More style cleanup
FossilOrigin-Name: 753ff34122c906fdba43b8c382ac52cc9f0ac3ce585ec9f4db6b1dc1f21ef86a
This commit is contained in:
parent
dd08a1069e
commit
a28209edcf
27 changed files with 525 additions and 539 deletions
|
@ -29,7 +29,7 @@ plcollide(dynent *d, dynent *o, float &headspace, float &hi,
|
|||
headspace = d->o.z - o->o.z - o->aboveeye - d->eyeheight;
|
||||
if (headspace < 0)
|
||||
headspace = 10;
|
||||
};
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -49,7 +49,7 @@ cornertest(int mip, int x, int y, int dx, int dy, int &bx, int &by,
|
|||
by = y << mip;
|
||||
bs = 1 << mip;
|
||||
return cornertest(mip, x, y, dx, dy, bx, by, bs);
|
||||
};
|
||||
}
|
||||
return stest;
|
||||
}
|
||||
|
||||
|
@ -132,7 +132,7 @@ collide(dynent *d, bool spawn, float drop, float rise)
|
|||
fx2 - bx + fy2 - by >= bs)
|
||||
return false;
|
||||
break;
|
||||
};
|
||||
}
|
||||
|
||||
case FHF: // FIXME: too simplistic collision with
|
||||
// slopes, makes it feels like tiny stairs
|
||||
|
@ -147,14 +147,14 @@ collide(dynent *d, bool spawn, float drop, float rise)
|
|||
S(x, y + 1)->vdelta +
|
||||
S(x + 1, y + 1)->vdelta) /
|
||||
16.0f;
|
||||
};
|
||||
}
|
||||
if (ceil < hi)
|
||||
hi = ceil;
|
||||
if (floor > lo)
|
||||
lo = floor;
|
||||
if (floor < minfloor)
|
||||
return false;
|
||||
};
|
||||
}
|
||||
|
||||
if (hi - lo < d->eyeheight + d->aboveeye)
|
||||
return false;
|
||||
|
@ -194,7 +194,7 @@ collide(dynent *d, bool spawn, float drop, float rise)
|
|||
return false;
|
||||
} else {
|
||||
d->o.z -= min(min(drop, space), headspace); // gravity
|
||||
};
|
||||
}
|
||||
|
||||
const float space2 = hi - (d->o.z + d->aboveeye);
|
||||
if (space2 < 0) {
|
||||
|
@ -202,10 +202,10 @@ collide(dynent *d, bool spawn, float drop, float rise)
|
|||
return false; // hack alert!
|
||||
d->o.z = hi - d->aboveeye; // glue to ceiling
|
||||
d->vel.z = 0; // cancel out jumping velocity
|
||||
};
|
||||
}
|
||||
|
||||
d->onfloor = d->o.z - d->eyeheight - lo < 0.001f;
|
||||
};
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -229,7 +229,7 @@ physicsframe() // optimally schedule physics frames inside the graphics frames
|
|||
physicsfraction = faketime - physicsrepeat * MINFRAMETIME;
|
||||
} else {
|
||||
physicsrepeat = 1;
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// main physics routine, moves a player/monster for a curtime step
|
||||
|
@ -252,7 +252,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
d.x *= (float)cos(rad(pl->pitch));
|
||||
d.y *= (float)cos(rad(pl->pitch));
|
||||
d.z = (float)(pl->move * sin(rad(pl->pitch)));
|
||||
};
|
||||
}
|
||||
|
||||
d.x += (float)(pl->strafe * cos(rad(pl->yaw - 180)));
|
||||
d.y += (float)(pl->strafe * sin(rad(pl->yaw - 180)));
|
||||
|
@ -287,37 +287,38 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
if (pl->jumpnext) {
|
||||
pl->jumpnext = false;
|
||||
pl->vel.z = 1.7f; // physics impulse upwards
|
||||
// dampen velocity change even harder, gives
|
||||
// correct water feel
|
||||
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->timeinair >
|
||||
800) // if we land after long time must have
|
||||
// been a high jump, make thud sound
|
||||
{
|
||||
} else if (pl->timeinair > 800) {
|
||||
// if we land after long time must have been a
|
||||
// high jump, make thud sound
|
||||
if (local)
|
||||
playsoundc(S_LAND);
|
||||
else if (pl->monsterstate)
|
||||
playsound(S_LAND, &pl->o);
|
||||
};
|
||||
}
|
||||
pl->timeinair = 0;
|
||||
} else {
|
||||
pl->timeinair += curtime;
|
||||
};
|
||||
}
|
||||
|
||||
const float gravity = 20;
|
||||
const float f = 1.0f / moveres;
|
||||
float dropf = ((gravity - 1) +
|
||||
pl->timeinair / 15.0f); // incorrect, but works fine
|
||||
// incorrect, but works fine
|
||||
float dropf = ((gravity - 1) + pl->timeinair / 15.0f);
|
||||
// float slowly down in water
|
||||
if (water) {
|
||||
dropf = 5;
|
||||
pl->timeinair = 0;
|
||||
}; // float slowly down in water
|
||||
}
|
||||
const float drop = dropf * curtime / gravity / 100 /
|
||||
moveres; // at high fps, gravity kicks in too fast
|
||||
const float rise = speed / moveres /
|
||||
|
@ -337,14 +338,14 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
if (collide(pl, false, drop, rise)) {
|
||||
d.x = 0;
|
||||
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;
|
||||
};
|
||||
}
|
||||
pl->o.y += f * d.y;
|
||||
// try just dropping down
|
||||
pl->moving = false;
|
||||
|
@ -353,11 +354,11 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
if (collide(pl, false, drop, rise)) {
|
||||
d.y = d.x = 0;
|
||||
continue;
|
||||
};
|
||||
}
|
||||
pl->o.z -= f * d.z;
|
||||
break;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
// detect wether player is outside map, used for skipping zbuffer clear
|
||||
// mostly
|
||||
|
@ -369,7 +370,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
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
|
||||
|
||||
|
@ -381,7 +382,7 @@ moveplayer(dynent *pl, int moveres, bool local, int curtime)
|
|||
pl->roll = (float)maxroll;
|
||||
if (pl->roll < -maxroll)
|
||||
pl->roll = (float)-maxroll;
|
||||
};
|
||||
}
|
||||
|
||||
// play sounds on water transitions
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue