-#ifndef PLAYER_WALK_H
-#define PLAYER_WALK_H
-
+#pragma once
+#include "player.h"
#include "player_api.h"
+#include "vg/vg_rigidbody.h"
+
+#define PLAYER_JUMP_EPSILON 0.1 /* 100ms jump allowance */
struct player_walk
{
rb_capsule collider;
- struct
- {
+ struct player_walk_state{
v3f prev_pos;
v3f drop_in_target,
- drop_in_foot_anchor,
drop_in_start,
drop_in_normal;
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,
+
+ /* transitions */
+ k_walk_activity_inone,
+ k_walk_activity_ipopoff,
+ k_walk_activity_oair,
+ k_walk_activity_odrop_in,
+ k_walk_activity_oregular,
+
+ k_walk_activity_max,
}
activity;
- enum walk_outro
- {
- k_walk_outro_none,
- k_walk_outro_jump_to_air,
- k_walk_outro_drop_in,
- k_walk_outro_regular
- }
- outro_type;
+ f32 transition_t;
+
+ int jump_queued;
+ f64 jump_input_time;
- struct skeleton_anim *outro_anim;
- double outro_start_time;
+ f32 walk_timer;
+ int step_phase;
+ v3f steer;
}
- 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_intro;
+ *anim_jump_to_air, *anim_drop_in, *anim_intro,
+ *anim_sit, *anim_popoff;
- 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, board_yaw;
+
+ enum walk_activity activity;
+ f32 transition_t;
+ }
+ animator;
+}
+extern player_walk;
+extern struct player_subsystem_interface player_subsystem_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 );
-
-#endif /* PLAYER_WALK_H */
+static f32
+ k_walkspeed = 4.4f,
+ k_runspeed = 10.0f,
+ k_airspeed = 1.2f,
+ k_stopspeed = 4.0f,
+ k_walk_accel = 10.0f,
+ k_walk_air_accel = 7.0f,
+ k_walk_friction = 6.0f,
+ 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_runspeed, 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 );
+}
+
+void player__walk_pre_update (void);
+void player__walk_update (void);
+void player__walk_post_update (void);
+void player__walk_animate (void);
+void player__walk_pose (void *animator, player_pose *pose);
+void player__walk_post_animate(void);
+void player__walk_im_gui (void);
+void player__walk_bind (void);
+void player__walk_reset (void);
+void player__walk_restore (void);
+void player__walk_animator_exchange( bitpack_ctx *ctx, void *data );
+void player__walk_transition( bool grounded, f32 board_yaw );
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume );