#include "bvh.h"
VG_STATIC float
- k_walkspeed = 20.0f, /* no longer used */
+ k_walkspeed = 12.0f,
+ k_air_accelerate = 20.0f,
+
k_runspeed = 20.0f,
k_board_radius = 0.3f,
k_board_length = 0.45f,
reverse;
float grab, jump, pushing, push_time;
+ v2f grab_mouse_delta;
+
double start_push;
int in_air, on_board, jump_charge, jump_dir;
*input_js1v,
*input_js2h,
*input_js2v,
- *input_emjs2h,
- *input_emjs2v,
*input_jump,
*input_push,
*input_walk,
+ *input_walkh,
+ *input_walkv,
*input_switch_mode,
*input_reset,
*input_grab;
/*
* Submodules
*/
+VG_STATIC void player_mouseview(void);
+
#include "player_physics.h"
#include "player_ragdoll.h"
#include "player_model.h"
player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis );
- player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
player.input_jump = vg_create_named_input( "jump", k_input_type_button );
- player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
- player.input_walk = vg_create_named_input( "walk", k_input_type_axis_norm );
+ player.input_push = vg_create_named_input( "push", k_input_type_button );
+ player.input_walk = vg_create_named_input( "walk", k_input_type_button );
+
+ player.input_walkh = vg_create_named_input( "walk-h",
+ k_input_type_axis );
+ player.input_walkv = vg_create_named_input( "walk-v",
+ k_input_type_axis );
+
+
player.input_switch_mode = vg_create_named_input( "switch-mode",
k_input_type_button );
player.input_reset = vg_create_named_input( "reset", k_input_type_button );
const char *default_cfg[] =
{
- "bind steer-h gp-ls-h",
"bind steer-h gp-ls-h",
"bind -steer-h a",
"bind +steer-h d",
"bind steer-v gp-ls-v",
- "bind -steer-v s",
- "bind +steer-v w",
-
- "bind grab gp-rt",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
+ "bind -steer-v w",
+ "bind +steer-v s",
- "bind -kbgrab-h left",
- "bind +kbgrab-h right",
- "bind -kbgrab-v down",
- "bind +kbgrab-v up",
+ "bind grab gp-rt",
+ "bind +grab shift",
+ "bind grab-h gp-rs-h",
+ "bind grab-v gp-rs-v",
"bind jump space",
"bind jump gp-a",
- "bind push gp-lt",
- "bind +push shift",
+ "bind push gp-b",
+ "bind push w",
- "bind walk gp-lt",
- "bind +walk w",
+ "bind walk shift",
+ "bind walk gp-ls",
+
+ "bind walk-h gp-ls-h",
+ "bind walk-v -gp-ls-v",
+ "bind +walk-h d",
+ "bind -walk-h a",
+ "bind +walk-v w",
+ "bind -walk-v s",
"bind reset gp-lb",
"bind reset r",
});
vg_convar_push( (struct vg_convar){
- .name = "walk_speed",
+ .name = "gwalk_speed",
.data = &k_walkspeed,
.data_type = k_convar_dtype_f32,
.opt_f32 = { .clamp = 0 },
- .persistent = 1
+ .persistent = 0
+ });
+
+ vg_convar_push( (struct vg_convar){
+ .name = "air_accelerate",
+ .data = &k_air_accelerate,
+ .data_type = k_convar_dtype_f32,
+ .opt_f32 = { .clamp = 0 },
+ .persistent = 0
});
vg_convar_push( (struct vg_convar){
}
}
+
+/* disaster */
+VG_STATIC int menu_enabled(void);
+#include "menu.h"
+
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+ if( menu_enabled() )
+ return;
+
+ v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
+
+ if( vg.gamepad_use_trackpad_look )
+ {
+ static v2f last_input;
+ static v2f vel;
+ static v2f vel_smooth;
+
+ v2f input = { player.input_js2h->axis.value,
+ player.input_js2v->axis.value };
+
+ if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+ {
+ v2_sub( input, last_input, vel );
+ v2_muls( vel, 1.0f/vg.time_delta, vel );
+ }
+ else
+ {
+ v2_zero( vel );
+ }
+
+ v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+
+ v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
+ v2_copy( input, last_input );
+ }
+ else
+ {
+ player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
+ player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
+ }
+
+ player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
+}
+
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
return;
}
- if( vg_input_button_down( player.input_reset ) )
+ if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
{
if( player.is_dead )
{
}
}
- if( vg_input_button_down( player.input_switch_mode ) )
+ if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
{
phys->on_board ^= 0x1;
audio_unlock();
}
+
+ if( !phys->on_board )
+ player_mouseview();
}
-VG_STATIC void player_update_fixed(void) /* 2 */
+VG_STATIC void player_update_fixed(void) /* 2 */
{
if( player.rewinding )
return;