sm64coopdx/mods/mquake/_mquake_b_physics.lua

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2024-03-22 18:45:48 +00:00
if SM64COOPDX_VERSION == nil then return end
local collision_find_surface_on_ray,vec3f_dist,vec3f_sub,vec3f_dot,vec3f_project,vec3f_add,vec3f_copy,level_trigger_warp,vec3f_length,clampf,is_game_paused,vec3f_normalize,vec3f_mul = collision_find_surface_on_ray,vec3f_dist,vec3f_sub,vec3f_dot,vec3f_project,vec3f_add,vec3f_copy,level_trigger_warp,vec3f_length,clampf,is_game_paused,vec3f_normalize,vec3f_mul
-- Helper functions
-- Replaced with simplified quake code
function PHYS_CollideWithNormal(vel,norm,bounceFactor)
local backoff = vec3f_dot(vel,norm) * (1.0+bounceFactor)
return {x=vel.x-(norm.x*backoff),y=vel.y-(norm.y*backoff),z=vel.z-(norm.z*backoff)}
end
SV_PlayerMovement_Scale = function(m,prescaled)
-- if (m.playerIndex ~= 0) then return end
if (sv_stopmovement) then return end
if (prescaled) then
m.vel.x = cl_speedbuffer.x
m.vel.y = cl_speedbuffer.y
m.vel.z = cl_speedbuffer.z
else
cl_speedbuffer.x = m.vel.x
cl_speedbuffer.y = m.vel.y
cl_speedbuffer.z = m.vel.z
m.vel.x = m.vel.x * sv_scalerate
m.vel.y = m.vel.y * sv_scalerate
m.vel.z = m.vel.z * sv_scalerate
end
end
function SV_PlayerMovement_Store(m,store)
if (m.playerIndex == 0) then
if (store) then
vec3f_copy(cl_upwarpfix_vel,m.vel)
vec3f_copy(cl_upwarpfix_pos,m.pos)
else
vec3f_copy(m.vel,cl_upwarpfix_vel)
vec3f_copy(m.pos,cl_upwarpfix_pos)
end
end
end
function SV_PlayerMovement_Relative(m)
-- if (m.playerIndex ~= 0) then return end
local obj = m.marioObj.platform
if (obj ~= nil) then
m.vel.y = m.vel.y + (obj.oVelY*4)
end
end
function SV_HandleSpecialFloors(m,bypassFloorCheck)
if (m.floor ~= nil) then
local type = m.floor.type
if (type == SURFACE_VERTICAL_WIND) then
m.vel.y = m.vel.y + 18
if (m.vel.y < -24) then
m.vel.y = -24
end
if (m.vel.y > 200) then
m.vel.y = 200
end
return true
end
if (type == SURFACE_HORIZONTAL_WIND and DM_ACTION_QPHYS[m.action] == 1) then
local pushAngle = m.floor.force << 8;
local amt = ifelse((m.action & ACT_FLAG_AIR) == 0,48,8)
m.vel.x = m.vel.x + (amt * sins(pushAngle))
m.vel.z = m.vel.z + (amt * coss(pushAngle))
return true
end
if (type == SURFACE_DEATH_PLANE or type == SURFACE_VERTICAL_WIND) and (m.pos.y < m.floorHeight + 2048) then
if (level_trigger_warp(m, WARP_OP_WARP_FLOOR) == 20 and (m.flags & MARIO_UNKNOWN_18) ~= 0) then
return true
end
end
if (type == SURFACE_BURNING) and (m.invincTimer == 0) and ((m.flags & MARIO_METAL_CAP == 0) and (((m.action & ACT_FLAG_AIR) == 0 and (m.input & INPUT_OFF_FLOOR) == 0) or bypassFloorCheck)) then
m.hurtCounter = 8
m.invincTimer = 15
cl_red = 128
end
if (type == SURFACE_INSTANT_QUICKSAND or type == SURFACE_INSTANT_MOVING_QUICKSAND) and (m.invincTimer == 0) and ((m.flags & MARIO_METAL_CAP == 0) and (((m.action & ACT_FLAG_AIR) == 0 and (m.input & INPUT_OFF_FLOOR) == 0) or bypassFloorCheck)) then
