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KHMovement D.Lancaster; EvilSOB Lite-C 7.50 ver: min mod 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
enemy.c
#ifndef enemy_c
#define enemy_c
/////
//
//
action enemy_dummy()
{
set(my,SHADOW);
my.entity_type = 2;
my.emask |= ENABLE_SCAN;
while(1)
{
if(player!=NULL)
{
if(my.hit_by_player==1)
{
my.move_x = player.move_x;
my.move_y = player.move_y;
my.move_z = player.move_z;
c_move(my, nullvector, my.move_x, USE_AABB|IGNORE_PASSABLE|GLIDE);
if((player.animblend==blend) || (player.animblend<attack_a) || (my.animblend>attack_f)) my.hit_by_player=0;
}
if((player.animblend>=stand) && (target_enemy==my) && (player_lock_on==0) && ((player.animblend<attack_a) || (player.animblend>attack_f)))
{ target_enemy = NULL; }
if((target_enemy==my)&&(vec_dist(my.x,player.x)>200)) target_enemy = NULL;
}
wait(1);
}
}
//
//
/////
#endif
animation.c
#ifndef animation_c
#define animation_c
/////
//
//
function handle_animation(var animation_speed)
{
if(animation_speed <= 0) { animation_speed = 1; }
if(my.animblend != blend && my.blendframe != nullframe) { my.animate2 = 0; my.animblend = blend; }
if(my.animblend == blend) {
if(my.currentframe == stand) { ent_animate(my,"stand",my.animate,ANM_CYCLE); }
if(my.currentframe == run) { ent_animate(my,"run",my.animate,ANM_CYCLE); }
if(my.currentframe == walk) { ent_animate(my,"walk",my.animate,ANM_CYCLE); }
if(my.currentframe == jump) { ent_animate(my,"jump",my.animate,0); }
if(my.currentframe == attack_a) { ent_animate(my,"attack_a",my.animate,0); }
if(my.currentframe == attack_b) { ent_animate(my,"attack_b",my.animate,0); }
if(my.currentframe == attack_c) { ent_animate(my,"attack_c",my.animate,0); }
if(my.currentframe == attack_d) { ent_animate(my,"attack_d",my.animate,0); }
if(my.currentframe == attack_e) { ent_animate(my,"attack_e",my.animate,0); }
if(my.currentframe == attack_f) { ent_animate(my,"attack_f",my.animate,0); }
if(my.blendframe == stand) { ent_blend("stand",0,my.animate2); }
if(my.blendframe == run) { ent_blend("run",0,my.animate2); }
if(my.blendframe == walk) { ent_blend("walk",0,my.animate2); }
if(my.blendframe == jump) { ent_blend("jump",0,my.animate2); }
if(my.blendframe == fall) { ent_blend("jump",60,my.animate2); }
if(my.blendframe == attack_a) { ent_blend("attack_a",0,my.animate2); }
if(my.blendframe == attack_b) { ent_blend("attack_b",0,my.animate2); }
if(my.blendframe == attack_c) { ent_blend("attack_c",0,my.animate2); }
if(my.blendframe == attack_d) { ent_blend("attack_d",0,my.animate2); }
if(my.blendframe == attack_e) { ent_blend("attack_e",0,my.animate2); }
if(my.blendframe == attack_f) { ent_blend("attack_f",0,my.animate2); }
my.animate2 += 45 * time_step;
if(my.animate2 >= 100) {
my.animate = 0;
my.animblend = my.blendframe;
my.blendframe = nullframe;
}
}
if(my.animblend == stand) {
ent_animate(my,"stand",my.animate,ANM_CYCLE);
my.animate += 5 * animation_speed * time_step;
my.animate %= 100;
my.currentframe = stand;
}
if(my.animblend == run) {
ent_animate(my,"run",my.animate,ANM_CYCLE);
my.animate += 8 * animation_speed * time_step;
my.animate %= 100;
my.currentframe = run;
}
if(my.animblend == walk) {
ent_animate(my,"walk",my.animate,ANM_CYCLE);
my.animate += 8 * animation_speed * time_step;
my.animate %= 100;
