#include "player.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"
+
+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( rp );
+ return 1;
+}
+
+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();
+ }
-PLAYER_API
-void player__debugtext( int size, const char *fmt, ... )
-{
+ 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 );
+
+ 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 );
+ vg_console_reg_var( "invert_y", &k_invert_y,
+ k_var_dtype_i32, VG_VAR_PERSISTENT );
+}
+
+static void player__debugtext( int size, const char *fmt, ... ){
char buffer[ 1024 ];
va_list args;
vsnprintf( buffer, 1024, fmt, args );
va_end( args );
- ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
- vg_uictx.cursor[1] += 14*size;
-}
-
-/*
- * Init
- */
-PLAYER_API
-void player__create( player_instance *inst )
-{
- 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[] =
- {
- "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 );
+ 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 );
+static void player__use_avatar( struct player_avatar *av ){
+ localplayer.playeravatar = av;
+ player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av );
}
-PLAYER_API
-void player__use_mesh( player_instance *player, glmesh *mesh )
-{
- player->playermesh = mesh;
+static void player__use_model( u16 reg_id ){
+ 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 )
-{
- player->playertex = tex;
-}
+static void player__bind(void){
+ for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
+ struct player_subsystem_interface *sys = player_subsystems[i];
-PLAYER_API
-void player__bind( player_instance *player )
-{
- player__skate_bind( player );
- player__walk_bind( player );
+ if( sys->bind ) sys->bind();
+ }
}
/*
* Gameloop events
* ----------------------------------------------------------------------------
*/
-PLAYER_API
-void player__pre_update( player_instance *player )
-{
- if( vg_input_button_down( player->input_camera ) )
- {
- if( player->camera_mode == k_cam_firstperson )
- player->camera_mode = k_cam_thirdperson;
+
+static void player__pre_update(void){
+ if( button_down( k_srbind_camera ) && !localplayer.immobile ){
+ if( localplayer.cam_control.camera_mode == k_cam_firstperson )
+ localplayer.cam_control.camera_mode = k_cam_thirdperson;
else
- player->camera_mode = k_cam_firstperson;
+ localplayer.cam_control.camera_mode = k_cam_firstperson;
}
- if( _player_pre_update[ player->subsystem ] )
- _player_pre_update[ player->subsystem ]( player );
+ if( player_subsystems[ localplayer.subsystem ]->pre_update )
+ player_subsystems[ localplayer.subsystem ]->pre_update();
}
-PLAYER_API
-void player__update( player_instance *player )
-{
- if( _player_update[ player->subsystem ] )
- _player_update[ player->subsystem ]( player );
+static void player__update(void){
+ if( player_subsystems[ localplayer.subsystem ]->update )
+ player_subsystems[ localplayer.subsystem ]->update();
}
-PLAYER_API
-void player__post_update( player_instance *player )
-{
- if( _player_post_update[ player->subsystem ] )
- _player_post_update[ player->subsystem ]( player );
+static void player__post_update(void){
+ if( player_subsystems[ localplayer.subsystem ]->post_update )
+ player_subsystems[ localplayer.subsystem ]->post_update();
+}
+
+/*
+ * Applies gate transport to a player_interface
+ */
+static void player__pass_gate( u32 id ){
+ world_instance *world = world_current_instance();
+
+ /* 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 );
+
+ 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 );
+
+ audio_lock();
+ audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
+ audio_unlock();
+
+ replay_clear( &skaterift.replay );
}
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
-{
- /* FIXME: Applies to main_camera directly! */
+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 */
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( teleport_gate *gate, v3f angles, v3f d )
-{
- v3_copy( angles, d );
- return;
+static void player__im_gui(void){
+ if( !k_player_debug_info ) return;
- v3f fwd_dir = { cosf(angles[0]),
- 0.0f,
- sinf(angles[0])};
- m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+ ui_rect box = {
+ vg.window_x - 300,
+ 0,
+ 300,
+ vg.window_y
+ };
- v3_copy( angles, d );
- d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-}
+ ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
-/*
- * Applies gate transport to a player_interface
- */
-PLAYER_API
-void player__pass_gate( player_instance *player, struct gate_hit *hit )
-{
- player->gate_waiting = hit->gate;
+ g_player_debugger[0] = box[0];
+ g_player_debugger[1] = 0;
+ g_player_debugger[2] = 300;
