// 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"
inline char cornertype(int x, int y)
{
sqr &me = *S(x, y);
if (me.type != CORNER) return 0;
sqr &up = *S(x, y - 1);
sqr &left = *S(x - 1, y);
sqr &right = *S(x + 1, y);
sqr &down = *S(x, y + 1);
const uchar mes = me.ceil - me.floor;
const bool
u = up.type == SOLID || uchar(up.ceil - up.floor) < mes,
l = left.type == SOLID || uchar(left.ceil - left.floor) < mes,
r = right.type == SOLID || uchar(right.ceil - right.floor) < mes,
d = down.type == SOLID || uchar(down.ceil - down.floor) < mes;
if ((u && d) || (l && r)) return 0; // more than 2 cubes, or two adjecent ones
if ((u && !l) || (l && !u)) return 2; // top-right
return 1; // top-left
}
float raycube(const vec &o, const vec &ray, vec &surface)
{
surface = vec(0, 0, 0);
if(ray.iszero()) return 0;
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 dist;
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 dist;
int cornert = 0;
if (s->type == CORNER && (cornert = cornertype(x, y)))
{
float angle = atan2(v.y - o.y, v.x - o.x) / RAD;
while (angle < 0) angle += 360;
while (angle > 360) angle -= 360;
// maybe there is a better way?
// top-left
if (cornert == 1)
surface.x = surface.y = (angle >= 135 && angle <= 315) ? -.7071f : .7071f;
// top-right
else if (cornert == 2)
{
surface.x = (angle >= 45 && angle <= 225) ? -.7071f : .7071f;
surface.y = -surface.x;
}
}
// make one for heightfields?
else
{
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 (s->ctex != DEFAULT_SKY || ray.z <= 0)
{
if (s->type != (ray.z>0 ? CHF : FHF)) // flat
surface.z = ray.z>0 ? -1 : 1;
else // use top left surface
{
const float f = (ray.z > 0) ? .25f : -.25f;
vec b(1, 0, S(x + 1, y)->vdelta * f), c(0, 1, S(x, y + 1)->vdelta * f);
surface = vec(0, 0, s->vdelta * f); // as a
b.sub(surface);
c.sub(surface);
dz *= surface.cross(b, c).normalize().z;
}
}
dist += dz;
break;
}
float disttonext = 0.1f + min(dx, dy);
v.add(vec(ray).mul(disttonext));
dist += disttonext;
}
if (nr == 512) return 0;
return dist;
}
#include "ballistics.h"
float rayclip(const vec &o, const vec &ray, vec &surface)
{
float dist = raycube(o, ray, surface);
if(dist <= 0.01f)
return dist;
vec to = ray;
to.mul(dist).add(o);
bool collided = false;
vec end;
// rectangular prisms
loopv(ents)
{
entity &c = ents[i];
if(c.type != CLIP) continue;
const short z = OUTBORD(c.x, c.y) ? 0 : S(c.x, c.y)->floor;
if(intersectbox(vec(c.x, c.y, z + c.attr1 + c.attr4 / 2),
vec(max(0.1f, (float)c.attr2),
max(0.1f, (float)c.attr3), max(0.1f, (float)c.attr4 / 2)), o, to, &end))
{
to = end;
collided = true;
surface = vec(0, 0, 0);
// which surface did it hit?
