#include "player.h"
-VG_STATIC player_instance localplayer;
+static player_instance localplayer;
VG_STATIC struct player_avatar localplayer_avatar;
VG_STATIC glmesh localplayer_meshes[3];
vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" };
int main( int argc, char *argv[] )
{
- vg_mem.use_libc_malloc = 0;
+ vg_mem.use_libc_malloc = 1;
vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
VG_STATIC int __respawn( int argc, const char *argv[] )
{
- struct respawn_point *rp = NULL, *r;
-
+ ent_spawn *rp = NULL, *r;
world_instance *world = get_active_world();
- if( argc == 1 )
- {
- for( int i=0; i<world->spawn_count; i++ )
- {
- r = &world->spawns[i];
- if( !strcmp( r->name, argv[0] ) )
- {
+ if( argc == 1 ){
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ if( !strcmp( mdl_pstr(&world->meta, r->pstr_name),argv[0] ) ){
rp = r;
break;
}
vg_warn( "No spawn named '%s'\n", argv[0] );
}
- if( !rp )
- {
+ if( !rp ){
float min_dist = INFINITY;
- for( int i=0; i<world->spawn_count; i++ )
- {
- r = &world->spawns[i];
- float d = v3_dist2( r->co, localplayer.rb.co );
+ for( u32 i=0; i<mdl_arrcount(&world->ent_spawn); i++ ){
+ r = mdl_arritm( &world->ent_spawn, i );
+ float d = v3_dist2( r->transform.co, localplayer.rb.co );
- vg_info( "Dist %s : %f\n", r->name, d );
- if( d < min_dist )
- {
+ if( d < min_dist ){
min_dist = d;
rp = r;
}
}
}
- if( !rp )
- {
+ if( !rp ){
vg_error( "No spawn found\n" );
- if( !world->spawn_count )
+ if( !mdl_arrcount(&world->ent_spawn) )
return 0;
- rp = &world->spawns[0];
+ rp = mdl_arritm( &world->ent_spawn, 0 );
}
player__spawn( &localplayer, rp );
ctx_outlaw,
ctx_jordan;
- mdl_open( &ctx_default, "models/ch_new.mdl" );
- mdl_load_metadata( &ctx_default, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_default, vg_mem.scratch );
+ mdl_open( &ctx_default, "models/ch_new.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_default, vg_mem.scratch );
+ mdl_load_mesh_block( &ctx_default, vg_mem.scratch );
mdl_close( &ctx_default );
- mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl" );
- mdl_load_metadata( &ctx_outlaw, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_outlaw, vg_mem.scratch );
+ mdl_open( &ctx_outlaw, "models/ch_outlaw.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_outlaw, vg_mem.scratch );
+ mdl_load_mesh_block( &ctx_outlaw, vg_mem.scratch );
mdl_close( &ctx_outlaw );
- mdl_open( &ctx_jordan, "models/ch_jordan.mdl" );
- mdl_load_metadata( &ctx_jordan, vg_mem.scratch );
- mdl_load_mesh_data( &ctx_jordan, vg_mem.scratch );
+ mdl_open( &ctx_jordan, "models/ch_jordan.mdl", vg_mem.scratch );
+ mdl_load_metadata_block( &ctx_jordan, vg_mem.scratch );
+ mdl_load_mesh_block( &ctx_jordan, vg_mem.scratch );
mdl_close( &ctx_jordan );
vg_acquire_thread_sync();
/* 'systems' are completely loaded now */
/* load home world */
- world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+ world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
#if 0
world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
world_link_nonlocal_gates( 0, 1 );
-#endif
world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
world_link_nonlocal_gates( 0, 2 );
+#endif
vg_console_load_autos();
}
glEnable( GL_DEPTH_TEST );
world_instance *view_world = localplayer.viewable_world;
- render_world( view_world, &main_camera );
+
+ if( view_world == NULL ){
+ glClearColor( 0.25f, 0.25f, 0.0f, 1.0f );
+ glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT );
+ return;
+ }
+
+ render_world( view_world, &main_camera, 0 );
int player_transparent = 1,
player_draw = 1;
player__render( &main_camera, &localplayer );
- render_water_texture( view_world, &main_camera );
+ render_water_texture( view_world, &main_camera, 0 );
render_fb_bind( gpipeline.fb_main );
render_water_surface( view_world, &main_camera );
- render_world_gates( view_world, &main_camera );
+
+ int depth = 1;
+ if( localplayer.gate_waiting ) depth = 0;
+ render_world_gates( view_world, &main_camera, depth );
if( player_transparent && player_draw )
render_player_transparent();
}
#endif
- //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
- if( cl_ui )
- {
- render_world_routes_ui( world );
- }
- //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
-
audio_debug_soundscapes();
render_view_framebuffer_ui();