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- // physics.cpp: no physics books were hurt nor consulted in the construction of this code.
- // All physics computations and constants were invented on the fly and simply tweaked until
- // they "felt right", and have no basis in reality. Collision detection is simplistic but
- // very robust (uses discrete steps at fixed fps).
-
- #include "cube.h"
-
- float raycube(const vec &o, const vec &ray, vec &surface)
- {
- surface = vec(0, 0, 0);
-
- if(ray.iszero()) return -1;
-
- vec v = o;
- float dist = 0, dx = 0, dy = 0, dz = 0;
-
- for(;;)
- {
- int x = int(v.x), y = int(v.y);
- if(x < 0 || y < 0 || x >= ssize || y >= ssize) return -1;
- sqr *s = S(x, y);
- float floor = s->floor, ceil = s->ceil;
- if(s->type==FHF) floor -= s->vdelta/4.0f;
- if(s->type==CHF) ceil += s->vdelta/4.0f;
- if(SOLID(s) || v.z < floor || v.z > ceil)
- {
- if((!dx && !dy) || s->wtex==DEFAULT_SKY || (!SOLID(s) && v.z > ceil && s->ctex==DEFAULT_SKY)) return -1;
- if(s->type!=CORNER)// && s->type!=FHF && s->type!=CHF)
- {
- if(dx<dy) surface.x = ray.x>0 ? -1 : 1;
- else surface.y = ray.y>0 ? -1 : 1;
- sqr *n = S(x+(int)surface.x, y+(int)surface.y);
- if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil))
- {
- surface = dx<dy ? vec(0, ray.y>0 ? -1 : 1, 0) : vec(ray.x>0 ? -1 : 1, 0, 0);
- n = S(x+(int)surface.x, y+(int)surface.y);
- if(SOLID(n) || (v.z < floor && v.z < n->floor) || (v.z > ceil && v.z > n->ceil))
- surface = vec(0, 0, ray.z>0 ? -1 : 1);
- }
- }
- dist = max(dist-0.1f, 0);
- break;
- }
- dx = ray.x ? (x + (ray.x > 0 ? 1 : 0) - v.x)/ray.x : 1e16f;
- dy = ray.y ? (y + (ray.y > 0 ? 1 : 0) - v.y)/ray.y : 1e16f;
- dz = ray.z ? ((ray.z > 0 ? ceil : floor) - v.z)/ray.z : 1e16f;
- if(dz < dx && dz < dy)
- {
- if(ray.z>0 && s->ctex==DEFAULT_SKY) return -1;
- if(s->type!=FHF && s->type!=CHF) surface.z = ray.z>0 ? -1 : 1;
- dist += dz;
- break;
- }
- float disttonext = 0.1f + min(dx, dy);
- v.add(vec(ray).mul(disttonext));
- dist += disttonext;
- }
- return dist;
- }
-
- physent *hitplayer = NULL;
-
- bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with player or monster
- {
- if(o->state!=CS_ALIVE) return true;
- const float r = o->radius+d->radius, dx = o->o.x-d->o.x, dy = o->o.y-d->o.y;
- if(d->type==ENT_PLAYER && o->type==ENT_PLAYER ? dx*dx + dy*dy < r*r : fabs(dx)<r && fabs(dy)<r)
- {
- if(d->o.z-d->eyeheight<o->o.z-o->eyeheight) { if(o->o.z-o->eyeheight<hi) hi = o->o.z-o->eyeheight-1; }
- else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
-
- if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) { hitplayer = o; return false; }
- headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
- if(headspace<0) headspace = 10;
- }
- return true;
- }
-
- bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs) // recursively collide with a mipmapped corner cube
- {
- sqr *w = wmip[mip];
- int sz = ssize>>mip;
- bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz));
- mip++;
- x /= 2;
- y /= 2;
- if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER)
- {
- bx = x<<mip;
- by = y<<mip;
- bs = 1<<mip;
- return cornertest(mip, x, y, dx, dy, bx, by, bs);
- }
- return stest;
- }
-
- void mmcollide(physent *d, float &hi, float &lo) // collide with a mapmodel
- {
- loopv(ents)
- {
- entity &e = ents[i];
- if(e.type!=MAPMODEL) continue;
- mapmodelinfo &mmi = getmminfo(e.attr2);
- if(!&mmi || !mmi.h) continue;
- const float r = mmi.rad+d->radius;
- if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
- {
- float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
- if(d->o.z-d->eyeheight<mmz) { if(mmz<hi) hi = mmz; }
- else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
- }
- }
- }
-
- // all collision happens here
- // spawn is a dirty side effect used in spawning
- // drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep
-
- bool collide(physent *d, bool spawn, float drop, float rise)
- {
- const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map
- const float fy1 = d->o.y-d->radius;
- const float fx2 = d->o.x+d->radius;
- const float fy2 = d->o.y+d->radius;
- const int x1 = int(fx1);
- const int y1 = int(fy1);
- const int x2 = int(fx2);
- const int y2 = int(fy2);
- float hi = 127, lo = -128;
-
- for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++) // collide with map
- {
- if(OUTBORD(x,y)) return false;
- sqr *s = S(x,y);
- float ceil = s->ceil;
- float floor = s->floor;
- switch(s->type)
- {
- case SOLID:
- return false;
-
- case CORNER:
- {
- int bx = x, by = y, bs = 1;
- if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs
- || x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by
- || x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by
- || x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs)
- return false;
- break;
- }
-
- case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
- floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
- break;
-
- case CHF:
- ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
-
- }
- if(ceil<hi) hi = ceil;
- if(floor>lo) lo = floor;
- }
-
- if(hi-lo < d->eyeheight+d->aboveeye) return false;
-
- // Modified by Rick: plcollide now takes hi and lo in account aswell, that way we can jump/walk on players
-
- float headspace = 10;
- loopv(players) // collide with other players
- {
- playerent *o = players[i];
- if(!o || o==d || (o==player1 && d->type==ENT_CAMERA)) continue;
- if(!plcollide(d, o, headspace, hi, lo)) return false;
- }
-
- if(d!=player1 && !(d->type==ENT_BOUNCE && player1->inhandnade==((bounceent *)d))) if(!plcollide(d, player1, headspace, hi, lo)) return false;
- headspace -= 0.01f;
-
- mmcollide(d, hi, lo); // collide with map models
-
- if(spawn)
- {
- d->o.z = lo+d->eyeheight; // just drop to floor (sideeffect)
- d->onfloor = true;
- }
- else
- {
- const float spacetop = d->o.z-d->eyeheight-lo;
- if(spacetop<0)
- {
- if(spacetop>-0.01)
- {
- d->o.z = lo+d->eyeheight; // stick on step
- }
- else if(spacetop>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair
- else return false;
- }
- else
- {
- d->o.z -= min(min(drop, spacetop), headspace); // gravity
- }
-
- const float spacebottom = hi-(d->o.z+d->aboveeye);
- if(spacebottom<0)
- {
- if(spacebottom<-0.1) return false; // hack alert!
- d->o.z = hi-d->aboveeye; // glue to ceiling
- d->vel.z = 0; // cancel out jumping velocity
- }
-
- d->onfloor = d->o.z-d->eyeheight-lo<0.01f;
- }
- return true;
- }
-
- float floor(short x, short y)
- {
- sqr *s = S(x, y);
- return s->type == FHF ? s->floor-(s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f : s->floor;
- }
-
- VARP(maxroll, 0, 0, 20);
-
- // main physics routine, moves a player/monster for a curtime step
- // moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
- // local is false for multiplayer prediction
-
- void moveplayer(physent *pl, int moveres, bool local, int curtime)
- {
- const bool water = hdr.waterlevel>pl->o.z-0.5f;
- const bool floating = (editmode && local) || pl->state==CS_EDITING;
-
- const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed;
- const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : (pl->onladder ? 1.5f : 30.0f));
- const float fpsfric = friction/curtime*20.0f;
-
- vec d; // vector of direction we ideally want to move in
-
- float drop, rise;
-
- if(pl->type==ENT_BOUNCE)
- {
- bounceent* bounce = (bounceent *) pl;
- drop = rise = 0;
-
