upgrade to vg_msgv2
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index c9cf3b7388e1bee9d7966764d4920b0dc760682f..169cbf4ba5f7640b0708f7c7966e1a0bba0c5a12 100644 (file)
@@ -6,6 +6,7 @@
 #include "conf.h"
 #include "input.h"
 #include "menu.h"
+#include "vg/vg_perlin.h"
 
 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
 {
@@ -118,8 +119,8 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
 
    /* fov -- simple blend */
-   float fov_skate = vg_lerpf( 97.0f, 135.0f, cl_fov ),
-         fov_walk  = vg_lerpf( 90.0f, 110.0f, cl_fov );
+   float fov_skate = vg_lerpf( 97.0f, 135.0f, k_fov ),
+         fov_walk  = vg_lerpf( 90.0f, 110.0f, k_fov );
 
    player->cam.fov = vg_lerpf( fov_walk, fov_skate, player->camera_type_blend );
 
@@ -208,6 +209,15 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
+   /* Camera shake */
+   f32 speed = v3_length(player->rb.v),
+       strength = k_cam_shake_strength * speed;
+   player->cam_trackshake += speed*k_cam_shake_trackspeed*vg.time_frame_delta;
+
+   v2f rnd = {perlin1d( player->cam_trackshake, 1.0f, 4, 20 ),
+              perlin1d( player->cam_trackshake, 1.0f, 4, 63 ) };
+   v2_muladds( player->cam.angles, rnd, strength, player->cam.angles );
+
    v3f Fd, Fs, F;
    v3_muls( player->cam_land_punch_v, -k_cam_damp, Fd );
    v3_muls( player->cam_land_punch, -k_cam_spring, Fs );
@@ -230,6 +240,35 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    player->cam.fov = vg_lerpf( player->cam.fov, player->cam_override_fov, 
                                player->cam_override_strength );
 
+
+   if( k_cinema >= 0.0001f ){
+      ent_camera *cam = NULL;
+      f32 min_dist = k_cinema;
+
+      world_instance *world = player->viewable_world;
+      for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
+         ent_camera *c = mdl_arritm(&world->ent_camera,i);
+
+         f32 dist = v3_dist( c->transform.co, player->rb.co );
+
+         if( dist < min_dist ){
+            min_dist = dist;
+            cam = c;
+         }
+      }
+
+      if( cam ){
+         player->cam.fov = cam->fov;
+         v3_copy( cam->transform.co, player->cam.pos );
+         v3f v0;
+         if( k_cinema_fixed )
+            mdl_transform_vector( &cam->transform, (v3f){0.0f,-1.0f,0.0f}, v0 );
+         else v3_sub( player->rb.co, cam->transform.co, v0 );
+         m3x3_mulv( player->invbasis, v0, v0 );
+         player_vector_angles( player->cam.angles, v0, 1.0f, 0.0f );
+      }
+   }
+
    /* portal transitions */
    player_camera_portal_correction( player );
 }
@@ -244,7 +283,7 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 
    v2f mouse_input;
    v2_copy( vg.mouse_delta, mouse_input );
-   if( cl_invert_y ) mouse_input[1] *= -1.0f;
+   if( k_invert_y ) mouse_input[1] *= -1.0f;
    v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
 
    v2f jlook;
@@ -252,7 +291,7 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 
    angles[0] += jlook[0] * vg.time_delta * 4.0f * sensitivity;
    float input_y = jlook[1] * vg.time_delta * 4.0f;
-   if( cl_invert_y ) input_y *= -1.0f;
+   if( k_invert_y ) input_y *= -1.0f;
 
    angles[1] += input_y * sensitivity;
    angles[1] = vg_clampf( angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );