diff options
| author | xolatile | 2025-07-16 23:07:43 +0200 |
|---|---|---|
| committer | xolatile | 2025-07-16 23:07:43 +0200 |
| commit | 7256502afa0babe60fcafbd2888cd3e33c3f9b6b (patch) | |
| tree | 8a8495662a69bdadc4b5d9152656b9f02a44d668 /src/engine/physics.cpp | |
| parent | bc596ac9d4cdd00abf537b88d3c544be161330cc (diff) | |
| download | xolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.xz xolatile-badassbug-7256502afa0babe60fcafbd2888cd3e33c3f9b6b.tar.zst | |
Source code, broken...
Diffstat (limited to 'src/engine/physics.cpp')
| -rw-r--r-- | src/engine/physics.cpp | 2057 |
1 files changed, 2057 insertions, 0 deletions
diff --git a/src/engine/physics.cpp b/src/engine/physics.cpp new file mode 100644 index 0000000..6e78863 --- /dev/null +++ b/src/engine/physics.cpp @@ -0,0 +1,2057 @@ +// 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 "engine.h" +#include "mpr.h" + +const int MAXCLIPPLANES = 1024; +static clipplanes clipcache[MAXCLIPPLANES]; +static int clipcacheversion = -2; + +static inline clipplanes &getclipplanes(const cube &c, const ivec &o, int size, bool collide = true, int offset = 0) +{ + clipplanes &p = clipcache[int(&c - worldroot)&(MAXCLIPPLANES-1)]; + if(p.owner != &c || p.version != clipcacheversion+offset) + { + p.owner = &c; + p.version = clipcacheversion+offset; + genclipplanes(c, o, size, p, collide); + } + return p; +} + +void resetclipplanes() +{ + clipcacheversion += 2; + if(!clipcacheversion) + { + memclear(clipcache); + clipcacheversion = 2; + } +} + +///////////////////////// ray - cube collision /////////////////////////////////////////////// + +#define INTERSECTPLANES(setentry, exit) \ + float enterdist = -1e16f, exitdist = 1e16f; \ + loopi(p.size) \ + { \ + float pdist = p.p[i].dist(v), facing = ray.dot(p.p[i]); \ + if(facing < 0) \ + { \ + pdist /= -facing; \ + if(pdist > enterdist) \ + { \ + if(pdist > exitdist) exit; \ + enterdist = pdist; \ + setentry; \ + } \ + } \ + else if(facing > 0) \ + { \ + pdist /= -facing; \ + if(pdist < exitdist) \ + { \ + if(pdist < enterdist) exit; \ + exitdist = pdist; \ + } \ + } \ + else if(pdist > 0) exit; \ + } + +#define INTERSECTBOX(setentry, exit) \ + loop(i, 3) \ + { \ + if(ray[i]) \ + { \ + float prad = fabs(p.r[i] * invray[i]), pdist = (p.o[i] - v[i]) * invray[i], pmin = pdist - prad, pmax = pdist + prad; \ + if(pmin > enterdist) \ + { \ + if(pmin > exitdist) exit; \ + enterdist = pmin; \ + setentry; \ + } \ + if(pmax < exitdist) \ + { \ + if(pmax < enterdist) exit; \ + exitdist = pmax; \ + } \ + } \ + else if(v[i] < p.o[i]-p.r[i] || v[i] > p.o[i]+p.r[i]) exit; \ + } + +vec hitsurface; + +static inline bool raycubeintersect(const clipplanes &p, const cube &c, const vec &v, const vec &ray, const vec &invray, float &dist) +{ + int entry = -1, bbentry = -1; + INTERSECTPLANES(entry = i, return false); + INTERSECTBOX(bbentry = i, return false); + if(exitdist < 0) return false; + dist = max(enterdist+0.1f, 0.0f); + if(bbentry>=0) { hitsurface = vec(0, 0, 0); hitsurface[bbentry] = ray[bbentry]>0 ? -1 : 1; } + else hitsurface = p.p[entry]; + return true; +} + +extern void entselectionbox(const entity &e, vec &eo, vec &es); +float hitentdist; +int hitent, hitorient; + +static float disttoent(octaentities *oc, const vec &o, const vec &ray, float radius, int mode, extentity *t) +{ + vec eo, es; + int orient = -1; + float dist = radius, f = 0.0f; + const vector<extentity *> &ents = entities::getents(); + + #define entintersect(mask, type, func) {\ + if((mode&(mask))==(mask)) loopv(oc->type) \ + { \ + extentity &e = *ents[oc->type[i]]; \ + if(!(e.flags&EF_OCTA) || &e==t) continue; \ + func; \ + if(f<dist && f>0 && vec(ray).mul(f).add(o).insidebb(oc->o, oc->size)) \ + { \ + hitentdist = dist = f; \ + hitent = oc->type[i]; \ + hitorient = orient; \ + } \ + } \ + } + + entintersect(RAY_POLY, mapmodels, + if(!mmintersect(e, o, ray, radius, mode, f)) continue; + ); + + entintersect(RAY_ENTS, other, + entselectionbox(e, eo, es); + if(!rayboxintersect(eo, es, o, ray, f, orient)) continue; + ); + + entintersect(RAY_ENTS, mapmodels, + entselectionbox(e, eo, es); + if(!rayboxintersect(eo, es, o, ray, f, orient)) continue; + ); + + return dist; +} + +static float disttooutsideent(const vec &o, const vec &ray, float radius, int mode, extentity *t) +{ + vec eo, es; + int orient; + float dist = radius, f = 0.0f; + const vector<extentity *> &ents = entities::getents(); + loopv(outsideents) + { + extentity &e = *ents[outsideents[i]]; + if(!(e.flags&EF_OCTA) || &e==t) continue; + entselectionbox(e, eo, es); + if(!rayboxintersect(eo, es, o, ray, f, orient)) continue; + if(f<dist && f>0) + { + hitentdist = dist = f; + hitent = outsideents[i]; + hitorient = orient; + } + } + return dist; +} + +// optimized shadow version +static float shadowent(octaentities *oc, const vec &o, const vec &ray, float radius, int mode, extentity *t) +{ + float dist = radius, f = 0.0f; + const vector<extentity *> &ents = entities::getents(); + loopv(oc->mapmodels) + { + extentity &e = *ents[oc->mapmodels[i]]; + if(!(e.flags&EF_OCTA) || &e==t) continue; + if(!mmintersect(e, o, ray, radius, mode, f)) continue; + if(f>0 && f<dist) dist = f; + } + return dist; +} + +#define INITRAYCUBE \ + float dist = 0, dent = radius > 0 ? radius : 1e16f; \ + vec v(o), invray(ray.x ? 1/ray.x : 1e16f, ray.y ? 1/ray.y : 1e16f, ray.z ? 1/ray.z : 1e16f); \ + cube *levels[20]; \ + levels[worldscale] = worldroot; \ + int lshift = worldscale, elvl = mode&RAY_BB ? worldscale : 0; \ + ivec lsizemask(invray.x>0 ? 1 : 0, invray.y>0 ? 1 : 0, invray.z>0 ? 1 : 0); \ + +#define CHECKINSIDEWORLD \ + if(!insideworld(o)) \ + { \ + float disttoworld = 0, exitworld = 1e16f; \ + loopi(3) \ + { \ + float c = v[i]; \ + if(c<0 || c>=worldsize) \ + { \ + float d = ((invray[i]>0?0:worldsize)-c)*invray[i]; \ + if(d<0) return (radius>0?radius:-1); \ + disttoworld = max(disttoworld, 0.1f + d); \ + } \ + float e = ((invray[i]>0?worldsize:0)-c)*invray[i]; \ + exitworld = min(exitworld, e); \ + } \ + if(disttoworld > exitworld) return (radius>0?radius:-1); \ + v.add(vec(ray).mul(disttoworld)); \ + dist += disttoworld; \ + } + +#define DOWNOCTREE(disttoent, earlyexit) \ + cube *lc = levels[lshift]; \ + for(;;) \ + { \ + lshift--; \ + lc += octastep(x, y, z, lshift); \ + if(lc->ext && lc->ext->ents && lshift < elvl) \ + { \ + float edist = disttoent(lc->ext->ents, o, ray, dent, mode, t); \ + if(edist < dent) \ + { \ + earlyexit return min(edist, dist); \ + elvl = lshift; \ + dent = min(dent, edist); \ + } \ + } \ + if(lc->children==NULL) break; \ + lc = lc->children; \ + levels[lshift] = lc; \ + } + +#define FINDCLOSEST(xclosest, yclosest, zclosest) \ + float dx = (lo.x+(lsizemask.x<<lshift)-v.x)*invray.x, \ + dy = (lo.y+(lsizemask.y<<lshift)-v.y)*invray.y, \ + dz = (lo.z+(lsizemask.z<<lshift)-v.z)*invray.z; \ + float disttonext = dx; \ + xclosest; \ + if(dy < disttonext) { disttonext = dy; yclosest; } \ + if(dz < disttonext) { disttonext = dz; zclosest; } \ + disttonext += 0.1f; \ + v.add(vec(ray).mul(disttonext)); \ + dist += disttonext; + +#define UPOCTREE(exitworld) \ + x = int(v.x); \ + y = int(v.y); \ + z = int(v.z); \ + uint diff = uint(lo.x^x)|uint(lo.y^y)|uint(lo.z^z); \ + if(diff >= uint(worldsize)) exitworld; \ + diff >>= lshift; \ + if(!diff) exitworld; \ + do \ + { \ + lshift++; \ + diff >>= 1; \ + } while(diff); + +float raycube(const vec &o, const vec &ray, float radius, int mode, int size, extentity *t) +{ + if(ray.iszero()) return 0; + + INITRAYCUBE; + CHECKINSIDEWORLD; + + int closest = -1, x = int(v.x), y = int(v.y), z = int(v.z); + for(;;) + { + DOWNOCTREE(disttoent, if(mode&RAY_SHADOW)); + + int lsize = 1<<lshift; + + cube &c = *lc; + if((dist>0 || !