my.currentframe = walk;
}
if(my.animblend == jump || my.animblend == fall) {
if(my.jumping_mode == 3) { my.animate = 60; }
ent_animate(my,"jump",my.animate,0);
my.animate += 10 * animation_speed * time_step;
my.currentframe = jump;
if(my.animate >= 60 && my.jumping_mode == 1) { my.jumping_mode = 2; }
if(my.animate >= 100) {
ent_animate(my,"jump",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
}
}
if(my.animblend == attack_a) {
ent_animate(my,"attack_a",my.animate,0);
my.animate += 20 * animation_speed * time_step;
my.currentframe = attack_a;
if(my.animate >= 100) {
ent_animate(my,"attack_a",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(combo_continue == 1) {
combo_continue = 0;
my.blendframe = attack_b;
} else {
my.movement_mode = 0;
}
}
}
if(my.animblend == attack_b) {
ent_animate(my,"attack_b",my.animate,0);
my.animate += 15 * animation_speed * time_step;
my.currentframe = attack_b;
if(my.animate >= 100) {
ent_animate(my,"attack_b",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(combo_continue == 1) {
combo_continue = 0;
my.blendframe = attack_c;
} else {
my.movement_mode = 0;
}
}
}
if(my.animblend == attack_c) {
ent_animate(my,"attack_c",my.animate,0);
my.animate += 10 * animation_speed * time_step;
my.currentframe = attack_c;
if(my.animate >= 100) {
ent_animate(my,"attack_c",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(combo_continue == 1) {
my.jumping_mode = 10;
my.force_z = 12;
my.gravity = 4;
combo_continue = 0;
my.blendframe = attack_d;
} else {
my.movement_mode = 0;
}
}
}
if(my.animblend == attack_d) {
handle_sword_collision();
ent_animate(my,"attack_d",my.animate,0);
my.animate += 15 * animation_speed * time_step;
my.currentframe = attack_d;
if(my.animate >= 100) {
ent_animate(my,"attack_d",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(combo_continue == 1) {
combo_continue = 0;
my.blendframe = attack_e;
} else {
my.movement_mode = 0;
}
}
}
if(my.animblend == attack_e) {
ent_animate(my,"attack_e",my.animate,0);
my.animate += 15 * animation_speed * time_step;
my.currentframe = attack_e;
if(my.jumping_mode == 0 && my.animate >= 20 && my.animate < 60) {
my.gravity = 3;
my.jumping_mode = 10;
my.force_z = 15;
}
if(my.animate >= 100) {
ent_animate(my,"attack_e",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(combo_continue == 1) {
combo_continue = 0;
my.blendframe = attack_f;
} else {
my.movement_mode = 0;
}
}
}
if(my.animblend == attack_f) {
ent_animate(my,"attack_f",my.animate,0);
my.animate += 6 * animation_speed * time_step;
my.currentframe = attack_f;
if(my.jumping_mode == 0 && my.animate >= 40 && my.animate < 60) {
my.gravity = 6;
my.jumping_mode = 10;
my.force_z = 12;
}
if(my.animate >= 100) {
my.movement_mode = 0;
ent_animate(my,"attack_f",100,0);
my.animate = 100;
my.blendframe = stand;
if(my.moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
}
}
if(my.animblend >= attack_a && my.animblend <= attack_f) { handle_sword_collision(); }
if(my.animblend != blend && my.blendframe != nullframe) { my.animate2 = 0; my.animblend = blend; }
}
//
//
/////
#endif
KHMovement D.Lancaster; EvilSOB Lite-C 7.50 ver: partial dummification (isanely idiotic) mod high 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
TEXT* pl1_tAnim = {
strings = 32;
string = "stand";
string = "run";
