Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
//========= Copyright © 1996-2001, Valve LLC, All rights reserved. ============
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================
#include "cbase.h"
#include "gamemovement.h"
#include "in_buttons.h"
#include <stdarg.h>
#include "movevars_shared.h"
#include "engine/IEngineTrace.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "decals.h"
#include "tier0/vprof.h"
#include "hl1_gamemovement.h"
// Expose our interface.
static CHL1GameMovement g_GameMovement;
IGameMovement *g_pGameMovement = ( IGameMovement * )&g_GameMovement;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CGameMovement, IGameMovement, INTERFACENAME_GAMEMOVEMENT, g_GameMovement );
#ifdef CLIENT_DLL
#include "hl1/c_hl1mp_player.h"
#else
#include "hl1mp_player.h"
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CHL1GameMovement::CheckJumpButton( void )
{
m_pHL1Player = ToHL1Player( player );
Assert( m_pHL1Player );
if (m_pHL1Player->pl.deadflag)
{
mv->m_nOldButtons |= IN_JUMP ; // don't jump again until released
return false;
}
// See if we are waterjumping. If so, decrement count and return.
if (m_pHL1Player->m_flWaterJumpTime)
{
m_pHL1Player->m_flWaterJumpTime -= gpGlobals->frametime;
if (m_pHL1Player->m_flWaterJumpTime < 0)
m_pHL1Player->m_flWaterJumpTime = 0;
return false;
}
// If we are in the water most of the way...
if ( m_pHL1Player->GetWaterLevel() >= 2 )
{
// swimming, not jumping
SetGroundEntity( NULL );
if(m_pHL1Player->GetWaterType() == CONTENTS_WATER) // We move up a certain amount
mv->m_vecVelocity[2] = 100;
else if (m_pHL1Player->GetWaterType() == CONTENTS_SLIME)
mv->m_vecVelocity[2] = 80;
// play swiming sound
if ( m_pHL1Player->m_flSwimSoundTime <= 0 )
{
// Don't play sound again for 1 second
m_pHL1Player->m_flSwimSoundTime = 1000;
PlaySwimSound();
}
return false;
}
// No more effect
if (m_pHL1Player->GetGroundEntity() == NULL)
{
mv->m_nOldButtons |= IN_JUMP;
return false; // in air, so no effect
}
if ( mv->m_nOldButtons & IN_JUMP )
return false; // don't pogo stick
// In the air now.
SetGroundEntity( NULL );
m_pHL1Player->PlayStepSound( (Vector &)mv->GetAbsOrigin(), player->GetSurfaceData(), 1.0, true );
MoveHelper()->PlayerSetAnimation( PLAYER_JUMP );
float flGroundFactor = 1.0f;
if ( player->GetSurfaceData() )
{
flGroundFactor = 1.0;//player->GetSurfaceData()->game.jumpFactor;
}
// Acclerate upward
// If we are ducking...
float startz = mv->m_vecVelocity[2];
if ( ( m_pHL1Player->m_Local.m_bDucking ) || ( m_pHL1Player->GetFlags() & FL_DUCKING ) )
{
// d = 0.5 * g * t^2 - distance traveled with linear accel
// t = sqrt(2.0 * 45 / g) - how long to fall 45 units
// v = g * t - velocity at the end (just invert it to jump up that high)
// v = g * sqrt(2.0 * 45 / g )
// v^2 = g * g * 2.0 * 45 / g
// v = sqrt( g * 2.0 * 45 )
// Adjust for super long jump module
// UNDONE -- note this should be based on forward angles, not current velocity.
if ( m_pHL1Player->m_bHasLongJump &&
( mv->m_nButtons & IN_DUCK ) &&
( m_pHL1Player->m_Local.m_flDucktime > 0 ) &&
mv->m_vecVelocity.Length() > 50 )
{
m_pHL1Player->m_Local.m_vecPunchAngle.Set( PITCH, -5 );
mv->m_vecVelocity = m_vecForward * PLAYER_LONGJUMP_SPEED * 1.6;
mv->m_vecVelocity.z = sqrt(2 * 800 * 56.0);
}
else
{
mv->m_vecVelocity[2] = flGroundFactor * sqrt(2 * 800 * 45.0); // 2 * gravity * height
}
}
else
{
mv->m_vecVelocity[2] += flGroundFactor * sqrt(2 * 800 * 45.0); // 2 * gravity * height
}
FinishGravity();
mv->m_outWishVel.z += mv->m_vecVelocity[2] - startz;
mv->m_outStepHeight += 0.1f;
if ( gpGlobals->maxClients > 1 )
#ifdef CLIENT_DLL
(dynamic_cast<C_HL1MP_Player*>(m_pHL1Player))->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
#else
(dynamic_cast<CHL1MP_Player*>(m_pHL1Player))->DoAnimationEvent( PLAYERANIMEVENT_JUMP );
#endif
// Flag that we jumped.
