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Re: [REQ] converting a code to lite-c
[Re: Cowabanga]
#240935
12/13/08 14:04
12/13/08 14:04
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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that gravity is not a member of ENTITY problem try to solve with putting this define: #define gravity skill70
Ubi bene, ibi Patria.
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Re: [REQ] converting a code to lite-c
[Re: Cowabanga]
#240941
12/13/08 14:43
12/13/08 14:43
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Joined: Feb 2008
Posts: 3,232 Australia
EvilSOB
Expert
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Expert
Joined: Feb 2008
Posts: 3,232
Australia
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Unfortunately, thats what happens when you turn gravity off.
"There is no fate but what WE make." - CEO Cyberdyne Systems Corp. A8.30.5 Commercial
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Re: [REQ] converting a code to lite-c
[Re: Cowabanga]
#240968
12/13/08 17:39
12/13/08 17:39
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
Serious User
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Serious User
Joined: Nov 2007
Posts: 1,032
Croatia
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try with this gravity code:
//Gravity:
vec_set(temp, my.x);
temp.z -= 1000;
player_dist.z = -abs(c_trace (my.x, temp, IGNORE_ME | IGNORE_PASSABLE | USE_BOX));
it's from Peter Soxberg's (Dark_Samurai) code...and it works
Ubi bene, ibi Patria.
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Re: [REQ] converting a code to lite-c
[Re: croman]
#241005
12/13/08 21:43
12/13/08 21:43
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Joined: Oct 2004
Posts: 1,655
testDummy
Serious User
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Serious User
Joined: Oct 2004
Posts: 1,655
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player.c
#ifndef player_c
#define player_c
/////
//
//
#define nullframe -2
#define blend -1
#define stand 0
#define run 1
#define walk 2
#define jump 3
#define fall 4
#define attack_a 5
#define attack_b 6
#define attack_c 7
#define attack_d 8
#define attack_e 9
#define attack_f 10
//
#define move_x skill22
#define move_y skill23
#define move_z skill24
#define force_x skill25
#define force_y skill26
#define force_z skill27
#define velocity_x skill28
#define velocity_y skill29
#define velocity_z skill30
#define animate skill31
#define animate2 skill32
#define animblend skill33
#define currentframe skill34
#define blendframe skill35
#define z_offset skill50
#define jumping_mode skill51
#define gravity skill52
#define movement_mode skill53
#define moving skill54
#define hit_by_player skill55
#define entity_type skill56
//
//
function handle_animation(var animation_speed);
function rotate_entity(var rotate_angle, var rotate_speed);
//
//
ENTITY* player_weapon;
ENTITY* target_enemy;
//
VECTOR* camera_move_to = { x=0; y=0; z=0; }
var camera_distance = 200;
var camera_pan;
var camera_tilt;
//
var space_press = 0;
var mouse_left_press = 0;
var mouse_right_press = 0;
var combo_continue = 0;
var player_lock_on = 0;
var airborne_attack = 0;
//
VECTOR* tempV = { x=0; y=0; z=0; }
VECTOR* tempV2= { x=0; y=0; z=0; }
ANGLE* tempA = { pan=0; tilt=0; roll=0; }
ANGLE* tempA2= { pan=0; tilt=0; roll=0; }
//
//
//
action attach_weapon()
{
player_weapon = my;
set(my,PASSABLE);
proc_mode = PROC_LATE;
while(you!=NULL)
{
vec_for_vertex(tempV.x, you, 1175); //hand palm base
vec_for_vertex(tempV2.x, you, 1240); //hand palm tip
vec_set(my.x, tempV.x);
vec_diff(tempV.x, tempV2.x, tempV.x);
vec_to_angle(tempA.pan, tempV.x);
vec_set(my.pan, tempA.pan);
wait(1);
}
}
//
//
function handle_movement()
{
tempV.x = -1000;
tempV.y = 0;
my.moving = 0;
if (key_w == 1 && key_s == 0 && key_a == 0 && key_d == 0) { tempV.x = camera.pan; }
if (key_s == 1 && key_w == 0 && key_a == 0 && key_d == 0) { tempV.x = camera.pan + 180; }
if (key_a == 1 && key_s == 0 && key_w == 0 && key_d == 0) { tempV.x = camera.pan + 90; }
if (key_d == 1 && key_s == 0 && key_a == 0 && key_w == 0) { tempV.x = camera.pan - 90; }
if (key_w == 1 && key_a == 1 && key_d == 0 && key_s == 0) { tempV.x = camera.pan + 45; }
if (key_w == 1 && key_d == 1 && key_a == 0 && key_s == 0) { tempV.x = camera.pan - 45; }
if (key_s == 1 && key_a == 1 && key_d == 0 && key_w == 0) { tempV.x = camera.pan + 135; }
if (key_s == 1 && key_d == 1 && key_a == 0 && key_w == 0) { tempV.x = camera.pan - 135; }
if (tempV.x != -1000)
{
my.moving = 1;
if (key_shift == 1) { tempV.y = 10 * time_step; }
else { tempV.y = 15 * time_step; }
}
if (my.movement_mode == 0)
{
my.move_x = fcos(tempV.x,tempV.y);
my.move_y = fsin(tempV.x,tempV.y);
}
if (my.movement_mode == 1 || my.movement_mode == 2)
