keyboard
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_H
6 #define PLAYER_H
7
8 #define PLAYER_REWIND_FRAMES 60*4
9
10 #include "audio.h"
11 #include "common.h"
12 #include "world.h"
13 #include "skeleton.h"
14 #include "bvh.h"
15
16 VG_STATIC float
17 k_walkspeed = 20.0f, /* no longer used */
18 k_runspeed = 20.0f,
19 k_board_radius = 0.3f,
20 k_board_length = 0.45f,
21 k_board_allowance = 0.04f,
22 //k_friction_lat = 8.8f,
23 k_friction_lat = 12.0f,
24 k_friction_resistance = 0.01f,
25 k_max_push_speed = 16.0f,
26 k_push_accel = 10.0f,
27 k_push_cycle_rate = 8.0f,
28 k_steer_ground = 2.5f,
29 k_steer_air = 3.6f,
30 k_steer_air_lerp = 0.3f,
31 k_pump_force = 0.0f,
32 k_downforce = 5.0f,
33 k_walk_downforce = 8.0f,
34 k_jump_charge_speed = (1.0f/1.0f),
35 k_jump_force = 5.0f,
36 k_pitch_limit = 1.5f,
37 k_look_speed = 2.0f,
38 k_walk_accel = 150.0f,
39 k_walk_friction = 8.0f;
40
41 VG_STATIC int cl_playermdl_id = 0;
42 VG_STATIC int freecam = 0;
43 VG_STATIC int walk_grid_iterations = 1;
44 VG_STATIC float fc_speed = 10.0f;
45
46 /*
47 * -----------------------------------------------------------------------------
48 * Memory
49 * -----------------------------------------------------------------------------
50 */
51
52 VG_STATIC struct gplayer
53 {
54 /* Physics */
55 rigidbody collide_front, collide_back;
56
57 struct player_phys
58 {
59 rigidbody rb, rb_gate_frame;
60 float iY, siY; /* Yaw inertia */
61
62 v3f a, v_last, m, bob, vl;
63
64 /* Utility */
65 float vswitch, slip, slip_last,
66 reverse;
67
68 float grab, jump, pushing, push_time;
69 double start_push;
70 int in_air, on_board, jump_charge, jump_dir;
71
72 m3x3f vr,vr_pstep;
73 }
74 phys,
75 phys_gate_frame;
76
77 m4x3f visual_transform,
78 inv_visual_transform;
79
80 int is_dead, death_tick_allowance, rewinding;
81 int rewind_sound_wait;
82
83 v3f land_target;
84 v3f land_target_log[22];
85 u32 land_target_colours[22];
86 int land_log_count;
87
88 v3f handl_target, handr_target,
89 handl, handr;
90
91 /* Input */
92 struct input_binding *input_js1h,
93 *input_js1v,
94 *input_js2h,
95 *input_js2v,
96 *input_emjs2h,
97 *input_emjs2v,
98 *input_jump,
99 *input_push,
100 *input_walk,
101 *input_switch_mode,
102 *input_reset,
103 *input_grab;
104
105 /* Camera */
106 float air_blend;
107 float air_time;
108
109 v3f camera_pos, smooth_localcam;
110 v2f angles;
111
112 struct rewind_frame
113 {
114 v3f pos;
115 v2f ang;
116 }
117 *rewind_buffer;
118 u32 rewind_incrementer,
119 rewind_length;
120
121 float rewind_time, rewind_total_length, rewind_predicted_time;
122 double diag_rewind_start, diag_rewind_time;
123 float dist_accum;
124
125 /* animation */
126 double jump_time;
127 float fslide,
128 fdirz, fdirx,
129 fstand,
130 ffly,
131 fpush,
132 fairdir,
133 fsetup,
134 walk_timer,
135 fjump,
136 fonboard,
137 frun;
138
139 float walk;
140 int step_phase;
141 enum mdl_surface_prop surface_prop;
142
143 /* player model */
144 struct player_model
145 {
146 glmesh player_meshes[3];
147
148 mdl_context meta;
149 struct skeleton sk;
150 struct skeleton_anim *anim_stand,
151 *anim_highg,
152 *anim_slide,
153 *anim_air,
154 *anim_push, *anim_push_reverse,
155 *anim_ollie, *anim_ollie_reverse,
156 *anim_grabs, *anim_stop,
157 *anim_walk, *anim_run, *anim_idle,
158 *anim_jump;
159
160 u32 id_hip,
161 id_ik_hand_l,
162 id_ik_hand_r,
163 id_ik_elbow_l,
164 id_ik_elbow_r,
165 id_head;
166
167 v3f cam_pos;
168
169 struct ragdoll_part
170 {
171 u32 bone_id;
172 v3f offset;
173
174 u32 use_limits;
175 v3f limits[2];
176
177 rigidbody rb;
178 u32 parent;
179 }
180 ragdoll[32];
181 u32 ragdoll_count;
182
183 int shoes[2];
184 }
185 mdl;
186 }
187 player =
188 {
189 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
190 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
191 };
192
193 /*
194 * API
195 */
196 VG_STATIC float *player_get_pos(void);
197 VG_STATIC void player_kill(void);
198 VG_STATIC float *player_cam_pos(void);
