rewinds
[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 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 static int freecam = 0;
42 static int walk_grid_iterations = 1;
43 static float fc_speed = 10.0f;
44
45 /*
46 * -----------------------------------------------------------------------------
47 * Memory
48 * -----------------------------------------------------------------------------
49 */
50
51 static struct gplayer
52 {
53 /* Physics */
54 rigidbody collide_front, collide_back;
55
56 struct player_phys
57 {
58 rigidbody rb, rb_gate_frame;
59 float iY, siY; /* Yaw inertia */
60
61 v3f a, v_last, m, bob, vl;
62
63 /* Utility */
64 float vswitch, slip, slip_last,
65 reverse;
66
67 float grab, jump, pushing, push_time;
68 double start_push;
69 int in_air, on_board, jump_charge, jump_dir;
70
71 m3x3f vr,vr_pstep;
72 }
73 phys,
74 phys_gate_frame;
75
76 m4x3f visual_transform,
77 inv_visual_transform;
78
79 int is_dead, death_tick_allowance, rewinding;
80
81 v3f land_target;
82 v3f land_target_log[22];
83 u32 land_target_colours[22];
84 int land_log_count;
85
86 v3f handl_target, handr_target,
87 handl, handr;
88
89 /* Camera */
90 float air_blend;
91
92 v3f camera_pos, smooth_localcam;
93 v2f angles;
94
95 struct rewind_frame
96 {
97 v3f pos;
98 v2f ang;
99 }
100 *rewind_buffer;
101 u32 rewind_incrementer,
102 rewind_length;
103
104 float rewind_time;
105
106 /* animation */
107 double jump_time;
108 float fslide,
109 fdirz, fdirx,
110 fstand,
111 ffly,
112 fpush,
113 fairdir,
114 fsetup,
115 walk_timer,
116 fjump,
117 fonboard,
118 frun;
119
120 float walk;
121 int step_phase;
122
123 /* player model */
124 struct player_model
125 {
126 glmesh mesh;
127 struct skeleton sk;
128 struct skeleton_anim *anim_stand,
129 *anim_highg,
130 *anim_slide,
131 *anim_air,
132 *anim_push, *anim_push_reverse,
133 *anim_ollie, *anim_ollie_reverse,
134 *anim_grabs, *anim_stop,
135 *anim_walk, *anim_run, *anim_idle,
136 *anim_jump;
137
138 u32 id_hip,
139 id_ik_hand_l,
140 id_ik_hand_r,
141 id_ik_elbow_l,
142 id_ik_elbow_r,
143 id_head;
144
145 v3f cam_pos;
146
147 struct ragdoll_part
148 {
149 u32 bone_id;
150 v3f offset;
151
152 u32 use_limits;
153 v3f limits[2];
154
155 rigidbody rb;
156 u32 parent;
157 }
158 *ragdoll;
159 u32 ragdoll_count;
160
161 int shoes[2];
162 }
163 mdl;
164 }
165 player =
166 {
167 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
168 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
169 };
170
171 /*
172 * API
173 */
174 static float *player_get_pos(void);
175 static void player_kill(void);
176 static float *player_cam_pos(void);
177 static void player_save_frame(void);
178 static void player_restore_frame(void);
179 static void player_save_rewind_frame(void);
180
181 /*
182 * Submodules
183 */
184 #include "player_physics.h"
185 #include "player_ragdoll.h"
186 #include "player_model.h"
187 #include "player_animation.h"
188 #include "player_audio.h"
189
190 /*
191 * -----------------------------------------------------------------------------
192 * Events
193 * -----------------------------------------------------------------------------
194 */
195
196 static void player_init(void) /* 1 */
197 {
198 rb_init( &player.phys.rb );
199 rb_init( &player.collide_front );
200 rb_init( &player.collide_back );
201
202 vg_convar_push( (struct vg_convar){
203 .name = "walk_speed",
204 .data = &k_walkspeed,
205 .data_type = k_convar_dtype_f32,
206 .opt_f32 = { .clamp = 0 },
207 .persistent = 1
208 });
209
210 vg_convar_push( (struct vg_convar){
211 .name = "run_speed",
212 .data = &k_runspeed,
213 .data_type = k_convar_dtype_f32,
214 .opt_f32 = { .clamp = 0 },
215 .persistent = 1
216 });
217
218 vg_convar_push( (struct vg_convar){
219 .name = "walk_accel",
220 .data = &k_walk_accel,
221 .data_type = k_convar_dtype_f32,
222 .opt_f32 = { .clamp = 0 },
223 .persistent = 1
224 });
225
226 vg_convar_push( (struct vg_convar){
227 .name = "fc",
228 .data = &freecam,
229 .data_type = k_convar_dtype_i32,
230 .opt_i32 = { .min=0, .max=1, .clamp=1 },
231 .persistent = 1
232 });
233
234 vg_convar_push( (struct vg_convar){
235 .name = "fcs",
236 .data = &fc_speed,
237 .data_type = k_convar_dtype_f32,
238 .opt_f32 = { .clamp = 0 },
239 .persistent = 1
240 });
241
242 vg_function_push( (struct vg_cmd){
243 .name = "reset",
244 .function = reset_player
245 });
246
247 player.rewind_length = 0;
248 player.rewind_buffer = vg_alloc( sizeof(struct rewind_frame)
249 * PLAYER_REWIND_FRAMES );
250
251 /* other systems */
252 vg_loader_highwater( player_model_init, player_model_free, NULL );
253 }
254
255 static void player_save_rewind_frame(void)
256 {
257 if( player.rewind_length < PLAYER_REWIND_FRAMES )
258 {
259 struct rewind_frame *fr =
260 &player.rewind_buffer[ player.rewind_length ++ ];
261
262 v2_copy( player.angles, fr->ang );
263 v3_copy( player.camera_pos, fr->pos );
264
265 player.rewind_incrementer = 0;
266 }
267 }
268
269 /* Deal with input etc */
270 static void player_update_pre(void)
271 {
