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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_postupdate(entity this);
10
11 void sys_phys_update(entity this, float dt)
12 {
13         if (!IS_CLIENT(this)) {
14                 sys_phys_simulate_simple(this, dt);
15                 return;
16         }
17         sys_in_update(this, dt);
18
19         sys_phys_fix(this, dt);
20         if (sys_phys_override(this, dt))
21                 return;
22
23         sys_phys_monitor(this, dt);
24
25         PHYS_CS(this).movement_old = PHYS_CS(this).movement;
26         PHYS_CS(this).v_angle_old = this.v_angle;
27         PHYS_CS(this).buttons_old = PHYS_INPUT_BUTTON_MASK(this);
28
29         sys_phys_ai(this);
30
31         sys_phys_pregame_hold(this);
32
33         if (IS_SVQC) {
34                 if (this.move_movetype == MOVETYPE_NONE) { return; }
35                 // when we get here, disableclientprediction cannot be 2
36                 if(this.move_movetype == MOVETYPE_FOLLOW) // not compatible with prediction
37                         this.disableclientprediction = 1;
38                 else if(this.move_qcphysics)
39                         this.disableclientprediction = -1;
40                 else
41                         this.disableclientprediction = 0;
42         }
43
44         viewloc_PlayerPhysics(this);
45
46         PM_check_frozen(this);
47
48         PM_check_blocked(this);
49
50         float maxspeed_mod = 1;
51
52 // conveyors: first fix velocity
53         if (this.conveyor.active) { this.velocity -= this.conveyor.movedir; }
54         MUTATOR_CALLHOOK(PlayerPhysics, this, dt);
55
56         if (!IS_PLAYER(this)) {
57                 sys_phys_spectator_control(this);
58                 maxspeed_mod = STAT(SPECTATORSPEED, this);
59         }
60         sys_phys_fixspeed(this, maxspeed_mod);
61
62         if (IS_DEAD(this)) {
63                 // handle water here
64                 vector midpoint = ((this.absmin + this.absmax) * 0.5);
65                 int cont = pointcontents(midpoint);
66                 if (cont == CONTENT_WATER || cont == CONTENT_LAVA || cont == CONTENT_SLIME) {
67                         this.velocity = this.velocity * 0.5;
68
69                         // do we want this?
70                         // if(pointcontents(midpoint + '0 0 2') == CONTENT_WATER)
71                         // { this.velocity_z = 70; }
72                 }
73                 sys_phys_postupdate(this);
74                 return;
75         }
76
77         PM_check_slick(this);
78
79         if (IS_SVQC && !PHYS_FIXANGLE(this)) { this.angles = '0 1 0' * this.v_angle.y; }
80         if (IS_PLAYER(this)) {
81                 if (IS_ONGROUND(this)) {
82                         PM_check_hitground(this);
83                         PM_Footsteps(this);
84                 } else if (IsFlying(this)) {
85                         this.wasFlying = true;
86                 }
87                 CheckPlayerJump(this);
88         }
89
90         if (this.flags & FL_WATERJUMP) {
91                 this.velocity_x = this.movedir.x;
92                 this.velocity_y = this.movedir.y;
93                 if (time > this.teleport_time || this.waterlevel == WATERLEVEL_NONE) {
94                         this.flags &= ~FL_WATERJUMP;
95                         this.teleport_time = 0;
96                 }
97         } else if (MUTATOR_CALLHOOK(PM_Physics, this, maxspeed_mod, dt)) {
98                 // handled
99         } else if (this.move_movetype == MOVETYPE_NOCLIP
100             || this.move_movetype == MOVETYPE_FLY
101             || this.move_movetype == MOVETYPE_FLY_WORLDONLY
102             || MUTATOR_CALLHOOK(IsFlying, this)) {
103                 this.com_phys_friction = PHYS_FRICTION(this);
104                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
105                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
106                 this.com_phys_friction_air = true;
107                 sys_phys_simulate(this, dt);
108                 this.com_phys_friction_air = false;
109         } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
110                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
111                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
112                 this.com_phys_water = true;
113                 sys_phys_simulate(this, dt);
114                 this.com_phys_water = false;
115                 this.jumppadcount = 0;