m.hurtCounter = 4
m.invincTimer = 10
cl_red = 128
end
end
return false
end
-- Player angle system
frameCalculatedAngles = false
local frameAngles = {}
function GetAngleVectors(m)
local s = gPlayerSyncTable[m.playerIndex]
local yaw = gFirstPersonCamera.yaw+0x8000
local pitch = -gFirstPersonCamera.pitch
if (m.playerIndex == 0) then
s.playerYaw = yaw
s.playerPitch = pitch
if (frameCalculatedAngles) then return frameAngles end
frameCalculatedAngles = true
else
yaw = s.playerYaw
pitch = s.playerPitch
end
local sinYaw = sins(yaw)
local cosYaw = coss(yaw)
local yawRight = yaw-0x4000
local cosYawRight = coss(yawRight)
local sinYawRight = sins(yawRight)
local cosPitch = coss(pitch)
local sinPitch = sins(pitch)
local _rawForward = {x=sinYaw*cosPitch,y=sinPitch,z=cosYaw*cosPitch} -- variable used this name, prevent old code from breaking; todo, rewrite?
local _forward = {x=sinYaw,y=0,z=cosYaw}
local _right = {x=sinYawRight,y=0,z=cosYawRight}
local returnValue = {
rawForward=_rawForward,
forward=_forward,
right=_right
}
if (m.playerIndex == 0) then
frameAngles = returnValue
end
return returnValue
end
-- Important Functions
-- Acceleration / Friction
function SV_UserFriction(m)
-- if (m.playerIndex ~= 0) then return end
local speed = vec3f_length(m.vel)
if (speed <= 0.00001) then return end
local friction = ((sv_friction*phys_friction_scale)+ifelse(gPlayerSyncTable[m.playerIndex].playerCrouching,sv_crouchfriction_scale,0))*SV_GetSurfaceStandableFrictionMultiplier(m.floor.type,m.area.terrainType)
local control = nil
if (speed <= sv_stopspeed) then
control = sv_stopspeed
else
control = speed
end
local newspeed = speed - sv_tickrate*control*friction
if (newspeed < 0) then newspeed = 0 end
if (newspeed > 0) then
newspeed = newspeed / speed
end
m.vel.x = m.vel.x * newspeed
m.vel.y = m.vel.y * newspeed
m.vel.z = m.vel.z * newspeed
end
-- Acceleration / Friction
function SV_UserGravity(m,scale)
m.vel.y = m.vel.y - (sv_gravity * sv_tickrate * scale * sv_gravity_scale)
if (m.vel.y < -sv_gravity) then m.vel.y = -sv_gravity end
end
function SV_UserGravityEx(m,scale,minovr)
m.vel.y = m.vel.y - (sv_gravity * sv_tickrate * scale * sv_gravity_scale)
if (m.vel.y < -sv_gravity*minovr) then m.vel.y = -sv_gravity*minovr end
end
function SV_Accelerate(m,wishDir,wishspeed)
-- if (m.playerIndex ~= 0) then return end
local addspeed,accelspeed,currentspeed = 0,0,0
currentspeed = vec3f_dot(m.vel,wishDir)
addspeed = wishspeed - currentspeed
if (addspeed <= 0) then return end
accelspeed = sv_accelerate * wishspeed * sv_tickrate
if (accelspeed > addspeed) then accelspeed = addspeed end
m.vel.x = m.vel.x + (accelspeed * wishDir.x)
m.vel.y = m.vel.y + (accelspeed * wishDir.y)
m.vel.z = m.vel.z + (accelspeed * wishDir.z)
end
function SV_AirAccelerate(m,wishDir,wishspeed)
-- Limiter code for wallkicks
