refactor rewind tape 1
[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.c
index 83b9b835544671c094d3172f0e9fb4feb4784272..5f57d9f0337da280e7c4deb6cdf8ba93d9a94a9d 100644 (file)
@@ -3,26 +3,55 @@
 
 #include "player_replay.h"
 
+VG_STATIC void replay_clear( replay_buffer *replay ){
+   replay->head = NULL;
+   replay->tail = NULL;
+   replay->cursor_frame = NULL;
+   replay->statehead = NULL;
+   replay->cursor = -99999.9;
+   replay->control = k_replay_control_none;
+}
+
 VG_STATIC void local_replay_init( u32 bytes ){
    localplayer.replay.data = vg_linear_alloc( vg_mem.rtmemory, bytes );
    localplayer.replay.size = bytes;
-   localplayer.replay.cursor = -9999.9;
-   vg_console_reg_var( "k_replay_test", &k_replay_test, k_var_dtype_i32, 0 );
+   replay_clear( &localplayer.replay );
+}
+
+replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
+   void *baseptr = frame;
+   
+   replay_gamestate *array = (baseptr + vg_align8( sizeof(replay_frame)));
+   return &array[ index ];
+}
+
+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 *array = (gsarr + vg_align8(gssize));
+   return &array[index];
+}
+
+u32 _replay_frame_size( u16 gamestate_count, u16 sfx_count ){
+   return vg_align8( sizeof( replay_frame ) ) + 
+          vg_align8( gamestate_count * sizeof(replay_gamestate) ) +
+          vg_align8( sfx_count * sizeof(replay_sfx) );
 }
 
 u32 replay_frame_size( replay_frame *frame ){
-   /* eventually it will be a dynamic size */
-   return vg_align8( sizeof( replay_frame ) );
+   return _replay_frame_size( frame->gamestate_count, frame->sfx_count );
 }
 
-VG_STATIC replay_frame *replay_newframe( replay_buffer *replay ){
+VG_STATIC replay_frame *replay_newframe( replay_buffer *replay, 
+                                         u16 gamestate_count, u16 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 = vg_align8( sizeof(replay_frame) );
+          nextsize = _replay_frame_size( gamestate_count, sfx_count );
 
       if( nextsize > replay->size ){
          vg_error( "Keyframe too big\n" );
@@ -38,36 +67,39 @@ check_again:;
 
       if( tailpos >= nextpos ){
          if( nextpos + nextsize > tailpos ){
-            if( replay->cursor_frame == replay->tail ){
+            /* 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;
 
             if( replay->tail ) {
                replay->tail->l = NULL;
                goto check_again;
             }
-            else{
+            else
                replay->head = NULL;
-            }
          }
       }
 
       frame = replay->data + nextpos;
 
-      if( replay->head ){
+      if( replay->head )
          replay->head->r = frame;
-      }
    }
-   else {
+   else
       frame = replay->data;
-   }
 
+   frame->gamestate_count = gamestate_count;
+   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;
 
    return frame;
 }
@@ -93,8 +125,8 @@ VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
    if( dir == 0.0 ) return;
    dir = vg_signf( dir );
    
-   u32 i=0;
-   for( ; i<100; i++ ){
+   u32 i=4096;
+   while( i --> 0 ){
       if( dir < 0.0 )
          if( t > replay->cursor_frame->time ) break;
 
@@ -108,11 +140,88 @@ VG_STATIC void replay_seek( replay_buffer *replay, f64 t ){
          if( t < next->time ) break;
 
       replay->cursor_frame = next;
+      replay->cursor = next->time;
+
+      if( !i ) return;
    }
 