string = "walk";
string = "jump";
string = "fall";
string = "attack_a";
string = "attack_b";
string = "attack_c";
string = "attack_d";
string = "attack_e";
string = "attack_f";
}
var pl1_aAnimMode[32];
var pl1_aAnimSp[32];
#define jmp0 0
#define jmp1 1
#define jmp2 2
#define jmp3 3
#define jmp10 10
#define mv0 0
#define mv1 1
#define mv2 2
//
#define _moveX skill22
#define _moveY skill23
#define _moveZ 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 _ani1 skill31
#define _ani2 skill32
#define _aniBlend skill33
#define currentframe skill34
#define blendframe skill35
#define z_offset skill50
#define _jmp skill51
#define _gravity skill52
#define _mv skill53
#define _moving skill54
#define hit_by_player skill55
#define entity_type skill56
#define _ht skill57
ENTITY* pl1_eWp1;
ENTITY* pl1_eTargetEnemy;
var pl1_nAirAttack = 0;
var pl1_nComboNext = 0;
var pl1_nLockOn = 0;
VECTOR* cam_vMoveTo = { x=0; y=0; z=0; }
var cam_nDist = 200;
var cam_nPan;
var cam_nTilt;
//
var in_space = 0;
var in_mouseL = 0;
var in_mouseR = 0;
//
VECTOR* v1 = { x=0; y=0; z=0; }
VECTOR* v2= { x=0; y=0; z=0; }
ANGLE* angle1 = { pan=0; tilt=0; roll=0; }
ANGLE* angle2= { pan=0; tilt=0; roll=0; }
//
//
var c_nResult = 0;
var c_nRotate = 2;
STRING* wp1_md1 = "sword.mdl";
function pl1f_anim(var animation_speed);
function cf_rotate1(var _nAngle, var _nSp);
function cf_rotate2(var _angle, var _speed);
action wpa_1() {
pl1_eWp1 = me;
set(my,PASSABLE);
proc_mode = PROC_LATE;
while(you!=NULL) {
vec_for_vertex(v1.x, you, 1175); //hand palm base
vec_for_vertex(v2.x, you, 1240); //hand palm tip
vec_set(my.x, v1.x);
vec_diff(v1.x, v2.x, v1.x);
vec_to_angle(angle1.pan, v1.x);
vec_set(my.pan, angle1.pan);
wait(1);
}
}
/******************************
pl1f_animE
*******************************/
function pl1f_animE(var _index, STRING* _name, var _mode, var _speed) {
str_cpy((pl1_tAnim.pstring)[_index], _name);
pl1_aAnimMode[_index] = _mode;
pl1_aAnimSp[_index] = _speed;
}
/******************************
pl1f_animInit
*******************************/
function pl1f_animInit() {
pl1f_animE(stand, "stand", ANM_CYCLE, 5);
pl1f_animE(run, "run", ANM_CYCLE, 8);
pl1f_animE(walk, "walk", ANM_CYCLE, 8);
pl1f_animE(jump, "jump", 0, 10);
//plf_animE(fall, "fall", 0,
pl1f_animE(attack_a, "attack_a", 0, 20);
pl1f_animE(attack_b, "attack_b", 0, 15);
pl1f_animE(attack_c, "attack_c", 0, 10);
pl1f_animE(attack_d, "attack_d", 0, 15);
pl1f_animE(attack_e, "attack_e", 0, 15);
pl1f_animE(attack_f, "attack_f", 0, 6);
}
/******************************
pl1f_move
*******************************/
function pl1f_move() {
v1.x = -1000;
v1.y = 0;
my._moving = 0;
if (key_w == 1 && key_s == 0 && key_a == 0 && key_d == 0) { v1.x = camera.pan; }
if (key_s == 1 && key_w == 0 && key_a == 0 && key_d == 0) { v1.x = camera.pan + 180; }
if (key_a == 1 && key_s == 0 && key_w == 0 && key_d == 0) { v1.x = camera.pan + 90; }
if (key_d == 1 && key_s == 0 && key_a == 0 && key_w == 0) { v1.x = camera.pan - 90; }
if (key_w == 1 && key_a == 1 && key_d == 0 && key_s == 0) { v1.x = camera.pan + 45; }
if (key_w == 1 && key_d == 1 && key_a == 0 && key_s == 0) { v1.x = camera.pan - 45; }
if (key_s == 1 && key_a == 1 && key_d == 0 && key_w == 0) { v1.x = camera.pan + 135; }
if (key_s == 1 && key_d == 1 && key_a == 0 && key_w == 0) { v1.x = camera.pan - 135; }
