gameserver optimisations
[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 #include "input.h"
8 #include "world.h"
9 #include "audio.h"
10 #include "player_replay.h"
11 #include "network.h"
12 #include "network_common.h"
13 #include "world_routes.h"
14 #include "ent_miniworld.h"
15 #include "gui.h"
16
17 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
18 ent_spawn *rp = NULL, *r;
19 world_instance *world = world_current_instance();
20
21 if( argc == 1 ){
22 rp = world_find_spawn_by_name( world, argv[0] );
23 }
24 else if( argc == 0 ){
25 rp = world_find_closest_spawn( world, localplayer.rb.co );
26 }
27
28 if( !rp )
29 return 0;
30
31 player__spawn( rp );
32 return 1;
33 }
34
35 static void player_init(void){
36 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
37 struct player_subsystem_interface *sys = player_subsystems[i];
38
39 if( sys->system_register ) sys->system_register();
40 }
41
42 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
43 VG_VAR_F32( k_cam_damp );
44 VG_VAR_F32( k_cam_spring );
45 VG_VAR_F32( k_cam_punch );
46 VG_VAR_F32( k_cam_shake_strength );
47 VG_VAR_F32( k_cam_shake_trackspeed );
48 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
49
50 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
51 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
52 vg_console_reg_var( "invert_y", &k_invert_y,
53 k_var_dtype_i32, VG_VAR_PERSISTENT );
54 }
55
56 static void player__debugtext( int size, const char *fmt, ... ){
57 char buffer[ 1024 ];
58
59 va_list args;
60 va_start( args, fmt );
61 vsnprintf( buffer, 1024, fmt, args );
62 va_end( args );
63
64 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
65 g_player_debugger[1] += size*16;
66 }
67
68 /*
69 * Appearence
70 */
71
72 static void player__use_model( u16 reg_id ){
73 addon_cache_unwatch( k_addon_type_player,
74 localplayer.playermodel_view_slot );
75 localplayer.playermodel_view_slot =
76 addon_cache_create_viewer( k_addon_type_player, reg_id );
77 }
78
79 static void player__bind(void){
80 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
81 struct player_subsystem_interface *sys = player_subsystems[i];
82
83 if( sys->bind ) sys->bind();
84 }
85 }
86
87 /*
88 * Gameloop events
89 * ----------------------------------------------------------------------------
90 */
91
92 static void player__pre_update(void){
93 if( button_down( k_srbind_camera ) && !localplayer.immobile &&
94 (localplayer.subsystem != k_player_subsystem_dead) ){
95 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
96 localplayer.cam_control.camera_mode = k_cam_thirdperson;
97 else
98 localplayer.cam_control.camera_mode = k_cam_firstperson;
99 }
100
101 if( player_subsystems[ localplayer.subsystem ]->pre_update )
102 player_subsystems[ localplayer.subsystem ]->pre_update();
103 }
104
105 static void player__update(void){
106 if( player_subsystems[ localplayer.subsystem ]->update )
107 player_subsystems[ localplayer.subsystem ]->update();
108 }
109
110 static void player__post_update(void){
111 if( player_subsystems[ localplayer.subsystem ]->post_update )
112 player_subsystems[ localplayer.subsystem ]->post_update();
113 }
114
115 /*
116 * Applies gate transport to a player_interface
117 */
118 static void player__pass_gate( u32 id ){
119 world_instance *world = world_current_instance();
120
121 /* update boundary hash (network animation) */
122 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
123 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
124 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
125 localplayer.boundary_hash |= index;
126
127 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
128 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
129
130 localplayer.gate_waiting = gate;
131
132 struct player_cam_controller *cc = &localplayer.cam_control;
133 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
134 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
135 cc->cam_velocity_smooth );
136
137 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
138
139 if( gate->flags & k_ent_gate_nonlocal ){
140 /* FIXME: Code dupe with world_load.c */
141 ent_spawn *rp = world_find_spawn_by_name( world, "start" );
142 if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
143 /* TODO: fallback to searching for a safe location using raycasts */
144 assert(rp);
145 v3_copy( rp->transform.co, world->player_co );
146
147 world_static.active_instance = gate->target;
148 player__clean_refs();
149 }
150 else
151 world_routes_activate_entry_gate( world, gate );
152
153 v3f v0;
154 v3_angles_vector( localplayer.angles, v0 );
155 m3x3_mulv( gate->transport, v0, v0 );
156 v3_angles( v0, localplayer.angles );
157
158 audio_lock();
159 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
160 audio_unlock();
161
162 replay_clear( &skaterift.replay );
163 }
164
165 static void player_apply_transport_to_cam( m4x3f transport ){
166 /* FIXME: Applies to skaterift.cam directly! */
167
168 /* Pre-emptively edit the camera matrices so that the motion vectors
169 * are correct */
170 m4x3f transport_i;
171 m4x4f transport_4;
172 m4x3_invert_affine( transport, transport_i );
173 m4x3_expand( transport_i, transport_4 );
174 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