(mode&RAY_SKIPFIRST)) && + (((mode&RAY_CLIPMAT) && isclipped(c.material&MATF_VOLUME)) || + ((mode&RAY_EDITMAT) && c.material != MAT_AIR) || + (!(mode&RAY_PASS) && lsize==size && !isempty(c)) || + isentirelysolid(c) || + dent < dist)) + { + if(closest >= 0) { hitsurface = vec(0, 0, 0); hitsurface[closest] = ray[closest]>0 ? -1 : 1; } + return min(dent, dist); + } + + ivec lo(x&(~0U<<lshift), y&(~0U<<lshift), z&(~0U<<lshift)); + + if(!isempty(c)) + { + const clipplanes &p = getclipplanes(c, lo, lsize, false, 1); + float f = 0; + if(raycubeintersect(p, c, v, ray, invray, f) && (dist+f>0 || !(mode&RAY_SKIPFIRST))) + return min(dent, dist+f); + } + + FINDCLOSEST(closest = 0, closest = 1, closest = 2); + + if(radius>0 && dist>=radius) return min(dent, dist); + + UPOCTREE(return min(dent, radius>0 ? radius : dist)); + } +} + +// optimized version for lightmap shadowing... every cycle here counts!!! +float shadowray(const vec &o, const vec &ray, float radius, int mode, extentity *t) +{ + INITRAYCUBE; + CHECKINSIDEWORLD; + + int side = O_BOTTOM, x = int(v.x), y = int(v.y), z = int(v.z); + for(;;) + { + DOWNOCTREE(shadowent, ); + + cube &c = *lc; + ivec lo(x&(~0U<<lshift), y&(~0U<<lshift), z&(~0U<<lshift)); + + if(!isempty(c) && !(c.material&MAT_ALPHA)) + { + if(isentirelysolid(c)) + { + if(c.texture[side]==DEFAULT_SKY && mode&RAY_SKIPSKY) + { + if(mode&RAY_SKYTEX) return radius; + } + else return dist; + } + else + { + const clipplanes &p = getclipplanes(c, lo, 1<<lshift, false, 1); + INTERSECTPLANES(side = p.side[i], goto nextcube); + INTERSECTBOX(side = (i<<1) + 1 - lsizemask[i], goto nextcube); + if(exitdist >= 0) + { + if(c.texture[side]==DEFAULT_SKY && mode&RAY_SKIPSKY) + { + if(mode&RAY_SKYTEX) return radius; + } + else return dist+max(enterdist+0.1f, 0.0f); + } + } + } + + nextcube: + FINDCLOSEST(side = O_RIGHT - lsizemask.x, side = O_FRONT - lsizemask.y, side = O_TOP - lsizemask.z); + + if(dist>=radius) return dist; + + UPOCTREE(return radius); + } +} + +// thread safe version + +struct ShadowRayCache +{ + clipplanes clipcache[MAXCLIPPLANES]; + int version; + + ShadowRayCache() : version(-1) {} +}; + +ShadowRayCache *newshadowraycache() { return new ShadowRayCache; } + +void freeshadowraycache(ShadowRayCache *&cache) { delete cache; cache = NULL; } + +void resetshadowraycache(ShadowRayCache *cache) +{ + cache->version++; + if(!cache->version) + { + memclear(cache->clipcache); + cache->version = 1; + } +} + +float shadowray(ShadowRayCache *cache, const vec &o, const vec &ray, float radius, int mode, extentity *t) +{ + INITRAYCUBE; + CHECKINSIDEWORLD; + + int side = O_BOTTOM, x = int(v.x), y = int(v.y), z = int(v.z); + for(;;) + { + DOWNOCTREE(shadowent, ); + + cube &c = *lc; + ivec lo(x&(~0U<<lshift), y&(~0U<<lshift), z&(~0U<<lshift)); + + if(!isempty(c) && !(c.material&MAT_ALPHA)) + { + if(isentirelysolid(c)) + { + if(c.texture[side]==DEFAULT_SKY && mode&RAY_SKIPSKY) + { + if(mode&RAY_SKYTEX) return radius; + } + else return dist; + } + else + { + clipplanes &p = cache->clipcache[int(&c - worldroot)&(MAXCLIPPLANES-1)]; + if(p.owner != &c || p.version != cache->version) { p.owner = &c; p.version = cache->version; genclipplanes(c, lo, 1<<lshift, p, false); } + INTERSECTPLANES(side = p.side[i], goto nextcube); + INTERSECTBOX(side = (i<<1) + 1 - lsizemask[i], goto nextcube); + if(exitdist >= 0) + { + if(c.texture[side]==DEFAULT_SKY && mode&RAY_SKIPSKY) + { + if(mode&RAY_SKYTEX) return radius; + } + else return dist+max(enterdist+0.1f, 0.0f); + } + } + } + + nextcube: + FINDCLOSEST(side = O_RIGHT - lsizemask.x, side = O_FRONT - lsizemask.y, side = O_TOP - lsizemask.z); + + if(dist>=radius) return dist; + + UPOCTREE(return radius); + } +} + +float rayent(const vec &o, const vec &ray, float radius, int mode, int size, int &orient, int &ent) +{ + hitent = -1; + hitentdist = radius; + hitorient = -1; + float dist = raycube(o, ray, radius, mode, size); + if((mode&RAY_ENTS) == RAY_ENTS) + { + float dent = disttooutsideent(o, ray, dist < 0 ? 1e16f : dist, mode, NULL); + if(dent < 1e15f && (dist < 0 || dent < dist)) dist = dent; + } + orient = hitorient; + ent = hitentdist == dist ? hitent : -1; + return dist; +} + +float raycubepos(const vec &o, const vec &ray, vec &hitpos, float radius, int mode, int size) +{ + hitpos = ray; + float dist = raycube(o, ray, radius, mode, size); + if(radius>0 && dist>=radius) dist = radius; + hitpos.mul(dist).add(o); + return dist; +} + +bool raycubelos(const vec &o, const vec &dest, vec &hitpos) +{ + vec ray(dest); + ray.sub(o); + float mag = ray.magnitude(); + ray.mul(1/mag); + float distance = raycubepos(o, ray, hitpos, mag, RAY_CLIPMAT|RAY_POLY); + return distance >= mag; +} + +float rayfloor(const vec &o, vec &floor, int mode, float radius) +{ + if(o.z<=0) return -1; + hitsurface = vec(0, 0, 1); + float dist = raycube(o, vec(0, 0, -1), radius, mode); + if(dist<0 || (radius>0 && dist>=radius)) return dist; + floor = hitsurface; + return dist; +} + +///////////////////////// entity collision /////////////////////////////////////////////// + +// info about collisions +int collideinside; // whether an internal collision happened +physent *collideplayer; // whether the collection hit a player +vec collidewall; // just the normal vectors. + +const float STAIRHEIGHT = 4.1f; +const float FLOORZ = 0.867f; +const float SLOPEZ = 0.5f; +const float WALLZ = 0.2f; +extern const float JUMPVEL = 125.0f; +extern const float GRAVITY = 200.0f; + +bool ellipseboxcollide(physent *d, const vec &dir, const vec &o, const vec ¢er, float yaw, float xr, float yr, float hi, float lo) +{ + float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), + above = (d->o.z-d->eyeheight) - (o.z+center.z+hi); + if(below>=0 || above>=0) return false; + + vec yo(d->o); + yo.sub(o); + yo.rotate_around_z(-yaw*RAD); + yo.sub(center); + + float dx = clamp(yo.x, -xr, xr) - yo.x, dy = clamp(yo.y, -yr, yr) - yo.y, + dist = sqrtf(dx*dx + dy*dy) - d->radius; + if(dist < 0) + { + int sx = yo.x <= -xr ? -1 : (yo.x >= xr ? 1 : 0), + sy = yo.y <= -yr ? -1 : (yo.y >= yr ? 1 : 0); + if(dist > (yo.z < 0 ? below : above) && (sx || sy)) + { + vec ydir(dir); + ydir.rotate_around_z(-yaw*RAD); + if(sx*yo.x - xr > sy*yo.y - yr) + { + if(dir.iszero() || sx*ydir.x < -1e-6f) + { + collidewall = vec(sx, 0, 0); + collidewall.rotate_around_z(yaw*RAD); + return true; + } + } + else if(dir.iszero() || sy*ydir.y < -1e-6f) + { + collidewall = vec(0, sy, 0); + collidewall.rotate_around_z(yaw*RAD); + return true; + } + } + if(yo.z < 0) + { + if(dir.iszero() || (dir.z > 0 && (d->type>=ENT_INANIMATE || below >= d->zmargin-(d->eyeheight+d->aboveeye)/4.0f))) + { + collidewall = vec(0, 0, -1); + return true; + } + } + else if(dir.iszero() || (dir.z < 0 && (d->type>=ENT_INANIMATE || above >= d->zmargin-(d->eyeheight+d->aboveeye)/3.0f))) + { + collidewall = vec(0, 0, 1); + return true; + } + collideinside++; + } + return false; +} + +bool ellipsecollide(physent *d, const vec &dir, const vec &o, const vec ¢er, float yaw, float xr, float yr, float hi, float lo) +{ + float below = (o.z+center.z-lo) - (d->o.z+d->aboveeye), + above = (d->o.z-d->eyeheight) - (o.z+center.z+hi); + if(below>=0 || above>=0) return false; + vec yo(center); + yo.rotate_around_z(yaw*RAD); + yo.add(o); + float x = yo.x - d->o.x, y = yo.y - d->o.y; + float angle = atan2f(y, x), dangle = angle-(d->yaw+90)*RAD, eangle = angle-(yaw+90)*RAD; + float dx = d->xradius*cosf(dangle), dy = d->yradius*sinf(dangle); + float ex = xr*cosf(eangle), ey = yr*sinf(eangle); + float dist = sqrtf(x*x + y*y) - sqrtf(dx*dx + dy*dy) - sqrtf(ex*ex + ey*ey); + if(dist < 0) + { + if(dist > (d->o.z < yo.z ? below : above) && (dir.iszero() || x*dir.x + y*dir.y > 0)) + { + collidewall = vec(-x, -y, 0); + if(!collidewall.iszero()) collidewall.normalize(); + return true; + } + if(d->o.z < yo.z) + { + if(dir.iszero() || (dir.z > 0 && (d->type>=ENT_INANIMATE || below >= d->zmargin-(d->eyeheight+d->aboveeye)/4.0f))) + { + collidewall = vec(0, 0, -1); + return true; + } + } + else if(dir.iszero() || (dir.z < 0 && (d->type>=ENT_INANIMATE || above >= d->zmargin-(d->eyeheight+d->aboveeye)/3.0f))) + { + collidewall = vec(0, 0, 1); + return true; + } + collideinside++; + } + return false; +} + +#define DYNENTCACHESIZE 1024 + +static uint dynentframe = 0; + +static struct dynentcacheentry +{ + int x, y; + uint frame; + vector<physent *> dynents; +} dynentcache[DYNENTCACHESIZE]; + +void cleardynentcache() +{ + dynentframe++; + if(!dynentframe || dynentframe == 1) loopi(DYNENTCACHESIZE) dynentcache[i].frame = 0; + if(!dynentframe) dynentframe = 1; +} + +VARF(dynentsize, 4, 7, 12, cleardynentcache()); + +#define DYNENTHASH(x, y) (((((x)^(y))<<5) + (((x)^(y))>>5)) & (DYNENTCACHESIZE - 1)) + +const vector<physent *> &checkdynentcache(int x, int y) +{ + dynentcacheentry &dec = dynentcache[DYNENTHASH(x, y)]; + if(dec.x == x && dec.y == y && dec.frame == dynentframe) return dec.dynents; + dec.x = x; + dec.y = y; + dec.frame = dynentframe; + dec.dynents.shrink(0); + int numdyns = game::numdynents(), dsize = 1<<dynentsize, dx = x<<dynentsize, dy = y<<dynentsize; + loopi(numdyns) + { + dynent *d = game::iterdynents(i); + if(d->state != CS_ALIVE || + d->o.x+d->radius <= dx || d->o.x-d->radius >= dx+dsize || + d->o.y+d->radius <= dy || d->o.y-d->radius >= dy+dsize) + continue; + dec.dynents.add(d); + } + return dec.dynents; +} + +#define loopdynentcache(curx, cury, o, radius) \ + for(int curx = max(int(o.x-radius), 0)>>dynentsize, endx = min(int(o.x+radius), worldsize-1)>>dynentsize; curx <= endx; curx++) \ + for(int cury = max(int(o.y-radius), 0)>>dynentsize, endy = min(int(o.y+radius), worldsize-1)>>dynentsize; cury <= endy; cury++) + +void updatedynentcache(physent *d) +{ + loopdynentcache(x, y, d->o, d->radius) + { + dynentcacheentry &dec = dynentcache[DYNENTHASH(x, y)]; + if(dec.x != x || dec.y != y || dec.frame != dynentframe || dec.dynents.find(d) >= 0) continue; + dec.dynents.add(d); + } +} + +bool overlapsdynent(const vec &o, float radius) +{ + loopdynentcache(x, y, o, radius) + { + const vector<physent *> &dynents = checkdynentcache(x, y); + loopv(dynents) + { + physent *d = dynents[i]; + if(o.dist(d->o)-d->radius < radius) return true; + } + } + return false; +} + +template<class E, class O> +static inline bool plcollide(physent *d, const vec &dir, physent *o) +{ + E entvol(d); + O obvol(o); + vec cp; + if(mpr::collide(entvol, obvol, NULL, NULL, &cp)) + { + vec wn = vec(cp).sub(obvol.center()); + collidewall = obvol.contactface(wn, dir.iszero() ? vec(wn).neg() : dir); + if(!collidewall.iszero()) return true; + collideinside++; + } + return false; +} + +static inline bool plcollide(physent *d, const vec &dir, physent *o) +{ + switch(d->collidetype) + { + case COLLIDE_ELLIPSE: + case COLLIDE_ELLIPSE_PRECISE: + if(o->collidetype == COLLIDE_OBB) return ellipseboxcollide(d, dir, o->o, vec(0, 0, 0), o->yaw, o->xradius, o->yradius, o->aboveeye, o->eyeheight); + else return ellipsecollide(d, dir, o->o, vec(0, 0, 0), o->yaw, o->xradius, o->yradius, o->aboveeye, o->eyeheight); + case COLLIDE_OBB: + if(o->collidetype == COLLIDE_OBB) return plcollide<mpr::EntOBB, mpr::EntOBB>(d, dir, o); + else return plcollide<mpr::EntOBB, mpr::EntCylinder>(d, dir, o); + default: return false; + } +} + +bool plcollide(physent *d, const vec &dir, bool insideplayercol) // collide with player or monster +{ + if(d->type==ENT_CAMERA || d->state!=CS_ALIVE) return false; + int lastinside = collideinside; + physent *insideplayer = NULL; + loopdynentcache(x, y, d->o, d->radius) + { + const vector<physent *> &dynents = checkdynentcache(x, y); + loopv(dynents) + { + physent *o = dynents[i]; + if(o==d || d->o.reject(o->o, d->radius+o->radius)) continue; + if(plcollide(d, dir, o)) + { + collideplayer = o; + game::dynentcollide(d, o, collidewall); + return true; + } + if(collideinside > lastinside) + { + lastinside = collideinside; + insideplayer = o; + } + } + } + if(insideplayer && insideplayercol) + { + collideplayer = insideplayer; + game::dynentcollide(d, insideplayer, vec(0, 0, 0)); + return true; + } + return false; +} + +void rotatebb(vec ¢er, vec &radius, int yaw) +{ + if(yaw < 0) yaw = 360 + yaw%360; + else if(yaw >= 360) yaw %= 360; + const vec2 &rot = sincos360[yaw]; + vec2 oldcenter(center), oldradius(radius); + center.x = oldcenter.x*rot.x - oldcenter.y*rot.y; + center.y = oldcenter.y*rot.x + oldcenter.x*rot.y; + radius.x = fabs(oldradius.x*rot.x) + fabs(oldradius.y*rot.y); + radius.y = fabs(oldradius.y*rot.x) + fabs(oldradius.x*rot.y); +} + +template<class E, class M> +static inline bool mmcollide(physent *d, const vec &dir, const extentity &e, const vec ¢er, const vec &radius, float yaw) +{ + E entvol(d); + M mdlvol(e.o, center, radius, yaw); + vec cp; + if(mpr::collide(entvol, mdlvol, NULL, NULL, &cp)) + { + vec wn = vec(cp).sub(mdlvol.center()); + collidewall = mdlvol.contactface(wn, dir.iszero() ? vec(wn).neg() : dir); + if(!collidewall.iszero()) return true; + collideinside++; + } + return false; +} + +bool mmcollide(physent *d, const vec &dir, octaentities &oc) // collide with a mapmodel +{ + const vector<extentity *> &ents = entities::getents(); + loopv(oc.mapmodels) + { + extentity &e = *ents[oc.mapmodels[i]]; + if(e.flags&EF_NOCOLLIDE) continue; + model *m = loadmapmodel(e.attr2); + if(!m || !m->collide) continue; + + vec center, radius; + float rejectradius = m->collisionbox(center, radius); + if(d->o.reject(e.o, d->radius + rejectradius)) continue; + + float yaw = e.attr1; + switch(d->collidetype) + { + case COLLIDE_ELLIPSE: + case COLLIDE_ELLIPSE_PRECISE: + if(m->ellipsecollide) + { + if(ellipsecollide(d, dir, e.o, center, yaw, radius.x, radius.y, radius.z, radius.z)) return true; + } + else if(ellipseboxcollide(d, dir, e.o, center, yaw, radius.x, radius.y, radius.z, radius.z)) return true; + break; + case COLLIDE_OBB: + if(m->ellipsecollide) + { + if(mmcollide<mpr::EntOBB, mpr::ModelEllipse>(d, dir, e, center, radius, yaw)) return true; + } + else if(mmcollide<mpr::EntOBB, mpr::ModelOBB>(d, dir, e, center, radius, yaw)) return true; + break; + default: continue; + } + } + return false; +} + +template<class E> +static bool fuzzycollidesolid(physent *d, const vec &dir, float cutoff, const cube &c, const ivec &co, int size) // collide with solid cube geometry +{ + int crad = size/2; + if(fabs(d->o.x - co.x - crad) > d->radius + crad || fabs(d->o.y - co.y - crad) > d->radius + crad || + d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) + return false; + + E entvol(d); + collidewall = vec(0, 0, 0); + float bestdist = -1e10f; + int visible = isentirelysolid(c) ? c.visible : 0xFF; + #define CHECKSIDE(side, distval, dotval, margin, normal) if(visible&(1<<side)) do \ + { \ + float dist = distval; \ + if(dist > 0) return false; \ + if(dist <= bestdist) continue; \ + if(!dir.iszero()) \ + { \ + if(dotval >= -cutoff*dir.magnitude()) continue; \ + if(d->type<ENT_CAMERA && dotval < 0 && dist < margin) continue; \ + } \ + collidewall = normal; \ + bestdist = dist; \ + } while(0) + CHECKSIDE(O_LEFT, co.x - (d->o.x + d->radius), -dir.x, -d->radius, vec(-1, 0, 0)); + CHECKSIDE(O_RIGHT, d->o.x - d->radius - (co.x + size), dir.x, -d->radius, vec(1, 0, 0)); + CHECKSIDE(O_BACK, co.y - (d->o.y + d->radius), -dir.y, -d->radius, vec(0, -1, 0)); + CHECKSIDE(O_FRONT, d->o.y - d->radius - (co.y + size), dir.y, -d->radius, vec(0, 1, 0)); + CHECKSIDE(O_BOTTOM, co.