npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 432fbaec639b39ab6025b6523997213488def673..6ab378d6039d8317ea3cbdc774a7c9bb168f4155 100644 (file)
-#ifndef PLAYER_COMMON_C
-#define PLAYER_COMMON_C
-
+#include "ent_skateshop.h"
 #include "player.h"
-#include "conf.h"
+#include "input.h"
+#include "menu.h"
+#include "vg/vg_perlin.h"
 
-VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
-{
-   float yaw = atan2f( v[0], -v[2] ),
-       pitch = atan2f
-               ( 
-                   -v[1], 
-                   sqrtf
-                   (
-                     v[0]*v[0] + v[2]*v[2]
-                   )
-               ) * C + k;
-
-   angles[0] = yaw;
-   angles[1] = pitch;
-}
-
-VG_STATIC float player_get_heading_yaw( player_instance *player )
+float player_get_heading_yaw(void)
 {
    v3f xz;
-   q_mulv( player->rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
-   m3x3_mulv( player->invbasis, xz, xz );
+   q_mulv( localplayer.rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
    return atan2f( xz[0], xz[2] );
 }
 
-VG_STATIC void player_camera_portal_correction( player_instance *player )
+static void player_camera_portal_correction(void)
 {
-   if( player->gate_waiting ){
+   if( localplayer.gate_waiting ){
       /* construct plane equation for reciever gate */
       v4f plane;
-      q_mulv( player->gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->co[1] );
+      q_mulv( localplayer.gate_waiting->q[1], (v3f){0.0f,0.0f,1.0f}, plane );
+      plane[3] = v3_dot( plane, localplayer.gate_waiting->co[1] );
+
+      f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3];
 
-      /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) {
+      int cleared = (pol < 0.0f) || (pol > 5.0f);
+
+      if( cleared ){
          vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( player->gate_waiting->transport );
-         player->gate_waiting = NULL;
-         player->viewable_world = get_active_world();
       }
-      else{
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( player->gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
-         struct skeleton *sk = &player->playeravatar->sk;
-         skeleton_apply_transform( sk, inverse );
+
+      m4x3f inverse;
+      m4x3_invert_affine( localplayer.gate_waiting->transport, inverse );
+
+      /* de-transform camera and player back */
+      v3f v0;
+      m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
+      v3_angles_vector( localplayer.cam.angles, v0 );
+      m3x3_mulv( inverse, v0, v0 );
+      v3_angles( v0, localplayer.cam.angles );
+
+      skeleton_apply_transform( &localplayer.skeleton, inverse, 
+                                 localplayer.final_mtx );
+
+      /* record and re-put things again */
+      if( cleared )
+      {
+         skaterift_record_frame( &player_replay.local, 1 );
+         localplayer.deferred_frame_record = 1;
+
+         skeleton_apply_transform( &localplayer.skeleton, 
+                                    localplayer.gate_waiting->transport,
+                                    localplayer.final_mtx );
+
+         m4x3_mulv( localplayer.gate_waiting->transport, 
+                    localplayer.cam.pos, localplayer.cam.pos );
+         v3_angles_vector( localplayer.cam.angles, v0 );
+         m3x3_mulv( localplayer.gate_waiting->transport, v0, v0 );
+         v3_angles( v0, localplayer.cam.angles );
+         player_apply_transport_to_cam( localplayer.gate_waiting->transport );
+         localplayer.gate_waiting = NULL;
       }
    }
 }
 
-static v3f TEMP_TPV_EXTRA;
-
-VG_STATIC void player__cam_iterate( player_instance *player )
+void player__cam_iterate(void)
 {
-   struct player_avatar *av = player->playeravatar;
+   struct player_cam_controller *cc = &localplayer.cam_control;
 
-   if( player->subsystem == k_player_subsystem_walk ){
-      v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+   if( localplayer.subsystem == k_player_subsystem_walk ){
+      v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,1.8f,0.0f}, cc->tpv_offset );
+   }
+   else if( localplayer.subsystem == k_player_subsystem_glide ){
+      v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,-1.0f,0.0f}, cc->tpv_offset );
+      v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
    }
    else{
-      v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
-#if 0
-      v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
-#endif
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
-      v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
+      v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+
+      f32 h = vg_lerpf( 0.4f, 1.4f, k_cam_height );
+      v3_copy( (v3f){0.0f,h,0.0f}, cc->tpv_offset );
+      v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
    }
 
