challenge effects
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
index 0c727be4fe98b8cf9870e62525610f84d8dc0902..f5176eb21e69701b0f45aa887d1a8d7a4736d216 100644 (file)
--- a/player.c
+++ b/player.c
@@ -4,6 +4,50 @@
 #include "player.h"
 #include "camera.h"
 #include "player_model.h"
+#include "input.h"
+#include "world.h"
+#include "audio.h"
+#include "player_replay.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 );
+   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 );
+}
 
 PLAYER_API
 void player__debugtext( int size, const char *fmt, ... )
@@ -15,8 +59,8 @@ void player__debugtext( int size, const char *fmt, ... )
    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;
+   ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
+   g_player_debugger[1] += size*16;
 }
 
 /*
@@ -29,62 +73,6 @@ void player__create( player_instance *inst )
    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 );
-
-   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 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 );
@@ -104,37 +92,33 @@ void player__use_avatar( player_instance *player, struct player_avatar *av )
 }
 
 PLAYER_API
-void player__use_mesh( player_instance *player, glmesh *mesh )
-{
-   player->playermesh = mesh;
-}
-
-PLAYER_API
-void player__use_texture( player_instance *player, vg_tex2d *tex )
-{
-   player->playertex = tex;
+void player__use_model( player_instance *player, u16 reg_id ){
+   addon_cache_unwatch( k_addon_type_player, player->playermodel_view_slot );
+   player->playermodel_view_slot = 
+      addon_cache_create_viewer( k_addon_type_player, reg_id );
 }
 
 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
  * ----------------------------------------------------------------------------
  */
+
 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;
+void player__pre_update( player_instance *player ){
+   if( button_down( k_srbind_camera ) && !player->immobile ){
+      if( player->cam_control.camera_mode == k_cam_firstperson )
+         player->cam_control.camera_mode = k_cam_thirdperson;
       else
-         player->camera_mode = k_cam_firstperson;
+         player->cam_control.camera_mode = k_cam_firstperson;
    }
 
    if( _player_pre_update[ player->subsystem ] )
@@ -142,22 +126,57 @@ void player__pre_update( player_instance *player )
 }
 
 PLAYER_API
-void player__update( player_instance *player )
-{
+void player__update( player_instance *player ){
    if( _player_update[ player->subsystem ] )
       _player_update[ player->subsystem ]( player );
 }
 
 PLAYER_API
-void player__post_update( player_instance *player )
-{
+void player__post_update( player_instance *player ){
    if( _player_post_update[ player->subsystem ] )
       _player_post_update[ player->subsystem ]( player );
 }
 
+/*
+ * Applies gate transport to a player_interface
+ */
+PLAYER_API
+void player__pass_gate( player_instance *player, ent_gate *gate )
+{
+   world_routes_fracture( world_current_instance(), gate, 
+                          player->rb.co, player->rb.v );
+
+   player->gate_waiting = gate;
+   world_routes_activate_entry_gate( world_current_instance(), gate );
+
+   struct player_cam_controller *cc = &player->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( 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 );
+
+   m4x3_mulv( gate->transport, player->cam.pos, player->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! */
+   /* FIXME: Applies to skaterift.cam directly! */
 
    /* Pre-emptively edit the camera matrices so that the motion vectors 
     * are correct */
@@ -165,12 +184,21 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
    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( 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 );
 }
 
-VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d )
+__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])};
@@ -180,121 +208,107 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f 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 )
-{
-   player->gate_waiting = gate;
-
-   gate_rotate_angles( gate, player->angles, player->angles );
-   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__pre_render( player_instance *player )
-{
-   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;
-
-      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 );
+PLAYER_API void player__im_gui( player_instance *player ){
+   if( !k_player_debug_info ) return;
 
-   struct player_avatar *av = player->playeravatar;
-   v3f vp0 = {0.0f,0.1f, 0.6f},
-       vp1 = {0.0f,0.1f,-0.6f};
-
-   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 );
-}
-
-PLAYER_API void player__render( camera *cam, player_instance *player )
-{
-   shader_viewchar_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, 
-                         player->playeravatar->sk.bone_count,
-                         0,
-                         (float *)player->playeravatar->sk.final_mtx );
-   
-   mesh_bind( player->playermesh );
-   mesh_draw( player->playermesh );
-}
+   ui_rect box = {
+      vg.window_x - 300,
+      0, 
+      300,
+      vg.window_y
+   };
 
-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, "%.2f %.2f %.2f", player->cam.pos[0],
-                                           player->cam.pos[1],
-                                           player->cam.pos[2] );
-   player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", 
-                                           player->cam.angles[0],
-                                           player->cam.angles[1],
-                                           player->cam.angles[2],
-                                           player->cam.fov);
-   player__debugtext( 1, "C/K %.2f %.2f (%.2f)", 
-                              player->cam_velocity_coefficient_smooth,
-                              player->cam_velocity_constant_smooth,
-                              player->cam_velocity_influence_smooth );
+   ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
+
+   g_player_debugger[0] = box[0];
+   g_player_debugger[1] = 0;
+   g_player_debugger[2] = 300;
+   g_player_debugger[3] = 32;
+
+   player__debugtext( 2, "instance #%u", world_static.active_instance );
+
+   char buf_hub[96],
+        buf_client[96];
+   if( world_static.addon_client )
+      addon_alias_uid( &world_static.addon_client->alias, buf_client );
+   else
+      strcpy( buf_client, "none" );
+
+   if( world_static.addon_hub )
+      addon_alias_uid( &world_static.addon_hub->alias, buf_hub );
+   else
+      strcpy( buf_hub, "none" );
+
+   player__debugtext( 1, "hub uid: %s", buf_hub );
+   player__debugtext( 1, "client uid: %s", buf_client );
+   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" 
+                     } [skaterift.activity] );
+   player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
+
+   player__debugtext( 2, "player_instance[%p]", player );
+   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];
+   skaterift_replay_debug_info();
 }
 
-PLAYER_API void player__spawn( player_instance *player, 
-                              struct respawn_point *rp )
-{
-   v3_copy( rp->co, player->rb.co );
+
+PLAYER_API void player__setpos( player_instance *player, v3f pos ){
+   v3_copy( pos, player->rb.co );
    v3_zero( player->rb.v );
+   rb_update_transform( &player->rb );
+}
+
+PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ){
+   replay_clear( &skaterift.replay );
+   player__setpos( player, rp->transform.co );
    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->immobile = 0;
+   player->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_reset[ player->subsystem ] )
       _player_reset[ player->subsystem ]( player, rp );
 }
 
 
-PLAYER_API void player__kill( player_instance *player )
-{
+PLAYER_API void player__kill( player_instance *player ){
    
 }
 
+PLAYER_API void player__begin_holdout( player_instance *player ){
+   memcpy( &player->holdout_pose, &player->pose, sizeof(player->pose) );
+   player->holdout_time = 1.0f;
+}
+
+/* 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 */