6 #include "player_model.h"
11 VG_STATIC
int localplayer_cmd_respawn( int argc
, const char *argv
[] )
13 ent_spawn
*rp
= NULL
, *r
;
14 world_instance
*world
= localplayer
.viewable_world
;
17 rp
= world_find_spawn_by_name( world
, argv
[0] );
20 rp
= world_find_closest_spawn( world
, localplayer
.rb
.co
);
26 player__spawn( &localplayer
, rp
);
30 VG_STATIC
void player_init(void)
32 for( u32 i
=0; i
<vg_list_size(_player_system_register
); i
++ ){
33 if( _player_system_register
[i
] )
34 _player_system_register
[i
]();
37 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn
, NULL
);
38 VG_VAR_F32( k_cam_damp
);
39 VG_VAR_F32( k_cam_spring
);
40 VG_VAR_F32( k_cam_punch
);
44 void player__debugtext( int size
, const char *fmt
, ... )
50 va_start( args
, fmt
);
51 vsnprintf( buffer
, 1024, fmt
, args
);
54 ui_text( vg_uictx
.cursor
, buffer
, size
, k_text_align_right
);
55 vg_uictx
.cursor
[1] += 14*size
;
63 void player__create( player_instance
*inst
)
65 static int only_once
= 0;
66 assert( only_once
== 0 );
69 v3_zero( inst
->rb
.co
);
70 v3_zero( inst
->rb
.w
);
71 v3_zero( inst
->rb
.v
);
72 q_identity( inst
->rb
.q
);
73 m4x3_identity( inst
->rb
.to_world
);
74 m4x3_identity( inst
->rb
.to_local
);
76 inst
->rewind_length
= 0;
78 vg_linear_alloc( vg_mem
.rtmemory
,
79 sizeof(struct rewind_frame
) * PLAYER_REWIND_FRAMES
);
87 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
89 player
->playeravatar
= av
;
90 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
94 void player__use_model( player_instance
*player
, struct player_model
*mdl
)
96 player
->playermodel
= mdl
;
100 void player__bind( player_instance
*player
)
102 for( u32 i
=0; i
<vg_list_size(_player_bind
); i
++ ){
103 if( _player_bind
[i
] )
104 _player_bind
[i
]( player
);
110 * ----------------------------------------------------------------------------
113 VG_STATIC
void player_save_rewind_frame( player_instance
*player
)
115 if( player
->rewind_length
< PLAYER_REWIND_FRAMES
){
116 struct rewind_frame
*fr
=
117 &player
->rewind_buffer
[ player
->rewind_length
++ ];
119 v2_copy( player
->cam
.angles
, fr
->ang
);
120 v3_copy( player
->cam
.pos
, fr
->pos
);
122 if( player
->rewind_length
>= 2 ){
123 player
->rewind_total_length
+=
124 v3_dist( player
->rewind_buffer
[player
->rewind_length
-1].pos
,
125 player
->rewind_buffer
[player
->rewind_length
-2].pos
);
131 void player__pre_update( player_instance
*player
)
133 if( player
->rewinding
){
137 if( button_down( k_srbind_reset
) && !player
->immobile
){
138 f64 delta
= world_static
.time
- world_static
.last_use
;
140 if( (delta
<= RESET_MAX_TIME
) && (world_static
.last_use
!= 0.0) ){
141 player
->rewinding
= 1;
142 player
->rewind_sound_wait
= 1;
143 player
->rewind_time
= (double)player
->rewind_length
- 0.0001;
144 player_save_rewind_frame( player
);
147 audio_oneshot( &audio_rewind
[0], 1.0f
, 0.0f
);
150 /* based on testing. DONT CHANGE!
152 * time taken: y = (x^(4/5)) * 74.5
153 * inverse : x = (2/149)^(4/5) * y^(4/5)
156 float constant
= powf( 2.0f
/149.0f
, 4.0f
/5.0f
),
157 curve
= powf( player
->rewind_total_length
, 4.0f
/5.0f
);
159 player
->rewind_predicted_time
= constant
* curve
;
160 player
->rewind_start
= vg
.time
;
161 player
->subsystem
= player
->subsystem_gate
;
162 player
->rb
= player
->rb_gate_storage
;
163 v3_copy( player
->angles_storage
, player
->angles
);
165 if( _player_restore
[ player
->subsystem
] )
166 _player_restore
[ player
->subsystem
]( player
);
169 if( player
->subsystem
== k_player_subsystem_dead
){
170 localplayer_cmd_respawn( 0, NULL
);
175 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
181 if( button_down( k_srbind_camera
) && !player
->immobile
){
182 if( player
->camera_mode
== k_cam_firstperson
)
183 player
->camera_mode
= k_cam_thirdperson
;
185 player
->camera_mode
= k_cam_firstperson
;
188 if( _player_pre_update
[ player
->subsystem
] )
189 _player_pre_update
[ player
->subsystem
]( player
);
193 void player__update( player_instance
*player
)
195 if( player
->rewinding
)
198 if( _player_update
[ player
->subsystem
] )
199 _player_update
[ player
->subsystem
]( player
);
203 void player__post_update( player_instance
*player
)
205 if( player
->rewinding
)
208 if( _player_post_update
[ player
->subsystem
] )
209 _player_post_update
[ player
->subsystem
]( player
);
211 if((player
->subsystem
!= k_player_subsystem_dead
) && !player
->gate_waiting
){
212 player
->rewind_accum
+= vg
.time_frame_delta
;
214 if( player
->rewind_accum
> 0.25f
){
215 player
->rewind_accum
-= 0.25f
;
216 player_save_rewind_frame( player
);
222 * Applies gate transport to a player_interface
225 void player__pass_gate( player_instance
*player
, ent_gate
*gate
)
227 world_routes_fracture( world_current_instance(), gate
,
228 player
->rb
.co
, player
->rb
.v
);
230 player
->gate_waiting
= gate
;
231 world_routes_activate_entry_gate( world_current_instance(), gate
);
233 m4x3_mulv( gate
->transport
, player
->tpv_lpf
, player
->tpv_lpf
);
234 m3x3_mulv( gate
->transport
, player
->cam_velocity_smooth
,
235 player
->cam_velocity_smooth
);
237 m3x3_copy( player
->basis
, player
->basis_gate
);
240 m3x3_q( gate
->transport
, q
);
241 q_mul( q
, player
->qbasis
, player
->qbasis
);
242 q_normalize( player
->qbasis
);
243 q_m3x3( player
->qbasis
, player
->basis
);
244 m3x3_transpose( player
->basis
, player
->invbasis
);
246 player
->subsystem_gate
= player
->subsystem
;
247 player
->rb_gate_storage
= player
->rb
;
248 v3_copy( player
->angles
, player
->angles_storage
);
249 player
->rewind_length
= 0;
250 player
->rewind_total_length
= 0.0f
;
251 player
->rewind_gate
= gate
;
252 player
->rewind_accum
= 0.0f
;
254 m4x3_mulv( gate
->transport
, player
->cam
.pos
, player
->cam
.pos
);
255 player_save_rewind_frame( player
);
257 if( gate
->type
== k_gate_type_nonlocel
)
258 world_static
.active_world
= gate
->target
;
260 world_volumes
.inside
= 0;
263 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
267 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
269 /* FIXME: Applies to main_camera directly! */
271 /* Pre-emptively edit the camera matrices so that the motion vectors
275 m4x3_invert_affine( transport
, transport_i
);
276 m4x3_expand( transport_i
, transport_4
);
277 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
278 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
280 /* we want the regular transform here no the inversion */
281 m4x3_expand( transport
, transport_4
);
282 m4x4_mul( gate_camera
.mtx
.pv
, transport_4
, gate_camera
.mtx
.pv
);
283 m4x4_mul( gate_camera
.mtx
.v
, transport_4
, gate_camera
.mtx
.v
);
286 __attribute__ ((deprecated
))
287 VG_STATIC
void gate_rotate_angles( ent_gate
*gate
, v3f angles
, v3f d
)
289 v3_copy( angles
, d
);
292 v3f fwd_dir
= { cosf(angles
[0]),
295 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
297 v3_copy( angles
, d
);
298 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
301 PLAYER_API
void player__im_gui( player_instance
*player
)
304 vg_uictx
.cursor
[0] = vg
.window_x
- 200;
305 vg_uictx
.cursor
[1] = 0;
306 vg_uictx
.cursor
[2] = 200;
307 vg_uictx
.cursor
[3] = 200;
309 struct ui_vert
*b
= ui_fill_rect( vg_uictx
.cursor
, 0x70000000 );
311 vg_uictx
.cursor
[0] = vg
.window_x
;
313 player__debugtext( 1, "angles: " PRINTF_v3f( player
->cam
.angles
) );
314 player__debugtext( 1, "basis: " PRINTF_v4f( player
->qbasis
) );
316 if( _player_im_gui
[ player
->subsystem
] )
317 _player_im_gui
[ player
->subsystem
]( player
);
319 b
[2].co
[1] = vg_uictx
.cursor
[1];
320 b
[3].co
[1] = vg_uictx
.cursor
[1];
324 VG_STATIC
void global_skateshop_exit(void);
325 PLAYER_API
void player__spawn( player_instance
*player
,
328 v3_copy( rp
->transform
.co
, player
->rb
.co
);
329 v3_zero( player
->rb
.v
);
330 v3_zero( player
->rb
.w
);
331 q_identity( player
->rb
.q
);
332 rb_update_transform( &player
->rb
);
334 q_identity( player
->qbasis
);
335 m3x3_identity( player
->basis
);
336 m3x3_identity( player
->invbasis
);
338 player
->subsystem
= k_player_subsystem_walk
;
339 player
->immobile
= 0;
340 player
->gate_waiting
= NULL
;
341 player
->rewind_length
= 0;
342 player
->rewind_accum
= 0.0f
;
343 player
->rewind_gate
= NULL
;
344 player
->rewinding
= 0;
345 world_static
.last_use
= 0.0;
347 global_skateshop_exit();
349 if( _player_reset
[ player
->subsystem
] )
350 _player_reset
[ player
->subsystem
]( player
, rp
);
354 PLAYER_API
void player__kill( player_instance
*player
)
360 #include "player_common.c"
361 #include "player_walk.c"
362 #include "player_skate.c"
363 #include "player_dead.c"
364 #include "player_drive.c"
365 #include "player_render.c"
366 #include "player_ragdoll.c"
368 #endif /* PLAYER_C */