*** empty log message ***
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@548 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
+41
-105
@@ -13,7 +13,6 @@ bool plcollide(dynent *d, dynent *o, float &headspace) // collide with
|
||||
if(fabs(o->o.x-d->o.x)<r && fabs(o->o.y-d->o.y)<r)
|
||||
{
|
||||
if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;
|
||||
if(d->monsterstate) return false; // hack
|
||||
headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
|
||||
if(headspace<0) headspace = 10;
|
||||
};
|
||||
@@ -21,7 +20,7 @@ bool plcollide(dynent *d, dynent *o, float &headspace) // collide with
|
||||
};
|
||||
*/
|
||||
|
||||
bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo) // collide with player or monster
|
||||
bool plcollide(physent *d, physent *o, float &headspace, float &hi, float &lo) // collide with player or monster
|
||||
{
|
||||
if(o->state!=CS_ALIVE) return true;
|
||||
const float r = o->radius+d->radius;
|
||||
@@ -31,7 +30,6 @@ bool plcollide(dynent *d, dynent *o, float &headspace, float &hi, float &lo)
|
||||
else if(o->o.z+o->aboveeye>lo) lo = o->o.z+o->aboveeye+1;
|
||||
|
||||
if(fabs(o->o.z-d->o.z)<o->aboveeye+d->eyeheight) return false;
|
||||
//if(d->monsterstate) return false; // hack
|
||||
headspace = d->o.z-o->o.z-o->aboveeye-d->eyeheight;
|
||||
if(headspace<0) headspace = 10;
|
||||
};
|
||||
@@ -56,7 +54,7 @@ bool cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by, int &bs
|
||||
return stest;
|
||||
};
|
||||
|
||||
void mmcollide(dynent *d, float &hi, float &lo) // collide with a mapmodel
|
||||
void mmcollide(physent *d, float &hi, float &lo) // collide with a mapmodel
|
||||
{
|
||||
loopv(ents)
|
||||
{
|
||||
@@ -78,7 +76,7 @@ void mmcollide(dynent *d, float &hi, float &lo) // collide with a mapm
|
||||
// spawn is a dirty side effect used in spawning
|
||||
// drop & rise are supplied by the physics below to indicate gravity/push for current mini-timestep
|
||||
|
||||
bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
bool collide(physent *d, bool spawn, float drop, float rise)
|
||||
{
|
||||
const float fx1 = d->o.x-d->radius; // figure out integer cube rectangle this entity covers in map
|
||||
const float fy1 = d->o.y-d->radius;
|
||||
@@ -89,7 +87,6 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
const int x2 = int(fx2);
|
||||
const int y2 = int(fy2);
|
||||
float hi = 127, lo = -128;
|
||||
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 :)
|
||||
|
||||
for(int x = x1; x<=x2; x++) for(int y = y1; y<=y2; y++) // collide with map
|
||||
{
|
||||
@@ -123,7 +120,6 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
};
|
||||
if(ceil<hi) hi = ceil;
|
||||
if(floor>lo) lo = floor;
|
||||
if(floor<minfloor) return false;
|
||||
};
|
||||
|
||||
if(hi-lo < d->eyeheight+d->aboveeye) return false;
|
||||
@@ -133,23 +129,18 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
float headspace = 10;
|
||||
loopv(players) // collide with other players
|
||||
{
|
||||
dynent *o = players[i];
|
||||
playerent *o = players[i];
|
||||
if(!o || o==d) continue;
|
||||
if(!plcollide(d, o, headspace, hi, lo)) return false;
|
||||
};
|
||||