}
}
if (collided)
dist = to.dist(o);
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 ((d->o.z >= o->o.z && d->o.z - o->o.z <= o->aboveeye + deyeheight) || (o->o.z >= d->o.z && o->o.z - d->o.z <= d->aboveeye + oeyeheight)) { hitplayer = o; return true; }
headspace = d->o.z-o->o.z-o->aboveeye-deyeheight;
if(headspace<0) headspace = 10;
}
return false;
}
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 || (d->type == ENT_BOUNCE && ((bounceent *)d)->plclipped))))
{
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 true;
}
}
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 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
static int cornersurface = 0;
bool collide(physent *d, bool spawn, float drop, float rise, int level) // levels 1 = map, 2 = players, 4 = models, default: 1+2+4
{
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;
if(level&1) 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);
float ceil = s->ceil;
float floor = s->floor;
switch(s->type)
{
case SOLID:
return true;
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 true;
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(level&1 && hi-lo < playerheight) return true;
float headspace = 10.0f;
if( level&2 && d->type!=ENT_PLAYER && d->type!=ENT_CAMERA)
{
loopv(players) // collide with other players
{
playerent *o = players[i];
if(!o || o==d) 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( level&4 && mmcollide(d, hi, lo)) return true; // collide with map models
if(spawn)
{
if (d->o.z <= lo + eyeheight) // below floor
{
d->o.z = lo + eyeheight;
d->onfloor = true;
}
else if (d->o.z + d->aboveeye >= hi) // above ceiling
d->o.z = hi - d->aboveeye;
}
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 ? 0.1f : 0.01f;
d->onfloor = d->o.z-eyeheight-lo < floorclamp;
}
return false;
}
VARP(maxroll, 0, 0, 45); // 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)
{
extern int maxrollremote;
int mroll = pl == player1 ? maxroll : maxrollremote;
if(pl->roll > mroll) pl->roll = mroll;
else if(pl->roll < -mroll) pl->roll = -mroll;
}
float var_f = 0;
int var_i = 0;
bool var_b = true;
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 = hdr.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 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;
float chspeed = 0.4f;
if(!(pl->onfloor || pl->onladder)) chspeed = 1.0f;
const bool crouching = pl->crouching || pl->eyeheight < pl->maxeyeheight;
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)));
if (pl->type == ENT_PLAYER)
{
playerent *p = (playerent *)pl;
float spd = 1;
if (p->weaponsel) spd = gunspeed(p->weaponsel->type, p->zoomed, p->perk1 == PERK1_AGILE);
if (p->sprinting) spd *= 0.6f; // sprint = walk for now
d.mul(spd);
if (p->perk1 == PERK1_LIGHT) d.z *= 1.05f;
}
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->jumpnext = true; // fly directly upwards while holding jump keybinds
pl->vel.z = 0.5f;
}
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)
{
playerent *p = pl->type == ENT_PLAYER ? ((playerent *)pl) : NULL;
if(pl->onladder)
{
if(p)
{
const float climbspeed = p->perk1 == PERK1_HAND ? 1.5f : 1.0f;
if(p->k_up || p->ownernum >= 0) pl->vel.z = climbspeed; // bots climb upwards only
else if(p->k_down) 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->lastjumpheight != 0 && pl->lastjumpheight != pl->o.z;
pl->lastjumpheight = pl->o.z;
pl->vel.z = 2.0f; // physics impulse upwards
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(p && (p == player1 || isowned(p)) && p->perk2 != PERK_NINJA)
audiomgr.playsoundc(S_JUMP, p);
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->state != CS_DEAD && p && (p == player1 || isowned(p)))
audiomgr.playsoundc((timeinair > 800 && p->perk2 != PERK_NINJA) ? S_HARDLAND : S_SOFTLAND, p);
}
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
