6 #include "player_model.h"
10 #include "player_replay.h"
13 static int localplayer_cmd_respawn( int argc
, const char *argv
[] ){
14 ent_spawn
*rp
= NULL
, *r
;
15 world_instance
*world
= localplayer
.viewable_world
;
18 rp
= world_find_spawn_by_name( world
, argv
[0] );
21 rp
= world_find_closest_spawn( world
, localplayer
.rb
.co
);
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
];
35 if( sys
->system_register
) sys
->system_register();
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
);
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
);
52 static void player__debugtext( int size
, const char *fmt
, ... ){
56 va_start( args
, fmt
);
57 vsnprintf( buffer
, 1024, fmt
, args
);
60 ui_text( g_player_debugger
, buffer
, size
, k_ui_align_left
, 0 );
61 g_player_debugger
[1] += size
*16;
67 static void player__use_avatar( struct player_avatar
*av
){
68 localplayer
.playeravatar
= av
;
69 player_setup_ragdoll_from_avatar( &localplayer
.ragdoll
, av
);
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
);
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
];
83 if( sys
->bind
) sys
->bind();
89 * ----------------------------------------------------------------------------
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
;
97 localplayer
.cam_control
.camera_mode
= k_cam_firstperson
;
100 if( player_subsystems
[ localplayer
.subsystem
]->pre_update
)
101 player_subsystems
[ localplayer
.subsystem
]->pre_update();
104 static void player__update(void){
105 if( player_subsystems
[ localplayer
.subsystem
]->update
)
106 player_subsystems
[ localplayer
.subsystem
]->update();
109 static void player__post_update(void){
110 if( player_subsystems
[ localplayer
.subsystem
]->post_update
)
111 player_subsystems
[ localplayer
.subsystem
]->post_update();
115 * Applies gate transport to a player_interface
117 static void player__pass_gate( ent_gate
*gate
){
118 world_routes_fracture( world_current_instance(), gate
,
119 localplayer
.rb
.co
, localplayer
.rb
.v
);
121 localplayer
.gate_waiting
= gate
;
122 world_routes_activate_entry_gate( world_current_instance(), gate
);
124 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
125 m4x3_mulv( gate
->transport
, cc
->tpv_lpf
, cc
->tpv_lpf
);
126 m3x3_mulv( gate
->transport
, cc
->cam_velocity_smooth
,
127 cc
->cam_velocity_smooth
);
128 m3x3_copy( localplayer
.basis
, localplayer
.basis_gate
);
131 m3x3_q( gate
->transport
, q
);
132 q_mul( q
, localplayer
.qbasis
, localplayer
.qbasis
);
133 q_normalize( localplayer
.qbasis
);
134 q_m3x3( localplayer
.qbasis
, localplayer
.basis
);
135 m3x3_transpose( localplayer
.basis
, localplayer
.invbasis
);
137 m4x3_mulv( gate
->transport
, localplayer
.cam
.pos
, localplayer
.cam
.pos
);
139 if( gate
->flags
& k_ent_gate_nonlocal
)
140 world_set_active_instance( gate
->target
);
143 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
146 replay_clear( &skaterift
.replay
);
149 static void player_apply_transport_to_cam( m4x3f transport
){
150 /* FIXME: Applies to skaterift.cam directly! */
152 /* Pre-emptively edit the camera matrices so that the motion vectors
156 m4x3_invert_affine( transport
, transport_i
);
157 m4x3_expand( transport_i
, transport_4
);
158 m4x4_mul( skaterift
.cam
.mtx
.pv
, transport_4
, skaterift
.cam
.mtx
.pv
);
159 m4x4_mul( skaterift
.cam
.mtx
.v
, transport_4
, skaterift
.cam
.mtx
.v
);
161 /* we want the regular transform here no the inversion */
162 m4x3_expand( transport
, transport_4
);
163 m4x4_mul( world_gates
.cam
.mtx
.pv
, transport_4
, world_gates
.cam
.mtx
.pv
);
164 m4x4_mul( world_gates
.cam
.mtx
.v
, transport_4
, world_gates
.cam
.mtx
.v
);
167 static void player__im_gui(void){
168 if( !k_player_debug_info
) return;
177 ui_fill( box
, (ui_colour(k_ui_bg
)&0x00ffffff)|0x50000000 );
179 g_player_debugger
[0] = box
[0];
180 g_player_debugger
[1] = 0;
181 g_player_debugger
[2] = 300;
182 g_player_debugger
[3] = 32;
184 player__debugtext( 2, "instance #%u", world_static
.active_instance
);
188 if( world_static
.addon_client
)
189 addon_alias_uid( &world_static
.addon_client
->alias
, buf_client
);
191 strcpy( buf_client
, "none" );
193 if( world_static
.addon_hub
)
194 addon_alias_uid( &world_static
.addon_hub
->alias
, buf_hub
);
196 strcpy( buf_hub
, "none" );
198 player__debugtext( 1, "hub uid: %s", buf_hub
);
199 player__debugtext( 1, "client uid: %s", buf_client
);
200 player__debugtext( 2, "director" );
201 player__debugtext( 1, "activity: %s",
202 (const char *[]){ [k_skaterift_menu
] = "menu",
203 [k_skaterift_replay
] = "replay",
204 [k_skaterift_ent_focus
] = "ent_focus",
205 [k_skaterift_default
] = "default",
206 [k_skaterift_respawning
]= "respawning",
207 } [skaterift
.activity
] );
208 player__debugtext( 1, "time_rate: %.4f", skaterift
.time_rate
);
210 player__debugtext( 2, "player" );
211 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer
.cam
.angles
) );
212 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer
.qbasis
) );
214 if( player_subsystems
[ localplayer
.subsystem
]->im_gui
)
215 player_subsystems
[ localplayer
.subsystem
]->im_gui();
217 skaterift_replay_debug_info();
221 static void player__setpos( v3f pos
){
222 v3_copy( pos
, localplayer
.rb
.co
);
223 v3_zero( localplayer
.rb
.v
);
224 rb_update_transform( &localplayer
.rb
);
227 static void player__spawn( ent_spawn
*rp
){
228 replay_clear( &skaterift
.replay
);
229 player__setpos( rp
->transform
.co
);
230 v3_zero( localplayer
.rb
.w
);
231 q_identity( localplayer
.rb
.q
);
232 rb_update_transform( &localplayer
.rb
);
234 q_identity( localplayer
.qbasis
);
235 m3x3_identity( localplayer
.basis
);
236 m3x3_identity( localplayer
.invbasis
);
238 localplayer
.subsystem
= k_player_subsystem_walk
;
239 localplayer
.immobile
= 0;
240 localplayer
.gate_waiting
= NULL
;
241 world_static
.last_use
= 0.0;
242 world_static
.focused_entity
= 0;
243 world_static
.challenge_target
= NULL
;
244 world_static
.challenge_timer
= 0.0f
;
245 world_entity_unfocus();
247 if( player_subsystems
[ localplayer
.subsystem
]->reset
)
248 player_subsystems
[ localplayer
.subsystem
]->reset( rp
);
252 static void player__kill(void){
255 static void player__begin_holdout(void){
256 memcpy( &localplayer
.holdout_pose
, &localplayer
.pose
,
257 sizeof(localplayer
.pose
) );
258 localplayer
.holdout_time
= 1.0f
;
262 #include "player_common.c"
263 #include "player_walk.c"
264 #include "player_skate.c"
265 #include "player_dead.c"
266 #include "player_drive.c"
267 #include "player_render.c"
268 #include "player_ragdoll.c"
269 #include "player_replay.c"
271 #endif /* PLAYER_C */