cleanup frame saving
[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.c
index 1215f62d3f13d893114226b73fd422ebe842bcb7..79db8daf4d7a10ac55d0ff15faa31a310e02d02e 100644 (file)
@@ -222,6 +222,142 @@ VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam ){
    }
 }
 
+struct replay_rb{
+   v3f co, v, w;
+   v4f q;
+};
+
+VG_STATIC 
+void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
+   f64 delta      = 9999999.9,
+       statedelta = 9999999.9;
+
+   if( replay->head )
+      delta = vg.time - replay->head->time;
+
+   if( replay->statehead )
+      statedelta = vg.time - replay->statehead->time;
+
+   const f64 k_replay_rate = 1.0/30.0,
+             k_gamestate_rate = 0.5;
+
+   int save_frame = 0,
+       save_state = 0;
+
+   if( force_gamestate ) save_state = 1;
+   if( statedelta > k_gamestate_rate ) save_state = 1;
+   if( delta > k_replay_rate ) save_frame = 1;
+   if( save_state ) save_frame = 1;
+
+   if( !save_frame ) return;
+
+   u32 gamestate_size = 0;
+
+   if( save_state ){
+      gamestate_size = (u32 []){ 
+         [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
+         [k_player_subsystem_drive] = 0,
+         [k_player_subsystem_skate] = sizeof(struct player_skate_state),
+         [k_player_subsystem_dead ] = localplayer.ragdoll.part_count * 
+                                       sizeof(struct replay_rb)
+      }[ localplayer.subsystem ];
+   }
+   
+   replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
+
+   if( save_state ){
+      replay_gamestate *gs = replay_frame_gamestate( frame );
+      gs->system = localplayer.subsystem;
+
+      /* permanent block */
+      memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
+      memcpy( &gs->cam_control, &localplayer.cam_control, 
+               sizeof(struct player_cam_controller) );
+      v3_copy( localplayer.angles, gs->angles );
+
+      void *dst = replay_gamestate_subsystem_data( gs );
+
+      /* subsytem/dynamic block */
+      if( localplayer.subsystem == k_player_subsystem_walk )
+         memcpy( dst, &localplayer._walk.state, gamestate_size );
+      else if( localplayer.subsystem == k_player_subsystem_skate )
+         memcpy( dst, &localplayer._skate.state, gamestate_size );
+      else if( localplayer.subsystem == k_player_subsystem_dead ){
+         struct replay_rb *arr = dst;
+         for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+            rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
+            v3_copy( rb->co, arr[i].co );
+            v3_copy( rb->w, arr[i].w );
+            v3_copy( rb->v, arr[i].v );
+            v4_copy( rb->q, arr[i].q );
+         }
+      }
+   }
+
+   replay->cursor = vg.time;
+   replay->cursor_frame = frame;
+
+   player_animation *res = &frame->anim;
+   v3_zero( res->root_co );
+   q_identity( res->root_q );
+   res->type = k_player_animation_type_absolute;
+
+   struct skeleton *sk = &localplayer.playeravatar->sk;
+   skeleton_decompose_mtx_absolute( sk, res->pose );
+
+   memcpy( &frame->board_pose, &localplayer.board_pose, 
+            sizeof(localplayer.board_pose) );
+   frame->time = vg.time;
+   v3_copy( localplayer.cam.pos, frame->cam_pos );
+   v3_copy( localplayer.cam.angles, frame->cam_angles );
+   frame->cam_fov = localplayer.cam.fov;
+}
+
+VG_STATIC
+void skaterift_restore_frame( replay_frame *frame ){
+   replay_gamestate *gs = replay_frame_gamestate( frame );
+   void *src = replay_gamestate_subsystem_data( gs );
+
+   /* TODO: Move this to subsystem bindings now that its variable */
+   if( gs->system == k_player_subsystem_walk ){
+      memcpy( &localplayer._walk.state, src,
+              frame->subsystem_gamestate_size );
+   }
+   else if( gs->system == k_player_subsystem_skate ){
+      memcpy( &localplayer._skate.state, src,
+              frame->subsystem_gamestate_size );
+   }
+   else if( gs->system == k_player_subsystem_dead ){
+      player__dead_transition( &localplayer );
+      struct replay_rb *arr = src;
+
+      for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+         struct ragdoll_part *part = &localplayer.ragdoll.parts[i];
+         rigidbody *rb = &part->obj.rb;
+
+         v3_copy( arr[i].co, rb->co );
+         v3_copy( arr[i].w, rb->w );
+         v3_copy( arr[i].v, rb->v );
+         v4_copy( arr[i].q, rb->q );
+
+         v3_copy( arr[i].co, part->prev_co );
+         v4_copy( arr[i].q, part->prev_q );
+      }
+   }
+
+   localplayer.subsystem = gs->system;
+
+   memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
+   v3_copy( gs->angles, localplayer.angles );
+
+   v3_copy( frame->cam_pos, localplayer.cam.pos );
+   v3_copy( frame->cam_angles, localplayer.cam.angles );
+   localplayer.cam.fov = frame->cam_fov;
+
+   memcpy( &localplayer.cam_control, &gs->cam_control, 
+            sizeof(struct player_cam_controller) );
+}
+
 VG_STATIC void skaterift_replay_pre_update(void){
    if( skaterift.activity != k_skaterift_replay ) return;
 
@@ -251,35 +387,7 @@ VG_STATIC void skaterift_replay_pre_update(void){
       replay_frame *prev = replay_find_recent_stateframe( &skaterift.replay );
 
       if( prev ){
-         /* TODO: Make gamestate_apply function / swap ... */
-         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, src,
-                    prev->subsystem_gamestate_size );
-         }
-         else if( gs->system == k_player_subsystem_skate ){
-            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) );
-         v3_copy( gs->angles, localplayer.angles );
-
-         v3_copy( prev->cam_pos, localplayer.cam.pos );
-         v3_copy( prev->cam_angles, localplayer.cam.angles );
-         localplayer.cam.fov = prev->cam_fov;
-
-         memcpy( &localplayer.cam_control, &gs->cam_control, 
-                  sizeof(struct player_cam_controller) );
+         skaterift_restore_frame( prev );
 
          /* chop end off replay */
          prev->r = NULL;