116         } else if (this.ladder_entity) {
117                 this.com_phys_friction = PHYS_FRICTION(this);
118                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
119                 this.com_phys_acc_rate = PHYS_ACCELERATE(this) * maxspeed_mod;
120                 this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
121                 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
122                 this.com_phys_ladder = true;
123                 this.com_phys_friction_air = true;
124                 sys_phys_simulate(this, dt);
125                 this.com_phys_friction_air = false;
126                 this.com_phys_ladder = false;
127                 this.com_phys_gravity = 0;
128         } else if (ITEMS_STAT(this) & IT_USING_JETPACK) {
129                 PM_jetpack(this, maxspeed_mod, dt);
130         } else if (IS_ONGROUND(this) && (!IS_ONSLICK(this) || !PHYS_SLICK_APPLYGRAVITY(this))) {
131                 if (!WAS_ONGROUND(this)) {
132                         emit(phys_land, this);
133                         if (this.lastground < time - 0.3) {
134                                 this.velocity *= (1 - PHYS_FRICTION_ONLAND(this));
135                         }
136                 }
137                 this.com_phys_vel_max = PHYS_MAXSPEED(this) * maxspeed_mod;
138                 this.com_phys_gravity = -PHYS_GRAVITY(this) * dt;
139                 if (PHYS_ENTGRAVITY(this)) { this.com_phys_gravity *= PHYS_ENTGRAVITY(this); }
140                 this.com_phys_ground = true;
141                 this.com_phys_vel_2d = true;
142                 sys_phys_simulate(this, dt);
143                 this.com_phys_vel_2d = false;
144                 this.com_phys_ground = false;
145                 this.com_phys_gravity = 0;
146         } else {
147                 this.com_phys_acc_rate_air = PHYS_AIRACCELERATE(this) * min(maxspeed_mod, 1);
148                 this.com_phys_acc_rate_air_stop = PHYS_AIRSTOPACCELERATE(this) * maxspeed_mod;
149                 this.com_phys_acc_rate_air_strafe = PHYS_AIRSTRAFEACCELERATE(this) * maxspeed_mod;
150                 this.com_phys_vel_max_air_strafe = PHYS_MAXAIRSTRAFESPEED(this) * maxspeed_mod;
151                 this.com_phys_vel_max_air = PHYS_MAXAIRSPEED(this) * maxspeed_mod;
152                 this.com_phys_vel_max = PHYS_MAXAIRSPEED(this) * min(maxspeed_mod, 1);
153                 this.com_phys_air = true;
154                 this.com_phys_vel_2d = true;
155                 sys_phys_simulate(this, dt);
156                 this.com_phys_vel_2d = false;
157                 this.com_phys_air = false;
158         }
159
160         sys_phys_postupdate(this);
161 }
162
163 void sys_phys_postupdate(entity this)
164 {
165         if (IS_ONGROUND(this)) { this.lastground = time; }
166 // conveyors: then break velocity again
167         if (this.conveyor.active) { this.velocity += this.conveyor.movedir; }
168         this.lastflags = this.flags;
169
170         this.lastclassname = this.classname;
171 }
172
173 /** for players */
174 void sys_phys_simulate(entity this, float dt)
175 {
176         if (!this.com_phys_ground && !this.com_phys_air) {
177                 // noclipping
178                 // flying
179                 // on a spawnfunc_func_ladder
180                 // swimming in spawnfunc_func_water
181                 // swimming
182                 UNSET_ONGROUND(this);
183
184                 if (this.com_phys_friction_air) {
185                         const float grav = -this.com_phys_gravity;
186                         this.velocity_z += grav / 2;
187                         this.velocity = this.velocity * (1 - dt * this.com_phys_friction);
188                         this.velocity_z += grav / 2;
189                 }
190         }
191
192         if (this.com_phys_water) {
193                 // water jump only in certain situations
194                 // this mimics quakeworld code
195                 if (this.com_in_jump && this.waterlevel == WATERLEVEL_SWIMMING && this.velocity_z >= -180 && !this.viewloc && !PHYS_FROZEN(this)) {
196                         vector yawangles = '0 1 0' * this.v_angle.y;
197                         vector forward, right, up;
198                         MAKE_VECTORS(yawangles, forward, right, up);
199                         vector spot = this.origin + 24 * forward;
200                         spot_z += 8;
201                         traceline(spot, spot, MOVE_NOMONSTERS, this);
