nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / skaterift.c
index 7b1d1d15dbcc723067562329187f0bff4676e56f..eb69bc7c18a1af50a71d3a9001044a3dcc9b8c3f 100644 (file)
 #include "audio.h"
 #include "world.h"
 #include "font.h"
-
-
 #include "player.h"
-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" };
 
-player_instance *tmp_localplayer(void)
-{
-   return &localplayer;
-}
-
 #include "network.h"
 #include "menu.h"
 #include "vehicle.h"
 
-static int cl_ui      = 1,
-           cl_light_edit = 0;
-
 #define DEV_AARON
 #ifdef DEV_AARON
 static rb_object aaron={
@@ -63,98 +53,14 @@ VG_STATIC void highscores_save_at_exit(void)
 
 VG_STATIC void vg_launch_opt(void)
 {
-
-}
-
-VG_STATIC int __kill( int argc, const char *argv[] )
-{
-#if 0
-   player_use_device( &localplayer, &player_device_dead, &localplayer_dead );
-#endif
-   return 0;
-}
-
-VG_STATIC int __respawn( int argc, const char *argv[] )
-{
-   ent_spawn *rp = NULL, *r;
-   world_instance *world = get_active_world();
-
-   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;
-         }
-      }
-
-      if( !rp )
-         vg_warn( "No spawn named '%s'\n", argv[0] );
-   }
-
-   if( !rp ){
-      float min_dist = INFINITY;
-
-      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 );
-         
-         if( d < min_dist ){
-            min_dist = d;
-            rp = r;
-         }
-      }
-   }
-
-   if( !rp ){
-      vg_error( "No spawn found\n" );
-
-      if( !mdl_arrcount(&world->ent_spawn) )
-         return 0;
-
-      rp = mdl_arritm( &world->ent_spawn, 0 );
-   }
-
-   player__spawn( &localplayer, rp );
-   return 1;
 }
 
 VG_STATIC void vg_preload(void)
 {
    g_conf_init();
 
-   common_var_temp();
-
-   vg_var_push( (struct vg_var){
-      .name = "cl_ui",
-      .data = &cl_ui,
-      .data_type = k_var_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 0
-   });
-
-   vg_var_push( (struct vg_var){
-      .name = "ledit",
-      .data = &cl_light_edit,
-      .data_type = k_var_dtype_i32,
-      .opt_i32 = { .min=0, .max=1, .clamp=1 },
-      .persistent = 0
-   });
-
-   vg_function_push( (struct vg_cmd) {
-      .name = "respawn",
-      .function = __respawn,
-      //.poll_suggest = reset_player_poll
-   });
-
-   vg_function_push( (struct vg_cmd) {
-      .name = "ded",
-      .function = __kill,
-      //.poll_suggest = reset_player_poll
-   });
-
 vg_info(" Copyright  .        . .       -----, ,----- ,---.   .---.  \n" );
-vg_info(" 2021-2022  |\\      /| |           /  |      |    | |    /| \n" );
+vg_info(" 2021-2023  |\\      /| |           /  |      |    | |    /| \n" );
 vg_info("            | \\    / | +--        /   +----- +---'  |   / | \n" );
 vg_info("            |  \\  /  | |         /    |      |   \\  |  /  | \n" );
 vg_info("            |   \\/   | |        /     |      |    \\ | /   | \n" );
@@ -233,14 +139,13 @@ VG_STATIC void vg_load(void)
    vg_loader_step( render_init, NULL );
    vg_loader_step( menu_init, NULL );
    vg_loader_step( world_init, NULL );
+   vg_loader_step( vehicle_init, NULL );
    vg_loader_step( font3d_init, NULL );
 
    font3d_load( &world_global.font, "models/rs_font.mdl", vg_mem.rtmemory );
 
-   //vg_loader_step( player_init, NULL );
-   vg_loader_step( vehicle_init, NULL );
-   //
-   //vg_loader_step( player_model_init, NULL );
+   vg_loader_step( player_init, NULL );
+   vg_loader_step( player_ragdoll_init, NULL );
    
    /* ----------------- */
    vg_loader_step( load_playermodels, NULL );
@@ -261,8 +166,8 @@ VG_STATIC void vg_load(void)
    /* 'systems' are completely loaded now */
 
    /* load home world */
-   world_load( &world_global.worlds[0], "maps/mp_gridmap.mdl" );
-   //world_load( &world_global.worlds[0], "maps/mp_mtzero.mdl" );
+   world_load( 0, "maps/mp_spawn.mdl" );
+   world_load( 1, "maps/mp_mtzero.mdl" );
 
 #if 0
    world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
@@ -276,7 +181,8 @@ VG_STATIC void vg_load(void)
 
