Cube  Diff

Differences From Artifact [33d03da6be]:

To Artifact [5d3f7bf679]:


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		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 << mip;
		by = y << mip;
		bs = 1 << mip;
		return cornertest(mip, x, y, dx, dy, bx, by, bs);
	};
	return stest;
};


void
mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
{
	loopv(ents)
	{
		entity &e = ents[i];







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		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 << mip;
		by = y << mip;
		bs = 1 << mip;
		return cornertest(mip, x, y, dx, dy, bx, by, bs);
	};
	return stest;

}

void
mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
{
	loopv(ents)
	{
		entity &e = ents[i];
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	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);







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	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);
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			};

			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 (floor < minfloor)
				return false;
		};

	if (hi - lo < d->eyeheight + 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;







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			};

			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 (floor < minfloor)
				return false;
		};

	if (hi - lo < d->eyeheight + 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;
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	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)







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	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)
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				}; // 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;







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				}; // 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;
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			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) {







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			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) {
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	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));
};








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	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));

}