longjump gates
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 4c8f76a755bc2e2f9f31d374085a7f8b199dafc9..115ecf2e361b3f420d3ff8a50329e76a9b6f294b 100644 (file)
--- a/player.c
+++ b/player.c
@@ -176,6 +176,11 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    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))
@@ -197,22 +202,25 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
  * 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, struct gate_hit *hit )
 {
-   player->gate_waiting = gate;
+   player->gate_waiting = hit->gate;
 
-   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
-   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
-                               player->cam_velocity_smooth );
+   m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf );
+   m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, 
+                                    player->cam_velocity_smooth );
 
    m3x3_copy( player->basis, player->basis_gate );
 
    v4f q;
-   m3x3_q( gate->transport, q );
+   m3x3_q( hit->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 );
+
+   if( hit->nonlocal )
+      world_global.active_world = hit->nonlocal->target_map_index;
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
@@ -268,7 +276,10 @@ PLAYER_API void player__render( camera *cam, player_instance *player )
    shader_model_character_view_uTexMain( 0 );
    shader_model_character_view_uCamera( cam->transform[3] );
    shader_model_character_view_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_model_character_view.id, 2 );
+
+   world_instance *world = get_active_world();
+   world_link_lighting_ub( world, _shader_model_character_view.id, 2 );
+
    glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
                          player->playeravatar->sk.bone_count,
                          0,
@@ -313,6 +324,7 @@ PLAYER_API void player__spawn( player_instance *player,
    m3x3_identity( player->invbasis );
 
    player->subsystem = k_player_subsystem_walk;
+   player->viewable_world = get_active_world();
 
    if( _player_reset[ player->subsystem ] )
       _player_reset[ player->subsystem ]( player, rp );