// 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" bool plcollide(dynent *d, dynent *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; if(fabs(o->o.x-d->o.x)o.y-d->o.y)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) return false; if(d->monsterstate) return false; // hack 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(dynent *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 = fast_f2nat(fx1); const int y1 = fast_f2nat(fy1); const int x2 = fast_f2nat(fx2); const int y2 = fast_f2nat(fy2); float hi = 127, lo = -128; float minfloor = (d->monsterstate && !spawn && d->health>100) ? d->o.z-d->eyeheight-4.5f : -1000.0f; // big monsters are afraid of heights, unless angry :) 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(flooreyeheight+d->aboveeye) return false; float headspace = 10; loopv(players) // collide with other players { dynent *o = players[i]; if(!o || o==d) continue; if(!plcollide(d, o, headspace, hi, lo)) return false; }; if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false; dvector &v = getmonsters(); // this loop can be a performance bottleneck with many monster on a slow cpu, // should replace with a blockmap but seems mostly fast enough loopv(v) if(!vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], 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 space = d->o.z-d->eyeheight-lo; if(space<0) { if(space>-0.01) d->o.z = lo+d->eyeheight; // stick on step else if(space>-1.26f) d->o.z += rise; // rise thru stair else return false; } else { d->o.z -= min(min(drop, space), headspace); // gravity }; const float space2 = hi-(d->o.z+d->aboveeye); if(space2<0) { if(space2<-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<0.001f; }; return true; } float rad(float x) { return x*3.14159f/180; }; VARP(maxroll, 0, 3, 20); int physicsfraction = 0, physicsrepeat = 0; const int MINFRAMETIME = 20; // physics always simulated at 50fps or better void physicsframe() // optimally schedule physics frames inside the graphics frames { if(curtime>=MINFRAMETIME) { int faketime = curtime+physicsfraction; physicsrepeat = faketime/MINFRAMETIME; physicsfraction = faketime-physicsrepeat*MINFRAMETIME; } else { physicsrepeat = 1; }; }; // 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(dynent *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; vec d; // vector of direction we ideally want to move in d.x = (float)(pl->move*cos(rad(pl->yaw-90))); d.y = (float)(pl->move*sin(rad(pl->yaw-90))); d.z = 0; if(floating || water) { d.x *= (float)cos(rad(pl->pitch)); d.y *= (float)cos(rad(pl->pitch)); d.z = (float)(pl->move*sin(rad(pl->pitch))); }; d.x += (float)(pl->strafe*cos(rad(pl->yaw-180))); d.y += (float)(pl->strafe*sin(rad(pl->yaw-180))); const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed; const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : 30.0f); const float fpsfric = friction/curtime*20.0f; vmul(pl->vel, fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement vadd(pl->vel, d); vdiv(pl->vel, fpsfric); d = pl->vel; vmul(d, speed); // d is now frametime based velocity vector pl->blocked = false; pl->moving = true; if(floating) // just apply velocity { vadd(pl->o, d); if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; } } else // apply velocity with collision { if(pl->onfloor || water) { if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 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->monsterstate) playsound(S_JUMP, &pl->o); } else if(pl->timeinair>800) // if we land after long time must have been a high jump, make thud sound { if(local) playsoundc(S_LAND); else if(pl->monsterstate) playsound(S_LAND, &pl->o); }; pl->timeinair = 0; } else { pl->timeinair += curtime; }; const float gravity = 20; const float f = 1.0f/moveres; float dropf = ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water const float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast const float rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs loopi(moveres) // discrete steps collision detection & sliding { // try move forward pl->o.x += f*d.x; pl->o.y += f*d.y; pl->o.z += f*d.z; if(collide(pl, false, drop, rise)) continue; // player stuck, try slide along y axis pl->blocked = true; pl->o.x -= f*d.x; if(collide(pl, false, drop, rise)) { d.x = 0; 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; continue; }; pl->o.y += f*d.y; // try just dropping down pl->moving = false; 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; break; }; }; // detect wether player is outside map, used for skipping zbuffer clear mostly if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize) { pl->outsidemap = true; } else { sqr *s = S((int)pl->o.x, (int)pl->o.y); pl->outsidemap = SOLID(s) || pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0) || pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0); }; // 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; }; void moveplayer(dynent *pl, int moveres, bool local) { loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1)); };