#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 ){
if( dir == 0.0 ) return;
dir = vg_signf( dir );
- u32 i=0;
- for( ; i<1024; i++ ){
+ u32 i=4096;
+ while( i --> 0 ){
if( dir < 0.0 )
if( t > replay->cursor_frame->time ) break;
replay->cursor_frame = next;
replay->cursor = next->time;
- if( i == 1023 ) return;
+ 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=0;
- for( ; i<4096; i++ ){
+ 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" );
}
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,