if (v1.x != -1000) {
my._moving = 1;
if (key_shift == 1) {
v1.y = 10 * time_step;
} else {
v1.y = 15 * time_step;
}
}
if (my._mv == mv0) {
my._moveX = fcos(v1.x,v1.y);
my._moveY = fsin(v1.x,v1.y);
}
if (my._mv == mv1 || my._mv == mv2) {
v1.y = fsin((my._ani1 * 1.2) + 45,15 * time_step);
my._moveX = fcos(my.pan,v1.y);
my._moveY = fsin(my.pan,v1.y);
v1.y = 0;
if (v1.x != -1000) { v1.y = 1; } //if we need to rotate whilst attacking (the player is pressing keys to rotate)
}
//
c_move(me,nullvector,my._moveX, 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 (pl1_eTargetEnemy == NULL) {
if (v1.y > 0) { cf_rotate1(v1.x,30); }
} else {
vec_diff(v2.x,pl1_eTargetEnemy.x,my.x);
vec_to_angle(angle2.pan,v2.x);
cf_rotate1(angle2.pan,30);
}
//
switch(my._mv) {
case mv0:
my._gravity = 6;
if (my._moveX != 0 || my._moveY != 0) { //if we are moving
if (my._aniBlend == stand) {//if our current animation is stand
if (key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
if (my._aniBlend == run && key_shift == 1) { my.blendframe = walk; }
if (my._aniBlend == 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._aniBlend > stand
&& my._aniBlend != jump
&& my._aniBlend != fall) {
my.blendframe = stand;
}
}
if (mouse_left == 0 && in_mouseL == 1) { in_mouseL = 0; }
if (mouse_left == 1
&& in_mouseL == 0
&& my._aniBlend >= stand) {
in_mouseL = 1;
my.blendframe = attack_a;
pl1_nAirAttack = (my._jmp == jmp1);
my._mv = 1;
pl1_nComboNext = 0;
}
if (mouse_right == 0 && in_mouseR == 1) { in_mouseR = 0; }
if (mouse_right == 1 && in_mouseR == 0) {
if (pl1_nLockOn == 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
pl1_nLockOn = 1;
pl1_eTargetEnemy = you;
}
}
} else {
pl1_nLockOn = 0; pl1_eTargetEnemy = NULL;
}
in_mouseR = 1;
}
break;
case mv1:
if (my._jmp != jmp10) {
my._jmp = jmp0;
} else if((my._ani1 >= 60)
&&(my._aniBlend >= stand)) {
my._jmp = jmp0;
}
if(mouse_left == 0 && in_mouseL == 1) { in_mouseL = 0; }
if(mouse_left == 1
&& in_mouseL == 0
&& my._ani1 >= 30
&& pl1_nComboNext == 0) {
in_mouseL = 1;
pl1_nComboNext = 1;
}
break;
case mv2:
my._jmp = jmp0;
if(mouse_left == 0 && in_mouseL == 1) { in_mouseL = 0; }
if(mouse_left == 1
&& in_mouseL == 0
&& my._ani1 >= 30
&& pl1_nComboNext == 0) {
in_mouseL = 1;
pl1_nComboNext = 1;
}
break;
}
}
/******************************
pl1f_gravity
*******************************/
function pl1f_gravity() {
//c_nResult = c_trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - 1000),IGNORE_ME|IGNORE_PASSABLE|USE_POLYGON);
my._ht = c_trace(vector(my.x,my.y,my.z - my.z_offset),vector(my.x,my.y,my.z - (my.z_offset * 2)),IGNORE_ME|IGNORE_PASSABLE|USE_POLYGON);
my._ht += (trace_hit == 0 && my._ht == 0) * my.z_offset * 2;
//spof_n1("ht: ", my._ht);
if(my._ht < 3) {
//if(c_nResult < 0) { c_nResult = c_trace(my.x,vector(my.x,my.y,my.z + 4000),IGNORE_ME|IGNORE_PASSABLE|USE_POLYGON); }//!!FUDGE!! stop skyjumping
//
if(my._jmp==jmp0) {
my.force_z = -1 * my._ht;
if((key_space==0) && (in_space==1)) { in_space = 0; }
if((key_space==1)
&& (in_space==0)
&& (my._mv==mv0)
&& (my._aniBlend>=stand)
&& (my._aniBlend!=jump)
&& (my._aniBlend!=fall)) {
in_space = 1;
my._jmp = jmp1;
my.force_z = 25;
my.blendframe = jump;
my._ani2 = 0;
my._aniBlend = blend;
}
}
if((my._jmp==jmp2) || (my._jmp==jmp3)) { my._jmp = jmp0; }