-   player->cam_velocity_constant = 0.25f;
-   player->cam_velocity_coefficient = 0.7f;
+   localplayer.cam_velocity_constant = 0.25f;
+   localplayer.cam_velocity_coefficient = 0.7f;
 
    /* lerping */
 
-   player->cam_velocity_influence_smooth = vg_lerpf(
-         player->cam_velocity_influence_smooth, 
-         player->cam_velocity_influence,
-         vg.frame_delta * 8.0f );
+   if( localplayer.cam_dist_smooth == 0.0f ){
+      localplayer.cam_dist_smooth = localplayer.cam_dist;
+   }
+   else {
+      localplayer.cam_dist_smooth = vg_lerpf(
+            localplayer.cam_dist_smooth,
+            localplayer.cam_dist,
+            vg.time_frame_delta * 8.0f );
+   }
+
+   localplayer.cam_velocity_influence_smooth = vg_lerpf(
+         localplayer.cam_velocity_influence_smooth, 
+         localplayer.cam_velocity_influence,
+         vg.time_frame_delta * 8.0f );
 
-   player->cam_velocity_coefficient_smooth = vg_lerpf(
-         player->cam_velocity_coefficient_smooth,
-         player->cam_velocity_coefficient,
-         vg.frame_delta * 8.0f );
+   localplayer.cam_velocity_coefficient_smooth = vg_lerpf(
+         localplayer.cam_velocity_coefficient_smooth,
+         localplayer.cam_velocity_coefficient,
+         vg.time_frame_delta * 8.0f );
 
-   player->cam_velocity_constant_smooth = vg_lerpf(
-         player->cam_velocity_constant_smooth,
-         player->cam_velocity_constant,
-         vg.frame_delta * 8.0f );
+   localplayer.cam_velocity_constant_smooth = vg_lerpf(
+         localplayer.cam_velocity_constant_smooth,
+         localplayer.cam_velocity_constant,
+         vg.time_frame_delta * 8.0f );
 
-   enum camera_mode target_mode = player->camera_mode;
+   enum camera_mode target_mode = cc->camera_mode;
 
-   if( player->subsystem == k_player_subsystem_dead )
+   if( localplayer.subsystem == k_player_subsystem_dead )
       target_mode = k_cam_thirdperson;
 
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
-                5.0f * vg.frame_delta );
+   cc->camera_type_blend = 
+      vg_lerpf( cc->camera_type_blend, 
+               (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+                5.0f * vg.time_frame_delta );
 
-   v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
-         vg.frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+   v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+            vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
 
-   v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
-         vg.frame_delta * 8.0f, player->fpv_offset_smooth );
+   v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+            vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
 
-   v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
-         vg.frame_delta * 8.0f, player->tpv_offset_smooth );
+   v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
+            vg.time_frame_delta * 8.0f, cc->tpv_offset_smooth );
 
    /* fov -- simple blend */
-   float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
-         fov_walk  = vg_lerpf( 90.0f, 110.0f, cl_fov );
+   float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
+         fov_walk  = vg_lerpf( 90.0f, 110.0f, k_fov );
 
-   player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
+   localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
 
    /* 
     * first person camera
@@ -127,30 +146,28 @@ VG_STATIC void player__cam_iterate( player_instance *player )
 
    /* position */
    v3f fpv_pos, fpv_offset;
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], 
-               player->fpv_viewpoint_smooth, fpv_pos );
-   m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+   m4x3_mulv( localplayer.final_mtx[ localplayer.id_head-1 ], 
+               cc->fpv_viewpoint_smooth, fpv_pos );
+   m3x3_mulv( localplayer.rb.to_world, cc->fpv_offset_smooth, fpv_offset );
    v3_add( fpv_offset, fpv_pos, fpv_pos );
 
    /* angles */
    v3f velocity_angles;
-   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.frame_delta, 
-            player->cam_velocity_smooth );
+   v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta, 
+            cc->cam_velocity_smooth );
 
