78449ad1e04b2a80338948ccff385cccc4df7abb
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #ifndef PLAYER_C
2 #define PLAYER_C
3
4 #include "player.h"
5 #include "camera.h"
6 #include "player_model.h"
7 #include "input.h"
8 #include "world.h"
9 #include "audio.h"
10 #include "player_replay.h"
11 #include "network.h"
12
13 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
14 ent_spawn *rp = NULL, *r;
15 world_instance *world = localplayer.viewable_world;
16
17 if( argc == 1 ){
18 rp = world_find_spawn_by_name( world, argv[0] );
19 }
20 else if( argc == 0 ){
21 rp = world_find_closest_spawn( world, localplayer.rb.co );
22 }
23
24 if( !rp )
25 return 0;
26
27 player__spawn( rp );
28 return 1;
29 }
30
31 static void player_init(void){
32 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
33 struct player_subsystem_interface *sys = player_subsystems[i];
34
35 if( sys->system_register ) sys->system_register();
36 }
37
38 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
39 VG_VAR_F32( k_cam_damp );
40 VG_VAR_F32( k_cam_spring );
41 VG_VAR_F32( k_cam_punch );
42 VG_VAR_F32( k_cam_shake_strength );
43 VG_VAR_F32( k_cam_shake_trackspeed );
44 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
45
46 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
47 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
48 vg_console_reg_var( "invert_y", &k_invert_y,
49 k_var_dtype_i32, VG_VAR_PERSISTENT );
50 }
51
52 static void player__debugtext( int size, const char *fmt, ... ){
53 char buffer[ 1024 ];
54
55 va_list args;
56 va_start( args, fmt );
57 vsnprintf( buffer, 1024, fmt, args );
58 va_end( args );
59
60 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
61 g_player_debugger[1] += size*16;
62 }
63
64 /*
65 * Appearence
66 */
67 static void player__use_avatar( struct player_avatar *av ){
68 localplayer.playeravatar = av;
69 player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av );
70 }
71
72 static void player__use_model( u16 reg_id ){
73 addon_cache_unwatch( k_addon_type_player,
74 localplayer.playermodel_view_slot );
75 localplayer.playermodel_view_slot =
76 addon_cache_create_viewer( k_addon_type_player, reg_id );
77 }
78
79 static void player__bind(void){
80 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
81 struct player_subsystem_interface *sys = player_subsystems[i];
82
83 if( sys->bind ) sys->bind();
84 }
85 }
86
87 /*
88 * Gameloop events
89 * ----------------------------------------------------------------------------
90 */
91
92 static void player__pre_update(void){
93 if( button_down( k_srbind_camera ) && !localplayer.immobile ){
94 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
95 localplayer.cam_control.camera_mode = k_cam_thirdperson;
96 else
97 localplayer.cam_control.camera_mode = k_cam_firstperson;
98 }
99
100 if( player_subsystems[ localplayer.subsystem ]->pre_update )
101 player_subsystems[ localplayer.subsystem ]->pre_update();
102 }
103
104 static void player__update(void){
105 if( player_subsystems[ localplayer.subsystem ]->update )
106 player_subsystems[ localplayer.subsystem ]->update();
107 }
108
109 static void player__post_update(void){
110 if( player_subsystems[ localplayer.subsystem ]->post_update )
111 player_subsystems[ localplayer.subsystem ]->post_update();
112 }
113
114 /*
115 * Applies gate transport to a player_interface
116 */
117 static void player__pass_gate( u32 id ){
118 world_instance *world = world_current_instance();
119
120 /* update boundary hash (network animation) */
121 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
122 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
123 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
124 localplayer.boundary_hash |= index;
125
126 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
127 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
128
129 localplayer.gate_waiting = gate;
130 world_routes_activate_entry_gate( world_current_instance(), gate );
131
132 struct player_cam_controller *cc = &localplayer.cam_control;
133 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
134 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
135 cc->cam_velocity_smooth );
136 m3x3_copy( localplayer.basis, localplayer.basis_gate );
137
138 v4f q;
139 m3x3_q( gate->transport, q );
140 q_mul( q, localplayer.qbasis, localplayer.qbasis );
