oops
[carveJwlIkooP6JGAAIwe30JlM.git] / respawn.c
1 #ifndef RESPAWN_C
2 #define RESPAWN_C
3
4 #include "respawn.h"
5 #include "skaterift.h"
6 #include "world.h"
7 #include "input.h"
8 #include "gui.h"
9 #include "menu.h"
10 #include "scene.h"
11
12 VG_STATIC void respawn_chooser_get_dir( v3f dir ){
13 /* idk */
14 dir[0] = -sqrtf(0.5f);
15 dir[2] = sqrtf(0.5f);
16 dir[1] = 1.0f;
17 v3_normalize(dir);
18 }
19
20 VG_STATIC void respawn_chooser_get_plane( v4f plane ){
21 world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
22 f32 h = localplayer.rb.co[1];
23 if( respawn_chooser.world_id != world_static.active_instance )
24 h = (world->scene_geo.bbx[0][1] + world->scene_geo.bbx[1][1]) * 0.5f;
25
26 v4_copy( (v4f){0.0f,1.0f,0.0f,h}, plane );
27 }
28
29 VG_STATIC void respawn_world_to_plane_pos( v3f pos, v2f plane_pos ){
30 v3f dir;
31 respawn_chooser_get_dir( dir );
32 v3_negate(dir,dir);
33 v4f plane;
34 respawn_chooser_get_plane( plane );
35
36 v3f co;
37 f32 t = ray_plane( plane, pos, dir );
38 v3_muladds( pos, dir, t, co );
39 plane_pos[0] = co[0];
40 plane_pos[1] = co[2];
41 }
42
43 VG_STATIC void respawn_chooser_setworld( u32 next ){
44 world_instance *nw = &world_static.instances[next];
45 if( nw->status == k_world_status_loaded ){
46 respawn_chooser.world_id = next;
47
48 v3f target;
49 if( next == world_static.active_instance )
50 v3_copy( localplayer.rb.co, target );
51 else {
52 scene_context *sc = &nw->scene_geo;
53 v3_lerp( sc->bbx[0], sc->bbx[1], 0.5f, target );
54 }
55 respawn_world_to_plane_pos( target, respawn_chooser.plane_pos );
56 }
57 }
58
59 VG_STATIC void respawn_chooser_gohome(void){
60 respawn_chooser_setworld(0);
61 world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
62
63 const char **alias = respawn_homes[respawn_chooser.home_select];
64 ent_spawn *spawn = world_find_spawn_by_name( world, alias[0] );
65
66 if( spawn ){
67 respawn_world_to_plane_pos( spawn->transform.co,
68 respawn_chooser.plane_pos );
69
70 gui_location_print_ccmd( 1, (const char *[]){ alias[1] } );
71 }
72 else
73 gui_location_print_ccmd( 1, (const char *[]){ "Invalid home ID" } );
74 }
75
76
77 VG_STATIC void respawn_chooser_pre_update(void){
78 if( skaterift.activity != k_skaterift_respawning ) return;
79
80 gui_helper_action( joystick_display_string(k_srjoystick_steer,2), "move" );
81 if( world_static.instances[0].status == k_world_status_loaded )
82 gui_helper_action( axis_display_string(k_sraxis_mworld_h), "world" );
83 gui_helper_action( button_display_string(k_srbind_maccept), "spawn" );
84 gui_helper_action( button_display_string(k_srbind_home), "home" );
85
86 if( button_down( k_srbind_mback ) ){
87 srinput.enabled = 0;
88 skaterift.activity = k_skaterift_menu;
89 menu.page = 0xffffffff;
90 menu_open_page( "Main Menu" );
91 return;
92 }
93
94 if( button_down( k_srbind_maccept ) ){
95 skaterift.activity = k_skaterift_default;
96 srinput.enabled = 0;
97
98 if( respawn_chooser.spawn ){
99 world_static.active_instance = respawn_chooser.world_id;
100 localplayer.viewable_world =
101 &world_static.instances[ respawn_chooser.world_id ];
102 player__spawn( &localplayer, respawn_chooser.spawn );
103 }
104 return;
105 }
106
107 if( button_down( k_srbind_world_left ) ){