loopv(bots) // Added by Rick: collide with other bots
|
||||
{
|
||||
dynent *o = bots[i];
|
||||
botent *o = bots[i];
|
||||
if(!o || o==d) continue;
|
||||
if(!plcollide(d, o, headspace, hi, lo)) return false;
|
||||
};
|
||||
|
||||
if(d!=player1 && d->mtype!=M_NADE) if(!plcollide(d, player1, headspace, hi, lo)) return false;
|
||||
//dvector &v = getmonsters();
|
||||
// this loop can be a performance bottleneck with many monster on a slow cpu,
|
||||
// should replace with a blockmap but seems mostly fast enough
|
||||
// Modified by Rick: Added v[i] pointer check
|
||||
//loopv(v) if(v[i] && !vreject(d->o, v[i]->o, 7.0f) && d!=v[i] && !plcollide(d, v[i], headspace, hi, lo)) return false;
|
||||
if(d!=player1/*&& d->mtype!=M_NADE*/) if(!plcollide(d, player1, headspace, hi, lo)) return false;
|
||||
headspace -= 0.01f;
|
||||
|
||||
mmcollide(d, hi, lo); // collide with map models
|
||||
@@ -168,7 +159,7 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
{
|
||||
d->o.z = lo+d->eyeheight; // stick on step
|
||||
}
|
||||
else if(space>-1.26f && !d->isphysent) d->o.z += rise; // rise thru stair
|
||||
else if(space>-1.26f && d->type!=ENT_BOUNCE) d->o.z += rise; // rise thru stair
|
||||
else return false;
|
||||
}
|
||||
else
|
||||
@@ -191,7 +182,7 @@ bool collide(dynent *d, bool spawn, float drop, float rise)
|
||||
|
||||
VAR(maxroll, 0, 3, 20);
|
||||
|
||||
void selfdamage(dynent *d, int dm)
|
||||
void selfdamage(playerent *d, int dm)
|
||||
{
|
||||
if(d==player1) selfdamage(dm, -1, d);
|
||||
else { addmsg(SV_DAMAGE, "ri3", d, dm, d->lifesequence); };
|
||||
@@ -205,7 +196,7 @@ void selfdamage(dynent *d, int dm)
|
||||
// moveres indicated the physics precision (which is lower for monsters and multiplayer prediction)
|
||||
// local is false for multiplayer prediction
|
||||
|
||||
void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
void moveplayer(physent *pl, int moveres, bool local, int curtime)
|
||||
{
|
||||
const bool water = hdr.waterlevel>pl->o.z-0.5f;
|
||||
const bool floating = (editmode && local) || pl->state==CS_EDITING;
|
||||
@@ -217,7 +208,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
|
||||
d.x = (float)(move*cosf(RAD*(pl->yaw-90)));
|
||||
d.y = (float)(move*sinf(RAD*(pl->yaw-90)));
|
||||
d.z = (float) pl->isphysent ? pl->vel.z : 0;
|
||||
d.z = (float)pl->type==ENT_BOUNCE ? pl->vel.z : 0;
|
||||
|
||||
if(floating || water)
|
||||
{
|
||||
@@ -240,17 +231,14 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
d = pl->vel;
|
||||
d.mul(speed); // d is now frametime based velocity vector
|
||||
|
||||
if(pl->isphysent)
|
||||
if(pl->type==ENT_BOUNCE)
|
||||
{
|
||||
float dist = d.magnitude();
|
||||
pl->pitch += dist*pl->rotspeed*5.0f;
|
||||
float dist = d.magnitude(), rotspeed = ((bounceent *)pl)->rotspeed;
|
||||
pl->pitch += dist*rotspeed*5.0f;
|
||||
if(pl->pitch>360.0f) pl->pitch = 0.0f;
|
||||
pl->yaw += dist*pl->rotspeed*5.0f;
|
||||
pl->yaw += dist*rotspeed*5.0f;
|
||||
if(pl->yaw>360.0f) pl->yaw = 0.0f;
|
||||
}
|
||||
|
||||
pl->blocked = false;
|
||||
pl->moving = true;
|
||||
};
|
||||
|
||||
if(floating) // just apply velocity
|
||||
{
|
||||
