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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)
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