]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/physics.qc
Predict conveyors
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / physics.qc
index 24b477454bd607d59389700a20e579343369e32f..233e3c33d30e9fe70c86f7216ca767b8e83fcf9e 100644 (file)
@@ -185,7 +185,7 @@ void PM_ClientMovement_UpdateStatus()
                SET_ONGROUND(self);
 
                // this code actually "predicts" an impact; so let's clip velocity first
-               float f = dotproduct(self.velocity, trace_plane_normal);
+               float f = self.velocity * trace_plane_normal;
                if (f < 0) // only if moving downwards actually
                        self.velocity -= f * trace_plane_normal;
        }
@@ -248,7 +248,6 @@ void PM_ClientMovement_Move()
                                float old_trace2_fraction = trace_fraction;
                                vector old_trace2_plane_normal = trace_plane_normal;
                                tracebox(currentorigin2, self.mins, self.maxs, neworigin2, MOVE_NORMAL, self);
-                               //Con_Printf("%f %f %f %f : %f %f %f %f : %f %f %f %f\n", trace.fraction, trace.endpos[0], trace.endpos[1], trace.endpos[2], trace2.fraction, trace2.endpos[0], trace2.endpos[1], trace2.endpos[2], trace3.fraction, trace3.endpos[0], trace3.endpos[1], trace3.endpos[2]);
                                // accept the new trace if it made some progress
                                if (fabs(trace_endpos_x - old_trace1_endpos_x) >= 0.03125 || fabs(trace_endpos_y - old_trace1_endpos_y) >= 0.03125)
                                {
@@ -282,7 +281,7 @@ void PM_ClientMovement_Move()
 
                t -= t * trace_fraction;
 
-               float f = dotproduct(self.velocity, trace_plane_normal);
+               float f = self.velocity * trace_plane_normal;
                self.velocity -= f * trace_plane_normal;
        }
        if (pmove_waterjumptime > 0)
@@ -292,17 +291,9 @@ void PM_ClientMovement_Move()
 
 void CPM_PM_Aircontrol(vector wishdir, float wishspeed)
 {
-       float k;
-#if 0
-       // this doesn't play well with analog input
-       if (PHYS_INPUT_MOVEVALUES(self).x == 0 || PHYS_INPUT_MOVEVALUES(self).y != 0)
-               return; // can't control movement if not moving forward or backward
-       k = 32;
-#else
-       k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
+       float k = 32 * (2 * IsMoveInDirection(PHYS_INPUT_MOVEVALUES(self), 0) - 1);
        if (k <= 0)
                return;
-#endif
 
        k *= bound(0, wishspeed / PHYS_MAXAIRSPEED, 1);
 
@@ -439,16 +430,17 @@ void PM_AirAccelerate(vector wishdir, float wishspeed)
 PlayerJump
 
 When you press the jump key
+returns TRUE if handled
 =============
 */
-void PlayerJump (void)
+float PlayerJump (void)
 {
        if (PHYS_FROZEN(self))
-               return; // no jumping in freezetag when frozen
+               return TRUE; // no jumping in freezetag when frozen
 
 #ifdef SVQC
        if (self.player_blocked)
-               return; // no jumping while blocked
+               return TRUE; // no jumping while blocked
 #endif
 
        float doublejump = FALSE;
@@ -458,11 +450,10 @@ void PlayerJump (void)
        player_jumpheight = mjumpheight;
 #ifdef SVQC
        if (MUTATOR_CALLHOOK(PlayerJump))
-               return;
 #elif defined(CSQC)
        if(PM_multijump_checkjump())
-               return;
 #endif
+               return TRUE;
 
        doublejump = player_multijump;
        mjumpheight = player_jumpheight;
@@ -485,16 +476,16 @@ void PlayerJump (void)
        if (self.waterlevel >= WATERLEVEL_SWIMMING)
        {
                self.velocity_z = PHYS_MAXSPEED(self) * 0.7;
-               return;
+               return TRUE;
        }
 
        if (!doublejump)
                if (!IS_ONGROUND(self))
-                       return;
+                       return IS_JUMP_HELD(self);
 
        if (PHYS_TRACK_CANJUMP(self))
                if (IS_JUMP_HELD(self))
-                       return;
+                       return TRUE;
 
