Cube  Diff

Differences From Artifact [5d3f7bf679]:

To Artifact [cbd2b108e1]:


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		if (fabs(o->o.z - d->o.z) < o->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 << 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)







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		if (fabs(o->o.z - d->o.z) < o->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 << 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)
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				            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 (floor < minfloor)
				return false;
		};


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

	float headspace = 10;
	loopv(players) // collide with other players
	{







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				            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 (floor < minfloor)
				return false;

		}

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

	float headspace = 10;
	loopv(players) // collide with other players
	{
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				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;







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				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;
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{
	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







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{
	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
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	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 =







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	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 =
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		}
	} 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)







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		}
	} else // apply velocity with collision
	{
		if (pl->onfloor || water) {
			if (pl->jumpnext) {
				pl->jumpnext = false;
				pl->vel.z = 1.7f; // physics impulse upwards
				// dampen velocity change even harder, gives
				// correct water feel
				if (water) {
					pl->vel.x /= 8;
					pl->vel.y /= 8;


				}
				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;
		// incorrect, but works fine
		float dropf = ((gravity - 1) + pl->timeinair / 15.0f);

		// float slowly down in water
		if (water) {
			dropf = 5;
			pl->timeinair = 0;

		}
		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)