{
tempV.y = fsin((my.animate * 1.2) + 45,15 * time_step);
my.move_x = fcos(my.pan,tempV.y);
my.move_y = fsin(my.pan,tempV.y);
tempV.y = 0;
if (tempV.x != -1000) tempV.y = 1; //if we need to rotate whilst attacking (the player is pressing keys to rotate)
}
//
c_move(my,nullvector,my.move_x, USE_AABB|IGNORE_PASSABLE|GLIDE);
//
//result = trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - 4000));
//if (result < 0) { my.z -= result; my.velocity_z = 0; }
if (target_enemy == NULL)
{
if (tempV.y > 0) { rotate_entity(tempV.x,30); }
}
else
{
vec_diff(tempV2.x,target_enemy.x,my.x);
vec_to_angle(tempA2.pan,tempV2.x);
rotate_entity(tempA2.pan,30);
}
//
switch(my.movement_mode)
{
case 0:
my.gravity = 6;
if (my.move_x != 0 || my.move_y != 0) //if we are moving
{
if (my.animblend == stand) //if our current animation is stand
{
if (key_shift == 1) my.blendframe = walk;
else my.blendframe = run;
}
if (my.animblend == run && key_shift == 1) my.blendframe = walk;
if (my.animblend == walk && key_shift == 0) my.blendframe = run;
}
else
{
//if we arn't moving and our current animation is walk or run, blend and cycle the stand animation
if (my.animblend > stand && my.animblend != jump && my.animblend != fall) my.blendframe = stand;
}
if (mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0;
if (mouse_left == 1 && mouse_left_press == 0 && my.animblend >= stand)
{
mouse_left_press = 1;
my.blendframe = attack_a;
if (my.jumping_mode == 1) airborne_attack = 1;
else airborne_attack = 0;
my.movement_mode = 1;
combo_continue = 0;
}
if (mouse_right == 0 && mouse_right_press == 1) mouse_right_press = 0; ///////////////
if (mouse_right == 1 && mouse_right_press == 0)
{
if (player_lock_on == 0)
{
c_scan(player.x,player.pan,vector(360,180,250),SCAN_ENTS|SCAN_LIMIT|IGNORE_ME);
if (you != NULL)
{
if (you.entity_type == 2) //make sure you've scanned an enemy
{ player_lock_on = 1; target_enemy = you; }
}
}
else
{ player_lock_on = 0; target_enemy = NULL; }
mouse_right_press = 1;
}
break;
case 1:
if (my.jumping_mode != 10) my.jumping_mode = 0;
else if((my.animate >= 60)&&(my.animblend >= stand)) my.jumping_mode = 0;
if(mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0;
if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0)
{ mouse_left_press = 1; combo_continue = 1; }
break;
case 2:
my.jumping_mode = 0;
if(mouse_left == 0 && mouse_left_press == 1) mouse_left_press = 0;
if(mouse_left == 1 && mouse_left_press == 0 && my.animate >= 30 && combo_continue == 0)
{ mouse_left_press = 1; combo_continue = 1; }
break;
}
}
//
//
function handle_gravity()
{
result = c_trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - 120),IGNORE_ME|IGNORE_PASSABLE|USE_POLYGON);
if(trace_hit == 0 && result == 0) { result = 120; }
if(result<3)
{
//if(result<0) result = c_trace(my.x,vector(my.x,my.y,my.z + 4000),IGNORE_ME|IGNORE_PASSABLE|USE_POLYGON); //!!FUDGE!! stop skyjumping
//
if(my.jumping_mode==0)
{
my.force_z = -1 * result;
if((key_space==0) && (space_press==1)) space_press = 0;
if((key_space==1) && (space_press==0) && (my.movement_mode==0) && (my.animblend>=stand) && (my.animblend!=jump) && (my.animblend!=fall))
{
space_press = 1;
my.jumping_mode = 1;
my.force_z = 25;
my.blendframe = jump;
my.animate2 = 0;
my.animblend = blend;
}
}
if((my.jumping_mode==2) || (my.jumping_mode==3)) my.jumping_mode = 0;
}
else
{
if(my.jumping_mode==2)
{
if(result>120)
{
my.animate = 60;
my.jumping_mode = 3;
}
else my.jumping_mode = 0;
}
if((my.jumping_mode==3) && (result<=120)) my.jumping_mode = 0;
if((my.jumping_mode==0) && (my.movement_mode==0))
{
if((result>120) && (my.animblend>=stand) && (my.animblend!=jump) && (my.animblend!=fall))
{
my.jumping_mode = 3;
my.blendframe = fall;
my.animate2 = 0;
my.animblend = blend;
}
}
my.force_z -= my.gravity * time_step;
my.force_z = maxv(-30,my.force_z);
if(my.movement_mode==2) my.force_z = 0;
}
my.velocity_z += (time_step * my.force_z) - (minv(time_step*0.7,1) * my.velocity_z);
my.move_z = my.velocity_z * time_step;
}
//
//
//////////////////////////////
//Stable/rigid camera collision
//////////////////////////////
function handle_camera()
{
camera.pan -= mouse_force.x * 12 * time_step;
camera.tilt += mouse_force.y * 8 * time_step;
camera.tilt = clamp(camera.tilt,-30,10);
tempA.pan = fcos(camera.tilt,-camera_distance);
vec_set(camera.x,vector(my.x + fcos(camera.pan,tempA.pan),my.y + fsin(camera.pan,tempA.pan),my.z + 20 + fsin(camera.tilt,-camera_distance)));
vec_diff(tempV.x,camera.x,my.x); //find the vector from the player to the camera
vec_normalize(tempV.x,16); //get the magnitude of it's vector to 16 quants and store it in temp
vec_add(tempV.x,camera.x); //add the vector (from player to camera) of a magnitude of 16 quants and add it to the camera's position.
