// 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(dx0 ? -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 = dx0 ? -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)o.z-d->eyeheighto.z-o->eyeheight) { if(o->o.z-o->eyeheighto.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)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<radius; if(fabs(e.x-d->o.x)o.y)floor+mmi.zoff+e.attr3); if(d->o.z-d->eyeheightlo) 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(ceillo) 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 }