6 #include "player_model.h"
10 #include "player_replay.h"
12 #include "network_common.h"
13 #include "world_routes.h"
14 #include "ent_miniworld.h"
17 #include "shaders/model_entity.h"
18 #include "shaders/model_character_view.h"
19 #include "shaders/model_board_view.h"
21 static int localplayer_cmd_respawn( int argc
, const char *argv
[] ){
22 ent_spawn
*rp
= NULL
, *r
;
23 world_instance
*world
= world_current_instance();
26 rp
= world_find_spawn_by_name( world
, argv
[0] );
29 rp
= world_find_closest_spawn( world
, localplayer
.rb
.co
);
39 static void player_init(void){
40 for( u32 i
=0; i
<vg_list_size(player_subsystems
); i
++ ){
41 struct player_subsystem_interface
*sys
= player_subsystems
[i
];
42 if( sys
->system_register
) sys
->system_register();
45 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn
, NULL
);
46 VG_VAR_F32( k_cam_damp
);
47 VG_VAR_F32( k_cam_spring
);
48 VG_VAR_F32( k_cam_punch
);
49 VG_VAR_F32( k_cam_shake_strength
);
50 VG_VAR_F32( k_cam_shake_trackspeed
);
51 VG_VAR_I32( k_player_debug_info
, flags
=VG_VAR_PERSISTENT
);
53 vg_console_reg_var( "cinema", &k_cinema
, k_var_dtype_f32
, 0 );
54 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed
, k_var_dtype_i32
, 0 );
55 vg_console_reg_var( "invert_y", &k_invert_y
,
56 k_var_dtype_i32
, VG_VAR_PERSISTENT
);
58 shader_model_character_view_register();
59 shader_model_board_view_register();
60 shader_model_entity_register();
63 static void player__debugtext( int size
, const char *fmt
, ... ){
67 va_start( args
, fmt
);
68 vsnprintf( buffer
, 1024, fmt
, args
);
71 ui_text( g_player_debugger
, buffer
, size
, k_ui_align_left
, 0 );
72 g_player_debugger
[1] += size
*16;
79 static void player__use_model( u16 reg_id
){
80 addon_cache_unwatch( k_addon_type_player
,
81 localplayer
.playermodel_view_slot
);
82 localplayer
.playermodel_view_slot
=
83 addon_cache_create_viewer( k_addon_type_player
, reg_id
);
86 static void player__bind(void){
87 for( u32 i
=0; i
<vg_list_size(player_subsystems
); i
++ ){
88 struct player_subsystem_interface
*sys
= player_subsystems
[i
];
90 if( sys
->bind
) sys
->bind();
96 * ----------------------------------------------------------------------------
99 static void player__pre_update(void){
100 if( button_down( k_srbind_camera
) && !localplayer
.immobile
&&
101 (localplayer
.subsystem
!= k_player_subsystem_dead
) ){
102 if( localplayer
.cam_control
.camera_mode
== k_cam_firstperson
)
103 localplayer
.cam_control
.camera_mode
= k_cam_thirdperson
;
105 localplayer
.cam_control
.camera_mode
= k_cam_firstperson
;
108 if( player_subsystems
[ localplayer
.subsystem
]->pre_update
)
109 player_subsystems
[ localplayer
.subsystem
]->pre_update();
112 static void player__update(void){
113 if( player_subsystems
[ localplayer
.subsystem
]->update
)
114 player_subsystems
[ localplayer
.subsystem
]->update();
117 static void player__post_update(void){
118 if( player_subsystems
[ localplayer
.subsystem
]->post_update
)
119 player_subsystems
[ localplayer
.subsystem
]->post_update();
121 SDL_AtomicLock( &air_data
.sl
);
122 air_data
.speed
= v3_length( localplayer
.rb
.v
);
123 SDL_AtomicUnlock( &air_data
.sl
);
127 * Applies gate transport to a player_interface
129 static void player__pass_gate( u32 id
){
130 world_instance
*world
= world_current_instance();
132 /* update boundary hash (network animation) */
