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-rw-r--r--src/Person.cpp207
1 files changed, 83 insertions, 124 deletions
diff --git a/src/Person.cpp b/src/Person.cpp
index 3789865..d096b1d 100644
--- a/src/Person.cpp
+++ b/src/Person.cpp
@@ -23,6 +23,7 @@
 
 #include "Person.h"
 #include "Support.h"
+#include "config.h"
 #include "misc.h"
 
 extern float multiplier;
@@ -38,13 +39,7 @@ extern Sprites sprites;
 extern float soundscalefactor;
 extern int slomo;
 
-extern int forwardskey;
-extern int backwardskey;
-extern int leftkey;
-extern int rightkey;
-extern int aimkey;
-extern int psychicaimkey;
-extern int psychickey;
+extern struct Key keymap;
 
 extern Model skeletonmodels[10];
 extern Costume costume[10];
@@ -629,136 +624,100 @@ void Person::DoAnimationslite(int who)
 		currentframe = targetframe;
 }
 
-void 	Person::DoStuff(int who){
-	int moveanim;
+void Person::control()
+{
+	if (visions)
+		speed = 40;
+	else
+		speed = (targetanimation == joganim) ? 2.2 : 2.5;
 
-	if((targetanimation!=idleanim&&targetanimation!=crouchanim)||visions==1)playerlowrotation=playerrotation;
-	if(targetanimation!=crouchanim&&currentanimation!=crouchanim){
-		if(playerrotation>playerlowrotation+50){playerlowrotation=playerrotation-50; targetanimation=walkanim; targetframe=0; target=0;}
-		if(playerrotation<playerlowrotation-50){playerlowrotation=playerrotation+50; targetanimation=walkanim; targetframe=0; target=0;}
+	if (keyPress(GLFW_KEY_LEFT_CONTROL)
+	    && currentanimation == idleanim
+	    && targetanimation == idleanim) {
+		targetanimation = crouchanim;
+		target = 0;
 	}
-	if(targetanimation==crouchanim||currentanimation==crouchanim){
-		if(playerrotation>playerlowrotation+70){playerrotation=playerlowrotation+70;}
-		if(playerrotation<playerlowrotation-70){playerrotation=playerlowrotation-70;}
+	if (!keyPress(GLFW_KEY_LEFT_CONTROL)
+	    && currentanimation == crouchanim
+	    && targetanimation == crouchanim) {
+		targetanimation = idleanim;
+		target = 0;
 	}
-	if(who==0)camera.rotation=180-playerrotation;
 
-	if(who!=0&&visions==0){
-		if(targetanimation!=walkanim&&targetanimation!=zombiewalkanim)speed=1.0*speedmult;
-		if(targetanimation==walkanim||targetanimation==zombiewalkanim)speed=1.8*speedmult;
-		playerlowrotation=playerrotation;
+	auto forwards = keyPress(keymap.forwards) - keyPress(keymap.backwards);
+	auto right = keyPress(keymap.right) - keyPress(keymap.left);
+	if ((onground || visions) && currentanimation != crouchanim) {
+		playerlowrotation -= right * (forwards ? forwards * 45 : 90);
+		backwardsanim = forwards < 0;
+		auto moveanim = (keyPress(GLFW_KEY_LEFT_SHIFT) || visions)
+			? joganim : walkanim; // Should jog be the default?
+		if (forwards || right) {
+			if (targetanimation != moveanim) {
+				targetanimation = moveanim;
+				targetframe = 0;
+			}
+		} else {
+			if (targetanimation == joganim
+			    || (targetanimation == walkanim
+			        && targetframe != 0 && targetframe != 2)) {
+				targetanimation = idleanim;
+				targetframe = 0;
+				target = 0;
+			}
+		}
 	}
 
-	//Do controls
-	if(who==0&&targetanimation!=diveanim&&targetanimation!=throwanim&&targetanimation!=thrownanim&&currentanimation!=diveanim&&currentanimation!=getupfrontanim){
-		backwardsanim=0;
-		if(visions==1)speed=40;
-		if(visions==0&&targetanimation==joganim)speed=2.2;
-		if(visions==0&&targetanimation!=joganim)speed=1.3;
-		if(visions==0&&targetanimation==walkanim)speed=2.5;
+	// Air?  What does this even do?
+	if (!onground && (forwards || right)) {
+		auto rotation = playerrotation
+			- right * (forwards ? forwards * 45 : 90);
+		facing = DoRotation({0, 0, 1}, 0, rotation, 0);
+		velocity += facing * multiplier * 4;
+	}
+}
 