175 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
176
177 /* we want the regular transform here no the inversion */
178 m4x3_expand( transport, transport_4 );
179 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
180 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
181 }
182
183 static void player__im_gui(void){
184 if( !k_player_debug_info ) return;
185
186 ui_rect box = {
187 vg.window_x - 300,
188 0,
189 300,
190 vg.window_y
191 };
192
193 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
194
195 g_player_debugger[0] = box[0];
196 g_player_debugger[1] = 0;
197 g_player_debugger[2] = 300;
198 g_player_debugger[3] = 32;
199
200 player__debugtext( 2, "instance #%u", world_static.active_instance );
201
202 char buf[96];
203 for( u32 i=0; i<k_world_max; i++ ){
204 if( world_static.instance_addons[ i ] )
205 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
206 else
207 strcpy( buf, "none" );
208
209 player__debugtext( 1, "world #%u: %s", i, buf );
210 }
211
212 player__debugtext( 2, "director" );
213 player__debugtext( 1, "activity: %s",
214 (const char *[]){ [k_skaterift_menu] = "menu",
215 [k_skaterift_replay] = "replay",
216 [k_skaterift_ent_focus] = "ent_focus",
217 [k_skaterift_default] = "default",
218 [k_skaterift_respawning]= "map"
219 } [skaterift.activity] );
220 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
221
222 player__debugtext( 2, "player" );
223 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
224
225 if( player_subsystems[ localplayer.subsystem ]->im_gui )
226 player_subsystems[ localplayer.subsystem ]->im_gui();
227
228 skaterift_replay_debug_info();
229 }
230
231 static void player__setpos( v3f pos ){
232 v3_copy( pos, localplayer.rb.co );
233 v3_zero( localplayer.rb.v );
234 rb_update_transform( &localplayer.rb );
235 }
236
237 static void player__clean_refs(void){
238 replay_clear( &skaterift.replay );
239 gui_helper_clear();
240
241 world_static.challenge_target = NULL;
242 world_static.challenge_timer = 0.0f;
243 world_static.focused_entity = 0;
244 world_static.active_trigger_volume_count = 0;
245 world_static.last_use = 0.0;
246 world_entity_unfocus();
247
248 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
249
250 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
251 world_instance *instance = &world_static.instances[i];
252 if( instance->status == k_world_status_loaded ){
253 world_routes_clear( instance );
254 }
255 }
256 }
257
258 static void player__reset(void){
259 v3_zero( localplayer.rb.v );
260 v3_zero( localplayer.rb.w );
261
262 f32 l = v4_length( localplayer.rb.q );
263 if( (l < 0.9f) || (l > 1.1f) )
264 q_identity( localplayer.rb.q );
265
266 rb_update_transform( &localplayer.rb );
267
268 localplayer.subsystem = k_player_subsystem_walk;
269 player__walk_reset();
270
271 localplayer.immobile = 0;
272 localplayer.gate_waiting = NULL;
273
274 v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
275 player__clean_refs();
276 }
277
278 static void player__spawn( ent_spawn *rp ){
279 player__setpos( rp->transform.co );
280 player__reset();
281 }
282
283
284 static void player__kill(void){
285 }
286
287 static void player__begin_holdout( v3f offset ){
288 memcpy( &localplayer.holdout_pose, &localplayer.pose,
289 sizeof(localplayer.pose) );
290 v3_copy( offset, localplayer.holdout_pose.root_co );
291 localplayer.holdout_time = 1.0f;
292 }
293
294 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
295 bitpack_bytes( ctx, 1, &sfx->system );
296 bitpack_bytes( ctx, 1, &sfx->priority );
297 bitpack_bytes( ctx, 1, &sfx->id );
298 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
299 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
300 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
301 }
302
303 static void net_sfx_play( struct net_sfx *sfx ){
304 if( sfx->system < k_player_subsystem_max ){
305 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
306 if( sys->sfx_oneshot ){
307 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
308 }
309 }
310 };
311
312 static void player__networked_sfx( u8 system, u8 priority, u8 id,
313 v3f pos, f32 volume ){
314 struct net_sfx null, *sfx = &null;
315
316 if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
317 sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
318 else {
319 for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
320 struct net_sfx *a = &localplayer.sfx_buffer[i];
321 if( a->priority < priority ){
322 sfx = a;
323 break;
324 }
325 }
326 }
327
328 sfx->id = id;
329 sfx->priority = priority;
330 sfx->volume = volume;
331 v3_copy( pos, sfx->location );
332 sfx->system = system;
333
334 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
335 sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
336
337 net_sfx_play( sfx );
338 }
339
340 static void player__clear_sfx_buffer(void){
341 localplayer.sfx_buffer_count = 0;
342 }
343
344 /* implementation */
345 #include "player_common.c"
346
347 #include "player_walk.c"
348 #include "player_skate.c"
349 #include "player_dead.c"
350 #include "player_drive.c"
351 #include "player_basic_info.c"
352
353 #include "player_render.c"
354 #include "player_ragdoll.c"
355 #include "player_replay.c"
356
357 #endif /* PLAYER_C */