nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 08741d3a476e00e22b6ae8b78b3bdfe0f3dd1d00..b804ed14b23e71aadd9ac65d449d4332e5abaf47 100644 (file)
--- a/player.c
+++ b/player.c
@@ -5,6 +5,35 @@
 #include "camera.h"
 #include "player_model.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, ... )
 {
@@ -42,6 +71,9 @@ void player__create( player_instance *inst )
    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[] = 
    {
@@ -61,6 +93,12 @@ void player__create( player_instance *inst )
       "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",
 
@@ -79,7 +117,8 @@ void player__create( player_instance *inst )
 
       "bind use gp-y",
       "bind use e",
-      "bind camera c"
+      "bind camera c",
+      "bind camera gp-rb"
    };
 
    for( int i=0; i<vg_list_size(default_cfg); i++ )
@@ -91,6 +130,12 @@ void player__create( player_instance *inst )
    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 );
+
 }
 
 /* 
@@ -118,19 +163,86 @@ void player__use_texture( player_instance *player, vg_tex2d *tex )
 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( 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 ){
+            localplayer_cmd_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
@@ -144,6 +256,9 @@ void player__pre_update( player_instance *player )
 PLAYER_API
 void player__update( player_instance *player )
 {
+   if( player->rewinding )
+      return;
+
    if( _player_update[ player->subsystem ] )
       _player_update[ player->subsystem ]( player );
 }
@@ -151,8 +266,20 @@ void player__update( player_instance *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 );
+
+   if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
+      player->rewind_accum += vg.frame_delta;
+
+      if( player->rewind_accum > 0.25f ){
+         player->rewind_accum -= 0.25f;
+         player_save_rewind_frame( player );
+      }
+   }
 }
 
 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
@@ -167,109 +294,238 @@ 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))
+VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
+{
+   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] );
 }
 
 /*
  * 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 );
 
-   /* TODO: Add back other logic thats normally here */
-}
+   m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
+   m3x3_mulv( gate->transport, player->cam_velocity_smooth, 
+                               player->cam_velocity_smooth );
 
-VG_STATIC void player_camera_portal_correction( player_instance *player )
-{
-   if( player->gate_waiting )
-   {
-      /* construct plane equation for reciever gate */
-      v4f plane;
-      v3_copy( player->gate_waiting->recv_to_world[2], plane );
-      plane[3] = v3_dot( plane, player->gate_waiting->recv_to_world[3] );
-
-      /* check camera polarity */
-      if( v3_dot( player->cam.pos, plane ) < plane[3] ) 
-      {
-         vg_success( "Plane cleared\n" );
-         player_apply_transport_to_cam( player->gate_waiting->transport );
-         player->gate_waiting = NULL;
-      }
-      else
-      {
-         /* de-transform camera and player back */
-         m4x3f inverse;
-         m4x3_invert_affine( player->gate_waiting->transport, inverse );
-         m4x3_mulv( inverse, player->cam.pos, player->cam.pos );
-
-         /* TODO: Find robust method for this */
-         v3f fwd_dir = { cosf(player->cam.angles[0]),
-                         0.0f,
-                         sinf(player->cam.angles[0])};
-         m3x3_mulv( inverse, fwd_dir, fwd_dir );
-         player->cam.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-
-         struct skeleton *sk = &player->playeravatar->sk;
-         skeleton_apply_transform( sk, inverse );
-      }
-   }
+   m3x3_copy( player->basis, player->basis_gate );
+
+   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 );
+
+   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;
+
+   m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
+   player_save_rewind_frame( player );
+
+   if( gate->type == k_gate_type_nonlocel )
+      world_global.active_world = gate->target;
+
+   world_global.in_volume = 0;
+
+   audio_lock();
+   audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
+   audio_unlock();
 }
 
 VG_STATIC void player__pre_render( player_instance *player )
 {
-   if( _player_animate[ player->subsystem ] )
-   {
+   if( _player_animate[ player->subsystem ] ){
       player_animation res;
       _player_animate[ player->subsystem ]( player, &res );
 
-      /* TODO: eventually, blending code goes here */
-
       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 );
 
-   /* TODO: eventually, blending code goes here */
-
-   float camera_blend_target = 1.0f;
-   if( player->camera_mode == k_cam_firstperson )
-      camera_blend_target = 0.0f;
-
-   player->camera_type_blend = vg_lerpf( player->camera_type_blend, 
-                                         camera_blend_target,
-                                         5.0f * vg.frame_delta );
-
-   float t = player->camera_type_blend;
-   camera_lerp_angles( player->cam1.angles, player->cam3.angles, 
-                       t, player->cam.angles );
-   v3_lerp( player->cam1.co, player->cam3.co, t, player->cam.pos );
-   player->cam.fov = vg_lerpf( 118.0f, 90.0f, t );
+   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;
+         }
+
+         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 );
+      }
+   }
+   else player->cam_override_strength = 0.0f;
 
-   player_camera_portal_correction( player );
+   player__cam_iterate( player );
 }
 
 PLAYER_API void player__render( camera *cam, player_instance *player )
 {
-   shader_viewchar_use();
+   shader_model_character_view_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, 
+   shader_model_character_view_uTexMain( 0 );
+   shader_model_character_view_uCamera( cam->transform[3] );
+   shader_model_character_view_uPv( cam->mtx.pv );
+   shader_model_character_view_uTexSceneDepth( 1 );
+   render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
+   v3f inverse;
+   render_fb_inverse_ratio( gpipeline.fb_main, inverse );
+   inverse[2] = main_camera.farz-main_camera.nearz;
+
+   shader_model_character_view_uInverseRatioDepth( inverse );
+   render_fb_inverse_ratio( NULL, inverse );
+   inverse[2] = cam->farz-cam->nearz;
+   shader_model_character_view_uInverseRatioMain( inverse );
+
+   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 );
@@ -289,6 +545,9 @@ PLAYER_API void player__im_gui( player_instance *player )
 
    vg_uictx.cursor[0] = vg.window_x;
 
+   player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
+   player__debugtext( 1, "basis:  " PRINTF_v4f( player->qbasis ) );
+
    if( _player_im_gui[ player->subsystem ] )
       _player_im_gui[ player->subsystem ]( player );
 
@@ -297,14 +556,21 @@ PLAYER_API void player__im_gui( player_instance *player )
 }
 
 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 );
    rb_update_transform( &player->rb );
 
+   q_identity( player->qbasis );
+   m3x3_identity( player->basis );
+   m3x3_identity( player->invbasis );
+
+   player->subsystem = k_player_subsystem_walk;
+   player->gate_waiting = NULL;
+
    if( _player_reset[ player->subsystem ] )
       _player_reset[ player->subsystem ]( player, rp );
 }