nuclide/src/shared/pmove_custom.qc

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/*
* Copyright (c) 2016-2024 Vera Visions LLC.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#ifdef CUSTOMPLAYERPHYSICS
void
PMoveCustom_Init(void)
{
}
#ifdef SERVER
/* we need to network our changes everytime cvars are updated */
void
PMoveCustom_UpdateVar(string info, string cv)
{
float d = cvar(cv);
if (serverkeyfloat(info) != d) {
readcmd(sprintf("serverinfo %s %d\n", info, d));
}
}
void
PMoveCustom_StartFrame(void)
{
PMoveCustom_UpdateVar("phy_stepheight", "pm_stepsize");
PMoveCustom_UpdateVar("phy_airstepheight", "pm_airstepsize");
PMoveCustom_UpdateVar("phy_friction", "pm_friction");
PMoveCustom_UpdateVar("phy_edgefriction", "pm_edgefriction");
PMoveCustom_UpdateVar("phy_stopspeed", "pm_stopspeed");
PMoveCustom_UpdateVar("phy_gravity", "g_gravity");
PMoveCustom_UpdateVar("phy_airaccelerate", "pm_airaccelerate");
PMoveCustom_UpdateVar("phy_wateraccelerate", "pm_wateraccelerate");
PMoveCustom_UpdateVar("phy_accelerate", "pm_accelerate");
PMoveCustom_UpdateVar("phy_maxspeed", "pm_maxspeed");
PMoveCustom_UpdateVar("phy_noclipspeed", "pm_noclipspeed");
PMoveCustom_UpdateVar("phy_noclipaccelerate", "pm_noclipaccelerate");
PMoveCustom_UpdateVar("phy_nospeedcap", "pm_nospeedcap");
}
#endif
/* pointcontents reimplementation, only way we can effectively trace
* against ladders and liquids that are defined in the game-logic.
*/
int
PMoveCustom_Contents(vector org)
{
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = -1;
traceline(org, org, MOVE_EVERYTHING, self);
self.hitcontentsmaski = oldhitcontents;
return trace_endcontentsi;
}
/* used for trigger_gravity type entities */
float
PMoveCustom_Gravity(entity ent)
{
if (ent.gravity) {
return serverkeyfloat("phy_gravity") * ent.gravity;
} else {
return serverkeyfloat("phy_gravity");
}
}
/* figure out where we are in the geometry. void, solid, liquid, etc. */
void
PMoveCustom_Categorize(void)
{
int contents;
bool inladder = false;
vector testPos;
if (self.movetype == MOVETYPE_NOCLIP)
return;
tracebox(self.origin, self.mins, self.maxs, self.origin - [0,0,1], MOVE_NORMAL, self);
if (!trace_startsolid) {
if ((trace_fraction < 1.0f) && (trace_plane_normal[2] > 0.7)) {
self.flags |= FL_ONGROUND;
self.groundentity = trace_ent;
//if (self.groundentity) {
// self.basevelocity += self.groundentity.velocity;
//}
} else {
self.flags &= ~FL_ONGROUND;
}
} else {
self.groundentity = __NULL__;
self.flags |= FL_ONGROUND;
}
self.flags &= ~FL_WATERJUMP;
/*if (self.basevelocity[2] > 0)
self.flags &= ~FL_ONGROUND;*/
/* ladder content testing */
int oldhitcontents = self.hitcontentsmaski;
self.hitcontentsmaski = CONTENTBIT_FTELADDER;
tracebox(self.origin, self.mins, self.maxs, self.origin, MOVE_NORMAL, self);
self.hitcontentsmaski = oldhitcontents;
/* if set, you need to directly face the ladder or else you'll fall right off */
#ifdef LADDERFACING
if (trace_endcontentsi & CONTENTBIT_FTELADDER) {
/* place the ladder into a virtual space */
vector ladderpos = trace_ent.absmin + (0.5f * (trace_ent.absmax - trace_ent.absmin));
ladderpos[2] = self.origin[2];
/* test our view angles against them */
makevectors(input_angles);
vector vecDelta = normalize(ladderpos - self.origin);
float flFov = vecDelta * v_forward;
/* we're facing it... */
if (flFov > 0.0f) {
inladder = true;
}
}
if (inladder) {
#else
if (trace_endcontentsi & CONTENTBIT_FTELADDER) {
#endif
self.flags |= FL_ONLADDER;
} else {
self.flags &= ~FL_ONLADDER;
}
testPos = self.origin + [0, 0, self.mins[2] + 4];
contents = PMoveCustom_Contents(testPos);
if (contents & CONTENTBIT_WATER) {
contents = CONTENT_WATER;
} else if (contents & CONTENTBIT_SLIME) {
contents = CONTENT_SLIME;
} else if (contents & CONTENTBIT_LAVA) {