}
}
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)
{
// stick to players
if(hitplayer && hitplayer->type == ENT_PLAYER && pl->trystick((playerent *)hitplayer)) return;
if(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_BOUNCE && hitplayer)
{
vec dr(hitplayer->o.x-pl->o.x,hitplayer->o.y-pl->o.y,0);
float invdist = ufInvSqrt(dr.sqrxy()),
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_PLAYER && ((playerent *)pl)->ownernum >= 0) 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;
}
if (cornersurface)
{
float ct2f = (cornersurface == 2 ? -1.0 : 1.0);
float diag = f*d.magnitudexy()*2;
vec vd = vec((d.y*ct2f+d.x >= 0.0f ? diag : -diag), (d.x*ct2f+d.y >= 0.0f ? diag : -diag), 0);
pl->o.x -= f*d.x;
pl->o.y -= f*d.y;
pl->o.x += vd.x;
pl->o.y += vd.y;
if(!collide(pl, false, drop, rise))
{
d.x = vd.x; d.y = vd.y;
continue;
}
pl->o.x -= vd.x;
pl->o.y -= vd.y;
}
else
{
#define WALKALONGAXIS(x,y) \
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;
// player stuck, try slide along y axis
WALKALONGAXIS(x,y);
// still stuck, try x axis
WALKALONGAXIS(y,x);
}
// 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->eyeheight/pl->maxeyeheight;
pl->pitchvel *= fric-3;
pl->pitchvel /= fric;
pl->yaw += pl->yawvel*(curtime / 1000.0f)*pl->maxspeed*pl->eyeheight / pl->maxeyeheight;
pl->yawvel *= 1 - 3 / 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->yawvel < 0.05f && pl->yawvel > 0.001f) pl->yawvel -= ((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)
{
((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);
playerent *ppl = (playerent *)pl;
if (!intermission && (pl == player1 || isowned(ppl))) updatecrouch(ppl, pl->trycrouch);
const float croucheyeheight = pl->maxeyeheight*CROUCHHEIGHTMUL;
resizephysent(pl, moveres, curtime, croucheyeheight, pl->maxeyeheight);
// change zoom state
const int scopetime = ADSTIME(ppl->perk2 == PERK_TIME);
const bool needscope = ppl->scoping && (!ppl->weaponsel->reloading || lastmillis > ppl->lastaction + ppl->weaponsel->info.reloadtime - scopetime) && !ppl->weaponchanging;
if (!intermission && pl->state == CS_ALIVE && (needscope ? ppl->zoomed < 1 : ppl->zoomed > 0) && ads_gun(ppl->weaponsel->type))
{
if (needscope)
{
ppl->zoomed += (float)curtime / scopetime;
if (ppl->zoomed > 1)
ppl->zoomed = 1;
}
else
{
ppl->zoomed -= (float)curtime / scopetime;
if (ppl->zoomed < 0)
ppl->zoomed = 0;
}
}
}
}
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;
static bool died = false;
if(editmode) editdrag(on);
else if(player1->state==CS_DEAD)
{
if(!on && died) tryrespawn();
died = true;
}
else
{
player1->attacking = on;
died = false;
}
}
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;
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;
audiomgr.playsound(on ? S_CROUCH : S_UNCROUCH, p);
}
void crouch(bool on)
{
if(player1->isspectating()) return;
player1->trycrouch = on;
}
void sprint(bool on)
{
if (intermission) return;
player1->sprinting = on;
}
int inWater(int *type)
{
if(hdr.waterlevel > (*type ? player1->o.z : (player1->o.z - player1->eyeheight))) return 1;
else return 0;
}
COMMAND(backward, "d");
COMMAND(forward, "d");
COMMAND(left, "d");
COMMAND(right, "d");
COMMANDN(jump, jumpn, "d");
COMMAND(attack, "d");
COMMAND(crouch, "d");
COMMAND(sprint, "d");
COMMAND(inWater, "i");
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(scopesensscale, 1e-3f, 0.5f, 1000.0f);
FVARP(sensitivityscale, 1e-3f, 1, 1000);
FVARP(scopesens, 0, 0, 1000);
VARP(scopesensfeel, 0, 0, 1);
VARP(invmouse, 0, 0, 1);
FVARP(mouseaccel, 0, 0, 1000);
FVARP(mfilter, 0.0f, 0.0f, 6.0f);
VARP(autoscopesens, 0, 0, 1);
float testsens=0;
bool senst=0;
int tsens(int x)
{
static bool highlock=0,lowlock=0;
static bool hightry=0,lowtry=0;
static float sensn=0,sensl=0,sensh=0;
static int nstep=1;
if (x==-2000) { // RENDERING PART!!!
