#include "vg/vg_msg.h"
#include "network.h"
#include "player_remote.h"
+#include "vg/vg_loader.h"
/*
* load the .mdl file located in path as a world instance
MDL_LOAD_ARRAY( meta, &world->ent_miniworld, ent_miniworld, heap );
MDL_LOAD_ARRAY( meta, &world->ent_prop, ent_prop, heap );
MDL_LOAD_ARRAY( meta, &world->ent_region, ent_region, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_glider, ent_glider, heap );
+ MDL_LOAD_ARRAY( meta, &world->ent_npc, ent_npc, heap );
mdl_array_ptr infos;
MDL_LOAD_ARRAY( meta, &infos, ent_worldinfo, vg_mem.scratch );
world->skybox = k_skybox_default;
- if( mdl_arrcount(&infos) ){
+ if( mdl_arrcount(&infos) )
+ {
world->info = *((ent_worldinfo *)mdl_arritm(&infos,0));
- if( world->meta.info.version >= 104 ){
- if( MDL_CONST_PSTREQ( &world->meta, world->info.pstr_skybox,"space")){
+ if( world->meta.info.version >= 104 )
+ {
+ if( MDL_CONST_PSTREQ( &world->meta, world->info.pstr_skybox,"space"))
+ {
world->skybox = k_skybox_space;
}
}
}
- else{
+ else
+ {
world->info.pstr_author = 0;
world->info.pstr_desc = 0;
world->info.pstr_name = 0;
/* init player position.
* - this is overriden by the save state when(if) it loads */
- ent_spawn *rp = world_find_spawn_by_name( world, "start" );
- if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
- if( rp )
- v3_copy( rp->transform.co, world->player_co );
- else{
- /* FIXME: we need to find a safe place to put the player_co using
- * raycasts. */
- v3_zero( world->player_co );
- }
+ world_default_spawn_pos( world, world->player_co );
/* allocate leaderboard buffers */
u32 bs = mdl_arrcount(&world->ent_route)*sizeof(struct leaderboard_cache);
world->leaderboard_cache = vg_linear_alloc( heap, bs );
- for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i ++ ){
+ for( u32 i=0; i<mdl_arrcount( &world->ent_route ); i ++ )
+ {
struct leaderboard_cache *board = &world->leaderboard_cache[i];
board->data = vg_linear_alloc( heap, NETWORK_REQUEST_MAX );
board->status = k_request_status_client_error;
if( data->purpose != k_world_purpose_hub ){
vg_msg player_frame = sav;
if( vg_msg_seekframe( &player_frame, "player" ) ){
- vg_msg_getkvv3f( &player_frame, "position", world->player_co, NULL );
+ vg_msg_getkvvecf( &player_frame, "position", k_vg_msg_v3f,
+ world->player_co, NULL );
}
}
world_static.load_state = k_world_loader_none;
}
-struct world_load_args {
- enum world_purpose purpose;
- addon_reg *reg;
-};
-
/*
* Does a complete world switch using the remaining free slots
*/
-static void skaterift_world_load_thread( void *_args ){
+void skaterift_world_load_thread( void *_args )
+{
struct world_load_args args = *((struct world_load_args *)_args);
addon_reg *reg = args.reg;
vg_str path;
vg_strnull( &path, path_buf, 4096 );
- assert( reg );
addon_get_content_folder( reg, &path, 1 );
vg_str folder = path;
/* holding pattern before we can start loading the new world, since we might be
* waiting for audio to stop */
-static void skaterift_change_client_world_preupdate(void){
+void skaterift_change_client_world_preupdate(void)
+{
for( u32 i=1; i<k_world_max; i++ ){
world_instance *inst = &world_static.instances[i];
}
/* places all loaded worlds into unloading state */
-static void skaterift_change_world_start( addon_reg *reg ){
+void skaterift_change_world_start( addon_reg *reg )
+{
if( world_static.active_instance != 0 )
vg_error( "Cannot change worlds while in non-root world\n" );
else{
}
/* console command for the above function */
-static int skaterift_load_world_command( int argc, const char *argv[] ){
- if( !vg_loader_availible() ) return 0; /* FIXME */
+int skaterift_load_world_command( int argc, const char *argv[] )
+{
+ if( !vg_loader_availible() )
+ {
+ vg_error( "Loading thread is currently unavailible\n" );
+ return 0;
+ }
if( argc == 1 ){
addon_alias q;
* 1. to see if all audios owned by the world have been stopped
* 2. that this is the least significant world
*/
-static int world_freeable( world_instance *world ){
+int world_freeable( world_instance *world )
+{
if( world->status != k_world_status_unloading ) return 0;
u8 world_id = (world - world_static.instances) + 1;
/*
* Free all resources for world instance
*/
-static void world_free( world_instance *world ){
+void world_free( world_instance *world )
+{
vg_info( "Free world @%p\n", world );
/* free meshes */
* reset the world structure without deallocating persistent buffers
* TODO: Make this a memset(0), and have persistent items live in a static loc
*/
-static void world_init_blank( world_instance *world ){
+void world_init_blank( world_instance *world )
+{
memset( &world->meta, 0, sizeof(mdl_context) );
world->textures = NULL;