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#include "asset.h"
#include "maths.h"
#include "plat.h"
#include "player.h"
#include "render.h"
#include "services.h"
void init_player(Player* p) {
int ip[] = { 5 << fbits, 0, (5 << fbits) };
vec_cpy(p->p, ip, 3);
p->r[0] = 0;
p->r[1] = 0;
p->anim = 0;
}
void update_player(Player* p, struct Services* s) {
App* a = s->a;
int fb, lr;
int dir[4];
int t = (p->r[1] / 10);
int t2 = (t + 64) & sin_table_mask;
t &= sin_table_mask;
fb = !!(a->key_states[key_W] & key_state_pressed);
fb -= 2 * !!(a->key_states[key_S] & key_state_pressed);
lr = !!(a->key_states[key_A] & key_state_pressed);
lr -= 2 * !!(a->key_states[key_D] & key_state_pressed);
p->r[1] -= a->dmx;
dir[0] = -sin_table[t];
dir[1] = cos_table[t];
dir[2] = -sin_table[t2];
dir[3] = cos_table[t2];
p->p[0] += (dir[0] * fb + dir[2] * lr) / 10;
p->p[2] += (dir[1] * fb + dir[3] * lr) / 10;
p->f[0] = dir[0];
p->f[1] = dir[1];
p->l[0] = dir[2];
p->l[1] = dir[3];
if (a->mbtn_states[mbtn_left] & key_state_just_pressed && p->anim < 16)
p->anim = 0xff;
if (p->anim > 16)
p->anim -= 16;
}
void push_player_cam(const Player* p) {
int v[3];
v[0] = -p->p[0];
v[1] = -p->p[1];
v[2] = -p->p[2];
mtx_push_rot_y(p->r[1] / 10);
mtx_push_rot_x(p->r[0] / 10);
mtx_push_trans(v);
}
void pop_player_cam(void) {
mtx_popn(3);
}
void draw_gun(Renderer* r, const Player* p) {
const Mesh* m = get_mesh(asset_id_gun_mesh);
const Texture* tex = get_texture(asset_id_gun_texture);
int pos[3];
pos[0] = 0;
pos[1] = -f1;
pos[2] = cos_table[p->anim];
mtx_push_trans(pos);
mtx_push_scale(f1/4);
mtx_push_rot_y(-64);
ren_mesh(r, m, tex);
mtx_popn(3);
}
void draw_player_world(Renderer* r, const Player* p) {
ren_cleard(r, f1 * 300);
draw_gun(r, p);
}
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