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1 #include "physics.qh"
2 #include "input.qh"
3
4 .int disableclientprediction;
5
6 void sys_phys_simulate(entity this, float dt);
7 void sys_phys_simulate_simple(entity this, float dt);
8
9 void sys_phys_update(entity this, float dt)
10 {
11         if (!IS_CLIENT(this)) {
12                 sys_phys_simulate_simple(this, dt);
13                 return;
14         }
15         sys_in_update(this, dt);
16
17         sys_phys_fix(this, dt);
18         if (sys_phys_override(this)) { return; } sys_phys_monitor(this);
19
20         this.buttons_old = PHYS_INPUT_BUTTON_MASK(this);
21         this.movement_old = this.movement;
22         this.v_angle_old = this.v_angle;
23
24         sys_phys_ai(this);
25
26         sys_phys_pregame_hold(this);
27
28         if (IS_SVQC) {
29                 if (PHYS_MOVETYPE(this) == MOVETYPE_NONE) { return; }
30                 // when we get here, disableclientprediction cannot be 2
31                 this.disableclientprediction = 0;
32         }
33
34         viewloc_PlayerPhysics(this);
35
36         PM_check_frozen(this);
37
38         PM_check_blocked(this);
39
40         float maxspeed_mod = (!this.in_swamp) ? 1 : this.swamp_slowdown;  // cvar("g_balance_swamp_moverate");
41
42 // conveyors: first fix velocity
43         if (this.conveyor.state) { this.velocity -= this.conveyor.movedir; }
44         MUTATOR_CALLHOOK(PlayerPhysics, this);
45
46         if (!IS_PLAYER(this)) {
47                 sys_phys_spectator_control(this);
48                 maxspeed_mod = this.spectatorspeed;
49         }
50         sys_phys_fixspeed(this, maxspeed_mod);
51
52         if (IS_DEAD(this)) {
53                 // handle water here
54                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
55                 if (pointcontents(midpoint) == CONTENT_WATER) {
56                         this.velocity = this.velocity * 0.5;
57
58                         // do we want this?
59                         // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
60                         // { this.velocity_z = 70; }
61                 }
62                 goto end;
63         }
64
65         if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
66         if (IS_PLAYER(this)) {
67                 if (IS_ONGROUND(this)) {
68                         PM_check_hitground(this);
69                         PM_Footsteps(this);
70                 } else if (IsFlying(this)) {
71                         this.wasFlying = true;
72                 }
73                 CheckPlayerJump(this);
74         }
75
76         if (this.flags & FL_WATERJUMP) {
77                 this.velocity_x = this.movedir.x;
78                 this.velocity_y = this.movedir.y;
79                 if (time > PHYS_TELEPORT_TIME(this)
80                     || this.waterlevel == WATERLEVEL_NONE
81                     || PHYS_WATERJUMP_TIME(this) <= 0
82                    ) {
83                         this.flags &= ~FL_WATERJUMP;
84                         PHYS_TELEPORT_TIME(this) = 0;
85                         PHYS_WATERJUMP_TIME(this) = 0;
86                 }
87         } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod)) {
88                 // handled
89         } else if (PHYS_MOVETYPE(this) == MOVETYPE_NOCLIP
90             || PHYS_MOVETYPE(this) == MOVETYPE_FLY
91             || PHYS_MOVETYPE(this) == MOVETYPE_FLY_WORLDONLY
92             || MUTATOR_CALLHOOK(IsFlying, this)) {
93                 this.com_phys_friction = PHYS_FRICTION(this);
94                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
95                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
96                 this.com_phys_friction_air = true;
97                 sys_phys_simulate(this, dt);
98                 this.com_phys_friction_air = false;
99         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
100                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
101                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
102                 this.com_phys_water = true;
103                 sys_phys_simulate(this, dt);
104                 this.com_phys_water = false;
105         } else if (time < this.ladder_time) {
106                 this.com_phys_friction = PHYS_FRICTION(this);
107                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
108                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
109                 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
110                 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
111                 this.com_phys_ladder = true;
112                 this.com_phys_friction_air = true;
113                 sys_phys_simulate(this, dt);
114                 this.com_phys_friction_air = false;
115                 this.com_phys_ladder = false;
116                 this.com_phys_gravity = '0 0 0';
117         } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
118                 PM_jetpack(this, maxspeed_mod);
119         } else if (IS_ONGROUND(this)) {
120                 if (!WAS_ONGROUND(this)) {
121                         emit(phys_land, this);
122                         if (this.lastground < time - 0.3) {
123                                 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
124                         }
125                 }
126                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
127                 this.com_phys_gravity = '0 0 -1' * PHYS_GRAVITY(this) * dt;
128                 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
129                 this.com_phys_ground = true;
130                 this.com_phys_vel_2d = true;
131                 sys_phys_simulate(this, dt);
132                 this.com_phys_vel_2d = false;
133                 this.com_phys_ground = false;
134                 this.com_phys_gravity = '0 0 0';
135         } else {
136                 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
137                 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