133 u16 index
= mdl_entity_id_id(id
) & ~NETMSG_BOUNDARY_MASK
;
134 localplayer
.boundary_hash
^= NETMSG_GATE_BOUNDARY_BIT
;
135 localplayer
.boundary_hash
&= ~NETMSG_BOUNDARY_MASK
;
136 localplayer
.boundary_hash
|= index
;
138 ent_gate
*gate
= mdl_arritm( &world
->ent_gate
, mdl_entity_id_id(id
) );
139 world_routes_fracture( world
, gate
, localplayer
.rb
.co
, localplayer
.rb
.v
);
141 localplayer
.gate_waiting
= gate
;
143 struct player_cam_controller
*cc
= &localplayer
.cam_control
;
144 m4x3_mulv( gate
->transport
, cc
->tpv_lpf
, cc
->tpv_lpf
);
145 m3x3_mulv( gate
->transport
, cc
->cam_velocity_smooth
,
146 cc
->cam_velocity_smooth
);
148 m4x3_mulv( gate
->transport
, localplayer
.cam
.pos
, localplayer
.cam
.pos
);
150 if( gate
->flags
& k_ent_gate_nonlocal
){
151 /* FIXME: Code dupe with world_load.c */
152 ent_spawn
*rp
= world_find_spawn_by_name( world
, "start" );
153 if( !rp
) rp
= world_find_closest_spawn( world
, (v3f
){0.0f
,0.0f
,0.0f
} );
154 /* TODO: fallback to searching for a safe location using raycasts */
156 v3_copy( rp
->transform
.co
, world
->player_co
);
158 world_static
.active_instance
= gate
->target
;
159 player__clean_refs();
162 world_routes_activate_entry_gate( world
, gate
);
165 v3_angles_vector( localplayer
.angles
, v0
);
166 m3x3_mulv( gate
->transport
, v0
, v0
);
167 v3_angles( v0
, localplayer
.angles
);
170 audio_oneshot( &audio_gate_pass
, 1.0f
, 0.0f
);
173 replay_clear( &skaterift
.replay
);
176 static void player_apply_transport_to_cam( m4x3f transport
){
177 /* Pre-emptively edit the camera matrices so that the motion vectors
181 m4x3_invert_affine( transport
, transport_i
);
182 m4x3_expand( transport_i
, transport_4
);
183 m4x4_mul( skaterift
.cam
.mtx
.pv
, transport_4
, skaterift
.cam
.mtx
.pv
);
184 m4x4_mul( skaterift
.cam
.mtx
.v
, transport_4
, skaterift
.cam
.mtx
.v
);
186 /* we want the regular transform here no the inversion */
187 m4x3_expand( transport
, transport_4
);
188 m4x4_mul( world_gates
.cam
.mtx
.pv
, transport_4
, world_gates
.cam
.mtx
.pv
);
189 m4x4_mul( world_gates
.cam
.mtx
.v
, transport_4
, world_gates
.cam
.mtx
.v
);
192 static void player__im_gui(void){
193 if( !k_player_debug_info
) return;
202 ui_fill( box
, (ui_colour(k_ui_bg
)&0x00ffffff)|0x50000000 );
204 g_player_debugger
[0] = box
[0];
205 g_player_debugger
[1] = 0;
206 g_player_debugger
[2] = 300;
207 g_player_debugger
[3] = 32;
209 player__debugtext( 2, "instance #%u", world_static
.active_instance
);
212 for( u32 i
=0; i
<k_world_max
; i
++ ){
213 if( world_static
.instance_addons
[ i
] )
214 addon_alias_uid( &world_static
.instance_addons
[ i
]->alias
, buf
);
216 strcpy( buf
, "none" );
218 player__debugtext( 1, "world #%u: %s", i
, buf
);
221 player__debugtext( 2, "director" );
222 player__debugtext( 1, "activity: %s",
223 (const char *[]){ [k_skaterift_menu
] = "menu",
224 [k_skaterift_replay
] = "replay",
225 [k_skaterift_ent_focus
] = "ent_focus",
226 [k_skaterift_default
] = "default",
227 [k_skaterift_world_map
] = "world map"
228 } [skaterift
.activity
] );
229 player__debugtext( 1, "time_rate: %.4f", skaterift
.time_rate
);
231 player__debugtext( 2, "player" );
232 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer
.cam
.angles
) );
234 if( player_subsystems
[ localplayer
.subsystem
]->im_gui
)
235 player_subsystems