contents = CONTENT_LAVA;
} else {
contents = CONTENT_EMPTY;
}
/* how far underwater are we? */
if (contents < CONTENT_SOLID && !(self.flags & FL_ONLADDER)) {
self.watertype = contents;
if (PMoveCustom_Contents(self.origin + (self.mins + self.maxs) * 0.5)
& CONTENTBITS_FLUID)
{
if (PMoveCustom_Contents(self.origin + self.maxs - [0,0,1])
& CONTENTBITS_FLUID)
{
self.waterlevel = WATERLEVEL_SUBMERGED;
} else {
self.waterlevel = WATERLEVEL_CHEST;
}
} else {
self.waterlevel = WATERLEVEL_KNEE;
}
} else {
self.watertype = CONTENT_EMPTY;
self.waterlevel = WATERLEVEL_OUTSIDE;
}
}
void
PMoveCustom_AccelToss(float move_time, float premove)
{
self.velocity[2] = self.velocity[2] - (PMoveCustom_Gravity(self) * move_time);
}
void
PMoveCustom_AccelWater(float move_time, float premove)
{
float flFriction;
float wish_speed;
vector vecWishVel;
self.flags &= ~FL_ONGROUND;
if (input_movevalues == [0,0,0]) {
vecWishVel = [0,0,-60]; // drift towards bottom
} else {
vecWishVel = v_forward * input_movevalues[0];
vecWishVel += v_right * input_movevalues[1];
vecWishVel += v_up * input_movevalues[2];
}
wish_speed = vlen(vecWishVel);
if (serverkeyfloat("phy_nospeedcap") == 0 && wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
wish_speed = wish_speed * 0.7;
// water friction
if (self.velocity != [0,0,0]) {
flFriction = vlen(self.velocity) * (1 - move_time * serverkeyfloat("phy_friction"));
if (flFriction > 0) {
self.velocity = normalize(self.velocity) * flFriction;
} else {
self.velocity = [0,0,0];
}
} else {
flFriction = 0;
}
// water acceleration
if (wish_speed <= flFriction) {
return;
}
flFriction = min(wish_speed - flFriction, serverkeyfloat("phy_wateraccelerate") * wish_speed * move_time);
self.velocity = self.velocity + normalize(vecWishVel) * flFriction;
}
void
PMoveCustom_AccelLadder(float move_time, float premove, vector wish_dir, float wish_speed)
{
vector vPlayerVector;
makevectors(input_angles);
vPlayerVector = v_forward;
vPlayerVector = (vPlayerVector * 240);
if (input_movevalues[0] > 0) {
self.velocity = vPlayerVector;
} else {
self.velocity = [0,0,0];
}
if (input_buttons & INPUT_BUTTON2) {
vector ladderpos = trace_ent.absmin + (0.5f * (trace_ent.absmax - trace_ent.absmin));
ladderpos[2] = self.origin[2];
makevectors(normalize(ladderpos - self.origin));
self.velocity = v_forward * -250;
self.velocity += v_up * 100;
self.flags &= ~FL_ONGROUND;
self.flags &= ~FL_JUMPRELEASED;
}
}
void
PMoveCustom_AccelFriction(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flApplyFriction;
float flFriction;
vector vecTemp;
#ifdef SERVER
/* too finicky with monsters between the various game settings */
if (self.flags & FL_MONSTER) {
NSMonster checkMe = (NSMonster)self;
if (checkMe.IsOnRoute() == true && checkMe.HasFlags(FL_ONGROUND) == true) {
self.velocity = wish_dir * wish_speed;
return;
}
}
#endif
flApplyFriction = serverkeyfloat("phy_friction");
/* per frame basis friction modifier */
if (self.friction != 0.0f) {
flApplyFriction /= self.friction;
self.friction = 0.0f;
}
/* apply friction */
if (self.velocity[0] || self.velocity[1]) {
vecTemp = self.velocity;
vecTemp[2] = 0;
flFriction = vlen(vecTemp);
/* Next few lines of code assumes self is using player's hull, however it could be a monster
who use differen hull size, therefore it is invalid, so we probably better of using mins/maxs,
on the other hand edge friction is probably not that important. */
// if the leading edge is over a dropoff, increase friction
vecTemp = self.origin + normalize(vecTemp) * 16 + [0,0,1] * self.mins[2];
traceline(vecTemp, vecTemp + [0,0,-34], TRUE, self);
// apply friction
if (trace_fraction == 1.0) {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction * serverkeyfloat("phy_edgefriction");
} else {