199 VG_STATIC void player_save_frame(void);
200 VG_STATIC void player_restore_frame(void);
201 VG_STATIC void player_save_rewind_frame(void);
202
203 /*
204 * Submodules
205 */
206 #include "player_physics.h"
207 #include "player_ragdoll.h"
208 #include "player_model.h"
209 #include "player_animation.h"
210 #include "player_audio.h"
211
212 /*
213 * -----------------------------------------------------------------------------
214 * Events
215 * -----------------------------------------------------------------------------
216 */
217
218 VG_STATIC void player_init(void) /* 1 */
219 {
220 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
221 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
222 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
223 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
224 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
225 player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis );
226 player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis );
227 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
228 player.input_push = vg_create_named_input( "push", k_input_type_axis_norm );
229 player.input_walk = vg_create_named_input( "walk", k_input_type_axis_norm );
230 player.input_switch_mode = vg_create_named_input( "switch-mode",
231 k_input_type_button );
232 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
233
234 const char *default_cfg[] =
235 {
236 "bind steer-h gp-ls-h",
237 "bind steer-h gp-ls-h",
238 "bind -steer-h a",
239 "bind +steer-h d",
240
241 "bind steer-v gp-ls-v",
242 "bind -steer-v s",
243 "bind +steer-v w",
244
245 "bind grab gp-rt",
246 "bind grab-h gp-rs-h",
247 "bind grab-v gp-rs-v",
248
249 "bind -kbgrab-h left",
250 "bind +kbgrab-h right",
251 "bind -kbgrab-v down",
252 "bind +kbgrab-v up",
253
254 "bind jump space",
255 "bind jump gp-a",
256
257 "bind push gp-lt",
258 "bind +push shift",
259
260 "bind walk gp-lt",
261 "bind +walk w",
262
263 "bind reset gp-lb",
264 "bind reset r",
265
266 "bind switch-mode gp-y",
267 "bind switch-mode e",
268 };
269
270 for( int i=0; i<vg_list_size(default_cfg); i++ )
271 execute_console_input(default_cfg[i]);
272
273 rb_init( &player.phys.rb );
274 rb_init( &player.collide_front );
275 rb_init( &player.collide_back );
276
277 vg_convar_push( (struct vg_convar){
278 .name = "cl_playermdl_id",
279 .data = &cl_playermdl_id,
280 .data_type = k_convar_dtype_i32,
281 .opt_i32 = { .min=0, .max=2, .clamp=1 },
282 .persistent = 1
283 });
284
285 vg_convar_push( (struct vg_convar){
286 .name = "walk_speed",
287 .data = &k_walkspeed,
288 .data_type = k_convar_dtype_f32,
289 .opt_f32 = { .clamp = 0 },
290 .persistent = 1
291 });
292
293 vg_convar_push( (struct vg_convar){
294 .name = "run_speed",
295 .data = &k_runspeed,
296 .data_type = k_convar_dtype_f32,
297 .opt_f32 = { .clamp = 0 },
298 .persistent = 1
299 });
300
301 vg_convar_push( (struct vg_convar){
302 .name = "walk_accel",
303 .data = &k_walk_accel,
304 .data_type = k_convar_dtype_f32,
305 .opt_f32 = { .clamp = 0 },
306 .persistent = 1
307 });
308
309 vg_convar_push( (struct vg_convar){
310 .name = "fc",
311 .data = &freecam,
312 .data_type = k_convar_dtype_i32,
313 .opt_i32 = { .min=0, .max=1, .clamp=1 },
314 .persistent = 1
315 });
316
317 vg_convar_push( (struct vg_convar){
318 .name = "fcs",
319 .data = &fc_speed,
320 .data_type = k_convar_dtype_f32,
321 .opt_f32 = { .clamp = 0 },
322 .persistent = 1
323 });
324
325 vg_function_push( (struct vg_cmd){
326 .name = "reset",
327 .function = reset_player
328 });
329
330 player.rewind_length = 0;
331 player.rewind_buffer =
332 vg_linear_alloc( vg_mem.rtmemory,
333 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
334
335 player_model_init();
336
337 /* controls */
338
339 }
340
341 VG_STATIC void player_save_rewind_frame(void)
342 {
343 if( player.rewind_length < PLAYER_REWIND_FRAMES )
344 {
345 struct rewind_frame *fr =
346 &player.rewind_buffer[ player.rewind_length ++ ];
