p->mp = p->mp_max = 10;
}
+#define TWO_PI ((float)M_PI * 2.0f)
+#define HALF_PI ((float)M_PI / 2.0f)
+
+void update_player_dir(struct player *p)
+{
+ int dir;
+ float angle;
+
+ /* TODO: take vrot into account */
+ angle = fmod(p->theta, TWO_PI);
+ if(angle < 0) angle += TWO_PI;
+
+ p->theta = angle; /* renormalize theta */
+ p->dir = (int)(4.0f * angle / TWO_PI + 0.5) & 3;
+}
+
void move_player(struct player *p, int right, int fwd)
{
static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
int fdir, rdir;
float angle;
- cgm_vec3 vdir = {0, 0, -1};
-
- cgm_vmul_m3v3(&vdir, p->view_xform);
- angle = atan2(vdir.z, vdir.x) + 3.0 * M_PI;
- fdir = (p->dir + (int)(2.0 * angle / M_PI)) & 3;
+ update_player_dir(p);
+ fdir = p->dir & 3;
rdir = (fdir + 1) & 3;
p->cx += step[fdir][0] * fwd + step[rdir][0] * right;
p->cy += step[fdir][1] * fwd + step[rdir][1] * right;
void turn_player(struct player *p, int turn)
{
if(!turn) return;
- turn = turn > 0 ? 1 : 3;
- p->dir = (p->dir + turn) & 3;
- p->theta = 0;
+
+ p->theta += turn > 0 ? HALF_PI : -HALF_PI;
+
+ update_player_dir(p);
+ p->theta = (float)p->dir * HALF_PI; /* snap theta */
}
void upd_player_xform(struct player *p)
cgm_midentity(p->view_xform);
cgm_mprerotate_x(p->view_xform, -p->phi);
- cgm_mprerotate_y(p->view_xform, p->theta + p->dir * M_PI / 2.0f);
+ cgm_mprerotate_y(p->view_xform, p->theta);
cgm_mrotate_quat(p->view_xform, &p->vrot);
cgm_mpretranslate(p->view_xform, -pos.x, -pos.y, -pos.z);
}