138                 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
139                 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
140                 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
141                 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
142                 this.com_phys_air = true;
143                 this.com_phys_vel_2d = true;
144                 sys_phys_simulate(this, dt);
145                 this.com_phys_vel_2d = false;
146                 this.com_phys_air = false;
147         }
148
149         LABEL(end)
150         if (IS_ONGROUND(this)) { this.lastground = time; }
151 // conveyors: then break velocity again
152         if (this.conveyor.state) { this.velocity += this.conveyor.movedir; }
153         this.lastflags = this.flags;
154
155         this.lastclassname = this.classname;
156 }
157
158 /** for players */
159 void sys_phys_simulate(entity this, float dt)
160 {
161         const vector g = -this.com_phys_gravity;
162         const bool jump = this.com_in_jump;
163
164         if (!this.com_phys_ground && !this.com_phys_air) {
165                 // noclipping
166                 // flying
167                 // on a spawnfunc_func_ladder
168                 // swimming in spawnfunc_func_water
169                 // swimming
170                 UNSET_ONGROUND(this);
171
172                 if (this.com_phys_friction_air) {
173                         this.velocity_z += g.z / 2;
174                         this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
175                         this.velocity_z += g.z / 2;
176                 }
177         }
178
179         if (this.com_phys_water) {
180                 // water jump only in certain situations
181                 // this mimics quakeworld code
182                 if (jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc) {
183                         vector yawangles = '0 1 0' * this.v_angle.y;
184                         makevectors(yawangles);
185                         vector forward = v_forward;
186                         vector spot = this.origin + 24 * forward;
187                         spot_z += 8;
188                         traceline(spot, spot, MOVE_NOMONSTERS, this);
189                         if (trace_startsolid) {
190                                 spot_z += 24;
191                                 traceline(spot, spot, MOVE_NOMONSTERS, this);
192                                 if (!trace_startsolid) {
193                                         this.velocity = forward * 50;
194                                         this.velocity_z = 310;
195                                         if (IS_CSQC) { PHYS_WATERJUMP_TIME(this) = 2; }
196                                         UNSET_ONGROUND(this);
197                                         SET_JUMP_HELD(this);
198                                 }
199                         }
200                 }
201         }
202         makevectors(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')));
203         // wishvel = v_forward * this.movement.x + v_right * this.movement.y + v_up * this.movement.z;
204         vector wishvel = v_forward * this.movement.x
205             + v_right * this.movement.y
206             + '0 0 1' * this.movement.z * (this.com_phys_vel_2d ? 0 : 1);
207         if (this.com_phys_water) {
208                 if (this.viewloc) {
209                         wishvel.z = -160;    // drift anyway
210                 } else if (wishvel == '0 0 0') {
211                         wishvel = '0 0 -60'; // drift towards bottom
212                 }
213         }
214         if (this.com_phys_ladder) {
215                 if (this.viewloc) {
216                         wishvel.z = this.oldmovement.x;
217                 }
218                 if (this.ladder_entity.classname == "func_water") {
219                         float f = vlen(wishvel);
220                         if (f > this.ladder_entity.speed) {
221                                 wishvel *= (this.ladder_entity.speed / f);
222                         }
223
224                         this.watertype = this.ladder_entity.skin;
225                         f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
226                         if ((this.origin_z + this.view_ofs_z) < f) {
227                                 this.waterlevel = WATERLEVEL_SUBMERGED;
228                         } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
229                                 this.waterlevel = WATERLEVEL_SWIMMING;
230                         } else if ((this.origin_z + this.mins_z + 1) < f) {
231                                 this.waterlevel = WATERLEVEL_WETFEET;
232                         } else {
233                                 this.waterlevel = WATERLEVEL_NONE;
234                                 this.watertype = CONTENT_EMPTY;
235                         }
236                 }
237         }
238         // acceleration
239         const vector wishdir = normalize(wishvel);
240         float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
241
242         if (this.com_phys_air) {
243                 if ((IS_SVQC && time >= PHYS_TELEPORT_TIME(this))
244                     ||  (IS_CSQC && PHYS_WATERJUMP_TIME(this) <= 0)) {
245                         // apply air speed limit
246                         float airaccelqw = PHYS_AIRACCEL_QW(this);
247                         float wishspeed0 = wishspeed;
248                         const float maxairspd = this.com_phys_vel_max;
249                         wishspeed = min(wishspeed, maxairspd);
250                         if (IS_DUCKED(this)) {
251                                 wishspeed *= 0.5;
252                         }
253                         float airaccel = this.com_phys_acc_rate_air;
254
255                         float accelerating = (this.velocity * wishdir > 0);
256                         float wishspeed2 = wishspeed;
257
258                         // CPM: air control