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4.0f, vec(0, 0, -1)); + CHECKSIDE(O_TOP, d->o.z - d->eyeheight - (co.z + size), dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/3.0f, vec(0, 0, 1)); + + if(collidewall.iszero()) + { + collideinside++; + return false; + } + return true; +} + +template<class E> +static inline bool clampcollide(const clipplanes &p, const E &entvol, const plane &w, const vec &pw) +{ + if(w.x && (w.y || w.z) && fabs(pw.x - p.o.x) > p.r.x) + { + vec c = entvol.center(); + float fv = pw.x < p.o.x ? p.o.x-p.r.x : p.o.x+p.r.x, fdist = (w.x*fv + w.y*c.y + w.z*c.z + w.offset) / (w.y*w.y + w.z*w.z); + vec fdir(fv - c.x, -w.y*fdist, -w.z*fdist); + if((pw.y-c.y-fdir.y)*w.y + (pw.z-c.z-fdir.z)*w.z >= 0 && entvol.supportpoint(fdir).squaredist(c) < fdir.squaredlen()) return true; + } + if(w.y && (w.x || w.z) && fabs(pw.y - p.o.y) > p.r.y) + { + vec c = entvol.center(); + float fv = pw.y < p.o.y ? p.o.y-p.r.y : p.o.y+p.r.y, fdist = (w.x*c.x + w.y*fv + w.z*c.z + w.offset) / (w.x*w.x + w.z*w.z); + vec fdir(-w.x*fdist, fv - c.y, -w.z*fdist); + if((pw.x-c.x-fdir.x)*w.x + (pw.z-c.z-fdir.z)*w.z >= 0 && entvol.supportpoint(fdir).squaredist(c) < fdir.squaredlen()) return true; + } + if(w.z && (w.x || w.y) && fabs(pw.z - p.o.z) > p.r.z) + { + vec c = entvol.center(); + float fv = pw.z < p.o.z ? p.o.z-p.r.z : p.o.z+p.r.z, fdist = (w.x*c.x + w.y*c.y + w.z*fv + w.offset) / (w.x*w.x + w.y*w.y); + vec fdir(-w.x*fdist, -w.y*fdist, fv - c.z); + if((pw.x-c.x-fdir.x)*w.x + (pw.y-c.y-fdir.y)*w.y >= 0 && entvol.supportpoint(fdir).squaredist(c) < fdir.squaredlen()) return true; + } + return false; +} + +template<class E> +static bool fuzzycollideplanes(physent *d, const vec &dir, float cutoff, const cube &c, const ivec &co, int size) // collide with deformed cube geometry +{ + const clipplanes &p = getclipplanes(c, co, size); + + if(fabs(d->o.x - p.o.x) > p.r.x + d->radius || fabs(d->o.y - p.o.y) > p.r.y + d->radius || + d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->eyeheight > p.o.z + p.r.z) + return false; + + collidewall = vec(0, 0, 0); + float bestdist = -1e10f; + int visible = p.visible; + CHECKSIDE(O_LEFT, p.o.x - p.r.x - (d->o.x + d->radius), -dir.x, -d->radius, vec(-1, 0, 0)); + CHECKSIDE(O_RIGHT, d->o.x - d->radius - (p.o.x + p.r.x), dir.x, -d->radius, vec(1, 0, 0)); + CHECKSIDE(O_BACK, p.o.y - p.r.y - (d->o.y + d->radius), -dir.y, -d->radius, vec(0, -1, 0)); + CHECKSIDE(O_FRONT, d->o.y - d->radius - (p.o.y + p.r.y), dir.y, -d->radius, vec(0, 1, 0)); + CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - (d->o.z + d->aboveeye), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4.0f, vec(0, 0, -1)); + CHECKSIDE(O_TOP, d->o.z - d->eyeheight - (p.o.z + p.r.z), dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/3.0f, vec(0, 0, 1)); + + E entvol(d); + int bestplane = -1; + loopi(p.size) + { + const plane &w = p.p[i]; + vec pw = entvol.supportpoint(vec(w).neg()); + float dist = w.dist(pw); + if(dist >= 0) return false; + if(dist <= bestdist) continue; + bestplane = -1; + bestdist = dist; + if(!dir.iszero()) + { + if(w.dot(dir) >= -cutoff*dir.magnitude()) continue; + if(d->type<ENT_CAMERA && + dist < (dir.z*w.z < 0 ? + d->zmargin-(d->eyeheight+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : + ((dir.x*w.x < 0 || dir.y*w.y < 0) ? -d->radius : 0))) + continue; + } + if(clampcollide(p, entvol, w, pw)) continue; + bestplane = i; + } + if(bestplane >= 0) collidewall = p.p[bestplane]; + else if(collidewall.iszero()) + { + collideinside++; + return false; + } + return true; +} + +template<class E> +static bool cubecollidesolid(physent *d, const vec &dir, float cutoff, const cube &c, const ivec &co, int size) // collide with solid cube geometry +{ + int crad = size/2; + if(fabs(d->o.x - co.x - crad) > d->radius + crad || fabs(d->o.y - co.y - crad) > d->radius + crad || + d->o.z + d->aboveeye < co.z || d->o.z - d->eyeheight > co.z + size) + return false; + + E entvol(d); + bool collided = mpr::collide(mpr::SolidCube(co, size), entvol); + if(!collided) return false; + + collidewall = vec(0, 0, 0); + float bestdist = -1e10f; + int visible = isentirelysolid(c) ? c.visible : 0xFF; + CHECKSIDE(O_LEFT, co.x - entvol.right(), -dir.x, -d->radius, vec(-1, 0, 0)); + CHECKSIDE(O_RIGHT, entvol.left() - (co.x + size), dir.x, -d->radius, vec(1, 0, 0)); + CHECKSIDE(O_BACK, co.y - entvol.front(), -dir.y, -d->radius, vec(0, -1, 0)); + CHECKSIDE(O_FRONT, entvol.back() - (co.y + size), dir.y, -d->radius, vec(0, 1, 0)); + CHECKSIDE(O_BOTTOM, co.z - entvol.top(), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4.0f, vec(0, 0, -1)); + CHECKSIDE(O_TOP, entvol.bottom() - (co.z + size), dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/3.0f, vec(0, 0, 1)); + + if(collidewall.iszero()) + { + collideinside++; + return false; + } + return true; +} + +template<class E> +static bool cubecollideplanes(physent *d, const vec &dir, float cutoff, const cube &c, const ivec &co, int size) // collide with deformed cube geometry +{ + const clipplanes &p = getclipplanes(c, co, size); + + if(fabs(d->o.x - p.o.x) > p.r.x + d->radius || fabs(d->o.y - p.o.y) > p.r.y + d->radius || + d->o.z + d->aboveeye < p.o.z - p.r.z || d->o.z - d->eyeheight > p.o.z + p.r.z) + return false; + + E entvol(d); + bool collided = mpr::collide(mpr::CubePlanes(p), entvol); + if(!collided) return false; + + collidewall = vec(0, 0, 0); + float bestdist = -1e10f; + int visible = p.visible; + CHECKSIDE(O_LEFT, p.o.x - p.r.x - entvol.right(), -dir.x, -d->radius, vec(-1, 0, 0)); + CHECKSIDE(O_RIGHT, entvol.left() - (p.o.x + p.r.x), dir.x, -d->radius, vec(1, 0, 0)); + CHECKSIDE(O_BACK, p.o.y - p.r.y - entvol.front(), -dir.y, -d->radius, vec(0, -1, 0)); + CHECKSIDE(O_FRONT, entvol.back() - (p.o.y + p.r.y), dir.y, -d->radius, vec(0, 1, 0)); + CHECKSIDE(O_BOTTOM, p.o.z - p.r.z - entvol.top(), -dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/4.0f, vec(0, 0, -1)); + CHECKSIDE(O_TOP, entvol.bottom() - (p.o.z + p.r.z), dir.z, d->zmargin-(d->eyeheight+d->aboveeye)/3.0f, vec(0, 0, 1)); + + int bestplane = -1; + loopi(p.size) + { + const plane &w = p.p[i]; + vec pw = entvol.supportpoint(vec(w).neg()); + float dist = w.dist(pw); + if(dist <= bestdist) continue; + bestplane = -1; + bestdist = dist; + if(!dir.iszero()) + { + if(w.dot(dir) >= -cutoff*dir.magnitude()) continue; + if(d->type<ENT_CAMERA && + dist < (dir.z*w.z < 0 ? + d->zmargin-(d->eyeheight+d->aboveeye)/(dir.z < 0 ? 