more sensible world loading stuff (wip)
[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 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
13 {
14 ent_spawn *rp = NULL, *r;
15 world_instance *world = localplayer.viewable_world;
16
17 if( argc == 1 ){
18 rp = world_find_spawn_by_name( world, argv[0] );
19 }
20 else if( argc == 0 ){
21 rp = world_find_closest_spawn( world, localplayer.rb.co );
22 }
23
24 if( !rp )
25 return 0;
26
27 player__spawn( &localplayer, rp );
28 return 1;
29 }
30
31 VG_STATIC void player_init(void)
32 {
33 for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
34 if( _player_system_register[i] )
35 _player_system_register[i]();
36 }
37
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 );
45
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 );
50 }
51
52 PLAYER_API
53 void player__debugtext( int size, const char *fmt, ... )
54 {
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 * Init
68 */
69 PLAYER_API
70 void player__create( player_instance *inst )
71 {
72 static int only_once = 0;
73 assert( only_once == 0 );
74 only_once ++;
75
76 v3_zero( inst->rb.co );
77 v3_zero( inst->rb.w );
78 v3_zero( inst->rb.v );
79 q_identity( inst->rb.q );
80 m4x3_identity( inst->rb.to_world );
81 m4x3_identity( inst->rb.to_local );
82 }
83
84 /*
85 * Appearence
86 */
87 PLAYER_API
88 void player__use_avatar( player_instance *player, struct player_avatar *av )
89 {
90 player->playeravatar = av;
91 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
92 }
93
94 PLAYER_API
95 void player__use_model( player_instance *player, u16 reg_id ){
96 addon_cache_unwatch( k_addon_type_player, player->playermodel_view_slot );
97 player->playermodel_view_slot =
98 addon_cache_create_viewer( k_addon_type_player, reg_id );
99 }
100
101 PLAYER_API
102 void player__bind( player_instance *player )
103 {
104 for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
105 if( _player_bind[i] )
106 _player_bind[i]( player );
107 }
108 }
109
110 /*
111 * Gameloop events
112 * ----------------------------------------------------------------------------
113 */
114
115 PLAYER_API
116 void player__pre_update( player_instance *player ){
117 if( button_down( k_srbind_camera ) && !player->immobile ){
118 if( player->cam_control.camera_mode == k_cam_firstperson )
119 player->cam_control.camera_mode = k_cam_thirdperson;
120 else
121 player->cam_control.camera_mode = k_cam_firstperson;
122 }
123
124 if( _player_pre_update[ player->subsystem ] )
125 _player_pre_update[ player->subsystem ]( player );
126 }
127
128 PLAYER_API
129 void player__update( player_instance *player ){
130 if( _player_update[ player->subsystem ] )
131 _player_update[ player->subsystem ]( player );
132 }
133
134 PLAYER_API
135 void player__post_update( player_instance *player ){
136 if( _player_post_update[ player->subsystem ] )
137 _player_post_update[ player->subsystem ]( player );
138 }
139
140 /*
141 * Applies gate transport to a player_interface
142 */
143 PLAYER_API
144 void player__pass_gate( player_instance *player, ent_gate *gate )
145 {
146 world_routes_fracture( world_current_instance(), gate,
147 player->rb.co, player->rb.v );
148
149 player->gate_waiting = gate;
150 world_routes_activate_entry_gate( world_current_instance(), gate );
151
152 struct player_cam_controller *cc = &player->cam_control;
153 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
154 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
155 cc->cam_velocity_smooth );
156 m3x3_copy( player->basis, player->basis_gate );
157
158 v4f q;
159 m3x3_q( gate->transport, q );
160 q_mul( q, player->qbasis, player->qbasis );
161 q_normalize( player->qbasis );
162 q_m3x3( player->qbasis, player->basis );
163 m3x3_transpose( player->basis, player->invbasis );
164
165 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
166
167 if( gate->flags & k_ent_gate_nonlocal )
168 world_static.active_instance = gate->target;
169
170 audio_lock();
171 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
172 audio_unlock();
173
174 replay_clear( &skaterift.replay );
175 }
176
