npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index e0a77769d03e4019eda3bb6fd55c02610ef9442f..6ab378d6039d8317ea3cbdc774a7c9bb168f4155 100644 (file)
@@ -1,74 +1,80 @@
-#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"
 
-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;
-   angles[2] = 0.0f;
-}
-
-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];
 
-      f32 pol = v3_dot( player->cam.pos, plane ) - plane[3];
+      int cleared = (pol < 0.0f) || (pol > 5.0f);
 
-      /* check camera polarity */
-      if( (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 = world_current_instance();
       }
-      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;
       }
    }
 }
 
-VG_STATIC void player__cam_iterate( player_instance *player ){
-   struct player_avatar *av = player->playeravatar;
-   struct player_cam_controller *cc = &player->cam_control;
+void player__cam_iterate(void)
+{
+   struct player_cam_controller *cc = &localplayer.cam_control;
 
-   if( player->subsystem == k_player_subsystem_walk ){
+   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 );
@@ -79,29 +85,39 @@ VG_STATIC void player__cam_iterate( player_instance *player ){
       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,
+   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,
+   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,
+   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 = cc->camera_mode;
 
-   if( player->subsystem == k_player_subsystem_dead )
+   if( localplayer.subsystem == k_player_subsystem_dead )
       target_mode = k_cam_thirdperson;
 
    cc->camera_type_blend = 
@@ -122,7 +138,7 @@ VG_STATIC void player__cam_iterate( player_instance *player ){
    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, cc->camera_type_blend );
+   localplayer.cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
 
    /* 
     * first person camera
@@ -130,29 +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 ], 
+   m4x3_mulv( localplayer.final_mtx[ localplayer.id_head-1 ], 
                cc->fpv_viewpoint_smooth, fpv_pos );
-   m3x3_mulv( player->rb.to_world, cc->fpv_offset_smooth, fpv_offset );
+   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( cc->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
+   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, cc->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 * cc->camera_type_blend,
-         inf_tpv = player->cam_velocity_influence_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( player->angles, velocity_angles, 
+   vg_camera_lerp_angles( localplayer.angles, velocity_angles, 
                         inf_fpv,
-                        player->angles );
+                        localplayer.angles );
 
    /*
     * Third person camera
@@ -164,113 +179,96 @@ 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.time_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 );
+   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( player->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
 
    /* 
     * Blend cameras 
     */
-   v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
-   v3_copy( player->angles, player->cam.angles );
+   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(player->rb.v),
+   f32 speed = v3_length(localplayer.rb.v),
        strength = k_cam_shake_strength * speed;
-   player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+   localplayer.cam_trackshake += 
+      speed*k_cam_shake_trackspeed*vg.time_frame_delta;
 
-   v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
-              perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
-   v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
+   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( player->cam_land_punch_v, -k_cam_damp, Fd );
-   v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
-   v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
-               vg.time_frame_delta, player->cam_land_punch );
+   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( player->cam_land_punch_v, F, vg.time_frame_delta,
-               player->cam_land_punch_v );
-   v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
-
-   if( k_cinema >= 0.0001f ){
-      ent_camera *cam = NULL;
-      f32 min_dist = k_cinema;
-
-      world_instance *world = player->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, player->rb.co );
-
-         if( dist < min_dist ){
-            min_dist = dist;
-            cam = c;
-         }
-      }
-
-      if( cam ){
-         player->cam.fov = cam->fov;
-         v3_copy( cam->transform.co, player->cam.pos );
-         v3f v0;
-         if( k_cinema_fixed )
-            mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
-         else v3_sub( player->rb.co, cam->transform.co, v0 );
-         m3x3_mulv( player->invbasis, v0, v0 );
-         player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
-      }
-   }
+   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( 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 @@ VG_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 */