*** empty log message ***

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@79 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
driAn
2005-10-29 17:00:43 +00:00
parent 6e8591ac63
commit 734affbb0c
8 changed files with 211 additions and 198 deletions
+26 -8
View File
@@ -132,7 +132,10 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
const float space = d->o.z-d->eyeheight-lo;
if(space<0)
{
if(space>-0.01) d->o.z = lo+d->eyeheight; // stick on step
if(space>-0.01)
{
d->o.z = lo+d->eyeheight; // stick on step
}
else if(space>-1.26f) d->o.z += rise; // rise thru stair
else return false;
}
@@ -197,7 +200,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
d.x = (float)(pl->move*cos(rad(pl->yaw-90)));
d.y = (float)(pl->move*sin(rad(pl->yaw-90)));
d.z = 0;
d.z = (float) pl->bounce ? pl->vel.z : 0;
if(floating || water)
{
@@ -226,7 +229,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
if(floating) // just apply velocity
{
vadd(pl->o, d);
if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
if(pl->jumpnext) { pl->jumpnext = false; pl->vel.z = 2; }
}
else // apply velocity with collision
{
@@ -257,14 +260,15 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
if(local) playsoundc(S_LAND);
else if(pl->monsterstate) playsound(S_LAND, &pl->o);
};
pl->timeinair = 0;
pl->timeinair = 0;
if(pl->bounce) pl->vel.z *= 0.7f;
}
else
{
pl->timeinair += curtime;
};
const float gravity = 20;
const float gravity = pl->bounce ? pl->gravity : 20;
const float f = 1.0f/moveres;
float dropf = ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water
@@ -281,17 +285,31 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
// player stuck, try slide along y axis
pl->blocked = true;
pl->o.x -= f*d.x;
if(collide(pl, false, drop, rise)) { d.x = 0; continue; };
if(collide(pl, false, drop, rise))
{
d.x = 0;
if(pl->bounce) pl->vel.x = -pl->vel.x;
continue;
};
pl->o.x += f*d.x;
// still stuck, try x axis
pl->o.y -= f*d.y;
if(collide(pl, false, drop, rise)) { d.y = 0; continue; };
if(collide(pl, false, drop, rise))
{
d.y = 0;
if(pl->bounce) pl->vel.y = -pl->vel.y;
continue;
};
pl->o.y += f*d.y;
// try just dropping down
pl->moving = false;
pl->o.x -= f*d.x;
pl->o.y -= f*d.y;
if(collide(pl, false, drop, rise)) { d.y = d.x = 0; continue; };
if(collide(pl, false, drop, rise))
{
d.y = d.x = 0;
continue;
};
pl->o.z -= f*d.z;
break;
};