6 #include "player_model.h"
10 #include "player_replay.h"
12 static int localplayer_cmd_respawn( int argc
, const char *argv
[] ){
13 ent_spawn
*rp
= NULL
, *r
;
14 world_instance
*world
= localplayer
.viewable_world
;
17 rp
= world_find_spawn_by_name( world
, argv
[0] );
20 rp
= world_find_closest_spawn( world
, localplayer
.rb
.co
);
30 static void player_init(void){
31 for( u32 i
=0; i
<vg_list_size(player_subsystems
); i
++ ){
32 struct player_subsystem_interface
*sys
= player_subsystems
[i
];
34 if( sys
->system_register
) sys
->system_register();
37 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn
, NULL
);
38 VG_VAR_F32( k_cam_damp
);
39 VG_VAR_F32( k_cam_spring
);
40 VG_VAR_F32( k_cam_punch
);
41 VG_VAR_F32( k_cam_shake_strength
);
42 VG_VAR_F32( k_cam_shake_trackspeed
);
43 VG_VAR_I32( k_player_debug_info
, flags
=VG_VAR_PERSISTENT
);
45 vg_console_reg_var( "cinema", &k_cinema
, k_var_dtype_f32
, 0 );
46 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed
, k_var_dtype_i32
, 0 );
47 vg_console_reg_var( "invert_y", &k_invert_y
,
48 k_var_dtype_i32
, VG_VAR_PERSISTENT
);
51 static void player__debugtext( int size
, const char *fmt
, ... ){
55 va_start( args
, fmt
);
56 vsnprintf( buffer
, 1024, fmt
, args
);
59 ui_text( g_player_debugger
, buffer
, size
, k_ui_align_left
, 0 );
60 g_player_debugger
[1] += size
*16;
66 static void player__use_avatar( struct player_avatar
*av
){
67 localplayer
.playeravatar
= av
;
68 player_setup_ragdoll_from_avatar( &localplayer
.ragdoll
, av
);
71 static void player__use_model( u16 reg_id
){
72 addon_cache_unwatch( k_addon_type_player
,
73 localplayer
.playermodel_view_slot
);
74 localplayer
.playermodel_view_slot
=
75 addon_cache_create_viewer( k_addon_type_player
, reg_id
);
78 static void player__bind(void){
79 for( u32 i
=0; i
<vg_list_size(player_subsystems
); i
++ ){
80 struct player_subsystem_interface
*sys
= player_subsystems
[i
];
82 if( sys
->bind
) sys
->bind();
88 * ----------------------------------------------------------------------------
91 static void player__pre_update(void){
92 if( button_down( k_srbind_camera
) && !localplayer
.immobile
){
93 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
)
94 localplayer
.cam_control
.camera_mode
= k_cam_thirdperson
;
96 localplayer
.cam_control
.camera_mode
= k_cam_firstperson
;
99 if( player_subsystems
[ localplayer
.subsystem
]->pre_update
)
100 player_subsystems
[ localplayer
.subsystem
]->pre_update();
103 static void player__update(void){
104 if( player_subsystems
[ localplayer
.subsystem
]->update
)
105 player_subsystems
[ localplayer
.subsystem
]->update();
108 static void player__post_update(void){
109 if( player_subsystems
[ localplayer
.subsystem
]->post_update
)
110 player_subsystems
[ localplayer
.subsystem
]->post_update();
114 * Applies gate transport to a player_interface
116 static void player__pass_gate( ent_gate
*gate
){
117 world_routes_fracture( world_current_instance(), gate
,
118 localplayer
.rb
.co
, localplayer
.rb
.v
);
120 localplayer
.gate_waiting
= gate
;
121 world_routes_activate_entry_gate( world_current_instance(), gate
);
123 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
124 m4x3_mulv( gate
->transport
, cc
->tpv_lpf
, cc
->tpv_lpf
);
125 m3x3_mulv( gate
->transport
, cc
->cam_velocity_smooth
,
126 cc
->cam_velocity_smooth
);
127 m3x3_copy( localplayer
.basis
, localplayer
.basis_gate
);
130 m3x3_q( gate
->transport
, q
);
131 q_mul( q
, localplayer
.qbasis
, localplayer
.qbasis
);
132 q_normalize( localplayer
.qbasis
);
133 q_m3x3( localplayer
.qbasis
, localplayer
.basis
);
134 m3x3_transpose( localplayer
.basis
, localplayer
.invbasis
);
136 m4x3_mulv( gate
->transport
, localplayer
.cam
.pos
, localplayer
.cam
.pos
);
138 if( gate
->flags
& k_ent_gate_nonlocal
)
139 world_set_active_instance( gate
->target
);
142 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
145 replay_clear( &skaterift
.replay
);
