*** 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:
+26
-8
@@ -132,7 +132,10 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
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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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if(space>-0.01)
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{
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d->o.z = lo+d->eyeheight; // stick on step
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}
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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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@@ -197,7 +200,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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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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d.z = (float) pl->bounce ? pl->vel.z : 0;
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if(floating || water)
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{
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@@ -226,7 +229,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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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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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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@@ -257,14 +260,15 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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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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pl->timeinair = 0;
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if(pl->bounce) pl->vel.z *= 0.7f;
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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 gravity = pl->bounce ? pl->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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@@ -281,17 +285,31 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
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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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if(collide(pl, false, drop, rise))
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{
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d.x = 0;
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if(pl->bounce) pl->vel.x = -pl->vel.x;
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continue;
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};
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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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if(collide(pl, false, drop, rise))
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{
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d.y = 0;
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if(pl->bounce) pl->vel.y = -pl->vel.y;
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continue;
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};
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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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if(collide(pl, false, drop, rise))
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{
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d.y = d.x = 0;
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continue;
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};
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pl->o.z -= f*d.z;
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break;
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};
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