p->mp = p->mp_max = 10;
}
+void move_player(struct player *p, int right, int fwd)
+{
+ static const int step[][2] = {{0, 1}, {1, 0}, {0, -1}, {-1, 0}};
+ int rdir = (p->dir + 1) & 3;
+ p->cx += step[p->dir][0] * fwd + step[rdir][0] * right;
+ p->cy += step[p->dir][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;
+}
+
void upd_player_xform(struct player *p)
{
cgm_vec3 pos;
cgm_midentity(p->view_xform);
cgm_mprerotate_x(p->view_xform, -p->phi);
- cgm_mprerotate_y(p->view_xform, -p->theta);
+ cgm_mprerotate_y(p->view_xform, p->dir * M_PI / 2.0f);
cgm_mrotate_quat(p->view_xform, &p->vrot);
cgm_mpretranslate(p->view_xform, -pos.x, -pos.y, -pos.z);
}
+
+void upd_player_vis(struct player *p)
+{
+ p->vis = 0;
+
+
+}