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[carveJwlIkooP6JGAAIwe30JlM.git]
/
player_walk.c
diff --git
a/player_walk.c
b/player_walk.c
index 7d160a7a09d0d801cb19f15bc230cb5f9b37c8f1..10d00947a2701a8b67e024c58603511cd8cdfd9a 100644
(file)
--- a/
player_walk.c
+++ b/
player_walk.c
@@
-2,6
+2,7
@@
#define PLAYER_WALK_C
#include "player.h"
#define PLAYER_WALK_C
#include "player.h"
+#include "input.h"
VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
{
VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec )
{
@@
-68,6
+69,7
@@
VG_STATIC void player_walk_generic_to_skate( player_instance *player,
VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
{
VG_STATIC void player_walk_drop_in_to_skate( player_instance *player )
{
+ player->immobile = 0;
player->subsystem = k_player_subsystem_skate;
struct player_walk *w = &player->_walk;
player->subsystem = k_player_subsystem_skate;
struct player_walk *w = &player->_walk;
@@
-118,7
+120,7
@@
VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player,
VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
{
struct player_walk *w = &player->_walk;
VG_STATIC int player_walk_scan_for_drop_in( player_instance *player )
{
struct player_walk *w = &player->_walk;
- world_instance *world =
get_active_world
();
+ world_instance *world =
world_current_instance
();
v3f dir, center;
q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
v3f dir, center;
q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir );
@@
-252,7
+254,7
@@
VG_STATIC void player__walk_pre_update( player_instance *player )
{
struct player_walk *w = &player->_walk;
{
struct player_walk *w = &player->_walk;
- if(
w->state.activity != k_walk_activity_
immobile )
+ if(
!player->
immobile )
player_look( player, player->angles );
if( w->state.outro_anim ){
player_look( player, player->angles );
if( w->state.outro_anim ){
@@
-276,17
+278,20
@@
VG_STATIC void player__walk_pre_update( player_instance *player )
return;
}
}
return;
}
}
- else if(
vg_input_button_down( player->input_use )
){
+ else if(
button_down( k_srbind_use ) && !player->immobile
){
if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
player->subsystem = k_player_subsystem_drive;
}
else{
if( v3_dist2( player->rb.co, gzoomer.obj.rb.co ) <= 4.0f*4.0f ){
player->subsystem = k_player_subsystem_drive;
}
else{
+ if( !player_get_player_board(player) )
+ return;
+
if( w->state.activity == k_walk_activity_ground ){
if( player_walk_scan_for_drop_in( player ) ){
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
if( w->state.activity == k_walk_activity_ground ){
if( player_walk_scan_for_drop_in( player ) ){
w->state.outro_type = k_walk_outro_drop_in;
w->state.outro_anim = w->anim_drop_in;
w->state.outro_start_time = vg.time;
-
w->state.activity = k_walk_activity_immobile
;
+
player->immobile = 1
;
struct player_avatar *av = player->playeravatar;
m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
struct player_avatar *av = player->playeravatar;
m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
@@
-358,7
+363,7
@@
VG_STATIC void player__walk_update( player_instance *player )
enum walk_activity prev_state = w->state.activity;
enum walk_activity prev_state = w->state.activity;
- if(
w->state.activity == k_walk_activity_
immobile )
+ if(
player->
immobile )
return;
w->collider.height = 2.0f;
return;
w->collider.height = 2.0f;
@@
-375,21
+380,17
@@
VG_STATIC void player__walk_update( player_instance *player )
float yaw = player->angles[0];
float yaw = player->angles[0];
- v3f forward_dir = {
sinf(yaw), 0.0f, -
cosf(yaw) };
- v3f right_dir = {
-forward_dir[2], 0.0f,
forward_dir[0] };
+ v3f forward_dir = {
-sinf(yaw), 0.0f,
cosf(yaw) };
+ v3f right_dir = {
forward_dir[2], 0.0f, -
forward_dir[0] };
m3x3_mulv( player->basis, forward_dir, forward_dir );
m3x3_mulv( player->basis, right_dir, right_dir );
m3x3_mulv( player->basis, forward_dir, forward_dir );
m3x3_mulv( player->basis, right_dir, right_dir );
+ v2f steer;
+ joystick_state( k_srjoystick_steer, steer );
- v2f walk = { player->input_walkh->axis.value,
- player->input_walkv->axis.value };
-
- if( v2_length2(walk) > 0.001f )
- v2_normalize_clamp( walk );
