+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+
+#define PLAYER_REWIND_FRAMES 60*4
+
+struct player_instance
+{
+ /* transform definition */
+ rigidbody rb, rb_gate_storage;
+ v3f angles, angles_storage;
+
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
+
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ camera cam;
+
+ enum camera_mode
+ {
+ k_cam_firstperson = 1,
+ k_cam_thirdperson = 0
+ }
+ camera_mode;
+ float camera_type_blend;
+
+ v3f fpv_offset, /* expressed relative to rigidbody */
+ tpv_offset,
+ fpv_viewpoint, /* expressed relative to neck bone inverse final */
+ fpv_offset_smooth,
+ fpv_viewpoint_smooth,
+ tpv_offset_smooth,
+ tpv_lpf,
+ cam_velocity_smooth;
+
+ v3f cam_override_pos;
+ v2f cam_override_angles;
+ float cam_override_strength;
+
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth,
+ cam_land_punch,
+ cam_land_punch_v;
+
+ ent_gate *gate_waiting;
+
+ /*
+ * Input
+ * --------------------------------
+ */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_trick0,
+ *input_trick1,
+ *input_trick2,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab,
+ *input_camera;
+
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
+
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
+
+ player_pose holdout_pose;
+ float holdout_time;
+
+ /*
+ * Rewind
+ * ----------------------------------------------------
+ */
+ int rewinding, rewind_sound_wait;
+
+ struct rewind_frame{
+ v3f pos;
+ v3f ang;
+ }
+ *rewind_buffer;
+ u32 rewind_length;
+ float rewind_accum;
+ ent_gate *rewind_gate;
+
+ float rewind_total_length, rewind_predicted_time,
+ dist_accum;
+ double rewind_start, rewind_time;
+
+ /*
+ * Subsystems
+ * -------------------------------------------------
+ */
+
+ enum player_subsystem
+ {
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2
+ }
+ subsystem,
+ subsystem_gate;
+
+ struct player_skate _skate;
+ struct player_walk _walk;
+ struct player_dead _dead;
+};
+
/*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Gameloop tables
+ * ---------------------------------------------------------
*/
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+ player__walk_bind,
+ player__skate_bind,
+ NULL
+};
+
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
+{
+ player__walk_reset,
+ player__skate_reset,
+ NULL
+};
+
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) =
+{
+ player__walk_pre_update,
+ player__skate_pre_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
+{
+ player__walk_update,
+ player__skate_update,
+ player__dead_update,
+};
+
+VG_STATIC
+void( *_player_post_update[])( player_instance *player ) =
+{
+ player__walk_post_update,
+ player__skate_post_update,
+ NULL
+};
+
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
+{
+ player__walk_im_gui,
+ player__skate_im_gui,
+ NULL
+};
+
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+ player__walk_animate,
+ player__skate_animate,
+ player__dead_animate
+};
+
+VG_STATIC
+void( *_player_post_animate[])( player_instance *player ) =
+{
+ player__walk_post_animate,
+ player__skate_post_animate,
+ player__dead_post_animate
+};
+
+VG_STATIC
+void( *_player_restore[] )( player_instance *player ) =
+{
+ player__walk_restore,
+ player__skate_restore,
+ NULL
+};
+
+/* implementation */
+
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
+
+#endif /* PLAYER_H */
+
+
+#if 0
/*
- * TODO: Tilt camera down to face borde when its behind you or out of vision
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
*/
+#define PLAYER_H
#ifndef PLAYER_H
#define PLAYER_H
#include "skeleton.h"
#include "bvh.h"
-VG_STATIC float
- k_walkspeed = 12.0f,
- k_air_accelerate = 20.0f,
- k_runspeed = 20.0f,
- k_board_radius = 0.3f,
- k_board_length = 0.45f,
- k_board_allowance = 0.04f,
- //k_friction_lat = 8.8f,
- k_friction_lat = 12.0f,
- k_friction_resistance = 0.01f,