if(senst) {
draw_textf(
"\fJSensitivity Training (hotkeys):\n\fE1. try High Sens. %s\n2. try Low Sens. %s\n\fJ%s :"
"\fE\n3. choose: High Sens.\n4. choose: Low Sens.\n\fIrepeat the steps above until the training stops.\n\f35. Stop Training.",
VIRTW/4 , VIRTH/3,
hightry?"(TRIED)":"" , lowtry?"(TRIED)":"",
hightry&&lowtry?"after trying both choose the one you liked most":"now you can choose the sensitivity you preferred");
glPushMatrix(); glScalef(2,2,2);
draw_textf("step: \f0%d",VIRTW/2 , VIRTH/3*2,nstep);
glPopMatrix();
}
return 0;
}
if (x == SDLK_3 || x == SDLK_4)
{
if(!hightry || !lowtry) {
if(!hightry && !lowtry) {
conoutf("--- \f3ERROR:\f0before choosing a sensitivity, first try both higher and lower sens.");
} else {
conoutf("--- \f3ERROR:\f0try the %s%ser sensitivity too.",hightry?"":"high",lowtry?"":"low");
}
} else {
if (x == SDLK_3) //high sens
{
lowlock=1;
if (highlock)
{
sensl=sensn;
sensn=(sensh+sensl)/2.0f;
}
else
{
sensl=sensn;
sensn=sensh;
sensh=sensn*2.0f;
}
}
if (x == SDLK_4) //low sens
{
highlock=1;
if (lowlock)
{
sensh=sensn;
sensn=(sensh+sensl)/2.0f;
}
else
{
sensh=sensn;
sensn=sensl;
sensl=sensn/2.0f;
}
}
if(sensh/sensn > 1.04f) {
conoutf("--- \f0you chose the %ser sensitivity.",x==SDLK_3?"higher":"lower");
conoutf("--- \f0repeat previous steps by trying both higher and lower sens and then by choosing the one you like most.");
hudoutf("next step!");
nstep++;
}
testsens=sensn;
hightry=lowtry=0;
}
}
if (x == SDLK_2)
{
testsens=sensl;
conoutf("--- \f0You are now %strying the lower sensitivity.",lowtry?"re-":""); lowtry=1;
}
if (x == SDLK_1)
{
testsens=sensh;
conoutf("--- \f0You are now %strying the higher sensitivity.",hightry?"re-":""); hightry=1;
}
if (x==-1000)
{
float factor=rnd(800)+600;
factor/=1000;
sensh=sensitivity*factor*2.0f;
sensl=sensitivity*factor/2.0f;
sensn=sensitivity*factor;
}
if (sensh/sensn <= 1.04f || x == SDLK_5)
{
senst=0;
if(sensh/sensn <= 1.04f) {
conoutf("--- \f0Sensitivity Training Ended. happy fragging.");
sensitivity=sensn;
} else {
conoutf("--- \f0Sensitivity Training Stopped.");
}
hightry=lowtry=highlock=lowlock=0;
sensn=sensl=sensh=0;
testsens=0;
nstep=1;
}
return 0;
}
void findsens()
{
if(!watchingdemo) {
senst=1;
tsens(-1000);
testsens=sensitivity;
conoutf("--- \f0Sensitivity Training Started.");
return;
}
}
COMMAND(findsens, "");
inline bool zooming(playerent *plx) { return sniper_weap(plx->weaponsel->type) && plx->zoomed; }
void mousemove(int odx, int ody)
{
static float fdx = 0, fdy = 0;
if (intermission || (player1->isspectating() && (player1->spectatemode == SM_FOLLOWSAME || player1->spectatemode == SM_FOLLOWALT))) return;
float dx = odx, dy = ody;
if(mfilter > 0.0f)
{
float k = mfilter * 0.1f;
dx = fdx = dx * ( 1.0f - k ) + fdx * k;
dy = fdy = dy * ( 1.0f - k ) + fdy * k;
}
extern float scopesensfunc;
float cursens = sensitivity;
if(senst) {cursens=testsens;}
if(mouseaccel && curtime && (dx || dy)) cursens += 0.02f * mouseaccel * sqrtf(dx*dx + dy*dy)/curtime;
