;
|
|
if(pl->type==ENT_BOUNCE && cornersurface)
|
|
{ // try corner bounce
|
|
float ct2f = cornersurface == 2 ? -1.0 : 1.0;
|
|
vec oo = pl->o, 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 == oo;
|
|
}
|
|
if(pl->type==ENT_CAMERA || (pl->type==ENT_PLAYER && pl->state==CS_DEAD && ((playerent *)pl)->spectatemode != SM_FLY))
|
|
{
|
|
pl->o.x -= f*d.x;
|
|
pl->o.y -= f*d.y;
|
|
pl->o.z -= f*d.z;
|
|
break;
|
|
}
|
|
if(pl->type==ENT_PLAYER && hitplayer)
|
|
{
|
|
float dx = hitplayer->o.x-pl->o.x, dy = hitplayer->o.y-pl->o.y,
|
|
push = (dx*d.x + dy*d.y)/max(dx*dx + dy*dy, 1e-3f),
|
|
px = push*dx, py = push*dy;
|
|
pl->o.x -= f*px;
|
|
pl->o.y -= f*py;
|
|
if(collide(pl, false, drop, rise)) continue;
|
|
pl->o.x += f*px;
|
|
pl->o.y += f*py;
|
|
}
|
|
// 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; pl->vel.mul(0.7f); }
|
|
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; pl->vel.mul(0.7f); }
|
|
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;
|
|
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 && pl==player1)
|
|
{
|
|
// 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;
|
|
clamproll(pl);
|
|
}
|
|
|
|
// 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);
|
|
pl->lastsplash = lastmillis;
|
|
}
|
|
if(pl==player1) pl->vel.z = 0;
|
|
}
|
|
else if(pl->inwater && !water) audiomgr.playsound(S_SPLASH1, &pl->o);
|
|
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)
|
|
{
|
|
if(pl==player1 && !(intermission || player1->onladder || (pl->trycrouch && !player1->onfloor && player1->timeinair > 50))) updatecrouch(player1, player1->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;
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
if(!on) tryrespawn();
|
|
}
|
|
else player1->attacking = on;
|
|
}
|
|
|
|
void jumpn(bool on)
|
|
{
|
|
if(intermission) return;
|
|
if(player1->isspectating())
|
|
{
|
|
if(lastmillis - player1->respawnoffset > 1000 && on) togglespect();
|
|
}
|
|
else if(player1->crouching) return;
|
|
else player1->jumpnext = on;
|
|
}
|
|
|
|
void updatecrouch(playerent *p, bool on)
|
|
{
|
|
if(p->crouching == on) return;
|
|
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()) return;
|
|
player1->trycrouch = on;
|
|
}
|
|
|
|
COMMAND(backward, ARG_DOWN);
|
|
COMMAND(forward, ARG_DOWN);
|
|
COMMAND(left, ARG_DOWN);
|
|
COMMAND(right, ARG_DOWN);
|
|
COMMANDN(jump, jumpn, ARG_DOWN);
|
|
COMMAND(attack, ARG_DOWN);
|
|
COMMAND(crouch, ARG_DOWN);
|
|
|
|
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);
|
|
FVARP(sensitivityscale, 1e-3f, 1, 1000);
|
|
VARP(invmouse, 0, 0, 1);
|
|
FVARP(mouseaccel, 0, 0, 1000);
|
|
FVARP(mouseaccelmax, 0, 0, 1000);
|
|
FVARP(mouseaccelrate, 0, 5, 10000);
|
|
|
|
void mousemove(int dx, int dy)
|
|
{
|
|
if(intermission) return;
|
|
if(player1->isspectating() && player1->spectatemode==SM_FOLLOW1ST) return;
|
|
|
|
float cursens = sensitivity/(33.0f*sensitivityscale); // try match quake sens
|
|
if(mouseaccel && mouseaccelrate && curtime && (dx || dy))
|
|
{
|
|
float dist = (dx*dx + dy*dy)/mouseaccelrate,
|
|
accel = 1 + pow(dist/curtime, mouseaccel)/dist;
|
|
if(mouseaccelmax) accel = min(accel, mouseaccelmax);
|
|
cursens *= accel;
|
|
}
|
|
camera1->yaw += dx*cursens;
|
|
camera1->pitch -= 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)"), d->o.x, d->o.y);
|
|
}
|
|
|