        // sv_jumpspeedcap_min/sv_jumpspeedcap_max act as baseline
        // velocity bounds.  Final velocity is bound between (jumpheight *
@@ -522,21 +513,19 @@ void PlayerJump (void)
                }
        }
 
-#ifdef SVQC
-       if (!(self.lastflags & FL_ONGROUND))
+       if (!WAS_ONGROUND(self))
        {
-               if (autocvar_speedmeter)
+               if(autocvar_speedmeter)
                        dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
-               if (self.lastground < time - 0.3)
+               if(self.lastground < time - 0.3)
                {
-                       self.velocity_x *= (1 - autocvar_sv_friction_on_land);
-                       self.velocity_y *= (1 - autocvar_sv_friction_on_land);
+                       self.velocity_x *= (1 - PHYS_FRICTION_ONLAND);
+                       self.velocity_y *= (1 - PHYS_FRICTION_ONLAND);
                }
-               if (self.jumppadcount > 1)
+               if(self.jumppadcount > 1)
                        dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
                self.jumppadcount = 0;
        }
-#endif
 
        self.velocity_z += mjumpheight;
 
@@ -552,6 +541,7 @@ void PlayerJump (void)
        if (autocvar_g_jump_grunt)
                PlayerSound(playersound_jump, CH_PLAYER, VOICETYPE_PLAYERSOUND);
 #endif
+       return TRUE;
 }
 
 void CheckWaterJump()
@@ -582,11 +572,64 @@ void CheckWaterJump()
        }
 }
 
+
+#ifdef SVQC
+       #define JETPACK_JUMP(s) s.cvar_cl_jetpack_jump
+#elif defined(CSQC)
+       float autocvar_cl_jetpack_jump;
+       #define JETPACK_JUMP(s) autocvar_cl_jetpack_jump
+#endif
+.float jetpack_stopped;
+// Hack: shouldn't need to know about this
+.float multijump_count;
 void CheckPlayerJump()
 {
-       if(PHYS_INPUT_BUTTON_JUMP(self))
-               PlayerJump();
+#ifdef SVQC
+       float was_flying = ITEMS(self) & IT_USING_JETPACK;
+#endif
+       if (JETPACK_JUMP(self) < 2)
+#ifdef SVQC
+               ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+
+       if(PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self))
+       {
+#ifdef SVQC
+               float air_jump = !PlayerJump() || self.multijump_count > 0; // PlayerJump() has important side effects
+               float activate = JETPACK_JUMP(self) && air_jump && PHYS_INPUT_BUTTON_JUMP(self) || PHYS_INPUT_BUTTON_JETPACK(self);
+               float has_fuel = !autocvar_g_jetpack_fuel || self.ammo_fuel || ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO;
+#else
+               PlayerJump(); // Client only
+               float has_fuel = TRUE; // TODO
+#endif
+               if (!(ITEMS(self) & IT_JETPACK)) { }
+               else if (self.jetpack_stopped) { }
+               else if (!has_fuel)
+               {
+#ifdef SVQC
+                       if (was_flying) // TODO: ran out of fuel message
+                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+                       else if (activate)
+                               Send_Notification(NOTIF_ONE, self, MSG_INFO, INFO_JETPACK_NOFUEL);
+#endif
+                       self.jetpack_stopped = TRUE;
+#ifdef SVQC
+                       ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+               }
+#ifdef SVQC
+               else if (activate && !PHYS_FROZEN(self))
+                       ITEMS(self) |= IT_USING_JETPACK;
+#endif
+       }
        else
+       {
+               self.jetpack_stopped = FALSE;
+#ifdef SVQC
+               ITEMS(self) &= ~IT_USING_JETPACK;
+#endif
+       }
+       if (!PHYS_INPUT_BUTTON_JUMP(self))
                UNSET_JUMP_HELD(self);
 
