switch to dynamic sizes
[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.c
index 09cc136cbd477d6395aaea837b2486f815ae1da9..1215f62d3f13d893114226b73fd422ebe842bcb7 100644 (file)
@@ -11,48 +11,85 @@ VG_STATIC void replay_clear( replay_buffer *replay ){
    replay->cursor = -99999.9;
 }
 
-replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+replay_gamestate *replay_frame_gamestate( replay_frame *frame ){
    void *baseptr = frame;
-   
-   replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
-   return &array[ index ];
+   return baseptr + vg_align8(sizeof(replay_frame));
+}
+
+void *replay_gamestate_subsystem_data( replay_gamestate *gs ){
+   void *baseptr = gs;
+   return baseptr + vg_align8(sizeof(replay_gamestate));
+}
+
+u32 replay_frame_gamestate_total_size( u32 subsystem_gamestate_size ){
+   if( subsystem_gamestate_size ){
+      return vg_align8( sizeof(replay_gamestate) ) + 
+             vg_align8( subsystem_gamestate_size );
+   }
+   else
+      return 0;
 }
 
-replay_sfx *replay_frame_sfx( replay_frame *frame, u16 index ){
-   void *gsarr = replay_frame_gamestate( frame, 0 );
-   u32 gssize = frame->gamestate_count * sizeof(replay_gamestate);
+replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index ){
+   void *gs = replay_frame_gamestate( frame );
+   u32 total_size = 
+      replay_frame_gamestate_total_size( frame->subsystem_gamestate_size );
 
-   replay_sfx *array = (gsarr + vg_align8(gssize));
+   replay_sfx *array = (gs + total_size);
    return &array[index];
 }
 
-u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+u32 _replay_frame_size( u32 subsystem_gamestate_size, u32 sfx_count ){
    return vg_align8( sizeof( replay_frame ) ) + 
-          vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+          replay_frame_gamestate_total_size( subsystem_gamestate_size ) +
           vg_align8( sfx_count * sizeof(replay_sfx) );
 }
 
 u32 replay_frame_size( replay_frame *frame ){
-   return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
+   return _replay_frame_size( frame->subsystem_gamestate_size, 
+                              frame->sfx_count );
+}
+
+VG_STATIC void replay_tailpop( replay_buffer *replay ){
+   if( replay->cursor_frame == replay->tail )
+      replay->cursor_frame = NULL;
+   if( replay->statehead == replay->tail )
+      replay->statehead = NULL;
+
+   replay->tail = replay->tail->r;
+
+   if( replay->tail )
+      replay->tail->l = NULL;
+   else
+      replay->head = NULL;
 }
 
 VG_STATIC replay_frame *replay_newframe( replay_buffer *replay, 
-                                         u16 gamestate_count, u16 sfx_count ){
+                                         u32 subsystem_gamestate_size, 
+                                         u32 sfx_count ){
    replay_frame *frame = NULL;
    if( replay->head ){
       assert( replay->head );
 
       u32 headsize = replay_frame_size( replay->head ),
           nextpos  = ((void *)replay->head - replay->data) + headsize,
-          nextsize = _replay_frame_size( gamestate_count, sfx_count );
+          nextsize = _replay_frame_size( subsystem_gamestate_size, sfx_count );
 
       if( nextsize > replay->size ){
          vg_error( "Keyframe too big\n" );
          return NULL;
       }
 
-      if( nextpos + nextsize > replay->size )
+      if( nextpos + nextsize > replay->size ){
          nextpos = 0;
+         
+         /* maintain contiguity */
+         while( replay->tail ){
+            if( (void *)replay->tail - replay->data )
+               replay_tailpop( replay );
+            else break;
+         }
+      }
 
 check_again:;
 
@@ -60,21 +97,10 @@ check_again:;
 
       if( tailpos >= nextpos ){
          if( nextpos + nextsize > tailpos ){
-            /* remove links */
-            if( replay->cursor_frame == replay->tail )
-               replay->cursor_frame = NULL;
-            if( replay->statehead == replay->tail )
-               replay->statehead = NULL;
-
-            /* pop node */
-            replay->tail = replay->tail->r;
+            replay_tailpop( replay );
 
