6 #include "player_model.h"
11 VG_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
);
26 player__spawn( &localplayer
, rp
);
30 VG_STATIC
void player_init(void)
32 for( u32 i
=0; i
<vg_list_size(_player_system_register
); i
++ ){
33 if( _player_system_register
[i
] )
34 _player_system_register
[i
]();
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
);
52 void player__debugtext( int size
, const char *fmt
, ... )
57 va_start( args
, fmt
);
58 vsnprintf( buffer
, 1024, fmt
, args
);
61 ui_text( g_player_debugger
, buffer
, size
, k_ui_align_left
, 0 );
62 g_player_debugger
[1] += size
*16;
69 void player__create( player_instance
*inst
)
71 static int only_once
= 0;
72 assert( only_once
== 0 );
75 v3_zero( inst
->rb
.co
);
76 v3_zero( inst
->rb
.w
);
77 v3_zero( inst
->rb
.v
);
78 q_identity( inst
->rb
.q
);
79 m4x3_identity( inst
->rb
.to_world
);
80 m4x3_identity( inst
->rb
.to_local
);
87 void player__use_avatar( player_instance
*player
, struct player_avatar
*av
)
89 player
->playeravatar
= av
;
90 player_setup_ragdoll_from_avatar( &player
->ragdoll
, av
);
94 void player__use_model( player_instance
*player
, u16 reg_id
){
95 addon_cache_unwatch( k_addon_type_player
, player
->playermodel_view_slot
);
96 player
->playermodel_view_slot
=
97 addon_cache_create_viewer( k_addon_type_player
, reg_id
);
101 void player__bind( player_instance
*player
)
103 for( u32 i
=0; i
<vg_list_size(_player_bind
); i
++ ){
104 if( _player_bind
[i
] )
105 _player_bind
[i
]( player
);
111 * ----------------------------------------------------------------------------
115 void player__pre_update( player_instance
*player
){
116 if( button_down( k_srbind_reset
) && !player
->immobile
){
117 if( player
->subsystem
== k_player_subsystem_dead
){
118 localplayer_cmd_respawn( 0, NULL
);
123 audio_oneshot( &audio_rewind
[4], 1.0f
, 0.0f
);
128 if( button_down( k_srbind_camera
) && !player
->immobile
){
129 if( player
->cam_control
.camera_mode
== k_cam_firstperson
)
130 player
->cam_control
.camera_mode
= k_cam_thirdperson
;
132 player
->cam_control
.camera_mode
= k_cam_firstperson
;
135 if( _player_pre_update
[ player
->subsystem
] )
136 _player_pre_update
[ player
->subsystem
]( player
);
140 void player__update( player_instance
*player
){
141 if( _player_update
[ player
->subsystem
] )
142 _player_update
[ player
->subsystem
]( player
);
146 void player__post_update( player_instance
*player
){
147 if( _player_post_update
[ player
->subsystem
] )
148 _player_post_update
[ player
->subsystem
]( player
);
152 * Applies gate transport to a player_interface
155 void player__pass_gate( player_instance
*player
, ent_gate
*gate
)
157 world_routes_fracture( world_current_instance(), gate
,
158 player
->rb
.co
, player
->rb
.v
);
160 player
->gate_waiting
= gate
;
161 world_routes_activate_entry_gate( world_current_instance(), gate
);
163 struct player_cam_controller
*cc
= &player
->cam_control
;
164 m4x3_mulv( gate
->transport
, cc
->tpv_lpf
, cc
->tpv_lpf
);
165 m3x3_mulv( gate
->transport
, cc
->cam_velocity_smooth
,
166 cc
->cam_velocity_smooth
);
167 m3x3_copy( player
->basis
, player
->basis_gate
);
170 m3x3_q( gate
->transport
, q
);
171 q_mul( q
, player