- if(pl->onfloor) // apply friction
- {
- pl->vel.mul(fpsfric-1);
- pl->vel.div(fpsfric);
- }
- else // apply gravity
- {
- const float gravity = 9.81f/1000.0f*bounce->maxspeed;
- const float heightvel = (gravity)*pow(speed, 2.0f);
- bounce->vel.z -= heightvel;
- }
-
- d = bounce->vel;
- d.mul(speed);
-
- if(water) { d.x /= 6; d.y /= 6; }
-
- // rotate
- float rotspeed = bounce->rotspeed*d.magnitude();
- pl->pitch = fmod(pl->pitch+rotspeed, 360.0f);
- pl->yaw = fmod(pl->yaw+rotspeed, 360.0f);
- }
- else // fake physics for player ents to create _the_ cube movement (tm)
- {
- int move = pl->onladder && !pl->onfloor && pl->move == -1 ? 0 : pl->move; // movement on ladder
-
- d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
- d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
- d.z = 0.0f;
-
- if(floating || water)
- {
- d.x *= (float)cosf(RAD*(pl->pitch));
- d.y *= (float)cosf(RAD*(pl->pitch));
- d.z = (float)(move*sinf(RAD*(pl->pitch)));
- }
-
- d.x += (float)(pl->strafe*cosf(RAD*(pl->yaw-180)));
- d.y += (float)(pl->strafe*sinf(RAD*(pl->yaw-180)));
-
- pl->vel.mul(fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
- pl->vel.add(d);
- pl->vel.div(fpsfric);
- d = pl->vel;
- d.mul(speed);
-
- if(floating) // just apply velocity
- {
- pl->o.add(d);
- if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
- }
- else // apply velocity with collisions
- {
- if(pl->onladder)
- {
- const float climbspeed = 1.0f;
-
- if(pl->type==ENT_BOT) pl->vel.z = climbspeed; // bots climb upwards only
- else if(pl->type==ENT_PLAYER)
- {
- if(((playerent *)pl)->k_up) pl->vel.z = climbspeed;
- else if(((playerent *)pl)->k_down) pl->vel.z = -climbspeed;
- }
- pl->timeinair = 0;
- }
- else
- {
- if(pl->onfloor || water)
- {
- if(pl->jumpnext)
- {
- pl->jumpnext = false;
- pl->vel.z = 2.0f; //1.7f; // physics impulse upwards
- if(water) { pl->vel.x /= 8; pl->vel.y /= 8; } // dampen velocity change even harder, gives correct water feel
- if(local) playsoundc(S_JUMP);
- else if(pl->type==ENT_BOT) playsound(S_JUMP, &pl->o); // Added by Rick
- }
- pl->timeinair = 0;
- }
- else
- {
- pl->timeinair += curtime;
- }
- }
- }
-
- const float gravity = 20.0f;
- float dropf = (gravity-1)+pl->timeinair/15.0f; // incorrect, but works fine
- if(water) { dropf = 5; pl->timeinair = 0; } // float slowly down in water
- if(pl->onladder) { dropf = 0; pl->timeinair = 0; }
-
- drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
- rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
- if(pl->maxspeed-16>0.5f) pl += 0xF0F0;
- }
-
- if(!floating) loopi(moveres) // discrete steps collision detection & sliding
- {
- const float f = 1.0f/moveres;
-
- // try move forward
- pl->o.x += f*d.x;
- pl->o.y += f*d.y;
- pl->o.z += f*d.z;
- hitplayer = NULL;
- if(collide(pl, false, drop, rise)) continue;
- if(pl->type==ENT_CAMERA) return;
- if(pl->type==ENT_PLAYER && hitplayer)
- {
- float dx = hitplayer->o.x-pl->o.x, dy = hitplayer->o.y-pl->o.y, mag = sqrtf(dx*dx+dy*dy);
- dx /= mag;
- dy /= mag;
- pl->o.x -= f*(dx + d.x);
- pl->o.y -= f*(dy + d.y);
- if(collide(pl, false, drop, rise)) continue;
- pl->o.x += f*(dx + d.y);
- pl->o.y += f*(dy + d.y);
- }
- // player stuck, try slide along y axis
- pl->o.x -= f*d.x;
- if(collide(pl, false, drop, rise))
- {
- d.x = 0;
- if(pl->type==ENT_BOUNCE) { pl->vel.x = -pl->vel.x; pl->vel.mul(0.7f); }
- continue;
- }
- pl->o.x += f*d.x;
- // still stuck, try x axis
- pl->o.y -= f*d.y;
- if(collide(pl, false, drop, rise))
- {
- d.y = 0;
- if(pl->type==ENT_BOUNCE) { pl->vel.y = -pl->vel.y; pl->vel.mul(0.7f); }
- continue;
- }
- pl->o.y += f*d.y;
- // try just dropping down
- pl->o.x -= f*d.x;
- pl->o.y -= f*d.y;
- if(collide(pl, false, drop, rise))
