Shared: Clean up some of the player_pmove code. Games can now via macros define some properties without overriding a method.

This commit is contained in:
Marco Cawthorne 2022-07-14 21:02:31 -07:00
parent 220b424e33
commit 93ba8c6cc9
Signed by: eukara
GPG key ID: CE2032F0A2882A22

View file

@ -17,48 +17,107 @@
vector saved_input_movevalues;
int saved_input_buttons;
/* distance after which we take damage */
#ifndef PHY_FALLDMG_DISTANCE
#define PHY_FALLDMG_DISTANCE 580
#endif
/* distance after which we'll receive 100 damage */
#ifndef PHY_FALLDMG_MAXDISTANCE
#define PHY_FALLDMG_MAXDISTANCE 1024
#endif
#ifndef PHY_FALL_DISTANCE
#define PHY_FALL_DISTANCE 400
#endif
#ifndef PHY_FALLDMG_TYPE
#define PHY_FALLDMG_TYPE 1
#endif
#ifndef PHY_JUMP_HEIGHT
#define PHY_JUMP_HEIGHT 240
#endif
#ifndef PHY_WATERJUMP_HEIGHT
#define PHY_WATERJUMP_HEIGHT 350
#endif
#ifndef PHY_DIVESPEED_WATER
#define PHY_DIVESPEED_WATER 100
#endif
#ifndef PHY_DIVESPEED_SLIME
#define PHY_DIVESPEED_SLIME 80
#endif
#ifndef PHY_DIVESPEED_LAVA
#define PHY_DIVESPEED_LAVA 50
#endif
void
NSClientPlayer::Physics_Fall(float flDownforce)
{
if (flDownforce > 580) {
#ifdef SERVER
float fFallDamage = (flDownforce - 580) * (100 / (1024 - 580));
Damage_Apply(this, world, fFallDamage, 0, DMG_FALL);
Sound_Play(this, CHAN_VOICE, "player.fall");
#endif
#if 0
/* apply some predicted punch to the player */
if (flDownforce >= PHY_FALLDMG_DISTANCE)
punchangle += [15,0,(input_sequence & 1) ? 15 : -15];
} else if (flDownforce > 400) {
else if (flDownforce >= PHY_FALL_DISTANCE)
punchangle += [15,0,0];
#ifdef SERVER
Sound_Play(this, CHAN_VOICE, "player.lightfall");
#endif
/* basic server-side falldamage */
#ifdef SERVER
/* if we've reached a fallheight of PHY_FALLDMG_DISTANCE qu, start applying damage */
if (flDownforce >= PHY_FALLDMG_DISTANCE) {
float fFallDamage;
/* 0 = basic quake style, 1 = 'realistic' HL style */
if (PHY_FALLDMG_TYPE == 0)
fFallDamage = 10;
else if (PHY_FALLDMG_TYPE == 1) {
/* distance of A to B decides how much of 100 HP dmg we get*/
float flFallDist = PHY_FALLDMG_DISTANCE;
float flMaxDist = PHY_FALLDMG_MAXDISTANCE;
fFallDamage = (flDownforce - flFallDist) * (100 / (flMaxDist - flFallDist));
}
Damage_Apply(this, world, fFallDamage, 0, DMG_FALL | DMG_SKIP_ARMOR);
Sound_Play(this, CHAN_VOICE, "player.fall");
} else if (flDownforce >= PHY_FALL_DISTANCE) {
Sound_Play(this, CHAN_VOICE, "player.lightfall");
}
#endif
}
void
NSClientPlayer::Physics_Crouch(void)
{
int iFixCrouch = FALSE;
bool crouchfix = false;
if (input_buttons & INPUT_BUTTON8) {
flags |= FL_CROUCHING;
AddFlags(FL_CROUCHING);
} else {
// If we aren't holding down duck anymore and 'attempt' to stand up, prevent it
if (flags & FL_CROUCHING) {
if (PMove_IsStuck(this, [0,0,36], PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
flags &= ~FL_CROUCHING;
iFixCrouch = TRUE;
/* if we aren't holding down duck anymore and 'attempt' to stand up, prevent it */
