TurboFisto
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 0d773389945602aea7344500dfb410c8317024a0..cd7fd57a5996b28554968ed1c2b626fa043783c1 100644 (file)
--- a/player.h
+++ b/player.h
+#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 = 0,
+      k_cam_thirdperson = 1
+   }
+   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;
+};
+
+/*
+ * 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
 /*
- * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
  */
 
+#define PLAYER_H
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#define PLAYER_REWIND_FRAMES 60*4
+
+#include "conf.h"
 #include "audio.h"
 #include "common.h"
 #include "world.h"
 #include "skeleton.h"
 #include "bvh.h"
 
-static float 
-   k_walkspeed             = 20.0f,  /* no longer used */
-   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;
-
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
 
 /* 
  * -----------------------------------------------------------------------------
@@ -46,50 +243,63 @@ static float fc_speed = 10.0f;
  * -----------------------------------------------------------------------------
  */
 
-static struct gplayer
+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;
-      double start_push;
-      int in_air, on_board, jump_charge, jump_dir;
-
-      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;
+   controller,
+   controller_frame;
 
    m4x3f visual_transform,
          inv_visual_transform;
 
-   int is_dead, death_tick_allowance;
+   int is_dead, death_tick_allowance, rewinding;
+   int rewind_sound_wait;
 
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
 
    v3f handl_target, handr_target,
        handl, handr;
+
+   /* Input */
+   struct input_binding *input_js1h,
+                        *input_js1v,
+                        *input_js2h,
+                        *input_js2v,
+                        *input_jump,
+                        *input_push,
+                        *input_walk,
+                        *input_walkh,
+                        *input_walkv,
+                        *input_switch_mode,
+                        *input_reset,
+                        *input_grab;
    
    /* Camera */
-   float air_blend;
-   
+   float air_time;
    v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
+
+   struct rewind_frame
+   {
+      v3f pos;
+      v3f 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;
@@ -103,15 +313,22 @@ static struct gplayer
          walk_timer,
          fjump,
          fonboard,
-         frun;
+         frun,
+         fgrind;
+
+   v3f board_offset;
+   v4f board_rotation;
 
    float walk;
    int step_phase;
+   enum mdl_surface_prop surface_prop;
 
    /* player model */
    struct player_model
    {
-      glmesh mesh;
+      glmesh player_meshes[3];
+
+      mdl_context meta;
       struct skeleton sk;
       struct skeleton_anim *anim_stand,
                            *anim_highg,
@@ -128,175 +345,399 @@ static struct gplayer
           id_ik_hand_r,
           id_ik_elbow_l,
           id_ik_elbow_r,
-          id_head;
+          id_head,
+          id_ik_foot_l,
+          id_ik_foot_r,
+          id_board;
 
       v3f cam_pos;
 
       struct ragdoll_part
       {
          u32 bone_id;
-         v3f offset;
+         //v3f offset;
+         
+         /* Collider transform relative to bone */
+         m4x3f collider_mtx,
+               inv_collider_mtx;
 
          u32 use_limits;
          v3f limits[2];
 
          rigidbody  rb;
          u32 parent;
+         u32 colour;
       }
-      *ragdoll;
+      ragdoll[32];
       u32 ragdoll_count;
 
+      rb_constr_pos  position_constraints[32];
+      u32            position_constraints_count;
+
+      rb_constr_swingtwist cone_constraints[32];
+      u32                  cone_constraints_count;
+
       int shoes[2];
    }
    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 
  */
-static float *player_get_pos(void);
-static void player_kill(void);
-static float *player_cam_pos(void);
-static void player_save_frame(void);
-static void player_restore_frame(void);
+VG_STATIC float *player_get_pos(void);
+VG_STATIC void player_kill(void);
+VG_STATIC float *player_cam_pos(void);
+VG_STATIC void player_save_frame(void);
+VG_STATIC void player_restore_frame(void);
+VG_STATIC void player_save_rewind_frame(void);
 
