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[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
15 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
16 ent_spawn *rp = NULL, *r;
17 world_instance *world = localplayer.viewable_world;
18
19 if( argc == 1 ){
20 rp = world_find_spawn_by_name( world, argv[0] );
21 }
22 else if( argc == 0 ){
23 rp = world_find_closest_spawn( world, localplayer.rb.co );
24 }
25
26 if( !rp )
27 return 0;
28
29 player__spawn( rp );
30 return 1;
31 }
32
33 static void player_init(void){
34 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
35 struct player_subsystem_interface *sys = player_subsystems[i];
36
37 if( sys->system_register ) sys->system_register();
38 }
39
40 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
41 VG_VAR_F32( k_cam_damp );
42 VG_VAR_F32( k_cam_spring );
43 VG_VAR_F32( k_cam_punch );
44 VG_VAR_F32( k_cam_shake_strength );
45 VG_VAR_F32( k_cam_shake_trackspeed );
46 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
47
48 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
49 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
50 vg_console_reg_var( "invert_y", &k_invert_y,
51 k_var_dtype_i32, VG_VAR_PERSISTENT );
52 }
53
54 static void player__debugtext( int size, const char *fmt, ... ){
55 char buffer[ 1024 ];
56
57 va_list args;
58 va_start( args, fmt );
59 vsnprintf( buffer, 1024, fmt, args );
60 va_end( args );
61
62 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
63 g_player_debugger[1] += size*16;
64 }
65
66 /*
67 * Appearence
68 */
69 static void player__use_avatar( struct player_avatar *av ){
70 localplayer.playeravatar = av;
71 player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av );
72 }
73
74 static void player__use_model( u16 reg_id ){
75 addon_cache_unwatch( k_addon_type_player,
76 localplayer.playermodel_view_slot );
77 localplayer.playermodel_view_slot =
78 addon_cache_create_viewer( k_addon_type_player, reg_id );
79 }
80
81 static void player__bind(void){
82 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
83 struct player_subsystem_interface *sys = player_subsystems[i];
84
85 if( sys->bind ) sys->bind();
86 }
87 }
88
89 /*
90 * Gameloop events
91 * ----------------------------------------------------------------------------
92 */
93
94 static void player__pre_update(void){
95 if( button_down( k_srbind_camera ) && !localplayer.immobile ){
96 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
97 localplayer.cam_control.camera_mode = k_cam_thirdperson;
98 else
99 localplayer.cam_control.camera_mode = k_cam_firstperson;
100 }
101
102 if( player_subsystems[ localplayer.subsystem ]->pre_update )
103 player_subsystems[ localplayer.subsystem ]->pre_update();
104 }
105
106 static void player__update(void){
107 if( player_subsystems[ localplayer.subsystem ]->update )
108 player_subsystems[ localplayer.subsystem ]->update();
109 }
110
111 static void player__post_update(void){
112 if( player_subsystems[ localplayer.subsystem ]->post_update )
113 player_subsystems[ localplayer.subsystem ]->post_update();
114 }
115
116 /*
117 * Applies gate transport to a player_interface
118 */
119 static void player__pass_gate( u32 id ){
120 world_instance *world = world_current_instance();
121
122 /* update boundary hash (network animation) */
123 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
124 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
125 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
126 localplayer.boundary_hash |= index;
127
128 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
129 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
130
131 localplayer.gate_waiting = gate;
132 world_routes_activate_entry_gate( world_current_instance(), gate );
133
134 struct player_cam_controller *cc = &localplayer.cam_control;
135 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
136 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
137 cc->cam_velocity_smooth );
138 m3x3_copy( localplayer.basis, localplayer.basis_gate );
139
140 v4f q;
141 m3x3_q( gate->transport, q );
142 q_mul( q, localplayer.qbasis, localplayer.qbasis );
143 q_normalize( localplayer.qbasis );
144 q_m3x3( localplayer.qbasis, localplayer.basis );
145 m3x3_transpose( localplayer.basis, localplayer.invbasis );
146
147 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
148
149 if( gate->flags & k_ent_gate_nonlocal )
150 world_set_active_instance( gate->target );
151
152 audio_lock();
153 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
154 audio_unlock();
155
156 replay_clear( &skaterift.replay );
157 }
158
159 static void player_apply_transport_to_cam( m4x3f transport ){
160 /* FIXME: Applies to skaterift.cam directly! */
161
162 /* Pre-emptively edit the camera matrices so that the motion vectors
163 * are correct */
164 m4x3f transport_i;
165 m4x4f transport_4;
166 m4x3_invert_affine( transport, transport_i );
167 m4x3_expand( transport_i, transport_4 );
168 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