202                         if (trace_startsolid) {
203                                 spot_z += 24;
204                                 traceline(spot, spot, MOVE_NOMONSTERS, this);
205                                 if (!trace_startsolid) {
206                                         this.velocity = forward * 50;
207                                         this.velocity_z = 310;
208                                         UNSET_ONGROUND(this);
209                                         SET_JUMP_HELD(this);
210                                 }
211                         }
212                 }
213         }
214
215         vector forward, right, up;
216         MAKE_VECTORS(vmul(this.v_angle, (this.com_phys_vel_2d ? '0 1 0' : '1 1 1')), forward, right, up);
217         // wishvel = forward * PHYS_CS(this).movement.x + right * PHYS_CS(this).movement.y + up * PHYS_CS(this).movement.z;
218         vector wishvel = forward * PHYS_CS(this).movement.x
219             + right * PHYS_CS(this).movement.y
220             + '0 0 1' * PHYS_CS(this).movement.z * (this.com_phys_vel_2d ? 0 : 1);
221         if (this.com_phys_water) {
222                 if (PHYS_FROZEN(this))
223                 {
224                         if(this.waterlevel >= WATERLEVEL_SUBMERGED && this.velocity.z >= -70) // don't change the speed too abruptally
225                                 wishvel = '0 0 160'; // resurface
226                         else if(this.waterlevel >= WATERLEVEL_SWIMMING && this.velocity.z > 0)
227                                 wishvel = eZ * 1.3 * min(this.velocity.z, 160); // resurface a bit more above the surface
228                 }
229                 else
230                 {
231                         if (PHYS_INPUT_BUTTON_CROUCH(this)) {
232                                 wishvel.z = -PHYS_MAXSPEED(this);
233                         }
234                         if (this.viewloc) {
235                                 wishvel.z = -160;    // drift anyway
236                         } else if (wishvel == '0 0 0') {
237                                 wishvel = '0 0 -60'; // drift towards bottom
238                         }
239                 }
240         }
241         if (this.com_phys_ladder) {
242                 if (this.viewloc) {
243                         wishvel.z = PHYS_CS(this).movement_old.x;
244                 }
245                 if (this.ladder_entity.classname == "func_water") {
246                         float f = vlen(wishvel);
247                         if (f > this.ladder_entity.speed) {
248                                 wishvel *= (this.ladder_entity.speed / f);
249                         }
250
251                         this.watertype = this.ladder_entity.skin;
252                         f = this.ladder_entity.origin_z + this.ladder_entity.maxs_z;
253                         if ((this.origin_z + this.view_ofs_z) < f) {
254                                 this.waterlevel = WATERLEVEL_SUBMERGED;
255                         } else if ((this.origin_z + (this.mins_z + this.maxs_z) * 0.5) < f) {
256                                 this.waterlevel = WATERLEVEL_SWIMMING;
257                         } else if ((this.origin_z + this.mins_z + 1) < f) {
258                                 this.waterlevel = WATERLEVEL_WETFEET;
259                         } else {
260                                 this.waterlevel = WATERLEVEL_NONE;
261                                 this.watertype = CONTENT_EMPTY;
262                         }
263                 }
264         }
265         // acceleration
266         const vector wishdir = normalize(wishvel);
267         float wishspeed = min(vlen(wishvel), this.com_phys_vel_max);
268
269         if (this.com_phys_air) {
270                 if (!(this.flags & FL_WATERJUMP)) {
271                         // apply air speed limit
272                         float airaccelqw = PHYS_AIRACCEL_QW(this);
273                         float wishspeed0 = wishspeed;
274                         const float maxairspd = this.com_phys_vel_max;
275                         wishspeed = min(wishspeed, maxairspd);
276                         if (IS_DUCKED(this)) {
277                                 wishspeed *= 0.5;
278                         }
279                         float airaccel = this.com_phys_acc_rate_air;
280
281                         float accelerating = (this.velocity * wishdir > 0);
282                         float wishspeed2 = wishspeed;