- {
- d.y = d.x = 0;
- continue;
- }
- pl->o.z -= f*d.z;
- if(pl->type==ENT_BOUNCE) { pl->vel.z = -pl->vel.z; pl->vel.mul(0.5f); }
- break;
- }
-
- if(pl->type==ENT_CAMERA) return;
- else if(pl->type!=ENT_BOUNCE)
- {
- // automatically apply smooth roll when strafing
- if(pl->strafe==0)
- {
- pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
- }
- else
- {
- pl->roll += pl->strafe*curtime/-30.0f;
- if(pl->roll>maxroll) pl->roll = (float)maxroll;
- if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
- }
- }
-
- // play sounds on water transitions
- if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }
- else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
- pl->inwater = water;
- // Added by Rick: Easy hack to store previous locations of all players/monsters/bots
- if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) ((playerent *)pl)->history.update(pl->o, lastmillis);
- // End add
- }
-
- VARP(minframetime, 5, 10, 20);
-
- int physicsfraction = 0, physicsrepeat = 0;
-
- void physicsframe() // optimally schedule physics frames inside the graphics frames
- {
- if(curtime>=minframetime)
- {
- int faketime = curtime+physicsfraction;
- physicsrepeat = faketime/minframetime;
- physicsfraction = faketime%minframetime;
- }
- else
- {
- physicsrepeat = 1;
- }
- }
-
- void moveplayer(physent *p, int moveres, bool local)
- {
- loopi(physicsrepeat) moveplayer(p, moveres, local, min(curtime, minframetime));
- }
-
- // movement input code
-
- #define dir(name,v,d,s,os) void name(bool isdown) { player1->s = isdown; player1->v = isdown ? d : (player1->os ? -(d) : 0); player1->lastmove = lastmillis; }
-
- dir(backward, move, -1, k_down, k_up);
- dir(forward, move, 1, k_up, k_down);
- dir(left, strafe, 1, k_left, k_right);
- dir(right, strafe, -1, k_right, k_left);
-
- void attack(bool on)
- {
- if(intermission) return;
- if(editmode) editdrag(on);
- else if(demoplayback && on) shiftdemoplayer(1);
- else if(player1->state==CS_DEAD) respawn();
- else player1->attacking = on;
- }
-
- void jumpn(bool on)
- {
- if(intermission) return;
- if(demoplayback && on) demopaused = !demopaused;
- else if(player1->state==CS_DEAD)
- {
- if(on) respawn();
- }
- else player1->jumpnext = on;
- }
-
- COMMAND(backward, ARG_DOWN);
- COMMAND(forward, ARG_DOWN);
- COMMAND(left, ARG_DOWN);
- COMMAND(right, ARG_DOWN);
- COMMANDN(jump, jumpn, ARG_DOWN);
- COMMAND(attack, ARG_DOWN);
-
- void fixcamerarange(physent *cam)
- {
- const float MAXPITCH = 90.0f;
- if(cam->pitch>MAXPITCH) cam->pitch = MAXPITCH;
- if(cam->pitch<-MAXPITCH) cam->pitch = -MAXPITCH;
- while(cam->yaw<0.0f) cam->yaw += 360.0f;
- while(cam->yaw>=360.0f) cam->yaw -= 360.0f;
- }
-
- VARP(sensitivity, 0, 30, 10000);
- VARP(sensitivityscale, 1, 10, 10000);
- VARP(invmouse, 0, 0, 1);
-
- void mousemove(int dx, int dy)
- {
- if(intermission) return;
- const float SENSF = 33.0f; // try match quake sens
- camera1->yaw += (dx/SENSF)*(sensitivity/(float)sensitivityscale);
- camera1->pitch -= (dy/SENSF)*(sensitivity/(float)sensitivityscale)*(invmouse ? -1 : 1);
- fixcamerarange();
- if(camera1!=player1 && player1->state!=CS_DEAD && !demoplayback)
- {
- player1->yaw = camera1->yaw;
- player1->pitch = camera1->pitch;
- }
- }
-
- void entinmap(physent *d) // brute force but effective way to find a free spawn spot in the map
- {
- loopi(100) // try max 100 times
- {
- float dx = (rnd(21)-10)/10.0f*i; // increasing distance
- float dy = (rnd(21)-10)/10.0f*i;
- d->o.x += dx;
- d->o.y += dy;
- if(collide(d, true, 0, 0)) return;
- d->o.x -= dx;
- d->o.y -= dy;
- }
- conoutf("can't find entity spawn spot! (%d, %d)", d->o.x, d->o.y);
- // leave ent at original pos, possibly stuck
- }
-
-