- k_max_push_speed = 16.0f,
- k_push_accel = 10.0f,
- k_push_cycle_rate = 8.0f,
- k_steer_ground = 2.5f,
- k_steer_air = 3.6f,
- k_steer_air_lerp = 0.3f,
- k_pump_force = 0.0f,
- k_downforce = 5.0f,
- k_walk_downforce = 8.0f,
- k_jump_charge_speed = (1.0f/1.0f),
- k_jump_force = 5.0f,
- k_pitch_limit = 1.5f,
- k_look_speed = 2.0f,
- k_walk_accel = 150.0f,
- k_walk_friction = 8.0f,
-
- k_cog_spring = 0.2f,
- k_cog_damp = 0.02f,
- k_cog_mass_ratio = 0.9f,
-
- k_mmthrow_scale = 6.0f,
- k_mmcollect_lat = 2.0f,
- k_mmcollect_vert = 0.0f,
- k_mmdecay = 12.0f,
- k_spring_angular = 1.0f,
-
- k_spring_force = 15.0f,
- k_spring_dampener = 5.0f;
-
-VG_STATIC int freecam = 0;
-VG_STATIC int walk_grid_iterations = 1;
-VG_STATIC float fc_speed = 10.0f;
-VG_STATIC int cl_thirdperson = 0;
/*
* -----------------------------------------------------------------------------
VG_STATIC struct gplayer
{
- /* Physics */
- rigidbody collide_front, collide_back;
+ rigidbody rb, rb_frame;
+ v3f co, angles; /* used as transfer between controllers */
- struct player_phys
+ enum player_controller
{
- rigidbody rb, rb_gate_frame;
- float iY, siY; /* Yaw inertia */
-
- v3f a, v_last, m, bob, vl;
-
- /* Utility */
- float vswitch, slip, slip_last, reverse;
- float grab, jump, pushing, push_time, rise;
- v2f grab_mouse_delta;
-
- v3f throw_v;
- v3f cog,
- cog_v;
-
- int lift_frames;
-
- double start_push;
- int in_air, on_board, jump_charge, jump_dir, grind;
-
- m3x3f vr,vr_pstep;
+ k_player_controller_walk,
+ k_player_controller_skate,
+ k_player_controller_ragdoll,
+ k_player_controller_mountain_skate,
+ k_player_controller_snowboard,
+ k_player_controller_drive
}
- phys,
- phys_gate_frame;
-
- float normal_pressure;
- v3f debug_mmcollect_lat,
- debug_mmcollect_vert;
+ controller,
+ controller_frame;
m4x3f visual_transform,
inv_visual_transform;
int is_dead, death_tick_allowance, rewinding;
int rewind_sound_wait;
- struct land_prediction
- {
- v3f log[50];
- v3f n;
- u32 log_length;
- float score;
-
- enum prediction_type
- {
- k_prediction_none,
- k_prediction_land,
- k_prediction_grind
- }
- type;
-
- u32 colour;
- }
- predictions[22];
- u32 prediction_count;
v3f handl_target, handr_target,
handl, handr;
*input_grab;
/* Camera */
- float air_blend;
float air_time;
-
v3f camera_pos, smooth_localcam;
- v2f angles;
struct rewind_frame
{
v3f pos;
- v2f ang;
+ v3f ang;
}
*rewind_buffer;
u32 rewind_incrementer,
}
mdl;
}
-player =
+player__OLD
+
+#if 0
+=
{
.collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
.collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
-};
+}
+#endif
+
+;
/*
* API
VG_STATIC void player_mouseview(void);
#include "player_physics.h"
+#include "player_physics_skate.h"
+#include "player_physics_walk.h"
#include "player_ragdoll.h"
#include "player_model.h"
#include "player_animation.h"
#include "player_audio.h"
+/*
+ * player_physics_<INTERFACE>_<SUB-INTERFACE>
+ *
+ *
+ *
+ */
+
/*
* -----------------------------------------------------------------------------
* Events
VG_STATIC void player_init(void) /* 1 */
{
- player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
- player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- player.input_jump = vg_create_named_input( "jump", k_input_type_button );
- player.input_push = vg_create_named_input( "push", k_input_type_button );
- player.input_walk = vg_create_named_input( "walk", k_input_type_button );
-
- player.input_walkh = vg_create_named_input( "walk-h",
- k_input_type_axis );
- player.input_walkv = vg_create_named_input( "walk-v",
- k_input_type_axis );
-
-
- player.input_switch_mode = vg_create_named_input( "switch-mode",
- k_input_type_button );
- player.input_reset = vg_create_named_input( "reset", 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 switch-mode gp-y",
- "bind switch-mode e",
