refactor (reduction)
[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
12 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
13 ent_spawn *rp = NULL, *r;
14 world_instance *world = localplayer.viewable_world;
15
16 if( argc == 1 ){
17 rp = world_find_spawn_by_name( world, argv[0] );
18 }
19 else if( argc == 0 ){
20 rp = world_find_closest_spawn( world, localplayer.rb.co );
21 }
22
23 if( !rp )
24 return 0;
25
26 player__spawn( rp );
27 return 1;
28 }
29
30 static void player_init(void){
31 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
32 struct player_subsystem_interface *sys = player_subsystems[i];
33
34 if( sys->system_register ) sys->system_register();
35 }
36
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 );
44
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 );
49 }
50
51 static void player__debugtext( int size, const char *fmt, ... ){
52 char buffer[ 1024 ];
53
54 va_list args;
55 va_start( args, fmt );
56 vsnprintf( buffer, 1024, fmt, args );
57 va_end( args );
58
59 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
60 g_player_debugger[1] += size*16;
61 }
62
63 /*
64 * Appearence
65 */
66 static void player__use_avatar( struct player_avatar *av ){
67 localplayer.playeravatar = av;
68 player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av );
69 }
70
71 static void player__use_model( u16 reg_id ){
72 addon_cache_unwatch( k_addon_type_player,
73 localplayer.playermodel_view_slot );
74 localplayer.playermodel_view_slot =
75 addon_cache_create_viewer( k_addon_type_player, reg_id );
76 }
77
78 static void player__bind(void){
79 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
80 struct player_subsystem_interface *sys = player_subsystems[i];
81
82 if( sys->bind ) sys->bind();
83 }
84 }
85
86 /*
87 * Gameloop events
88 * ----------------------------------------------------------------------------
89 */
90
91 static void player__pre_update(void){
92 if( button_down( k_srbind_camera ) && !localplayer.immobile ){
93 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
94 localplayer.cam_control.camera_mode = k_cam_thirdperson;
95 else
96 localplayer.cam_control.camera_mode = k_cam_firstperson;
97 }
98
99 if( player_subsystems[ localplayer.subsystem ]->pre_update )
100 player_subsystems[ localplayer.subsystem ]->pre_update();
101 }
102
103 static void player__update(void){
104 if( player_subsystems[ localplayer.subsystem ]->update )
105 player_subsystems[ localplayer.subsystem ]->update();
106 }
107
108 static void player__post_update(void){
109 if( player_subsystems[ localplayer.subsystem ]->post_update )
110 player_subsystems[ localplayer.subsystem ]->post_update();
111 }
112
113 /*
114 * Applies gate transport to a player_interface
115 */
116 static void player__pass_gate( ent_gate *gate ){
117 world_routes_fracture( world_current_instance(), gate,
118 localplayer.rb.co, localplayer.rb.v );
119
120 localplayer.gate_waiting = gate;
121 world_routes_activate_entry_gate( world_current_instance(), gate );
122
123 struct player_cam_controller *cc = &localplayer.cam_control;
124 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
125 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
126 cc->cam_velocity_smooth );
127 m3x3_copy( localplayer.basis, localplayer.basis_gate );
128
129 v4f q;
130 m3x3_q( gate->transport, q );
131 q_mul( q, localplayer.qbasis, localplayer.qbasis );
132 q_normalize( localplayer.qbasis );
133 q_m3x3( localplayer.qbasis, localplayer.basis );
134 m3x3_transpose( localplayer.basis, localplayer.invbasis );
135
136 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
137
138 if( gate->flags & k_ent_gate_nonlocal )
139 world_set_active_instance( gate->target );
140
141 audio_lock();
142 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
143 audio_unlock();
144
145 replay_clear( &skaterift.replay );
146 }
147
148 static void player_apply_transport_to_cam( m4x3f transport ){
149 /* FIXME: Applies to skaterift.cam directly! */
150
151 /* Pre-emptively edit the camera matrices so that the motion vectors