} else {
if(my._jmp==jmp2) {
if(my._ht > 120) {
my._ani1 = 60;
my._jmp = jmp3;
} else {
my._jmp = jmp0;
}
}
if((my._jmp==jmp3) && (my._ht <=120)) { my._jmp = jmp0; }
if((my._jmp==jmp0) && (my._mv==0)) {
if((my._ht > 120)
&& (my._aniBlend>=stand)
&& (my._aniBlend!=jump)
&& (my._aniBlend!=fall)) {
my._jmp = jmp3;
my.blendframe = fall;
my._ani2 = 0;
my._aniBlend = blend;
}
}
my.force_z -= my._gravity * time_step;
my.force_z = maxv(-30,my.force_z);
if(my._mv==mv2) { my.force_z = 0; }
}
my.velocity_z += (time_step * my.force_z) - (minv(time_step*0.7,1) * my.velocity_z);
my._moveZ = my.velocity_z * time_step;
}
/******************************
pl1f_cam1
Stable/rigid camera collision
*******************************/
function pl1f_cam1() {
camera.pan -= mouse_force.x * 12 * time_step;
camera.tilt += mouse_force.y * 8 * time_step;
camera.tilt = clamp(camera.tilt,-30,10);
angle1.pan = fcos(camera.tilt,-cam_nDist);
vec_set(camera.x,vector(my.x + fcos(camera.pan,angle1.pan),my.y + fsin(camera.pan,angle1.pan),my.z + 20 + fsin(camera.tilt,-cam_nDist)));
vec_diff(v1.x,camera.x,my.x); //find the vector from the player to the camera
vec_normalize(v1.x,16); //get the magnitude of it's vector to 16 quants and store it in temp
vec_add(v1.x,camera.x); //add the vector (from player to camera) of a magnitude of 16 quants and add it to the camera's position.
c_nResult = c_trace(my.x,v1.x,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS);
if(c_nResult > 0) {
vec_diff(v1.x,my.x,target.x); //find the vector from the point the trace hit to the player
vec_normalize(v1.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,v1.x); //move the camera away from the wall by the vector temp, 16 quants towards the player
}
}
/******************************
pl1f_cam2
Smoother camera collision
not used
*******************************/
function pl1f_cam2() {
cam_nPan -= mouse_force.x * 12 * time_step;
cam_nTilt += mouse_force.y * 8 * time_step;
cam_nTilt = clamp(cam_nTilt,-30,10);
camera.pan = cam_nPan;
angle1.pan = fcos(cam_nTilt,-cam_nDist);
vec_set(cam_vMoveTo.x,vector(my.x + fcos(camera.pan,angle1.pan),my.y + fsin(camera.pan,angle1.pan),my.z + 20 + fsin(cam_nTilt,-cam_nDist)));
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*(cam_vMoveTo.x - camera.x);
camera.y += temp*(cam_vMoveTo.y - camera.y);
camera.z += temp*(cam_vMoveTo.z - camera.z);
vec_diff(v1.x,camera.x,my.x);
vec_normalize(v1.x,16);
vec_add(v1.x,camera.x);
if (c_trace(my.x,v1.x,IGNORE_ME|IGNORE_PASSABLE|IGNORE_MODELS) > 0) {
vec_diff(v1.x,my.x,target.x);
vec_normalize(v1.x,16);
vec_set(camera.x,target.x);
vec_add(camera.x,v1.x);
}
vec_diff(v1.x,my.x,camera.x);
vec_to_angle(camera.pan,v1.x);
}
/******************************
cf_rotate1
*******************************/
function cf_rotate1(var _nAngle, var _nSp) {
if (c_nRotate == 2) { cf_rotate2(_nAngle, _nSp); }
if(my.pan == _nAngle) { return; }
c_nResult = ang(_nAngle - my.pan);
if (c_nResult > 0) my.pan += _nSp * time_step;
if (c_nResult < 0) my.pan -= _nSp * time_step;
if ((ang(_nAngle - my.pan) < 0) && (c_nResult > 0)) { my.pan = _nAngle; }
if ((ang(_nAngle - my.pan) > 0) && (c_nResult < 0)) { my.pan = _nAngle; }
}
/******************************
cf_rotate2
uses c_rotate
not currenty used