3.0f : 4.0f) : + ((dir.x*w.x < 0 || dir.y*w.y < 0) ? -d->radius : 0))) + continue; + } + if(clampcollide(p, entvol, w, pw)) continue; + bestplane = i; + } + if(bestplane >= 0) collidewall = p.p[bestplane]; + else if(collidewall.iszero()) + { + collideinside++; + return false; + } + return true; +} + +static inline bool cubecollide(physent *d, const vec &dir, float cutoff, const cube &c, const ivec &co, int size, bool solid) +{ + switch(d->collidetype) + { + case COLLIDE_OBB: + if(isentirelysolid(c) || solid) return cubecollidesolid<mpr::EntOBB>(d, dir, cutoff, c, co, size); + else return cubecollideplanes<mpr::EntOBB>(d, dir, cutoff, c, co, size); + case COLLIDE_ELLIPSE: + if(isentirelysolid(c) || solid) return fuzzycollidesolid<mpr::EntCapsule>(d, dir, cutoff, c, co, size); + else return fuzzycollideplanes<mpr::EntCapsule>(d, dir, cutoff, c, co, size); + case COLLIDE_ELLIPSE_PRECISE: + if(isentirelysolid(c) || solid) return cubecollidesolid<mpr::EntCapsule>(d, dir, cutoff, c, co, size); + else return cubecollideplanes<mpr::EntCapsule>(d, dir, cutoff, c, co, size); + default: return false; + } +} + +static inline bool octacollide(physent *d, const vec &dir, float cutoff, const ivec &bo, const ivec &bs, const cube *c, const ivec &cor, int size) // collide with octants +{ + loopoctabox(cor, size, bo, bs) + { + if(c[i].ext && c[i].ext->ents) if(mmcollide(d, dir, *c[i].ext->ents)) return true; + ivec o(i, cor, size); + if(c[i].children) + { + if(octacollide(d, dir, cutoff, bo, bs, c[i].children, o, size>>1)) return true; + } + else + { + bool solid = false; + switch(c[i].material&MATF_CLIP) + { + case MAT_NOCLIP: continue; + case MAT_GAMECLIP: if(d->type==ENT_AI) solid = true; break; + case MAT_CLIP: if(isclipped(c[i].material&MATF_VOLUME) || d->type<ENT_CAMERA) solid = true; break; + } + if(!solid && isempty(c[i])) continue; + if(cubecollide(d, dir, cutoff, c[i], o, size, solid)) return true; + } + } + return false; +} + +static inline bool octacollide(physent *d, const vec &dir, float cutoff, const ivec &bo, const ivec &bs) +{ + int diff = (bo.x^bs.x) | (bo.y^bs.y) | (bo.z^bs.z), + scale = worldscale-1; + if(diff&~((1<<scale)-1) || uint(bo.x|bo.y|bo.z|bs.x|bs.y|bs.z) >= uint(worldsize)) + return octacollide(d, dir, cutoff, bo, bs, worldroot, ivec(0, 0, 0), worldsize>>1); + const cube *c = &worldroot[octastep(bo.x, bo.y, bo.z, scale)]; + if(c->ext && c->ext->ents && mmcollide(d, dir, *c->ext->ents)) return true; + scale--; + while(c->children && !(diff&(1<<scale))) + { + c = &c->children[octastep(bo.x, bo.y, bo.z, scale)]; + if(c->ext && c->ext->ents && mmcollide(d, dir, *c->ext->ents)) return true; + scale--; + } + if(c->children) return octacollide(d, dir, cutoff, bo, bs, c->children, ivec(bo).mask(~((2<<scale)-1)), 1<<scale); + bool solid = false; + switch(c->material&MATF_CLIP) + { + case MAT_NOCLIP: return false; + case MAT_GAMECLIP: if(d->type==ENT_AI) solid = true; break; + case MAT_CLIP: if(isclipped(c->material&MATF_VOLUME) || d->type<ENT_CAMERA) solid = true; break; + } + if(!solid && isempty(*c)) return false; + int csize = 2<<scale, cmask = ~(csize-1); + return cubecollide(d, dir, cutoff, *c, ivec(bo).mask(cmask), csize, solid); +} + +// all collision happens here +bool collide(physent *d, const vec &dir, float cutoff, bool playercol, bool insideplayercol) +{ + collideinside = 0; + collideplayer = NULL; + collidewall = vec(0, 0, 0); + ivec bo(int(d->o.x-d->radius), int(d->o.y-d->radius), int(d->o.z-d->eyeheight)), + bs(int(d->o.x+d->radius), int(d->o.y+d->radius), int(d->o.z+d->aboveeye)); + bs.add(1); // guard space for rounding errors + return octacollide(d, dir, cutoff, bo, bs) || (playercol && plcollide(d, dir, insideplayercol)); +} + +void recalcdir(physent *d, const vec &oldvel, vec &dir) +{ + float speed = oldvel.magnitude(); + if(speed > 1e-6f) + { + float step = dir.magnitude(); + dir = d->vel; + dir.add(d->falling); + dir.mul(step/speed); + } +} + +void slideagainst(physent *d, vec &dir, const vec &obstacle, bool foundfloor, bool slidecollide) +{ + vec wall(obstacle); + if(foundfloor ? wall.z > 0 : slidecollide) + { + wall.z = 0; + if(!wall.iszero()) wall.normalize(); + } + vec oldvel(d->vel); + oldvel.add(d->falling); + d->vel.project(wall); + d->falling.project(wall); + recalcdir(d, oldvel, dir); +} + +void switchfloor(physent *d, vec &dir, const vec &floor) +{ + if(floor.z >= FLOORZ) d->falling = vec(0, 0, 0); + + vec oldvel(d->vel); + oldvel.add(d->falling); + if(dir.dot(floor) >= 0) + { + if(d->physstate < PHYS_SLIDE || fabs(dir.dot(d->floor)) > 0.01f*dir.magnitude()) return; + d->vel.projectxy(floor, 0.0f); + } + else d->vel.projectxy(floor); + d->falling.project(floor); + recalcdir(d, oldvel, dir); +} + +bool trystepup(physent *d, vec &dir, const vec &obstacle, float maxstep, const vec &floor) +{ + vec old(d->o), stairdir = (obstacle.z >= 0 && obstacle.z < SLOPEZ ? vec(-obstacle.x, -obstacle.y, 0) : vec(dir.x, dir.y, 0)).rescale(1); + bool cansmooth = true; + /* check if there is space atop the stair to move to */ + if(d->physstate != PHYS_STEP_UP) + { + vec checkdir = stairdir; + checkdir.mul(0.1f); + checkdir.z += maxstep + 0.1f; + d->o.add(checkdir); + if(collide(d)) + { + d->o = old; + if(!collide(d, vec(0, 0, -1), SLOPEZ)) return false; + cansmooth = false; + } + } + + if(cansmooth) + { + vec checkdir = stairdir; + checkdir.z += 1; + checkdir.mul(maxstep); + d->o = old; + d->o.add(checkdir); + int scale = 2; + if(collide(d, checkdir)) + { + if(!collide(d, vec(0, 0, -1), SLOPEZ)) + { + d->o = old; + return false; + } + d->o.add(checkdir); + if(collide(d, vec(0, 0, -1), SLOPEZ)) scale = 1; + } + if(scale != 1) + { + d->o = old; + d->o.sub(checkdir.mul(vec(2, 2, 1))); + if(!collide(d, vec(0, 0, -1), SLOPEZ)) scale = 1; + } + + d->o = old; + vec smoothdir(dir.x, dir.y, 0); + float magxy = smoothdir.magnitude(); + if(magxy > 1e-9f) + { + if(magxy > scale*dir.z) + { + smoothdir.mul(1/magxy); + smoothdir.z = 1.0f/scale; + smoothdir.mul(dir.magnitude()/smoothdir.magnitude()); + } + else smoothdir.z = dir.z; + d->o.add(smoothdir); + d->o.z += maxstep + 0.1f; + if(!collide(d, smoothdir)) + { + d->o.z -= maxstep + 0.1f; + if(d->physstate == PHYS_FALL || d->floor != floor) + { + d->timeinair = 0; + d->floor = floor; + switchfloor(d, dir, d->floor); + } + d->physstate = PHYS_STEP_UP; + return true; + } + } + } + + /* try stepping up */ + d->o = old; + d->o.z += dir.magnitude(); + if(!collide(d, vec(0, 0, 1))) + { + if(d->physstate == PHYS_FALL || d->floor != floor) + { + d->timeinair = 0; + d->floor = floor; + switchfloor(d, dir, d->floor); + } + if(cansmooth) d->physstate = PHYS_STEP_UP; + return true; + } + d->o = old; + return false; +} + +bool trystepdown(physent *d, vec &dir, float step, float xy, float z, bool init = false) +{ + vec stepdir(dir.x, dir.y, 0); + stepdir.z = -stepdir.magnitude2()*z/xy; + if(!stepdir.z) return false; + stepdir.normalize(); + + vec old(d->o); + d->o.add(vec(stepdir).mul(STAIRHEIGHT/fabs(stepdir.z))).z -= STAIRHEIGHT; + d->zmargin = -STAIRHEIGHT; + if(collide(d, vec(0, 0, -1), SLOPEZ)) + { + d->o = old; + d->o.add(vec(stepdir).mul(step)); + d->zmargin = 0; + if(!collide(d, vec(0, 0, -1))) + { + vec stepfloor(stepdir); + stepfloor.mul(-stepfloor.z).z += 1; + stepfloor.normalize(); + if(d->physstate >= PHYS_SLOPE && d->floor != stepfloor) + { + // prevent alternating step-down/step-up states if player would keep bumping into the same floor + vec stepped(d->o); + d->o.z -= 0.5f; + d->zmargin = -0.5f; + if(collide(d, stepdir) && collidewall == d->floor) + { + d->o = old; + if(!init) { d->o.x += dir.x; d->o.y += dir.y; if(dir.z <= 0 || collide(d, dir)) d->o.z += dir.z; } + d->zmargin = 0; + d->physstate = PHYS_STEP_DOWN; + d->timeinair = 0; + return true; + } + d->o = init ? old : stepped; + d->zmargin = 0; + } + else if(init) d->o = old; + switchfloor(d, dir, stepfloor); + d->floor = stepfloor; + d->physstate = PHYS_STEP_DOWN; + d->timeinair = 