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- vg_execute_console_input(default_cfg[i]);
-
- rb_init( &player.phys.rb );
- rb_init( &player.collide_front );
- rb_init( &player.collide_back );
+ rb_init( &player.rb );
VG_VAR_F32( k_walkspeed );
- VG_VAR_F32( k_air_accelerate );
- VG_VAR_F32( k_runspeed );
+ VG_VAR_F32( k_stopspeed );
+ VG_VAR_F32( k_airspeed );
+ VG_VAR_F32( k_walk_friction );
+ VG_VAR_F32( k_walk_air_accel );
VG_VAR_F32( k_walk_accel );
VG_VAR_I32( freecam );
VG_VAR_I32( cl_thirdperson );
VG_VAR_F32_PERSISTENT( fc_speed );
- /* TODO: NOT PERSISTENT */
- VG_VAR_F32_PERSISTENT( k_ragdoll_limit_scale );
- VG_VAR_I32_PERSISTENT( k_ragdoll_div );
- VG_VAR_I32_PERSISTENT( k_ragdoll_debug_collider );
- VG_VAR_I32_PERSISTENT( k_ragdoll_debug_constraints );
+ VG_VAR_F32( k_ragdoll_limit_scale );
+ VG_VAR_I32( k_ragdoll_div );
+ VG_VAR_I32( k_ragdoll_debug_collider );
+ VG_VAR_I32( k_ragdoll_debug_constraints );
- VG_VAR_F32_PERSISTENT( k_friction_lat );
+ VG_VAR_F32( k_friction_lat );
- VG_VAR_F32_PERSISTENT( k_cog_spring );
- VG_VAR_F32_PERSISTENT( k_cog_damp );
+ VG_VAR_F32( k_cog_spring );
+ VG_VAR_F32( k_cog_damp );
- VG_VAR_F32_PERSISTENT( k_cog_mass_ratio );
- VG_VAR_F32_PERSISTENT( k_downforce );
+ VG_VAR_F32( k_cog_mass_ratio );
+ VG_VAR_F32( k_downforce );
- VG_VAR_F32_PERSISTENT( k_spring_force );
- VG_VAR_F32_PERSISTENT( k_spring_dampener );
- VG_VAR_F32_PERSISTENT( k_spring_angular );
+ VG_VAR_F32( k_spring_force );
+ VG_VAR_F32( k_spring_dampener );
+ VG_VAR_F32( k_spring_angular );
- VG_VAR_F32_PERSISTENT( k_mmthrow_scale );
- VG_VAR_F32_PERSISTENT( k_mmcollect_lat );
- VG_VAR_F32_PERSISTENT( k_mmcollect_vert );
- VG_VAR_F32_PERSISTENT( k_mmdecay );
+ VG_VAR_F32( k_mmthrow_scale );
+ VG_VAR_F32( k_mmcollect_lat );
+ VG_VAR_F32( k_mmcollect_vert );
+ VG_VAR_F32( k_mmdecay );
vg_function_push( (struct vg_cmd){
.name = "reset",
sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
player_model_init();
-
- /* controls */
-
}
VG_STATIC void player_save_rewind_frame(void)
VG_STATIC int menu_enabled(void);
#include "menu.h"
+VG_STATIC void player_do_motion(void);
/*
* Free camera movement
*/
/* Deal with input etc */
VG_STATIC void player_update_pre(void)
{
- struct player_phys *phys = &player.phys;
-
{
v3f ra, rb, rx;
}
}
+#if 0
vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
vg_line( spring_end, throw_end, VG__RED );
vg_line( spring_end, p0, VG__GREEN );
vg_line( spring_end, p1, VG__BLUE );
+#endif
if( player.rewinding )
return;
player.death_tick_allowance = 30;
player_restore_frame();
- if( !phys->on_board )
+ if( player.controller == k_player_controller_walk )
{
- player.angles[0] = atan2f( -phys->rb.forward[2],
- -phys->rb.forward[0] );
+ player.angles[0] = atan2f( -player.rb.forward[2],
+ -player.rb.forward[0] );
}
player.mdl.shoes[0] = 1;
if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
{
- phys->on_board ^= 0x1;
-
audio_lock();
- if( phys->on_board )
+
+#if 0
+ if( phys->controller == k_player_controller_walk )
{
+ phys->controller = k_player_controller_skate;
+
v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
audio_play_oneshot( &audio_lands[6], 1.0f );
}
- else
+ else if( phys->controller == k_player_controller_skate )
{
+ phys->controller = k_player_controller_walk;
+
audio_play_oneshot( &audio_lands[5], 1.0f );
}
+#endif
audio_unlock();
}
- if( !phys->on_board )
+ if( player.controller == k_player_controller_walk )
player_mouseview();
}
if( player.death_tick_allowance )
player.death_tick_allowance --;
- struct player_phys *phys = &player.phys;
-
if( player.is_dead )
{
player_ragdoll_iter();
VG_STATIC void player_update_post(void)
{
+#if 0
for( int i=0; i<player.prediction_count; i++ )
{
struct land_prediction *p = &player.predictions[i];
v3_add( p->log[p->log_length-1], p->n, p1 );
vg_line( p->log[p->log_length-1], p1, 0xffffffff );
}
+#endif
+#if 0
if( player.is_dead )
