X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_walk.c;h=b37095da28ded733db41f629dfad1a3d2a61cf45;hb=ca35eceae3abfcfb9ba266d6ea8e664bc06b0a3e;hp=d8fe3d1fc86868af333c1155b1acc538d8435dc7;hpb=872ad3e040f22df357929d3778a955ae8c4ac52b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_walk.c b/player_walk.c index d8fe3d1..b37095d 100644 --- a/player_walk.c +++ b/player_walk.c @@ -2,6 +2,8 @@ #define PLAYER_WALK_C #include "player.h" +#include "input.h" +#include "audio.h" VG_STATIC void player_walk_drop_in_vector( player_instance *player, v3f vec ) { @@ -68,6 +70,7 @@ 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; @@ -85,7 +88,7 @@ VG_STATIC void player_walk_drop_in_to_skate( player_instance *player ) v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog ); v3_copy( init_velocity, s->state.cog_v ); v3_copy( init_velocity, player->rb.v ); - v3_copy( init_velocity, player->cam_velocity_smooth ); + v3_copy( init_velocity, player->cam_control.cam_velocity_smooth ); v3_copy( (v3f){1.0f,0.0f,0.0f}, s->state.trick_euler ); } @@ -118,7 +121,7 @@ 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 ); @@ -144,7 +147,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) if( ray_world( world, pos, ray_dir, ray ) ) { vg_line( pos, ray->pos, VG__RED ); - vg_line_pt3( ray->pos, 0.025f, VG__BLACK ); + vg_line_point( ray->pos, 0.025f, VG__BLACK ); sample_count ++; } @@ -222,7 +225,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) if( ray_world( world, va, v0, &ray ) ) { vg_line( va, vb, VG__RED ); - vg_line_pt3( ray.pos, 0.1f, VG__RED ); + vg_line_point( ray.pos, 0.1f, VG__RED ); vg_error( "invalidated\n" ); return 0; } @@ -231,7 +234,7 @@ VG_STATIC int player_walk_scan_for_drop_in( player_instance *player ) if( ray_world( world, vb, v0, &ray ) ) { vg_line( va, vb, VG__RED ); - vg_line_pt3( ray.pos, 0.1f, VG__RED ); + vg_line_point( ray.pos, 0.1f, VG__RED ); vg_error( "invalidated\n" ); return 0; } @@ -276,11 +279,17 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) return; } } - else if( vg_input_button_down( player->input_use ) && !player->immobile ){ + 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{ + struct player_board *board = + addon_cache_item_if_loaded( k_addon_type_board, + player->board_view_slot ); + + if( !board ) 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; @@ -311,6 +320,10 @@ VG_STATIC void player__walk_pre_update( player_instance *player ) } } } + else if( button_down( k_srbind_jump ) && !player->immobile ){ + w->state.jump_queued = 1; + w->state.jump_input_time = vg.time; + } } VG_STATIC int player_walk_normal_standable( player_instance *player, v3f n ) @@ -355,6 +368,17 @@ VG_STATIC void player__walk_update( player_instance *player ) { struct player_walk *w = &player->_walk; v3_copy( player->rb.co, w->state.prev_pos ); + v3_zero( player->rb.w ); + + world_instance *world = world_current_instance(); + + if( world->water.enabled ){ + if( player->rb.co[1]+0.4f < world->water.height ){ + audio_oneshot_3d( &audio_splash, player->rb.co, 40.0f, 1.0f ); + player__dead_transition( player ); + return; + } + } enum walk_activity prev_state = w->state.activity; @@ -368,28 +392,23 @@ VG_STATIC void player__walk_update( player_instance *player ) m3x3_copy( player->rb.to_world, mtx ); v3_add( player->rb.co, player->basis[1], mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE ); rb_ct manifold[64]; int len; 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 ); /* * Collision detection @@ -430,16 +449,17 @@ 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 ); v3f tx, ty; - rb_tangent_basis( surface_avg, tx, ty ); + v3_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 ); @@ -449,14 +469,19 @@ VG_STATIC void player__walk_update( player_instance *player ) nominal_speed = k_walkspeed; /* jump */ - if( player->input_jump->button.value ){ - 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 ); - w->state.activity = k_walk_activity_air; - prev_state = k_walk_activity_air; - accel_speed = k_walk_air_accel; - nominal_speed = k_airspeed; + if( w->state.jump_queued ){ + w->state.jump_queued = 0; + + f32 t = vg.time - w->state.jump_input_time; + if( t < PLAYER_JUMP_EPSILON ){ + 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 ); + w->state.activity = k_walk_activity_air; + prev_state = k_walk_activity_air; + accel_speed = k_walk_air_accel; + nominal_speed = k_airspeed; + } } else{ player_friction( player->rb.v ); @@ -467,7 +492,7 @@ 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 ); } @@ -534,7 +559,7 @@ VG_STATIC void player__walk_update( player_instance *player ) v3_muladds( player->rb.co, player->rb.v, k_rb_delta, player->rb.co ); v3_add( player->rb.co, player->basis[1], mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN ); /* * CCD routine @@ -563,7 +588,7 @@ VG_STATIC void player__walk_update( player_instance *player ) rb_update_transform( &player->rb ); v3_add( player->rb.co, player->basis[1], mtx[3] ); - debug_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED ); } } @@ -601,7 +626,7 @@ VG_STATIC void player__walk_post_update( player_instance *player ) 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 ); + vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW ); /* Calculate header */ @@ -617,7 +642,7 @@ VG_STATIC void player__walk_post_update( player_instance *player ) q_normalize( player->rb.q ); } - vg_line_pt3( w->state.drop_in_target, 0.1f, VG__GREEN ); + vg_line_point( w->state.drop_in_target, 0.1f, VG__GREEN ); v3f p1; v3_muladds( w->state.drop_in_target, w->state.drop_in_normal, 0.3f, p1 ); vg_line( w->state.drop_in_target, p1, VG__GREEN ); @@ -625,7 +650,7 @@ VG_STATIC void player__walk_post_update( player_instance *player ) vg_line( w->state.drop_in_target, p1, VG__GREEN ); vg_line( w->state.drop_in_target, w->state.drop_in_foot_anchor, VG__WHITE ); - vg_line_pt3( w->state.drop_in_foot_anchor, 0.08f, VG__PINK ); + vg_line_point( w->state.drop_in_foot_anchor, 0.08f, VG__PINK ); float a = player_get_heading_yaw( player ); @@ -650,19 +675,19 @@ 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 +713,7 @@ 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; @@ -729,7 +751,12 @@ VG_STATIC void player__walk_animate( player_instance *player, skeleton_lerp_pose( sk, apose, bpose, w->blend_fly, apose ); /* Create transform */ - rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); + if( !player->immobile ) + rb_extrapolate( &player->rb, dest->root_co, dest->root_q ); + else{ + v3_copy( player->rb.co, dest->root_co ); + v4_copy( player->rb.q, dest->root_q ); + } float walk_yaw = player_get_heading_yaw( player );