148 static void player_apply_transport_to_cam( m4x3f transport
){
149 /* FIXME: Applies to skaterift.cam directly! */
151 /* Pre-emptively edit the camera matrices so that the motion vectors
155 m4x3_invert_affine( transport
, transport_i
);
156 m4x3_expand( transport_i
, transport_4
);
157 m4x4_mul( skaterift
.cam
.mtx
.pv
, transport_4
, skaterift
.cam
.mtx
.pv
);
158 m4x4_mul( skaterift
.cam
.mtx
.v
, transport_4
, skaterift
.cam
.mtx
.v
);
160 /* we want the regular transform here no the inversion */
161 m4x3_expand( transport
, transport_4
);
162 m4x4_mul( world_gates
.cam
.mtx
.pv
, transport_4
, world_gates
.cam
.mtx
.pv
);
163 m4x4_mul( world_gates
.cam
.mtx
.v
, transport_4
, world_gates
.cam
.mtx
.v
);
167 __attribute__ ((deprecated
))
168 static void gate_rotate_angles( ent_gate
*gate
, v3f angles
, v3f d
)
170 v3_copy( angles
, d
);
173 v3f fwd_dir
= { cosf(angles
[0]),
176 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
178 v3_copy( angles
, d
);
179 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
183 static void player__im_gui(void){
184 if( !k_player_debug_info
) return;
193 ui_fill( box
, (ui_colour(k_ui_bg
)&0x00ffffff)|0x50000000 );
195 g_player_debugger
[0] = box
[0];
196 g_player_debugger
[1] = 0;
197 g_player_debugger
[2] = 300;
198 g_player_debugger
[3] = 32;
200 player__debugtext( 2, "instance #%u", world_static
.active_instance
);
204 if( world_static
.addon_client
)
205 addon_alias_uid( &world_static
.addon_client
->alias
, buf_client
);
207 strcpy( buf_client
, "none" );
209 if( world_static
.addon_hub
)
210 addon_alias_uid( &world_static
.addon_hub
->alias
, buf_hub
);
212 strcpy( buf_hub
, "none" );
214 player__debugtext( 1, "hub uid: %s", buf_hub
);
215 player__debugtext( 1, "client uid: %s", buf_client
);
216 player__debugtext( 2, "director" );
217 player__debugtext( 1, "activity: %s",
218 (const char *[]){ [k_skaterift_menu
] = "menu",
219 [k_skaterift_replay
] = "replay",
220 [k_skaterift_ent_focus
] = "ent_focus",
221 [k_skaterift_default
] = "default",
222 [k_skaterift_respawning
]= "respawning",
223 } [skaterift
.activity
] );
224 player__debugtext( 1, "time_rate: %.4f", skaterift
.time_rate
);
226 player__debugtext( 2, "player" );
227 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer
.cam
.angles
) );
228 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer
.qbasis
) );
230 if( player_subsystems
[ localplayer
.subsystem
]->im_gui
)
231 player_subsystems
[ localplayer
.subsystem
]->im_gui();
233 skaterift_replay_debug_info();
237 static void player__setpos( v3f pos
){
238 v3_copy( pos
, localplayer
.rb
.co
);
239 v3_zero( localplayer
.rb
.v
);
240 rb_update_transform( &localplayer
.rb
);
243 static void player__spawn( ent_spawn
*rp
){
244 replay_clear( &skaterift
.replay
);
245 player__setpos( rp
->transform
.co
);
246 v3_zero( localplayer
.rb
.w
);
247 q_identity( localplayer
.rb
.q
);
248 rb_update_transform( &localplayer
.rb
);
250 q_identity( localplayer
.qbasis
);
251 m3x3_identity( localplayer
.basis
);
252 m3x3_identity( localplayer
.invbasis
);
254 localplayer
.subsystem
= k_player_subsystem_walk
;
255 localplayer
.immobile
= 0;
256 localplayer
.gate_waiting
= NULL
;
257 world_static
.last_use
= 0.0;
258 world_static
.focused_entity
= 0;
259 world_static
.challenge_target
= NULL
;
260 world_static
.challenge_timer
= 0.0f
;
261 world_entity_unfocus();
263 if( player_subsystems
[ localplayer
.subsystem
]->reset
)
264 player_subsystems
[ localplayer
.subsystem
]->reset( rp
);
268 static void player__kill(void){
271 static void player__begin_holdout(void){
272 memcpy( &localplayer
.holdout_pose
, &localplayer
.pose
,
273 sizeof(localplayer
.pose
) );
274 localplayer
.holdout_time
= 1.0f
;
278 #include "player_common.c"
279 #include "player_walk.c"
280 #include "player_skate.c"
281 #include "player_dead.c"
282 #include "player_drive.c"
283 #include "player_render.c"
284 #include "player_ragdoll.c"
285 #include "player_replay.c"
287 #endif /* PLAYER_C */