@@ -261,8 +249,11 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
{
|
||||
if(pl->onladder)
|
||||
{
|
||||
if(pl->k_up) pl->vel.z = 0.75;
|
||||
else if(pl->k_down) pl->vel.z = -0.75;
|
||||
if(pl->type==ENT_PLAYER || pl->type==ENT_BOT)
|
||||
{
|
||||
if(((playerent *)pl)->k_up) pl->vel.z = 0.75;
|
||||
else if(((playerent *)pl)->k_down) pl->vel.z = -0.75;
|
||||
};
|
||||
pl->timeinair = 0;
|
||||
}
|
||||
else
|
||||
@@ -275,11 +266,10 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
pl->vel.z = 2.0f; //1.7f; // physics impulse upwards
|
||||
if(water) { pl->vel.x /= 8; pl->vel.y /= 8; }; // dampen velocity change even harder, gives correct water feel
|
||||
if(local) playsoundc(S_JUMP);
|
||||
else if(pl->monsterstate) playsound(S_JUMP, &pl->o);
|
||||
else if(pl->bIsBot) botplaysound(S_JUMP, pl); // Added by Rick
|
||||
else if(pl->type==ENT_BOT) botplaysound(S_JUMP, (botent *)pl); // Added by Rick
|
||||
}
|
||||
pl->timeinair = 0;
|
||||
if(pl->isphysent) pl->vel.z *= 0.7f;
|
||||
if(pl->type==ENT_BOUNCE) pl->vel.z *= 0.7f;
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -287,9 +277,9 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
};
|
||||
};
|
||||
|
||||
const float gravity = pl->isphysent ? pl->gravity : 20;
|
||||
const float gravity = pl->type==ENT_BOUNCE ? pl->gravity : 20;
|
||||
const float f = 1.0f/moveres;
|
||||
float dropf = pl->isphysent ? ((gravity-1)+pl->timeinair/14.0f) : ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
|
||||
float dropf = pl->type==ENT_BOUNCE ? ((gravity-1)+pl->timeinair/14.0f) : ((gravity-1)+pl->timeinair/15.0f); // incorrect, but works fine
|
||||
if(water) { dropf = 5; pl->timeinair = 0; }; // float slowly down in water
|
||||
if(pl->onladder) { dropf = 0; pl->timeinair = 0; };
|
||||
float drop = dropf*curtime/gravity/100/moveres; // at high fps, gravity kicks in too fast
|
||||
@@ -303,12 +293,11 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
pl->o.z += f*d.z;
|
||||
if(collide(pl, false, drop, rise)) continue;
|
||||
// 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;
|
||||
if(pl->isphysent) pl->vel.x = -pl->vel.x;
|
||||
if(pl->type==ENT_BOUNCE) pl->vel.x = -pl->vel.x;
|
||||
continue;
|
||||
};
|
||||
pl->o.x += f*d.x;
|
||||
@@ -317,12 +306,11 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
if(collide(pl, false, drop, rise))
|
||||
{
|
||||
d.y = 0;
|
||||
if(pl->isphysent) pl->vel.y = -pl->vel.y;
|
||||
if(pl->type==ENT_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))
|
||||
@@ -335,20 +323,6 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
};
|
||||
};
|
||||
|
||||
// detect wether player is outside map, used for skipping zbuffer clear mostly
|
||||
|
||||
if(pl->o.x < 0 || pl->o.x >= ssize || pl->o.y <0 || pl->o.y > ssize)
|
||||
{
|
||||
pl->outsidemap = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
sqr *s = S((int)pl->o.x, (int)pl->o.y);
|
||||
pl->outsidemap = SOLID(s)
|
||||
|| pl->o.z < s->floor - (s->type==FHF ? s->vdelta/4 : 0)
|
||||
|| pl->o.z > s->ceil + (s->type==CHF ? s->vdelta/4 : 0);
|
||||
};
|
||||
|
||||
// automatically apply smooth roll when strafing
|
||||
|
||||
if(pl->strafe==0)
|
||||
