skateshop basics
[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 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
9 {
10 ent_spawn *rp = NULL, *r;
11 world_instance *world = localplayer.viewable_world;
12
13 if( argc == 1 ){
14 rp = world_find_spawn_by_name( world, argv[0] );
15 }
16 else if( argc == 0 ){
17 rp = world_find_closest_spawn( world, localplayer.rb.co );
18 }
19
20 if( !rp )
21 return 0;
22
23 player__spawn( &localplayer, rp );
24 return 1;
25 }
26
27 VG_STATIC void player_init(void)
28 {
29 for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
30 if( _player_system_register[i] )
31 _player_system_register[i]();
32 }
33
34 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
35 }
36
37 PLAYER_API
38 void player__debugtext( int size, const char *fmt, ... )
39 {
40 char buffer[ 1024 ];
41
42 va_list args;
43 va_start( args, fmt );
44 vsnprintf( buffer, 1024, fmt, args );
45 va_end( args );
46
47 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
48 vg_uictx.cursor[1] += 14*size;
49 }
50
51 /*
52 * Init
53 */
54 PLAYER_API
55 void player__create( player_instance *inst )
56 {
57 static int only_once = 0;
58 assert( only_once == 0 );
59 only_once ++;
60
61 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
62 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
63 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
64 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
65 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
66 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
67 inst->input_push = vg_create_named_input( "push", k_input_type_button );
68 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
69 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
70 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
71 inst->input_use = vg_create_named_input( "use", k_input_type_button );
72 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
73 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
74 inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
75 inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
76 inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
77
78 const char *default_cfg[] =
79 {
80 "bind steer-h gp-ls-h",
81 "bind -steer-h a",
82 "bind +steer-h d",
83
84 "bind steer-v gp-ls-v",
85 "bind -steer-v w",
86 "bind +steer-v s",
87
88 "bind grab gp-rt",
89 "bind +grab shift",
90 "bind grab-h gp-rs-h",
91 "bind grab-v gp-rs-v",
92
93 "bind jump space",
94 "bind jump gp-a",
95
96 "bind trick0 mouse1",
97 "bind trick0 gp-a",
98 "bind trick1 mouse2",
99 "bind trick1 gp-b",
100 "bind trick2 gp-x", /* keyboard: m0 + m1 */
101
102 "bind push gp-b",
103 "bind push w",
104
105 "bind walk shift",
106 "bind walk gp-ls",
107
108 "bind walk-h gp-ls-h",
109 "bind walk-v -gp-ls-v",
110 "bind +walk-h d",
111 "bind -walk-h a",
112 "bind +walk-v w",
113 "bind -walk-v s",
114
115 "bind reset gp-lb",
116 "bind reset r",
117
118 "bind use gp-y",
119 "bind use e",
120 "bind camera c",
121 "bind camera gp-rb"
122 };
123
124 for( int i=0; i<vg_list_size(default_cfg); i++ )
125 vg_execute_console_input(default_cfg[i]);
126
127 v3_zero( inst->rb.co );
128 v3_zero( inst->rb.w );
129 v3_zero( inst->rb.v );
130 q_identity( inst->rb.q );
131 m4x3_identity( inst->rb.to_world );
132 m4x3_identity( inst->rb.to_local );
133
134 inst->rewind_length = 0;
135 inst->rewind_buffer =
136 vg_linear_alloc( vg_mem.rtmemory,
137 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
138
139 }
140
141 /*
142 * Appearence
143 */
144 PLAYER_API
145 void player__use_avatar( player_instance *player, struct player_avatar *av )
146 {
147 player->playeravatar = av;
148 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
149 }
150
151 PLAYER_API
152 void player__use_model( player_instance *player, struct player_model *mdl )
153 {
154 player->playermodel = mdl;
155 }
156
157 PLAYER_API
158 void player__bind( player_instance *player )
159 {
160 for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
161 if( _player_bind[i] )
162 _player_bind[i]( player );
163 }
164 }
165
166 /*
167 * Gameloop events
168 * ----------------------------------------------------------------------------
169 */
170
171 VG_STATIC void player_save_rewind_frame( player_instance *player )
172 {
173 if( player->rewind_length < PLAYER_REWIND_FRAMES ){
174 struct rewind_frame *fr =
175 &player->rewind_buffer[ player->rewind_length ++ ];
176
177 v2_copy( player->cam.angles, fr->ang );
178 v3_copy( player->cam.pos, fr->pos );
179
180 if( player->rewind_length >= 2 ){
181 player->rewind_total_length +=
182 v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
183 player->rewind_buffer[player->rewind_length-2].pos );
184 }
185 }
186 }
187
188 PLAYER_API
189 void player__pre_update( player_instance *player )
190 {
191 if( player->rewinding ){
192 return;
193 }
194
195 if( vg_input_button_down( player->input_reset ) && !player->immobile ){
196 double delta = world_global.time - world_global.last_use;
197
198 if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
199 player->rewinding = 1;
200 player->rewind_sound_wait = 1;
201 player->rewind_time = (double)player->rewind_length - 0.0001;
202 player_save_rewind_frame( player );
203
204 audio_lock();
205 audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
206 audio_unlock();
207
208 /* based on testing. DONT CHANGE!