347
348 v2_copy( player.angles, fr->ang );
349 v3_copy( player.camera_pos, fr->pos );
350
351 player.rewind_incrementer = 0;
352
353 if( player.rewind_length > 1 )
354 {
355 player.rewind_total_length +=
356 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
357 player.rewind_buffer[player.rewind_length-2].pos );
358 }
359 }
360 }
361
362 /* Deal with input etc */
363 VG_STATIC void player_update_pre(void)
364 {
365 struct player_phys *phys = &player.phys;
366
367 if( player.rewinding )
368 {
369 return;
370 }
371
372 if( vg_input_button_down( player.input_reset ) )
373 {
374 if( player.is_dead )
375 {
376 reset_player( 0, NULL );
377 audio_lock();
378 audio_play_oneshot( &audio_ui[0], 1.0f );
379 audio_unlock();
380 }
381 else
382 {
383 double delta = world.time - world.last_use;
384
385 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
386 {
387 player.rewinding = 1;
388 player.rewind_sound_wait = 1;
389 player.rewind_time = (float)player.rewind_length - 0.0001f;
390 player_save_rewind_frame();
391 audio_lock();
392 audio_play_oneshot( &audio_rewind[0], 1.0f );
393 audio_unlock();
394
395 /* based on analytical testing. DONT CHANGE!
396 *
397 * time taken: y = (x^(4/5)) * 74.5
398 * inverse : x = (2/149)^(4/5) * y^(4/5)
399 */
400
401 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
402 curve = powf( player.rewind_total_length, 4.0f/5.0f );
403
404 player.rewind_predicted_time = constant * curve;
405 player.diag_rewind_start = vg.time;
406 player.diag_rewind_time = player.rewind_time;
407
408 player.is_dead = 0;
409 player.death_tick_allowance = 30;
410 player_restore_frame();
411
412 if( !phys->on_board )
413 {
414 player.angles[0] = atan2f( -phys->rb.forward[2],
415 -phys->rb.forward[0] );
416 }
417
418 player.mdl.shoes[0] = 1;
419 player.mdl.shoes[1] = 1;
420
421 world_routes_notify_reset();
422
423 /* apply 1 frame of movement */
424 player_do_motion();
425 }
426 else
427 {
428 /* cant do that */
429 audio_lock();
430 audio_play_oneshot( &audio_rewind[4], 1.0f );
431 audio_unlock();
432 }
433 }
434 }
435
436 if( vg_input_button_down( player.input_switch_mode ) )
437 {
438 phys->on_board ^= 0x1;
439
440 audio_lock();
441 if( phys->on_board )
442 {
443 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
444 audio_play_oneshot( &audio_lands[6], 1.0f );
445 }
446 else
447 {
448 audio_play_oneshot( &audio_lands[5], 1.0f );
449 }
450
451 audio_unlock();
452 }
453 }
454
455 VG_STATIC void player_update_fixed(void) /* 2 */
456 {
457 if( player.rewinding )
458 return;
459
460 if( player.death_tick_allowance )
461 player.death_tick_allowance --;
462
463 struct player_phys *phys = &player.phys;
464
465 if( player.is_dead )
466 {
467 player_ragdoll_iter();
468 }
469 else
470 {
471 player.rewind_incrementer ++;
472
473 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
474 {
475 player_save_rewind_frame();
476 }
477
478 player_do_motion();
479 }
480 }
481
482 VG_STATIC void player_update_post(void)
483 {
484 for( int i=0; i<player.land_log_count; i++ )
485 vg_line_cross( player.land_target_log[i],
486 player.land_target_colours[i], 0.25f);
487
488 if( player.is_dead )
489 {
490 player_debug_ragdoll();
491
492 if( !freecam )
493 player_animate_death_cam();
494 }
495 else
496 {
497 player_animate();
498
499 if( !freecam )
500 player_animate_camera();
501 }
502
503 if( freecam )
504 player_freecam();
505
506
507 /* CAMERA POSITIONING: LAYER 0 */
508 v2_copy( player.angles, camera_angles );
509 v3_copy( player.camera_pos, camera_pos );
510
511 if( player.rewinding )
512 {
513 if( player.rewind_time <= 0.0f )
514 {
515 double taken = vg.time - player.diag_rewind_start;
516 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
517 taken, player.diag_rewind_time,
518 player.rewind_total_length );
519
520 player.rewinding = 0;
521 player.rewind_length = 1;
522 player.rewind_total_length = 0.0f;
523 player.rewind_incrementer = 0;
524 world.sky_target_rate = 1.0;
525 }
526 else
527 {