259                         if (PHYS_AIRSTOPACCELERATE(this)) {
260                                 vector curdir = normalize(vec2(this.velocity));
261                                 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
262                         }
263                         // note that for straight forward jumping:
264                         // step = accel * PHYS_INPUT_TIMELENGTH * wishspeed0;
265                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
266                         // -->
267                         // dv/dt = accel * maxspeed (when slow)
268                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
269                         // log dv/dt = logaccel + logmaxspeed (when slow)
270                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
271                         float strafity = IsMoveInDirection(this.movement, -90) + IsMoveInDirection(this.movement, +90);  // if one is nonzero, other is always zero
272                         if (PHYS_MAXAIRSTRAFESPEED(this)) {
273                                 wishspeed =
274                                     min(wishspeed,
275                                         GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
276                         }
277                         if (PHYS_AIRSTRAFEACCELERATE(this)) {
278                                 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
279                         }
280                         if (PHYS_AIRSTRAFEACCEL_QW(this)) {
281                                 airaccelqw =
282                                     (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
283                                     *
284                                     (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
285                         }
286                         // !CPM
287
288                         if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && this.movement.y == 0 && this.movement.x != 0) {
289                                 PM_AirAccelerate(this, wishdir, wishspeed2);
290                         } else {
291                                 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
292                                 PM_Accelerate(this, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
293                                         PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
294                         }
295
296                         if (PHYS_AIRCONTROL(this)) {
297                                 CPM_PM_Aircontrol(this, wishdir, wishspeed2);
298                         }
299                 }
300         } else {
301                 if (this.com_phys_ground || this.com_phys_water) {
302                         if (IS_DUCKED(this)) { wishspeed *= 0.5; }
303                 }
304                 if (this.com_phys_water) {
305                         wishspeed *= 0.7;
306
307                         //      if (PHYS_WATERJUMP_TIME(this) <= 0) // TODO: use
308                         {
309                                 // water friction
310                                 float f = 1 - dt * PHYS_FRICTION(this);
311                                 f = min(max(0, f), 1);
312                                 this.velocity *= f;
313
314                                 f = wishspeed - this.velocity * wishdir;
315                                 if (f > 0) {
316                                         float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
317                                         this.velocity += accelspeed * wishdir;
318                                 }
319
320                                 // holding jump button swims upward slowly
321                                 if (jump && !this.viewloc) {
322                                         // was:
323                                         // lava: 50
324                                         // slime: 80
325                                         // water: 100
326                                         // idea: double those
327                                         this.velocity_z = 200;
328                                 }
329                         }
330                         if (this.viewloc) {
331                                 const float addspeed = wishspeed - this.velocity * wishdir;
332                                 if (addspeed > 0) {
333                                         const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
334                                         this.velocity += accelspeed * wishdir;
335                                 }
336                         } else {
337                                 // water acceleration
338                                 PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
339                                 PM_ClientMovement_Move(this);
340                         }
341                         return;
342                 }
343                 if (this.com_phys_ground) {
344                         // apply edge friction
345                         const float f2 = vlen2(vec2(this.velocity));
346                         if (f2 > 0) {
347                                 trace_dphitq3surfaceflags = 0;
348                                 tracebox(this.origin, this.mins, this.maxs, this.origin - '0 0 1', MOVE_NOMONSTERS, this);
349                                 // TODO: apply edge friction
350                                 // apply ground friction
351                                 const int realfriction = (trace_dphitq3surfaceflags & Q3SURFACEFLAG_SLICK)
352                                     ? PHYS_FRICTION_SLICK(this)
353                                         : PHYS_FRICTION(this);
354
355                                 float f = sqrt(f2);
356                                 f = 1 - dt * realfriction
357                                     * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
358                                 f = max(0, f);
359                                 this.velocity *= f;