+ g_player_debugger[3] = 32;
- m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf );
- m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth,
- player->cam_velocity_smooth );
+ player__debugtext( 2, "instance #%u", world_static.active_instance );
- m3x3_copy( player->basis, player->basis_gate );
+ 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" );
- v4f 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;
-}
+ player__debugtext( 1, "world #%u: %s", i, buf );
+ }
-VG_STATIC void player__pre_render( player_instance *player )
-{
- if( _player_animate[ player->subsystem ] )
- {
- player_animation res;
- _player_animate[ player->subsystem ]( player, &res );
+ 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_respawning]= "respawning",
+ } [skaterift.activity] );
+ player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
- /* TODO: eventually, blending code goes here */
+ player__debugtext( 2, "player" );
+ player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
+ player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) );
- m4x3f transform;
- q_m3x3( res.root_q, transform );
- v3_copy( res.root_co, transform[3] );
+ if( player_subsystems[ localplayer.subsystem ]->im_gui )
+ player_subsystems[ localplayer.subsystem ]->im_gui();
- struct skeleton *sk = &player->playeravatar->sk;
+ skaterift_replay_debug_info();
+}
- 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 );
+static void player__setpos( v3f pos ){
+ v3_copy( pos, localplayer.rb.co );
+ v3_zero( localplayer.rb.v );
+ rb_update_transform( &localplayer.rb );
+}
-#if 0
- skeleton_debug( sk );
-#endif
+static void player__spawn( ent_spawn *rp ){
+ 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 );
+
+ 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_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++ ){
+ world_instance *instance = &world_static.instances[i];
+ if( instance->status == k_world_status_loaded ){
+ world_routes_clear( instance );
+ }
}
+}
- 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};
-
- 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 );
- player__cam_iterate( player );
+static void player__kill(void){
}
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
- 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 );
-
- glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
- player->playeravatar->sk.bone_count,
- 0,
- (float *)player->playeravatar->sk.final_mtx );
-
- mesh_bind( player->playermesh );
- mesh_draw( player->playermesh );
+static void player__begin_holdout( v3f offset ){
+ memcpy( &localplayer.holdout_pose, &localplayer.pose,
+ sizeof(localplayer.pose) );
+ v3_copy( offset, localplayer.holdout_pose.root_co );
+ localplayer.holdout_time = 1.0f;
}
-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;
-
- struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
-
- 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 );
-
- b[2].co[1] = vg_uictx.cursor[1];
- b[3].co[1] = vg_uictx.cursor[1];
+static 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__spawn( player_instance *player,
- struct respawn_point *rp )
-{
- v3_copy( rp->co, player->rb.co );
- v3_zero( player->rb.v );
- v3_zero( player->rb.w );
- q_identity( player->rb.q );
- rb_update_transform( &player->rb );
+static 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 void player__networked_sfx( u8 system, u8 priority, u8 id,
+ v3f pos, f32 volume ){
+ struct net_sfx null, *sfx = &null;
+
+ if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
+ sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
+ else {
+ for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
+ struct net_sfx *a = &localplayer.sfx_buffer[i];
+ if( a->priority < priority ){
+ sfx = a;
+ break;
+ }
+ }
+ }
- q_identity( player->qbasis );
- m3x3_identity( player->basis );
- m3x3_identity( player->invbasis );
+ sfx->id = id;
+ sfx->priority = priority;
+ sfx->volume = volume;
+ v3_copy( pos, sfx->location );
+ sfx->system = system;
- player->subsystem = k_player_subsystem_walk;
- player->viewable_world = get_active_world();
+ f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
+ sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
- if( _player_reset[ player->subsystem ] )
- _player_reset[ player->subsystem ]( player, rp );
+ net_sfx_play( sfx );
}
-
-PLAYER_API void player__kill( player_instance *player )
-{
-
+static void player__clear_sfx_buffer(void){
+ localplayer.sfx_buffer_count = 0;
}
+/* implementation */
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
+#include "player_drive.c"
+#include "player_render.c"
+#include "player_ragdoll.c"
+#include "player_replay.c"
+
#endif /* PLAYER_C */