#include <acknex.h>
#include <default.c>
STRING* key_forward = "w";
STRING* key_backward = "s";
STRING* key_left = "a";
STRING* key_right = "d";
STRING* key_jump = "space";
STRING* key_run = "shiftl"; // left shift key
var t_player_speed = 25; // player's movement speed
var t_fwdbk_accel = 7; // player's forward / backward acceleration
var t_side_accel = 3; // player's sideway (strafe) acceleration
var t_friction = 1.5; // player's friction - this value should always be greater than 1
var t_fallspeed = 1; // player's fall down speed
var t_jump = 20; // player's jumping force
var t_resilience = 4; // pushes the player upwards a bit if it sinks too much in the floor
var t_disttoground = 64; // distance between the origin of player's model and the ground (used by the camera as well)
var t_camera_h = 12; // horizontal camera acceleration
var t_camera_h_frict = 0.95; // always use a value below 1 here
var t_camera_v = 8; // vertical camera acceleration
var t_camera_v_frict = 0.8; // always use a value below 1 here
var t_players_health = 100; // the player starts with 100 health points
var camera_h_speed = 0;
var camera_v_speed = 0;
VECTOR dist;
VECTOR absdist;
function first_person_camera()
{
vec_set(camera.x, my.x);
// accelerate camera's pan and tilt angles depending on mouse_force.x and mouse_force.y in order to create a smooth camera
camera.pan -= accelerate (camera_h_speed, t_camera_h * (mouse_force.x), t_camera_h_frict);
camera.tilt += accelerate (camera_v_speed, t_camera_v * (mouse_force.y), t_camera_v_frict);
my.pan = camera.pan;
}
function handle_camera()
{
camera.genius = my;
camera.arc = 80;
vec_set(camera.x,vector(my.x,my.y,my.z+30));
my.pan = camera.pan;
camera.pan -= 10 * mouse_force.x * time_step;
camera.tilt += 10 * mouse_force.y * time_step;
camera.tilt = clamp(camera.tilt,-90,90);
}
function handle_movement()
{
if(key_shift)
{
dist.x = 15 * (key_w - key_s) * time_step;
dist.y = 15 * (key_a - key_d) * time_step;
}
else
{
dist.x = 10 * (key_w - key_s) * time_step;
dist.y = 10 * (key_a - key_d) * time_step;
}
}
function handle_gravity()
{
result = c_trace(my.x,vector(my.x,my.y,my.z-1000),IGNORE_PASSABLE|IGNORE_MODELS|USE_BOX);
if(result > 5)
{
absdist.z -= 2 * time_step;
}
else
{
absdist.z = 0;
}
}
#define health skill1
#define state skill2
action player_code()
{
set (my, INVISIBLE); // using a 1st person player
set (my, FLAG2); // will be used by enemies' c_scan instructions to detect the player
var forward_on, backward_on, right_on, left_on, jump_on, run_on;
var current_height = 0, jump_handle;
VECTOR horizontal_speed, vertical_speed, temp;
vec_set(horizontal_speed.x, nullvector); // initialize this vector
vec_set(vertical_speed.x, nullvector); // initialize this vector
player = me;
my.eflags |= FAT | NARROW;
wait(1);
my.health = 400;
while(my.health > 0) // while I'm alive
{
handle_gravity();
handle_movement();
c_move(my,dist,absdist,IGNORE_PASSABLE|GLIDE);
handle_camera();
wait(1);
}
{
// key input start
forward_on = 0; // reset all the key values at the beginning of each frame
backward_on = 0;
right_on = 0;
left_on = 0;
jump_on = 0;
run_on = 0;
// set the proper variables if their corresponding keys are pressed
if(key_pressed(key_for_str(key_forward)))
forward_on = 1;
if(key_pressed(key_for_str(key_backward)))
backward_on = 1;
if(key_pressed(key_for_str(key_left)))
left_on = 1;
if(key_pressed(key_for_str(key_right)))
right_on = 1;
if(key_pressed(key_for_str(key_jump)))
jump_on = 1;
if(key_pressed(key_for_str(key_run)))
run_on = 1;
// key input end
first_person_camera(); // calls the shooter camera function
// player movement start
// player's horizontal speed (forward / backward / sideways) movement uses acceleration and friction as well
horizontal_speed.x = (horizontal_speed.x > 0) * maxv(horizontal_speed.x - time_step * t_friction, 0) + (horizontal_speed.x < 0) * minv(horizontal_speed.x + time_step * t_friction, 0);
if(forward_on)
{
horizontal_speed.x += time_step * t_fwdbk_accel;
horizontal_speed.x = minv(horizontal_speed.x, time_step * t_player_speed * (1 + run_on));
}
if(backward_on)
{
horizontal_speed.x -= time_step * t_fwdbk_accel;
horizontal_speed.x = maxv(horizontal_speed.x, -(time_step * t_player_speed * (1 + run_on)));
}
horizontal_speed.y = (horizontal_speed.y > 0) * maxv(horizontal_speed.y - time_step * t_friction, 0) + (horizontal_speed.y < 0) * minv(horizontal_speed.y + time_step * t_friction, 0);
if(left_on)
{
horizontal_speed.y += time_step * t_side_accel;
horizontal_speed.y = minv(horizontal_speed.y, time_step * t_player_speed * (1 + run_on));
}
if(right_on)
{
horizontal_speed.y -= time_step * t_side_accel;
horizontal_speed.y = maxv(horizontal_speed.y, -(time_step * t_player_speed * (1 + run_on)));
}
// disable the friction, allow smooth gliding along the surfaces
move_friction = 0;
vec_set(temp.x, my.x);
temp.z -= 10000;
current_height = c_trace(my.x, temp.x, IGNORE_ME | IGNORE_PASSABLE | USE_BOX | GLIDE); // compute the distance between player's origin and the floor below its feet
if(current_height < (t_disttoground * 0.97)) // if it is smaller than the default value (64 quants) push the player upwards a bit (resilience) - 0.97 gives the hysteresis
{
vertical_speed.z = t_resilience * time_step;
}
else
{
if(current_height > t_disttoground) // if it is bigger than the default value (64 quants), move the player downwards
{
vertical_speed.z -= t_fallspeed * time_step;
}
else // sitting properly on the floor?
{
vertical_speed.z = 0; // then don't do anything on the z axis
}
}
if((jump_on) && (current_height < t_disttoground)) // jumping while player's feet are placed on the floor?
{
vertical_speed.z = t_jump * 0.25; // push the player upwards
}
// this c_move instruction does all the job, moving the player in the direction given by horizontal_speed (forward, backward, sideways) and vertical_speed (on the z axis)
c_move (my, horizontal_speed.x , vertical_speed.x, IGNORE_PASSABLE | USE_BOX | GLIDE);
// player movement end
wait(1);
}
}
function main()
{
video_set(sys_metrics(0),sys_metrics(1),0,1);
fps_max = 70;
level_load("small.hmp");
wait(2);
ent_create("player.mdl", vector(0,0,100),player_code);
}