fix crash when closing during load
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
diff --git a/player.c b/player.c
deleted file mode 100644 (file)
index e000c51..0000000
--- a/player.c
+++ /dev/null
@@ -1,370 +0,0 @@
-#ifndef PLAYER_C
-#define PLAYER_C
-
-#include "player.h"
-#include "camera.h"
-#include "player_model.h"
-#include "input.h"
-#include "world.h"
-#include "audio.h"
-
-VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
-{
-   ent_spawn *rp = NULL, *r;
-   world_instance *world = localplayer.viewable_world;
-
-   if( argc == 1 ){
-      rp = world_find_spawn_by_name( world, argv[0] );
-   }
-   else if( argc == 0 ){
-      rp = world_find_closest_spawn( world, localplayer.rb.co );
-   }
-
-   if( !rp )
-      return 0;
-
-   player__spawn( &localplayer, rp );
-   return 1;
-}
-
-VG_STATIC void player_init(void)
-{
-   for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
-      if( _player_system_register[i] )
-         _player_system_register[i]();
-   }
-
-   vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
-   VG_VAR_F32( k_cam_damp );
-   VG_VAR_F32( k_cam_spring );
-   VG_VAR_F32( k_cam_punch );
-   VG_VAR_F32( k_cam_shake_strength );
-   VG_VAR_F32( k_cam_shake_trackspeed );
-}
-
-PLAYER_API
-void player__debugtext( int size, const char *fmt, ... )
-{
-#if 0
-       char buffer[ 1024 ];
-
-   va_list args;
-   va_start( args, fmt );
-   vsnprintf( buffer, 1024, fmt, args );
-   va_end( args );
-
-   ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
-       vg_uictx.cursor[1] += 14*size;
-#endif
-}
-
-/*
- * Init
- */
-PLAYER_API
-void player__create( player_instance *inst )
-{
-   static int only_once = 0;
-   assert( only_once == 0 );
-   only_once ++;
-
-   v3_zero( inst->rb.co );
-   v3_zero( inst->rb.w );
-   v3_zero( inst->rb.v );
-   q_identity( inst->rb.q );
-   m4x3_identity( inst->rb.to_world );
-   m4x3_identity( inst->rb.to_local );
-
-   inst->rewind_length = 0;
-   inst->rewind_buffer = 
-      vg_linear_alloc( vg_mem.rtmemory, 
-                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
-
-}
-
-/* 
- * Appearence
- */
-PLAYER_API
-void player__use_avatar( player_instance *player, struct player_avatar *av )
-{
-   player->playeravatar = av;
-   player_setup_ragdoll_from_avatar( &player->ragdoll, av );
-}
-
-PLAYER_API
-void player__use_model( player_instance *player, struct player_model *mdl )
-{
-   player->playermodel = mdl;
-}
-
-PLAYER_API
-void player__bind( player_instance *player )
-{
-   for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
-      if( _player_bind[i] )
-         _player_bind[i]( player );
-   }
-}
-
-/*
- * Gameloop events
- * ----------------------------------------------------------------------------
- */
-
-VG_STATIC void player_save_rewind_frame( player_instance *player )
-{
-   if( player->rewind_length < PLAYER_REWIND_FRAMES ){
-      struct rewind_frame *fr = 
-         &player->rewind_buffer[ player->rewind_length ++ ];
-
-      v2_copy( player->cam.angles, fr->ang );
-      v3_copy( player->cam.pos, fr->pos );
-
-      if( player->rewind_length >= 2 ){
-         player->rewind_total_length += 
-            v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
-                     player->rewind_buffer[player->rewind_length-2].pos );
-      }
-   }
-}
-
-PLAYER_API
-void player__pre_update( player_instance *player )
-{
-   if( player->rewinding ){
-      return;
-   }
-
-   if( button_down( k_srbind_reset ) && !player->immobile ){
-      f64 delta = world_static.time - world_static.last_use;
-
-      if( (delta <= RESET_MAX_TIME) && (world_static.last_use != 0.0) ){
-         player->rewinding = 1;
-         player->rewind_sound_wait = 1;
-         player->rewind_time = (double)player->rewind_length - 0.0001;
-         player_save_rewind_frame( player );
-
-         audio_lock();
-         audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
-         audio_unlock();
-
-         /* based on testing. DONT CHANGE!
