* Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
+/*
+ * TODO: Tilt camera down to face borde when its behind you or out of vision
+ */
+
#ifndef PLAYER_H
#define PLAYER_H
#define PLAYER_REWIND_FRAMES 60*4
+#include "conf.h"
#include "audio.h"
#include "common.h"
#include "world.h"
k_steer_air = 3.6f,
k_steer_air_lerp = 0.3f,
k_pump_force = 0.0f,
- k_downforce = 5.0f,
+ k_downforce = 8.0f,
k_walk_downforce = 8.0f,
k_jump_charge_speed = (1.0f/1.0f),
k_jump_force = 5.0f,
k_walk_accel = 150.0f,
k_walk_friction = 8.0f;
-VG_STATIC int cl_playermdl_id = 0;
VG_STATIC int freecam = 0;
VG_STATIC int walk_grid_iterations = 1;
VG_STATIC float fc_speed = 10.0f;
v3f a, v_last, m, bob, vl;
/* Utility */
- float vswitch, slip, slip_last,
- reverse;
-
+ float vswitch, slip, slip_last, reverse;
float grab, jump, pushing, push_time;
v2f grab_mouse_delta;
+ int lift_frames;
+
double start_push;
- int in_air, on_board, jump_charge, jump_dir;
+ int in_air, on_board, jump_charge, jump_dir, grind;
m3x3f vr,vr_pstep;
}
int rewind_sound_wait;
v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
+
+ struct land_log
+ {
+ v3f positions[50];
+ u32 colour;
+ int count;
+ }
+ land_log[22];
int land_log_count;
v3f handl_target, handr_target,
walk_timer,
fjump,
fonboard,
- frun;
+ frun,
+ fgrind;
float walk;
int step_phase;
};
for( int i=0; i<vg_list_size(default_cfg); i++ )
- execute_console_input(default_cfg[i]);
+ vg_execute_console_input(default_cfg[i]);
rb_init( &player.phys.rb );
rb_init( &player.collide_front );
rb_init( &player.collide_back );
- vg_convar_push( (struct vg_convar){
- .name = "cl_playermdl_id",
- .data = &cl_playermdl_id,
- .data_type = k_convar_dtype_i32,
- .opt_i32 = { .min=0, .max=2, .clamp=1 },
- .persistent = 1
- });
-
vg_convar_push( (struct vg_convar){
.name = "gwalk_speed",
.data = &k_walkspeed,
VG_STATIC void player_update_post(void)
{
for( int i=0; i<player.land_log_count; i++ )
- vg_line_cross( player.land_target_log[i],
- player.land_target_colours[i], 0.25f);
+ {
+ struct land_log *log = &player.land_log[i];
+
+ for( int j=0; j<log->count - 1; j ++ )
+ vg_line( log->positions[j], log->positions[j+1], log->colour );
+
+ vg_line_cross( log->positions[log->count-1], log->colour, 0.25f );
+ }
if( player.is_dead )
{
if( freecam )
player_freecam();
-
/* CAMERA POSITIONING: LAYER 0 */
- v2_copy( player.angles, camera_angles );
- v3_copy( player.camera_pos, camera_pos );
+ v2_copy( player.angles, main_camera.angles );
+ v3_copy( player.camera_pos, main_camera.pos );
if( player.rewinding )
{
player.rewind_sound_wait = 0;
}
}
-
-
}
int i0 = floorf( player.rewind_time ),
float blend = (4.0f-player.rewind_time) * 0.25f,
c = vg_clampf( blend, 0.0f, 1.0f );
- camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
- camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
- v3_lerp( override_pos, player.camera_pos, c, camera_pos );
+ main_camera.angles[0] =
+ vg_alerpf(override_angles[0], player.angles[0], c);
+ main_camera.angles[1] =
+ vg_lerpf (override_angles[1], player.angles[1], c);
+ v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
}
}
- camera_update();
+ camera_update_transform( &main_camera );
player_audio();
}
-VG_STATIC void draw_player( m4x3f cam )
+VG_STATIC void draw_player( camera *cam )
{
if( player.is_dead )
player_model_copy_ragdoll();
shader_viewchar_use();
vg_tex2d_bind( &tex_characters, 0 );
shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam[3] );
- shader_viewchar_uPv( vg.pv );
+ shader_viewchar_uCamera( cam->transform[3] );
+ shader_viewchar_uPv( cam->mtx.pv );
shader_link_standard_ub( _shader_viewchar.id, 2 );
glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
player.mdl.sk.bone_count,