-
- w->move_speed = v2_length( walk );
- world_instance *world = get_active_world();
+ w->move_speed = v2_length( steer );
+ world_instance *world = world_current_instance();
/*
* Collision detection
/*
* Collision detection
@@
-430,8
+431,9
@@
VG_STATIC void player__walk_update( player_instance *player )
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
*/
float accel_speed = 0.0f, nominal_speed = 0.0f;
v3f movedir;
- v3_muls( right_dir, walk[0], movedir );
- v3_muladds( movedir, forward_dir, walk[1], movedir );
+
+ v3_muls( right_dir, steer[0], movedir );
+ v3_muladds( movedir, forward_dir, steer[1], movedir );
if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
if( w->state.activity == k_walk_activity_ground ){
v3_normalize( surface_avg );
@@
-439,7
+441,7
@@
VG_STATIC void player__walk_update( player_instance *player )
v3f tx, ty;
rb_tangent_basis( surface_avg, tx, ty );
v3f tx, ty;
rb_tangent_basis( surface_avg, tx, ty );
- if( v2_length2(
walk
) > 0.001f ){
+ if( v2_length2(
steer
) > 0.001f ){
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
/* clip movement to the surface */
float d = v3_dot(surface_avg,movedir);
v3_muladds( movedir, surface_avg, -d, movedir );
@@
-449,7
+451,7
@@
VG_STATIC void player__walk_update( player_instance *player )
nominal_speed = k_walkspeed;
/* jump */
nominal_speed = k_walkspeed;
/* jump */
- if(
player->input_jump->button.value
){
+ if(
button_down( k_srbind_jump )
){
float d = v3_dot( player->basis[1], player->rb.v );
v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
float d = v3_dot( player->basis[1], player->rb.v );
v3_muladds( player->rb.v, player->basis[1], -d, player->rb.v );
v3_muladds( player->rb.v, player->basis[1], 5.0f, player->rb.v );
@@
-467,7
+469,7
@@
VG_STATIC void player__walk_update( player_instance *player )
nominal_speed = k_airspeed;
}
nominal_speed = k_airspeed;
}
- if( v2_length2(
walk
) > 0.001f ){
+ if( v2_length2(
steer
) > 0.001f ){
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
player_accelerate( player->rb.v, movedir, nominal_speed, accel_speed );
v3_normalize( movedir );
}
@@
-650,19
+652,19
@@
VG_STATIC void player__walk_post_update( player_instance *player )
audio_lock();
if( w->surface == k_surface_prop_concrete ){
audio_oneshot_3d(
audio_lock();
if( w->surface == k_surface_prop_concrete ){
audio_oneshot_3d(
- &audio_footsteps[
rand
()%vg_list_size(audio_footsteps)],
+ &audio_footsteps[
vg_randu32
()%vg_list_size(audio_footsteps)],
player->rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_grass ){
audio_oneshot_3d(
player->rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_grass ){
audio_oneshot_3d(
- &audio_footsteps_grass[
rand
()%vg_list_size(audio_footsteps_grass)],
+ &audio_footsteps_grass[
vg_randu32
()%vg_list_size(audio_footsteps_grass)],
player->rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_wood ){
audio_oneshot_3d(
player->rb.co, 40.0f, 1.0f
);
}
else if( w->surface == k_surface_prop_wood ){
audio_oneshot_3d(
- &audio_footsteps_wood[
rand
()%vg_list_size(audio_footsteps_wood)],
+ &audio_footsteps_wood[
vg_randu32
()%vg_list_size(audio_footsteps_wood)],
player->rb.co, 40.0f, 1.0f
);
}
player->rb.co, 40.0f, 1.0f
);
}
@@
-688,10
+690,7
@@
VG_STATIC void player__walk_animate( player_instance *player,
rate = 9.0f;
w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
rate = 9.0f;
w->blend_fly = vg_lerpf( w->blend_fly, fly, rate*vg.time_delta );
- w->blend_run = vg_lerpf( w->blend_run,
- w->move_speed *
- (1.0f + player->input_walk->button.value*0.5f),
- 2.0f*vg.time_delta );
+ w->blend_run = vg_lerpf( w->blend_run, w->move_speed, 2.0f*vg.time_delta);
}
player_pose apose, bpose;
}
player_pose apose, bpose;
@@
-844,7
+843,6
@@
VG_STATIC void player__walk_im_gui( player_instance *player )
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
(const char *[]){ "k_walk_activity_air",
"k_walk_activity_ground",
"k_walk_activity_sleep",
- "k_walk_activity_immobile",
"k_walk_activity_lockedmove" }
[w->state.activity] );
player__debugtext( 1, "surface: %s\n",
"k_walk_activity_lockedmove" }
[w->state.activity] );
player__debugtext( 1, "surface: %s\n",