update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index a73122c57c5351cf5afa929b6b3ff995490fe3be..a60c8c2613aae02452ee8aae98bd0be3724847ab 100644 (file)
--- a/player.c
+++ b/player.c
-#ifndef PLAYER_C
-#define PLAYER_C
-
 #include "player.h"
+#include "addon.h"
 #include "camera.h"
 #include "player_model.h"
+#include "input.h"
+#include "world.h"
+#include "audio.h"
+#include "player_replay.h"
+#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"
+
+#include "player_walk.h"
+#include "player_dead.h"
+#include "player_drive.h"
+#include "player_skate.h"
+#include "player_basic_info.h"
+#include "player_glide.h"
+#include <string.h>
+
+i32 k_invert_y = 0;
+struct localplayer localplayer = 
+{
+   .rb = 
+   {
+      .co = { 0,0,0 },
+      .w = { 0,0,0 },
+      .v = { 0,0,0 },
+      .q = { 0,0,0,1 },
+      .to_world = M4X3_IDENTITY,
+      .to_local = M4X3_IDENTITY
+   }
+};
 
-PLAYER_API
-void player__debugtext( int size, const char *fmt, ... )
+struct player_subsystem_interface *player_subsystems[] = 
 {
-       char buffer[ 1024 ];
+   [k_player_subsystem_walk]  = &player_subsystem_walk,
+   [k_player_subsystem_dead]  = &player_subsystem_dead,
+   [k_player_subsystem_drive] = &player_subsystem_drive,
+   [k_player_subsystem_skate] = &player_subsystem_skate,
+   [k_player_subsystem_basic_info]=&player_subsystem_basic_info,
+   [k_player_subsystem_glide] = &player_subsystem_glide,
+};
+
+int localplayer_cmd_respawn( int argc, const char *argv[] )
+{
+   ent_spawn *rp = NULL, *r;
+   world_instance *world = world_current_instance();
 
-   va_list args;
-   va_start( args, fmt );
-   vsnprintf( buffer, 1024, fmt, args );
-   va_end( args );
+   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;
 
-   ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
-       vg_uictx.cursor[1] += 14*size;
+   player__spawn( rp );
+   return 1;
 }
 
-/*
- * Init
- */
-PLAYER_API
-void player__create( player_instance *inst )
+void player_init(void)
 {
-   static int only_once = 0;
-   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[] = 
+   for( u32 i=0; i<k_player_subsystem_max; i++ )
    {
-      "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",
-      "bind camera gp-rb"
-   };
+      struct player_subsystem_interface *sys = player_subsystems[i];
+      if( sys->system_register ) sys->system_register();
+   }
 
-   for( int i=0; i<vg_list_size(default_cfg); i++ )
-      vg_execute_console_input(default_cfg[i]);
+   vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
+   VG_VAR_F32( k_cam_damp );
+   VG_VAR_F32( k_cam_spring );
+   VG_VAR_F32( k_cam_punch );
+   VG_VAR_F32( k_cam_shake_strength );
+   VG_VAR_F32( k_cam_shake_trackspeed );
+   VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
+
+#if 0
+   vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
+   vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
+#endif
+   vg_console_reg_var( "invert_y", &k_invert_y,
+                        k_var_dtype_i32, VG_VAR_PERSISTENT );
+}
 
-   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 );
+void player__debugtext( int size, const char *fmt, ... )
+{
+       char buffer[ 1024 ];
 
-   inst->rewind_length = 0;
-   inst->rewind_buffer = 
-      vg_linear_alloc( vg_mem.rtmemory, 
-                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
+   va_list args;
+   va_start( args, fmt );
+   vsnprintf( buffer, 1024, fmt, args );
+   va_end( args );
 
+   ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
+   g_player_debugger[1] += size*16;
 }
 
 /* 
  * Appearence
  */
-PLAYER_API
-void player__use_avatar( player_instance *player, struct player_avatar *av )
-{
-   player->playeravatar = av;
-   player_setup_ragdoll_from_avatar( &player->ragdoll, av );
-}
 