209 *
210 * time taken: y = (x^(4/5)) * 74.5
211 * inverse : x = (2/149)^(4/5) * y^(4/5)
212 */
213
214 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
215 curve = powf( player->rewind_total_length, 4.0f/5.0f );
216
217 player->rewind_predicted_time = constant * curve;
218 player->rewind_start = vg.time;
219 player->subsystem = player->subsystem_gate;
220 player->rb = player->rb_gate_storage;
221 v3_copy( player->angles_storage, player->angles );
222
223 if( _player_restore[ player->subsystem ] )
224 _player_restore[ player->subsystem ]( player );
225 }
226 else{
227 if( player->subsystem == k_player_subsystem_dead ){
228 localplayer_cmd_respawn( 0, NULL );
229 }
230 else{
231 /* cant do that */
232 audio_lock();
233 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
234 audio_unlock();
235 }
236 }
237 }
238
239 if( vg_input_button_down( player->input_camera ) && !player->immobile ){
240 if( player->camera_mode == k_cam_firstperson )
241 player->camera_mode = k_cam_thirdperson;
242 else
243 player->camera_mode = k_cam_firstperson;
244 }
245
246 if( _player_pre_update[ player->subsystem ] )
247 _player_pre_update[ player->subsystem ]( player );
248 }
249
250 PLAYER_API
251 void player__update( player_instance *player )
252 {
253 if( player->rewinding )
254 return;
255
256 if( _player_update[ player->subsystem ] )
257 _player_update[ player->subsystem ]( player );
258 }
259
260 PLAYER_API
261 void player__post_update( player_instance *player )
262 {
263 if( player->rewinding )
264 return;
265
266 if( _player_post_update[ player->subsystem ] )
267 _player_post_update[ player->subsystem ]( player );
268
269 if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
270 player->rewind_accum += vg.time_frame_delta;
271
272 if( player->rewind_accum > 0.25f ){
273 player->rewind_accum -= 0.25f;
274 player_save_rewind_frame( player );
275 }
276 }
277 }
278
279 /*
280 * Applies gate transport to a player_interface
281 */
282 PLAYER_API
283 void player__pass_gate( player_instance *player, ent_gate *gate )
284 {
285 world_routes_fracture( get_active_world(), gate,
286 player->rb.co, player->rb.v );
287
288 player->gate_waiting = gate;
289 world_routes_activate_entry_gate( get_active_world(), gate );
290
291 m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
292 m3x3_mulv( gate->transport, player->cam_velocity_smooth,
293 player->cam_velocity_smooth );
294
295 m3x3_copy( player->basis, player->basis_gate );
296
297 v4f q;
298 m3x3_q( gate->transport, q );
299 q_mul( q, player->qbasis, player->qbasis );
300 q_normalize( player->qbasis );
301 q_m3x3( player->qbasis, player->basis );
302 m3x3_transpose( player->basis, player->invbasis );
303
304 player->subsystem_gate = player->subsystem;
305 player->rb_gate_storage = player->rb;
306 v3_copy( player->angles, player->angles_storage );
307 player->rewind_length = 0;
308 player->rewind_total_length = 0.0f;
309 player->rewind_gate = gate;
310 player->rewind_accum = 0.0f;
311
312 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
313 player_save_rewind_frame( player );
314
315 if( gate->type == k_gate_type_nonlocel )
316 world_global.active_world = gate->target;
317
318 world_global.in_volume = 0;
319
320 audio_lock();
321 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
322 audio_unlock();
323 }
324
325 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
326 {
327 /* FIXME: Applies to main_camera directly! */
328
329 /* Pre-emptively edit the camera matrices so that the motion vectors
330 * are correct */
331 m4x3f transport_i;
332 m4x4f transport_4;
333 m4x3_invert_affine( transport, transport_i );
334 m4x3_expand( transport_i, transport_4 );
335 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
336 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
337
338 /* we want the regular transform here no the inversion */
339 m4x3_expand( transport, transport_4 );
340 m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
341 m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
342 }
343
344 __attribute__ ((deprecated))
345 VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
346 {
347 v3_copy( angles, d );
348 return;
349
350 v3f fwd_dir = { cosf(angles[0]),
351 0.0f,
352 sinf(angles[0])};
353 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
354
355 v3_copy( angles, d );
356 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
357 }
358
359 PLAYER_API void player__im_gui( player_instance *player )
360 {
361 vg_uictx.cursor[0] = vg.window_x - 200;
362 vg_uictx.cursor[1] = 0;
363 vg_uictx.cursor[2] = 200;
364 vg_uictx.cursor[3] = 200;
365
366 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
367
368 vg_uictx.cursor[0] = vg.window_x;
369
370 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
371 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
372
373 if( _player_im_gui[ player->subsystem ] )
374 _player_im_gui[ player->subsystem ]( player );
375
376 b[2].co[1] = vg_uictx.cursor[1];
377 b[3].co[1] = vg_uictx.cursor[1];
378 }
379
380 VG_STATIC void global_skateshop_exit(void);
381 PLAYER_API void player__spawn( player_instance *player,
382 ent_spawn *rp )
383 {
384 v3_copy( rp->transform.co, player->rb.co );
385 v3_zero( player->rb.v );
386 v3_zero( player->rb.w );
387 q_identity( player->rb.q );
388 rb_update_transform( &player->rb );
389
390 q_identity( player->qbasis );
391 m3x3_identity( player->basis );
392 m3x3_identity( player->invbasis );
393
394 player->subsystem = k_player_subsystem_walk;
395 player->immobile = 0;
396 player->gate_waiting = NULL;
397
398 global_skateshop_exit();
399
400 if( _player_reset[ player->subsystem ] )
401 _player_reset[ player->subsystem ]( player, rp );
402 }
403
404
405 PLAYER_API void player__kill( player_instance *player )
406 {
407
408 }
409
410 #endif /* PLAYER_C */