flFriction = 1 - move_time * flApplyFriction * serverkeyfloat("phy_edgefriction");
}
} else {
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction;
} else {
flFriction = 1 - move_time * flApplyFriction;
}
}
if (flFriction < 0) {
self.velocity = [0,0,0];
} else {
self.velocity[0] = self.velocity[0] * flFriction;
self.velocity[1] = self.velocity[1] * flFriction;
/* don't apply friction to horizontal movement... or else jumps get clamped */
if (self.flags & FL_JUMPRELEASED)
self.velocity[2] = self.velocity[2] * flFriction;
}
}
// acceleration
flFriction = wish_speed - (self.velocity * wish_dir);
if (flFriction > 0) {
self.velocity += wish_dir * min(flFriction, serverkeyfloat("phy_accelerate") * move_time * wish_speed);
}
}
void
PMoveCustom_AccelNoclip(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flApplyFriction;
float flFriction;
vector vecTemp;
flApplyFriction = serverkeyfloat("phy_friction");
/* per frame basis friction modifier */
if (self.friction != 0.0f) {
flApplyFriction /= self.friction;
self.friction = 0.0f;
}
/* apply friction */
if (vlen(self.velocity)) {
vecTemp = self.velocity;
flFriction = vlen(vecTemp);
if (flFriction < serverkeyfloat("phy_stopspeed")) {
flFriction = 1 - move_time * (serverkeyfloat("phy_stopspeed") / flFriction) * flApplyFriction;
} else {
flFriction = 1 - move_time * flApplyFriction;
}
if (flFriction < 0) {
self.velocity = [0,0,0];
} else {
self.velocity = self.velocity * flFriction;
}
}
// acceleration
flFriction = wish_speed - (self.velocity * wish_dir);
if (flFriction > 0) {
self.velocity += wish_dir * min(flFriction, serverkeyfloat("phy_noclipaccelerate") * move_time * wish_speed);
}
}
void
PMoveCustom_AccelGravity(float move_time, float premove, vector wish_dir, float wish_speed)
{
float flFriction;
/* apply gravity */
self.velocity[2] = self.velocity[2] - (PMoveCustom_Gravity(self) * move_time);
if (wish_speed < 30) {
flFriction = wish_speed - (self.velocity * wish_dir);
} else {
flFriction = 30 - (self.velocity * wish_dir);
}
if (flFriction > 0) {
float fric;
fric = min(flFriction, serverkeyfloat("phy_airaccelerate") * wish_speed * move_time);
self.velocity += wish_dir * fric;
}
}
/* two-pass acceleration */
void
PMoveCustom_Acceleration(float move_time, float premove)
{
vector vecWishVel;
vector wish_dir;
float wish_speed;
self.jumptime -= move_time;
self.teleport_time -= move_time;
makevectors(input_angles);
/* figure out where we are in the world */
PMoveCustom_Categorize();
/* everything but MOVETYPE_NOCLIP has acceleration */
if (self.movetype != MOVETYPE_NOCLIP) {
if (self.movetype == MOVETYPE_TOSS) {
PMoveCustom_AccelToss(move_time, premove);
return;
}
if (self.waterlevel >= 2) {
PMoveCustom_AccelWater(move_time, premove);
return;
}
} else {
vecWishVel = v_forward * input_movevalues[0];
vecWishVel += v_right * input_movevalues[1];
vecWishVel += v_up * input_movevalues[2];
wish_dir = normalize(vecWishVel);
wish_speed = serverkeyfloat("phy_noclipspeed");
PMoveCustom_AccelNoclip(move_time, premove, wish_dir, wish_speed);
return;
}
/*if (self.teleport_time > 0 && input_movevalues[0] < 0) {
vecWishVel = v_right * input_movevalues[1];
} else */ {
/* on the ground, only yaw matters in terms of direction */
if (self.flags & FL_ONGROUND) {
makevectors(input_angles[1] * [0,1,0]);
}
vecWishVel = v_forward * input_movevalues[0] + v_right * input_movevalues[1];
}
if (self.movetype != MOVETYPE_WALK) {
vecWishVel[2] += input_movevalues[2];
} else {
vecWishVel[2] = 0;
}
wish_dir = normalize(vecWishVel);
wish_speed = vlen(vecWishVel);
if (serverkeyfloat("phy_nospeedcap") == 0 && wish_speed > self.maxspeed) {
wish_speed = self.maxspeed;
}
if (self.flags & FL_ONLADDER) {
PMoveCustom_AccelLadder(move_time, premove, wish_dir, wish_speed);
} else if (self.flags & FL_ONGROUND) {
