stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / main.c
diff --git a/main.c b/main.c
index 8c1ddef2811b537bcbec692426b676fa8f056ec7..7495ff34d9b5368422934a50063a89a64c2d8cdc 100644 (file)
--- a/main.c
+++ b/main.c
@@ -18,9 +18,10 @@ static int debugview = 0;
 static int sv_debugcam = 0;
 static int lightedit = 0;
 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 +29,16 @@ static int sv_scene = 0;
 #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"
 
@@ -47,6 +47,10 @@ static int sv_scene = 0;
 #include "shaders/unlit.h"
 
 #include "physics_test.h"
+#include "anim_test.h"
+
+#include "gate.h"
+#include "water.h"
 
 void vg_register(void)
 {
@@ -84,6 +88,7 @@ vg_tex2d *texture_list[] =
 
 int main( int argc, char *argv[] )
 { 
+   highscores_init( 2000, 50 );
    vg_init( argc, argv, "Voyager Game Engine" ); 
 }
 
@@ -135,6 +140,14 @@ 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,
@@ -143,6 +156,38 @@ 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,
@@ -184,7 +229,7 @@ void vg_start(void)
 
    if( sv_scene == 0 )
    {
-      character_load( &player.mdl, "ch_default" );
+      character_load( &player.mdl, "ch_new" );
       character_init_ragdoll( &player.mdl );
 
       world_load();
@@ -194,11 +239,14 @@ void vg_start(void)
 
       network_init();
    }
-   else
+   else if( sv_scene == 1 )
    {
       physics_test_start();
    }
-
+   else if( sv_scene == 2 )
+   {
+      anim_test_start();
+   }
 }
 
 void vg_free(void)
@@ -207,6 +255,9 @@ 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)
@@ -230,6 +281,10 @@ void vg_update(void)
    {
       physics_test_update();
    }
+   else if( sv_scene == 2 )
+   {
+      anim_test_update();
+   }
 }
 
 static void vg_framebuffer_resize( int w, int h )
@@ -255,7 +310,7 @@ 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 );
@@ -267,8 +322,12 @@ 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 );
@@ -294,14 +353,14 @@ 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
     *
@@ -347,6 +406,10 @@ void vg_render(void)
    {
       physics_test_render();
    }
+   else if( sv_scene == 2 )
+   {
+      anim_test_render( &tex_characters );
+   }
 #endif
 }
 
@@ -436,8 +499,14 @@ 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;