283
284                         // CPM: air control
285                         if (PHYS_AIRSTOPACCELERATE(this)) {
286                                 vector curdir = normalize(vec2(this.velocity));
287                                 airaccel += (this.com_phys_acc_rate_air_stop - airaccel) * max(0, -(curdir * wishdir));
288                         }
289                         // note that for straight forward jumping:
290                         // step = accel * dt * wishspeed0;
291                         // accel  = bound(0, wishspeed - vel_xy_current, step) * accelqw + step * (1 - accelqw);
292                         // -->
293                         // dv/dt = accel * maxspeed (when slow)
294                         // dv/dt = accel * maxspeed * (1 - accelqw) (when fast)
295                         // log dv/dt = logaccel + logmaxspeed (when slow)
296                         // log dv/dt = logaccel + logmaxspeed + log(1 - accelqw) (when fast)
297                         float strafity = IsMoveInDirection(PHYS_CS(this).movement, -90) + IsMoveInDirection(PHYS_CS(this).movement, +90);  // if one is nonzero, other is always zero
298                         if (PHYS_MAXAIRSTRAFESPEED(this)) {
299                                 wishspeed =
300                                     min(wishspeed,
301                                         GeomLerp(this.com_phys_vel_max_air, strafity, this.com_phys_vel_max_air_strafe));
302                         }
303                         if (PHYS_AIRSTRAFEACCELERATE(this)) {
304                                 airaccel = GeomLerp(airaccel, strafity, this.com_phys_acc_rate_air_strafe);
305                         }
306                         if (PHYS_AIRSTRAFEACCEL_QW(this)) {
307                                 airaccelqw =
308                                     (((strafity > 0.5 ? PHYS_AIRSTRAFEACCEL_QW(this) : PHYS_AIRACCEL_QW(this)) >= 0) ? +1 : -1)
309                                     *
310                                     (1 - GeomLerp(1 - fabs(PHYS_AIRACCEL_QW(this)), strafity, 1 - fabs(PHYS_AIRSTRAFEACCEL_QW(this))));
311                         }
312                         // !CPM
313
314                         if (PHYS_WARSOWBUNNY_TURNACCEL(this) && accelerating && PHYS_CS(this).movement.y == 0 && PHYS_CS(this).movement.x != 0) {
315                                 PM_AirAccelerate(this, dt, wishdir, wishspeed2);
316                         } else {
317                                 float sidefric = maxairspd ? (PHYS_AIRACCEL_SIDEWAYS_FRICTION(this) / maxairspd) : 0;
318                                 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed0, airaccel, airaccelqw,
319                                         PHYS_AIRACCEL_QW_STRETCHFACTOR(this), sidefric, PHYS_AIRSPEEDLIMIT_NONQW(this));
320                         }
321
322                         if (PHYS_AIRCONTROL(this)) {
323                                 CPM_PM_Aircontrol(this, dt, wishdir, wishspeed2);
324                         }
325                 }
326         } else {
327                 if (this.com_phys_ground && IS_DUCKED(this)) { wishspeed *= 0.5; }
328                 if (this.com_phys_water) {
329                         wishspeed *= 0.7;
330
331                         //      if (!(this.flags & FL_WATERJUMP)) // TODO: use
332                         {
333                                 // water friction
334                                 float f = 1 - dt * PHYS_FRICTION(this);
335                                 f = min(max(0, f), 1);
336                                 this.velocity *= f;
337
338                                 f = wishspeed - this.velocity * wishdir;
339                                 if (f > 0) {
340                                         float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, f);
341                                         this.velocity += accelspeed * wishdir;
342                                 }
343
344                                 // holding jump button swims upward slowly
345                                 if (this.com_in_jump && !this.viewloc && !PHYS_FROZEN(this)) {
346                                         // was:
347                                         // lava: 50
348                                         // slime: 80
349                                         // water: 100
350                                         // idea: double those
351                                         this.velocity_z = 200;