PMoveCustom_AccelFriction(move_time, premove, wish_dir, wish_speed);
} else {
PMoveCustom_AccelGravity(move_time, premove, wish_dir, wish_speed);
}
}
/* touch other solid entities */
void
PMoveCustom_DoTouch(entity tother)
{
entity oself = self;
if (tother.touch) {
other = self;
self = tother;
self.touch();
}
self = oself;
if (self.touch) {
other = tother;
self.touch();
}
}
/* bounce us back off a place normal */
static void
PMoveCustom_Rebound(vector normal)
{
self.velocity = self.velocity - normal * (self.velocity * normal);
if (normal[2] > 0.7) {
if (trace_ent.solid == SOLID_BSP) {
self.groundentity = trace_ent;
self.flags |= FL_ONGROUND;
}
}
}
/* brute force unstuck function */
float
PMoveCustom_Fix_Origin(void)
{
float x, y, z;
vector norg, oorg = self.origin;
for (z = 0; z < 3; z++) {
norg[2] = oorg[2] + ((z==2)?-1:z)*0.0125;
for (x = 0; x < 3; x++) {
norg[0] = oorg[0] + ((x==2)?-1:x)*0.0125;
for (y = 0; y < 3; y++) {
norg[1] = oorg[1] + ((y==2)?-1:y)*0.0125;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
self.origin = norg;
return (1);
}
}
}
}
#if 0
/* still not done */
for (z = 0; z < 3; z++) {
norg = oorg;
norg[z] = oorg[z] + 0.25;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
self.origin = norg;
return (1);
}
norg = oorg;
norg[z] = oorg[z] - 0.25;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
self.origin = norg;
return (1);
}
}
for (z = 0; z < 64; z++) {
norg = oorg;
norg[2] += z * 0.125;
tracebox(norg, self.mins, self.maxs, norg, MOVE_NORMAL, self);
if (!trace_startsolid) {
tracebox(norg, self.mins, self.maxs, norg + [0,0,18], MOVE_NORMAL, self);
self.origin = norg;
return (1);
}
}
#endif
return (0);
}
/* move the player based on the given acceleration */
void
PMoveCustom_Move(void)
{
vector dest;
vector saved_plane;
float stepped;
float move_time;
float i;
/* noclippers don't need any of the below since they don't collide with anything */
if (self.movetype == MOVETYPE_NOCLIP) {
self.origin += self.velocity * input_timelength;
return;
}
/* we need to bounce off surfaces (in order to slide along them),
* so we need at 2 attempts */
for (i = 3, move_time = input_timelength; move_time > 0 && i; i--) {
dest = self.origin + (self.velocity * move_time);
dest += (self.basevelocity * move_time);
//print(sprintf("basevel: %v\n", self.basevelocity));
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_startsolid) {
if (!PMoveCustom_Fix_Origin()) {
dprint(sprintf("%s PHYSICS ERROR: We are stuck!\n", self.classname));
return;
}
continue;
}
/* move us into place */
self.origin = trace_endpos;
/* no obstacles? no further tests needed */
if (trace_fraction >= 1.0f) {
setorigin(self, self.origin);
break;
}
/* there's something in the way, so let's try to bounce off of it, or step up */
saved_plane = trace_plane_normal;
move_time -= move_time * trace_fraction;
if (move_time > 0.0) {
/* step up if we can */
trace_endpos = self.origin;
if (self.flags & FL_ONGROUND) {
trace_endpos[2] += serverkeyfloat("phy_stepheight");
} else {
trace_endpos[2] += serverkeyfloat("phy_airstepheight");
}
tracebox(self.origin, self.mins, self.maxs, trace_endpos, MOVE_NORMAL, self);
stepped = trace_endpos[2] - self.origin[2];
float roof_fraction = trace_fraction;
vector roof_plane_normal = trace_plane_normal;
dest = trace_endpos + (self.velocity * move_time);
dest += (self.basevelocity * move_time);
dest[2] = trace_endpos[2]; /*only horizontally*/
/* clear base-velocity */
self.basevelocity = [0,0,0];
/* move forwards */
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
/* if we got anywhere, make this raised-step move count */
if (trace_fraction >= 1.0f) {
float fwfrac = trace_fraction;
vector fwplane = trace_plane_normal;
/* move down */
dest = trace_endpos;
dest[2] -= stepped + 1;
