basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index b55187588a65b2c1a8c0afeb12dd544bf7450602..2ebec6c07c34c857abd3321044048c0710110ff6 100644 (file)
@@ -3,7 +3,6 @@
 
 #include "ent_skateshop.h"
 #include "player.h"
-#include "conf.h"
 #include "input.h"
 #include "menu.h"
 #include "vg/vg_perlin.h"
@@ -60,23 +59,20 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
    }
 }
 
-VG_STATIC void player__cam_iterate( player_instance *player )
-{
+VG_STATIC void player__cam_iterate( player_instance *player ){
    struct player_avatar *av = player->playeravatar;
+   struct player_cam_controller *cc = &player->cam_control;
 
    if( player->subsystem == k_player_subsystem_walk ){
-      v3_copy( (v3f){-0.1f,1.8f,0.0f}, player->fpv_viewpoint );
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
+      v3_copy( (v3f){-0.1f,1.8f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
    }
    else{
-      v3_copy( (v3f){-0.15f,1.75f,0.0f}, player->fpv_viewpoint );
-#if 0
-      v3_copy( (v3f){-0.35f,0.0f,0.0f}, player->fpv_offset );
-#endif
-      v3_copy( (v3f){0.0f,0.0f,0.0f}, player->fpv_offset );
-      v3_copy( (v3f){0.0f,1.4f,0.0f}, player->tpv_offset );
-      v3_add( TEMP_TPV_EXTRA, player->tpv_offset, player->tpv_offset );
+      v3_copy( (v3f){-0.15f,1.75f,0.0f}, cc->fpv_viewpoint );
+      v3_copy( (v3f){0.0f,0.0f,0.0f}, cc->fpv_offset );
+      v3_copy( (v3f){0.0f,1.4f,0.0f}, cc->tpv_offset );
+      v3_add( cc->tpv_offset_extra, cc->tpv_offset, cc->tpv_offset );
    }
 
    player->cam_velocity_constant = 0.25f;
@@ -99,30 +95,30 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          player->cam_velocity_constant,
          vg.time_frame_delta * 8.0f );
 
-   enum camera_mode target_mode = player->camera_mode;
+   enum camera_mode target_mode = cc->camera_mode;
 
    if( player->subsystem == k_player_subsystem_dead )
       target_mode = k_cam_thirdperson;
 
-   player->camera_type_blend = 
-      vg_lerpf( player->camera_type_blend, 
-                (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
+   cc->camera_type_blend = 
+      vg_lerpf( cc->camera_type_blend, 
+               (target_mode == k_cam_firstperson)? 1.0f: 0.0f,
                 5.0f * vg.time_frame_delta );
 
-   v3_lerp( player->fpv_viewpoint_smooth, player->fpv_viewpoint,
-         vg.time_frame_delta * 8.0f, player->fpv_viewpoint_smooth );
+   v3_lerp( cc->fpv_viewpoint_smooth, cc->fpv_viewpoint,
+            vg.time_frame_delta * 8.0f, cc->fpv_viewpoint_smooth );
 
-   v3_lerp( player->fpv_offset_smooth, player->fpv_offset,
-         vg.time_frame_delta * 8.0f, player->fpv_offset_smooth );
+   v3_lerp( cc->fpv_offset_smooth, cc->fpv_offset,
+            vg.time_frame_delta * 8.0f, cc->fpv_offset_smooth );
 
-   v3_lerp( player->tpv_offset_smooth, player->tpv_offset,
-         vg.time_frame_delta * 8.0f, player->tpv_offset_smooth );
+   v3_lerp( cc->tpv_offset_smooth, cc->tpv_offset,
+            vg.time_frame_delta * 8.0f, cc->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 );
+   player->cam.fov = vg_lerpf( fov_walk, fov_skate, cc->camera_type_blend );
 
    /* 
     * first person camera
@@ -131,25 +127,24 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    /* position */
    v3f fpv_pos, fpv_offset;
    m4x3_mulv( av->sk.final_mtx[ av->id_head-1 ], 
-               player->fpv_viewpoint_smooth, fpv_pos );
-   m3x3_mulv( player->rb.to_world, player->fpv_offset_smooth, fpv_offset );
+               cc->fpv_viewpoint_smooth, fpv_pos );
+   m3x3_mulv( player->rb.to_world, cc->fpv_offset_smooth, fpv_offset );
    v3_add( fpv_offset, fpv_pos, fpv_pos );
 