108 if( respawn_chooser.world_id > 0 )
109 respawn_chooser_setworld( respawn_chooser.world_id-1 );
110 }
111
112 if( button_down( k_srbind_world_right ) ){
113 u32 next = respawn_chooser.world_id+1;
114 if( next < vg_list_size(world_static.instances) )
115 respawn_chooser_setworld( next );
116 }
117
118 if( button_down(k_srbind_home) ){
119 respawn_chooser.home_select ++;
120 if( respawn_chooser.home_select >= vg_list_size(respawn_homes) )
121 respawn_chooser.home_select = 0;
122 respawn_chooser_gohome();
123 }
124
125 world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
126 v3f *bbx = world->scene_geo.bbx;
127 f32 *pos = respawn_chooser.plane_pos;
128
129 v2f steer;
130 joystick_state( k_srjoystick_steer, steer );
131 v2_normalize_clamp( steer );
132
133 m2x2f rm;
134 m2x2_create_rotation( rm, -0.25f*VG_PIf );
135 m2x2_mulv( rm, steer, steer );
136
137 v2_muladds( pos, steer, vg.time_frame_delta * 200.0f, pos );
138 v2_minv( (v2f){ bbx[1][0], bbx[1][2] }, pos, pos );
139 v2_maxv( (v2f){ bbx[0][0], bbx[0][2] }, pos, pos );
140
141 /* update camera */
142 camera *cam = &respawn_chooser.cam;
143 v3f dir;
144 respawn_chooser_get_dir(dir);
145
146 v4f plane;
147 respawn_chooser_get_plane( plane );
148
149 v3f co = { pos[0], plane[3]*plane[1], pos[1] };
150 v3_muladds( co, dir, respawn_chooser.boom_dist, cam->pos );
151
152 vg_line_cross( co, VG__RED, 10.0f );
153
154 cam->angles[0] = 0.25f * VG_PIf;
155 cam->angles[1] = 0.25f * VG_PIf;
156 cam->farz = 5000.0f;
157 cam->nearz = 10.0f;
158 cam->fov = 40.0f;
159
160 camera_update_transform( cam );
161 camera_update_view( cam );
162 camera_update_projection( cam );
163 camera_finalize( cam );
164
165 /* pick spawn */
166 respawn_chooser.spawn = NULL;
167 f32 closest2 = INFINITY;
168
169 for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
170 ent_spawn *spawn = mdl_arritm(&world->ent_spawn,i);
171
172 v4f v;
173 v3_copy( spawn->transform.co, v );
174 v[3] = 1.0f;
175 m4x4_mulv( cam->mtx.pv, v, v );
176
177 f32 d2 = v2_length2(v);
178 if( d2 < closest2 ){
179 respawn_chooser.spawn = spawn;
180 closest2 = d2;
181 }
182 }
183
184 if( respawn_chooser.spawn ){
185 vg_line_cross( respawn_chooser.spawn->transform.co, VG__GREEN, 5.0f );
186 }
187 }
188
189 VG_STATIC void respawn_begin_chooser(void){
190 skaterift.activity = k_skaterift_respawning;
191 respawn_chooser.world_id = world_static.active_instance;
192
193 world_instance *world = &world_static.instances[ respawn_chooser.world_id ];
194 v3f *bbx = world->scene_geo.bbx;
195
196 respawn_world_to_plane_pos( localplayer.rb.co, respawn_chooser.plane_pos );
197 respawn_chooser.boom_dist = 400.0f;
198 respawn_chooser.home_select = 0;
199 }
200
201 VG_STATIC void respawn_chooser_shader_uniforms(void){
202 v4f uPlayerPos, uSpawnPos;
203 v4_zero( uPlayerPos );
204 v4_zero( uSpawnPos );
205
206 v3_copy( localplayer.rb.co, uPlayerPos );
207
208 if( respawn_chooser.spawn )
209 v3_copy( respawn_chooser.spawn->transform.co, uSpawnPos );
210
211 uPlayerPos[3] = v3_dist(uPlayerPos,uSpawnPos);
212 uSpawnPos[3] = 1.0f/uPlayerPos[3];
213
214 shader_scene_override_uPlayerPos( uPlayerPos );
215 shader_scene_override_uSpawnPos( uSpawnPos );
216 }
217
218 #endif /* RESPAWN_C */