local airLimiter_Frac = (1.0-clampf(cl_airstrafelimiter,0.0,1.0))
local addspeed,wishspd,accelspeed,currentspeed = 0,0,0,0
wishspd = wishspeed*airLimiter_Frac
-- Checks for a lack of acceleration
if (wishspeed == 0) then return end
if (wishspd > sv_playerclamp_air) then wishspd = sv_playerclamp_air end -- This is 30 in source, quake and other games
currentspeed = vec3f_dot(m.vel,wishDir)
addspeed = wishspd - currentspeed
if (addspeed <= 0) then return end
accelspeed = (sv_airaccelerate_value * phys_airaccel_scale) * (wishspd * airLimiter_Frac) * sv_tickrate
if (accelspeed > addspeed) then accelspeed = addspeed end
m.vel.x = m.vel.x + ((accelspeed * wishDir.x)*airLimiter_Frac)
m.vel.y = m.vel.y + ((accelspeed * wishDir.y)*airLimiter_Frac)
m.vel.z = m.vel.z + ((accelspeed * wishDir.z)*airLimiter_Frac)
end
-- Main movement functions
function SV_PlayerMovement(m)
-- if (m.playerIndex ~= 0) then return end
if (sv_stopmovement) then return end
local isPrediction = m.playerIndex ~= 0
-- if (isPrediction) then return end
local crouch = gPlayerSyncTable[m.playerIndex].playerCrouching
local playerSpeed = ifelse(crouch,sv_playerspeed_crouch,sv_playerspeed)
local maxSpeed = ifelse(crouch,sv_maxspeed_crouch,sv_maxspeed)
local vecInput = {x=0,y=0,z=0}
if ((not is_game_paused()) and m.health > 0xFF and not cl_bowserthrow and not cl_bowserthrow and not (not no_dialog_open() and not isPrediction)) then
vecInput.x = m.controller.rawStickX
vecInput.y = m.controller.rawStickY
end
if (not isPrediction) then
vec3f_normalize(vecInput)
vec3f_mul(vecInput,m.controller.stickMag)
end
local fmove = (vecInput.y/32)*playerSpeed -- what are the maximums of these again?
local smove = (vecInput.x/32)*playerSpeed
-- local fmove = (vecInput.y/64)*playerSpeed -- what are the maximums of these again?
-- local smove = (vecInput.x/64)*playerSpeed
local wishVel = {x=0,y=0,z=0}
local wishDir = {x=0,y=0,z=0}
local AngledVectors = GetAngleVectors(m)
wishVel.x = (AngledVectors.forward.x * fmove) + (AngledVectors.right.x * smove)
wishVel.y = (AngledVectors.forward.y * fmove) + (AngledVectors.right.y * smove)
wishVel.z = (AngledVectors.forward.z * fmove) + (AngledVectors.right.z * smove)
if (not isPrediction) then
if (m.action == ACT_DM_GROUNDED_MOVEMENT or m.action == ACT_DM_GROUNDED_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_IDLE) then
wishVel.y = 0
if (m.floor ~= nil) then
local tempNormal = vec3_invert(m.floor.normal)
tempNormal.y = 0 ; vec3f_normalize(tempNormal)
local amount = (cl_grounddefacto * clampf(vec3f_dot(wishVel,tempNormal),0,1)) * m.floor.normal.y
vec3f_sub(wishVel,vec3_scale(vec3f_project(wishVel, m.floor.normal), amount))
vec3f_add(wishVel,vec3_scale(m.floor.normal, amount*0.125))
end
end
end
local wishspeed = vec3f_length(wishVel)
vec3f_copy(wishDir, wishVel)
vec3f_normalize(wishDir)
if wishspeed > maxSpeed then
wishVel.x = wishVel.x * (maxSpeed / wishspeed)
