+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
#include "common.h"
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
#ifndef WORLD_H
#define WORLD_H
#include "network.h"
#include "network_msg.h"
#include "scene.h"
-#include "terrain.h"
#include "render.h"
#include "rigidbody.h"
#include "bvh.h"
-#include "lighting.h"
#include "model.h"
-#include "traffic.h" /*TODO: -> world_traffic.h */
-
#include "shaders/terrain.h"
#include "shaders/sky.h"
#include "shaders/planeinf.h"
#include "shaders/fscolour.h"
#include "shaders/alphatest.h"
+typedef struct teleport_gate teleport_gate;
+
enum { k_max_ui_segments = 8 };
-enum { k_max_ui_splits_per_segment = 16 };
-enum { k_max_ui_elements = k_max_ui_segments*k_max_ui_splits_per_segment };
+enum { k_max_ui_elements = k_max_ui_segments };
enum { k_max_element_verts = 10 };
enum { k_max_element_indices = 20 };
enum { k_route_ui_max_verts = k_max_ui_elements*k_max_element_verts };
enum { k_route_ui_max_indices = k_max_ui_elements*k_max_element_indices };
-static struct gworld
+enum logic_type
{
- /* gameplay */
+ k_logic_type_relay = 1,
+ k_logic_type_chance = 2,
+ k_logic_type_achievement = 3
+};
+
+VG_STATIC struct gworld
+{
+ /*
+ * Allocated as system memory
+ * --------------------------------------------------------------------------
+ */
+
+ /* rendering */
+ glmesh skydome;
+ mdl_submesh dome_upper, dome_lower;
+
+ glmesh mesh_gate_surface;
+
+ double sky_time, sky_rate, sky_target_rate;
+
+ /* water rendering */
+ struct
+ {
+ struct framebuffer fbreflect, fbdepth;
+
+ boxf depthbounds;
+ int depth_computed;
+
+ float height;
+ int enabled;
+ v4f plane;
+ }
+ water;
+
+ /* split flap display */
+ struct
+ {
+ mdl_submesh *sm_module, *sm_card;
+ glmesh mesh_base, mesh_display;
+
+ u32 w, h;
+ float *buffer;
+ }
+ sfd;
+
+ /* timing bars, fixed maximum amount */
+ struct route_ui_bar
+ {
+ GLuint vao, vbo, ebo;
+
+ u32 indices_head;
+ u32 vertex_head;
+
+ struct route_ui_segment
+ {
+ float length;
+ u32 vertex_start, vertex_count,
+ index_start, index_count, notches;
+ }
+ segments[k_max_ui_segments];
+
+ u32 segment_start, segment_count, fade_start, fade_count;
+ double fade_timer_start;
+ float xpos;
+ }
+ ui_bars[16];
+
+ v3f render_gate_pos;
+ int active_route_board;
+ int in_trigger;
+
+ /* This is a small flag we use to changelevel.
+ * It will not be cleared until all sounds stop playing
+ */
+ int switching_to_new_world;
+ char world_name[ 64 ];
+
+ /*
+ * Dynamically allocated when world_load is called.
+ *
+ * the following arrays index somewhere into this linear
+ * allocator
+ *
+ * (world_gen.h)
+ * --------------------------------------------------------------------------
+ */
+ void *dynamic_vgl,
+ *audio_vgl; /* sub buffer of the audio buffer */
+
+ /*
+ * Main world .mdl
+ */
+ mdl_context *meta;
+
+ /*
+ * Named safe places to respawn
+ */
struct respawn_point
{
v3f co;
v4f q;
- char name[32];
+ const char *name;
}
- spawns[32];
+ * spawns;
u32 spawn_count;
- struct subworld_routes
+ /*
+ * Audio player entities
+ */
+ struct world_audio_thing
{
- struct route_node
- {
- v3f co, right, up, h;
- u32 next[2];
+ v3f pos;
+ float volume;
+ u32 flags;
- u32 special_type, special_id, current_refs, ref_count;
- u32 route_ids[4]; /* Gates can be linked into up to four routes */
- }
- *nodes;
+ audio_player player;
+ audio_clip temp_embedded_clip;
+ }
+ * audio_things;
+ u32 audio_things_count;
- u32 node_count,
- node_cap;
+ /*
+ * Relays
+ */
+ struct logic_relay
+ {
+ v3f pos;
- struct route
+ struct relay_target
{
- u32 track_id;
- v4f colour;
+ u32 sub_id;
+ enum classtype classtype;
+ }
+ targets[4];
+ u32 target_count;
+ }
