sat
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #ifndef PLAYER_C
2 #define PLAYER_C
3
4 #include "player.h"
5 #include "camera.h"
6 #include "player_model.h"
7
8 PLAYER_API
9 void player__debugtext( int size, const char *fmt, ... )
10 {
11 char buffer[ 1024 ];
12
13 va_list args;
14 va_start( args, fmt );
15 vsnprintf( buffer, 1024, fmt, args );
16 va_end( args );
17
18 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
19 vg_uictx.cursor[1] += 14*size;
20 }
21
22 /*
23 * Init
24 */
25 PLAYER_API
26 void player__create( player_instance *inst )
27 {
28 static int only_once = 0;
29 assert( only_once == 0 );
30 only_once ++;
31
32 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
33 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
34 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
35 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
36 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
37 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
38 inst->input_push = vg_create_named_input( "push", k_input_type_button );
39 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
40 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
41 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
42 inst->input_use = vg_create_named_input( "use", k_input_type_button );
43 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
44 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
45 inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
46 inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
47 inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
48
49 const char *default_cfg[] =
50 {
51 "bind steer-h gp-ls-h",
52 "bind -steer-h a",
53 "bind +steer-h d",
54
55 "bind steer-v gp-ls-v",
56 "bind -steer-v w",
57 "bind +steer-v s",
58
59 "bind grab gp-rt",
60 "bind +grab shift",
61 "bind grab-h gp-rs-h",
62 "bind grab-v gp-rs-v",
63
64 "bind jump space",
65 "bind jump gp-a",
66
67 "bind trick0 mouse1",
68 "bind trick0 gp-a",
69 "bind trick1 mouse2",
70 "bind trick1 gp-b",
71 "bind trick2 gp-x", /* keyboard: m0 + m1 */
72
73 "bind push gp-b",
74 "bind push w",
75
76 "bind walk shift",
77 "bind walk gp-ls",
78
79 "bind walk-h gp-ls-h",
80 "bind walk-v -gp-ls-v",
81 "bind +walk-h d",
82 "bind -walk-h a",
83 "bind +walk-v w",
84 "bind -walk-v s",
85
86 "bind reset gp-lb",
87 "bind reset r",
88
89 "bind use gp-y",
90 "bind use e",
91 "bind camera c",
92 "bind camera gp-rb"
93 };
94
95 for( int i=0; i<vg_list_size(default_cfg); i++ )
96 vg_execute_console_input(default_cfg[i]);
97
98 v3_zero( inst->rb.co );
99 v3_zero( inst->rb.w );
100 v3_zero( inst->rb.v );
101 q_identity( inst->rb.q );
102 m4x3_identity( inst->rb.to_world );
103 m4x3_identity( inst->rb.to_local );
104
105 inst->rewind_length = 0;
106 inst->rewind_buffer =
107 vg_linear_alloc( vg_mem.rtmemory,
108 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
109
110 }
111
112 /*
113 * Appearence
114 */
115 PLAYER_API
116 void player__use_avatar( player_instance *player, struct player_avatar *av )
117 {
118 player->playeravatar = av;
119 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
120 }
121
122 PLAYER_API
123 void player__use_mesh( player_instance *player, glmesh *mesh )
124 {
125 player->playermesh = mesh;
126 }
127
128 PLAYER_API
129 void player__use_texture( player_instance *player, vg_tex2d *tex )
130 {
131 player->playertex = tex;
132 }
133
134 PLAYER_API
135 void player__bind( player_instance *player )
136 {
137 player__skate_bind( player );
138 player__walk_bind( player );
139 player__drive_bind( player );
140 }
141
142 /*
143 * Gameloop events
144 * ----------------------------------------------------------------------------
145 */
146
147 VG_STATIC void player_save_rewind_frame( player_instance *player )
148 {
149 if( player->rewind_length < PLAYER_REWIND_FRAMES ){
150 struct rewind_frame *fr =
151 &player->rewind_buffer[ player->rewind_length ++ ];
152
153 v2_copy( player->cam.angles, fr->ang );
154 v3_copy( player->cam.pos, fr->pos );
155
156 if( player->rewind_length >= 2 ){
157 player->rewind_total_length +=
158 v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
159 player->rewind_buffer[player->rewind_length-2].pos );
160 }
161 }
162 }
163
164 PLAYER_API
165 void player__pre_update( player_instance *player )
166 {
167 if( player->rewinding ){
168 return;
169 }
170
171 if( vg_input_button_down( player->input_reset ) ){
172 double delta = world_global.time - world_global.last_use;
173
174 if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
175 player->rewinding = 1;
176 player->rewind_sound_wait = 1;
177 player->rewind_time = (double)player->rewind_length - 0.0001;
178 player_save_rewind_frame( player );
179
180 audio_lock();
181 audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
182 audio_unlock();
183
184 /* based on testing. DONT CHANGE!