-   v3f velocity_local;
-   m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
-   player_vector_angles( velocity_angles, velocity_local,
-                         player->cam_velocity_coefficient_smooth,
-                         player->cam_velocity_constant_smooth );
+   v3_angles( cc->cam_velocity_smooth, velocity_angles );
+   velocity_angles[1] *= localplayer.cam_velocity_coefficient_smooth;
+   velocity_angles[1] += localplayer.cam_velocity_constant_smooth;
 
-   float inf_fpv = player->cam_velocity_influence_smooth *
-                   player->camera_type_blend,
-         inf_tpv = player->cam_velocity_influence_smooth *
-                   (1.0f-player->camera_type_blend);
+   float inf_fpv = localplayer.cam_velocity_influence_smooth * 
+                     cc->camera_type_blend,
+         inf_tpv = localplayer.cam_velocity_influence_smooth *
+                     (1.0f-cc->camera_type_blend);
 
-   camera_lerp_angles( player->angles, velocity_angles, 
+   vg_camera_lerp_angles( localplayer.angles, velocity_angles, 
                         inf_fpv,
-                        player->angles );
+                        localplayer.angles );
 
    /*
     * Third person camera
@@ -162,115 +179,112 @@ VG_STATIC void player__cam_iterate( player_instance *player )
     * it is done in the local basis then transformed back */
 
    v3f future;
-   v3_muls( player->rb.v, 0.4f*vg.frame_delta, future );
-   m3x3_mulv( player->invbasis, future, future );
+   v3_muls( localplayer.rb.v, 0.4f*vg.time_frame_delta, future );
 
    v3f camera_follow_dir = 
-      { -sinf( player->angles[0] ) * cosf( player->angles[1] ),
-         sinf( player->angles[1] ),
-         cosf( player->angles[0] ) * cosf( player->angles[1] ) };
+      { -sinf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ),
+         sinf( localplayer.angles[1] ),
+         cosf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ) };
 
    v3f v0;
    v3_sub( camera_follow_dir, future, v0 );
 
    v3f follow_angles;
-   v3_copy( player->angles, follow_angles );
+   v3_copy( localplayer.angles, follow_angles );
    follow_angles[0] = atan2f( -v0[0], v0[2] );
    follow_angles[1] = 0.3f + velocity_angles[1] * 0.2f;
 
-   float ya = atan2f( -velocity_local[1], 30.0f );
+   float ya = atan2f( -cc->cam_velocity_smooth[1], 30.0f );
 
    follow_angles[1] = 0.3f + ya;
-   camera_lerp_angles( player->angles, follow_angles,
+   vg_camera_lerp_angles( localplayer.angles, follow_angles,
                         inf_tpv,
-                        player->angles );
+                        localplayer.angles );
 
    v3f pco;
    v4f pq;
-   rb_extrapolate( &player->rb, pco, pq );
-   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.frame_delta, player->tpv_lpf );
+   rb_extrapolate( &localplayer.rb, pco, pq );
+   v3_muladds( pco, localplayer.holdout_pose.root_co, 
+               localplayer.holdout_time, pco );
+   v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
 
    /* now move into world */
+   v3f tpv_pos, tpv_offset, tpv_origin;
+
+   /* TODO: whats up with CC and not CC but both sets of variables are doing
+    *       the same ideas just saved in different places?
+    */
+   /* origin */
+   q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
+   v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
 
-   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
-   v3f tpv_pos, tpv_offset;
+   /* offset */
+   v3_muls( camera_follow_dir, localplayer.cam_dist_smooth, tpv_offset );
+   v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
 
-   v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
-   q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
-   v3_add( tpv_offset, tpv_pos, tpv_pos );
-   v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+   v3_add( tpv_origin, tpv_offset, tpv_pos );
+
+#if 0
+   if( localplayer.subsystem == k_player_subsystem_walk )
+   {
+      v3f fwd, right;
+      v3_angles_vector( localplayer.angles, fwd );
+      v3_cross( fwd, (v3f){0,1.001f,0}, right );
+      right[1] = 0.0f;
+      v3_normalize( right );
+      v3_muladds( tpv_pos, right, 0.5f, tpv_pos );
+   }
+#endif
 