-            if( replay->tail ) {
-               replay->tail->l = NULL;
+            if( replay->tail )
                goto check_again;
-            }
-            else
-               replay->head = NULL;
          }
       }
 
@@ -86,13 +112,13 @@ check_again:;
    else
       frame = replay->data;
 
-   frame->gamestate_count = gamestate_count;
+   frame->subsystem_gamestate_size = subsystem_gamestate_size;
    frame->sfx_count = sfx_count;
    frame->l = replay->head;
    frame->r = NULL;
    replay->head = frame;
    if( !replay->tail ) replay->tail = frame;
-   if( gamestate_count ) replay->statehead = frame;
+   if( subsystem_gamestate_size ) replay->statehead = frame;
 
    return frame;
 }
@@ -143,25 +169,51 @@ VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
 
 VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
    replay_frame *frame = replay->cursor_frame;
-
    u32 i=4096;
    while( i --> 0 ){
       if( !frame ) return frame;
-      if( frame->gamestate_count ) return frame;
+      if( frame->subsystem_gamestate_size ) return frame;
       frame = frame->l;
    }
 
    return NULL;
 }
 
+VG_STATIC f32 replay_subframe_time( replay_buffer *replay ){
+   replay_frame *frame = replay->cursor_frame;
+   if( !frame ) return 0.0f;
+   replay_frame *next = frame->r;
+   if( next ){
+      f64 l = next->time - frame->time,
+          t = (replay->cursor - frame->time) / l;
+      return vg_clampf( t, 0.0f, 1.0f );
+   }
+   else 
+      return 0.0f;
+}
+
+VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam ){
+   cam->fov = frame->cam_fov;
+   v3_copy( frame->cam_pos, cam->pos );
+   v3_copy( frame->cam_angles, cam->angles );
+}
+
 VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam ){
    cam->nearz = 0.1f;
    cam->farz = 100.0f;
    if( replay->cursor_frame ){
-      /* TODO: frame lerp */
-      cam->fov = replay->cursor_frame->cam_fov;
-      v3_copy( replay->cursor_frame->cam_pos, cam->pos );
-      v3_copy( replay->cursor_frame->cam_angles, cam->angles );
+      replay_frame *next = replay->cursor_frame->r;
+
+      if( next ){
+         camera temp;
+         
+         replay_get_frame_camera( replay->cursor_frame, cam );
+         replay_get_frame_camera( next, &temp );
+         camera_lerp( cam, &temp, replay_subframe_time( replay ), cam );
+      }
+      else {
+         replay_get_frame_camera( replay->cursor_frame, cam );
+      }
    }
    else {
       v3_zero( cam->pos );
@@ -200,16 +252,23 @@ VG_STATIC void skaterift_replay_pre_update(void){
 
       if( prev ){
          /* TODO: Make gamestate_apply function / swap ... */
-         replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+         replay_gamestate *gs = replay_frame_gamestate( prev );
+         void *src = replay_gamestate_subsystem_data( gs );
 
          if( gs->system == k_player_subsystem_walk ){
-            memcpy( &localplayer._walk.state, &gs->walk, 
-                     sizeof(struct player_walk_state) );
+            memcpy( &localplayer._walk.state, src,
+                    prev->subsystem_gamestate_size );
          }
          else if( gs->system == k_player_subsystem_skate ){
-            memcpy( &localplayer._skate.state, &gs->skate, 
-                     sizeof(struct player_skate_state) );
+            memcpy( &localplayer._skate.state, src,
+                    prev->subsystem_gamestate_size );
+         }
+         else if( gs->system == k_player_subsystem_dead ){
+            player__dead_transition( &localplayer );
+            memcpy( &localplayer.ragdoll, src, 
+                    prev->subsystem_gamestate_size );
          }
+
          localplayer.subsystem = gs->system;
 
          memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
@@ -251,6 +310,8 @@ VG_STATIC void skaterift_replay_debug_info(void){
    if( replay->statehead ){
       u32 state = (void *)replay->statehead - replay->data;
       player__debugtext( 1, "gs @%u\n", state );
+      player__debugtext( 1, "gamestate_size: %u\n", 
+                         replay->statehead->subsystem_gamestate_size );
    }
    else
       player__debugtext( 1, "gs @NULL\n" );