#include "audio.h"
#include "world.h"
-#if 0
+
+
#include "player.h"
-#else
-#include "player_interface.h"
-#include "player_device_walk.h"
-#include "player_device_skate.h"
-#include "player_device_dead.h"
-#include "player_model.h"
-
-/* temp */
-VG_STATIC player_interface localplayer;
-VG_STATIC struct player_device_walk localplayer_walk;
-VG_STATIC struct player_device_skate localplayer_skate;
-VG_STATIC struct player_device_dead localplayer_dead;
+VG_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" };
+
+
+
+
-#endif
#include "network.h"
int main( int argc, char *argv[] )
{
vg_mem.use_libc_malloc = 0;
- vg_set_mem_quota( 128*1024*1024 );
+ vg_set_mem_quota( 160*1024*1024 );
vg_enter( argc, argv, "Voyager Game Engine" );
return 0;
VG_STATIC int __kill( int argc, const char *argv[] )
{
+#if 0
player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
+#endif
return 0;
}
{
struct respawn_point *rp = NULL, *r;
+ world_instance *world = get_active_world();
+
if( argc == 1 )
{
- for( int i=0; i<world.spawn_count; i++ )
+ for( int i=0; i<world->spawn_count; i++ )
{
- r = &world.spawns[i];
+ r = &world->spawns[i];
if( !strcmp( r->name, argv[0] ) )
{
rp = r;
{
float min_dist = INFINITY;
- for( int i=0; i<world.spawn_count; i++ )
+ for( int i=0; i<world->spawn_count; i++ )
{
- r = &world.spawns[i];
+ r = &world->spawns[i];
float d = v3_dist2( r->co, localplayer.rb.co );
vg_info( "Dist %s : %f\n", r->name, d );
{
vg_error( "No spawn found\n" );
- if( !world.spawn_count )
+ if( !world->spawn_count )
return 0;
- rp = &world.spawns[0];
+ rp = &world->spawns[0];
}
- player_spawn( &localplayer, rp );
+ player__spawn( &localplayer, rp );
return 1;
}
vg_release_thread_sync();
/* FIXME: hack */
- shader_viewchar_register();
+ shader_model_character_view_register();
vg_acquire_thread_sync();
{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
+ vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
}
vg_release_thread_sync();
}
vg_loader_step( load_playermodels, NULL );
/* player setup */
- player_interface_create_player( &localplayer );
-
+ player__create( &localplayer );
player_avatar_load( &localplayer_avatar, "models/ch_new.mdl" );
- player_use_avatar( &localplayer, &localplayer_avatar );
- player_use_mesh( &localplayer, &localplayer_meshes[0] );
- player_use_device( &localplayer, &player_device_walk, &localplayer_walk );
- player_use_device( &localplayer, &player_device_skate, &localplayer_skate );
+ player__use_avatar( &localplayer, &localplayer_avatar );
+ player__use_mesh( &localplayer, &localplayer_meshes[0] );
+ player__use_texture( &localplayer, &localplayer_texture );
+ player__bind( &localplayer );
/* --------------------- */
world_audio_init();
/* 'systems' are completely loaded now */
- strcpy( world.world_name, "maps/mp_mtzero.mdl" );
- strcpy( world.world_name, "maps/mp_gridmap.mdl" );
- world_load();
+
+ /* load home world */
+ world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+
+#if 0
+ world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
+ world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
+ world_link_nonlocal_gates( 0, 1 );
+ world_link_nonlocal_gates( 0, 2 );
+#endif
+
vg_console_load_autos();
}
player_update_pre();
#endif
- player_pre_update( &localplayer );
- world_update( localplayer.rb.co );
+ player__pre_update( &localplayer );
+ world_update( get_active_world(), localplayer.rb.co );
}
}
vehicle_update_fixed();
#endif
- player_update( &localplayer );
+ player__update( &localplayer );
}
}
}
#endif
- player_post_update( &localplayer );
+ player__post_update( &localplayer );
+
+ /* FIXME: TEMP */
+ audio_lock();
+ v3f ears = { 1.0f,0.0f,0.0f };
+ m3x3_mulv( main_camera.transform, ears, ears );
+ v3_copy( ears, vg_audio.listener_ears );
+ v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+ audio_unlock();
#if 0
menu_update();
/* Draw player to window buffer and blend background ontop */
glBindFramebuffer( GL_FRAMEBUFFER, 0 );
- player_render( &small_cam, &localplayer );
+ player__render( &small_cam, &localplayer );
}
VG_STATIC void render_scene(void)
/* Draw world */
glEnable( GL_DEPTH_TEST );
- render_world( &main_camera );
-
+ world_instance *view_world = localplayer.viewable_world;
+ render_world( view_world, &main_camera );
int player_transparent = 1,
player_draw = 1;
+#if 0
+ if( (localplayer.subsystem == k_player_subsystem_dead) ||
+ (localplayer.camera_mode == k_cam_thirdperson) )
+ player_transparent = 0;
+#endif
+
if( !player_transparent && player_draw )
- player_render( &main_camera, &localplayer );
+ player__render( &main_camera, &localplayer );
+
- render_water_texture( &main_camera );
+ render_water_texture( view_world, &main_camera );
render_fb_bind( gpipeline.fb_main );
- render_water_surface( &main_camera );
- render_world_gates( &main_camera );
+ render_water_surface( view_world, &main_camera );
+ render_world_gates( view_world, &main_camera );
if( player_transparent && player_draw )
render_player_transparent();
* TODO: blend with camera from menu */
/* FIXME: TEMP!! */
- player_pre_render( &localplayer );
+ player__pre_render( &localplayer );
v3_copy( localplayer.cam.pos, main_camera.pos );
v3_copy( localplayer.cam.angles, main_camera.angles );
main_camera.farz = 2100.0f;
camera_update_transform( &main_camera );
+
+ if( localplayer.gate_waiting )
+ {
+ m3x3_mul( localplayer.basis_gate, main_camera.transform,
+ main_camera.transform );
+ }
+ else
+ {
+ m3x3_mul( localplayer.basis, main_camera.transform,
+ main_camera.transform );
+ }
+
camera_update_view( &main_camera );
camera_update_projection( &main_camera );
camera_finalize( &main_camera );
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
+
+ m4x4_copy( main_camera.mtx.pv, vg.pv );
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)main_camera.mtx.pv );
+ vg_lines_drawall();
glViewport( 0,0, vg.window_x, vg.window_y );
}
VG_STATIC void run_light_widget( struct light_widget *lw );
VG_STATIC void vg_ui(void)
{
- player_ui( &localplayer );
+ player__im_gui( &localplayer );
+ world_instance *world = get_active_world();
#if 0
menu_crap_ui();
#endif
+#if 0
if( cl_light_edit )
{
vg_uictx.cursor[0] = 10;
render_update_lighting_ub();
}
+#endif
//glPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
if( cl_ui )
{
- render_world_routes_ui();
+ render_world_routes_ui( world );
}
//glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );