3 void init_player(struct player *p)
5 memset(p, 0, sizeof *p);
6 cgm_qcons(&p->vrot, 0, 0, 0, 1);
9 p->hp = p->hp_max = 10;
10 p->mp = p->mp_max = 10;
13 void move_player(struct player *p, int right, int fwd)
15 static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
18 cgm_vec3 vdir = {0, 0, -1};
20 cgm_vmul_m3v3(&vdir, p->view_xform);
22 angle = atan2(vdir.z, vdir.x) + 3.0 * M_PI;
23 fdir = (p->dir + (int)(2.0 * angle / M_PI)) & 3;
25 rdir = (fdir + 1) & 3;
26 p->cx += step[fdir][0] * fwd + step[rdir][0] * right;
27 p->cy += step[fdir][1] * fwd + step[rdir][1] * right;
30 void turn_player(struct player *p, int turn)
33 turn = turn > 0 ? 1 : 3;
34 p->dir = (p->dir + turn) & 3;
38 void upd_player_xform(struct player *p)
41 float celld = p->lvl ? p->lvl->cell_size : DEF_CELL_SIZE;
43 cgm_vcons(&pos, p->cx * celld, p->height, -p->cy * celld);
44 cgm_vadd(&pos, &p->cpos);
46 cgm_midentity(p->view_xform);
47 cgm_mprerotate_x(p->view_xform, -p->phi);
48 cgm_mprerotate_y(p->view_xform, p->theta + p->dir * M_PI / 2.0f);
49 cgm_mrotate_quat(p->view_xform, &p->vrot);
50 cgm_mpretranslate(p->view_xform, -pos.x, -pos.y, -pos.z);
53 void upd_player_vis(struct player *p)