* 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
#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,
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,
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,
handl, handr;
+
+ /* Input */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_switch_mode,
+ *input_reset,
+ *input_grab;
/* Camera */
float air_blend;
walk_timer,
fjump,
fonboard,
- frun;
+ frun,
+ fgrind;
float walk;
int step_phase;
+ enum mdl_surface_prop surface_prop;
/* player model */
struct player_model
/*
* Submodules
*/
+VG_STATIC void player_mouseview(void);
+
#include "player_physics.h"
#include "player_ragdoll.h"
#include "player_model.h"
VG_STATIC void player_init(void) /* 1 */
{
+ player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
+ player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
+ 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_jump = vg_create_named_input( "jump", k_input_type_button );
+ 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 a",
+ "bind +steer-h d",
+
+ "bind steer-v gp-ls-v",
+ "bind -steer-v w",
+ "bind +steer-v s",
+
+ "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-b",
+ "bind push 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",
+
+ "bind switch-mode gp-y",
+ "bind switch-mode e",
+ };
+
+ for( int i=0; i<vg_list_size(default_cfg); i++ )
+ 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 = "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){
sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
player_model_init();
+
+ /* controls */
+
}
VG_STATIC void player_save_rewind_frame(void)
}
}
+
+/* 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_input.controller_should_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_get_button_down( "reset" ) )
+ if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
{
- double delta = world.time - world.last_use;
-
- if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
+ if( player.is_dead )
{
- player.rewinding = 1;
- player.rewind_sound_wait = 1;
- player.rewind_time = (float)player.rewind_length - 0.0001f;
- player_save_rewind_frame();
+ reset_player( 0, NULL );
audio_lock();
- audio_play_oneshot( &audio_rewind[0], 1.0f );
+ audio_play_oneshot( &audio_ui[0], 1.0f );
audio_unlock();
+ }
+ else
+ {
+ double delta = world.time - world.last_use;
- /* based on analytical testing. DONT CHANGE!
- *
- * time taken: y = (x^(4/5)) * 74.5
- * inverse : x = (2/149)^(4/5) * y^(4/5)
- */
-
- float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
- curve = powf( player.rewind_total_length, 4.0f/5.0f );
-
- player.rewind_predicted_time = constant * curve;
- player.diag_rewind_start = vg.time;
- player.diag_rewind_time = player.rewind_time;
+ if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
+ {
+ player.rewinding = 1;
+ player.rewind_sound_wait = 1;
+ player.rewind_time = (float)player.rewind_length - 0.0001f;
+ player_save_rewind_frame();
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[0], 1.0f );
+ audio_unlock();
+
+ /* based on analytical testing. DONT CHANGE!
+ *
+ * time taken: y = (x^(4/5)) * 74.5
+ * inverse : x = (2/149)^(4/5) * y^(4/5)
+ */
+
+ float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
+ curve = powf( player.rewind_total_length, 4.0f/5.0f );
+
+ player.rewind_predicted_time = constant * curve;
+ player.diag_rewind_start = vg.time;
+ player.diag_rewind_time = player.rewind_time;
- player.is_dead = 0;
- player.death_tick_allowance = 30;
- player_restore_frame();
+ player.is_dead = 0;
+ player.death_tick_allowance = 30;
+ player_restore_frame();
- if( !phys->on_board )
- {
- player.angles[0] = atan2f( -phys->rb.forward[2],
- -phys->rb.forward[0] );
- }
+ if( !phys->on_board )
+ {
+ player.angles[0] = atan2f( -phys->rb.forward[2],
+ -phys->rb.forward[0] );
+ }
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
+ player.mdl.shoes[0] = 1;
+ player.mdl.shoes[1] = 1;
- world_routes_notify_reset();
+ world_routes_notify_reset();
- /* apply 1 frame of movement */
- player_do_motion();
+ /* apply 1 frame of movement */
+ player_do_motion();
+ }
+ else
+ {
+ /* cant do that */
+ audio_lock();
+ audio_play_oneshot( &audio_rewind[4], 1.0f );
+ audio_unlock();
+ }
}
}
- if( vg_get_button_down( "switchmode" ) )
+ 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;
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 )
{
{
player.is_dead = 1;
player_ragdoll_copy_model( player.phys.rb.v );
+ world_routes_clear();
}
}