185 *
186 * time taken: y = (x^(4/5)) * 74.5
187 * inverse : x = (2/149)^(4/5) * y^(4/5)
188 */
189
190 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
191 curve = powf( player->rewind_total_length, 4.0f/5.0f );
192
193 player->rewind_predicted_time = constant * curve;
194 player->rewind_start = vg.time;
195 player->subsystem = player->subsystem_gate;
196 player->rb = player->rb_gate_storage;
197 v3_copy( player->angles_storage, player->angles );
198
199 if( _player_restore[ player->subsystem ] )
200 _player_restore[ player->subsystem ]( player );
201 }
202 else{
203 if( player->subsystem == k_player_subsystem_dead ){
204 __respawn( 0, NULL );
205 }
206 else{
207 /* cant do that */
208 audio_lock();
209 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
210 audio_unlock();
211 }
212 }
213 }
214
215 if( vg_input_button_down( player->input_camera ) ){
216 if( player->camera_mode == k_cam_firstperson )
217 player->camera_mode = k_cam_thirdperson;
218 else
219 player->camera_mode = k_cam_firstperson;
220 }
221
222 if( _player_pre_update[ player->subsystem ] )
223 _player_pre_update[ player->subsystem ]( player );
224 }
225
226 PLAYER_API
227 void player__update( player_instance *player )
228 {
229 if( player->rewinding )
230 return;
231
232 if( _player_update[ player->subsystem ] )
233 _player_update[ player->subsystem ]( player );
234 }
235
236 PLAYER_API
237 void player__post_update( player_instance *player )
238 {
239 if( player->rewinding )
240 return;
241
242 if( _player_post_update[ player->subsystem ] )
243 _player_post_update[ player->subsystem ]( player );
244
245 if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
246 player->rewind_accum += vg.frame_delta;
247
248 if( player->rewind_accum > 0.25f ){
249 player->rewind_accum -= 0.25f;
250 player_save_rewind_frame( player );
251 }
252 }
253 }
254
255 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
256 {
257 /* FIXME: Applies to main_camera directly! */
258
259 /* Pre-emptively edit the camera matrices so that the motion vectors
260 * are correct */
261 m4x3f transport_i;
262 m4x4f transport_4;
263 m4x3_invert_affine( transport, transport_i );
264 m4x3_expand( transport_i, transport_4 );
265 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
266 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
267
268 /* we want the regular transform here no the inversion */
269 m4x3_expand( transport, transport_4 );
270 m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
271 m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
272 }
273
274 __attribute__ ((deprecated))
275 VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
276 {
277 v3_copy( angles, d );
278 return;
279
280 v3f fwd_dir = { cosf(angles[0]),
281 0.0f,
282 sinf(angles[0])};
283 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
284
285 v3_copy( angles, d );
286 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
287 }
288
289 /*
290 * Applies gate transport to a player_interface
291 */
292 PLAYER_API
293 void player__pass_gate( player_instance *player, ent_gate *gate )
294 {
295 world_routes_fracture( get_active_world(), gate,
296 player->rb.co, player->rb.v );
297
298 player->gate_waiting = gate;
299 world_routes_activate_entry_gate( get_active_world(), gate );
300
301 m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
302 m3x3_mulv( gate->transport, player->cam_velocity_smooth,
303 player->cam_velocity_smooth );
304
305 m3x3_copy( player->basis, player->basis_gate );
306
307 v4f q;
308 m3x3_q( gate->transport, q );
309 q_mul( q, player->qbasis, player->qbasis );
310 q_normalize( player->qbasis );
311 q_m3x3( player->qbasis, player->basis );
