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#include "../game.h"
#include "SDL_scancode.h"
#include "objlist.h"
#include "world/trace.h"
#include <cmath>
#include "player.h"
F32 PLAYER_HULL_HEIGHT = 50.f;
F32 PLAYER_HULL_WIDTH = 32.f;
PLAYER* player_create( VEC3 origin, F32 yaw ) {
PLAYER* p = obj_add<PLAYER>( "localplayer" );
p->pos = origin;
p->rot = { 0, yaw, 0 };
p->health = 100;
p->keeponlevel = 1;
p->velocity = {};
p->mins = {
-PLAYER_HULL_WIDTH * .5f,
-PLAYER_HULL_WIDTH * .5f,
0
};
p->maxs = {
PLAYER_HULL_WIDTH * .5f,
PLAYER_HULL_WIDTH * .5f,
PLAYER_HULL_HEIGHT
};
return p;
}
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;
*pitch -= input.mouse.pos_delta.y * input.mouse_sensitivity;
if( *pitch > 89.f ) *pitch = 89.f;
if( *pitch < -89.f ) *pitch = -89.f;
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;
}
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[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 = 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 )
p->pos += wishmove;
else {
p->pos += wishmove * tr.frac;
}
}
}
VEC3 player_get_view_pos( PLAYER* p ) {
return VEC3( p->pos.x, p->pos.y, p->pos.z + p->eyeoffset );
}
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