 VG_STATIC void vg_start(void)
 {
-   __respawn( 1, (const char *[]){ "start" } );
+   localplayer.viewable_world = get_active_world();
+   localplayer_cmd_respawn( 1, (const char *[]){ "start" } );
 }
 
 VG_STATIC void draw_origin_axis(void)
@@ -338,82 +244,19 @@ VG_STATIC void vg_update_post(void)
 {
    if( vg.is_loaded ){
       player__post_update( &localplayer );
-      
-      float inr3 = 0.57735027,
-            inr2 = 0.70710678118;
-
-      v3f sample_directions[] = {
-         { -1.0f,  0.0f,  0.0f },
-         {  1.0f,  0.0f,  0.0f },
-         {  0.0f,  0.0f,  1.0f },
-         {  0.0f,  0.0f, -1.0f },
-         {  0.0f,  1.0f,  0.0f },
-         {  0.0f, -1.0f,  0.0f },
-         { -inr3,  inr3,  inr3 },
-         {  inr3,  inr3,  inr3 },
-         { -inr3,  inr3, -inr3 },
-         {  inr3,  inr3, -inr3 },
-         { -inr2,  0.0f,  inr2 },
-         {  inr2,  0.0f,  inr2 },
-         { -inr2,  0.0f, -inr2 },
-         {  inr2,  0.0f, -inr2 },
-      };
-
-      static int si = 0;
-      static float distances[16];
-
-      ray_hit ray;
-      ray.dist = 5.0f;
-
-      v3f rc, rd, ro;
-      v3_copy( sample_directions[ si ], rd );
-      v3_add( localplayer.rb.co, (v3f){0.0f,1.5f,0.0f}, ro );
-      v3_copy( ro, rc );
-
-      float dist = 200.0f;
-
-      for( int i=0; i<10; i++ ){
-         if( ray_world( get_active_world(), rc, rd, &ray ) ){
-            dist = (float)i*5.0f + ray.dist;
-            break;
-         }
-         else{
-            v3_muladds( rc, rd, ray.dist, rc );
-         }
-      }
-
-      distances[si] = dist;
 
+      float dist;
+      int sample_index;
+      world_audio_sample_distances( localplayer.rb.co, &sample_index, &dist );
 
-      for( int i=0; i<14; i++ ){
-         if( distances[i] != 200.0f ){
-            u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
-                              VG__CYAN, VG__YELOW, VG__PINK,
-                              VG__WHITE };
-
-            u32 colour = colours[i%7];
-
-            v3f p1;
-            v3_muladds( ro, sample_directions[i], distances[i], p1 );
-            vg_line( ro, p1, colour );
-            vg_line_pt3( p1, 0.1f, colour );
-         }
-      }
-
-      si ++;
-      if( si >= 14 )
-         si = 0;
-
-      /* FIXME: TEMP */
       audio_lock();
-      vg_dsp.echo_distances[si] = dist;
+      vg_dsp.echo_distances[sample_index] = dist;
 
       v3f ears = { 1.0f,0.0f,0.0f };
       m3x3_mulv( main_camera.transform, ears, ears );
       v3_copy( ears, vg_audio.external_listener_ears );
       v3_copy( main_camera.transform[3], vg_audio.external_listener_pos );
 
-      /* TODO: this is transformed back and fourth twice. */
       if( localplayer.gate_waiting ){
          m4x3_mulv( localplayer.gate_waiting->transport,
                     vg_audio.external_listener_pos, 
@@ -522,18 +365,22 @@ VG_STATIC void render_scene(void)
       return;
    }
 
+   world_prerender( view_world );
    render_world( view_world, &main_camera, 0 );
 
    render_water_texture( view_world, &main_camera, 0 );
    render_fb_bind( gpipeline.fb_main, 1 );
    render_water_surface( view_world, &main_camera );
+}
+
+VG_STATIC void render_scene_gate_subview(void)
+{
+   render_fb_bind( gpipeline.fb_main, 1 );
+   world_instance *view_world = localplayer.viewable_world;
 
    int depth = 1;
    if( localplayer.gate_waiting ) depth = 0;
    render_world_gates( view_world, &main_camera, depth );
-
-   if( !cl_menu )
-      render_player_transparent();
 }
 
 VG_STATIC void render_main_game(void)
@@ -589,12 +436,14 @@ VG_STATIC void render_main_game(void)
    render_scene();
 
    if( cl_menu ) {
-      glClear( GL_DEPTH_BUFFER_BIT );
+      //glClear( GL_DEPTH_BUFFER_BIT );
       menu_render_bg();
       glEnable( GL_DEPTH_TEST );
-      render_player_transparent();
    }
 
+   render_player_transparent();
+   render_scene_gate_subview();
+
    present_view_with_post_processing();
 
    if( cl_menu )