312 m3x3_transpose( player->basis, player->invbasis );
313
314 player->subsystem_gate = player->subsystem;
315 player->rb_gate_storage = player->rb;
316 v3_copy( player->angles, player->angles_storage );
317 player->rewind_length = 0;
318 player->rewind_total_length = 0.0f;
319 player->rewind_gate = gate;
320 player->rewind_accum = 0.0f;
321
322 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
323 player_save_rewind_frame( player );
324
325 if( gate->type == k_gate_type_nonlocal )
326 world_global.active_world = gate->target;
327
328 world_global.in_volume = 0;
329
330 audio_lock();
331 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
332 audio_unlock();
333 }
334
335 VG_STATIC void player__pre_render( player_instance *player )
336 {
337 if( _player_animate[ player->subsystem ] ){
338 player_animation res;
339 _player_animate[ player->subsystem ]( player, &res );
340
341 m4x3f transform;
342 q_m3x3( res.root_q, transform );
343 v3_copy( res.root_co, transform[3] );
344
345 struct skeleton *sk = &player->playeravatar->sk;
346
347 if( player->holdout_time > 0.0f ){
348 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
349 player->holdout_time, res.pose );
350 player->holdout_time -= vg.frame_delta * 2.0f;
351 }
352
353 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
354 skeleton_apply_ik_pass( sk );
355 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
356 skeleton_apply_inverses( sk );
357 skeleton_apply_transform( sk, transform );
358
359 skeleton_debug( sk );
360 }
361
362 if( _player_post_animate[ player->subsystem ] )
363 _player_post_animate[ player->subsystem ]( player );
364
365 struct player_avatar *av = player->playeravatar;
366 v3f vp0 = {0.0f,0.1f, 0.55f},
367 vp1 = {0.0f,0.1f,-0.55f};
368
369 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
370 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
371
372 if( player->rewinding ){
373 if( player->rewind_time <= 0.0f ){
374 double taken = vg.time - player->rewind_start;
375 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
376 taken, player->rewind_predicted_time,
377 player->rewind_total_length );
378
379 player->rewinding = 0;
380 player->rewind_length = 1;
381 player->rewind_total_length = 0.0f;
382 player->rewind_accum = 0.0f;
383 world_global.sky_target_rate = 1.0;
384 world_global.time = world_global.last_use;
385 }
386 else{
387 world_global.sky_target_rate = -100.0;
388
389 float budget = vg.time_delta,
390 overall_length = player->rewind_length;
391
392 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
393 /* Interpolate frames */
394 int i0 = floorf( player->rewind_time ),
395 i1 = VG_MIN( i0+1, player->rewind_length-1 );
396
397 struct rewind_frame *fr = &player->rewind_buffer[i0],
398 *fr1 = &player->rewind_buffer[i1];
399
400 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
401 subl = vg_fractf( player->rewind_time ) + 0.001f,
402
403 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
404 speed = sramp*28.0f + 0.5f*player->rewind_time,
405 mod = speed * (budget / dist),
406
407 advl = vg_minf( mod, subl ),
408 advt = (advl / mod) * budget;
409
410 player->dist_accum += speed * advt;
411 player->rewind_time -= advl;
412 budget -= advt;
413 }
414
415 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
416
417 float current_time = vg.time - player->rewind_start,
418 remaining = player->rewind_predicted_time - current_time;
419
420 if( player->rewind_sound_wait ){
421 if( player->rewind_predicted_time >= 6.5f ){
422 if( remaining <= 6.5f ){
423 audio_lock();
424 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
425 audio_unlock();