-PLAYER_API
-void player__use_mesh( player_instance *player, glmesh *mesh )
+void player__use_model( u16 reg_id )
 {
-   player->playermesh = mesh;
+   addon_cache_unwatch( k_addon_type_player, 
+                        localplayer.playermodel_view_slot );
+   localplayer.playermodel_view_slot = 
+      addon_cache_create_viewer( k_addon_type_player, reg_id );
 }
 
-PLAYER_API
-void player__use_texture( player_instance *player, vg_tex2d *tex )
+void player__bind(void)
 {
-   player->playertex = tex;
-}
+   for( u32 i=0; i<k_player_subsystem_max; i++ )
+   {
+      struct player_subsystem_interface *sys = player_subsystems[i];
 
-PLAYER_API
-void player__bind( player_instance *player )
-{
-   for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
-      if( _player_bind[i] )
-         _player_bind[i]( player );
+      if( sys->bind ) sys->bind();
    }
 }
 
@@ -145,402 +131,294 @@ void player__bind( player_instance *player )
  * ----------------------------------------------------------------------------
  */
 
-VG_STATIC void player_save_rewind_frame( player_instance *player )
+void player__pre_update(void)
 {
-   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 );
-      }
+   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
+         localplayer.cam_control.camera_mode = k_cam_firstperson;
    }
+
+   if( player_subsystems[ localplayer.subsystem ]->pre_update )
+      player_subsystems[ localplayer.subsystem ]->pre_update();
 }
 
-PLAYER_API
-void player__pre_update( player_instance *player )
+void player__update(void)
 {
-   if( player->rewinding ){
-      return;
-   }
+   if( player_subsystems[ localplayer.subsystem ]->update )
+      player_subsystems[ localplayer.subsystem ]->update();
 
-   if( vg_input_button_down( player->input_reset ) ){
-      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 ){
-            __respawn( 0, NULL );
-         }
-         else{
-            /* cant do that */
-            audio_lock();
-            audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
-            audio_unlock();
-         }
-      }
-   }
-
-   if( vg_input_button_down( player->input_camera ) ){
-      if( player->camera_mode == k_cam_firstperson )
-         player->camera_mode = k_cam_thirdperson;
-      else
-         player->camera_mode = k_cam_firstperson;
-   }
-
-   if( _player_pre_update[ player->subsystem ] )
-      _player_pre_update[ player->subsystem ]( player );
+   if( localplayer.glider_orphan && 
+       (skaterift.activity != k_skaterift_replay) )
+      glider_physics( (v2f){0,0} );
 }
 
-PLAYER_API
-void player__update( player_instance *player )
+void player__post_update(void)
 {
-   if( player->rewinding )
-      return;
+   struct player_subsystem_interface *sys = 
+      player_subsystems[ localplayer.subsystem ];
 
-   if( _player_update[ player->subsystem ] )
-      _player_update[ player->subsystem ]( player );
+   if( sys->post_update ) sys->post_update();
+
+   SDL_AtomicLock( &air_audio_data.sl );
+   air_audio_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate;
+   SDL_AtomicUnlock( &air_audio_data.sl );
 }
 
-PLAYER_API
-void player__post_update( player_instance *player )
+/*
+ * Applies gate transport to a player_interface
+ */
+void player__pass_gate( u32 id )
 {
-   if( player->rewinding )
-      return;
+   world_instance *world = world_current_instance();
+   skaterift_record_frame( &player_replay.local, 1 );
+
+   /* update boundary hash (network animation) */
+   u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
+   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 );
 
-   if( _player_post_update[ player->subsystem ] )
-      _player_post_update[ player->subsystem ]( player );
+   localplayer.gate_waiting = gate;
+   localplayer.deferred_frame_record = 1;
 
-   if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
-      player->rewind_accum += vg.frame_delta;
+   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 );
 
-      if( player->rewind_accum > 0.25f ){
-         player->rewind_accum -= 0.25f;
-         player_save_rewind_frame( player );
-      }
+   m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
+
+   if( gate->flags & k_ent_gate_nonlocal )
+   {
+      world_default_spawn_pos( world, world->player_co );
+      world_static.active_instance = gate->target;
+      player__clean_refs();
+
+      replay_clear( &player_replay.local );
    }
+   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 );
+   audio_unlock();
 }
 