-		if (IsKeyDown(GLFW_KEY_LEFT_SHIFT) || visions == 1)
-			moveanim = joganim;
-		else
-			moveanim=walkanim;
-		if (IsKeyDown(GLFW_KEY_LEFT_CONTROL)
-		    && currentanimation == idleanim
-		    && targetanimation == idleanim) {
-			targetanimation = crouchanim;
+void Person::DoStuff(int who)
+{
+	if (targetanimation != idleanim && targetanimation != crouchanim || visions)
+		playerlowrotation = playerrotation;
+	if (targetanimation != crouchanim && currentanimation != crouchanim) {
+		if (playerrotation > playerlowrotation + 50) {
+			playerlowrotation = playerrotation - 50;
+			targetanimation = walkanim;
+			targetframe = 0;
 			target = 0;
-		}
-		if (!IsKeyDown(GLFW_KEY_LEFT_CONTROL)
-		    && currentanimation == crouchanim
-		    && targetanimation == crouchanim) {
-			targetanimation = idleanim;
+		} else if (playerrotation < playerlowrotation - 50) {
+			playerlowrotation = playerrotation + 50;
+			targetanimation = walkanim;
+			targetframe = 0;
 			target = 0;
 		}
-		if((onground||(who==0&&visions==1))&&currentanimation!=crouchanim){
-			if (IsKeyDown(forwardskey) && !IsKeyDown(backwardskey)) {
-				if(targetanimation!=moveanim)targetframe=0;
-				targetanimation=moveanim;
-			}
-			if (IsKeyDown(rightkey) && !IsKeyDown(leftkey)) {
-				if(targetanimation!=moveanim)targetframe=0;
-				targetanimation=moveanim;
-				playerlowrotation-=90;
-				if (IsKeyDown(forwardskey))
-					playerlowrotation += 45;
-				if (IsKeyDown(backwardskey))
-					playerlowrotation -= 235;
-			}
-			if (IsKeyDown(leftkey) && !IsKeyDown(rightkey)) {
-				if(targetanimation!=moveanim)targetframe=0;
-				targetanimation=moveanim;
-				playerlowrotation+=90;
-				if (IsKeyDown(forwardskey))
-					playerlowrotation -= 45;
-				if (IsKeyDown(backwardskey))
-					playerlowrotation += 235;
-			}
-			if (IsKeyDown(backwardskey)) {
-				if(targetanimation!=moveanim)targetframe=0;
-				targetanimation=moveanim;
-				backwardsanim=1;
-			}
-		}
-		//air control
-		if(!onground){
-			float oldplayerrotation=playerrotation;
-			if (IsKeyDown(forwardskey) && !IsKeyDown(backwardskey)) {
-				facing=0;
-				facing.z=1;
-				facing=DoRotation(facing,0,playerrotation,0);
-				velocity=velocity+facing*multiplier*4;
-			}
-			if (IsKeyDown(rightkey) && !IsKeyDown(leftkey)) {
-				playerrotation-=90;
-				if (IsKeyDown(forwardskey))
-					playerrotation += 45;
-				if (IsKeyDown(backwardskey))
-					playerrotation -= 45;
-				facing=0;
-				facing.z=1;
-				facing=DoRotation(facing,0,playerrotation,0);
-				velocity=velocity+facing*multiplier*4;
-			}
-			if (IsKeyDown(leftkey) && !IsKeyDown(rightkey)) {
-				playerrotation+=90;
-				if (IsKeyDown(forwardskey))
-					playerrotation -= 45;
-				if (IsKeyDown(backwardskey))
-					playerrotation += 45;
-				facing=0;
-				facing.z=1;
-				facing=DoRotation(facing,0,playerrotation,0);
-				velocity=velocity+facing*multiplier*4;
-			}
-			if (IsKeyDown(backwardskey) && !IsKeyDown(forwardskey)
-			    && !IsKeyDown(leftkey) && !IsKeyDown(rightkey)) {
-				playerrotation+=180;
-				facing=0;
-				facing.z=1;
-				facing=DoRotation(facing,0,playerrotation,0);
-				velocity=velocity+facing*multiplier*4;
-			}
-			playerrotation=oldplayerrotation;
-		}
-		if (!IsKeyDown(forwardskey) && !IsKeyDown(leftkey)
-		    && !IsKeyDown(rightkey) && !IsKeyDown(backwardskey)
-		    && (targetanimation==joganim||targetanimation==walkanim)) {
-			if(!(targetanimation==walkanim&&(targetframe==0||targetframe==2))){
-				targetanimation=idleanim;
-				targetframe=0;
-				target=0;
-			}
-		}
+	} else if (playerrotation > playerlowrotation + 70) {
+		playerrotation = playerlowrotation + 70;
+	} else if (playerrotation < playerlowrotation - 70) {
+		playerrotation = playerlowrotation - 70;
 	}
 
-	facing=0;
-	facing.z=1;
+	if (who == 0)
+		camera.rotation = 180 - playerrotation;
+
+	if(who!=0&&visions==0){
+		if(targetanimation!=walkanim&&targetanimation!=zombiewalkanim)speed=1.0*speedmult;
+		if(targetanimation==walkanim||targetanimation==zombiewalkanim)speed=1.8*speedmult;
+		playerlowrotation=playerrotation;
+	}
 
-	facing=DoRotation(facing,0,playerlowrotation,0);
-	if(backwardsanim)facing*=-1;
+	// Do controls
+	if (who == 0 && targetanimation != diveanim
+	    && targetanimation != throwanim
+	    && targetanimation != thrownanim
+	    && currentanimation != diveanim
+	    && currentanimation != getupfrontanim)
+		control();
+
+	facing = DoRotation({0, 0, 1}, 0, playerlowrotation, 0);
+	if (backwardsanim)
+		facing *= -1;
 
 	if(onground){
 		velocity=0;