352                                         if (this.waterlevel >= WATERLEVEL_SUBMERGED) {
353                                                 this.velocity_z = PHYS_MAXSPEED(this) * 0.7;
354                                         }
355                                 }
356                         }
357                         if (this.viewloc) {
358                                 const float addspeed = wishspeed - this.velocity * wishdir;
359                                 if (addspeed > 0) {
360                                         const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
361                                         this.velocity += accelspeed * wishdir;
362                                 }
363                         } else {
364                                 // water acceleration
365                                 PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
366                         }
367                         return;
368                 }
369                 if (this.com_phys_ground) {
370                         // apply edge friction
371                         const float f2 = vlen2(vec2(this.velocity));
372                         if (f2 > 0) {
373                                 // TODO: apply edge friction
374                                 // apply ground friction
375                                 const int realfriction = (IS_ONSLICK(this))
376                                     ? PHYS_FRICTION_SLICK(this)
377                                         : PHYS_FRICTION(this);
378
379                                 float f = sqrt(f2);
380                                 f = 1 - dt * realfriction
381                                     * ((f < PHYS_STOPSPEED(this)) ? (PHYS_STOPSPEED(this) / f) : 1);
382                                 f = max(0, f);
383                                 this.velocity *= f;
384                                 /*
385                                    Mathematical analysis time!
386
387                                    Our goal is to invert this mess.
388
389                                    For the two cases we get:
390                                     v = v0 * (1 - dt * (PHYS_STOPSPEED(this) / v0) * PHYS_FRICTION(this))
391                                       = v0 - dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
392                                     v0 = v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this)
393                                    and
394                                     v = v0 * (1 - dt * PHYS_FRICTION(this))
395                                     v0 = v / (1 - dt * PHYS_FRICTION(this))
396
397                                    These cases would be chosen ONLY if:
398                                     v0 < PHYS_STOPSPEED(this)
399                                     v + dt * PHYS_STOPSPEED(this) * PHYS_FRICTION(this) < PHYS_STOPSPEED(this)
400                                     v < PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
401                                    and, respectively:
402                                     v0 >= PHYS_STOPSPEED(this)
403                                     v / (1 - dt * PHYS_FRICTION(this)) >= PHYS_STOPSPEED(this)
404                                     v >= PHYS_STOPSPEED(this) * (1 - dt * PHYS_FRICTION(this))
405                                  */
406                         }
407                         const float addspeed = wishspeed - this.velocity * wishdir;
408                         if (addspeed > 0) {
409                                 const float accelspeed = min(PHYS_ACCELERATE(this) * dt * wishspeed, addspeed);
410                                 this.velocity += accelspeed * wishdir;
411                         }
412                         return;
413                 }
414
415                 if (!(this.flags & FL_WATERJUMP)) {
416                         PM_Accelerate(this, dt, wishdir, wishspeed, wishspeed, this.com_phys_acc_rate, 1, 0, 0, 0);
417                 }
418         }
419 }
420
421 .entity groundentity;
422 /** for other entities */
423 void sys_phys_simulate_simple(entity this, float dt)
424 {
425         vector mn = this.mins;
426         vector mx = this.maxs;
427
428         vector g = '0 0 0';
429         if (this.com_phys_gravity_factor && !g) g = '0 0 -1' * PHYS_GRAVITY(NULL);
430
431         vector vel = this.com_phys_vel;
432         vector pos = this.com_phys_pos;
433