tracebox(trace_endpos, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction < 1.0 && trace_plane_normal[2] > 0.7f) {
move_time -= move_time * fwfrac;
/* bounce off the ceiling */
if (roof_fraction < 1) {
PMoveCustom_Rebound(roof_plane_normal);
}
if (trace_fraction < 1) {
PMoveCustom_Rebound(trace_plane_normal);
} else if (fwfrac < 1) {
PMoveCustom_Rebound(fwplane);
}
self.origin = trace_endpos;
continue;
}
} else {
if (trace_ent.solid == SOLID_PORTAL) {
NSPortal portalEntry = (NSPortal)trace_ent;
portalEntry.TransportEntity((NSEntity)self);
}
}
}
/* stepping failed, just bounce off */
PMoveCustom_Rebound(saved_plane);
PMoveCustom_DoTouch(trace_ent); /* this is where basevelocity might get set */
}
/* touch whatever is below */
if (self.flags & FL_ONGROUND) {
dest = self.origin;
dest[2] -= serverkeyfloat("phy_stepheight");
tracebox(self.origin, self.mins, self.maxs, dest, MOVE_NORMAL, self);
if (trace_fraction == 1.0) {
return;
} else if (trace_ent.solid == SOLID_PORTAL) {
NSPortal portalEntry = (NSPortal)trace_ent;
portalEntry.TransportEntity((NSEntity)self);
return;
}
/*if (trace_startsolid) {
if (!PMoveCustom_Fix_Origin()) {
return;
}
}*/
PMoveCustom_DoTouch(trace_ent);
self.groundentity = trace_ent;
}
}
void
PMoveCustom_NoclipMove(void)
{
self.origin += self.velocity * input_timelength;
}
#endif
/* this is called for when we want to run the custom QC player physics */
void
PMoveCustom_RunPlayerPhysics(entity target)
{
if (target.movetype == MOVETYPE_NONE)
return;
entity oldself = self;
self = target;
if (self.maxspeed <= 0)
self.maxspeed = 240;
bool flying = ((target.movetype == MOVETYPE_NOCLIP) || (target.movetype == MOVETYPE_FLY));
if (flying == true) {
/* move camera up (noclip, fly) when holding jump */
if (input_buttons & INPUT_BUTTON2) {
input_movevalues[2] = 240;
}
/* move camera down (noclip, fly) when holding crouching */
if (input_buttons & INPUT_BUTTON8) {
input_movevalues[2] = -240;
}
}
#ifdef CUSTOMPLAYERPHYSICS
/* call accelerate before and after the actual move,
* with half the move each time. this reduces framerate dependence.
* and makes controlling jumps slightly easier */
PMoveCustom_Acceleration(input_timelength / 2, TRUE);
PMoveCustom_Move();
PMoveCustom_Acceleration(input_timelength / 2, FALSE);
#else
runstandardplayerphysics(target);
#endif
/* NOTE: should clip to network precision here if lower than a float */
self.angles = input_angles;
self.angles[0] *= -0.333;
#ifdef CUSTOMPLAYERPHYSICS
/* activate any SOLID_TRIGGER entities, when not in noclip anyway */
if (self.movetype != MOVETYPE_NOCLIP)
touchtriggers();
#endif
setorigin(self, self.origin);
self = oldself;
}
/* Next code assumes self is using player's hull, so it should not be used for monsters who use different hull size. */
void
PMoveCustom_RunCrouchPhysics(entity target)
{
if (target.movetype == MOVETYPE_NONE)
return;
int iFixCrouch = FALSE;
if (input_buttons & INPUT_BUTTON8) {
target.flags |= FL_CROUCHING;
} else {
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (target.flags & FL_CROUCHING) {
if (PMove_IsStuck(target, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == false) {
target.flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
}
} else {
target.flags &= ~FL_CROUCHING;
}
}
if (target.flags & FL_CROUCHING) {
setsize(target, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
target.view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
setsize(target, PHY_HULL_MIN, PHY_HULL_MAX);
if (iFixCrouch && PMove_IsStuck(target, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
for (int i = 0; i < 36; i++) {
target.origin[2] += 1;
if (PMove_IsStuck(target, [0,0,0], target.mins, target.maxs) == false) {
break;
}
}
}
setorigin(target, target.origin);
target.view_ofs = PHY_VIEWPOS;
}
PMoveCustom_RunPlayerPhysics(target);
}