        if (self.waterlevel == WATERLEVEL_SWIMMING)
@@ -1061,7 +1104,7 @@ void PM_check_vortex(void)
                xyspeed = min(xyspeed, WEP_CVAR(vortex, charge_maxspeed));
                float f = (xyspeed - WEP_CVAR(vortex, charge_minspeed)) / (WEP_CVAR(vortex, charge_maxspeed) - WEP_CVAR(vortex, charge_minspeed));
                // add the extra charge
-               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * frametime);
+               self.vortex_charge = min(1, self.vortex_charge + WEP_CVAR(vortex, charge_velocity_rate) * f * PHYS_INPUT_TIMELENGTH);
        }
 #endif
 }
@@ -1328,7 +1371,7 @@ void PM_jetpack(float maxspd_mod)
                if (!(ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO))
                        self.ammo_fuel -= PHYS_JETPACK_FUEL * PHYS_INPUT_TIMELENGTH * fvel * f;
 
-               self.items |= IT_USING_JETPACK;
+               ITEMS(self) |= IT_USING_JETPACK;
 
                // jetpack also inhibits health regeneration, but only for 1 second
                self.pauseregen_finished = max(self.pauseregen_finished, time + autocvar_g_balance_pause_fuel_regen);
@@ -1347,24 +1390,196 @@ void PM_jetpack(float maxspd_mod)
                        self.velocity_z -= g * 0.5;
 #endif
 }
+#ifdef SVQC
+void SV_WalkMove ()
+{
+       // if PHYS_INPUT_TIMELENGTH is 0 (due to client sending the same timestamp twice),
+       // don't move
+       if (PHYS_INPUT_TIMELENGTH <= 0)
+               return;
+
+//     if (autocvar_sv_gameplayfix_unstickplayers)
+//             SV_CheckStuck (self);
+
+//     applygravity = !SV_CheckWater(self) && self.movetype == MOVETYPE_WALK && !(self.flags & FL_WATERJUMP);
+
+//     hitsupercontentsmask = SV_GenericHitSuperContentsMask(self);
+
+//     SV_CheckVelocity(self);
+
+       // do a regular slide move unless it looks like you ran into a step
+//     float oldonground = self.flags & FL_ONGROUND;
+
+       vector start_origin = self.origin;
+       vector start_velocity = self.velocity;
+
+       float clip = 0;
+//     clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, NULL, hitsupercontentsmask, sv_gameplayfix_stepmultipletimes.integer ? sv_stepheight.value : 0);
+
+//     if(sv_gameplayfix_downtracesupportsongroundflag.integer)
+//     if(!(clip & 1))
+       {
+               // only try this if there was no floor in the way in the trace (no,
+               // this check seems to be not REALLY necessary, because if clip & 1,
+               // our trace will hit that thing too)
+               vector upmove = self.origin;
+               upmove_z++;
+               vector downmove = self.origin;
+               upmove_z--;
+               float type;
+               if (self.movetype == MOVETYPE_FLYMISSILE)
+                       type = MOVE_MISSILE;
+               else if (self.movetype == MOVETYPE_FLY_WORLDONLY)
+                       type = MOVE_WORLDONLY;
+               else if (self.solid == SOLID_TRIGGER || self.solid == SOLID_NOT)
+                       type = MOVE_NOMONSTERS; // only clip against bmodels
+               else
+                       type = MOVE_NORMAL;
+               vector entmins = self.mins;
+               vector entmaxs = self.maxs;
+               tracebox(upmove, entmins, entmaxs, downmove, type, self);
+               if(trace_fraction < 1 && trace_plane_normal_z > 0.7)
+                       clip |= 1; // but we HAVE found a floor
+       }
 