if(scopesens==0 || !zooming(player1))
{
if(scopesensfeel)
{
// AC 1.1
cursens /= 33.0f*sensitivityscale;
if( zooming(player1) ) { cursens *= autoscopesens ? scopesensfunc : scopesensscale; }
camera1->yaw += dx*cursens;
camera1->pitch -= dy*cursens*(invmouse ? -1 : 1);
}
else
{
// AC 1.0
if( zooming(player1) ) { cursens *= autoscopesens ? scopesensfunc : scopesensscale; }
float sensfactor = 33.0f*sensitivityscale;
camera1->yaw += dx*cursens/sensfactor;
camera1->pitch -= dy*cursens*(invmouse ? -1 : 1)/sensfactor;
}
}
else
{
// user provided value
float sensfactor = 33.0f*sensitivityscale;
camera1->yaw += dx*scopesens/sensfactor;
camera1->pitch -= dy*scopesens*(invmouse ? -1 : 1)/sensfactor;
}
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);
}
void vecfromyawpitch(float yaw, float pitch, int move, int strafe, vec &m)
{
if(move)
{
m.x = move*-sinf(RAD*yaw);
m.y = move*cosf(RAD*yaw);
}
else m.x = m.y = 0;
if(pitch)
{
m.x *= cosf(RAD*pitch);
m.y *= cosf(RAD*pitch);
m.z = move*sinf(RAD*pitch);
}
else m.z = 0;
if(strafe)
{
m.x += strafe*cosf(RAD*yaw);
m.y += strafe*sinf(RAD*yaw);
}
}
void vectoyawpitch(const vec &v, float &yaw, float &pitch)
{
yaw = -atan2(v.x, v.y)/RAD;
pitch = asin(v.z/v.magnitude())/RAD;
}
void fixfullrange(float &yaw, float &pitch, float &roll, bool full)
{
if(full)
{
while(pitch < -180.0f) pitch += 360.0f;
while(pitch >= 180.0f) pitch -= 360.0f;
while(roll < -180.0f) roll += 360.0f;
while(roll >= 180.0f) roll -= 360.0f;
}
else
{
if(pitch > 89.9f) pitch = 89.9f;
if(pitch < -89.9f) pitch = -89.9f;
if(roll > 89.9f) roll = 89.9f;
if(roll < -89.9f) roll = -89.9f;
}
while(yaw < 0.0f) yaw += 360.0f;
while(yaw >= 360.0f) yaw -= 360.0f;
}
void fixrange(float &yaw, float &pitch)
{
float r = 0.f;
fixfullrange(yaw, pitch, r, false);
}
void getyawpitch(const vec &from, const vec &pos, float &yaw, float &pitch)
{
float dist = from.dist(pos);
yaw = 180-atan2(pos.x-from.x, pos.y-from.y)/RAD; // +180
pitch = asin((pos.z-from.z)/dist)/RAD;
}
void scaleyawpitch(float &yaw, float &pitch, float targyaw, float targpitch, float yawspeed, float pitchspeed, float rotate)
{
if(yaw < targyaw-180.0f) yaw += 360.0f;
if(yaw > targyaw+180.0f) yaw -= 360.0f;
float offyaw = (rotate < 0 ? fabs(rotate) : (rotate > 0 ? min(float(fabs(targyaw-yaw)), rotate) : fabs(targyaw-yaw)))*yawspeed,
offpitch = (rotate < 0 ? fabs(rotate) : (rotate > 0 ? min(float(fabs(targpitch-pitch)), rotate) : fabs(targpitch-pitch)))*pitchspeed;
if(targyaw > yaw)
{
yaw += offyaw;
if(targyaw < yaw) yaw = targyaw;
}
else if(targyaw < yaw)
{
yaw -= offyaw;
if(targyaw > yaw) yaw = targyaw;
}
if(targpitch > pitch)
{
pitch += offpitch;
if(targpitch < pitch) pitch = targpitch;
}
else if(targpitch < pitch)
{
pitch -= offpitch;
if(targpitch > pitch) pitch = targpitch;
}
fixrange(yaw, pitch);
}
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Physics.cpp
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