npcs and tutorial stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #include "player.h"
2 #include "addon.h"
3 #include "camera.h"
4 #include "player_model.h"
5 #include "input.h"
6 #include "world.h"
7 #include "audio.h"
8 #include "player_replay.h"
9 #include "network.h"
10 #include "network_common.h"
11 #include "world_routes.h"
12 #include "ent_miniworld.h"
13 #include "gui.h"
14
15 #include "shaders/model_entity.h"
16 #include "shaders/model_character_view.h"
17 #include "shaders/model_board_view.h"
18
19 #include "player_walk.h"
20 #include "player_dead.h"
21 #include "player_drive.h"
22 #include "player_skate.h"
23 #include "player_basic_info.h"
24 #include "player_glide.h"
25
26 i32 k_invert_y = 0;
27 struct localplayer localplayer =
28 {
29 .rb =
30 {
31 .co = { 0,0,0 },
32 .w = { 0,0,0 },
33 .v = { 0,0,0 },
34 .q = { 0,0,0,1 },
35 .to_world = M4X3_IDENTITY,
36 .to_local = M4X3_IDENTITY
37 }
38 };
39
40 struct player_subsystem_interface *player_subsystems[] =
41 {
42 [k_player_subsystem_walk] = &player_subsystem_walk,
43 [k_player_subsystem_dead] = &player_subsystem_dead,
44 [k_player_subsystem_drive] = &player_subsystem_drive,
45 [k_player_subsystem_skate] = &player_subsystem_skate,
46 [k_player_subsystem_basic_info]=&player_subsystem_basic_info,
47 [k_player_subsystem_glide] = &player_subsystem_glide,
48 };
49
50 int localplayer_cmd_respawn( int argc, const char *argv[] )
51 {
52 ent_spawn *rp = NULL, *r;
53 world_instance *world = world_current_instance();
54
55 if( argc == 1 ){
56 rp = world_find_spawn_by_name( world, argv[0] );
57 }
58 else if( argc == 0 ){
59 rp = world_find_closest_spawn( world, localplayer.rb.co );
60 }
61
62 if( !rp )
63 return 0;
64
65 player__spawn( rp );
66 return 1;
67 }
68
69 void player_init(void)
70 {
71 for( u32 i=0; i<k_player_subsystem_max; i++ )
72 {
73 struct player_subsystem_interface *sys = player_subsystems[i];
74 if( sys->system_register ) sys->system_register();
75 }
76
77 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
78 VG_VAR_F32( k_cam_damp );
79 VG_VAR_F32( k_cam_spring );
80 VG_VAR_F32( k_cam_punch );
81 VG_VAR_F32( k_cam_shake_strength );
82 VG_VAR_F32( k_cam_shake_trackspeed );
83 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
84
85 #if 0
86 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
87 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
88 #endif
89 vg_console_reg_var( "invert_y", &k_invert_y,
90 k_var_dtype_i32, VG_VAR_PERSISTENT );
91 }
92
93 void player__debugtext( int size, const char *fmt, ... )
94 {
95 char buffer[ 1024 ];
96
97 va_list args;
98 va_start( args, fmt );
99 vsnprintf( buffer, 1024, fmt, args );
100 va_end( args );
101
102 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
103 g_player_debugger[1] += size*16;
104 }
105
106 /*
107 * Appearence
108 */
109
110 void player__use_model( u16 reg_id )
111 {
112 addon_cache_unwatch( k_addon_type_player,
113 localplayer.playermodel_view_slot );
114 localplayer.playermodel_view_slot =
115 addon_cache_create_viewer( k_addon_type_player, reg_id );
116 }
117
118 void player__bind(void)
119 {
120 for( u32 i=0; i<k_player_subsystem_max; i++ )
121 {
122 struct player_subsystem_interface *sys = player_subsystems[i];
123
124 if( sys->bind ) sys->bind();
125 }
126 }
127
128 /*
129 * Gameloop events
130 * ----------------------------------------------------------------------------
131 */
132
133 void player__pre_update(void)
134 {
135 if( button_down( k_srbind_camera ) && !localplayer.immobile &&
136 (localplayer.subsystem != k_player_subsystem_dead) ){
137 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
138 localplayer.cam_control.camera_mode = k_cam_thirdperson;
139 else
140 localplayer.cam_control.camera_mode = k_cam_firstperson;
141 }
142
143 if( player_subsystems[ localplayer.subsystem ]->pre_update )
144 player_subsystems[ localplayer.subsystem ]->pre_update();
145 }
146
147 void player__update(void)