+       // if the move did not hit the ground at any point, we're not on ground
+//     if(!(clip & 1))
+//             self.flags = self.flags & ~FL_ONGROUND;
+
+//     SV_CheckVelocity(self);
+//     SV_LinkEdict(self);
+//     SV_LinkEdict_TouchAreaGrid(self);
+
+       if(clip & 8) // teleport
+               return;
+
+       if (self.flags & FL_WATERJUMP)
+               return;
+
+//     if (autocvar_sv_nostep)
+//             return;
+
+       vector originalmove_origin = self.origin;
+       vector originalmove_velocity = self.velocity;
+       float originalmove_flags = self.flags;
+       entity originalmove_groundentity = self.groundentity;
+
+       // if move didn't block on a step, return
+       if (clip & 2)
+       {
+               // if move was not trying to move into the step, return
+               if (fabs(start_velocity_x) < 0.03125 && fabs(start_velocity_y) < 0.03125)
+                       return;
+
+               if (self.movetype != MOVETYPE_FLY)
+               {
+                       // return if gibbed by a trigger
+                       if (self.movetype != MOVETYPE_WALK)
+                               return;
+
+                       // return if attempting to jump while airborn (unless sv_jumpstep)
+//                     if (!autocvar_sv_jumpstep)
+//                             if (!oldonground && PRVM_serveredictfloat(self, waterlevel) == 0)
+//                                     return;
+               }
+
+               // try moving up and forward to go up a step
+               // back to start pos
+               self.origin = start_origin;
+               self.velocity = start_velocity;
+
+               // move up
+               vector upmove = '0 0 0';
+               upmove_z = autocvar_sv_stepheight;
+//             if(!SV_PushEntity(&trace, self, upmove, true))
+//             {
+//                     // we got teleported when upstepping... must abort the move
+//                     return;
+//             }
+
+               // move forward
+               self.velocity_z = 0;
+//             clip = SV_FlyMove (self, PHYS_INPUT_TIMELENGTH, applygravity, stepnormal, hitsupercontentsmask, 0);
+               self.velocity_z += start_velocity_z;
+//             if(clip & 8)
+//             {
+//                     // we got teleported when upstepping... must abort the move
+//                     // note that z velocity handling may not be what QC expects here, but we cannot help it
+//                     return;
+//             }
+
+//             SV_CheckVelocity(self);
+//             SV_LinkEdict(self);
+//             SV_LinkEdict_TouchAreaGrid(self);
+
+               // check for stuckness, possibly due to the limited precision of floats
+               // in the clipping hulls
+               if (clip
+                && fabs(originalmove_origin_y - self.origin_y < 0.03125)
+                && fabs(originalmove_origin_x - self.origin_x < 0.03125))
+               {
+                       //Con_Printf("wall\n");
+                       // stepping up didn't make any progress, revert to original move
+                       self.origin = originalmove_origin;
+                       self.velocity = originalmove_velocity;
+                       self.flags = originalmove_flags;
+                       self.groundentity = originalmove_groundentity;
+                       return;
+               }
+
+               //Con_Printf("step - ");
+
+               // extra friction based on view angle
+//             if (clip & 2 && sv_wallfriction.integer)
+//                     SV_WallFriction (self, stepnormal);
+       }
+       // don't do the down move if stepdown is disabled, moving upward, not in water, or the move started offground or ended onground
+//     else if (!autocvar_sv_gameplayfix_stepdown || self.waterlevel >= 3 || start_velocity_z >= (1.0 / 32.0) || !oldonground || (self.flags & FL_ONGROUND))
+//             return;
+
+       // move down
+       vector downmove = '0 0 0';
+       downmove_z = -autocvar_sv_stepheight + start_velocity_z*PHYS_INPUT_TIMELENGTH;
+//     if(!SV_PushEntity (&downtrace, self, downmove, true))
+//     {
+//             // we got teleported when downstepping... must abort the move
+//             return;
+//     }
+
+       if (trace_fraction < 1 && trace_plane_normal_z > 0.7)
+       {
+               // this has been disabled so that you can't jump when you are stepping
+               // up while already jumping (also known as the Quake2 double jump bug)
+       }
+       else
+       {
+               //Con_Printf("slope\n");
+               // if the push down didn't end up on good ground, use the move without
+               // the step up.  This happens near wall / slope combinations, and can
+               // cause the player to hop up higher on a slope too steep to climb
+               self.origin = originalmove_origin;
+               self.velocity = originalmove_velocity;
+               self.flags = originalmove_flags;
+               self.groundentity = originalmove_groundentity;
+       }
+
+//     SV_CheckVelocity(self);
+//     SV_LinkEdict(self);
+//     SV_LinkEdict_TouchAreaGrid(self);
+}
+#endif
 void PM_walk(float buttons_prev, float maxspd_mod)
 {
-#ifdef SVQC
-       // we get here if we ran out of ammo
-       if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && self.ammo_fuel < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-       if (!(self.lastflags & FL_ONGROUND))
+       if (!WAS_ONGROUND(self))
        {
                if (autocvar_speedmeter)
                        dprint(strcat("landing velocity: ", vtos(self.velocity), " (abs: ", ftos(vlen(self.velocity)), ")\n"));
                if (self.lastground < time - 0.3)
-                       self.velocity *= (1 - autocvar_sv_friction_on_land);
+                       self.velocity *= (1 - PHYS_FRICTION_ONLAND);
                if (self.jumppadcount > 1)
                        dprint(strcat(ftos(self.jumppadcount), "x jumppad combo\n"));
                self.jumppadcount = 0;
        }
-#endif
        // walking
        makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
        vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
@@ -1427,11 +1642,6 @@ void PM_walk(float buttons_prev, float maxspd_mod)
 