 /* 
  * Submodules
  */
+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 int kill_player( int argc, char const *argv[] );
+VG_STATIC int reset_player( int argc, char const *argv[] );
+VG_STATIC void reset_player_poll( int argc, char const *argv[] );
 
-static void player_init(void)                                            /* 1 */
+VG_STATIC void player_init(void)                                         /* 1 */
 {
-   rb_init( &player.phys.rb );
-   rb_init( &player.collide_front );
-   rb_init( &player.collide_back  );
-
-   vg_convar_push( (struct vg_convar){
-      .name = "walk_speed",
-      .data = &k_walkspeed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "run_speed",
-      .data = &k_runspeed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "walk_accel",
-      .data = &k_walk_accel,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "fc",
-      .data = &freecam,
-      .data_type = k_convar_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 1
-   });
-
-   vg_convar_push( (struct vg_convar){
-      .name = "fcs",
-      .data = &fc_speed,
-      .data_type = k_convar_dtype_f32,
-      .opt_f32 = { .clamp = 0 },
-      .persistent = 1
-   });
+   rb_init( &player.rb );
+
+   VG_VAR_F32( k_walkspeed );
+   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 );
+
+   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( k_friction_lat );
+
+   VG_VAR_F32( k_cog_spring );
+   VG_VAR_F32( k_cog_damp );
+
+   VG_VAR_F32( k_cog_mass_ratio );
+   VG_VAR_F32( k_downforce );
+
+   VG_VAR_F32( k_spring_force );
+   VG_VAR_F32( k_spring_dampener );
+   VG_VAR_F32( k_spring_angular );
+
+   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",
-               .function = reset_player
+               .function = reset_player,
+      .poll_suggest = reset_player_poll
+       });
+
+       vg_function_push( (struct vg_cmd){
+               .name = "kill",
+               .function = kill_player
        });
 
-   /* other systems */
-   vg_loader_highwater( player_model_init, player_model_free, NULL );
+   /* HACK */
+   rb_register_cvar();
+
+   player.rewind_length = 0;
+   player.rewind_buffer = 
+      vg_linear_alloc( vg_mem.rtmemory, 
+                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
+
+   player_model_init();
+}
+
+VG_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 );
+      }
+   }
+}
+
+
+/* disaster */
+VG_STATIC int         menu_enabled(void);
+#include "menu.h"
+
+VG_STATIC void player_do_motion(void);
+/*
+ * Free camera movement
+ */
+VG_STATIC void player_mouseview(void)
+{
+   if( menu_enabled() )
+      return;
+
+   v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
+
+   if( vg_input.controller_should_use_trackpad_look )
+   {
+      static v2f last_input;
+      static v2f vel;
+      static v2f vel_smooth;
+
+      v2f input = { player.input_js2h->axis.value,
+                    player.input_js2v->axis.value };
+
+      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
+      {
+         v2_sub( input, last_input, vel );
+         v2_muls( vel, 1.0f/vg.time_delta, vel );
+      }
+      else
+      {
+         v2_zero( vel );
+      }
+
+      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
+      
+      v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
+      v2_copy( input, last_input );
+   }
+   else
+   {
+      player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
+      player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
+   }
+
+   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
 }
 
 /* Deal with input etc */
-static void player_update_pre(void)
+VG_STATIC void player_update_pre(void)
 {
-   struct player_phys *phys = &player.phys;
 
-   if( vg_get_button_down( "reset" ) )
    {
-      player.is_dead = 0;
-      player.death_tick_allowance = 30;
-      player_restore_frame();
+      v3f ra, rb, rx;
+      v3_copy( main_camera.pos, ra );
+      v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
 