426 player->rewind_sound_wait = 0;
427 }
428 }
429 else if( player->rewind_predicted_time >= 2.5f ){
430 if( remaining <= 2.5f ){
431 audio_lock();
432 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
433 audio_unlock();
434 player->rewind_sound_wait = 0;
435 }
436 }
437 else if( player->rewind_predicted_time >= 1.5f ){
438 if( remaining <= 1.5f ){
439 audio_lock();
440 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
441 audio_unlock();
442 player->rewind_sound_wait = 0;
443 }
444 }
445 }
446
447 int i0 = floorf( player->rewind_time ),
448 i1 = VG_MIN( i0+1, player->rewind_length-1 );
449
450 struct rewind_frame *fr = &player->rewind_buffer[i0],
451 *fr1 = &player->rewind_buffer[i1];
452
453 float sub = vg_fractf(player->rewind_time);
454
455 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
456 player->cam_override_angles[0] =
457 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
458 player->cam_override_angles[1] =
459 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
460
461 float blend = player->rewind_time * 0.25f;
462 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
463 }
464 }
465 else player->cam_override_strength = 0.0f;
466
467 player__cam_iterate( player );
468 }
469
470 PLAYER_API void player__render( camera *cam, player_instance *player )
471 {
472 shader_model_character_view_use();
473 vg_tex2d_bind( player->playertex, 0 );
474 shader_model_character_view_uTexMain( 0 );
475 shader_model_character_view_uCamera( cam->transform[3] );
476 shader_model_character_view_uPv( cam->mtx.pv );
477
478 world_instance *world = get_active_world();
479 world_link_lighting_ub( world, _shader_model_character_view.id );
480 world_bind_position_texture( world, _shader_model_character_view.id,
481 _uniform_model_character_view_g_world_depth, 2 );
482 world_bind_light_array( world, _shader_model_character_view.id,
483 _uniform_model_character_view_uLightsArray, 3 );
484 world_bind_light_index( world, _shader_model_character_view.id,
485 _uniform_model_character_view_uLightsIndex, 4 );
486
487 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
488 player->playeravatar->sk.bone_count,
489 0,
490 (float *)player->playeravatar->sk.final_mtx );
491
492 mesh_bind( player->playermesh );
493 mesh_draw( player->playermesh );
494 }
495
496 PLAYER_API void player__im_gui( player_instance *player )
497 {
498 vg_uictx.cursor[0] = vg.window_x - 200;
499 vg_uictx.cursor[1] = 0;
500 vg_uictx.cursor[2] = 200;
501 vg_uictx.cursor[3] = 200;
502
503 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
504
505 vg_uictx.cursor[0] = vg.window_x;
506
507 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
508 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
509
510 if( _player_im_gui[ player->subsystem ] )
511 _player_im_gui[ player->subsystem ]( player );
512
513 b[2].co[1] = vg_uictx.cursor[1];
514 b[3].co[1] = vg_uictx.cursor[1];
515 }
516
517 PLAYER_API void player__spawn( player_instance *player,
518 ent_spawn *rp )
519 {
520 v3_copy( rp->transform.co, player->rb.co );
521 v3_zero( player->rb.v );
522 v3_zero( player->rb.w );
523 q_identity( player->rb.q );
524 rb_update_transform( &player->rb );
525
526 q_identity( player->qbasis );
527 m3x3_identity( player->basis );
528 m3x3_identity( player->invbasis );
529
530 player->subsystem = k_player_subsystem_walk;
531 player->viewable_world = get_active_world();
532 player->gate_waiting = NULL;
533
534 if( _player_reset[ player->subsystem ] )
535 _player_reset[ player->subsystem ]( player, rp );
536 }
537
538
539 PLAYER_API void player__kill( player_instance *player )
540 {
541
542 }
543
544 #endif /* PLAYER_C */