*******************************/
function cf_rotate2(var _angle, _speed) {
if (my.pan == _angle) { return; }
c_nResult = ang(_angle - my.pan);
angle1.pan = minv(abs(c_nResult), time_step * _speed) * sign(c_nResult);
angle1.tilt = 0;
angle1.roll = 0;
c_rotate(me, angle1, IGNORE_ME | IGNORE_PASSABLE);
}
//
/******************************
wp1f_collide
*******************************/
function wp1f_collide() {
you = NULL;
vec_for_vertex(v1.x, pl1_eWp1,274); //sword base
vec_for_vertex(v2.x,pl1_eWp1, 54); //sword tip
c_nResult = c_trace(v1.x,v2.x,IGNORE_ME|IGNORE_PASSABLE|USE_BOX);
if (you != NULL) {
if ((you.entity_type == 2) && (you.hit_by_player == 0)) {
if (pl1_nAirAttack == 1 && my._aniBlend == attack_a) { my._mv = mv2; }
you.hit_by_player = 1;
if (pl1_eTargetEnemy == NULL) {
pl1_eTargetEnemy = you;
pl1_nLockOn = 1;
}
}
}
}
/******************************
pl1a1
*******************************/
action pl1a1() {
pl1f_animInit();
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(wp1_md1, my.x, wpa_1);
wait(1);
while(me != NULL) { //the main loop
pl1f_gravity();
pl1f_move();
pl1f_anim(1);
pl1f_cam1();
wait(1);
}
}
#endif
enemy.c
#ifndef enemy_c
#define enemy_c
/////
//
//
action enemy_dummy()
{
set(my,SHADOW);
my.entity_type = 2;
my.emask |= ENABLE_SCAN;
while(1) {
if(player!=NULL) {
if(my.hit_by_player==1) {
my._moveX = player._moveX;
my._moveY = player._moveY;
my._moveZ = player._moveZ;
c_move(my, nullvector, my._moveX, USE_AABB|IGNORE_PASSABLE|GLIDE);
if((player._aniBlend==blend)
|| (player._aniBlend<attack_a)
|| (my._aniBlend>attack_f)) {
my.hit_by_player=0;
}
}
if((player._aniBlend>=stand)
&& (pl1_eTargetEnemy==me)
&& (pl1_nLockOn==0)
&& ((player._aniBlend<attack_a) || (player._aniBlend>attack_f))) {
pl1_eTargetEnemy = NULL;
}
if((pl1_eTargetEnemy==me)&&(vec_dist(my.x,player.x)>200)) { pl1_eTargetEnemy = NULL; }
}
wait(1);
}
}
//
//
/////
#endif
animaton.c
#ifndef animation_c
#define animation_c
/////
//
//
function pl1f_anim(var anim_sp)
{
if(anim_sp <= 0) { anim_sp = 1; }
if(my._aniBlend != blend
&& my.blendframe != nullframe) {
my._ani2 = 0;
my._aniBlend = blend;
}
if(my._aniBlend == blend) {
/*
if(my.currentframe == stand) { ent_animate(my,"stand",my._ani1,ANM_CYCLE); }
if(my.currentframe == run) { ent_animate(my,"run",my._ani1,ANM_CYCLE); }
if(my.currentframe == walk) { ent_animate(my,"walk",my._ani1,ANM_CYCLE); }
if(my.currentframe == jump) { ent_animate(my,"jump",my._ani1,0); }
if(my.currentframe == attack_a) { ent_animate(my,"attack_a",my._ani1,0); }
if(my.currentframe == attack_b) { ent_animate(my,"attack_b",my._ani1,0); }
if(my.currentframe == attack_c) { ent_animate(my,"attack_c",my._ani1,0); }
if(my.currentframe == attack_d) { ent_animate(my,"attack_d",my._ani1,0); }
if(my.currentframe == attack_e) { ent_animate(my,"attack_e",my._ani1,0); }
if(my.currentframe == attack_f) { ent_animate(my,"attack_f",my._ani1,0); }
*/
ent_animate(me, (pl1_tAnim.pstring)[my.currentframe], my._ani1, pl1_aAnimMode[my.currentframe]);
if (my.blendframe != blend) {
ent_blend((pl1_tAnim.pstring)[my.blendframe], 0, my._ani2);
}
my._ani2 += 45 * time_step;
if(my._ani2 >= 100) {
my._ani1 = 0;
my._aniBlend = my.blendframe;
my.blendframe = nullframe;
}
}
switch(my._aniBlend) {
case stand:
ent_animate(me,"stand",my._ani1,ANM_CYCLE);
my._ani1 += 5 * anim_sp * time_step;
