network oneshots
[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
14 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
15 ent_spawn *rp = NULL, *r;
16 world_instance *world = localplayer.viewable_world;
17
18 if( argc == 1 ){
19 rp = world_find_spawn_by_name( world, argv[0] );
20 }
21 else if( argc == 0 ){
22 rp = world_find_closest_spawn( world, localplayer.rb.co );
23 }
24
25 if( !rp )
26 return 0;
27
28 player__spawn( rp );
29 return 1;
30 }
31
32 static void player_init(void){
33 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
34 struct player_subsystem_interface *sys = player_subsystems[i];
35
36 if( sys->system_register ) sys->system_register();
37 }
38
39 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
40 VG_VAR_F32( k_cam_damp );
41 VG_VAR_F32( k_cam_spring );
42 VG_VAR_F32( k_cam_punch );
43 VG_VAR_F32( k_cam_shake_strength );
44 VG_VAR_F32( k_cam_shake_trackspeed );
45 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
46
47 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
48 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
49 vg_console_reg_var( "invert_y", &k_invert_y,
50 k_var_dtype_i32, VG_VAR_PERSISTENT );
51 }
52
53 static void player__debugtext( int size, const char *fmt, ... ){
54 char buffer[ 1024 ];
55
56 va_list args;
57 va_start( args, fmt );
58 vsnprintf( buffer, 1024, fmt, args );
59 va_end( args );
60
61 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
62 g_player_debugger[1] += size*16;
63 }
64
65 /*
66 * Appearence
67 */
68 static void player__use_avatar( struct player_avatar *av ){
69 localplayer.playeravatar = av;
70 player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av );
71 }
72
73 static void player__use_model( u16 reg_id ){
74 addon_cache_unwatch( k_addon_type_player,
75 localplayer.playermodel_view_slot );
76 localplayer.playermodel_view_slot =
77 addon_cache_create_viewer( k_addon_type_player, reg_id );
78 }
79
80 static void player__bind(void){
81 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
82 struct player_subsystem_interface *sys = player_subsystems[i];
83
84 if( sys->bind ) sys->bind();
85 }
86 }
87
88 /*
89 * Gameloop events
90 * ----------------------------------------------------------------------------
91 */
92
93 static void player__pre_update(void){
94 if( button_down( k_srbind_camera ) && !localplayer.immobile ){
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 world_routes_activate_entry_gate( world_current_instance(), gate );
132
133 struct player_cam_controller *cc = &localplayer.cam_control;
134 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
135 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
136 cc->cam_velocity_smooth );
137 m3x3_copy( localplayer.basis, localplayer.basis_gate );
138
139 v4f q;
140 m3x3_q( gate->transport, q );
141 q_mul( q, localplayer.qbasis, localplayer.qbasis );
142 q_normalize( localplayer.qbasis );
143 q_m3x3( localplayer.qbasis, localplayer.basis );
144 m3x3_transpose( localplayer.basis, localplayer.invbasis );
145
146 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
147
148 if( gate->flags & k_ent_gate_nonlocal )
149 world_set_active_instance( gate->target );
150
151 audio_lock();
152 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
153 audio_unlock();
154
155 replay_clear( &skaterift.replay );
156 }
157
158 static void player_apply_transport_to_cam( m4x3f transport ){
159 /* FIXME: Applies to skaterift.cam directly! */
160
161 /* Pre-emptively edit the camera matrices so that the motion vectors
162 * are correct */
163 m4x3f transport_i;
164 m4x4f transport_4;
165 m4x3_invert_affine( transport, transport_i );
166 m4x3_expand( transport_i, transport_4 );
167 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
168 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
169
170 /* we want the regular transform here no the inversion */
171 m4x3_expand( transport, transport_4 );
172 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
173 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
174 }
175
176 static void player__im_gui(void){
177 if( !k_player_debug_info ) return;
178
179 ui_rect box = {
180 vg.window_x - 300,
181 0,
182 300,
183 vg.window_y
184 };
185
186 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
187
188 g_player_debugger[0] = box[0];
189 g_player_debugger[1] = 0;
190 g_player_debugger[2] = 300;
