wind rushing sound
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 5bd43325c4945ac8b47df3fe2080c9518c95ce89..1d95c8b852e90ac00726d94df4dff9e0fa9586d7 100644 (file)
--- a/player.c
+++ b/player.c
 #include "network.h"
 #include "network_common.h"
 #include "world_routes.h"
+#include "ent_miniworld.h"
+#include "gui.h"
+
+#include "shaders/model_entity.h"
+#include "shaders/model_character_view.h"
+#include "shaders/model_board_view.h"
 
 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
    ent_spawn *rp = NULL, *r;
-   world_instance *world = localplayer.viewable_world;
+   world_instance *world = world_current_instance();
 
    if( argc == 1 ){
       rp = world_find_spawn_by_name( world, argv[0] );
@@ -33,7 +39,6 @@ static int localplayer_cmd_respawn( int argc, const char *argv[] ){
 static void player_init(void){
    for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
       struct player_subsystem_interface *sys = player_subsystems[i];
-
       if( sys->system_register ) sys->system_register();
    }
 
@@ -49,6 +54,10 @@ static void player_init(void){
    vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
    vg_console_reg_var( "invert_y", &k_invert_y, 
                         k_var_dtype_i32, VG_VAR_PERSISTENT );
+
+   shader_model_character_view_register();
+   shader_model_board_view_register();
+   shader_model_entity_register();
 }
 
 static void player__debugtext( int size, const char *fmt, ... ){
@@ -88,7 +97,8 @@ static void player__bind(void){
  */
 
 static void player__pre_update(void){
-   if( button_down( k_srbind_camera ) && !localplayer.immobile ){
+   if( button_down( k_srbind_camera ) && !localplayer.immobile &&
+       (localplayer.subsystem != k_player_subsystem_dead) ){
       if( localplayer.cam_control.camera_mode == k_cam_firstperson )
          localplayer.cam_control.camera_mode = k_cam_thirdperson;
       else
@@ -107,6 +117,10 @@ static void player__update(void){
 static void player__post_update(void){
    if( player_subsystems[ localplayer.subsystem ]->post_update )
       player_subsystems[ localplayer.subsystem ]->post_update();
+
+   SDL_AtomicLock( &air_data.sl );
+   air_data.speed = v3_length( localplayer.rb.v );
+   SDL_AtomicUnlock( &air_data.sl );
 }
 
 /*
@@ -120,30 +134,37 @@ static void player__pass_gate( u32 id ){
    localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
    localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
    localplayer.boundary_hash |= index;
-
+   
    ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
    world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
 
    localplayer.gate_waiting = gate;
-   world_routes_activate_entry_gate( world_current_instance(), gate );
 
    struct player_cam_controller *cc = &localplayer.cam_control;
    m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
    m3x3_mulv( gate->transport, cc->cam_velocity_smooth, 
                                cc->cam_velocity_smooth );
-   m3x3_copy( localplayer.basis, localplayer.basis_gate );
-
-   v4f q;
-   m3x3_q( gate->transport, q );
-   q_mul( q, localplayer.qbasis, localplayer.qbasis );
-   q_normalize( localplayer.qbasis );
-   q_m3x3( localplayer.qbasis, localplayer.basis );
-   m3x3_transpose( localplayer.basis, localplayer.invbasis );
 
    m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
 
-   if( gate->flags & k_ent_gate_nonlocal )
-      world_set_active_instance( gate->target );
+   if( gate->flags & k_ent_gate_nonlocal ){
+      /* FIXME: Code dupe with world_load.c */
+      ent_spawn *rp = world_find_spawn_by_name( world, "start" );
+      if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
+      /* TODO: fallback to searching for a safe location using raycasts */
+      assert(rp);
+      v3_copy( rp->transform.co, world->player_co );
+
+      world_static.active_instance = gate->target;
+      player__clean_refs();
+   }
+   else 
+      world_routes_activate_entry_gate( world, gate );
+   
+   v3f v0;
+   v3_angles_vector( localplayer.angles, v0 );
+   m3x3_mulv( gate->transport, v0, v0 );
+   v3_angles( v0, localplayer.angles );
 