177 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
178 {
179 /* FIXME: Applies to skaterift.cam directly! */
180
181 /* Pre-emptively edit the camera matrices so that the motion vectors
182 * are correct */
183 m4x3f transport_i;
184 m4x4f transport_4;
185 m4x3_invert_affine( transport, transport_i );
186 m4x3_expand( transport_i, transport_4 );
187 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
188 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
189
190 /* we want the regular transform here no the inversion */
191 m4x3_expand( transport, transport_4 );
192 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
193 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
194 }
195
196 __attribute__ ((deprecated))
197 VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
198 {
199 v3_copy( angles, d );
200 return;
201
202 v3f fwd_dir = { cosf(angles[0]),
203 0.0f,
204 sinf(angles[0])};
205 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
206
207 v3_copy( angles, d );
208 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
209 }
210
211 PLAYER_API void player__im_gui( player_instance *player ){
212 if( !k_player_debug_info ) return;
213
214 ui_rect box = {
215 vg.window_x - 300,
216 0,
217 300,
218 vg.window_y
219 };
220
221 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
222
223 g_player_debugger[0] = box[0];
224 g_player_debugger[1] = 0;
225 g_player_debugger[2] = 300;
226 g_player_debugger[3] = 32;
227
228 player__debugtext( 2, "instance #%u", world_static.active_instance );
229
230 char buf_hub[96],
231 buf_client[96];
232 if( world_static.addon_client )
233 addon_alias_uid( &world_static.addon_client->alias, buf_client );
234 else
235 strcpy( buf_client, "none" );
236
237 if( world_static.addon_hub )
238 addon_alias_uid( &world_static.addon_hub->alias, buf_hub );
239 else
240 strcpy( buf_hub, "none" );
241
242 player__debugtext( 1, "hub uid: %s", buf_hub );
243 player__debugtext( 1, "client uid: %s", buf_client );
244 player__debugtext( 2, "director" );
245 player__debugtext( 1, "activity: %s",
246 (const char *[]){ [k_skaterift_menu] = "menu",
247 [k_skaterift_replay] = "replay",
248 [k_skaterift_skateshop] = "shop",
249 [k_skaterift_default] = "default"
250 } [skaterift.activity] );
251 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
252
253 player__debugtext( 2, "player_instance[%p]", player );
254 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
255 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
256
257 if( _player_im_gui[ player->subsystem ] )
258 _player_im_gui[ player->subsystem ]( player );
259
260 skaterift_replay_debug_info();
261 }
262
263 VG_STATIC void global_skateshop_exit(void);
264
265 PLAYER_API void player__setpos( player_instance *player, v3f pos ){
266 v3_copy( pos, player->rb.co );
267 v3_zero( player->rb.v );
268 rb_update_transform( &player->rb );
269 }
270
271 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ){
272 replay_clear( &skaterift.replay );
273 player__setpos( player, rp->transform.co );
274 v3_zero( player->rb.w );
275 q_identity( player->rb.q );
276 rb_update_transform( &player->rb );
277
278 q_identity( player->qbasis );
279 m3x3_identity( player->basis );
280 m3x3_identity( player->invbasis );
281
282 player->subsystem = k_player_subsystem_walk;
283 player->immobile = 0;
284 player->gate_waiting = NULL;
285 world_static.last_use = 0.0;
286
287 global_skateshop_exit();
288
289 if( _player_reset[ player->subsystem ] )
290 _player_reset[ player->subsystem ]( player, rp );
291 }
292
293
294 PLAYER_API void player__kill( player_instance *player ){
295
296 }
297
298 PLAYER_API void player__begin_holdout( player_instance *player ){
299 memcpy( &player->holdout_pose, &player->pose, sizeof(player->pose) );
300 player->holdout_time = 1.0f;
301 }
302
303 /* implementation */
304 #include "player_common.c"
305 #include "player_walk.c"
306 #include "player_skate.c"
307 #include "player_dead.c"
308 #include "player_drive.c"
309 #include "player_render.c"
310 #include "player_ragdoll.c"
311 #include "player_replay.c"
312
313 #endif /* PLAYER_C */