X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=10d00947a2701a8b67e024c58603511cd8cdfd9a;hb=92ba950580dd4877935e90682cd4f66fead8fed2;hp=7d160a7a09d0d801cb19f15bc230cb5f9b37c8f1;hpb=8c376ed2e4021a18b0a6c6e800109d67ad09d198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index 7d160a7..10d0094 100644 --- a/player_walk.c +++ b/player_walk.c @@ -2,6 +2,7 @@ #define PLAYER_WALK_C #include "player.h" +#include "input.h" VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) { @@ -68,6 +69,7 @@ VG_STATIC void player_walk_generic_to_skate( player_instance *player, 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; @@ -118,7 +120,7 @@ VG_STATIC void player_walk_drop_in_overhang_transform( player_instance *player, VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) { struct player_walk *w = &player->_walk; - world_instance *world = get_active_world(); + world_instance *world = world_current_instance(); v3f dir, center; q_mulv( player->rb.q, (v3f){0.0f,0.0f,1.0f}, dir ); @@ -252,7 +254,7 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) { 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 ){ @@ -276,17 +278,20 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) return; } } - else if( vg_input_button_down( player->input_use ) ){ + 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; - w->state.activity = k_walk_activity_immobile; + player->immobile = 1; struct player_avatar *av = player->playeravatar; m4x3_mulv( av->sk.final_mtx[ av->id_ik_foot_r ], @@ -358,7 +363,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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; @@ -375,21 +380,17 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); - world_instance *world = get_active_world(); + w->move_speed = v2_length( steer ); + world_instance *world = world_current_instance(); /* * Collision detection @@ -430,8 +431,9 @@ VG_STATIC void player__walk_update( player_instance *player ) */ 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 ); @@ -439,7 +441,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); @@ -449,7 +451,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); @@ -467,7 +469,7 @@ VG_STATIC void player__walk_update( player_instance *player ) 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 ); } @@ -650,19 +652,19 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ); } @@ -688,10 +690,7 @@ VG_STATIC void player__walk_animate( player_instance *player, 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; @@ -844,7 +843,6 @@ VG_STATIC void player__walk_im_gui( player_instance *player ) (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",