if (GetFlags() & FL_CROUCHING) {
vector vecTest = [0, 0, PHY_HULL_MAX[2]];
if (PMove_IsStuck(this, vecTest, PHY_HULL_MIN, PHY_HULL_MAX) == FALSE) {
RemoveFlags(FL_CROUCHING);
crouchfix = true;
}
} else {
flags &= ~FL_CROUCHING;
RemoveFlags(FL_CROUCHING);
}
}
if (flags & FL_CROUCHING) {
setsize(this, PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
if (GetFlags() & FL_CROUCHING) {
SetSize(PHY_HULL_CROUCHED_MIN, PHY_HULL_CROUCHED_MAX);
view_ofs = PHY_VIEWPOS_CROUCHED;
} else {
setsize(this, PHY_HULL_MIN, PHY_HULL_MAX);
if (iFixCrouch && PMove_IsStuck(this, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
SetSize(PHY_HULL_MIN, PHY_HULL_MAX);
if (crouchfix == true && PMove_IsStuck(this, [0,0,0], PHY_HULL_MIN, PHY_HULL_MAX)) {
/* check if we can get unstuck by testing up to a few units up */
for (int i = 0; i < 36; i++) {
origin[2] += 1;
if (PMove_IsStuck(this, [0,0,0], mins, maxs) == FALSE) {
@ -66,7 +125,7 @@ NSClientPlayer::Physics_Crouch(void)
}
}
}
setorigin(this, origin);
SetOrigin(origin);
view_ofs = PHY_VIEWPOS;
}
}
@ -75,18 +134,19 @@ NSClientPlayer::Physics_Crouch(void)
void
NSClientPlayer::Physics_Jump(void)
{
/* climb out of substances when underwater */
if (waterlevel >= 2) {
if (watertype == CONTENT_WATER) {
velocity[2] = 100;
} else if (watertype == CONTENT_SLIME) {
velocity[2] = 80;
} else {
velocity[2] = 50;
}
/* we're underwater... */
if (WaterLevel() >= 2) {
/* different water contents allow for different speeds */
if (WaterLevel() == CONTENT_WATER)
velocity[2] = PHY_DIVESPEED_WATER;
else if (WaterLevel() == CONTENT_SLIME)
velocity[2] = PHY_DIVESPEED_SLIME;
else
velocity[2] = PHY_DIVESPEED_LAVA;
} else {
if (flags & FL_ONGROUND)
velocity[2] += 240;
/* standard jump here */
if (GetFlags() & FL_ONGROUND)
velocity[2] += PHY_JUMP_HEIGHT;
}
}
@ -96,17 +156,18 @@ NSClientPlayer::Physics_CheckJump(float premove)
{
/* unset jump-key whenever it's not set */
if (!(input_buttons & INPUT_BUTTON2)) {
flags |= FL_JUMPRELEASED;
AddFlags(FL_JUMPRELEASED);
return;
}
if (flags & FL_WATERJUMP)
if (GetFlags() & FL_WATERJUMP)
return;
if (!(flags & FL_ONGROUND))
if (!(GetFlags() & FL_ONGROUND))
return;
/* if a player wants to be able to hold jump, let them */
if (!(infokey(this, "autojump") == "1"))
if (!(flags & FL_JUMPRELEASED))
if (!(GetFlags() & FL_JUMPRELEASED))
return;
if (input_buttons & INPUT_BUTTON2 && premove) {
@ -115,8 +176,8 @@ NSClientPlayer::Physics_CheckJump(float premove)
}
Physics_Jump();
flags &= ~FL_ONGROUND;
flags &= ~FL_JUMPRELEASED;
RemoveFlags(FL_ONGROUND);
RemoveFlags(FL_JUMPRELEASED);
}
}
@ -124,7 +185,7 @@ NSClientPlayer::Physics_CheckJump(float premove)
void
NSClientPlayer::Physics_SetViewParms(void)
{
if (flags & FL_CROUCHING) {
if (GetFlags() & FL_CROUCHING) {
mins = PHY_HULL_CROUCHED_MIN;
maxs = PHY_HULL_CROUCHED_MAX;
view_ofs = PHY_VIEWPOS_CROUCHED;
@ -133,33 +194,34 @@ NSClientPlayer::Physics_SetViewParms(void)
maxs = PHY_HULL_MAX;
view_ofs = PHY_VIEWPOS;