191 g_player_debugger[3] = 32;
192
193 player__debugtext( 2, "instance #%u", world_static.active_instance );
194
195 char buf_hub[96],
196 buf_client[96];
197 if( world_static.addon_client )
198 addon_alias_uid( &world_static.addon_client->alias, buf_client );
199 else
200 strcpy( buf_client, "none" );
201
202 if( world_static.addon_hub )
203 addon_alias_uid( &world_static.addon_hub->alias, buf_hub );
204 else
205 strcpy( buf_hub, "none" );
206
207 player__debugtext( 1, "hub uid: %s", buf_hub );
208 player__debugtext( 1, "client uid: %s", buf_client );
209 player__debugtext( 2, "director" );
210 player__debugtext( 1, "activity: %s",
211 (const char *[]){ [k_skaterift_menu] = "menu",
212 [k_skaterift_replay] = "replay",
213 [k_skaterift_ent_focus] = "ent_focus",
214 [k_skaterift_default] = "default",
215 [k_skaterift_respawning]= "respawning",
216 } [skaterift.activity] );
217 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
218
219 player__debugtext( 2, "player" );
220 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
221 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
222
223 if( player_subsystems[ localplayer.subsystem ]->im_gui )
224 player_subsystems[ localplayer.subsystem ]->im_gui();
225
226 skaterift_replay_debug_info();
227 }
228
229
230 static void player__setpos( v3f pos ){
231 v3_copy( pos, localplayer.rb.co );
232 v3_zero( localplayer.rb.v );
233 rb_update_transform( &localplayer.rb );
234 }
235
236 static void player__spawn( ent_spawn *rp ){
237 replay_clear( &skaterift.replay );
238 player__setpos( rp->transform.co );
239 v3_zero( localplayer.rb.w );
240 q_identity( localplayer.rb.q );
241 rb_update_transform( &localplayer.rb );
242
243 q_identity( localplayer.qbasis );
244 m3x3_identity( localplayer.basis );
245 m3x3_identity( localplayer.invbasis );
246
247 localplayer.subsystem = k_player_subsystem_walk;
248 localplayer.immobile = 0;
249 localplayer.gate_waiting = NULL;
250 world_static.last_use = 0.0;
251 world_static.focused_entity = 0;
252 world_static.challenge_target = NULL;
253 world_static.challenge_timer = 0.0f;
254 world_entity_unfocus();
255
256 if( player_subsystems[ localplayer.subsystem ]->reset )
257 player_subsystems[ localplayer.subsystem ]->reset( rp );
258
259 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
260 }
261
262
263 static void player__kill(void){
264 }
265
266 static void player__begin_holdout(void){
267 memcpy( &localplayer.holdout_pose, &localplayer.pose,
268 sizeof(localplayer.pose) );
269 localplayer.holdout_time = 1.0f;
270 }
271
272 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
273 bitpack_bytes( ctx, 1, &sfx->system );
274 bitpack_bytes( ctx, 1, &sfx->priority );
275 bitpack_bytes( ctx, 1, &sfx->id );
276 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
277 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
278 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
279 }
280
281 static void net_sfx_play( struct net_sfx *sfx ){
282 if( sfx->system < k_player_subsystem_max ){
283 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
284 if( sys->sfx_oneshot ){
285 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
286 }
287 }
288 };
289
290 static void player__networked_sfx( u8 system, u8 priority, u8 id,
291 v3f pos, f32 volume ){
292 struct net_sfx null, *sfx = &null;
293
294 if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
295 sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
296 else {
297 for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
298 struct net_sfx *a = &localplayer.sfx_buffer[i];
299 if( a->priority < priority ){
300 sfx = a;
301 break;
302 }
303 }
304 }
305
306 sfx->id = id;
307 sfx->priority = priority;
308 sfx->volume = volume;
309 v3_copy( pos, sfx->location );
310 sfx->system = system;
311
312 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
313 sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
314
315 net_sfx_play( sfx );
316 }
317
318 static void player__clear_sfx_buffer(void){
319 localplayer.sfx_buffer_count = 0;
320 }
321
322 /* implementation */
323 #include "player_common.c"
324 #include "player_walk.c"
325 #include "player_skate.c"
326 #include "player_dead.c"
327 #include "player_drive.c"
328 #include "player_render.c"
329 #include "player_ragdoll.c"
330 #include "player_replay.c"
331
332 #endif /* PLAYER_C */