fixed recursive build script
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 5dd9401dbfca38fd3b922622aeff98b11de9eb4e..25054e03f38db5040af9c9437364e99d9a4adc71 100644 (file)
--- a/player.h
+++ b/player.h
@@ -12,8 +12,8 @@
 #include "bvh.h"
 
 static float 
-   k_walkspeed             = 7.0f,  /* no longer used */
-   k_runspeed              = 14.0f,
+   k_walkspeed             = 20.0f,  /* no longer used */
+   k_runspeed              = 20.0f,
    k_board_radius          = 0.3f,
    k_board_length          = 0.45f,
    k_board_allowance       = 0.04f,
@@ -31,7 +31,7 @@ static float
    k_jump_force            = 5.0f,
    k_pitch_limit           = 1.5f,
    k_look_speed            = 2.0f,
-   k_walk_accel            = 5.0f,
+   k_walk_accel            = 150.0f,
    k_walk_friction         = 8.0f;
 
 static int freecam = 0;
@@ -60,7 +60,8 @@ static struct gplayer
       float vswitch, slip, slip_last,
             reverse;
 
-      float grab, jump;
+      float grab, jump, pushing, push_time;
+      double start_push;
       int in_air, on_board, jump_charge, jump_dir;
 
       m3x3f vr,vr_pstep;
@@ -68,7 +69,6 @@ static struct gplayer
    phys, 
    phys_gate_frame;
 
-   float pushing, push_time;
    int is_dead;
 
    v3f land_target;
@@ -227,15 +227,12 @@ static void player_init(void)                                            /* 1 */
    vg_loader_highwater( player_model_init, player_model_free, NULL );
 }
 
-static void player_update(void)                                          /* 2 */
+/* Deal with input etc */
+static void player_update_pre(void)
 {
    struct player_phys *phys = &player.phys;
 
-   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);
-
-   if( vg_get_axis("grabl")>0.0f)
+   if( vg_get_button_down( "reset" ) )
    {
       player.is_dead = 0;
       player_restore_frame();
@@ -255,19 +252,41 @@ static void player_update(void)                                          /* 2 */
    if( vg_get_button_down( "switchmode" ) )
    {
       phys->on_board ^= 0x1;
+
+      if( phys->on_board )
+      {
+         v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+      }
    }
+}
+
+static void player_update_fixed(void)                                    /* 2 */
+{
+   struct player_phys *phys = &player.phys;
 
-#if 0
-   if( (glfwGetKey( vg_window, GLFW_KEY_O ) ))
+   if( player.is_dead )
+   {
+      player_ragdoll_iter();
+   }
+   else
    {
-      player_ragdoll_copy_model( phys->rb.v );
-      player.is_dead = 1;
+      player_do_motion();
    }
-#endif
+
+   player_audio(); /* FUTURE: can probably move this to post()
+                              BUT, it uses deltas from fixed step physics,
+                              AND this *might* be what we want for realtime
+                              audio, anyway. */
+}
+
+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);
 
    if( player.is_dead )
    {
-      player_ragdoll_iter();
       player_debug_ragdoll();
 
       if( !freecam )
@@ -275,7 +294,6 @@ static void player_update(void)                                          /* 2 */
    }
    else
    {
-      player_do_motion();
       player_animate();
 
       if( !freecam )
@@ -286,7 +304,6 @@ static void player_update(void)                                          /* 2 */
       player_freecam();
 
    player_camera_update();
-   player_audio();
 }
 
 static void draw_player(void)                                            /* 3 */
@@ -298,7 +315,7 @@ static void draw_player(void)                                            /* 3 */
    vg_tex2d_bind( &tex_characters, 0 );
    shader_viewchar_uTexMain( 0 );
    shader_viewchar_uCamera( player.camera[3] );
-   shader_viewchar_uPv( vg_pv );
+   shader_viewchar_uPv( vg.pv );
    shader_link_standard_ub( _shader_viewchar.id, 2 );
    glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
                          player.mdl.sk.bone_count,