148 {
149 if( player_subsystems[ localplayer.subsystem ]->update )
150 player_subsystems[ localplayer.subsystem ]->update();
151
152 if( localplayer.glider_orphan &&
153 (skaterift.activity != k_skaterift_replay) )
154 glider_physics( (v2f){0,0} );
155 }
156
157 void player__post_update(void)
158 {
159 struct player_subsystem_interface *sys =
160 player_subsystems[ localplayer.subsystem ];
161
162 if( sys->post_update ) sys->post_update();
163
164 SDL_AtomicLock( &air_audio_data.sl );
165 air_audio_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate;
166 SDL_AtomicUnlock( &air_audio_data.sl );
167 }
168
169 /*
170 * Applies gate transport to a player_interface
171 */
172 void player__pass_gate( u32 id )
173 {
174 world_instance *world = world_current_instance();
175 skaterift_record_frame( &player_replay.local, 1 );
176
177 /* update boundary hash (network animation) */
178 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
179 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
180 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
181 localplayer.boundary_hash |= index;
182
183 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
184 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
185
186 localplayer.gate_waiting = gate;
187 localplayer.deferred_frame_record = 1;
188
189 struct player_cam_controller *cc = &localplayer.cam_control;
190 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
191 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
192 cc->cam_velocity_smooth );
193
194 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
195
196 if( gate->flags & k_ent_gate_nonlocal )
197 {
198 world_default_spawn_pos( world, world->player_co );
199 world_static.active_instance = gate->target;
200 player__clean_refs();
201
202 replay_clear( &player_replay.local );
203 }
204 else
205 {
206 world_routes_activate_entry_gate( world, gate );
207 }
208
209 v3f v0;
210 v3_angles_vector( localplayer.angles, v0 );
211 m3x3_mulv( gate->transport, v0, v0 );
212 v3_angles( v0, localplayer.angles );
213
214 audio_lock();
215 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
216 audio_unlock();
217 }
218
219 void player_apply_transport_to_cam( m4x3f transport )
220 {
221 /* Pre-emptively edit the camera matrices so that the motion vectors
222 * are correct */
223 m4x3f transport_i;
224 m4x4f transport_4;
225 m4x3_invert_affine( transport, transport_i );
226 m4x3_expand( transport_i, transport_4 );
227 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
228 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
229
230 /* we want the regular transform here no the inversion */
231 m4x3_expand( transport, transport_4 );
232 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
233 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
234 }
235
236 void player__im_gui(void)
237 {
238 if( !k_player_debug_info ) return;
239
240 ui_rect box = {
241 vg.window_x - 300,
242 0,
243 300,
244 vg.window_y
245 };
246
247 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
248
249 g_player_debugger[0] = box[0];
250 g_player_debugger[1] = 0;
251 g_player_debugger[2] = 300;
252 g_player_debugger[3] = 32;
253
254 player__debugtext( 2, "instance #%u", world_static.active_instance );
255
256 char buf[96];
257 for( u32 i=0; i<k_world_max; i++ ){
258 if( world_static.instance_addons[ i ] )
259 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
260 else
261 strcpy( buf, "none" );
262
263 player__debugtext( 1, "world #%u: %s", i, buf );
264 }
265
266 player__debugtext( 2, "director" );
267 player__debugtext( 1, "activity: %s",
268 (const char *[]){ [k_skaterift_menu] = "menu",
269 [k_skaterift_replay] = "replay",
270 [k_skaterift_ent_focus] = "ent_focus",
271 [k_skaterift_default] = "default",
272 [k_skaterift_world_map] = "world map"
273 } [skaterift.activity] );
274 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
275
276 player__debugtext( 2, "player" );
