oh yeah mr crabs
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 57a862817038bb5bf798118617d42a3ed45d2589..b4290af70a5e67ec774b8c1856bde58a5e102fae 100644 (file)
--- a/player.h
+++ b/player.h
@@ -5,6 +5,8 @@
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#define PLAYER_REWIND_FRAMES 60*4
+
 #include "audio.h"
 #include "common.h"
 #include "world.h"
@@ -17,7 +19,8 @@ static float
    k_board_radius          = 0.3f,
    k_board_length          = 0.45f,
    k_board_allowance       = 0.04f,
-   k_friction_lat          = 8.8f,
+   //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,
@@ -70,7 +73,11 @@ static struct gplayer
    phys, 
    phys_gate_frame;
 
-   int is_dead;
+   m4x3f visual_transform,
+         inv_visual_transform;
+
+   int is_dead, death_tick_allowance, rewinding;
+   int rewind_sound_wait;
 
    v3f land_target;
    v3f land_target_log[22];
@@ -82,10 +89,23 @@ static struct gplayer
    
    /* Camera */
    float air_blend;
+   float air_time;
    
    v3f camera_pos, smooth_localcam;
    v2f angles;
-   m4x3f camera, camera_inverse;
+
+   struct rewind_frame
+   {
+      v3f pos;
+      v2f ang;
+   }
+   *rewind_buffer;
+   u32 rewind_incrementer,
+       rewind_length;
+
+   float rewind_time, rewind_total_length, rewind_predicted_time;
+   double diag_rewind_start, diag_rewind_time;
+   float dist_accum;
 
    /* animation */
    double jump_time;
@@ -98,8 +118,10 @@ static struct gplayer
          fsetup,
          walk_timer,
          fjump,
-         fonboard;
+         fonboard,
+         frun;
 
+   float walk;
    int step_phase;
 
    /* player model */
@@ -158,6 +180,7 @@ static void player_kill(void);
 static float *player_cam_pos(void);
 static void player_save_frame(void);
 static void player_restore_frame(void);
+static void player_save_rewind_frame(void);
 
 /* 
  * Submodules
@@ -225,45 +248,119 @@ static void player_init(void)                                            /* 1 */
                .function = reset_player
        });
 
+   player.rewind_length = 0;
+   player.rewind_buffer = vg_alloc( sizeof(struct rewind_frame) 
+                                       * PLAYER_REWIND_FRAMES );
+
    /* other systems */
    vg_loader_highwater( player_model_init, player_model_free, NULL );
 }
 
+static void player_save_rewind_frame(void)
+{
+   if( player.rewind_length < PLAYER_REWIND_FRAMES )
+   {
+      struct rewind_frame *fr = 
+         &player.rewind_buffer[ player.rewind_length ++ ];
+
+      v2_copy( player.angles, fr->ang );
+      v3_copy( player.camera_pos, fr->pos );
+
+      player.rewind_incrementer = 0;
+
+      if( player.rewind_length > 1 )
+      {
+         player.rewind_total_length += 
+            v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
+                     player.rewind_buffer[player.rewind_length-2].pos );
+      }
+   }
+}
+
 /* Deal with input etc */
 static void player_update_pre(void)
 {
    struct player_phys *phys = &player.phys;
 
+   if( player.rewinding )
+   {
+      return;
+   }
+
    if( vg_get_button_down( "reset" ) )
    {
-      player.is_dead = 0;
-      player_restore_frame();
+      double delta = world.routes.time - world.routes.last_use;
 
-      if( !phys->on_board )
+      if( delta <= RESET_MAX_TIME )
       {
-         player.angles[0] = atan2f( -phys->rb.forward[2], 
-                                    -phys->rb.forward[0] );
+         player.rewinding = 1;
+         player.rewind_sound_wait = 1;
+         player.rewind_time = (float)player.rewind_length - 0.0001f;
+         player_save_rewind_frame();
+         audio_lock();
+         audio_play_oneshot( &audio_rewind[0], 1.0f );
+         audio_unlock();
+
+         /* based on analytical 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.diag_rewind_start = vg.time;
+         player.diag_rewind_time  = player.rewind_time;
+
+         player.is_dead = 0;
+         player.death_tick_allowance = 30;
+         player_restore_frame();
+
+         if( !phys->on_board )
+         {
+            player.angles[0] = atan2f( -phys->rb.forward[2], 
+                                       -phys->rb.forward[0] );
+         }
+
+         player.mdl.shoes[0] = 1;
+         player.mdl.shoes[1] = 1;
+
+         world_routes_notify_reset();
+
+         /* apply 1 frame of movement */
+         player_do_motion();
       }
-
-      player.mdl.shoes[0] = 1;
-      player.mdl.shoes[1] = 1;
-
-      world_routes_notify_reset();
    }
 
    if( vg_get_button_down( "switchmode" ) )
    {
       phys->on_board ^= 0x1;
 