wishVel.y = wishVel.y * (maxSpeed / wishspeed)
wishVel.z = wishVel.z * (maxSpeed / wishspeed)
wishspeed = maxSpeed
end
if (m.action == ACT_DM_GROUNDED_MOVEMENT or m.action == ACT_DM_GROUNDED_MOVEMENT_METAL or m.action == ACT_DM_GROUNDED_IDLE) then
SV_UserFriction(m,wishDir,wishspeed)
SV_Accelerate(m,wishDir,wishspeed)
elseif (m.action == ACT_DM_AIR_MOVEMENT or m.action == ACT_DM_AIR_MOVEMENT_METAL) then
SV_AirAccelerate(m,wishDir,wishspeed)
end
local finalVelLen = vec3f_length(m.vel)
if finalVelLen > sv_maxvelocity then
m.vel.x = m.vel.x * (sv_maxvelocity / finalVelLen)
m.vel.y = m.vel.y * (sv_maxvelocity / finalVelLen)
m.vel.z = m.vel.z * (sv_maxvelocity / finalVelLen)
end
end
function SV_WaterMovement(m)
-- if (m.playerIndex ~= 0) then return end
if (sv_stopmovement) then return end
local isPrediction = m.playerIndex ~= 0
local shellSpeed = mario_holding_underwater_shell(m)
local playerSpeed = ifelse(shellSpeed,sv_playerspeed_water_shell,sv_playerspeed_water)
local vecInput = {x=0,y=0,z=0}
if ((not is_game_paused()) and m.health > 0xFF) then
vecInput.x = m.controller.rawStickX
vecInput.y = m.controller.rawStickY
end
if (not isPrediction) then
vec3f_normalize(vecInput)
vec3f_mul(vecInput,m.controller.stickMag)
end
local fmove = (vecInput.y/32)*playerSpeed
local smove = (vecInput.x/32)*playerSpeed
local umove = 0
if (m.controller.buttonDown & A_BUTTON ~= 0) then umove = umove+1 end
if (m.controller.buttonDown & Z_TRIG ~= 0) then umove = umove-1 end
local wishVel = {x=0,y=0,z=0}
local AngledVectors = GetAngleVectors(m)
wishVel.x = (AngledVectors.rawForward.x * fmove) + (AngledVectors.right.x * smove)
wishVel.y = (AngledVectors.rawForward.y * fmove) + (AngledVectors.right.y * smove)
wishVel.z = (AngledVectors.rawForward.z * fmove) + (AngledVectors.right.z * smove)
if (fmove < 0.1 and smove < 0.1 and umove == 0) then
wishVel.y = wishVel.y - 30
else
wishVel.y = wishVel.y + sv_upspeed_water * umove
end
local wishspeed = vec3f_length(wishVel)
local maxspeed = ifelse(shellSpeed,sv_playerspeed_water_shell,sv_maxspeed_water)
if (wishspeed > maxspeed) then
vec3f_mul(wishVel,maxspeed/wishspeed)
wishspeed = maxspeed
end
wishspeed = wishspeed * 0.85
--
-- water friction
--
local speed = vec3f_length(m.vel)
local newspeed = 0
if (speed > 0.00001) then
newspeed = speed - sv_tickrate * speed * sv_waterfriction
if (newspeed < 0) then newspeed = 0 end
vec3f_mul(m.vel,newspeed/speed)
end
--
-- water acceleration
--
if (wishspeed < 0.00001) then return end
local addspeed = wishspeed - newspeed
if (addspeed <= 0) then return end
vec3f_normalize(wishVel)
local accelspeed = (sv_accelerate * wishspeed) * sv_tickrate
if (accelspeed > addspeed) then accelspeed = addspeed end
m.vel.x = m.vel.x + (accelspeed * wishVel.x)
m.vel.y = m.vel.y + (accelspeed * wishVel.y)
m.vel.z = m.vel.z + (accelspeed * wishVel.z)
end