277 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
278
279 if( player_subsystems[ localplayer.subsystem ]->im_gui )
280 player_subsystems[ localplayer.subsystem ]->im_gui();
281
282 skaterift_replay_debug_info();
283 }
284
285 void player__setpos( v3f pos )
286 {
287 v3_copy( pos, localplayer.rb.co );
288 v3_zero( localplayer.rb.v );
289 rb_update_matrices( &localplayer.rb );
290 }
291
292 void player__clean_refs(void)
293 {
294 replay_clear( &player_replay.local );
295 gui_helper_clear();
296
297 world_static.challenge_target = NULL;
298 world_static.challenge_timer = 0.0f;
299 world_static.active_trigger_volume_count = 0;
300 world_static.last_use = 0.0;
301 world_entity_exit_modal();
302 world_entity_clear_focus();
303
304 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
305
306 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
307 world_instance *instance = &world_static.instances[i];
308 if( instance->status == k_world_status_loaded ){
309 world_routes_clear( instance );
310 }
311 }
312 }
313
314 void player__reset(void)
315 {
316 v3_zero( localplayer.rb.v );
317 v3_zero( localplayer.rb.w );
318
319 f32 l = v4_length( localplayer.rb.q );
320 if( (l < 0.9f) || (l > 1.1f) )
321 q_identity( localplayer.rb.q );
322
323 rb_update_matrices( &localplayer.rb );
324
325 localplayer.subsystem = k_player_subsystem_walk;
326 player__walk_reset();
327
328 localplayer.immobile = 0;
329 localplayer.gate_waiting = NULL;
330 localplayer.have_glider = 0;
331 localplayer.glider_orphan = 0;
332
333 v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
334 player__clean_refs();
335 }
336
337 void player__spawn( ent_spawn *rp )
338 {
339 player__setpos( rp->transform.co );
340 player__reset();
341 }
342
343
344 void player__kill(void)
345 {
346 }
347
348 void player__begin_holdout( v3f offset )
349 {
350 memcpy( &localplayer.holdout_pose, &localplayer.pose,
351 sizeof(localplayer.pose) );
352 v3_copy( offset, localplayer.holdout_pose.root_co );
353 localplayer.holdout_time = 1.0f;
354 }
355
356 void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx )
357 {
358 bitpack_bytes( ctx, 1, &sfx->system );
359 bitpack_bytes( ctx, 1, &sfx->priority );
360 bitpack_bytes( ctx, 1, &sfx->id );
361 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
362 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
363 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
364 }
365
366 void net_sfx_play( struct net_sfx *sfx )
367 {
368 if( sfx->system < k_player_subsystem_max ){
369 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
370 if( sys->sfx_oneshot ){
371 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
372 }
373 }
374 };
375
376 static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len,
377 u32 *count, u8 priority ){
378 struct net_sfx *p_sfx = NULL;
379 if( *count < len ){
380 p_sfx = &buffer[ *count ];
381 *count = *count+1;
382 }
383 else {
384 for( u32 i=0; i<len; i++ ){
385 struct net_sfx *a = &buffer[i];
386 if( a->priority < priority ){
387 p_sfx = a;
388 break;
389 }
390 }
391 }
392
393 return p_sfx;
394 }
395
396 void player__networked_sfx( u8 system, u8 priority, u8 id,
397 v3f pos, f32 volume )
398 {
399 struct net_sfx sfx,
400 *p_net = find_lower_priority_sfx(
401 localplayer.sfx_buffer, 4,
402 &localplayer.sfx_buffer_count, priority ),
403 *p_replay = find_lower_priority_sfx(
404 localplayer.local_sfx_buffer, 2,
405 &localplayer.local_sfx_buffer_count, priority );
406
407 sfx.id = id;
408 sfx.priority = priority;
409 sfx.volume = volume;
410 v3_copy( pos, sfx.location );
411 sfx.system = system;
412
413 /* we only care about subframe in networked sfx. local replays run at a
414 * high enough framerate. */
415 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
416 sfx.subframe = vg_clampf( t, 0.0f, 1.0f );
417
418 if( p_net ) *p_net = sfx;
419 if( p_replay ) *p_replay = sfx;
420
421 net_sfx_play( &sfx );
422 }