0; + return true; + } + } + d->o = old; + d->zmargin = 0; + return false; +} + +bool trystepdown(physent *d, vec &dir, bool init = false) +{ + if((!d->move && !d->strafe) || !game::allowmove(d)) return false; + vec old(d->o); + d->o.z -= STAIRHEIGHT; + d->zmargin = -STAIRHEIGHT; + if(!collide(d, vec(0, 0, -1), SLOPEZ)) + { + d->o = old; + d->zmargin = 0; + return false; + } + d->o = old; + d->zmargin = 0; + float step = dir.magnitude(); +#if 1 + // weaker check, just enough to avoid hopping up slopes + if(trystepdown(d, dir, step, 4, 1, init)) return true; +#else + if(trystepdown(d, dir, step, 2, 1, init)) return true; + if(trystepdown(d, dir, step, 1, 1, init)) return true; + if(trystepdown(d, dir, step, 1, 2, init)) return true; +#endif + return false; +} + +void falling(physent *d, vec &dir, const vec &floor) +{ + if(floor.z > 0.0f && floor.z < SLOPEZ) + { + if(floor.z >= WALLZ) switchfloor(d, dir, floor); + d->timeinair = 0; + d->physstate = PHYS_SLIDE; + d->floor = floor; + } + else if(d->physstate < PHYS_SLOPE || dir.dot(d->floor) > 0.01f*dir.magnitude() || (floor.z != 0.0f && floor.z != 1.0f) || !trystepdown(d, dir, true)) + d->physstate = PHYS_FALL; +} + +void landing(physent *d, vec &dir, const vec &floor, bool collided) +{ +#if 0 + if(d->physstate == PHYS_FALL) + { + d->timeinair = 0; + if(dir.z < 0.0f) dir.z = d->vel.z = 0.0f; + } +#endif + switchfloor(d, dir, floor); + d->timeinair = 0; + if((d->physstate!=PHYS_STEP_UP && d->physstate!=PHYS_STEP_DOWN) || !collided) + d->physstate = floor.z >= FLOORZ ? PHYS_FLOOR : PHYS_SLOPE; + d->floor = floor; +} + +bool findfloor(physent *d, bool collided, const vec &obstacle, bool &slide, vec &floor) +{ + bool found = false; + vec moved(d->o); + d->o.z -= 0.1f; + if(collide(d, vec(0, 0, -1), d->physstate == PHYS_SLOPE || d->physstate == PHYS_STEP_DOWN ? SLOPEZ : FLOORZ)) + { + floor = collidewall; + found = true; + } + else if(collided && obstacle.z >= SLOPEZ) + { + floor = obstacle; + found = true; + slide = false; + } + else if(d->physstate == PHYS_STEP_UP || d->physstate == PHYS_SLIDE) + { + if(collide(d, vec(0, 0, -1)) && collidewall.z > 0.0f) + { + floor = collidewall; + if(floor.z >= SLOPEZ) found = true; + } + } + else if(d->physstate >= PHYS_SLOPE && d->floor.z < 1.0f) + { + if(collide(d, vec(d->floor).neg(), 0.95f) || collide(d, vec(0, 0, -1))) + { + floor = collidewall; + if(floor.z >= SLOPEZ && floor.z < 1.0f) found = true; + } + } + if(collided && (!found || obstacle.z > floor.z)) + { + floor = obstacle; + slide = !found && (floor.z < WALLZ || floor.z >= SLOPEZ); + } + d->o = moved; + return found; +} + +bool move(physent *d, vec &dir) +{ + vec old(d->o); + bool collided = false, slidecollide = false; + vec obstacle; + d->o.add(dir); + if(collide(d, dir) || ((d->type==ENT_AI || d->type==ENT_INANIMATE) && collide(d, vec(0, 0, 0), 0, false))) + { + obstacle = collidewall; + /* check to see if there is an obstacle that would prevent this one from being used as a floor (or ceiling bump) */ + if(d->type==ENT_PLAYER && ((collidewall.z>=SLOPEZ && dir.z<0) || (collidewall.z<=-SLOPEZ && dir.z>0)) && (dir.x || dir.y) && collide(d, vec(dir.x, dir.y, 0))) + { + if(collidewall.dot(dir) >= 0) slidecollide = true; + obstacle = collidewall; + } + d->o = old; + d->o.z -= STAIRHEIGHT; + d->zmargin = -STAIRHEIGHT; + if(d->physstate == PHYS_SLOPE || d->physstate == PHYS_FLOOR || (collide(d, vec(0, 0, -1), SLOPEZ) && (d->physstate==PHYS_STEP_UP || d->physstate==PHYS_STEP_DOWN || collidewall.z>=FLOORZ))) + { + d->o = old; + d->zmargin = 0; + if(trystepup(d, dir, obstacle, STAIRHEIGHT, d->physstate == PHYS_SLOPE || d->physstate == PHYS_FLOOR ? d->floor : vec(collidewall))) return true; + } + else + { + d->o = old; + d->zmargin = 0; + } + /* can't step over the obstacle, so just slide against it */ + collided = true; + } + else if(d->physstate == PHYS_STEP_UP) + { + if(collide(d, vec(0, 0, -1), SLOPEZ)) + { + d->o = old; + if(trystepup(d, dir, vec(0, 0, 1), STAIRHEIGHT, vec(collidewall))) return true; + d->o.add(dir); + } + } + else if(d->physstate == PHYS_STEP_DOWN && dir.dot(d->floor) <= 1e-6f) + { + vec moved(d->o); + d->o = old; + if(trystepdown(d, dir)) return true; + d->o = moved; + } + vec floor(0, 0, 0); + bool slide = collided, + found = findfloor(d, collided, obstacle, slide, floor); + if(slide || (!collided && floor.z > 0 && floor.z < WALLZ)) + { + slideagainst(d, dir, slide ? obstacle : floor, found, slidecollide); + //if(d->type == ENT_AI || d->type == ENT_INANIMATE) + d->blocked = true; + } + if(found) landing(d, dir, floor, collided); + else falling(d, dir, floor); + return !collided; +} + +bool bounce(physent *d, float secs, float elasticity, float waterfric, float grav) +{ + // make sure bouncers don't start inside geometry + if(d->physstate!=PHYS_BOUNCE && collide(d, vec(0, 0, 0), 0, false)) return true; + int mat = lookupmaterial(vec(d->o.x, d->o.y, d->o.z + (d->aboveeye - d->eyeheight)/2)); + bool water = isliquid(mat); + if(water) + { + d->vel.z -= grav*GRAVITY/16*secs; + d->vel.mul(max(1.0f - secs/waterfric, 0.0f)); + } + else d->vel.z -= grav*GRAVITY*secs; + vec old(d->o); + loopi(2) + { + vec dir(d->vel); + dir.mul(secs); + d->o.add(dir); + if(!collide(d, dir, 0, true, true)) + { + if(collideinside) + { + d->o = old; + d->vel.mul(-elasticity); + } + break; + } + else if(collideplayer) break; + d->o = old; + game::bounced(d, collidewall); + float c = collidewall.dot(d->vel), + k = 1.0f + (1.0f-elasticity)*c/d->vel.magnitude(); + d->vel.mul(k); + d->vel.sub(vec(collidewall).mul(elasticity*2.0f*c)); + } + if(d->physstate!=PHYS_BOUNCE) + { + // make sure bouncers don't start inside geometry + if(d->o == old) return !collideplayer; + d->physstate = PHYS_BOUNCE; + } + return collideplayer!=NULL; +} + +void avoidcollision(physent *d, const vec &dir, physent *obstacle, float space) +{ + float rad = obstacle->radius+d->radius; + vec bbmin(obstacle->o); + bbmin.x -= rad; + bbmin.y -= rad; + bbmin.z -= obstacle->eyeheight+d->aboveeye; + bbmin.sub(space); + vec bbmax(obstacle->o); + bbmax.x += rad; + bbmax.y += rad; + bbmax.z += obstacle->aboveeye+d->eyeheight; + bbmax.add(space); + + loopi(3) if(d->o[i] <= bbmin[i] || d->o[i] >= bbmax[i]) return; + + float mindist = 1e16f; + loopi(3) if(dir[i] != 0) + { + float dist = ((dir[i] > 0 ? bbmax[i] : bbmin[i]) - d->o[i]) / dir[i]; + mindist = min(mindist, dist); + } + if(mindist >= 0.0f && mindist < 1e15f) d->o.add(vec(dir).mul(mindist)); +} + +bool movecamera(physent *pl, const vec &dir, float dist, float stepdist) +{ + int steps = (int)ceil(dist/stepdist); + if(steps <= 0) return true; + + vec d(dir); + d.mul(dist/steps); + loopi(steps) + { + vec oldpos(pl->o); + pl->o.add(d); + if(collide(pl, vec(0, 0, 0), 0, false)) + { + pl->o = oldpos; + return false; + } + } + return true; +} + +bool droptofloor(vec &o, float radius, float height) +{ + static struct dropent : physent + { + dropent() + { + type = ENT_BOUNCE; + vel = vec(0, 0, -1); + } + } d; + d.o = o; + if(!insideworld(d.o)) + { + if(d.o.z < worldsize) return false; + d.o.z = worldsize - 1e-3f; + if(!insideworld(d.o)) return false; + } + vec v(0.0001f, 0.0001f, -1); + v.normalize(); + if(raycube(d.o, v, worldsize) >= worldsize) return false; + d.radius = d.xradius = d.yradius = radius; + d.eyeheight = height; + d.aboveeye = radius; + if(!movecamera(&d, d.vel, worldsize, 1)) + { + o = d.o; + return true; + } + return false; +} + +float dropheight(entity &e) +{ + switch(e.type) + { + case ET_PARTICLES: + case