[ localplayer
.subsystem
]->im_gui();
237 skaterift_replay_debug_info();
240 static void player__setpos( v3f pos
){
241 v3_copy( pos
, localplayer
.rb
.co
);
242 v3_zero( localplayer
.rb
.v
);
243 rb_update_transform( &localplayer
.rb
);
246 static void player__clean_refs(void){
247 replay_clear( &skaterift
.replay
);
250 world_static
.challenge_target
= NULL
;
251 world_static
.challenge_timer
= 0.0f
;
252 world_static
.focused_entity
= 0;
253 world_static
.active_trigger_volume_count
= 0;
254 world_static
.last_use
= 0.0;
255 world_entity_unfocus();
257 localplayer
.boundary_hash
^= NETMSG_BOUNDARY_BIT
;
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
);
267 static void player__reset(void){
268 v3_zero( localplayer
.rb
.v
);
269 v3_zero( localplayer
.rb
.w
);
271 f32 l
= v4_length( localplayer
.rb
.q
);
272 if( (l
< 0.9f
) || (l
> 1.1f
) )
273 q_identity( localplayer
.rb
.q
);
275 rb_update_transform( &localplayer
.rb
);
277 localplayer
.subsystem
= k_player_subsystem_walk
;
278 player__walk_reset();
280 localplayer
.immobile
= 0;
281 localplayer
.gate_waiting
= NULL
;
283 v3_copy( localplayer
.rb
.co
, localplayer
.cam_control
.tpv_lpf
);
284 player__clean_refs();
287 static void player__spawn( ent_spawn
*rp
){
288 player__setpos( rp
->transform
.co
);
293 static void player__kill(void){
296 static void player__begin_holdout( v3f offset
){
297 memcpy( &localplayer
.holdout_pose
, &localplayer
.pose
,
298 sizeof(localplayer
.pose
) );
299 v3_copy( offset
, localplayer
.holdout_pose
.root_co
);
300 localplayer
.holdout_time
= 1.0f
;
303 static void net_sfx_exchange( bitpack_ctx
*ctx
, struct net_sfx
*sfx
){
304 bitpack_bytes( ctx
, 1, &sfx
->system
);
305 bitpack_bytes( ctx
, 1, &sfx
->priority
);
306 bitpack_bytes( ctx
, 1, &sfx
->id
);
307 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &sfx
->subframe
);
308 bitpack_qf32( ctx
, 8, 0.0f
, 1.0f
, &sfx
->volume
);
309 bitpack_qv3f( ctx
, 16, -1024.0f
, 1024.0f
, sfx
->location
);
312 static void net_sfx_play( struct net_sfx
*sfx
){
313 if( sfx
->system
< k_player_subsystem_max
){
314 struct player_subsystem_interface
*sys
= player_subsystems
[sfx
->system
];
315 if( sys
->sfx_oneshot
){
316 sys
->sfx_oneshot( sfx
->id
, sfx
->location
, sfx
->volume
);
321 static void player__networked_sfx( u8 system
, u8 priority
, u8 id
,
322 v3f pos
, f32 volume
){
323 struct net_sfx null
, *sfx
= &null
;
325 if( localplayer
.sfx_buffer_count
< vg_list_size(localplayer
.sfx_buffer
) )
326 sfx
= &localplayer
.sfx_buffer
[ localplayer
.sfx_buffer_count
++ ];
328 for( u32 i
=0; i
<vg_list_size(localplayer
.sfx_buffer
); i
++ ){
329 struct net_sfx
*a
= &localplayer
.sfx_buffer
[i
];
330 if( a
->priority
< priority
){
338 sfx
->priority
= priority
;
339 sfx
->volume
= volume
;
340 v3_copy( pos
, sfx
->location
);
341 sfx
->system
= system
;
343 f32 t
= (vg
.time_real
- network_client
.last_frame
) / NETWORK_FRAMERATE
;
344 sfx
->subframe
= vg_clampf( t
, 0.0f
, 1.0f
);
349 static void player__clear_sfx_buffer(void){
350 localplayer
.sfx_buffer_count
= 0;
354 #include "player_common.c"
356 #include "player_walk.c"
357 #include "player_skate.c"
358 #include "player_dead.c"
359 #include "player_drive.c"
360 #include "player_basic_info.c"
362 #include "player_render.c"
363 #include "player_ragdoll.c"
364 #include "player_replay.c"
366 #endif /* PLAYER_C */