360                                 /*
361                                    Mathematical analysis time!
362
363                                    Our goal is to invert this mess.
364
365                                    For the two cases we get:
366                                     v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
367                                       = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
368                                     v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
369                                    and
370                                     v = v0 * (1 - dt * PHYS_FRICTION(this))
371                                     v0 = v / (1 - dt * PHYS_FRICTION(this))
372
373                                    These cases would be chosen ONLY if:
374                                     v0 < PHYS_STOPSPEED(this)
375                                     v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
376                                     v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
377                                    and, respectively:
378                                     v0 >= PHYS_STOPSPEED(this)
379                                     v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
380                                     v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
381                                  */
382                         }
383                         const float addspeed = wishspeed - this.velocity * wishdir;
384                         if (addspeed > 0) {
385                                 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
386                                 this.velocity += accelspeed * wishdir;
387                         }
388                         if (IS_CSQC && vdist(this.velocity, >, 0)) {
389                                 PM_ClientMovement_Move(this);
390                         }
391                         return;
392                 }
393
394                 if (IS_CSQC || time >= PHYS_TELEPORT_TIME(this)) {
395                         PM_Accelerate(this, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
396                 }
397         }
398         PM_ClientMovement_Move(this);
399 }
400
401 .entity groundentity;
402 /** for other entities */
403 void sys_phys_simulate_simple(entity this, float dt)
404 {
405         vector mn = this.mins;
406         vector mx = this.maxs;
407
408         vector g = '0 0 0';
409         if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
410
411         vector acc = this.com_phys_acc;
412         vector vel = this.com_phys_vel;
413         vector pos = this.com_phys_pos;
414
415         // SV_Physics_Toss
416
417         vel += g * dt;
418
419         this.angles += dt * this.avelocity;
420         float movetime = dt;
421         for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; i++) {
422                 vector push = vel * movetime;
423                 vector p0 = pos;
424                 vector p1 = p0 + push;
425                 // SV_PushEntity
426                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
427                 if (!trace_startsolid) {
428                         bool hit = trace_fraction < 1;
429                         pos = trace_endpos;
430                         entity ent = trace_ent;
431                         // SV_LinkEdict_TouchAreaGrid
432                         if (this.solid != SOLID_NOT) {
433                                 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
434                                         if (it.solid != SOLID_TRIGGER || it == this) continue;
435                                         if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
436                                             // SV_LinkEdict_TouchAreaGrid_Call
437                                             trace_allsolid = false;
438                                             trace_startsolid = false;
439                                             trace_fraction = 1;
440                                             trace_inwater = false;
441                                             trace_inopen = true;
442                                             trace_endpos = it.origin;
443                                             trace_plane_normal = '0 0 1';
444                                             trace_plane_dist = 0;
445                                             trace_ent = this;
446                                             trace_dpstartcontents = 0;
447                                             trace_dphitcontents = 0;
448                                             trace_dphitq3surfaceflags = 0;
449                                             trace_dphittexturename = string_null;
450                                             gettouch(it)((other = this, it));
451                                             vel = this.velocity;
452                                         }
453                                 });
454                         }
455                         if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
456                                 // SV_Impact (ent, trace);
457                                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
458                                 void(entity) touched = gettouch(this);
459                                 if (touched && this.solid != SOLID_NOT) {
460                                         touched((other = ent, this));
461                                 }
462                                 void(entity) touched2 = gettouch(ent);
463                                 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
464                                         trace_endpos = ent.origin;
465                                         trace_plane_normal *= -1;
466                                         trace_plane_dist *= -1;
467                                         trace_ent = this;
468                                         trace_dpstartcontents = 0;
469                                         trace_dphitcontents = 0;
470                                         trace_dphitq3surfaceflags = 0;
471                                         trace_dphittexturename = string_null;
472                                         touched2((other = this, ent));
473                                 }
474                         }
475                 }
476                 // end SV_PushEntity
477                 if (wasfreed(this)) { return; }
478                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
479                 if (trace_fraction == 1) { break; }
480                 movetime *= 1 - min(1, trace_fraction);
481                 ClipVelocity(vel, trace_plane_normal, vel, 1);
482         }
483
484         this.com_phys_acc = acc;
485         this.com_phys_vel = vel;
486         this.com_phys_pos = pos;
487         setorigin(this, this.com_phys_pos);
488 }
489
490 void sys_phys_update_single(entity this)
491 {
492         sys_phys_simulate_simple(this, frametime);
493 }