mini world rendering adjustments
[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
16 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
17 ent_spawn *rp = NULL, *r;
18 world_instance *world = localplayer.viewable_world;
19
20 if( argc == 1 ){
21 rp = world_find_spawn_by_name( world, argv[0] );
22 }
23 else if( argc == 0 ){
24 rp = world_find_closest_spawn( world, localplayer.rb.co );
25 }
26
27 if( !rp )
28 return 0;
29
30 player__spawn( rp );
31 return 1;
32 }
33
34 static void player_init(void){
35 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
36 struct player_subsystem_interface *sys = player_subsystems[i];
37
38 if( sys->system_register ) sys->system_register();
39 }
40
41 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
42 VG_VAR_F32( k_cam_damp );
43 VG_VAR_F32( k_cam_spring );
44 VG_VAR_F32( k_cam_punch );
45 VG_VAR_F32( k_cam_shake_strength );
46 VG_VAR_F32( k_cam_shake_trackspeed );
47 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
48
49 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
50 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
51 vg_console_reg_var( "invert_y", &k_invert_y,
52 k_var_dtype_i32, VG_VAR_PERSISTENT );
53 }
54
55 static void player__debugtext( int size, const char *fmt, ... ){
56 char buffer[ 1024 ];
57
58 va_list args;
59 va_start( args, fmt );
60 vsnprintf( buffer, 1024, fmt, args );
61 va_end( args );
62
63 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
64 g_player_debugger[1] += size*16;
65 }
66
67 /*
68 * Appearence
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( u32 id ){
117 world_instance *world = world_current_instance();
118
119 /* update boundary hash (network animation) */
120 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
121 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
122 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
123 localplayer.boundary_hash |= index;
124
125 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
126 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
127
128 localplayer.gate_waiting = gate;
129 world_routes_activate_entry_gate( world_current_instance(), gate );
130
131 struct player_cam_controller *cc = &localplayer.cam_control;
132 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
133 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
134 cc->cam_velocity_smooth );
135 m3x3_copy( localplayer.basis, localplayer.basis_gate );
136
137 v4f q;
138 m3x3_q( gate->transport, q );
139 q_mul( q, localplayer.qbasis, localplayer.qbasis );
140 q_normalize( localplayer.qbasis );
141 q_m3x3( localplayer.qbasis, localplayer.basis );
142 m3x3_transpose( localplayer.basis, localplayer.invbasis );
143
144 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
145
146 audio_lock();
147 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
148 audio_unlock();
149
150 replay_clear( &skaterift.replay );
151 }
152
153 static void player_apply_transport_to_cam( m4x3f transport ){
154 /* FIXME: Applies to skaterift.cam directly! */
155
156 /* Pre-emptively edit the camera matrices so that the motion vectors
157 * are correct */
158 m4x3f transport_i;
159 m4x4f transport_4;
160 m4x3_invert_affine( transport, transport_i );
161 m4x3_expand( transport_i, transport_4 );
162 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
163 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
164
165 /* we want the regular transform here no the inversion */
166 m4x3_expand( transport, transport_4 );
167 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
168 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
169 }
170
171 static void player__im_gui(void){
172 if( !k_player_debug_info ) return;
173
174 ui_rect box = {
175 vg.window_x - 300,
176 0,
177 300,
178 vg.window_y
179 };
180
181 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
182
183 g_player_debugger[0] = box[0];
184 g_player_debugger[1] = 0;
185 g_player_debugger[2] = 300;
186 g_player_debugger[3] = 32;
187
188 player__debugtext( 2, "instance #%u", world_static.active_instance );
189
190 char buf[96];
191 for( u32 i=0; i<k_world_max; i++ ){
192 if( world_static.instance_addons[ i ] )