-      if( !phys->on_board )
+      float t;
+      if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
       {
-         player.angles[0] = atan2f( -phys->rb.forward[2], 
-                                    -phys->rb.forward[0] );
+         m4x3f mtx;
+         m3x3_identity( mtx );
+         v3_lerp( ra, rb, t, mtx[3] );
+
+         debug_sphere( mtx, 0.4f, 0xff00ff00 );
+
+         v3f x1;
+         v3_muladds( mtx[3], rx, 0.4f, x1 );
+         vg_line( mtx[3], x1, 0xffffffff );
       }
+   }
+
+#if 0
+
+   vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
+   vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
+   vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
+   vg_line( phys->cog, phys->rb.co, 0xff000000 );
+
+   v3f spring_end;
+   v3f throw_end, p0, p1;
+   v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
+   v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
+   v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
+   v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
+   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;
+
+   if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
+   {
+      double delta = world.time - world.last_use;
+
+      if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
+      {
+         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.mdl.shoes[0] = 1;
-      player.mdl.shoes[1] = 1;
+         player.is_dead = 0;
+         player.death_tick_allowance = 30;
+         player_restore_frame();
 
-      world_routes_notify_reset();
+         if( player.controller == k_player_controller_walk )
+         {
+            player.angles[0] = atan2f( -player.rb.forward[2], 
+                                       -player.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();
+      }
+      else
+      {
+         if( player.is_dead )
+         {
+            reset_player( 0, NULL );
+         }
+         else
+         {
+            /* cant do that */
+            audio_lock();
+            audio_play_oneshot( &audio_rewind[4], 1.0f );
+            audio_unlock();
+         }
+      }
    }
 
-   if( vg_get_button_down( "switchmode" ) )
+   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 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( player.controller == k_player_controller_walk )
+      player_mouseview();
 }
 
-static void player_update_fixed(void)                                    /* 2 */
+VG_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 )
    {
       player_ragdoll_iter();
    }
    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)
+VG_STATIC void player_update_post(void)
 {
-   for( int i=0; i<player.land_log_count; i++ )
-      vg_line_cross( player.land_target_log[i], 
-            player.land_target_colours[i], 0.25f);
+#if 0
+   for( int i=0; i<player.prediction_count; i++ )
+   {
+      struct land_prediction *p = &player.predictions[i];
+      
+      for( int j=0; j<p->log_length - 1; j ++ )
+         vg_line( p->log[j], p->log[j+1], p->colour );
+
+      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
+
+      v3f p1;
+      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();
@@ -309,16 +750,144 @@ static void player_update_post(void)
       player_animate();
 
       if( !freecam )
-         player_animate_camera();
+      {
+         if( cl_thirdperson )
+            player_animate_camera_thirdperson();
+         else
+            player_animate_camera();
+      }
    }
 
    if( freecam )
+#endif
       player_freecam();
 
-   player_camera_update();
+   /* 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 )
+      {
+         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;
+         }
+
+         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 );
+
+         main_camera.angles[0] = 
+            vg_alerpf(override_angles[0], player.angles[0], c);
+         main_camera.angles[1] = 
+            vg_lerpf (override_angles[1], player.angles[1], c);
+         v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
+      }
+   }
+#endif
+
+   camera_update_transform( &main_camera );
+   player_audio();
 }
 
-static void draw_player(void)                                            /* 3 */
+VG_STATIC void draw_player( camera *cam )
 {
    if( player.is_dead )
       player_model_copy_ragdoll();
@@ -326,16 +895,133 @@ 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_uPv( vg.pv );
+   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.mdl.sk.bone_count,
                          0,
                          (float *)player.mdl.sk.final_mtx );
    
-   mesh_bind( &player.mdl.mesh );
-   mesh_draw( &player.mdl.mesh );
+   mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
+   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 );
 }
 
 /* 
@@ -344,24 +1030,39 @@ static void draw_player(void)                                            /* 3 */
  * -----------------------------------------------------------------------------
  */
 
-static float *player_get_pos(void)
+VG_STATIC float *player_get_pos(void)
 {
-   return player.phys.rb.co;
+   return player.rb.co;
 }
 
-static void player_kill(void)
+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 );
    }
 }
 
-static float *player_cam_pos(void)
+VG_STATIC float *player_cam_pos(void)
 {
    return player.camera_pos;
 }
 
 
+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