guides
[carveJwlIkooP6JGAAIwe30JlM.git] / player_common.c
index 110ee1640e33d0fd85816c44ee6d05a67a5b629d..b55187588a65b2c1a8c0afeb12dd544bf7450602 100644 (file)
@@ -1,13 +1,12 @@
 #ifndef PLAYER_COMMON_C
 #define PLAYER_COMMON_C
 
+#include "ent_skateshop.h"
 #include "player.h"
 #include "conf.h"
 #include "input.h"
-
-VG_STATIC float
-   k_cam_spring            = 20.0f,
-   k_cam_damp              = 6.7f;
+#include "menu.h"
+#include "vg/vg_perlin.h"
 
 VG_STATIC void player_vector_angles( v3f angles, v3f v, float C, float k )
 {
@@ -47,7 +46,7 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
          vg_success( "Plane cleared\n" );
          player_apply_transport_to_cam( player->gate_waiting->transport );
          player->gate_waiting = NULL;
-         player->viewable_world = get_active_world();
+         player->viewable_world = world_current_instance();
       }
       else{
          /* de-transform camera and player back */
@@ -61,8 +60,6 @@ VG_STATIC void player_camera_portal_correction( player_instance *player )
    }
 }
 
-static v3f TEMP_TPV_EXTRA;
-
 VG_STATIC void player__cam_iterate( player_instance *player )
 {
    struct player_avatar *av = player->playeravatar;
@@ -212,11 +209,24 @@ 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 );
 
-   float Fd = -player->cam_land_punch_v * k_cam_damp,
-         Fs = -player->cam_land_punch   * k_cam_spring;
-   player->cam_land_punch   += player->cam_land_punch_v * vg.time_frame_delta;
-   player->cam_land_punch_v += ( Fd + Fs ) * vg.time_frame_delta;
-   player->cam.angles[1] += player->cam_land_punch;
+   /* 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 );
+   v3_muladds( player->cam_land_punch, player->cam_land_punch_v,
+               vg.time_frame_delta, player->cam_land_punch );
+   v3_add( Fd, Fs, F );
+   v3_muladds( player->cam_land_punch_v, F, vg.time_frame_delta,
+               player->cam_land_punch_v );
+   v3_add( player->cam_land_punch, player->cam.pos, player->cam.pos );
 
    /* override camera */
    player->cam.angles[0] = 
@@ -230,31 +240,75 @@ 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( cl_cinema >= 0.0001f ){
+      ent_camera *cam = NULL;
+      f32 min_dist = cl_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( cl_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 );
 }
 
 VG_STATIC void player_look( player_instance *player, v3f angles )
 {
+   if( vg_ui.wants_mouse ) return;
+
+   float sensitivity = 1.0f-menu.factive;
+
    angles[2] = 0.0f;
 
    v2f mouse_input;
    v2_copy( vg.mouse_delta, mouse_input );
-   if( cl_invert_y )
-      mouse_input[1] *= -1.0f;
-   v2_muladds( angles, mouse_input, 0.0025f, angles );
+   if( cl_invert_y ) mouse_input[1] *= -1.0f;
+   v2_muladds( angles, mouse_input, 0.0025f * sensitivity, angles );
 
    v2f jlook;
    joystick_state( k_srjoystick_look, jlook );
 
-   angles[0] += jlook[0] * vg.time_delta * 4.0f;
+   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;
-
-   angles[1] += input_y;
+   if( cl_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 */