}
setsize(this, mins, maxs);
SetSize(mins, maxs);
}
void
NSClientPlayer::Physics_WaterJump(void)
{
vector vStart;
vector vEnd;
vector vecStart;
makevectors(angles);
vStart = origin;
vStart[2] = vStart[2] + 8;
v_forward[2] = 0;
normalize(v_forward);
vEnd = vStart + (v_forward * 24);
traceline(vStart, vEnd, TRUE, this);
/* bit above waist height */
vecStart = GetOrigin();
vecStart[2] += 8;
if (trace_fraction < 1) {
vStart[2] = vStart[2] + maxs[2];
vEnd = vStart + (v_forward * 24);
//movedir = trace_plane_normal * -50;
traceline(vStart, vEnd, TRUE, this);
if (trace_fraction == 1) {
flags |= FL_WATERJUMP;
velocity[2] = 350;
flags &= ~FL_JUMPRELEASED;
/* look 24 qu ahead for a surface */
makevectors(v_angle);
traceline(vecStart, vecStart + (v_forward * 24), MOVE_NORMAL, this);
/* we've hit a surface */
if (trace_fraction < 1.0) {
/* let's check if we can potentially climb up */
vecStart[2] += maxs[2];
traceline(vecStart, vecStart + (v_forward * 24), MOVE_NORMAL, this);
/* there's nothing preventing us from putting our hands up here */
if (trace_fraction == 1.0) {
velocity[2] = PHY_WATERJUMP_HEIGHT;
AddFlags(FL_WATERJUMP);
RemoveFlags(FL_JUMPRELEASED);
return;
}
}
@ -169,17 +231,17 @@ NSClientPlayer::Physics_WaterJump(void)
void
NSClientPlayer::Physics_WaterMove(void)
{
if (movetype == MOVETYPE_NOCLIP) {
if (GetMovetype() == MOVETYPE_NOCLIP) {
return;
}
#ifdef SERVER
if (health < 0) {
if (GetHealth() < 0) {
return;
}
/* we've just exited water */
if (waterlevel != 3) {
if (WaterLevel() != 3) {
if (underwater_time < time) {
Sound_Play(this, CHAN_BODY, "player.gasplight");
} else if (underwater_time < time + 9) {
@ -195,23 +257,23 @@ NSClientPlayer::Physics_WaterMove(void)
}
#endif
if (!waterlevel){
if (flags & FL_INWATER) {
if (!WaterLevel()){
if (GetFlags() & FL_INWATER) {
#ifdef SERVER
Sound_Play(this, CHAN_BODY, "player.waterexit");
#endif
flags &= ~FL_INWATER;
RemoveFlags(FL_INWATER);
}
return;
}
#ifdef SERVER
if (watertype == CONTENT_LAVA) {
if (WaterLevel() == CONTENT_LAVA) {
if (pain_time < time) {
pain_time = time + 0.2;
Damage_Apply(this, world, 10 * waterlevel, 0, DMG_BURN);
}
} else if (watertype == CONTENT_SLIME) {
} else if (WaterLevel() == CONTENT_SLIME) {
if (pain_time < time) {
pain_time = time + 1;
Damage_Apply(this, world, 4 * waterlevel, 0, DMG_ACID);
@ -219,16 +281,16 @@ NSClientPlayer::Physics_WaterMove(void)
}
#endif
if (!(flags & FL_INWATER)) {
if (!(GetFlags() & FL_INWATER)) {
#ifdef SERVER
Sound_Play(this, CHAN_BODY, "player.waterenter");
pain_time = 0;
#endif
flags |= FL_INWATER;
AddFlags(FL_INWATER);
}
/* we might need to apply extra-velocity to get out of water-volumes */
if (waterlevel >= 2) {
if (WaterLevel() >= 2) {
Physics_WaterJump();
}
}
@ -236,7 +298,7 @@ NSClientPlayer::Physics_WaterMove(void)
float
NSClientPlayer::Physics_MaxSpeed(void)
{
return (flags & FL_CROUCHING) ? 135 : 270;
return (GetFlags() & FL_CROUCHING) ? 135 : 270;
}
void