    audio_lock();
    audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
@@ -153,8 +174,6 @@ static void player__pass_gate( u32 id ){
 }
 
 static void player_apply_transport_to_cam( m4x3f transport ){
-   /* FIXME: Applies to skaterift.cam directly! */
-
    /* Pre-emptively edit the camera matrices so that the motion vectors 
     * are correct */
    m4x3f transport_i;
@@ -205,13 +224,12 @@ static void player__im_gui(void){
                                        [k_skaterift_replay]    = "replay",
                                        [k_skaterift_ent_focus] = "ent_focus",
                                        [k_skaterift_default]   = "default",
-                                       [k_skaterift_respawning]= "respawning",
+                                       [k_skaterift_world_map] = "world map"
                      } [skaterift.activity] );
    player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
 
    player__debugtext( 2, "player" );
    player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
-   player__debugtext( 1, "basis:  " PRINTF_v4f( localplayer.qbasis ) );
 
    if( player_subsystems[ localplayer.subsystem ]->im_gui )
       player_subsystems[ localplayer.subsystem ]->im_gui();
@@ -219,36 +237,23 @@ static void player__im_gui(void){
    skaterift_replay_debug_info();
 }
 
-
 static void player__setpos( v3f pos ){
    v3_copy( pos, localplayer.rb.co );
    v3_zero( localplayer.rb.v );
    rb_update_transform( &localplayer.rb );
 }
 
-static void player__spawn( ent_spawn *rp ){
+static void player__clean_refs(void){
    replay_clear( &skaterift.replay );
-   player__setpos( rp->transform.co );
-   v3_zero( localplayer.rb.w );
-   q_identity( localplayer.rb.q );
-   rb_update_transform( &localplayer.rb );
-
-   q_identity( localplayer.qbasis );
-   m3x3_identity( localplayer.basis );
-   m3x3_identity( localplayer.invbasis );
+   gui_helper_clear();
 
-   localplayer.subsystem = k_player_subsystem_walk;
-   localplayer.immobile = 0;
-   localplayer.gate_waiting = NULL;
-   world_static.last_use = 0.0;
-   world_static.focused_entity = 0;
    world_static.challenge_target = NULL;
    world_static.challenge_timer = 0.0f;
+   world_static.focused_entity = 0;
+   world_static.active_trigger_volume_count = 0;
+   world_static.last_use = 0.0;
    world_entity_unfocus();
 
-   if( player_subsystems[ localplayer.subsystem ]->reset )
-      player_subsystems[ localplayer.subsystem ]->reset( rp );
-
    localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
 
    for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
@@ -259,6 +264,31 @@ static void player__spawn( ent_spawn *rp ){
    }
 }
 
+static void player__reset(void){
+   v3_zero( localplayer.rb.v );
+   v3_zero( localplayer.rb.w );
+   
+   f32 l = v4_length( localplayer.rb.q );
+   if( (l < 0.9f) || (l > 1.1f) )
+      q_identity( localplayer.rb.q );
+
+   rb_update_transform( &localplayer.rb );
+
+   localplayer.subsystem = k_player_subsystem_walk;
+   player__walk_reset();
+
+   localplayer.immobile = 0;
+   localplayer.gate_waiting = NULL;
+
+   v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
+   player__clean_refs();
+}
+
+static void player__spawn( ent_spawn *rp ){
+   player__setpos( rp->transform.co );
+   player__reset();
+}
+
 
 static void player__kill(void){
 }
@@ -322,10 +352,13 @@ static void player__clear_sfx_buffer(void){
 
 /* implementation */
 #include "player_common.c"
+
 #include "player_walk.c"
 #include "player_skate.c"
 #include "player_dead.c"
 #include "player_drive.c"
+#include "player_basic_info.c"
+
 #include "player_render.c"
 #include "player_ragdoll.c"
 #include "player_replay.c"