Add buildsys
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323
src/physics.cpp
323
src/physics.cpp
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// physics.cpp: no physics books were hurt nor consulted in the construction of this code.
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// All physics computations and constants were invented on the fly and simply tweaked until
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// they "felt right", and have no basis in reality. Collision detection is simplistic but
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// very robust (uses discrete steps at fixed fps).
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#include "cube.h"
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bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo) // collide with player or monster
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{
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if(o->state!=CS_ALIVE) return true;
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const float r = o->radius+d->radius;
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if(fabs(o->o.x-d->o.x)<r && fabs(o->o.y-d->o.y)<r)
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{
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if(d->o.z-d->eyeheight<o->o.z-o->eyeheight) { if(o->o.z-o->eyeheight<hi) hi = o->o.z-o->eyeheight-1; }
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else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
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if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;
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if(d->monsterstate) return false; // hack
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headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
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if(headspace<0) headspace = 10;
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};
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return true;
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};
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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
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{
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sqr *w = wmip[mip];
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int sz = ssize>>mip;
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bool stest = SOLID(SWS(w, x+dx, y, sz)) && SOLID(SWS(w, x, y+dy, sz));
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mip++;
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x /= 2;
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y /= 2;
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if(SWS(wmip[mip], x, y, ssize>>mip)->type==CORNER)
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{
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bx = x<<mip;
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by = y<<mip;
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bs = 1<<mip;
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return cornertest(mip, x, y, dx, dy, bx, by, bs);
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};
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return stest;
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};
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void mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
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{
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loopv(ents)
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{
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entity &e = ents[i];
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if(e.type!=MAPMODEL) continue;
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mapmodelinfo &mmi = getmminfo(e.attr2);
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if(!&mmi || !mmi.h) continue;
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const float r = mmi.rad+d->radius;
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if(fabs(e.x-d->o.x)<r && fabs(e.y-d->o.y)<r)
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{
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float mmz = (float)(S(e.x, e.y)->floor+mmi.zoff+e.attr3);
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if(d->o.z-d->eyeheight<mmz) { if(mmz<hi) hi = mmz; }
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else if(mmz+mmi.h>lo) lo = mmz+mmi.h;
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};
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};
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};
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// all collision happens here
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// spawn is a dirty side effect used in spawning
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// drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep
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bool collide(dynent *d, bool spawn, float drop, float rise)
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{
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const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map
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const float fy1 = d->o.y-d->radius;
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const float fx2 = d->o.x+d->radius;
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const float fy2 = d->o.y+d->radius;
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const int x1 = fast_f2nat(fx1);
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const int y1 = fast_f2nat(fy1);
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const int x2 = fast_f2nat(fx2);
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const int y2 = fast_f2nat(fy2);
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float hi = 127, lo = -128;
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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 :)
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for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++) // collide with map
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{
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if(OUTBORD(x,y)) return false;
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sqr *s = S(x,y);
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float ceil = s->ceil;
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float floor = s->floor;
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switch(s->type)
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{
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case SOLID:
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return false;
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case CORNER:
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{
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int bx = x, by = y, bs = 1;
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if(x==x1 && y==y1 && cornertest(0, x, y, -1, -1, bx, by, bs) && fx1-bx+fy1-by<=bs
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|| x==x2 && y==y1 && cornertest(0, x, y, 1, -1, bx, by, bs) && fx2-bx>=fy1-by
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|| x==x1 && y==y2 && cornertest(0, x, y, -1, 1, bx, by, bs) && fx1-bx<=fy2-by
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|| x==x2 && y==y2 && cornertest(0, x, y, 1, 1, bx, by, bs) && fx2-bx+fy2-by>=bs)
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return false;
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break;
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};
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case FHF: // FIXME: too simplistic collision with slopes, makes it feels like tiny stairs
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floor -= (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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break;
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case CHF:
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ceil += (s->vdelta+S(x+1,y)->vdelta+S(x,y+1)->vdelta+S(x+1,y+1)->vdelta)/16.0f;
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};
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if(ceil<hi) hi = ceil;
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if(floor>lo) lo = floor;
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if(floor<minfloor) return false;
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};
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if(hi-lo < d->eyeheight+d->aboveeye) return false;
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float headspace = 10;
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loopv(players) // collide with other players
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{
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dynent *o = players[i];
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if(!o || o==d) continue;
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if(!plcollide(d, o, headspace, hi, lo)) return false;
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};
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if(d!=player1) if(!plcollide(d, player1, headspace, hi, lo)) return false;
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dvector &v = getmonsters();
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// this loop can be a performance bottleneck with many monster on a slow cpu,
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// should replace with a blockmap but seems mostly fast enough
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loopv(v) if(!vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], headspace, hi, lo)) return false;
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headspace -= 0.01f;
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mmcollide(d, hi, lo); // collide with map models
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if(spawn)
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{
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d->o.z = lo+d->eyeheight; // just drop to floor (sideeffect)
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d->onfloor = true;
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}
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else
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{
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const float space = d->o.z-d->eyeheight-lo;
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if(space<0)
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{
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if(space>-0.01) d->o.z = lo+d->eyeheight; // stick on step
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else if(space>-1.26f) d->o.z += rise; // rise thru stair
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else return false;
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}
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else
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{
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d->o.z -= min(min(drop, space), headspace); // gravity
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};
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const float space2 = hi-(d->o.z+d->aboveeye);
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if(space2<0)
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{
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if(space2<-0.1) return false; // hack alert!
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d->o.z = hi-d->aboveeye; // glue to ceiling
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d->vel.z = 0; // cancel out jumping velocity
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};
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d->onfloor = d->o.z-d->eyeheight-lo<0.001f;
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};
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return true;
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}
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float rad(float x) { return x*3.14159f/180; };
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VARP(maxroll, 0, 3, 20);
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int physicsfraction = 0, physicsrepeat = 0;
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const int MINFRAMETIME = 20; // physics always simulated at 50fps or better
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void physicsframe() // optimally schedule physics frames inside the graphics frames
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{
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if(curtime>=MINFRAMETIME)
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{
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int faketime = curtime+physicsfraction;
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physicsrepeat = faketime/MINFRAMETIME;
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physicsfraction = faketime-physicsrepeat*MINFRAMETIME;
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}
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else
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{
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physicsrepeat = 1;
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};
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};
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// main physics routine, moves a player/monster for a curtime step
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// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
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// local is false for multiplayer prediction
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void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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{
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const bool water = hdr.waterlevel>pl->o.z-0.5f;
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const bool floating = (editmode && local) || pl->state==CS_EDITING;
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vec d; // vector of direction we ideally want to move in
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d.x = (float)(pl->move*cos(rad(pl->yaw-90)));
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d.y = (float)(pl->move*sin(rad(pl->yaw-90)));
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d.z = 0;
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if(floating || water)
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{
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d.x *= (float)cos(rad(pl->pitch));
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d.y *= (float)cos(rad(pl->pitch));
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d.z = (float)(pl->move*sin(rad(pl->pitch)));
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};
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d.x += (float)(pl->strafe*cos(rad(pl->yaw-180)));
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d.y += (float)(pl->strafe*sin(rad(pl->yaw-180)));
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const float speed = curtime/(water ? 2000.0f : 1000.0f)*pl->maxspeed;
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const float friction = water ? 20.0f : (pl->onfloor || floating ? 6.0f : 30.0f);
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const float fpsfric = friction/curtime*20.0f;
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vmul(pl->vel, fpsfric-1); // slowly apply friction and direction to velocity, gives a smooth movement
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vadd(pl->vel, d);
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vdiv(pl->vel, fpsfric);
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d = pl->vel;
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vmul(d, speed); // d is now frametime based velocity vector
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pl->blocked = false;
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pl->moving = true;
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if(floating) // just apply velocity
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{
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vadd(pl->o, d);
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if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
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}
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else // apply velocity with collision
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{
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if(pl->onfloor || water)
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{
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if(pl->jumpnext)
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{
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pl->jumpnext = false;
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pl->vel.z = 1.7f; // physics impulse upwards
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if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
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if(local) playsoundc(S_JUMP);
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else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
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}
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else if(pl->timeinair>800) // if we land after long time must have been a high jump, make thud sound
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{
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if(local) playsoundc(S_LAND);
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else if(pl->monsterstate) playsound(S_LAND, &pl->o);
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};
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pl->timeinair = 0;
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}
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else
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{
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pl->timeinair += curtime;
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};
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const float gravity = 20;
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const float f = 1.0f/moveres;
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float dropf = ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
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if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water
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const float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
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const float rise = speed/moveres/1.2f; // extra smoothness when lifting up stairs
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loopi(moveres) // discrete steps collision detection & sliding
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{
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// try move forward
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pl->o.x += f*d.x;
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pl->o.y += f*d.y;
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pl->o.z += f*d.z;
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if(collide(pl, false, drop, rise)) continue;
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// player stuck, try slide along y axis
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pl->blocked = true;
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pl->o.x -= f*d.x;
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if(collide(pl, false, drop, rise)) { d.x = 0; continue; };
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pl->o.x += f*d.x;
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// still stuck, try x axis
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise)) { d.y = 0; continue; };
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pl->o.y += f*d.y;
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// try just dropping down
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pl->moving = false;
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pl->o.x -= f*d.x;
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pl->o.y -= f*d.y;
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if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; };
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pl->o.z -= f*d.z;
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break;
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};
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};
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// detect wether player is outside map, used for skipping zbuffer clear mostly
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if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize)
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{
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pl->outsidemap = true;
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}
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else
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{
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sqr *s = S((int)pl->o.x, (int)pl->o.y);
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pl->outsidemap = SOLID(s)
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|| pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
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|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
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};
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// automatically apply smooth roll when strafing
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if(pl->strafe==0)
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{
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pl->roll = pl->roll/(1+(float)sqrt((float)curtime)/25);
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}
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else
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{
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pl->roll += pl->strafe*curtime/-30.0f;
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if(pl->roll>maxroll) pl->roll = (float)maxroll;
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if(pl->roll<-maxroll) pl->roll = (float)-maxroll;
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};
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// play sounds on water transitions
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if(!pl->inwater && water) { playsound(S_SPLASH2, &pl->o); pl->vel.z = 0; }
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else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
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pl->inwater = water;
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};
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void moveplayer(dynent *pl, int moveres, bool local)
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{
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loopi(physicsrepeat) moveplayer(pl, moveres, local, i ? curtime/physicsrepeat : curtime-curtime/physicsrepeat*(physicsrepeat-1));
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};
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