272 struct player_phys *phys = &player.phys;
273
274 if( player.rewinding )
275 {
276 return;
277 }
278
279 if( vg_get_button_down( "reset" ) )
280 {
281 player.rewinding = 1;
282 player.rewind_time = (float)player.rewind_length - 0.0001f;
283 player_save_rewind_frame();
284
285 player.is_dead = 0;
286 player.death_tick_allowance = 30;
287 player_restore_frame();
288
289 if( !phys->on_board )
290 {
291 player.angles[0] = atan2f( -phys->rb.forward[2],
292 -phys->rb.forward[0] );
293 }
294
295 player.mdl.shoes[0] = 1;
296 player.mdl.shoes[1] = 1;
297
298 world_routes_notify_reset();
299
300 /* apply 1 frame of movement */
301 player_do_motion();
302 }
303
304 if( vg_get_button_down( "switchmode" ) )
305 {
306 phys->on_board ^= 0x1;
307
308 if( phys->on_board )
309 {
310 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
311 }
312 }
313 }
314
315 static void player_update_fixed(void) /* 2 */
316 {
317 if( player.rewinding )
318 return;
319
320 if( player.death_tick_allowance )
321 player.death_tick_allowance --;
322
323 struct player_phys *phys = &player.phys;
324
325 if( player.is_dead )
326 {
327 player_ragdoll_iter();
328 }
329 else
330 {
331 player.rewind_incrementer ++;
332
333 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
334 {
335 player_save_rewind_frame();
336 }
337
338 player_do_motion();
339 }
340 }
341
342 static void player_update_post(void)
343 {
344 for( int i=0; i<player.land_log_count; i++ )
345 vg_line_cross( player.land_target_log[i],
346 player.land_target_colours[i], 0.25f);
347
348 if( player.is_dead )
349 {
350 player_debug_ragdoll();
351
352 if( !freecam )
353 player_animate_death_cam();
354 }
355 else
356 {
357 player_animate();
358
359 if( !freecam )
360 player_animate_camera();
361 }
362
363 if( freecam )
364 player_freecam();
365
366
367 /* CAMERA POSITIONING: LAYER 0 */
368 v2_copy( player.angles, camera_angles );
369 v3_copy( player.camera_pos, camera_pos );
370
371 if( player.rewinding )
372 {
373 if( player.rewind_time <= 0.0f )
374 {
375 player.rewinding = 0;
376 player.rewind_length = 1;
377 }
378 else
379 {
380 assert( player.rewind_length > 0 );
381
382 v2f override_angles;
383 v3f override_pos;
384
385 float budget = vg.time_delta,
386 overall_length = player.rewind_length*0.25f;
387
388 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
389 {
390 /* Interpolate frames */
391 int i0 = floorf( player.rewind_time ),
392 i1 = VG_MIN( i0+1, player.rewind_length-1 );
393
394 struct rewind_frame *fr = &player.rewind_buffer[i0],
395 *fr1 = &player.rewind_buffer[i1];
396
397 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
398 subl = vg_fractf( player.rewind_time ) + 0.001f,
399
400 #if 0
401 speed=sqrtf(player.rewind_time*player.rewind_time+11.0f)*3.0f,
402 #else
403 speed = (3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)))*28.0f,
404 #endif
405 mod = speed * (budget / dist),
406
407 advl = vg_minf( mod, subl ),
408 advt = (advl / mod) * budget;
409
410 player.rewind_time -= advl;
411 budget -= advt;
412 }
413
414 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
415
416 int i0 = floorf( player.rewind_time ),
417 i1 = VG_MIN( i0+1, player.rewind_length-1 );
418
419 struct rewind_frame *fr = &player.rewind_buffer[i0],
420 *fr1 = &player.rewind_buffer[i1];
421
422 float sub = vg_fractf(player.rewind_time);
423
424 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
425 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
426 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
427
428 /* CAMERA POSITIONING: LAYER 1 */
429 float blend = (4.0f-player.rewind_time) * 0.25f,
430 c = vg_clampf( blend, 0.0f, 1.0f );
431
432 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
433 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
434 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
435 }
436 }
437
438 camera_update();
439 player_audio();
440 }
441
442 static void draw_player( m4x3f cam )
443 {
444 if( player.is_dead )
445 player_model_copy_ragdoll();
446
447 shader_viewchar_use();
448 vg_tex2d_bind( &tex_characters, 0 );
449 shader_viewchar_uTexMain( 0 );
450 shader_viewchar_uCamera( cam[3] );
451 shader_viewchar_uPv( vg.pv );
452 shader_link_standard_ub( _shader_viewchar.id, 2 );
453 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
454 player.mdl.sk.bone_count,
455 0,
456 (float *)player.mdl.sk.final_mtx );
457
458 mesh_bind( &player.mdl.mesh );
459 mesh_draw( &player.mdl.mesh );
460 }
461
462 /*
463 * -----------------------------------------------------------------------------
464 * API implementation
465 * -----------------------------------------------------------------------------
466 */
467
468 static float *player_get_pos(void)
469 {
470 return player.phys.rb.co;
471 }
472
473 static void player_kill(void)
474 {
475 if( player.death_tick_allowance == 0 )
476 {
477 player.is_dead = 1;
478 player_ragdoll_copy_model( player.phys.rb.v );
479 }
480 }
481
482 static float *player_cam_pos(void)
483 {
484 return player.camera_pos;
485 }
486
487
488 #endif /* PLAYER_H */