    /* angles */
    v3f velocity_angles;
-   v3_lerp( player->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
-            player->cam_velocity_smooth );
+   v3_lerp( cc->cam_velocity_smooth, player->rb.v, 4.0f*vg.time_frame_delta, 
+            cc->cam_velocity_smooth );
 
    v3f velocity_local;
-   m3x3_mulv( player->invbasis, player->cam_velocity_smooth, velocity_local );
+   m3x3_mulv( player->invbasis, cc->cam_velocity_smooth, velocity_local );
    player_vector_angles( velocity_angles, velocity_local,
                          player->cam_velocity_coefficient_smooth,
                          player->cam_velocity_constant_smooth );
 
-   float inf_fpv = player->cam_velocity_influence_smooth *
-                   player->camera_type_blend,
+   float inf_fpv = player->cam_velocity_influence_smooth * cc->camera_type_blend,
          inf_tpv = player->cam_velocity_influence_smooth *
-                   (1.0f-player->camera_type_blend);
+                     (1.0f-cc->camera_type_blend);
 
    camera_lerp_angles( player->angles, velocity_angles, 
                         inf_fpv,
@@ -191,22 +186,31 @@ VG_STATIC void player__cam_iterate( player_instance *player )
    v3f pco;
    v4f pq;
    rb_extrapolate( &player->rb, pco, pq );
-   v3_lerp( player->tpv_lpf, pco, 20.0f*vg.time_frame_delta, player->tpv_lpf );
+   v3_lerp( cc->tpv_lpf, pco, 20.0f*vg.time_frame_delta, cc->tpv_lpf );
 
    /* now move into world */
+   v3f tpv_pos, tpv_offset, tpv_origin;
 
-   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
-   v3f tpv_pos, tpv_offset;
+   /* origin */
+   q_mulv( pq, cc->tpv_offset_smooth, tpv_origin );
+   v3_add( tpv_origin, cc->tpv_lpf, tpv_origin );
 
-   v3_muladds( player->tpv_lpf, camera_follow_dir, 1.8f, tpv_pos );
-   q_mulv( pq, player->tpv_offset_smooth, tpv_offset );
-   v3_add( tpv_offset, tpv_pos, tpv_pos );
-   v3_muladds( tpv_pos, player->cam_velocity_smooth, -0.025f, tpv_pos );
+   /* offset */
+   m3x3_mulv( player->basis, camera_follow_dir, camera_follow_dir );
+   v3_muls( camera_follow_dir, 1.8f, tpv_offset );
+   v3_muladds( tpv_offset, cc->cam_velocity_smooth, -0.025f, tpv_offset );
+
+   v3_add( tpv_origin, tpv_offset, tpv_pos );
+   f32 t; v3f n;
+   if( spherecast_world( world_current_instance(), tpv_origin, tpv_pos, 
+                         0.2f, &t, n ) != -1 ){
+      v3_lerp( tpv_origin, tpv_pos, t, tpv_pos );
+   }
 
    /* 
     * Blend cameras 
     */
-   v3_lerp( tpv_pos, fpv_pos, player->camera_type_blend, player->cam.pos );
+   v3_lerp( tpv_pos, fpv_pos, cc->camera_type_blend, player->cam.pos );
    v3_copy( player->angles, player->cam.angles );
 
    /* Camera shake */
@@ -241,9 +245,9 @@ VG_STATIC void player__cam_iterate( player_instance *player )
                                player->cam_override_strength );
 
 
-   if( cl_cinema >= 0.0001f ){
+   if( k_cinema >= 0.0001f ){
       ent_camera *cam = NULL;
-      f32 min_dist = cl_cinema;
+      f32 min_dist = k_cinema;
 
       world_instance *world = player->viewable_world;
       for( u32 i=0; i<mdl_arrcount(&world->ent_camera); i++ ){
@@ -261,7 +265,7 @@ VG_STATIC void player__cam_iterate( player_instance *player )
          player->cam.fov = cam->fov;
          v3_copy( cam->transform.co, player->cam.pos );
          v3f v0;
-         if( cl_cinema_fixed )
+         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 );
@@ -277,13 +281,13 @@ VG_STATIC void player_look( player_instance *player, v3f angles )
 {
    if( vg_ui.wants_mouse ) return;
 
-   float sensitivity = 1.0f-menu.factive;
+   float sensitivity = skaterift.time_rate;
 
    angles[2] = 0.0f;
 
    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;
@@ -291,24 +295,10 @@ 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 );
 }
 
-struct player_board *player_get_player_board( struct player_instance *player )
-{
-   struct player_board *board = NULL;
-
-   if( localplayer.board_view_slot ){
-      struct cache_board *cache_view = localplayer.board_view_slot;
-      if( cache_view->state == k_cache_board_state_loaded ){
-         board = &cache_view->board;
-      }
-   }
-
-   return board;
-}
-
 #endif /* PLAYER_COMMON_C */