diff options
| author | navewindre <boneyaard@gmail.com> | 2025-09-28 02:45:10 +0200 |
|---|---|---|
| committer | navewindre <boneyaard@gmail.com> | 2025-09-28 02:45:10 +0200 |
| commit | 0db9c91742a6ab17c3d8a8b86a34392c1797740b (patch) | |
| tree | c3b2595722f601c61b342cc470e9e7f8a13891d0 /src/game/player.cpp | |
| parent | ae694bc0da98e45c5def20ac1d92f9d8aad65fd5 (diff) | |
input bettr
Diffstat (limited to 'src/game/player.cpp')
| -rw-r--r-- | src/game/player.cpp | 126 |
1 files changed, 93 insertions, 33 deletions
diff --git a/src/game/player.cpp b/src/game/player.cpp index 993292c..26c03af 100644 --- a/src/game/player.cpp +++ b/src/game/player.cpp @@ -2,6 +2,7 @@ #include "SDL_scancode.h" #include "objlist.h" #include "world/trace.h" +#include <cmath> #include "player.h" F32 PLAYER_HULL_HEIGHT = 50.f; @@ -30,64 +31,123 @@ PLAYER* player_create( VEC3 origin, F32 yaw ) { return p; } -void player_input( GAME_DATA* game, PLAYER* p ) { - F32* yaw = &p->rot.y; - VEC3* pos = &p->pos; - +void capture_mouse( PLAYER* p ) { + F32* yaw = &p->input.cam.pos.y; + F32* pitch = &p->input.cam.pos.x; if( input.keys[SDL_SCANCODE_F1] ) { input_capture_mouse( false ); } if( input.mouse_captured ) { *yaw += input.mouse.pos_delta.x * input.mouse_sensitivity; - p->rot.x -= input.mouse.pos_delta.y * input.mouse_sensitivity; - - if( p->rot.x > 89.f ) p->rot.x = 89.f; - if( p->rot.x < -89.f ) p->rot.x = -89.f; - } + *pitch -= input.mouse.pos_delta.y * input.mouse_sensitivity; - if( !input.mouse_captured ) { - if( input.keys[(U8)'a'] ) - *yaw -= 360.f * TICK_INTERVAL * 0.5f; - if( input.keys[(U8)'d'] ) - *yaw += 360.f * TICK_INTERVAL * 0.5f; + if( *pitch > 89.f ) *pitch = 89.f; + if( *pitch < -89.f ) *pitch = -89.f; - if( input.keys[SDL_SCANCODE_UP] ) { - if( p->rot.x < 89.f ) - p->rot.x += 360.f * TICK_INTERVAL * 0.5f; - } - if( input.keys[SDL_SCANCODE_DOWN] ) { - if( p->rot.x > -89.f ) - p->rot.x -= 360.f * TICK_INTERVAL * 0.5f; - } + input_reset_mouse_accumulator(); } *yaw = remainderf( *yaw, 360.f ); + p->rot.x = *pitch; + p->rot.y = *yaw; +} +void capture_move_keys( PLAYER* p ) { + VEC2* move = &p->input.move; + if( input.keys[input.binds.fwd] ) { + if( !p->input.fwd_held ) + move->x = 1.f; + p->input.fwd_held = true; + } else { + if( p->input.fwd_held ) { + if( p->input.bk_held ) + move->x = -1.f; + else + move->x = 0.f; + } + p->input.fwd_held = false; + } + + if( input.keys[input.binds.back] ) { + if( !p->input.bk_held ) + move->x = -1.f; + p->input.bk_held = true; + } else { + if( p->input.bk_held ) { + if( p->input.fwd_held ) + move->x = 1.f; + else + move->x = 0.f; + } + p->input.bk_held = false; + } - VEC3 wishmove; - VEC3 dir = m_radial_offset( *yaw, 70.f ); - if( input.keys[(U8)'w'] ) { - wishmove = dir * TICK_INTERVAL; + if( input.keys[input.binds.left] ) { + if( !p->input.left_held ) + move->y = -1.f; + p->input.left_held = true; + } else { + if( p->input.left_held ) { + if( p->input.right_held ) + move->y = 1.f; + else + move->y = 0.f; + } + p->input.left_held = false; } - if( input.keys[(U8)'s'] ) { - wishmove = dir * -TICK_INTERVAL; + + if( input.keys[input.binds.right] ) { + if( !p->input.right_held ) + move->y = 1.f; + p->input.right_held = true; + } else { + if( p->input.right_held ) { + if( p->input.left_held ) + move->y = -1.f; + else + move->y = 0.f; + } + p->input.right_held = false; } +} + +void player_input( GAME_DATA* game, PLAYER* p ) { + if( !p ) + return; + + capture_mouse( p ); + capture_move_keys( p ); +} + +void player_move( GAME_DATA* game, PLAYER* p ) { + VEC2 move = p->input.move; + F32 yawrad = m_deg2rad( p->rot.y ); + + VEC3 wishdir = { + move.x * cosf( yawrad ) - move.y * sinf( yawrad ), + move.y * cosf( yawrad ) + move.x * sinf( yawrad ), + 0 + }; + VEC3 vel = wishdir * 70.f; + p->velocity = vel; + VEC3 wishmove = vel * TICK_INTERVAL; // todo : should never be false if( vec_len( wishmove ) > BSP_TRACE_EPSILON && game->state.map->bsp ) { BSP_TRACE tr{}; AABB aabb{}; - tr.in_start = *pos; - tr.in_end = *pos + wishmove * 2.f; + tr.in_start = p->pos; + tr.in_end = tr.in_start + wishmove; aabb.min = p->mins; aabb.max = p->maxs; bsp_trace( &tr, game->state.map->bsp, aabb ); if( !tr.hit ) - *pos += wishmove; - else - *pos += wishmove * tr.frac; + p->pos += wishmove; + else { + p->pos += wishmove * tr.frac; + } } } |