434         // SV_Physics_Toss
435
436         vel += g * dt;
437
438         this.angles += dt * this.avelocity;
439         float movetime = dt;
440         for (int i = 0; i < MAX_CLIP_PLANES && movetime > 0; ++i) {
441                 vector push = vel * movetime;
442                 vector p0 = pos;
443                 vector p1 = p0 + push;
444                 // SV_PushEntity
445                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
446                 if (!trace_startsolid) {
447                         bool hit = trace_fraction < 1;
448                         pos = trace_endpos;
449                         entity ent = trace_ent;
450                         // SV_LinkEdict_TouchAreaGrid
451                         if (this.solid != SOLID_NOT) {
452                                 FOREACH_ENTITY_RADIUS_ORDERED(0.5 * (this.absmin + this.absmax), 0.5 * vlen(this.absmax - this.absmin), true, {
453                                         if (it.solid != SOLID_TRIGGER || it == this) continue;
454                                         if (gettouch(it) && boxesoverlap(it.absmin, it.absmax, this.absmin, this.absmax)) {
455                                             // SV_LinkEdict_TouchAreaGrid_Call
456                                             trace_allsolid = false;
457                                             trace_startsolid = false;
458                                             trace_fraction = 1;
459                                             trace_inwater = false;
460                                             trace_inopen = true;
461                                             trace_endpos = it.origin;
462                                             trace_plane_normal = '0 0 1';
463                                             trace_plane_dist = 0;
464                                             trace_ent = this;
465                                             trace_dpstartcontents = 0;
466                                             trace_dphitcontents = 0;
467                                             trace_dphitq3surfaceflags = 0;
468                                             trace_dphittexturename = string_null;
469                                             gettouch(it)(this, it);
470                                             vel = this.velocity;
471                                         }
472                                 });
473                         }
474                         if (hit && this.solid >= SOLID_TRIGGER && (!IS_ONGROUND(this) || this.groundentity != ent)) {
475                                 // SV_Impact (ent, trace);
476                                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
477                                 void(entity, entity) touched = gettouch(this);
478                                 if (touched && this.solid != SOLID_NOT) {
479                                         touched(ent, this);
480                                 }
481                                 void(entity, entity) touched2 = gettouch(ent);
482                                 if (this && ent && touched2 && ent.solid != SOLID_NOT) {
483                                         trace_endpos = ent.origin;
484                                         trace_plane_normal *= -1;
485                                         trace_plane_dist *= -1;
486                                         trace_ent = this;
487                                         trace_dpstartcontents = 0;
488                                         trace_dphitcontents = 0;
489                                         trace_dphitq3surfaceflags = 0;
490                                         trace_dphittexturename = string_null;
491                                         touched2(this, ent);
492                                 }
493                         }
494                 }
495                 // end SV_PushEntity
496                 if (wasfreed(this)) { return; }
497                 tracebox(p0, mn, mx, p1, MOVE_NORMAL, this);
498                 if (trace_fraction == 1) { break; }
499                 movetime *= 1 - min(1, trace_fraction);
500                 ClipVelocity(vel, trace_plane_normal, vel, 1);
501         }
502
503         this.com_phys_vel = vel;
504         this.com_phys_pos = pos;
505         setorigin(this, this.com_phys_pos);
506 }
507
508 void sys_phys_update_single(entity this)
509 {
510         sys_phys_simulate_simple(this, frametime);
511 }