141 q_normalize( localplayer.qbasis );
142 q_m3x3( localplayer.qbasis, localplayer.basis );
143 m3x3_transpose( localplayer.basis, localplayer.invbasis );
144
145 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
146
147 if( gate->flags & k_ent_gate_nonlocal )
148 world_set_active_instance( gate->target );
149
150 audio_lock();
151 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
152 audio_unlock();
153
154 replay_clear( &skaterift.replay );
155 }
156
157 static void player_apply_transport_to_cam( m4x3f transport ){
158 /* FIXME: Applies to skaterift.cam directly! */
159
160 /* Pre-emptively edit the camera matrices so that the motion vectors
161 * are correct */
162 m4x3f transport_i;
163 m4x4f transport_4;
164 m4x3_invert_affine( transport, transport_i );
165 m4x3_expand( transport_i, transport_4 );
166 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
167 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
168
169 /* we want the regular transform here no the inversion */
170 m4x3_expand( transport, transport_4 );
171 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
172 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
173 }
174
175 static void player__im_gui(void){
176 if( !k_player_debug_info ) return;
177
178 ui_rect box = {
179 vg.window_x - 300,
180 0,
181 300,
182 vg.window_y
183 };
184
185 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
186
187 g_player_debugger[0] = box[0];
188 g_player_debugger[1] = 0;
189 g_player_debugger[2] = 300;
190 g_player_debugger[3] = 32;
191
192 player__debugtext( 2, "instance #%u", world_static.active_instance );
193
194 char buf_hub[96],
195 buf_client[96];
196 if( world_static.addon_client )
197 addon_alias_uid( &world_static.addon_client->alias, buf_client );
198 else
199 strcpy( buf_client, "none" );
200
201 if( world_static.addon_hub )
202 addon_alias_uid( &world_static.addon_hub->alias, buf_hub );
203 else
204 strcpy( buf_hub, "none" );
205
206 player__debugtext( 1, "hub uid: %s", buf_hub );
207 player__debugtext( 1, "client uid: %s", buf_client );
208 player__debugtext( 2, "director" );
209 player__debugtext( 1, "activity: %s",
210 (const char *[]){ [k_skaterift_menu] = "menu",
211 [k_skaterift_replay] = "replay",
212 [k_skaterift_ent_focus] = "ent_focus",
213 [k_skaterift_default] = "default",
214 [k_skaterift_respawning]= "respawning",
215 } [skaterift.activity] );
216 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
217
218 player__debugtext( 2, "player" );
219 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
220 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
221
222 if( player_subsystems[ localplayer.subsystem ]->im_gui )
223 player_subsystems[ localplayer.subsystem ]->im_gui();
224
225 skaterift_replay_debug_info();
226 }
227
228
229 static void player__setpos( v3f pos ){
230 v3_copy( pos, localplayer.rb.co );
231 v3_zero( localplayer.rb.v );
232 rb_update_transform( &localplayer.rb );
233 }
234
235 static void player__spawn( ent_spawn *rp ){
236 replay_clear( &skaterift.replay );
237 player__setpos( rp->transform.co );
238 v3_zero( localplayer.rb.w );
239 q_identity( localplayer.rb.q );
240 rb_update_transform( &localplayer.rb );
241
242 q_identity( localplayer.qbasis );
243 m3x3_identity( localplayer.basis );
244 m3x3_identity( localplayer.invbasis );
245
246 localplayer.subsystem = k_player_subsystem_walk;
247 localplayer.immobile = 0;
248 localplayer.gate_waiting = NULL;
249 world_static.last_use = 0.0;
250 world_static.focused_entity = 0;
251 world_static.challenge_target = NULL;
252 world_static.challenge_timer = 0.0f;
253 world_entity_unfocus();
254
255 if( player_subsystems[ localplayer.subsystem ]->reset )
256 player_subsystems[ localplayer.subsystem ]->reset( rp );
257
258 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
259 }
260
261
262 static void player__kill(void){
263 }
264
265 static void player__begin_holdout(void){
266 memcpy( &localplayer.holdout_pose, &localplayer.pose,
267 sizeof(localplayer.pose) );
268 localplayer.holdout_time = 1.0f;
269 }
270
271 /* implementation */
272 #include "player_common.c"
273 #include "player_walk.c"
274 #include "player_skate.c"
275 #include "player_dead.c"
276 #include "player_drive.c"
277 #include "player_render.c"
278 #include "player_ragdoll.c"
279 #include "player_replay.c"
280
281 #endif /* PLAYER_C */