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