193 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
194 else
195 strcpy( buf, "none" );
196
197 player__debugtext( 1, "world #%u: %s", i, buf );
198 }
199
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 );
209
210 player__debugtext( 2, "player" );
211 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
212 player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
213
214 if( player_subsystems[ localplayer.subsystem ]->im_gui )
215 player_subsystems[ localplayer.subsystem ]->im_gui();
216
217 skaterift_replay_debug_info();
218 }
219
220 static void player__setpos( v3f pos ){
221 v3_copy( pos, localplayer.rb.co );
222 v3_zero( localplayer.rb.v );
223 rb_update_transform( &localplayer.rb );
224 }
225
226 static void player__reset(void){
227 replay_clear( &skaterift.replay );
228
229 v3_zero( localplayer.rb.v );
230 v3_zero( localplayer.rb.w );
231
232 f32 l = v4_length( localplayer.rb.q );
233 if( (l < 0.9f) || (l > 1.1f) )
234 q_identity( localplayer.rb.q );
235
236 rb_update_transform( &localplayer.rb );
237
238 q_identity( localplayer.qbasis );
239 m3x3_identity( localplayer.basis );
240 m3x3_identity( localplayer.invbasis );
241
242 localplayer.subsystem = k_player_subsystem_walk;
243 player__walk_reset();
244
245 localplayer.immobile = 0;
246 localplayer.gate_waiting = NULL;
247 localplayer.viewable_world = world_current_instance();
248
249 world_static.challenge_target = NULL;
250 world_static.challenge_timer = 0.0f;
251 world_static.focused_entity = 0;
252 world_static.active_trigger_volume_count = 0;
253 world_static.last_use = 0.0;
254 global_miniworld.active_id = 0;
255 world_entity_unfocus();
256
257 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
258
259 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
260 world_instance *instance = &world_static.instances[i];
261 if( instance->status == k_world_status_loaded ){
262 world_routes_clear( instance );
263 }
264 }
265 }
266
267 static void player__spawn( ent_spawn *rp ){
268 player__setpos( rp->transform.co );
269 player__reset();
270 }
271
272
273 static void player__kill(void){
274 }
275
276 static void player__begin_holdout( v3f offset ){
277 memcpy( &localplayer.holdout_pose, &localplayer.pose,
278 sizeof(localplayer.pose) );
279 v3_copy( offset, localplayer.holdout_pose.root_co );
280 localplayer.holdout_time = 1.0f;
281 }
282
283 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
284 bitpack_bytes( ctx, 1, &sfx->system );
285 bitpack_bytes( ctx, 1, &sfx->priority );
286 bitpack_bytes( ctx, 1, &sfx->id );
287 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
288 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
289 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
290 }
291
292 static void net_sfx_play( struct net_sfx *sfx ){
293 if( sfx->system < k_player_subsystem_max ){
294 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
295 if( sys->sfx_oneshot ){
296 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
297 }
298 }
299 };
300
301 static void player__networked_sfx( u8 system, u8 priority, u8 id,
302 v3f pos, f32 volume ){
303 struct net_sfx null, *sfx = &null;
304
305 if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
306 sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
307 else {
308 for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
309 struct net_sfx *a = &localplayer.sfx_buffer[i];
310 if( a->priority < priority ){
311 sfx = a;
312 break;
313 }
314 }
315 }
316
317 sfx->id = id;
318 sfx->priority = priority;
319 sfx->volume = volume;
320 v3_copy( pos, sfx->location );
321 sfx->system = system;
322
323 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
324 sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
325
326 net_sfx_play( sfx );
327 }
328
329 static void player__clear_sfx_buffer(void){
330 localplayer.sfx_buffer_count = 0;
331 }
332
333 /* implementation */
334 #include "player_common.c"
335 #include "player_walk.c"
336 #include "player_skate.c"
337 #include "player_dead.c"
338 #include "player_drive.c"
339 #include "player_render.c"
340 #include "player_ragdoll.c"
341 #include "player_replay.c"
342
343 #endif /* PLAYER_C */