#ifndef PLAYER_WALK_H
#define PLAYER_WALK_H
+#include "player.h"
#include "player_api.h"
+#include "rigidbody.h"
-struct player_walk
-{
- rb_capsule collider;
+#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */
- struct
- {
-#if 0
- v3f angles;
- float heading_angle;
-#endif
+struct player_walk{
+ rb_capsule collider;
+ struct player_walk_state{
v3f prev_pos;
v3f drop_in_target,
drop_in_foot_anchor,
float drop_in_start_angle,
drop_in_angle;
- enum walk_activity
- {
+ enum walk_activity{
k_walk_activity_air,
k_walk_activity_ground,
k_walk_activity_sleep,
- k_walk_activity_immobile
+ k_walk_activity_lockedmove,
+ k_walk_activity_sit,
+ k_walk_activity_sit_up
}
activity;
- enum walk_outro
- {
+ enum walk_outro{
k_walk_outro_none,
k_walk_outro_jump_to_air,
- k_walk_outro_drop_in
+ k_walk_outro_drop_in,
+ k_walk_outro_regular,
+ k_walk_outro_max
}
outro_type;
-
- struct skeleton_anim *outro_anim;
double outro_start_time;
+
+ int jump_queued;
+ f64 jump_input_time;
+
+ f32 walk_timer;
+ f32 sit_t;
+ int step_phase;
}
- state,
- state_gate_storage;
+ state;
+
+ f32 move_speed;
enum mdl_surface_prop surface;
struct skeleton_anim *anim_walk, *anim_run, *anim_idle, *anim_jump,
- *anim_jump_to_air, *anim_drop_in;
+ *anim_jump_to_air, *anim_drop_in, *anim_intro,
+ *anim_sit;
- float blend_fly,
- blend_run,
- blend_walk,
+ struct player_walk_animator {
+ v3f root_co;
+ v4f root_q;
+ f32 fly,
+ run,
+ walk;
- move_speed,
- walk_timer;
+ f32 walk_timer, yaw, pitch;
+
+ v3f foot_anchor;
+ enum walk_outro outro_type;
+ f32 outro_t,
+ commit_t,
+ sit_t;
+ }
+ animator;
+}
+static player_walk;
+
+enum player_walk_soundeffect {
+ k_player_walk_soundeffect_splash
};
-VG_STATIC void player__walk_pre_update ( player_instance *player );
-VG_STATIC void player__walk_update ( player_instance *player );
-VG_STATIC void player__walk_post_update ( player_instance *player );
-VG_STATIC void player__walk_animate ( player_instance *player,
- player_animation *anim );
-VG_STATIC void player__walk_post_animate( player_instance *player );
-VG_STATIC void player__walk_im_gui ( player_instance *player );
-VG_STATIC void player__walk_bind ( player_instance *player );
-VG_STATIC void player__walk_transition ( player_instance *player, v3f angles );
+static f32
+ k_walkspeed = 10.0f,
+ k_airspeed = 1.2f,
+ k_stopspeed = 4.0f,
+ k_walk_accel = 10.0f,
+ k_walk_air_accel = 7.0f,
+ k_walk_friction = 10.0f,
+ k_walk_step_height = 0.2f,
+
+ k_sit_yaw_limit = VG_PIf/1.7f,
+ k_sit_pitch_limit = VG_PIf/4.0f;
+
+static void player__walk_register(void){
+ VG_VAR_F32( k_walkspeed, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_stopspeed, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_airspeed, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_walk_friction, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_walk_air_accel, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_walk_accel, flags=VG_VAR_CHEAT );
+}
+
+static void player__walk_pre_update (void);
+static void player__walk_update (void);
+static void player__walk_post_update (void);
+static void player__walk_animate (void);
+static void player__walk_pose (void *animator, player_pose *pose);
+static void player__walk_post_animate(void);
+static void player__walk_im_gui (void);
+static void player__walk_bind (void);
+static void player__walk_transition (void);
+static void player__walk_reset (void);
+static void player__walk_restore (void);
+static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data );
+
+struct player_subsystem_interface static player_subsystem_walk = {
+ .system_register = player__walk_register,
+ .bind = player__walk_bind,
+ .pre_update = player__walk_pre_update,
+ .update = player__walk_update,
+ .post_update = player__walk_post_update,
+ .im_gui = player__walk_im_gui,
+ .animate = player__walk_animate,
+ .post_animate = player__walk_post_animate,
+ .pose = player__walk_pose,
+ .network_animator_exchange = player__walk_animator_exchange,
+
+ .animator_data = &player_walk.animator,
+ .animator_size = sizeof(player_walk.animator),
+ .name = "Walk"
+};
#endif /* PLAYER_WALK_H */