result = c_trace(my.x,tempV.x,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS);
if(result > 0)
{
vec_diff(tempV.x,my.x,target.x); //find the vector from the point the trace hit to the player
vec_normalize(tempV.x,16); //get the magnitude of this vector to 16 quants and store in temp
vec_set(camera.x,target.x); //place the camera at the trace hit point
vec_add(camera.x,tempV.x); //move the camera away from the wall by the vector temp, 16 quants towards the player
}
}
//
//
//////////////////////////////
//Smoother camera collision
//////////////////////////////
/*
function handle_camera() {
camera_pan -= mouse_force.x * 12 * time_step;
camera_tilt += mouse_force.y * 8 * time_step;
camera_tilt = clamp(camera_tilt,-30,10);
camera.pan = camera_pan;
tempA.pan = fcos(camera_tilt,-camera_distance);
vec_set(camera_move_to.x,vector(my.x + fcos(camera.pan,tempA.pan),my.y + fsin(camera.pan,tempA.pan),my.z + 20 + fsin(camera_tilt,-camera_distance)));
var temp = minv(1,0.5 * time_step); //changing 0.5 will change how fast the camera moves, at 1 places us at target, this value is what allows the smooth movement
camera.x += temp*(camera_move_to.x - camera.x);
camera.y += temp*(camera_move_to.y - camera.y);
camera.z += temp*(camera_move_to.z - camera.z);
vec_diff(tempV.x,camera.x,my.x);
vec_normalize(tempV.x,16);
vec_add(tempV.x,camera.x);
if (c_trace(my.x,tempV.x,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS) > 0) {
vec_diff(tempV.x,my.x,target.x);
vec_normalize(tempV.x,16);
vec_set(camera.x,target.x);
vec_add(camera.x,tempV.x);
}
vec_diff(tempV.x,my.x,camera.x);
vec_to_angle(camera.pan,tempV.x);
}
*/
//
//
function rotate_entity(var rotate_angle, var rotate_speed)
{
if(my.pan == rotate_angle) return;
result = ang(rotate_angle - my.pan);
if (result > 0) my.pan += rotate_speed * time_step;
if (result < 0) my.pan -= rotate_speed * time_step;
if ((ang(rotate_angle - my.pan) < 0) && (result > 0)) my.pan = rotate_angle;
if ((ang(rotate_angle - my.pan) > 0) && (result < 0)) my.pan = rotate_angle;
}
//
//
function handle_sword_collision()
{
you = NULL;
vec_for_vertex(tempV.x, player_weapon,274); //sword base
vec_for_vertex(tempV2.x,player_weapon, 54); //sword tip
result = c_trace(tempV.x,tempV2.x,IGNORE_ME|IGNORE_PASSABLE|USE_BOX);
if (you != NULL) {
if ((you.entity_type == 2) && (you.hit_by_player == 0))
{
if (airborne_attack == 1 && my.animblend == attack_a) my.movement_mode = 2;
you.hit_by_player = 1;
if (target_enemy == NULL) { target_enemy = you; player_lock_on = 1; }
}
}
}
//
//
action player_action()
{
c_setminmax(me); //added to correct ground collisions
wait(1); //added to correct ground collisions
player = me;
my.gravity = 6;
my.z_offset = -my.min_z; //was 6 //added to correct ground collisions
set(my,SHADOW);
ent_create("sword.mdl", my.x, attach_weapon);
wait(1);
while(1)
{ //the main loop
handle_gravity();
handle_movement();
handle_animation(1);
handle_camera();
wait(1);
}
}
//
//
/////
#endif
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