152 * are correct */
153 m4x3f transport_i;
154 m4x4f transport_4;
155 m4x3_invert_affine( transport, transport_i );
156 m4x3_expand( transport_i, transport_4 );
157 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
158 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
159
160 /* we want the regular transform here no the inversion */
161 m4x3_expand( transport, transport_4 );
162 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
163 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
164 }
165
166 #if 0
167 __attribute__ ((deprecated))
168 static void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
169 {
170 v3_copy( angles, d );
171 return;
172
173 v3f fwd_dir = { cosf(angles[0]),
174 0.0f,
175 sinf(angles[0])};
176 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
177
178 v3_copy( angles, d );
179 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
180 }
181 #endif
182
183 static void player__im_gui(void){
184 if( !k_player_debug_info ) return;
185
186 ui_rect box = {
187 vg.window_x - 300,
188 0,
189 300,
190 vg.window_y
191 };
192
193 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
194
195 g_player_debugger[0] = box[0];
196 g_player_debugger[1] = 0;
197 g_player_debugger[2] = 300;
198 g_player_debugger[3] = 32;
199
200 player__debugtext( 2, "instance #%u", world_static.active_instance );
201
202 char buf_hub[96],
203 buf_client[96];
204 if( world_static.addon_client )
205 addon_alias_uid( &world_static.addon_client->alias, buf_client );
206 else
207 strcpy( buf_client, "none" );
208
209 if( world_static.addon_hub )
210 addon_alias_uid( &world_static.addon_hub->alias, buf_hub );
211 else
212 strcpy( buf_hub, "none" );
213
214 player__debugtext( 1, "hub uid: %s", buf_hub );
215 player__debugtext( 1, "client uid: %s", buf_client );
216 player__debugtext( 2, "director" );
217 player__debugtext( 1, "activity: %s",
218 (const char *[]){ [k_skaterift_menu] = "menu",
219 [k_skaterift_replay] = "replay",
220 [k_skaterift_ent_focus] = "ent_focus",
221 [k_skaterift_default] = "default",
222 [k_skaterift_respawning]= "respawning",
223 } [skaterift.activity] );
224 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
225
226 player__debugtext( 2, "player" );
227 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
228 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
229
230 if( player_subsystems[ localplayer.subsystem ]->im_gui )
231 player_subsystems[ localplayer.subsystem ]->im_gui();
232
233 skaterift_replay_debug_info();
234 }
235
236
237 static void player__setpos( v3f pos ){
238 v3_copy( pos, localplayer.rb.co );
239 v3_zero( localplayer.rb.v );
240 rb_update_transform( &localplayer.rb );
241 }
242
243 static void player__spawn( ent_spawn *rp ){
244 replay_clear( &skaterift.replay );
245 player__setpos( rp->transform.co );
246 v3_zero( localplayer.rb.w );
247 q_identity( localplayer.rb.q );
248 rb_update_transform( &localplayer.rb );
249
250 q_identity( localplayer.qbasis );
251 m3x3_identity( localplayer.basis );
252 m3x3_identity( localplayer.invbasis );
253
254 localplayer.subsystem = k_player_subsystem_walk;
255 localplayer.immobile = 0;
256 localplayer.gate_waiting = NULL;
257 world_static.last_use = 0.0;
258 world_static.focused_entity = 0;
259 world_static.challenge_target = NULL;
260 world_static.challenge_timer = 0.0f;
261 world_entity_unfocus();
262
263 if( player_subsystems[ localplayer.subsystem ]->reset )
264 player_subsystems[ localplayer.subsystem ]->reset( rp );
265 }
266
267
268 static void player__kill(void){
269 }
270
271 static void player__begin_holdout(void){
272 memcpy( &localplayer.holdout_pose, &localplayer.pose,
273 sizeof(localplayer.pose) );
274 localplayer.holdout_time = 1.0f;
275 }
276
277 /* implementation */
278 #include "player_common.c"
279 #include "player_walk.c"
280 #include "player_skate.c"
281 #include "player_dead.c"
282 #include "player_drive.c"
283 #include "player_render.c"
284 #include "player_ragdoll.c"
285 #include "player_replay.c"
286
287 #endif /* PLAYER_C */