    /* 
     * Blend cameras 
     */
-   v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
-   v3_copy( player->angles, player->cam.angles );
-
-   float Fd = -player->cam_land_punch_v * k_cam_damp,
-         Fs = -player->cam_land_punch   * k_cam_spring;
-   player->cam_land_punch   += player->cam_land_punch_v * vg.frame_delta;
-   player->cam_land_punch_v += ( Fd + Fs ) * vg.frame_delta;
-   player->cam.angles[1] += player->cam_land_punch;
-
-   /* override camera */
-   player->cam.angles[0] = 
-      vg_alerpf(  player->cam.angles[0], player->cam_override_angles[0], 
-                  player->cam_override_strength );
-   player->cam.angles[1] = 
-      vg_lerpf ( player->cam.angles[1], player->cam_override_angles[1], 
-                 player->cam_override_strength );
-   v3_lerp( player->cam.pos, player->cam_override_pos, 
-            player->cam_override_strength, player->cam.pos );
+   v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, localplayer.cam.pos );
+   v3_copy( localplayer.angles, localplayer.cam.angles );
+
+   /* Camera shake */
+   f32 speed = v3_length(localplayer.rb.v),
+       strength = k_cam_shake_strength * speed;
+   localplayer.cam_trackshake += 
+      speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+   v2f rnd = {vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 20 ),
+              vg_perlin_fract_1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) };
+   v2_muladds( localplayer.cam.angles, rnd, strength, localplayer.cam.angles );
+
+   v3f Fd, Fs, F;
+   v3_muls( localplayer.cam_land_punch_v, -k_cam_damp, Fd );
+   v3_muls( localplayer.cam_land_punch, -k_cam_spring, Fs );
+   v3_muladds( localplayer.cam_land_punch, localplayer.cam_land_punch_v,
+               vg.time_frame_delta, localplayer.cam_land_punch );
+   v3_add( Fd, Fs, F );
+   v3_muladds( localplayer.cam_land_punch_v, F, vg.time_frame_delta,
+               localplayer.cam_land_punch_v );
+   v3_add( localplayer.cam_land_punch, localplayer.cam.pos, 
+           localplayer.cam.pos );
 
    /* portal transitions */
-   player_camera_portal_correction( player );
+   player_camera_portal_correction();
 }
 
-VG_STATIC void player_look( player_instance *player, v3f angles )
+void player_look( v3f angles, float speed )
 {
+   if( vg_ui.wants_mouse ) return;
+
    angles[2] = 0.0f;
 
    v2f mouse_input;
    v2_copy( vg.mouse_delta, mouse_input );
-   if( cl_invert_y )
-      mouse_input[1] *= -1.0f;
-   v2_muladds( angles, mouse_input, 0.0025f, angles );
-
-   if( vg_input.controller_should_use_trackpad_look ){
-      static v2f last_input;
-      static v2f vel;
-      static v2f vel_smooth;
-
-      v2f input = { player->input_js2h->axis.value,
-                    player->input_js2v->axis.value };
-
-      if( cl_invert_y )
-         input[1] *= -1.0f;
+   if( k_invert_y ) mouse_input[1] *= -1.0f;
+   v2_muladds( angles, mouse_input, 0.0025f * speed, angles );
 
-      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) ){
-         v2_sub( input, last_input, vel );
-         v2_muls( vel, 1.0f/vg.time_delta, vel );
-      }
-      else{
-         v2_zero( vel );
-      }
-
-      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-      
-      v2_muladds( angles, vel_smooth, vg.time_delta, angles );
-      v2_copy( input, last_input );
-   }
-   else{
-      angles[0] += player->input_js2h->axis.value * vg.time_delta * 4.0f;
-
-      float input_y = player->input_js2v->axis.value * vg.time_delta * 4.0f;
-      if( cl_invert_y )
-         input_y *= -1.0f;
+   v2f jlook;
+   joystick_state( k_srjoystick_look, jlook );
 
-      angles[1] += input_y;
-   }
+   angles[0] += jlook[0] * vg.time_frame_delta * 4.0f * speed;
+   float input_y = jlook[1] * vg.time_frame_delta * 4.0f;
+   if( k_invert_y ) input_y *= -1.0f;
 
+   angles[1] += input_y * speed;
    angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }
-
-#endif /* PLAYER_COMMON_C */