my._ani1 %= 100;
my.currentframe = my._aniBlend;
break;
case run:
ent_animate(my,"run",my._ani1,ANM_CYCLE);
my._ani1 += 8 * anim_sp * time_step;
my._ani1 %= 100;
my.currentframe = my._aniBlend;
break;
case walk:
ent_animate(my,"walk",my._ani1,ANM_CYCLE);
my._ani1 += 8 * anim_sp * time_step;
my._ani1 %= 100;
my.currentframe = my._aniBlend;
break;
case attack_a:
ent_animate(my,"attack_a",my._ani1,0);
my._ani1 += 20 * anim_sp * time_step;
my.currentframe = attack_a;
if(my._ani1 >= 100) {
ent_animate(my,"attack_a",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(pl1_nComboNext == 1) {
pl1_nComboNext = 0;
my.blendframe = attack_b;
} else {
my._mv = 0;
}
}
break;
case attack_b:
ent_animate(my,"attack_b",my._ani1,0);
my._ani1 += 15 * anim_sp * time_step;
my.currentframe = attack_b;
if(my._ani1 >= 100) {
ent_animate(my,"attack_b",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) { my.blendframe = walk; } else { my.blendframe = run; }
}
if(pl1_nComboNext == 1) {
pl1_nComboNext = 0;
my.blendframe = attack_c;
} else {
my._mv = 0;
}
}
break;
case attack_c:
ent_animate(my,"attack_c",my._ani1,0);
my._ani1 += 10 * anim_sp * time_step;
my.currentframe = attack_c;
if(my._ani1 >= 100) {
ent_animate(my,"attack_c",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
if(pl1_nComboNext == 1) {
my._jmp = jmp10;
my.force_z = 12;
my._gravity = 4;
pl1_nComboNext = 0;
my.blendframe = attack_d;
} else {
my._mv = 0;
}
}
break;
case attack_d:
wp1f_collide();
ent_animate(my,"attack_d",my._ani1,0);
my._ani1 += 15 * anim_sp * time_step;
my.currentframe = attack_d;
if(my._ani1 >= 100) {
ent_animate(my,"attack_d",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
if(pl1_nComboNext == 1) {
pl1_nComboNext = 0;
my.blendframe = attack_e;
} else {
my._mv = mv0;
}
}
break;
case attack_e:
ent_animate(my,"attack_e",my._ani1,0);
my._ani1 += 15 * anim_sp * time_step;
my.currentframe = attack_e;
if(my._jmp == jmp0
&& my._ani1 >= 20
&& my._ani1 < 60) {
my._gravity = 3;
my._jmp = jmp10;
my.force_z = 15;
}
//block122
if(my._ani1 >= 100) {
ent_animate(my,"attack_e",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
if(pl1_nComboNext == 1) {
pl1_nComboNext = 0;
my.blendframe = attack_f;
} else {
my._mv = mv0;
}
}
break;
case attack_f:
ent_animate(my,"attack_f",my._ani1,0);
my._ani1 += 6 * anim_sp * time_step;
my.currentframe = attack_f;
if(my._jmp == jmp0
&& my._ani1 >= 40
&& my._ani1 < 60) {
my._gravity = 6;
my._jmp = jmp10;
my.force_z = 12;
}
//block121
if(my._ani1 >= 100) {
my._mv = mv0;
ent_animate(my,"attack_f",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
}
break;
}
if(my._aniBlend == jump
|| my._aniBlend == fall) {
if(my._jmp == jmp3) { my._ani1 = 60; }
ent_animate(me,"jump",my._ani1,0);
my._ani1 += 10 * anim_sp * time_step;
my.currentframe = jump;
if(my._ani1 >= 60 && my._jmp == jmp1) { my._jmp = jmp2; }
if(my._ani1 >= 100) {
ent_animate(me,"jump",100,0);
my._ani1 = 100;
my.blendframe = stand;
if(my._moving == 1) {
if(key_shift == 1) {
my.blendframe = walk;
} else {
my.blendframe = run;
}
}
}
}
if(my._aniBlend >= attack_a && my._aniBlend <= attack_f) { wp1f_collide(); }
if(my._aniBlend != blend && my.blendframe != nullframe) { my._ani2 = 0; my._aniBlend = blend; }
}
//
//
/////
#endif
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