#include "audio.h"
#include "world.h"
-#if 0
-#include "player.h"
-#else
+
#include "player.h"
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" };
-#if 0
-
-#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;
-#endif
-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"
{
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 );
vg_release_thread_sync();
/* FIXME: hack */
- shader_viewchar_register();
+ shader_model_character_view_register();
vg_acquire_thread_sync();
{
vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 );
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();
}
#endif
player__pre_update( &localplayer );
- world_update( localplayer.rb.co );
+ world_update( get_active_world(), localplayer.rb.co );
}
}
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();
vehicle_update_post();
/* 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( !player_transparent && player_draw )
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();
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 vg_ui(void)
{
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 );