Files
assaultcube-/source/src/physics.cpp
T
aurhat eec68e3253 Fix eyeheight during 3rd-person spectating
During 3rd-person spectating eyeheight of player1 was decreased sometimes
from "above head" of spectated player to his eyeheight.
2017-09-19 22:15:57 +02:00

974 lines
38 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;
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(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;
}
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)<r && fabs(dr.y)<r) && dr.dotxy(d->vel) >= 0.0f)
{
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 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<<mip; // bx, by and bs are the real-world coordinates and size of the corner mip
by = y<<mip; // s is the corner mip and h is the companion mip of a corner between non-solids (to get floor and ceil from)
bs = 1<<mip;
sqr *z = SWS(wmip[mip],x - 1, y,mfactor);
sqr *t = SWS(z,2,0,mfactor); // w
sqr *w = SWS(z,1,-1,mfactor); // zst
sqr *v = SWS(z,1,1,mfactor); // v
s = SWS(z,1,0,mfactor);
// now, this is _exactly_ how the renderer interprets map geometry...
if(SOLID(z))
{
if(SOLID(w)) res = 2; // corners between solids are solid behind the wall or SPACE in front of it
else if(SOLID(v)) res = 3;
}
else if(SOLID(t))
{
if(SOLID(w)) res = 1;
else if(SOLID(v)) res = 0;
}
else
{ // not a corner between solids
bool wv = w->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(cz<hi) hi = cz; }
else if(cz+ch>lo) 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)<r && fabs(e.y-d->o.y)<r)
{
const float mmz = float(S(e.x, e.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)<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
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(ceil<hi) hi = ceil;
if(floor>lo) 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->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
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));
}