-          * 
-          *    time taken: y = (x^(4/5)) * 74.5
-          *    inverse   : x = (2/149)^(4/5) * y^(4/5)
-          */
-
-         float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
-               curve    = powf( player->rewind_total_length, 4.0f/5.0f );
-         
-         player->rewind_predicted_time = constant * curve;
-         player->rewind_start = vg.time;
-         player->subsystem = player->subsystem_gate;
-         player->rb = player->rb_gate_storage;
-         v3_copy( player->angles_storage, player->angles );
-
-         if( _player_restore[ player->subsystem ] )
-            _player_restore[ player->subsystem ]( player );
-      }
-      else{
-         if( player->subsystem == k_player_subsystem_dead ){
-            localplayer_cmd_respawn( 0, NULL );
-         }
-         else{
-            /* cant do that */
-            audio_lock();
-            audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
-            audio_unlock();
-         }
-      }
-   }
-
-   if( button_down( k_srbind_camera ) && !player->immobile ){
-      if( player->camera_mode == k_cam_firstperson )
-         player->camera_mode = k_cam_thirdperson;
-      else
-         player->camera_mode = k_cam_firstperson;
-   }
-
-   if( _player_pre_update[ player->subsystem ] )
-      _player_pre_update[ player->subsystem ]( player );
-}
-
-PLAYER_API
-void player__update( player_instance *player )
-{
-   if( player->rewinding )
-      return;
-
-   if( _player_update[ player->subsystem ] )
-      _player_update[ player->subsystem ]( player );
-}
-
-PLAYER_API
-void player__post_update( player_instance *player )
-{
-   if( player->rewinding )
-      return;
-
-   if( _player_post_update[ player->subsystem ] )
-      _player_post_update[ player->subsystem ]( player );
-
-   if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
-      player->rewind_accum += vg.time_frame_delta;
-
-      if( player->rewind_accum > 0.25f ){
-         player->rewind_accum -= 0.25f;
-         player_save_rewind_frame( player );
-      }
-   }
-}
-
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_API
-void player__pass_gate( player_instance *player, ent_gate *gate )
-{
-   world_routes_fracture( world_current_instance(), gate, 
-                          player->rb.co, player->rb.v );
-
-   player->gate_waiting = gate;
-   world_routes_activate_entry_gate( world_current_instance(), gate );
-
-   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
-   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
-                               player->cam_velocity_smooth );
-
-   m3x3_copy( player->basis, player->basis_gate );
-
-   v4f q;
-   m3x3_q( gate->transport, q );
-   q_mul( q, player->qbasis, player->qbasis );
-   q_normalize( player->qbasis );
-   q_m3x3( player->qbasis, player->basis );
-   m3x3_transpose( player->basis, player->invbasis );
-
-   player->subsystem_gate = player->subsystem;
-   player->rb_gate_storage = player->rb;
-   v3_copy( player->angles, player->angles_storage );
-   player->rewind_length = 0;
-   player->rewind_total_length = 0.0f;
-   player->rewind_gate = gate;
-   player->rewind_accum = 0.0f;
-
-   m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
-   player_save_rewind_frame( player );
-
-   if( gate->type == k_gate_type_nonlocel )
-      world_static.active_world = gate->target;
-
-   world_volumes.inside = 0;
-
-   audio_lock();
-   audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
-   audio_unlock();
-}
-
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
-   /* FIXME: Applies to main_camera directly! */
-
-   /* Pre-emptively edit the camera matrices so that the motion vectors 
-    * are correct */
-   m4x3f transport_i;
-   m4x4f transport_4;
-   m4x3_invert_affine( transport, transport_i );
-   m4x3_expand( transport_i, transport_4 );
-   m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
-   m4x4_mul( main_camera.mtx.v,  transport_4, main_camera.mtx.v );
-
-   /* we want the regular transform here no the inversion */
-   m4x3_expand( transport, transport_4 );
-   m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
-   m4x4_mul( gate_camera.mtx.v,  transport_4, gate_camera.mtx.v );
-}
-
-__attribute__ ((deprecated))
-VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
-{
-   v3_copy( angles, d );
-   return;
-
-   v3f fwd_dir = { cosf(angles[0]),
-                   0.0f,
-                   sinf(angles[0])};
-   m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
-   v3_copy( angles, d );
-   d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-}
-
-PLAYER_API void player__im_gui( player_instance *player )
-{
-#if 0
-   vg_uictx.cursor[0] = vg.window_x - 200;
-   vg_uictx.cursor[1] = 0;
-   vg_uictx.cursor[2] = 200;
-   vg_uictx.cursor[3] = 200;
-
-   struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
-   vg_uictx.cursor[0] = vg.window_x;
-
-   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
-   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
-
-   if( _player_im_gui[ player->subsystem ] )
-      _player_im_gui[ player->subsystem ]( player );
-
-   b[2].co[1] = vg_uictx.cursor[1];
-   b[3].co[1] = vg_uictx.cursor[1];
-#endif
-}
-
-VG_STATIC void global_skateshop_exit(void);
-PLAYER_API void player__spawn( player_instance *player, 
-                               ent_spawn *rp )
-{
-   v3_copy( rp->transform.co, player->rb.co );
-   v3_zero( player->rb.v );
-   v3_zero( player->rb.w );
-   q_identity( player->rb.q );
-   rb_update_transform( &player->rb );
-
-   q_identity( player->qbasis );
-   m3x3_identity( player->basis );
-   m3x3_identity( player->invbasis );
-
-   player->subsystem = k_player_subsystem_walk;
-   player->immobile = 0;
-   player->gate_waiting = NULL;
-   player->rewind_length = 0;
-   player->rewind_accum = 0.0f;
-   player->rewind_gate = NULL;
-   player->rewinding = 0;
-   world_static.last_use = 0.0;
-
-   global_skateshop_exit();
-
-   if( _player_reset[ player->subsystem ] )
-      _player_reset[ player->subsystem ]( player, rp );
-}
-
-
-PLAYER_API void player__kill( player_instance *player )
-{
-   
-}
-
-/* implementation */
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
-#include "player_render.c"
-#include "player_ragdoll.c"
-
-#endif /* PLAYER_C */