169 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
170
171 /* we want the regular transform here no the inversion */
172 m4x3_expand( transport, transport_4 );
173 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
174 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
175 }
176
177 static void player__im_gui(void){
178 if( !k_player_debug_info ) return;
179
180 ui_rect box = {
181 vg.window_x - 300,
182 0,
183 300,
184 vg.window_y
185 };
186
187 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
188
189 g_player_debugger[0] = box[0];
190 g_player_debugger[1] = 0;
191 g_player_debugger[2] = 300;
192 g_player_debugger[3] = 32;
193
194 player__debugtext( 2, "instance #%u", world_static.active_instance );
195
196 char buf[96];
197 for( u32 i=0; i<k_world_max; i++ ){
198 if( world_static.instance_addons[ i ] )
199 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
200 else
201 strcpy( buf, "none" );
202
203 player__debugtext( 1, "world #%u: %s", i, buf );
204 }
205
206 player__debugtext( 2, "director" );
207 player__debugtext( 1, "activity: %s",
208 (const char *[]){ [k_skaterift_menu] = "menu",
209 [k_skaterift_replay] = "replay",
210 [k_skaterift_ent_focus] = "ent_focus",
211 [k_skaterift_default] = "default",
212 [k_skaterift_respawning]= "respawning",
213 } [skaterift.activity] );
214 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
215
216 player__debugtext( 2, "player" );
217 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
218 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
219
220 if( player_subsystems[ localplayer.subsystem ]->im_gui )
221 player_subsystems[ localplayer.subsystem ]->im_gui();
222
223 skaterift_replay_debug_info();
224 }
225
226
227 static void player__setpos( v3f pos ){
228 v3_copy( pos, localplayer.rb.co );
229 v3_zero( localplayer.rb.v );
230 rb_update_transform( &localplayer.rb );
231 }
232
233 static void player__spawn( ent_spawn *rp ){
234 replay_clear( &skaterift.replay );
235 player__setpos( rp->transform.co );
236 v3_zero( localplayer.rb.w );
237 q_identity( localplayer.rb.q );
238 rb_update_transform( &localplayer.rb );
239
240 q_identity( localplayer.qbasis );
241 m3x3_identity( localplayer.basis );
242 m3x3_identity( localplayer.invbasis );
243
244 localplayer.subsystem = k_player_subsystem_walk;
245 localplayer.immobile = 0;
246 localplayer.gate_waiting = NULL;
247 world_static.last_use = 0.0;
248 world_static.focused_entity = 0;
249 world_static.challenge_target = NULL;
250 world_static.challenge_timer = 0.0f;
251 world_entity_unfocus();
252
253 if( player_subsystems[ localplayer.subsystem ]->reset )
254 player_subsystems[ localplayer.subsystem ]->reset( rp );
255
256 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
257
258 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
259 world_instance *instance = &world_static.instances[i];
260 if( instance->status == k_world_status_loaded ){
261 world_routes_clear( instance );
262 }
263 }
264 }
265
266
267 static void player__kill(void){
268 }
269
270 static void player__begin_holdout( v3f offset ){
271 memcpy( &localplayer.holdout_pose, &localplayer.pose,
272 sizeof(localplayer.pose) );
273 v3_copy( offset, localplayer.holdout_pose.root_co );
274 localplayer.holdout_time = 1.0f;
275 }
276
277 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
278 bitpack_bytes( ctx, 1, &sfx->system );
279 bitpack_bytes( ctx, 1, &sfx->priority );
280 bitpack_bytes( ctx, 1, &sfx->id );
281 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
282 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
283 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
284 }
285
286 static void net_sfx_play( struct net_sfx *sfx ){
287 if( sfx->system < k_player_subsystem_max ){
288 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
289 if( sys->sfx_oneshot ){
290 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
291 }
292 }
293 };
294
295 static void player__networked_sfx( u8 system, u8 priority, u8 id,
296 v3f pos, f32 volume ){
297 struct net_sfx null, *sfx = &null;
298
299 if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
300 sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
301 else {
302 for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
303 struct net_sfx *a = &localplayer.sfx_buffer[i];
304 if( a->priority < priority ){
305 sfx = a;
306 break;
307 }
308 }
309 }
310
311 sfx->id = id;
312 sfx->priority = priority;
313 sfx->volume = volume;
314 v3_copy( pos, sfx->location );
315 sfx->system = system;
316
317 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
318 sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
319
320 net_sfx_play( sfx );
321 }
322
323 static void player__clear_sfx_buffer(void){
324 localplayer.sfx_buffer_count = 0;
325 }
326
327 /* implementation */
328 #include "player_common.c"
329 #include "player_walk.c"
330 #include "player_skate.c"
331 #include "player_dead.c"
332 #include "player_drive.c"
333 #include "player_render.c"
334 #include "player_ragdoll.c"
335 #include "player_replay.c"
336
337 #endif /* PLAYER_C */