ET_MAPMODEL: return 0.0f; + default: + if(e.type >= ET_GAMESPECIFIC) return entities::dropheight(e); + return 4.0f; + } +} + +void dropenttofloor(entity *e) +{ + droptofloor(e->o, 1.0f, dropheight(*e)); +} + +void phystest() +{ + static const char * const states[] = {"float", "fall", "slide", "slope", "floor", "step up", "step down", "bounce"}; + printf ("PHYS(pl): %s, air %d, floor: (%f, %f, %f), vel: (%f, %f, %f), g: (%f, %f, %f)\n", states[player->physstate], player->timeinair, player->floor.x, player->floor.y, player->floor.z, player->vel.x, player->vel.y, player->vel.z, player->falling.x, player->falling.y, player->falling.z); + printf ("PHYS(cam): %s, air %d, floor: (%f, %f, %f), vel: (%f, %f, %f), g: (%f, %f, %f)\n", states[camera1->physstate], camera1->timeinair, camera1->floor.x, camera1->floor.y, camera1->floor.z, camera1->vel.x, camera1->vel.y, camera1->vel.z, camera1->falling.x, camera1->falling.y, camera1->falling.z); +} + +COMMAND(phystest, ""); + +void vecfromyawpitch(float yaw, float pitch, int move, int strafe, vec &m) +{ + if(move) + { + m.x = move*-sinf(RAD*yaw); + m.y = move*cosf(RAD*yaw); + } + else m.x = m.y = 0; + + if(pitch) + { + m.x *= cosf(RAD*pitch); + m.y *= cosf(RAD*pitch); + m.z = move*sinf(RAD*pitch); + } + else m.z = 0; + + if(strafe) + { + m.x += strafe*cosf(RAD*yaw); + m.y += strafe*sinf(RAD*yaw); + } +} + +void vectoyawpitch(const vec &v, float &yaw, float &pitch) +{ + if(v.iszero()) yaw = pitch = 0; + else + { + yaw = -atan2(v.x, v.y)/RAD; + pitch = asin(v.z/v.magnitude())/RAD; + } +} + +#define PHYSFRAMETIME 5 + +VARP(maxroll, 0, 0, 20); +FVAR(straferoll, 0, 0.033f, 90); +FVAR(faderoll, 0, 0.95f, 1); +VAR(floatspeed, 1, 100, 10000); + +void modifyvelocity(physent *pl, bool local, bool water, bool floating, int curtime) +{ + bool allowmove = game::allowmove(pl); + if(floating) + { + if(pl->jumping && allowmove) + { + pl->jumping = false; + pl->vel.z = max(pl->vel.z, JUMPVEL); + } + } + else if(pl->physstate >= PHYS_SLOPE || water) + { + if(water && !pl->inwater) pl->vel.div(8); + if(pl->jumping && allowmove) + { + pl->jumping = false; + + pl->vel.z = max(pl->vel.z, JUMPVEL); // physics impulse upwards + if(water) { pl->vel.x /= 8.0f; pl->vel.y /= 8.0f; } // dampen velocity change even harder, gives correct water feel + + game::physicstrigger(pl, local, 1, 0); + } + } + if(!floating && pl->physstate == PHYS_FALL) pl->timeinair = min(pl->timeinair + curtime, 1000); + + vec m(0.0f, 0.0f, 0.0f); + if((pl->move || pl->strafe) && allowmove) + { + vecfromyawpitch(pl->yaw, floating || water || pl->type==ENT_CAMERA ? pl->pitch : 0, pl->move, pl->strafe, m); + + if(!floating && pl->physstate >= PHYS_SLOPE) + { + /* move up or down slopes in air + * but only move up slopes in water + */ + float dz = -(m.x*pl->floor.x + m.y*pl->floor.y)/pl->floor.z; + m.z = water ? max(m.z, dz) : dz; + } + + m.normalize(); + } + + vec d(m); + d.mul(pl->maxspeed); + if(pl->type==ENT_PLAYER) + { + if(floating) + { + if(pl==player) d.mul(floatspeed/100.0f); + } + else if(!water && allowmove) d.mul((pl->move && !pl->strafe ? 1.3f : 1.0f) * (pl->physstate < PHYS_SLOPE ? 1.3f : 1.0f)); + } + float fric = water && !floating ? 20.0f : (pl->physstate >= PHYS_SLOPE || floating ? 6.0f : 30.0f); + pl->vel.lerp(d, pl->vel, pow(1 - 1/fric, curtime/20.0f)); +// old fps friction +// float friction = water && !floating ? 20.0f : (pl->physstate >= PHYS_SLOPE || floating ? 6.0f : 30.0f); +// float fpsfric = min(curtime/(20.0f*friction), 1.0f); +// pl->vel.lerp(pl->vel, d, fpsfric); +} + +void modifygravity(physent *pl, bool water, int curtime) +{ + float secs = curtime/1000.0f; + vec g(0, 0, 0); + if(pl->physstate == PHYS_FALL) g.z -= GRAVITY*secs; + else if(pl->floor.z > 0 && pl->floor.z < FLOORZ) + { + g.z = -1; + g.project(pl->floor); + g.normalize(); + g.mul(GRAVITY*secs); + } + if(!water || !game::allowmove(pl) || (!pl->move && !pl->strafe)) pl->falling.add(g); + + if(water || pl->physstate >= PHYS_SLOPE) + { + float fric = water ? 2.0f : 6.0f, + c = water ? 1.0f : clamp((pl->floor.z - SLOPEZ)/(FLOORZ-SLOPEZ), 0.0f, 1.0f); + pl->falling.mul(pow(1 - c/fric, curtime/20.0f)); +// old fps friction +// float friction = water ? 2.0f : 6.0f, +// fpsfric = friction/curtime*20.0f, +// c = water ? 1.0f : clamp((pl->floor.z - SLOPEZ)/(FLOORZ-SLOPEZ), 0.0f, 1.0f); +// pl->falling.mul(1 - c/fpsfric); + } +} + +// 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 + +bool moveplayer(physent *pl, int moveres, bool local, int curtime) +{ + int material = lookupmaterial(vec(pl->o.x, pl->o.y, pl->o.z + (3*pl->aboveeye - pl->eyeheight)/4)); + bool water = isliquid(material&MATF_VOLUME); + bool floating = pl->type==ENT_PLAYER && (pl->state==CS_EDITING || pl->state==CS_SPECTATOR); + float secs = curtime/1000.f; + + // apply gravity + if(!floating) modifygravity(pl, water, curtime); + // apply any player generated changes in velocity + modifyvelocity(pl, local, water, floating, curtime); + + vec d(pl->vel); + if(!floating && water) d.mul(0.5f); + d.add(pl->falling); + d.mul(secs); + + pl->blocked = false; + + if(floating) // just apply velocity + { + if(pl->physstate != PHYS_FLOAT) + { + pl->physstate = PHYS_FLOAT; + pl->timeinair = 0; + pl->falling = vec(0, 0, 0); + } + pl->o.add(d); + } + else // apply velocity with collision + { + const float f = 1.0f/moveres; + const int timeinair = pl->timeinair; + int collisions = 0; + + d.mul(f); + loopi(moveres) if(!move(pl, d) && ++collisions<5) i--; // discrete steps collision detection & sliding + if(timeinair > 800 && !pl->timeinair && !water) // if we land after long time must have been a high jump, make thud sound + { + game::physicstrigger(pl, local, -1, 0); + } + } + + if(pl->state==CS_ALIVE) updatedynentcache(pl); + + // automatically apply smooth roll when strafing + + if(pl->strafe && maxroll) pl->roll = clamp(pl->roll - pow(clamp(1.0f + pl->strafe*pl->roll/maxroll, 0.0f, 1.0f), 0.33f)*pl->strafe*curtime*straferoll, -maxroll, maxroll); + else pl->roll *= curtime == PHYSFRAMETIME ? faderoll : pow(faderoll, curtime/float(PHYSFRAMETIME)); + + // play sounds on water transitions + + if(pl->inwater && !water) + { + material = lookupmaterial(vec(pl->o.x, pl->o.y, pl->o.z + (pl->aboveeye - pl->eyeheight)/2)); + water = isliquid(material&MATF_VOLUME); + } + if(!pl->inwater && water) game::physicstrigger(pl, local, 0, -1, material&MATF_VOLUME); + else if(pl->inwater && !water) game::physicstrigger(pl, local, 0, 1, pl->inwater); + pl->inwater = water ? material&MATF_VOLUME : MAT_AIR; + + if(pl->state==CS_ALIVE && (pl->o.z < 0 || material&MAT_DEATH)) game::suicide(pl); + + return true; +} + +int physsteps = 0, physframetime = PHYSFRAMETIME, lastphysframe = 0; + +void physicsframe() // optimally schedule physics frames inside the graphics frames +{ + int diff = lastmillis - lastphysframe; + if(diff <= 0) physsteps = 0; + else + { + physframetime = clamp(game::scaletime(PHYSFRAMETIME)/100, 1, PHYSFRAMETIME); + physsteps = (diff + physframetime - 1)/physframetime; + lastphysframe += physsteps * physframetime; + } + cleardynentcache(); +} + +VAR(physinterp, 0, 1, 1); + +void interppos(physent *pl) +{ + pl->o = pl->newpos; + + int diff = lastphysframe - lastmillis; + if(diff <= 0 || !physinterp) return; + + vec deltapos(pl->deltapos); + deltapos.mul(min(diff, physframetime)/float(physframetime)); + pl->o.add(deltapos); +} + +void moveplayer(physent *pl, int moveres, bool local) +{ + if(physsteps <= 0) + { + if(local) interppos(pl); + return; + } + + if(local) pl->o = pl->newpos; + loopi(physsteps-1) moveplayer(pl, moveres, local, physframetime); + if(local) pl->deltapos = pl->o; + moveplayer(pl, moveres, local, physframetime); + if(local) + { + pl->newpos = pl->o; + pl->deltapos.sub(pl->newpos); + interppos(pl); + } +} + +bool bounce(physent *d, float elasticity, float waterfric, float grav) +{ + if(physsteps <= 0) + { + interppos(d); + return false; + } + + d->o = d->newpos; + bool hitplayer = false; + loopi(physsteps-1) + { + if(bounce(d, physframetime/1000.0f, elasticity, waterfric, grav)) hitplayer = true; + } + d->deltapos = d->o; + if(bounce(d, physframetime/1000.0f, elasticity, waterfric, grav)) hitplayer = true; + d->newpos = d->o; + d->deltapos.sub(d->newpos); + interppos(d); + return hitplayer; +} + +void updatephysstate(physent *d) +{ + if(d->physstate == PHYS_FALL) return; + d->timeinair = 0; + vec old(d->o); + /* Attempt to reconstruct the floor state. + * May be inaccurate since movement collisions are not considered. + * If good floor is not found, just keep the old floor and hope it's correct enough. + */ + switch(d->physstate) + { + case PHYS_SLOPE: + case PHYS_FLOOR: + case PHYS_STEP_DOWN: + d->o.z -= 0.15f; + if(collide(d, vec(0, 0, -1), d->physstate == PHYS_SLOPE || d->physstate == PHYS_STEP_DOWN ? SLOPEZ : FLOORZ)) + d->floor = collidewall; + break; + + case PHYS_STEP_UP: + d->o.z -= STAIRHEIGHT+0.15f; + if(collide(d, vec(0, 0, -1), SLOPEZ)) + d->floor = collidewall; + break; + + case PHYS_SLIDE: + d->o.z -= 0.15f; + if(collide(d, vec(0, 0, -1)) && collidewall.z < SLOPEZ) + d->floor = collidewall; + break; + } + if(d->physstate > PHYS_FALL && d->floor.z <= 0) d->floor = vec(0, 0, 1); + d->o = old; +} + +const float PLATFORMMARGIN = 0.2f; +const float PLATFORMBORDER = 10.0f; + +struct platforment +{ + physent *d; + int stacks, chains; + + platforment() {} + platforment(physent *d) : d(d), stacks(-1), chains(-1) {} + + bool operator==(const physent *o) const { return d == o; } +}; + +struct platformcollision +{ + platforment *ent; + int next; + + platformcollision() {} + platformcollision(platforment *ent, int next) : ent(ent), next(next) {} +}; + +template<class E, class O> +static inline bool platformcollide(physent *d, const vec &dir, physent *o, float margin) +{ + E entvol(d); + O obvol(o, margin); + vec cp; + if(mpr::collide(entvol, obvol, NULL, NULL, &cp)) + { + vec wn = vec(cp).sub(obvol.center()); + return !obvol.contactface(wn, dir.iszero() ? vec(wn).neg() : dir).iszero(); + } + return false; +} + +bool platformcollide(physent *d, physent *o, const vec &dir, float margin = 0) +{ + if(d->collidetype == COLLIDE_OBB) + { + if(o->collidetype == COLLIDE_OBB) return platformcollide<mpr::EntOBB, mpr::EntOBB>(d, dir, o, margin); + else return platformcollide<mpr::EntOBB, mpr::EntCylinder>(d, dir, o, margin); + + } + else if(o->collidetype == COLLIDE_OBB) return ellipseboxcollide(d, dir, o->o, vec(0, 0, 0), o->yaw, o->xradius, o->yradius, o->aboveeye, o->eyeheight + margin); + else return ellipsecollide(d, dir, o->o, vec(0, 0, 0), o->yaw, o->xradius, o->yradius, o->aboveeye, o->eyeheight + margin); +} + +bool moveplatform(physent *p, const vec &dir) +{ + if(!insideworld(p->newpos)) return false; + + vec oldpos(p->o); + (p->o = p->newpos).add(dir); + if(collide(p, dir, 0, dir.z<=0)) + { + p->o = oldpos; + return false; + } + p->o = oldpos; + + static vector<platforment> ents; + ents.setsize(0); + for(int x = int(max(p->o.x-p->radius-PLATFORMBORDER, 0.0f))>>dynentsize, ex = int(min(p->o.x+p->radius+PLATFORMBORDER, worldsize-1.0f))>>dynentsize; x <= ex; x++) + for(int y = int(max(p->o.y-p->radius-PLATFORMBORDER, 0.0f))>>dynentsize, ey = int(min(p->o.y+p->radius+PLATFORMBORDER, worldsize-1.0f))>>dynentsize; y <= ey; y++) + { + const vector<physent *> &dynents = checkdynentcache(x, y); + loopv(dynents) + { + physent *d = dynents[i]; + if(p==d || d->o.z-d->eyeheight < p->o.z+p->aboveeye || p->o.reject(d->o, p->radius+PLATFORMBORDER+d->radius) || ents.find(d) >= 0) continue; + ents.add(d); + } + } + static vector<platforment *> passengers, colliders; + passengers.setsize(0); + colliders.setsize(0); + static vector<platformcollision> collisions; + collisions.setsize(0); + // build up collision DAG of colliders to be pushed off, and DAG of stacked passengers + loopv(ents) + { + platforment &ent = ents[i]; + physent *d = ent.d; + // check if the dynent is on top of the platform + if(platformcollide(p, d, vec(0, 0, 1), PLATFORMMARGIN)) passengers.add(&ent); + vec doldpos(d->o); + (d->o = d->newpos).add(dir); + if(collide(d, dir, 0, false)) colliders.add(&ent); + d->o = doldpos; + loopvj(ents) + { + platforment &o = ents[j]; + if(platformcollide(d, o.d, dir)) + { + collisions.add(platformcollision(&ent, o.chains)); + o.chains = collisions.length() - 1; + } + if(d->o.z < o.d->o.z && platformcollide(d, o.d, vec(0, 0, 1), PLATFORMMARGIN)) + { + collisions.add(platformcollision(&o, ent.stacks)); + ent.stacks = collisions.length() - 1; + } + } + } + loopv(colliders) // propagate collisions + { + platforment *ent = colliders[i]; + for(int n = ent->chains; n>=0; n = collisions[n].next) + { + platforment *o = collisions[n].ent; + if(colliders.find(o)<0) colliders.add(o); + } + } + if(dir.z>0) + { + loopv(passengers) // if any stacked passengers collide, stop the platform + { + platforment *ent = passengers[i]; + if(colliders.find(ent)>=0) return false; + for(int n = ent->stacks; n>=0; n = collisions[n].next) + { + platforment *o = collisions[n].ent; + if(passengers.find(o)<0) passengers.add(o); + } + } + loopv(passengers) + { + physent *d = passengers[i]->d; + d->o.add(dir); + d->newpos.add(dir); + if(dir.x || dir.y) updatedynentcache(d); + } + } + else loopv(passengers) // move any stacked passengers who aren't colliding with non-passengers + { + platforment *ent = passengers[i]; + if(colliders.find(ent)>=0) continue; + + physent *d = ent->d; + d->o.add(dir); + d->newpos.add(dir); + if(dir.x || dir.y) updatedynentcache(d); + + for(int n = ent->stacks; n>=0; n = collisions[n].next) + { + platforment *o = collisions[n].ent; + if(passengers.find(o)<0) passengers.add(o); + } + } + + p->o.add(dir); + p->newpos.add(dir); + if(dir.x || dir.y) updatedynentcache(p); + + return true; +} + +#define dir(name,v,d,s,os) ICOMMAND(name, "D", (int *down), { player->s = *down!=0; player->v = player->s ? d : (player->os ? -(d) : 0); }); + +dir(backward, move, -1, k_down, k_up); +dir(forward, move, 1, k_up, k_down); +dir(left, strafe, 1, k_left, k_right); +dir(right, strafe, -1, k_right, k_left); + +ICOMMAND(jump, "D", (int *down), { if(!*down || game::canjump()) player->jumping = *down!=0; }); +ICOMMAND(attack, "D", (int *down), { game::doattack(*down!=0); }); + +bool entinmap(dynent *d, bool avoidplayers) // brute force but effective way to find a free spawn spot in the map +{ + d->o.z += d->eyeheight; // pos specified is at feet + vec orig = d->o; + loopi(100) // try max 100 times + { + if(i) + { + d->o = orig; + d->o.x += (rnd(21)-10)*i/5; // increasing distance + d->o.y += (rnd(21)-10)*i/5; + d->o.z += (rnd(21)-10)*i/5; + } + + if(!collide(d) && !collideinside) + { + if(collideplayer) + { + if(!avoidplayers) continue; + d->o = orig; + d->resetinterp(); + return false; + } + + d->resetinterp(); + return true; + } + } + // leave ent at original pos, possibly stuck + d->o = orig; + d->resetinterp(); + conoutf(CON_WARN, "can't find entity spawn spot! (%.1f, %.1f, %.1f)", d->o.x, d->o.y, d->o.z); + return false; +} + |
