From 88c01588aa0830e219eaa62588839e4d1e2883ce Mon Sep 17 00:00:00 2001 From: untodesu Date: Wed, 25 Jun 2025 00:44:36 +0500 Subject: Clang-format the entire source code --- game/client/player_move.cc | 70 ++++++++++++++++++++++++++++------------------ 1 file changed, 43 insertions(+), 27 deletions(-) (limited to 'game/client/player_move.cc') diff --git a/game/client/player_move.cc b/game/client/player_move.cc index f17603a..6c61dba 100644 --- a/game/client/player_move.cc +++ b/game/client/player_move.cc @@ -1,4 +1,5 @@ #include "client/pch.hh" + #include "client/player_move.hh" #include "core/angles.hh" @@ -12,9 +13,9 @@ #include "shared/velocity.hh" #include "client/const.hh" +#include "client/gamepad.hh" #include "client/gamepad_axis.hh" #include "client/gamepad_button.hh" -#include "client/gamepad.hh" #include "client/globals.hh" #include "client/gui_screen.hh" #include "client/keybind.hh" @@ -59,7 +60,7 @@ static std::uniform_real_distribution pitch_distrib; // Quake III's PM_Accelerate-ish function used for // conventional (gravity-affected non-flight) movement -static glm::fvec3 pm_accelerate(const glm::fvec3 &wishdir, const glm::fvec3 &velocity, float wishspeed, float accel) +static glm::fvec3 pm_accelerate(const glm::fvec3& wishdir, const glm::fvec3& velocity, float wishspeed, float accel) { auto current_speed = glm::dot(velocity, wishdir); auto add_speed = wishspeed - current_speed; @@ -78,13 +79,13 @@ static glm::fvec3 pm_accelerate(const glm::fvec3 &wishdir, const glm::fvec3 &vel } // Conventional movement - velocity update when not on the ground -static glm::fvec3 pm_air_move(const glm::fvec3 &wishdir, const glm::fvec3 &velocity) +static glm::fvec3 pm_air_move(const glm::fvec3& wishdir, const glm::fvec3& velocity) { return pm_accelerate(wishdir, velocity, PMOVE_ACCELERATION_AIR, PMOVE_MAX_SPEED_AIR); } // Conventional movement - velocity uodate when on the ground -static glm::fvec3 pm_ground_move(const glm::fvec3 &wishdir, const glm::fvec3 &velocity) +static glm::fvec3 pm_ground_move(const glm::fvec3& wishdir, const glm::fvec3& velocity) { if(auto speed = glm::length(velocity)) { auto speed_drop = speed * PMOVE_FRICTION_GROUND * globals::fixed_frametime; @@ -97,7 +98,7 @@ static glm::fvec3 pm_ground_move(const glm::fvec3 &wishdir, const glm::fvec3 &ve // A simpler minecraft-like acceleration model // used whenever the TOGGLE_PM_FLIGHT is enabled -static glm::fvec3 pm_flight_move(const glm::fvec3 &wishdir) +static glm::fvec3 pm_flight_move(const glm::fvec3& wishdir) { // FIXME: make it smoother return wishdir * PMOVE_MAX_SPEED_AIR; @@ -144,9 +145,9 @@ void player_move::init(void) void player_move::fixed_update(void) { - const auto &head = globals::dimension->entities.get(globals::player); - auto &transform = globals::dimension->entities.get(globals::player); - auto &velocity = globals::dimension->entities.get(globals::player); + const auto& head = globals::dimension->entities.get(globals::player); + auto& transform = globals::dimension->entities.get(globals::player); + auto& velocity = globals::dimension->entities.get(globals::player); // Interpolation - preserve current component states globals::dimension->entities.emplace_or_replace(globals::player, transform); @@ -174,17 +175,20 @@ void player_move::fixed_update(void) auto new_speed = glm::length(new_velocity); - if(new_speed > 0.01f) + if(new_speed > 0.01f) { footsteps_distance += globals::fixed_frametime * new_speed; - else footsteps_distance = 0.0f; + } else { + footsteps_distance = 0.0f; + } if(footsteps_distance >= PMOVE_FOOTSTEP_SIZE) { - if(auto effect = voxel_sounds::get_footsteps(grounded->surface)) + if(auto effect = voxel_sounds::get_footsteps(grounded->surface)) { sound::play_player(effect, false, pitch_distrib(pitch_random)); + } + footsteps_distance = 0.0f; } - } - else { + } else { auto new_velocity = pm_air_move(wishdir, velocity_horizontal); velocity.value.x = new_velocity.x; velocity.value.z = new_velocity.z; @@ -213,13 +217,11 @@ void player_move::fixed_update(void) // No considerable speed increase within // the precision we use to draw the speedometer status_lines::set(STATUS_DEBUG, new_speed_text, ImVec4(0.7f, 0.7f, 0.7f, 1.0f), 1.0f); - } - else if(speed_change < 0.0f) { + } else if(speed_change < 0.0f) { // Speed change is negative, we are actively // slowing down; use the red color for the status line status_lines::set(STATUS_DEBUG, new_speed_text, ImVec4(1.0f, 0.0f, 0.0f, 1.0f), 1.0f); - } - else { + } else { // Speed change is positive, we are actively // speeding up; use the green color for the status line status_lines::set(STATUS_DEBUG, new_speed_text, ImVec4(0.0f, 1.0f, 0.0f, 1.0f), 1.0f); @@ -243,25 +245,39 @@ void player_move::update_late(void) } if(gamepad::available && gamepad::active.get_value()) { - if(button_move_down.is_pressed(gamepad::state)) + if(button_move_down.is_pressed(gamepad::state)) { movement_direction += DIR_DOWN; - if(button_move_up.is_pressed(gamepad::state)) + } + + if(button_move_up.is_pressed(gamepad::state)) { movement_direction += DIR_UP; + } + movement_direction.x += axis_move_sideways.get_value(gamepad::state, gamepad::deadzone.get_value()); movement_direction.z -= axis_move_forward.get_value(gamepad::state, gamepad::deadzone.get_value()); - } - else { - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_forward.get_key())) + } else { + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_forward.get_key())) { movement_direction += DIR_FORWARD; - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_back.get_key())) + } + + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_back.get_key())) { movement_direction += DIR_BACK; - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_left.get_key())) + } + + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_left.get_key())) { movement_direction += DIR_LEFT; - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_right.get_key())) + } + + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_right.get_key())) { movement_direction += DIR_RIGHT; - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_down.get_key())) + } + + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_down.get_key())) { movement_direction += DIR_DOWN; - if(GLFW_PRESS == glfwGetKey(globals::window, key_move_up.get_key())) + } + + if(GLFW_PRESS == glfwGetKey(globals::window, key_move_up.get_key())) { movement_direction += DIR_UP; + } } } -- cgit