    replay->cursor = 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;
+      frame = frame->l;
+   }
+
+   return NULL;
+}
+
+VG_STATIC void player_replay_control_update( player_instance *player ){
+   f64 speed = 1.0;
+   f64 target = player->replay.cursor;
+
+   if( vg_getkey( SDLK_9 ) ){
+      target -= vg.time_frame_delta * speed;
+      player->replay.control = k_replay_control_scrub;
+      replay_seek( &player->replay, target );
+   }
+   if( vg_getkey( SDLK_0 ) ){
+      target += vg.time_frame_delta * speed;
+      player->replay.control = k_replay_control_scrub;
+      replay_seek( &player->replay, target );
+   }
+
+   if( vg_getkey( SDLK_7 ) )
+      player->replay.control = k_replay_control_play;
+
+   if( player->replay.control == k_replay_control_play ){
+      target += vg.time_frame_delta;
+      replay_seek( &player->replay, target );
+   }
+
+   if( vg_getkey( SDLK_8 ) ){
+      replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+
+      if( prev ){
+         /* TODO: Make gamestate_apply function / swap ... */
+         replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+         if( gs->system == k_player_subsystem_walk ){
+            memcpy( &player->_walk.state, &gs->walk, 
+                     sizeof(struct player_walk_state) );
+         }
+         else if( gs->system == k_player_subsystem_skate ){
+            memcpy( &player->_skate.state, &gs->skate, 
+                     sizeof(struct player_skate_state) );
+         }
+         player->subsystem = gs->system;
+
+         memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+         v3_copy( gs->angles, player->angles );
+         v3_copy( prev->cam_pos, player->cam.pos );
+         v3_copy( prev->cam_angles, player->cam_override_angles );
+         player->cam.fov = prev->cam_fov;
+         memcpy( &player->cam_control, &gs->cam_control, 
+                  sizeof(struct player_cam_controller) );
+
+         /* chop end off replay */
+         prev->r = NULL;
+         player->replay.statehead = prev;
+         player->replay.head = prev;
+         player->replay.cursor_frame = prev;
+         player->replay.cursor = prev->time;
+         player->replay.control = k_replay_control_none;
+         vg.time = prev->time;
+         return;
+      }
+   }
+}
+
 VG_STATIC void replay_debug_info( player_instance *player ){
    player__debugtext( 2, "replay info" );
 
@@ -125,6 +234,13 @@ VG_STATIC void replay_debug_info( player_instance *player ){
 
    player__debugtext( 1, "head @%u | tail @%u\n", head, tail );
 
+   if( replay->statehead ){
+      u32 state = (void *)replay->statehead - replay->data;
+      player__debugtext( 1, "gs @%u\n", state );
+   }
+   else
+      player__debugtext( 1, "gs @NULL\n" );
+
    f64 start = replay->cursor,
        end   = replay->cursor;
    if( replay->tail ) start = replay->tail->time;
@@ -137,7 +253,7 @@ VG_STATIC void replay_debug_info( player_instance *player ){
 }
 
 VG_STATIC void replay_imgui( player_instance *player ){
-   if( !k_replay_test ) return;
+   if( player->replay.control == k_replay_control_none ) return;
 
    replay_buffer *replay = &player->replay;
    f64 start = replay->cursor,
@@ -149,14 +265,42 @@ VG_STATIC void replay_imgui( player_instance *player ){
 
    char buffer[ 128 ];
 
+   /* mainbar */
    ui_px height = 20,
-         cwidth = 8;
+         cwidth = 2;
    ui_rect bar = { 0, vg.window_y - height, vg.window_x, height };
    ui_fill( bar, ui_colour( k_ui_bg ) );
 
+   /* cursor frame block */
+   if( replay->cursor_frame ){
+      if( replay->cursor_frame->r ){
+         f64 l = (replay->cursor_frame->r->time-replay->cursor_frame->time)/len,
+             s = (replay->cursor_frame->time - start) / len;
+         ui_rect box = { s*(f64)vg.window_x, bar[1]-2, 
+                         VG_MAX(4,(ui_px)l), bar[3]+2 };
+         ui_fill( box, ui_colour( k_ui_bg+4 ) );
+      }
+   }
+
+   /* cursor */
    ui_rect cusor = { cur * (f64)vg.window_x - (cwidth/2), bar[1], 
                      cwidth, bar[3] };
-   ui_fill( cusor, ui_colour( k_ui_bg+4 ) );
+   ui_fill( cusor, ui_colour( k_ui_bg+7 ) );
+
+   /* latest state marker */
+   if( replay->statehead ){
+      f64 t = (replay->statehead->time - start) / len;
+      ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+      ui_fill( tag, ui_colour( k_ui_green+k_ui_brighter ) );
+   }
+
+   /* previous state marker */
+   replay_frame *prev = replay_find_recent_stateframe( replay );
+   if( prev ){
+      f64 t = (prev->time - start) / len;
+      ui_rect tag = { t*(f64)vg.window_x, bar[1]-8, 2, bar[3]+8 };
+      ui_fill( tag, ui_colour( k_ui_yellow+k_ui_brighter ) );
+   }
 
    cusor[1] -= height;
    cusor[2] = 200;