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
+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 );
+   m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
+   m4x4_mul( skaterift.cam.mtx.v,  transport_4, skaterift.cam.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 );
+   m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
+   m4x4_mul( world_gates.cam.mtx.v,  transport_4, world_gates.cam.mtx.v );
 }
 
-__attribute__ ((deprecated))
-VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
+void player__im_gui(void)
 {
-   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] );
-}
+   if( !k_player_debug_info ) return;
 
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_API
-void player__pass_gate( player_instance *player, ent_gate *gate )
-{
-   world_routes_fracture( get_active_world(), gate, 
-                          player->rb.co, player->rb.v );
+   ui_rect box = {
+      vg.window_x - 300,
+      0, 
+      300,
+      vg.window_y
+   };
 
-   player->gate_waiting = gate;
-   world_routes_activate_entry_gate( get_active_world(), gate );
+   ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
 
-   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
-   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
-                               player->cam_velocity_smooth );
+   g_player_debugger[0] = box[0];
+   g_player_debugger[1] = 0;
+   g_player_debugger[2] = 300;
+   g_player_debugger[3] = 32;
 
-   m3x3_copy( player->basis, player->basis_gate );
+   player__debugtext( 2, "instance #%u", world_static.active_instance );
 
-   v4f q;
-   m3x3_q( 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 );
+   char buf[96];
+   for( u32 i=0; i<k_world_max; i++ ){
+      if( world_static.instance_addons[ i ] )
+         addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
+      else
+         strcpy( buf, "none" );
 
-   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;
+      player__debugtext( 1, "world #%u: %s", i, buf );
+   }
 
-   m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
-   player_save_rewind_frame( player );
+   player__debugtext( 2, "director" );
+   player__debugtext( 1, "activity: %s", 
+                     (const char *[]){ [k_skaterift_menu]      = "menu",
+                                       [k_skaterift_replay]    = "replay",
+                                       [k_skaterift_ent_focus] = "ent_focus",
+                                       [k_skaterift_default]   = "default",
+                                       [k_skaterift_world_map] = "world map"
+                     } [skaterift.activity] );
+   player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
 
-   if( gate->type == k_gate_type_nonlocal )
-      world_global.active_world = gate->target;
+   player__debugtext( 2, "player" );
+   player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
 
-   world_global.in_volume = 0;
+   if( player_subsystems[ localplayer.subsystem ]->im_gui )
+      player_subsystems[ localplayer.subsystem ]->im_gui();
 
-   audio_lock();
-   audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
-   audio_unlock();
+   skaterift_replay_debug_info();
 }
 
-VG_STATIC void player__pre_render( player_instance *player )
+void player__setpos( v3f pos )
 {
-   if( _player_animate[ player->subsystem ] ){
-      player_animation res;
-      _player_animate[ player->subsystem ]( player, &res );
-
-      m4x3f transform;
-      q_m3x3( res.root_q, transform );
-      v3_copy( res.root_co, transform[3] );
-
-      struct skeleton *sk = &player->playeravatar->sk;
-
-      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;
-      }
-
-      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 );
-
-      skeleton_debug( sk );
-   }
-
-   if( _player_post_animate[ player->subsystem ] )
-      _player_post_animate[ player->subsystem ]( player );
-
-   struct player_avatar *av = player->playeravatar;
-   v3f vp0 = {0.0f,0.1f, 0.55f},
-       vp1 = {0.0f,0.1f,-0.55f};
-
-   struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
-   m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
-
-   if( player->rewinding ){
-      if( player->rewind_time <= 0.0f ){
-         double taken = vg.time - player->rewind_start;
-         vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n", 
-                           taken, player->rewind_predicted_time,
-                           player->rewind_total_length );
-
-         player->rewinding = 0;
-         player->rewind_length = 1;
-         player->rewind_total_length = 0.0f;
-         player->rewind_accum = 0.0f;
-         world_global.sky_target_rate = 1.0;
-         world_global.time = world_global.last_use;
-      }
-      else{
-         world_global.sky_target_rate = -100.0;
-
-         float budget         = vg.time_delta,
-               overall_length = player->rewind_length;
-
-         for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
-            /* Interpolate frames */
-            int i0 = floorf( player->rewind_time ),
-                i1 = VG_MIN( i0+1, player->rewind_length-1 );
-            
-            struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                                *fr1 = &player->rewind_buffer[i1];
-
-            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
-                  subl = vg_fractf( player->rewind_time ) + 0.001f,
-
-                  sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
-                  speed = sramp*28.0f + 0.5f*player->rewind_time,
-                  mod  = speed * (budget / dist),
-
-                  advl = vg_minf( mod, subl ),
-                  advt = (advl / mod) * budget;
-            
-            player->dist_accum += speed * advt;
-            player->rewind_time -= advl;
-            budget -= advt;
-         }
+   v3_copy( pos, localplayer.rb.co );
+   v3_zero( localplayer.rb.v );
+   rb_update_matrices( &localplayer.rb );
+}
 