+      audio_lock();
       if( phys->on_board )
       {
          v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
+         audio_play_oneshot( &audio_lands[6], 1.0f );
       }
+      else
+      {
+         audio_play_oneshot( &audio_lands[5], 1.0f );
+      }
+
+      audio_unlock();
    }
 }
 
 static void player_update_fixed(void)                                    /* 2 */
 {
+   if( player.rewinding )
+      return;
+
+   if( player.death_tick_allowance )
+      player.death_tick_allowance --;
+
    struct player_phys *phys = &player.phys;
 
    if( player.is_dead )
@@ -272,13 +369,15 @@ static void player_update_fixed(void)                                    /* 2 */
    }
    else
    {
+      player.rewind_incrementer ++;
+
+      if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
+      {
+         player_save_rewind_frame();
+      }
+
       player_do_motion();
    }
-
-   player_audio(); /* FUTURE: can probably move this to post()
-                              BUT, it uses deltas from fixed step physics,
-                              AND this *might* be what we want for realtime
-                              audio, anyway. */
 }
 
 static void player_update_post(void)
@@ -305,10 +404,142 @@ static void player_update_post(void)
    if( freecam )
       player_freecam();
 
-   player_camera_update();
+
+   /* CAMERA POSITIONING: LAYER 0 */
+   v2_copy( player.angles, camera_angles );
+   v3_copy( player.camera_pos, camera_pos );
+
+   if( player.rewinding )
+   {
+      if( player.rewind_time <= 0.0f )
+      {
+         double taken = vg.time - player.diag_rewind_start;
+         vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", 
+                           taken, player.diag_rewind_time,
+                           player.rewind_total_length );
+
+         player.rewinding = 0;
+         player.rewind_length = 1;
+         player.rewind_total_length = 0.0f;
+         player.rewind_incrementer = 0;
+         world.sky_target_rate = 1.0;
+      }
+      else
+      {
+         world.sky_target_rate = -100.0;
+         assert( player.rewind_length > 0 );
+
+         v2f override_angles;
+         v3f override_pos;
+
+         float budget         = vg.time_delta,
+               overall_length = player.rewind_length;
+
+         world_routes_rollback_time( player.rewind_time / overall_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;
+         }
+
+#if 0
+         if( player.dist_accum >= 5.0f )
+         {
+            audio_lock();
+            audio_player_playclip( &audio_rewind_player, &audio_rewind[4] );
+            audio_unlock();
+
+            player.dist_accum -= 5.0f;
+         }
+#endif
+
+         player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
+
+         float current_time = vg.time - player.diag_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_play_oneshot( &audio_rewind[3], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 2.5f )
+            {
+               if( remaining <= 2.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[2], 1.0f );
+                  audio_unlock();
+                  player.rewind_sound_wait = 0;
+               }
+            }
+            else if( player.rewind_predicted_time >= 1.5f )
+            {
+               if( remaining <= 1.5f )
+               {
+                  audio_lock();
+                  audio_play_oneshot( &audio_rewind[1], 1.0f );
+                  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, override_pos );
+         override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
+         override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
+
+         /* CAMERA POSITIONING: LAYER 1 */
+         float blend = (4.0f-player.rewind_time) * 0.25f,
+               c     = vg_clampf( blend, 0.0f, 1.0f );
+
+         camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
+         camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
+         v3_lerp( override_pos, player.camera_pos, c, camera_pos );
+      }
+   }
+
+   camera_update();
+   player_audio();
 }
 
-static void draw_player(void)                                            /* 3 */
+static void draw_player( m4x3f cam )
 {
    if( player.is_dead )
       player_model_copy_ragdoll();
@@ -316,7 +547,7 @@ static void draw_player(void)                                            /* 3 */
    shader_viewchar_use();
    vg_tex2d_bind( &tex_characters, 0 );
    shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( player.camera[3] );
+   shader_viewchar_uCamera( cam[3] );
    shader_viewchar_uPv( vg.pv );
    shader_link_standard_ub( _shader_viewchar.id, 2 );
    glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
@@ -341,8 +572,11 @@ static float *player_get_pos(void)
 
 static void player_kill(void)
 {
-   player.is_dead = 1;
-   player_ragdoll_copy_model( player.phys.rb.v );
+   if( player.death_tick_allowance == 0 )
+   {
+      player.is_dead = 1;
+      player_ragdoll_copy_model( player.phys.rb.v );
+   }
 }
 
 static float *player_cam_pos(void)