{
player_debug_ragdoll();
}
if( freecam )
+#endif
player_freecam();
/* CAMERA POSITIONING: LAYER 0 */
v2_copy( player.angles, main_camera.angles );
v3_copy( player.camera_pos, main_camera.pos );
+#if 0
if( player.rewinding )
{
if( player.rewind_time <= 0.0f )
v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
}
}
+#endif
camera_update_transform( &main_camera );
player_audio();
mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
}
+VG_STATIC void player_do_motion(void)
+{
+ if( world.water.enabled )
+ {
+ if( (player.rb.co[1] < 0.0f) && !player.is_dead )
+ {
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 20.0f );
+ audio_player_playclip( &audio_player_extra, &audio_splash );
+ audio_unlock();
+
+ player_kill();
+ }
+ }
+
+ v3f prevco;
+ v3_copy( player.rb.co, prevco );
+
+ if( player.controller == k_player_controller_skate )
+ {
+#if 0
+ player_skate_update();
+#endif
+ }
+ else
+ player_walk_physics( &player_walky );
+
+
+ /* Real angular velocity integration */
+#if 0
+ v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
+ if( v3_length2( phys->rb.w ) > 0.0f )
+ {
+ v4f rotation;
+ v3f axis;
+ v3_copy( phys->rb.w, axis );
+
+ float mag = v3_length( axis );
+ v3_divs( axis, mag, axis );
+ q_axis_angle( rotation, axis, mag*k_rb_delta );
+ q_mul( rotation, phys->rb.q, phys->rb.q );
+ }
+
+ /* Faux angular velocity */
+ v4f rotate;
+
+ float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
+ phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
+
+ q_axis_angle( rotate, phys->rb.up, phys->siY );
+ q_mul( rotate, phys->rb.q, phys->rb.q );
+ phys->iY = 0.0f;
+#endif
+
+ /*
+ * Gate intersection, by tracing a line over the gate planes
+ */
+#if 0
+ for( int i=0; i<world.gate_count; i++ )
+ {
+ struct route_gate *rg = &world.gates[i];
+ teleport_gate *gate = &rg->gate;
+
+ if( gate_intersect( gate, phys->rb.co, prevco ) )
+ {
+ m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
+ m4x3_mulv( gate->transport, phys->cog, phys->cog );
+ m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
+ m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
+ m3x3_mulv( gate->transport, phys->vl, phys->vl );
+ m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
+ m3x3_mulv( gate->transport, phys->m, phys->m );
+ m3x3_mulv( gate->transport, phys->bob, phys->bob );
+
+ /* Pre-emptively edit the camera matrices so that the motion vectors
+ * are correct */
+ m4x3f transport_i;
+ m4x4f transport_4;
+ m4x3_invert_affine( gate->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 );
+
+ v4f transport_rotation;
+ m3x3_q( gate->transport, transport_rotation );
+ q_mul( transport_rotation, phys->rb.q, phys->rb.q );
+
+ world_routes_activate_gate( i );
+
+ if( phys->controller == k_player_controller_walk )
+ {
+ v3f fwd_dir = {cosf(player.angles[0]),
+ 0.0f,
+ sinf(player.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+ }
+
+ player.rewind_length = 0;
+ player.rewind_total_length = 0.0f;
+ player.rewind_incrementer = 10000;
+ player_save_frame();
+
+ audio_lock();
+ audio_play_oneshot( &audio_gate_pass, 1.0f );
+ audio_unlock();
+ break;
+ }
+ }
+#endif
+
+ rb_update_transform( &player.rb );
+}
+
/*
* -----------------------------------------------------------------------------
* API implementation
VG_STATIC float *player_get_pos(void)
{
- return player.phys.rb.co;
+ return player.rb.co;
}
VG_STATIC void player_kill(void)
if( player.death_tick_allowance == 0 )
{
player.is_dead = 1;
- player_ragdoll_copy_model( player.phys.rb.v );
+ player_ragdoll_copy_model( player.rb.v );
}
}
}
+VG_STATIC void player_save_frame(void)
+{
+ player.controller_frame = player.controller;
+
+ /* TODO <interface>->save() */
+}
+
+VG_STATIC void player_restore_frame(void)
+{
+ player.controller = player.controller_frame;
+
+ /* TODO <interface>->load() */
+}
+
#endif /* PLAYER_H */
+#endif