#define PLAYER_DEVICE_WALK_H
#include "player_interface.h"
+#include "player_device_common.h"
#include "skeleton.h"
#include "player_model.h"
+VG_STATIC
struct player_device_walk
{
rb_capsule collider;
state_gate_storage;
enum mdl_surface_prop surface;
-
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump;
float blend_fly,
move_speed,
walk_timer;
-};
-VG_STATIC void player_walk_pre_update( player_interface *player,
- player_attachment *at )
+ u32 device_id_skate;
+}
+localplayer_device_walk;
+
+VG_STATIC void player_walk_pre_update( player_device *dev,
+ player_interface *player )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
player_look( player, w->state.angles );
+ if( vg_input_button_down( player->input_use ) )
+ {
+ struct device_transition_skateboard inf;
+
+ v3f xy_speed;
+ v3_copy( player->rb.v, xy_speed );
+ xy_speed[1] = 0.0f;
+
+ if( v3_length2( xy_speed ) > 0.1f * 0.1f )
+ {
+ v3_copy( player->rb.v, inf.dir );
+ }
+ else
+ {
+ inf.dir[0] = -sinf( -w->state.angles[0] );
+ inf.dir[1] = 0.0f;
+ inf.dir[2] = -cosf( -w->state.angles[0] );
+ v3_muls( inf.dir, 1.6f, player->rb.v );
+ }
+
+ player_transition_to_device( player, w->device_id_skate, &inf );
+ return;
+ }
+
#if 0
v3f walk = { player->input_walkh->axis.value,
0.0f,
v3_muls( v, newspeed, v );
}
-VG_STATIC void player_walk_update( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_update( player_device *dev,
+ player_interface *player )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
v3_copy( player->rb.co, w->state.prev_pos );
w->collider.height = 2.0f;
teleport_gate *gate;
if( (gate = world_intersect_gates( player->rb.co, w->state.prev_pos )) )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
m3x3_mulv( gate->transport, player->rb.v, player->rb.v );
}
}
-VG_STATIC void player_walk_post_update( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_post_update( player_device *dev,
+ player_interface *player )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
m4x3f mtx;
m3x3_identity( mtx );
}
-VG_STATIC void player_walk_animate( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_animate( player_device *dev,
+ player_interface *player )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
struct skeleton *sk = &player->playeravatar->sk;
{
/* air */
skeleton_sample_anim( sk, w->anim_jump, vg.time*0.6f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, at->pose );
+ skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, dev->pose );
/* Create transform */
- rb_extrapolate( &player->rb, at->pose_root_co, at->pose_root_q );
- q_axis_angle( at->pose_root_q, (v3f){0.0f,1.0f,0.0f},
+ rb_extrapolate( &player->rb, dev->pose_root_co, dev->pose_root_q );
+ q_axis_angle( dev->pose_root_q, (v3f){0.0f,1.0f,0.0f},
-w->state.angles[0]-VG_PIf*0.5f );
}
-VG_STATIC void player_walk_post_animate( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_post_animate( player_device *dev,
+ player_interface *player )
{
/*
* Camera
*/
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
struct player_avatar *av = player->playeravatar;
/* 3RD */
v3_add( player->rb.co, (v3f){0.0f,2.0f,0.0f}, origin );
- v3_muladds( origin, angles[2], 2.0f, at->cam_3rd.pos );
- v3_muladds( at->cam_3rd.pos, angles[0], 0.5f, at->cam_3rd.pos );
+ v3_muladds( origin, angles[2], 2.0f, dev->cam_3rd.pos );
+ v3_muladds( dev->cam_3rd.pos, angles[0], 0.5f, dev->cam_3rd.pos );
float t;
v3f n;
- if( spherecast_world( origin, at->cam_3rd.pos, 0.1f, &t, n ) != -1 )
- v3_lerp( origin, at->cam_3rd.pos, t, at->cam_3rd.pos );
- v3_copy( w->state.angles, at->cam_3rd.angles );
- at->cam_3rd.fov = 90.0f;
+ if( spherecast_world( origin, dev->cam_3rd.pos, 0.1f, &t, n ) != -1 )
+ v3_lerp( origin, dev->cam_3rd.pos, t, dev->cam_3rd.pos );
+ v3_copy( w->state.angles, dev->cam_3rd.angles );
+ dev->cam_3rd.fov = 90.0f;
/* 1ST */
/* FIXME: viewpoint entity */
v3f vp = {-0.1f,1.8f,0.0f};
- m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, at->cam_1st.pos );
- v3_copy( w->state.angles, at->cam_1st.angles );
- at->cam_1st.fov = 90.0f;
+ m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], vp, dev->cam_1st.pos );
+ v3_copy( w->state.angles, dev->cam_1st.angles );
+ dev->cam_1st.fov = 90.0f;
+
+ /* FIXME: Organize this. Its int wrong fucking place */
+ v3f vp0 = {0.0f,0.1f, 0.6f},
+ vp1 = {0.0f,0.1f,-0.6f};
+
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
+ m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
}
-VG_STATIC void player_walk_ui( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_ui( player_device *dev, player_interface *player )
{
player_debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
player->rb.co[2] );
}
-VG_STATIC void player_walk_bind( player_interface *player,
- player_attachment *at )
+VG_STATIC void player_walk_bind( player_device *dev, player_interface *player )
{
- struct player_device_walk *w = at->storage;
+ struct player_device_walk *w = dev->storage;
struct player_avatar *av = player->playeravatar;
struct skeleton *sk = &av->sk;
w->anim_walk = skeleton_get_anim( sk, "walk" );
w->anim_run = skeleton_get_anim( sk, "run" );
w->anim_jump = skeleton_get_anim( sk, "jump" );
+
+ w->device_id_skate = player_get_device( player, "skateboard" );
+}
+
+VG_STATIC int player_walk_event( player_device *dev, player_interface *player,
+ enum player_device_event_type ev, void *data )
+{
+ struct player_device_walk *w = dev->storage;
+
+ if( ev == k_player_device_event_bind )
+ {
+ player_walk_bind( dev, player );
+ }
+ else if( ev == k_player_device_event_custom_transition )
+ {
+ struct device_transition_walk *inf = data;
+ v3_copy( inf->angles, w->state.angles );
+ }
+ else if( ev == k_player_device_event_pre_update )
+ {
+ player_walk_pre_update( dev, player );
+ }
+ else if( ev == k_player_device_event_update )
+ {
+ player_walk_update( dev, player );
+ }
+ else if( ev == k_player_device_event_post_update )
+ {
+ player_walk_post_update( dev, player );
+ }
+ else if( ev == k_player_device_event_animate )
+ {
+ player_walk_animate( dev, player );
+ }
+ else if( ev == k_player_device_event_post_animate )
+ {
+ player_walk_post_animate( dev, player );
+ }
+ else if( ev == k_player_device_event_debug_ui )
+ {
+ player_walk_ui( dev, player );
+ }
+ else
+ return 0;
+
+ return 1;
}
VG_STATIC player_device player_device_walk =
{
- .pre_update = player_walk_pre_update,
- .update = player_walk_update,
- .post_update = player_walk_post_update,
- .debug_ui = player_walk_ui,
- .bind = player_walk_bind,
- .animate = player_walk_animate,
- .post_animate = player_walk_post_animate
+ .name = "walk",
+ .event = player_walk_event,
+ .storage = &localplayer_device_walk
};
#endif /* PLAYER_DEVICE_WALK_H */