-         player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
-
-         float current_time = vg.time - player->rewind_start,
-               remaining    = player->rewind_predicted_time - current_time;
-
-         if( player->rewind_sound_wait ){
-            if( player->rewind_predicted_time >= 6.5f ){
-               if( remaining <= 6.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 2.5f ){
-               if( remaining <= 2.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-            else if( player->rewind_predicted_time >= 1.5f ){
-               if( remaining <= 1.5f ){
-                  audio_lock();
-                  audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
-                  audio_unlock();
-                  player->rewind_sound_wait = 0;
-               }
-            }
-         }
-         
-         int i0 = floorf( player->rewind_time ),
-             i1 = VG_MIN( i0+1, player->rewind_length-1 );
-         
-         struct rewind_frame *fr =  &player->rewind_buffer[i0],
-                             *fr1 = &player->rewind_buffer[i1];
-         
-         float sub = vg_fractf(player->rewind_time);
-
-         v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
-         player->cam_override_angles[0] = 
-            vg_alerpf( fr->ang[0], fr1->ang[0], sub );
-         player->cam_override_angles[1] = 
-            vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
-
-         float blend = player->rewind_time * 0.25f;
-         player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
+void player__clean_refs(void)
+{
+   replay_clear( &player_replay.local );
+   gui_helper_clear();
+
+   world_static.challenge_target = NULL;
+   world_static.challenge_timer = 0.0f;
+   world_static.active_trigger_volume_count = 0;
+   world_static.last_use = 0.0;
+   world_entity_exit_modal();
+   world_entity_clear_focus();
+
+   localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
+
+   for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
+      world_instance *instance = &world_static.instances[i];
+      if( instance->status == k_world_status_loaded ){
+         world_routes_clear( instance );
       }
    }
-   else player->cam_override_strength = 0.0f;
-
-   player__cam_iterate( player );
 }
 
-PLAYER_API void player__render( camera *cam, player_instance *player )
+void player__reset(void)
 {
-   shader_model_character_view_use();
-   vg_tex2d_bind( player->playertex, 0 );
-   shader_model_character_view_uTexMain( 0 );
-   shader_model_character_view_uCamera( cam->transform[3] );
-   shader_model_character_view_uPv( cam->mtx.pv );
-
-   world_instance *world = get_active_world();
-   world_link_lighting_ub( world, _shader_model_character_view.id );
-   world_bind_position_texture( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_g_world_depth, 2 );
-   world_bind_light_array( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsArray, 3 );
-   world_bind_light_index( world, _shader_model_character_view.id,
-                              _uniform_model_character_view_uLightsIndex, 4 );
-
-   glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
-                         player->playeravatar->sk.bone_count,
-                         0,
-                         (float *)player->playeravatar->sk.final_mtx );
+   v3_zero( localplayer.rb.v );
+   v3_zero( localplayer.rb.w );
    
-   mesh_bind( player->playermesh );
-   mesh_draw( player->playermesh );
-}
+   f32 l = v4_length( localplayer.rb.q );
+   if( (l < 0.9f) || (l > 1.1f) )
+      q_identity( localplayer.rb.q );
 
-PLAYER_API void player__im_gui( player_instance *player )
-{
-   vg_uictx.cursor[0] = vg.window_x - 200;
-   vg_uictx.cursor[1] = 0;
-   vg_uictx.cursor[2] = 200;
-   vg_uictx.cursor[3] = 200;
+   rb_update_matrices( &localplayer.rb );
 
