unlock rendering
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.h
index 3d6f3adf515d80698c0b3514e21310f617f8bea5..d422e752b44c008a4c9ce9c9419c870ae8363f18 100644 (file)
@@ -2,18 +2,14 @@
 #define PLAYER_WALK_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,
@@ -23,49 +19,84 @@ struct player_walk
       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
       }
       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
       }
       outro_type;
-
-      struct skeleton_anim *outro_anim;
       double outro_start_time;
+
+      int jump_queued;
+      f64 jump_input_time;
+
+      f32 walk_timer;
+      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;
+
+   struct player_walk_animator {
+      v3f root_co;
+      v4f root_q;
+      f32 fly,
+          run,
+          walk;
 
-   float blend_fly,
-         blend_run,
-         blend_walk,
+      f32 walk_timer;
 
-         move_speed,
-         walk_timer;
+      v3f foot_anchor;
+      enum walk_outro outro_type;
+      f32 outro_t,
+          commit_t;
+   }
+   animator;
 };
 
+VG_STATIC float
+   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;
+
+VG_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 );
+}
+
 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_animate     ( player_instance *player );
+VG_STATIC void player__walk_pose( player_instance *player, player_pose *pose );
 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 );
+VG_STATIC void player__walk_transition  ( player_instance *player );
+VG_STATIC void player__walk_reset       ( player_instance *player, 
+                                          ent_spawn *rp );
+VG_STATIC void player__walk_restore( player_instance *player );
 
 #endif /* PLAYER_WALK_H */