npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 7daa3993d511df73c847e6cb81b9734965fe280f..6ab378d6039d8317ea3cbdc774a7c9bb168f4155 100644 (file)
@@ -1,36 +1,18 @@
-#ifndef PLAYER_COMMON_C
-#define PLAYER_COMMON_C
-
 #include "ent_skateshop.h"
 #include "player.h"
 #include "input.h"
 #include "menu.h"
 #include "vg/vg_perlin.h"
 
-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;
-   angles[2] = 0.0f;
-}
-
-static float player_get_heading_yaw(void){
+float player_get_heading_yaw(void)
+{
    v3f xz;
    q_mulv( localplayer.rb.q, (v3f){ 0.0f,0.0f,1.0f }, xz );
-   m3x3_mulv( localplayer.invbasis, xz, xz );
    return atan2f( xz[0], xz[2] );
 }
 
-static void player_camera_portal_correction(void){
+static void player_camera_portal_correction(void)
+{
    if( localplayer.gate_waiting ){
       /* construct plane equation for reciever gate */
       v4f plane;
@@ -39,33 +21,60 @@ static void player_camera_portal_correction(void){
 
       f32 pol = v3_dot( localplayer.cam.pos, plane ) - plane[3];
 
-      /* check camera polarity */
-      if( (pol < 0.0f) || (pol > 5.0f) ) {
+      int cleared = (pol < 0.0f) || (pol > 5.0f);
+
+      if( cleared ){
          vg_success( "Plane cleared\n" );
+      }
+
+      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;
-         localplayer.viewable_world = world_current_instance();
-      }
-      else{
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( localplayer.gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, localplayer.cam.pos, localplayer.cam.pos );
-
-         struct skeleton *sk = &localplayer.playeravatar->sk;
-         skeleton_apply_transform( sk, inverse );
       }
    }
 }
 
-static void player__cam_iterate(void){
-   struct player_avatar *av = localplayer.playeravatar;
+void player__cam_iterate(void)
+{
    struct player_cam_controller *cc = &localplayer.cam_control;
 
    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,1.4f,0.0f}, cc->tpv_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}, cc->fpv_viewpoint );
@@ -81,6 +90,16 @@ static void player__cam_iterate(void){
 
    /* lerping */
 
+   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,
@@ -127,7 +146,7 @@ static void player__cam_iterate(void){
 
    /* position */
    v3f fpv_pos, fpv_offset;
-   m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], 
+   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 );
@@ -137,18 +156,16 @@ static void player__cam_iterate(void){
    v3_lerp( cc->cam_velocity_smooth, localplayer.rb.v, 4.0f*vg.time_frame_delta, 
             cc->cam_velocity_smooth );
 
-   v3f velocity_local;
-   m3x3_mulv( localplayer.invbasis, cc->cam_velocity_smooth, velocity_local );
-   player_vector_angles( velocity_angles, velocity_local,
-                         localplayer.cam_velocity_coefficient_smooth,
-                         localplayer.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 = 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( localplayer.angles, velocity_angles, 
+   vg_camera_lerp_angles( localplayer.angles, velocity_angles, 
                         inf_fpv,
                         localplayer.angles );
 
@@ -163,7 +180,6 @@ static void player__cam_iterate(void){
 
    v3f future;
    v3_muls( localplayer.rb.v, 0.4f*vg.time_frame_delta, future );
-   m3x3_mulv( localplayer.invbasis, future, future );
 
    v3f camera_follow_dir = 
       { -sinf( localplayer.angles[0] ) * cosf( localplayer.angles[1] ),
@@ -178,36 +194,45 @@ static void player__cam_iterate(void){
    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( localplayer.angles, follow_angles,
+   vg_camera_lerp_angles( localplayer.angles, follow_angles,
                         inf_tpv,
                         localplayer.angles );
 
    v3f pco;
    v4f pq;
    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 );
 
    /* offset */
-   m3x3_mulv( localplayer.basis, camera_follow_dir, camera_follow_dir );
-   v3_muls( camera_follow_dir, 1.8f, tpv_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_add( tpv_origin, tpv_offset, tpv_pos );
+
 #if 0
-   f32 t; v3f n;
-   if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos, 
-                         0.2f, &t, n ) != -1 ){
-      v3_lerp( tpv_origin, tpv_pos, t, tpv_pos );
+   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
 
@@ -223,8 +248,8 @@ static void player__cam_iterate(void){
    localplayer.cam_trackshake += 
       speed*k_cam_shake_trackspeed*vg.time_frame_delta;
 
-   v2f rnd = {perlin1d( localplayer.cam_trackshake, 1.0f, 4, 20 ),
-              perlin1d( localplayer.cam_trackshake, 1.0f, 4, 63 ) };
+   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;
@@ -238,39 +263,12 @@ static void player__cam_iterate(void){
    v3_add( localplayer.cam_land_punch, localplayer.cam.pos, 
            localplayer.cam.pos );
 
-   if( k_cinema >= 0.0001f ){
-      ent_camera *cam = NULL;
-      f32 min_dist = k_cinema;
-
-      world_instance *world = localplayer.viewable_world;
-      for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
-         ent_camera *c = mdl_arritm(&world->ent_camera,i);
-
-         f32 dist = v3_dist( c->transform.co, localplayer.rb.co );
-
-         if( dist < min_dist ){
-            min_dist = dist;
-            cam = c;
-         }
-      }
-
-      if( cam ){
-         localplayer.cam.fov = cam->fov;
-         v3_copy( cam->transform.co, localplayer.cam.pos );
-         v3f v0;
-         if( k_cinema_fixed )
-            mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
-         else v3_sub( localplayer.rb.co, cam->transform.co, v0 );
-         m3x3_mulv( localplayer.invbasis, v0, v0 );
-         player_vector_angles( localplayer.cam.angles, v0, 1.0f, 0.0f );
-      }
-   }
-
    /* portal transitions */
    player_camera_portal_correction();
 }
 
-static void player_look( v3f angles, float speed ){
+void player_look( v3f angles, float speed )
+{
    if( vg_ui.wants_mouse ) return;
 
    angles[2] = 0.0f;
@@ -290,5 +288,3 @@ static void player_look( v3f angles, float speed ){
    angles[1] += input_y * speed;
    angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }
-
-#endif /* PLAYER_COMMON_C */