@@ -368,7 +342,7 @@ void moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
||||
else if(pl->inwater && !water) playsound(S_SPLASH1, &pl->o);
|
||||
pl->inwater = water;
|
||||
// Added by Rick: Easy hack to store previous locations of all players/monsters/bots
|
||||
pl->PrevLocations.Update(pl->o);
|
||||
if(pl->type==ENT_PLAYER || pl->type==ENT_BOT) ((playerent *)pl)->PrevLocations.Update(pl->o);
|
||||
// End add
|
||||
};
|
||||
|
||||
@@ -390,79 +364,41 @@ void physicsframe() // optimally schedule physics frames inside the gra
|
||||
};
|
||||
};
|
||||
|
||||
void moveplayer(dynent *pl, int moveres, bool local)
|
||||
void moveplayer(physent *pl, int moveres, bool local)
|
||||
{
|
||||
loopi(physicsrepeat) moveplayer(pl, moveres, local, min(curtime, minframetime));
|
||||
};
|
||||
|
||||
vector <physent *>physents;
|
||||
vector<bounceent *> bounceents;
|
||||
|
||||
physent *new_physent()
|
||||
bounceent *newbounceent()
|
||||
{
|
||||
physent *p = new physent;
|
||||
|
||||
p->yaw = 270;
|
||||
p->pitch = 0;
|
||||
p->roll = 0;
|
||||
p->isphysent = true;
|
||||
p->rotspeed = 1.0f;
|
||||
|
||||
p->maxspeed = 40;
|
||||
p->outsidemap = false;
|
||||
p->inwater = false;
|
||||
p->radius = 0.2f;
|
||||
p->eyeheight = 0.3f;
|
||||
p->aboveeye = 0.0f;
|
||||
p->frags = 0;
|
||||
p->plag = 0;
|
||||
p->ping = 0;
|
||||
p->lastupdate = lastmillis;
|
||||
p->enemy = NULL;
|
||||
p->monsterstate = 0;
|
||||
p->name[0] = p->team[0] = 0;
|
||||
p->blocked = false;
|
||||
p->lifesequence = 0;
|
||||
p->dynent::state = CS_ALIVE;
|
||||
p->state = PHYSENT_NONE;
|
||||
p->shots = 0;
|
||||
p->reloading = false;
|
||||
p->nextprimary = 1;
|
||||
p->hasarmour = false;
|
||||
|
||||
p->k_left = false;
|
||||
p->k_right = false;
|
||||
p->k_up = false;
|
||||
p->k_down = false;
|
||||
p->jumpnext = false;
|
||||
p->onladder = false;
|
||||
p->strafe = 0;
|
||||
p->move = 0;
|
||||
|
||||
physents.add(p);
|
||||
bounceent *p = new bounceent;
|
||||
bounceents.add(p);
|
||||
return p;
|
||||
}
|
||||
|
||||
extern void explode_nade(physent *i);
|
||||
extern void explode_nade(bounceent *i);
|
||||
|
||||
void mphysents()
|
||||
void mbounceents()
|
||||
{
|
||||
loopv(physents) if(physents[i])
|
||||
loopv(bounceents) if(bounceents[i])
|
||||
{
|
||||
physent *p = physents[i];
|
||||
if(p->state == NADE_THROWED || p->state == GIB) moveplayer(p, 2, false);
|
||||
bounceent *p = bounceents[i];
|
||||
if(p->bouncestate == NADE_THROWED || p->bouncestate == GIB) moveplayer(p, 2, false);
|
||||
|
||||
if(lastmillis - p->millis >= p->timetolife)
|
||||
{
|
||||
if(p->state==NADE_ACTIVATED || p->state==NADE_THROWED) explode_nade(physents[i]);
|
||||
if(p->bouncestate==NADE_ACTIVATED || p->bouncestate==NADE_THROWED) explode_nade(bounceents[i]);
|
||||
delete p;
|
||||
physents.remove(i);
|
||||
bounceents.remove(i);
|
||||
i--;
|
||||
};
|
||||
};
|
||||
};
|
||||
|
||||
void clearphysents()
|
||||
void clearbounceents()
|
||||
{
|
||||
loopv(physents) if(physents[i]) { delete physents[i]; physents.remove(i); };
|
||||
loopv(bounceents) if(bounceents[i]) { delete bounceents[i]; bounceents.remove(i); };
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user