528 world.sky_target_rate = -100.0;
529 assert( player.rewind_length > 0 );
530
531 v2f override_angles;
532 v3f override_pos;
533
534 float budget = vg.time_delta,
535 overall_length = player.rewind_length;
536
537 world_routes_rollback_time( player.rewind_time / overall_length );
538
539 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
540 {
541 /* Interpolate frames */
542 int i0 = floorf( player.rewind_time ),
543 i1 = VG_MIN( i0+1, player.rewind_length-1 );
544
545 struct rewind_frame *fr = &player.rewind_buffer[i0],
546 *fr1 = &player.rewind_buffer[i1];
547
548 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
549 subl = vg_fractf( player.rewind_time ) + 0.001f,
550
551 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
552 speed = sramp*28.0f + 0.5f*player.rewind_time,
553 mod = speed * (budget / dist),
554
555 advl = vg_minf( mod, subl ),
556 advt = (advl / mod) * budget;
557
558 player.dist_accum += speed * advt;
559 player.rewind_time -= advl;
560 budget -= advt;
561 }
562
563 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
564
565 float current_time = vg.time - player.diag_rewind_start,
566 remaining = player.rewind_predicted_time - current_time;
567
568 if( player.rewind_sound_wait )
569 {
570 if( player.rewind_predicted_time >= 6.5f )
571 {
572 if( remaining <= 6.5f )
573 {
574 audio_lock();
575 audio_play_oneshot( &audio_rewind[3], 1.0f );
576 audio_unlock();
577 player.rewind_sound_wait = 0;
578 }
579 }
580 else if( player.rewind_predicted_time >= 2.5f )
581 {
582 if( remaining <= 2.5f )
583 {
584 audio_lock();
585 audio_play_oneshot( &audio_rewind[2], 1.0f );
586 audio_unlock();
587 player.rewind_sound_wait = 0;
588 }
589 }
590 else if( player.rewind_predicted_time >= 1.5f )
591 {
592 if( remaining <= 1.5f )
593 {
594 audio_lock();
595 audio_play_oneshot( &audio_rewind[1], 1.0f );
596 audio_unlock();
597 player.rewind_sound_wait = 0;
598 }
599 }
600
601
602 }
603
604 int i0 = floorf( player.rewind_time ),
605 i1 = VG_MIN( i0+1, player.rewind_length-1 );
606
607 struct rewind_frame *fr = &player.rewind_buffer[i0],
608 *fr1 = &player.rewind_buffer[i1];
609
610 float sub = vg_fractf(player.rewind_time);
611
612 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
613 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
614 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
615
616 /* CAMERA POSITIONING: LAYER 1 */
617 float blend = (4.0f-player.rewind_time) * 0.25f,
618 c = vg_clampf( blend, 0.0f, 1.0f );
619
620 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
621 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
622 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
623 }
624 }
625
626 camera_update();
627 player_audio();
628 }
629
630 VG_STATIC void draw_player( m4x3f cam )
631 {
632 if( player.is_dead )
633 player_model_copy_ragdoll();
634
635 shader_viewchar_use();
636 vg_tex2d_bind( &tex_characters, 0 );
637 shader_viewchar_uTexMain( 0 );
638 shader_viewchar_uCamera( cam[3] );
639 shader_viewchar_uPv( vg.pv );
640 shader_link_standard_ub( _shader_viewchar.id, 2 );
641 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
642 player.mdl.sk.bone_count,
643 0,
644 (float *)player.mdl.sk.final_mtx );
645
646 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
647 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
648 }
649
650 /*
651 * -----------------------------------------------------------------------------
652 * API implementation
653 * -----------------------------------------------------------------------------
654 */
655
656 VG_STATIC float *player_get_pos(void)
657 {
658 return player.phys.rb.co;
659 }
660
661 VG_STATIC void player_kill(void)
662 {
663 if( player.death_tick_allowance == 0 )
664 {
665 player.is_dead = 1;
666 player_ragdoll_copy_model( player.phys.rb.v );
667 world_routes_clear();
668 }
669 }
670
671 VG_STATIC float *player_cam_pos(void)
672 {
673 return player.camera_pos;
674 }
675
676
677 #endif /* PLAYER_H */