#include "player.h"
#include "camera.h"
#include "player_model.h"
+#include "input.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 );
+}
PLAYER_API
void player__debugtext( int size, const char *fmt, ... )
{
+#if 0
char buffer[ 1024 ];
va_list args;
ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
vg_uictx.cursor[1] += 14*size;
+#endif
}
/*
assert( only_once == 0 );
only_once ++;
- inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
- inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
- inst->input_push = vg_create_named_input( "push", k_input_type_button );
- inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
- inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
- inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
- inst->input_use = vg_create_named_input( "use", k_input_type_button );
- inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
- inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
- inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
- inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
- inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
-
- const char *default_cfg[] =
- {
- "bind steer-h gp-ls-h",
- "bind -steer-h a",
- "bind +steer-h d",
-
- "bind steer-v gp-ls-v",
- "bind -steer-v w",
- "bind +steer-v s",
-
- "bind grab gp-rt",
- "bind +grab shift",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
-
- "bind jump space",
- "bind jump gp-a",
-
- "bind trick0 mouse1",
- "bind trick0 gp-a",
- "bind trick1 mouse2",
- "bind trick1 gp-b",
- "bind trick2 gp-x", /* keyboard: m0 + m1 */
-
- "bind push gp-b",
- "bind push w",
-
- "bind walk shift",
- "bind walk gp-ls",
-
- "bind walk-h gp-ls-h",
- "bind walk-v -gp-ls-v",
- "bind +walk-h d",
- "bind -walk-h a",
- "bind +walk-v w",
- "bind -walk-v s",
-
- "bind reset gp-lb",
- "bind reset r",
-
- "bind use gp-y",
- "bind use e",
- "bind camera c"
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- vg_execute_console_input(default_cfg[i]);
-
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 );
+
}
/*
}
PLAYER_API
-void player__use_mesh( player_instance *player, glmesh *mesh )
+void player__use_model( player_instance *player, struct player_model *mdl )
{
- player->playermesh = mesh;
-}
-
-PLAYER_API
-void player__use_texture( player_instance *player, vg_tex2d *tex )
-{
- player->playertex = tex;
+ player->playermodel = mdl;
}
PLAYER_API
void player__bind( player_instance *player )
{
- player__skate_bind( player );
- player__walk_bind( 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( vg_input_button_down( player->input_camera ) )
- {
+ if( player->rewinding ){
+ return;
+ }
+
+ if( button_down( k_srbind_reset ) && !player->immobile ){
+ double delta = world_global.time - world_global.last_use;
+
+ if( (delta <= RESET_MAX_TIME) && (world_global.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_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 );
-}
-
-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 );
-}
-__attribute__ ((deprecated))
-VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
-{
- v3_copy( angles, d );
- return;
+ if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
+ player->rewind_accum += vg.time_frame_delta;
- 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] );
+ 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, teleport_gate *gate )
+void player__pass_gate( player_instance *player, ent_gate *gate )
{
+ world_routes_fracture( get_active_world(), gate,
+ player->rb.co, player->rb.v );
+
player->gate_waiting = gate;
+ world_routes_activate_entry_gate( get_active_world(), gate );
m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
m3x3_mulv( gate->transport, player->cam_velocity_smooth,
q_normalize( player->qbasis );
q_m3x3( player->qbasis, player->basis );
m3x3_transpose( player->basis, player->invbasis );
-}
-VG_STATIC void player__pre_render( player_instance *player )
-{
- if( _player_animate[ player->subsystem ] )
- {
- player_animation res;
- _player_animate[ player->subsystem ]( player, &res );
-
- /* TODO: eventually, blending code goes here */
+ 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;
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
+ m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
+ player_save_rewind_frame( player );
- struct skeleton *sk = &player->playeravatar->sk;
+ if( gate->type == k_gate_type_nonlocel )
+ world_global.active_world = gate->target;
- if( player->holdout_time > 0.0f )
- {
- skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
- player->holdout_time, res.pose );
- player->holdout_time -= vg.frame_delta * 2.0f;
- }
+ world_global.in_volume = 0;
- skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( sk );
- skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
- skeleton_apply_inverses( sk );
- skeleton_apply_transform( sk, transform );
-
-#if 0
- skeleton_debug( sk );
-#endif
- }
-
- if( _player_post_animate[ player->subsystem ] )
- _player_post_animate[ player->subsystem ]( player );
+ audio_lock();
+ audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
+ audio_unlock();
+}
- struct player_avatar *av = player->playeravatar;
- v3f vp0 = {0.0f,0.1f, 0.55f},
- vp1 = {0.0f,0.1f,-0.55f};
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
+{
+ /* FIXME: Applies to main_camera directly! */
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
- m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
+ /* 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 );
- player__cam_iterate( player );
+ /* 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 );
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
+__attribute__ ((deprecated))
+VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
{
- shader_viewchar_use();
- vg_tex2d_bind( player->playertex, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( cam->transform[3] );
- shader_viewchar_uPv( cam->mtx.pv );
- shader_link_standard_ub( _shader_viewchar.id, 2 );
- glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
- player->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
+ 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;
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,
- struct respawn_point *rp )
+ ent_spawn *rp )
{
- v3_copy( rp->co, player->rb.co );
+ v3_copy( rp->transform.co, player->rb.co );
v3_zero( player->rb.v );
v3_zero( player->rb.w );
q_identity( player->rb.q );
m3x3_identity( player->invbasis );
player->subsystem = k_player_subsystem_walk;
+ player->immobile = 0;
+ player->gate_waiting = NULL;
+
+ global_skateshop_exit();
if( _player_reset[ player->subsystem ] )
_player_reset[ player->subsystem ]( player, rp );