refactor player
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 6e94231edd9d0e4407ec530225170bafbf2e60cb..0732057dab95eb68745b26280e5e15670240c13f 100644 (file)
--- a/main.c
+++ b/main.c
@@ -1,5 +1,9 @@
 /*
- * Copyright (C) Mount0 Software, Harry Godden - All Rights Reserved
+ * Copyright 2021-2022 (C) Mount0 Software, Harry Godden - All Rights Reserved
+ *
+ * module.h               structure definitions
+ *  module_submodule.h    implementation
+ *  module_submodule_2.h
  */
 
 #include "common.h"
@@ -17,10 +21,11 @@ vg_tex2d tex_water = { .path = "textures/water.qoi" };
 static int debugview = 0;
 static int sv_debugcam = 0;
 static int lightedit = 0;
-static int sv_scene = 2;
+static int sv_scene = 0;
+static int cl_ui = 1;
 
 /* Components */
-//#define SR_NETWORKED
+#define SR_NETWORKED
 
 /* uncomment this to run the game without any graphics being drawn */
 //#define SR_NETWORK_TEST
@@ -28,17 +33,16 @@ static int sv_scene = 2;
 #include "steam.h"
 #include "network.h"
 
-#include "road.h"
+#include "model.h"
+//#include "road.h"
 #include "scene.h"
-#include "ik.h"
+//#include "ik.h"
 #include "audio.h"
-#include "terrain.h"
-#include "character.h"
+//#include "terrain.h"
+//#include "character.h"
 #include "ragdoll.h"
 #include "rigidbody.h"
 #include "render.h"
-#include "gate.h"
-#include "water.h"
 #include "world.h"
 #include "player.h"
 
@@ -49,6 +53,9 @@ static int sv_scene = 2;
 #include "physics_test.h"
 #include "anim_test.h"
 
+#include "gate.h"
+#include "water.h"
+
 void vg_register(void)
 {
    shader_blit_register();
@@ -56,8 +63,8 @@ void vg_register(void)
    shader_vblend_register();
    shader_unlit_register();
 
+   player_register();
    world_register();
-   character_register();
    water_register();
    gate_register();
 }
@@ -68,7 +75,6 @@ static void init_other(void)
    render_init();
    gate_init();
    world_init();
-   character_init();
    audio_init();
 }
 
@@ -85,6 +91,7 @@ vg_tex2d *texture_list[] =
 
 int main( int argc, char *argv[] )
 { 
+   highscores_init( 2000, 50 );
    vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
@@ -94,7 +101,7 @@ static int playermodel( int argc, char const *argv[] )
    
    glmesh old_mesh = player.mdl.mesh;
 
-   if( character_load( &player.mdl, argv[0] ) )
+   if( player_load_model( argv[0] ) )
       mesh_free( &old_mesh );
 
    return 1;
@@ -136,6 +143,14 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "cl_ui",
+      .data = &cl_ui,
+      .data_type = k_convar_dtype_i32,
+      .opt_i32 = { .min=0, .max=1, .clamp=1 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "walk_speed",
       .data = &k_walkspeed,
@@ -144,6 +159,38 @@ void vg_start(void)
       .persistent = 1
    });
 
+   vg_convar_push( (struct vg_convar){
+      .name = "run_speed",
+      .data = &k_runspeed,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "walk_accel",
+      .data = &k_walk_accel,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "rd_floaty",
+      .data = &k_ragdoll_floatyiness,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
+   vg_convar_push( (struct vg_convar){
+      .name = "rd_floatd",
+      .data = &k_ragdoll_floatydrag,
+      .data_type = k_convar_dtype_f32,
+      .opt_f32 = { .clamp = 0 },
+      .persistent = 1
+   });
+
    vg_convar_push( (struct vg_convar){
       .name = "dt",
       .data = &ktimestep,
@@ -185,8 +232,7 @@ void vg_start(void)
 
    if( sv_scene == 0 )
    {
-      character_load( &player.mdl, "ch_default" );
-      character_init_ragdoll( &player.mdl );
+      player_load_model( "ch_new" );
 
       world_load();
 
@@ -211,6 +257,9 @@ void vg_free(void)
    vg_tex2d_free( texture_list, vg_list_size(texture_list) );
    /* TODO: THE REST OF THE GOD DAMN FREEING STUFF */
    steam_end();
+
+   highscores_serialize_all();
+   highscores_free();
 }
 
 void vg_update(void)
@@ -263,7 +312,7 @@ static void render_main_game(void)
    m4x4f world_4x4;
    m4x3_expand( player.camera_inverse, world_4x4 );
 
-   gpipeline.fov = freecam? 60.0f: 135.0f; /* 120 */
+   gpipeline.fov = freecam? 60.0f: 125.0f; /* 120 */
    m4x4_projection( vg_pv, gpipeline.fov, 
          (float)vg_window_x / (float)vg_window_y, 
          0.02f, 2100.0f );
@@ -275,15 +324,19 @@ static void render_main_game(void)
    /* 
     * Draw world
     */
+
+   int draw_solid = player.is_dead | freecam;
    
    render_world( vg_pv, player.camera );
+   if( draw_solid )
+      draw_player();
    render_water_texture( player.camera );
 
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    render_water_surface( vg_pv, player.camera );
 
    vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
-   render_world_gates( vg_pv, player.camera );
+   render_world_gates( vg_pv, player.rb.co, player.camera );
    
    /* Copy the RGB of what we have into the background buffer */
    glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
@@ -302,14 +355,14 @@ static void render_main_game(void)
    else
       glClear( GL_COLOR_BUFFER_BIT );
    
-   if( !player.is_dead )
+   if( !draw_solid )
    {
       m4x4_projection( vg_pv, gpipeline.fov, 
             (float)vg_window_x / (float)vg_window_y, 
             0.01f, 600.0f );
       m4x4_mul( vg_pv, world_4x4, vg_pv );
+      draw_player();
    }
-   draw_player();
 
    /* Draw back in the background
     *
@@ -357,7 +410,7 @@ void vg_render(void)
    }
    else if( sv_scene == 2 )
    {
-      anim_test_render();
+      anim_test_render( &tex_characters );
    }
 #endif
 }
@@ -448,8 +501,14 @@ void vg_ui(void)
    }
    
    //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
-   render_world_routes_ui();
+   if( cl_ui )
+   {
+      render_world_routes_ui();
+   }
    //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+   
+   audio_debug_soundscapes();
+   world_audio_debug();
 
 #if 0
    static double last_b_press = 0.0;