-   struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
+   localplayer.subsystem = k_player_subsystem_walk;
+   player__walk_reset();
 
-   vg_uictx.cursor[0] = vg.window_x;
+   localplayer.immobile = 0;
+   localplayer.gate_waiting = NULL;
+   localplayer.have_glider = 0;
+   localplayer.glider_orphan = 0;
+   localplayer.drowned = 0;
 
-   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
-   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
+   v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
+   player__clean_refs();
+}
+
+void player__spawn( ent_spawn *rp )
+{
+   player__setpos( rp->transform.co );
+   player__reset();
+}
 
-   if( _player_im_gui[ player->subsystem ] )
-      _player_im_gui[ player->subsystem ]( player );
 
-   b[2].co[1] = vg_uictx.cursor[1];
-   b[3].co[1] = vg_uictx.cursor[1];
+void player__kill(void)
+{
 }
 
-PLAYER_API void player__spawn( player_instance *player, 
-                               ent_spawn *rp )
+void player__begin_holdout( v3f offset )
 {
-   v3_copy( rp->transform.co, player->rb.co );
-   v3_zero( player->rb.v );
-   v3_zero( player->rb.w );
-   q_identity( player->rb.q );
-   rb_update_transform( &player->rb );
-
-   q_identity( player->qbasis );
-   m3x3_identity( player->basis );
-   m3x3_identity( player->invbasis );
-
-   player->subsystem = k_player_subsystem_walk;
-   player->viewable_world = get_active_world();
-   player->gate_waiting = NULL;
-
-   if( _player_reset[ player->subsystem ] )
-      _player_reset[ player->subsystem ]( player, rp );
+   memcpy( &localplayer.holdout_pose, &localplayer.pose, 
+            sizeof(localplayer.pose) );
+   v3_copy( offset, localplayer.holdout_pose.root_co );
+   localplayer.holdout_time = 1.0f;
 }
 
+void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx )
+{
+   bitpack_bytes( ctx, 1, &sfx->system );
+   bitpack_bytes( ctx, 1, &sfx->priority );
+   bitpack_bytes( ctx, 1, &sfx->id );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
+   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
+   bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
+}
 
-PLAYER_API void player__kill( player_instance *player )
+void net_sfx_play( struct net_sfx *sfx )
 {
-   
+   if( sfx->system < k_player_subsystem_max ){
+      struct player_subsystem_interface *sys = player_subsystems[sfx->system];
+      if( sys->sfx_oneshot ){
+         sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
+      }
+   }
+};
+
+static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len, 
+                                                u32 *count, u8 priority ){
+   struct net_sfx *p_sfx = NULL;
+   if( *count < len ){
+      p_sfx = &buffer[ *count ];
+      *count = *count+1;
+   }
+   else {
+      for( u32 i=0; i<len; i++ ){
+         struct net_sfx *a = &buffer[i];
+         if( a->priority < priority ){
+            p_sfx = a;
+            break;
+         }
+      }
+   }
+
+   return p_sfx;
 }
 
-#endif /* PLAYER_C */
+void player__networked_sfx( u8 system, u8 priority, u8 id, 
+                            v3f pos, f32 volume )
+{
+   struct net_sfx sfx,
+         *p_net = find_lower_priority_sfx( 
+               localplayer.sfx_buffer, 4, 
+               &localplayer.sfx_buffer_count, priority ),
+         *p_replay = find_lower_priority_sfx(
+               localplayer.local_sfx_buffer, 2,
+               &localplayer.local_sfx_buffer_count, priority );
+
+   sfx.id = id;
+   sfx.priority = priority;
+   sfx.volume = volume;
+   v3_copy( pos, sfx.location );
+   sfx.system = system;
+
+   /* we only care about subframe in networked sfx. local replays run at a 
+    * high enough framerate. */
+   f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
+   sfx.subframe = vg_clampf( t, 0.0f, 1.0f );
+
+   if( p_net ) *p_net = sfx;
+   if( p_replay ) *p_replay = sfx;
+
+   net_sfx_play( &sfx );
+}