mv->m_nOldButtons |= IN_JUMP; // don't jump again until released
return true;
}
//-----------------------------------------------------------------------------
// Purpose: See if duck button is pressed and do the appropriate things
//-----------------------------------------------------------------------------
void CHL1GameMovement::Duck( void )
{
int buttonsChanged = ( mv->m_nOldButtons ^ mv->m_nButtons ); // These buttons have changed this frame
int buttonsPressed = buttonsChanged & mv->m_nButtons; // The changed ones still down are "pressed"
int buttonsReleased = buttonsChanged & mv->m_nOldButtons; // The changed ones which were previously down are "released"
// Check to see if we are in the air.
bool bInAir = ( player->GetGroundEntity() == NULL );
bool bInDuck = ( player->GetFlags() & FL_DUCKING ) ? true : false;
if ( mv->m_nButtons & IN_DUCK )
{
mv->m_nOldButtons |= IN_DUCK;
}
else
{
mv->m_nOldButtons &= ~IN_DUCK;
}
// Handle death.
if ( IsDead() )
{
if ( bInDuck )
{
// Unduck
FinishUnDuck();
}
return;
}
HandleDuckingSpeedCrop();
// If the player is holding down the duck button, the player is in duck transition, ducking, or duck-jumping.
if ( ( mv->m_nButtons & IN_DUCK ) || player->m_Local.m_bDucking || bInDuck )
{
if ( ( mv->m_nButtons & IN_DUCK ) )
{
// Have the duck button pressed, but the player currently isn't in the duck position.
if ( ( buttonsPressed & IN_DUCK ) && !bInDuck )
{
// Use 1 second so super long jump will work
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
player->m_Local.m_bDucking = true;
}
// The player is in duck transition and not duck-jumping.
if ( player->m_Local.m_bDucking )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - ( float )player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds / GAMEMOVEMENT_DUCK_TIME;
// Finish in duck transition when transition time is over, in "duck", in air.
if ( ( flDuckSeconds > TIME_TO_DUCK ) || bInDuck || bInAir )
{
FinishDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( flDuckSeconds / TIME_TO_DUCK );
SetDuckedEyeOffset( flDuckFraction );
}
}
}
else
{
// Try to unduck unless automovement is not allowed
// NOTE: When not onground, you can always unduck
if ( player->m_Local.m_bAllowAutoMovement || bInAir )
{
if ( ( buttonsReleased & IN_DUCK ) && bInDuck )
{
// Use 1 second so super long jump will work
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
}
// Check to see if we are capable of unducking.
if ( CanUnduck() )
{
// or unducking
if ( ( player->m_Local.m_bDucking || player->m_Local.m_bDucked ) )
{
float flDuckMilliseconds = MAX( 0.0f, GAMEMOVEMENT_DUCK_TIME - (float)player->m_Local.m_flDucktime );
float flDuckSeconds = flDuckMilliseconds / GAMEMOVEMENT_DUCK_TIME;
// Finish ducking immediately if duck time is over or not on ground
if ( flDuckSeconds > TIME_TO_UNDUCK || ( bInAir ) )
{
FinishUnDuck();
}
else
{
// Calc parametric time
float flDuckFraction = SimpleSpline( 1.0f - ( flDuckSeconds / TIME_TO_UNDUCK ) );
SetDuckedEyeOffset( flDuckFraction );
player->m_Local.m_bDucking = true;
}
}
}
else
{
// Still under something where we can't unduck, so make sure we reset this timer so
// that we'll unduck once we exit the tunnel, etc.
player->m_Local.m_flDucktime = GAMEMOVEMENT_DUCK_TIME;
SetDuckedEyeOffset( 1.0f );
}
}
}
}
}
void CHL1GameMovement::HandleDuckingSpeedCrop()
{
if ( !( m_iSpeedCropped & SPEED_CROPPED_DUCK ) )
{
if ( player->GetFlags() & FL_DUCKING )
{
float frac = 0.33333333f;
mv->m_flForwardMove *= frac;
mv->m_flSideMove *= frac;
mv->m_flUpMove *= frac;
m_iSpeedCropped |= SPEED_CROPPED_DUCK;
}
}
}
void CHL1GameMovement::CheckParameters( void )
{
if ( mv->m_nButtons & IN_SPEED )
{
mv->m_flClientMaxSpeed = 100;
}
else
{
mv->m_flClientMaxSpeed = mv->m_flMaxSpeed;
}
CHL1_Player* pHL1Player = dynamic_cast<CHL1_Player*>(player);
if( pHL1Player && pHL1Player->IsPullingObject() )
{
mv->m_flClientMaxSpeed = mv->m_flMaxSpeed * 0.5f;
}
BaseClass::CheckParameters();
}