 void PM_air(float buttons_prev, float maxspd_mod)
 {
-#ifdef SVQC
-       // we get here if we ran out of ammo
-       if ((ITEMS(self) & IT_JETPACK) && self.BUTTON_HOOK && !(buttons_prev & 32) && PHYS_AMMO_FUEL(self) < 0.01)
-               sprint(self, "You don't have any fuel for the ^2Jetpack\n");
-#endif
        makevectors(PHYS_INPUT_ANGLES(self).y * '0 1 0');
        vector wishvel = v_forward * PHYS_INPUT_MOVEVALUES(self).x
                                        + v_right * PHYS_INPUT_MOVEVALUES(self).y;
@@ -1516,16 +1726,14 @@ float PM_is_flying()
 
 void PM_Main()
 {
-       PM_check_jumppad();
        float buttons = PHYS_INPUT_BUTTON_MASK(self);
 #ifdef CSQC
        self.team = myteam + 1; // is this correct?
-       //Con_Printf(" %f", PHYS_INPUT_TIMELENGTH);
        if (!(PHYS_INPUT_BUTTON_JUMP(self))) // !jump
                UNSET_JUMP_HELD(self); // canjump = true
        pmove_waterjumptime -= PHYS_INPUT_TIMELENGTH;
-       PM_ClientMovement_UpdateStatus();
 #endif
+       PM_ClientMovement_UpdateStatus();
 
 #ifdef SVQC
        WarpZone_PlayerPhysics_FixVAngle();
@@ -1572,8 +1780,6 @@ void PM_Main()
                bot_think();
        }
 
-       self.items &= ~IT_USING_JETPACK;
-
        if (IS_PLAYER(self))
 #endif
        {
@@ -1634,11 +1840,9 @@ void PM_Main()
        }
 #endif
 
-#ifdef SVQC
        // conveyors: first fix velocity
        if (self.conveyor.state)
                self.velocity -= self.conveyor.movedir;
-#endif
 
 #ifdef SVQC
        MUTATOR_CALLHOOK(PlayerPhysics);
@@ -1726,6 +1930,8 @@ void PM_Main()
 #endif
                CheckPlayerJump();
 
+       PM_check_jumppad();
+
        if (self.flags & /* FL_WATERJUMP */ 2048)
        {
                self.velocity_x = self.movedir_x;
@@ -1751,7 +1957,7 @@ void PM_Main()
        else if (time < self.ladder_time)
                PM_ladder(maxspeed_mod);
 
-       else if ((ITEMS(self) & IT_JETPACK) && PHYS_INPUT_BUTTON_HOOK(self) && (!PHYS_JETPACK_FUEL || PHYS_AMMO_FUEL(self) > 0 || (ITEMS(self) & IT_UNLIMITED_WEAPON_AMMO)) && !PHYS_FROZEN(self))
+       else if (ITEMS(self) & IT_USING_JETPACK)
                PM_jetpack(maxspeed_mod);
 
        else
@@ -1772,12 +1978,16 @@ void PM_Main()
        if (IS_ONGROUND(self))
                self.lastground = time;
 
-#ifdef SVQC
        // conveyors: then break velocity again
        if (self.conveyor.state)
                self.velocity += self.conveyor.movedir;
-#endif
+
+#ifdef SVQC
        self.lastflags = self.flags;
+#elif defined(CSQC)
+       self.lastflags = self.pmove_flags;
+#endif
+       
        self.lastclassname = self.classname;
 }