#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_to_skate( player_instance *player )
{
+ player->immobile = 0;
player->subsystem = k_player_subsystem_skate;
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 )
- {
+ if( w->state.outro_anim ){
float outro_length = (float)w->state.outro_anim->length /
w->state.outro_anim->rate,
outro_time = vg.time - w->state.outro_start_time;
- if( outro_time >= outro_length )
- {
+ if( outro_time >= outro_length ){
w->state.outro_anim = NULL;
- if( w->state.outro_type == k_walk_outro_drop_in )
- {
+ if( w->state.outro_type == k_walk_outro_drop_in ){
player_walk_drop_in_to_skate( player );
}
- else if( w->state.outro_type == k_walk_outro_jump_to_air )
- {
+ else if( w->state.outro_type == k_walk_outro_jump_to_air ){
player_walk_generic_to_skate( player, k_skate_activity_air, 0.0f );
}
- else
- {
+ else{
player_walk_generic_to_skate( player,
k_skate_activity_ground, 1.0f );
}
return;
}
}
- else if( vg_input_button_down( player->input_use ) )
- {
- 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;
-
- struct player_avatar *av = player->playeravatar;
- m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
- av->sk.bones[ av->id_ik_foot_r ].co,
- w->state.drop_in_foot_anchor );
+ 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( !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;
+ player->immobile = 1;
+
+ struct player_avatar *av = player->playeravatar;
+ m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ],
+ av->sk.bones[ av->id_ik_foot_r ].co,
+ w->state.drop_in_foot_anchor );
+ }
+ else{
+ w->state.outro_type = k_walk_outro_regular;
+ w->state.outro_anim = w->anim_intro;
+ w->state.outro_start_time = vg.time;
+ w->state.activity = k_walk_activity_lockedmove;
+
+ if( player_xyspeed2(player) < 0.1f * 0.1f )
+ q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ }
}
- else
- {
- w->state.outro_type = k_walk_outro_regular;
- w->state.outro_anim = w->anim_intro;
+ else{
+ w->state.outro_type = k_walk_outro_jump_to_air;
+ w->state.outro_anim = w->anim_jump_to_air;
w->state.outro_start_time = vg.time;
- w->state.activity = k_walk_activity_lockedmove;
-
- if( player_xyspeed2(player) < 0.1f * 0.1f )
- q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.6f}, player->rb.v );
+ return;
}
}
- else
- {
- w->state.outro_type = k_walk_outro_jump_to_air;
- w->state.outro_anim = w->anim_jump_to_air;
- w->state.outro_start_time = vg.time;
- return;
- }
}
}
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;
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 );
+ 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 );
+ w->move_speed = v2_length( steer );
world_instance *world = get_active_world();
/*
*/
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 );
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 );
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 );
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 );
}
w->state_gate_storage = w->state;
player__pass_gate( player, gate );
}
+ rb_update_transform( &player->rb );
+}
+
+VG_STATIC void player__walk_restore( player_instance *player )
+{
+ struct player_walk *w = &player->_walk;
+ w->state = w->state_gate_storage;
}
VG_STATIC void player__walk_post_update( player_instance *player )
m3x3_copy( player->rb.to_world, mtx );
v3_add( player->rb.co, player->basis[1], mtx[3] );
- float substep = vg_clampf( vg.accumulator / k_rb_delta, 0.0f, 1.0f );
+ float substep = vg.time_fixed_extrapolate;
v3_muladds( mtx[3], player->rb.v, k_rb_delta*substep, mtx[3] );
debug_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
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(
- &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(
- &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
);
}
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;
(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",