->qbasis
, player
->qbasis
);
172 q_normalize( player
->qbasis
);
173 q_m3x3( player
->qbasis
, player
->basis
);
174 m3x3_transpose( player
->basis
, player
->invbasis
);
176 m4x3_mulv( gate
->transport
, player
->cam
.pos
, player
->cam
.pos
);
178 if( gate
->type
== k_gate_type_nonlocel
)
179 world_static
.active_world
= gate
->target
;
181 world_volumes
.inside
= 0;
184 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
188 VG_STATIC
void player_apply_transport_to_cam( m4x3f transport
)
190 /* FIXME: Applies to main_camera directly! */
192 /* Pre-emptively edit the camera matrices so that the motion vectors
196 m4x3_invert_affine( transport
, transport_i
);
197 m4x3_expand( transport_i
, transport_4
);
198 m4x4_mul( main_camera
.mtx
.pv
, transport_4
, main_camera
.mtx
.pv
);
199 m4x4_mul( main_camera
.mtx
.v
, transport_4
, main_camera
.mtx
.v
);
201 /* we want the regular transform here no the inversion */
202 m4x3_expand( transport
, transport_4
);
203 m4x4_mul( gate_camera
.mtx
.pv
, transport_4
, gate_camera
.mtx
.pv
);
204 m4x4_mul( gate_camera
.mtx
.v
, transport_4
, gate_camera
.mtx
.v
);
207 __attribute__ ((deprecated
))
208 VG_STATIC
void gate_rotate_angles( ent_gate
*gate
, v3f angles
, v3f d
)
210 v3_copy( angles
, d
);
213 v3f fwd_dir
= { cosf(angles
[0]),
216 m3x3_mulv( gate
->transport
, fwd_dir
, fwd_dir
);
218 v3_copy( angles
, d
);
219 d
[0] = atan2f( fwd_dir
[2], fwd_dir
[0] );
222 PLAYER_API
void player__im_gui( player_instance
*player
){
223 if( !k_player_debug_info
) return;
232 ui_fill( box
, (ui_colour(k_ui_bg
)&0x00ffffff)|0x50000000 );
234 g_player_debugger
[0] = box
[0];
235 g_player_debugger
[1] = 0;
236 g_player_debugger
[2] = 300;
237 g_player_debugger
[3] = 16;
239 player__debugtext( 1, "angles: " PRINTF_v3f( player
->cam
.angles
) );
240 player__debugtext( 1, "basis: " PRINTF_v4f( player
->qbasis
) );
242 if( _player_im_gui
[ player
->subsystem
] )
243 _player_im_gui
[ player
->subsystem
]( player
);
245 replay_debug_info( player
);
248 VG_STATIC
void global_skateshop_exit(void);
250 PLAYER_API
void player__setpos( player_instance
*player
, v3f pos
){
251 v3_copy( pos
, player
->rb
.co
);
252 v3_zero( player
->rb
.v
);
253 rb_update_transform( &player
->rb
);
256 PLAYER_API
void player__spawn( player_instance
*player
, ent_spawn
*rp
){
257 player__setpos( player
, rp
->transform
.co
);
258 v3_zero( player
->rb
.w
);
259 q_identity( player
->rb
.q
);
260 rb_update_transform( &player
->rb
);
262 q_identity( player
->qbasis
);
263 m3x3_identity( player
->basis
);
264 m3x3_identity( player
->invbasis
);
266 player
->subsystem
= k_player_subsystem_walk
;
267 player
->immobile
= 0;
268 player
->gate_waiting
= NULL
;
269 world_static
.last_use
= 0.0;
271 global_skateshop_exit();
273 if( _player_reset
[ player
->subsystem
] )
274 _player_reset
[ player
->subsystem
]( player
, rp
);
278 PLAYER_API
void player__kill( player_instance
*player
){
283 #include "player_common.c"
284 #include "player_walk.c"
285 #include "player_skate.c"
286 #include "player_dead.c"
287 #include "player_drive.c"
288 #include "player_render.c"
289 #include "player_ragdoll.c"
290 #include "player_replay.c"
292 #endif /* PLAYER_C */