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-rw-r--r--src/game/player.cpp126
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;
+ }
}
}