+ * logic_relays;
+ u32 relay_count;
- u32 start;
- mdl_submesh sm;
-
- int active;
- float factive;
+ /*
+ * Box trigger entities
+ */
+ struct trigger_zone
+ {
+ m4x3f transform, inv_transform;
- double best_lap, latest_pass; /* Session */
+ struct relay_target target;
+ }
+ * triggers;
+ u32 trigger_count;
- struct
- {
- GLuint vao, vbo, ebo;
+ /*
+ * Achievements
+ */
+ struct logic_achievement
+ {
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
+ }
+ * logic_achievements;
+ u32 achievement_count;
- u32 indices_head;
- u32 vertex_head;
- float last_notch;
+ /*
+ * Routes (world_routes.h)
+ * --------------------------------------------------------------------------
+ */
+ struct route_node
+ {
+ v3f co, right, up, h;
+ u32 next[2];
- struct route_ui_segment
- {
- float length;
- u32 vertex_start, vertex_count,
- index_start, index_count, notches;
- }
- segments[k_max_ui_segments];
+ u32 special_type, special_id, current_refs, ref_count;
+ u32 route_ids[4]; /* Gates can be linked into up to four routes */
+ }
+ *nodes;
+ u32 node_count;
- u32 segment_start, segment_count, fade_start, fade_count;
- double fade_timer_start;
- float xpos;
- }
- ui;
+ struct route
+ {
+ u32 track_id;
+ v4f colour;
- m4x3f scoreboard_transform;
- }
- *routes;
+ u32 start;
+ mdl_submesh sm;
+
+ int active;
+ float factive;
- double last_interaction;
+ double best_lap, latest_pass; /* Session */
- u32 route_count,
- route_cap;
+ m4x3f scoreboard_transform;
+ }
+ *routes;
+ u32 route_count;
- struct route_gate
- {
- struct teleport_gate
- {
- v3f co[2];
- v4f q[2];
- v2f dims;
-
- m4x3f to_world, recv_to_world, transport;
- }
- gate;
-
- u32 node_id;
-
- struct route_timing
- {
- u32 version; /* Incremented on every teleport */
- double time;
- }
- timing;
- }
- *gates;
+ struct route_gate
+ {
+ struct teleport_gate
+ {
+ v3f co[2];
+ v4f q[2];
+ v2f dims;
- struct route_collector
- {
- struct route_timing timing;
+ m4x3f to_world, recv_to_world, transport;
}
- *collectors;
-
- u32 gate_count,
- gate_cap,
- collector_count,
- collector_cap;
+ gate;
- u32 active_gate,
- current_run_version;
+ u32 node_id;
- scene scene_lines;
+ struct route_timing
+ {
+ u32 version; /* Incremented on every teleport */
+ double time;
+ }
+ timing;
}
- routes;
+ *gates;
+ u32 gate_count;
- struct subworld_sfd
+ struct route_collector
{
- scene mesh;
- mdl_submesh *sm_module, *sm_card;
- glmesh temp;
-
- struct sfd_instance
- {
- float *buffer;
-
- u32 w,h;
- }
- tester;
+ struct route_timing timing;
}
- sfd;
+ *collectors;
+ u32 collector_count;
- /* Paths */
- traffic_node traffic[128];
- u32 traffic_count;
-#if 0
- traffic_driver van_man[6];
-#endif
-
- /* Physics */
-
- /* Rendering & geometry */
- scene geo, foliage;
- rigidbody rb_geo;
+ /* logic
+ * ----------------------------------------------------
+ */
- /* TODO Maybe make this less hardcoded */
- mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
- sm_foliage_main, sm_foliage_alphatest,
- sm_graffiti, sm_subworld, sm_terrain;
+ u32 active_gate,
+ current_run_version;
+ double time, rewind_from, rewind_to, last_use;
- glmesh skybox, skydome;
- mdl_submesh dome_upper, dome_lower;
+ /* world geometry */
+ scene *scene_geo,
+ *scene_no_collide,
+ *scene_lines;
- glmesh cars;
- mdl_submesh car_holden;
+ /* spacial mappings */
+ bh_tree *audio_bh,
+ *trigger_bh,
+ *geo_bh;
- /* Load time */
+ /* graphics */
+ glmesh mesh_geo,
+ mesh_no_collide,
+ mesh_route_lines,
+ mesh_water;
- struct instance_cache
- {
- mdl_header *mdl;
- u32 pstr_file;
- }
- * instance_cache;
- u32 instance_cache_count,
- instance_cache_cap;
+ rigidbody rb_geo;
+
+ /* TODO Maybe make this less hardcoded...
+ * im on it, boss*/
+ mdl_submesh sm_geo_std_oob, sm_geo_std, sm_geo_vb,
+ sm_foliage_main, sm_foliage_alphatest,
+ sm_graffiti, sm_subworld, sm_terrain;
- v3f render_gate_pos;
- int active_route_board;
}
world;
+
/*
* API
*/
-static int ray_hit_is_ramp( ray_hit *hit );
-static int ray_hit_is_terrain( ray_hit *hit );
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
-static int ray_world( v3f pos, v3f dir, ray_hit *hit );
+VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
+VG_STATIC int ray_hit_is_terrain( ray_hit *hit );
+VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] );
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit );
/*
* Submodules
*/
+
#include "world_routes.h"
#include "world_sfd.h"
#include "world_render.h"
* -----------------------------------------------------------------------------
*/
-static int world_init(void)
+VG_STATIC int world_stop_sound( int argc, const char *argv[] )
+{
+ /*
+ * None of our world audio runs as one shots, they always have a player.
+ * Therefore it is safe to delete clip data after the players are
+ * disconnected
+ */
+ audio_lock();
+ for( int i=0; i<world.audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world.audio_things[i];
+
+ if( audio_player_is_playing( &at->player ) )
+ {
+ u32 cflags = audio_player_get_flags( &at->player );
+ audio_player_set_flags( &at->player, cflags | AUDIO_FLAG_KILL );
+ }
+ }
+ audio_unlock();
+
+ return 0;
+}
+
+VG_STATIC int world_change_world( int argc, const char *argv[] )
+{
+ if( argc == 0 )
+ {
+ vg_info( "%s\n", world.world_name );
+ return 0;
+ }
+ else
+ {
+ vg_info( "Switching world...\n" );
+ strcpy( world.world_name, argv[0] );
+ world.switching_to_new_world = 1;
+ world_stop_sound( 0, NULL );
+ }
+
+ return 0;
+}
+
+VG_STATIC void world_init(void)
{
+ vg_convar_push( (struct vg_convar){
+ .name = "water_enable",
+ .data = &world.water.enabled,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 0
+ });
+
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world_stop_sound",
+ .function = world_stop_sound
+ });
+
+ vg_function_push( (struct vg_cmd)
+ {
+ .name = "world",
+ .function = world_change_world
+ });
+
+ world.sky_rate = 1.0;
+ world.sky_target_rate = 1.0;
+
shader_terrain_register();
shader_sky_register();
shader_planeinf_register();
shader_alphatest_register();
vg_info( "Loading world resources\n" );
+
+ vg_linear_clear( vg_mem.scratch );
+ mdl_context *msky = mdl_load_full( vg_mem.scratch, "models/rs_skydome.mdl" );
- mdl_header *mcars = mdl_load( "models/rs_cars.mdl" );
- mdl_node *nholden = mdl_node_from_name( mcars, "holden" );
- world.car_holden = *mdl_node_submesh( mcars, nholden, 0 );
-
- mdl_header *msky = mdl_load("models/rs_skydome.mdl");
mdl_node *nlower = mdl_node_from_name( msky, "dome_lower" ),
*nupper = mdl_node_from_name( msky, "dome_upper" );
world.dome_lower = *mdl_node_submesh( msky, nlower, 0 );
world.dome_upper = *mdl_node_submesh( msky, nupper, 0 );
- /* TODO: cleanup resource acquisition */
- if( !mcars || !msky )
+ vg_acquire_thread_sync();
{
- free( mcars );
- free( msky );
- return 0;
+ mdl_unpack_glmesh( msky, &world.skydome );
}
+ vg_release_thread_sync();
- if( vg_acquire_thread_sync(1) )
- {
- if( !mdl_unpack_glmesh( mcars, &world.cars ) )
- {
- free( mcars );
- free( msky );
- vg_release_thread_sync(1);
- return 0;
- }
+ /* Other systems */
+ vg_info( "Loading other world systems\n" );
- if( !mdl_unpack_glmesh( msky, &world.skydome ) )
- {
- mesh_free( &world.cars );
- free( mcars );
- free( msky );
- vg_release_thread_sync(1);
- return 0;
- }
+ vg_loader_highwater( world_render_init, NULL, NULL );
+ vg_loader_highwater( world_sfd_init, NULL, NULL );
+ vg_loader_highwater( world_water_init, NULL, NULL );
+ vg_loader_highwater( world_gates_init, NULL, NULL );
+ vg_loader_highwater( world_routes_init, NULL, NULL );
+
+ /* Allocate dynamic world memory arena */
+ u32 max_size = 72*1024*1024;
+ world.dynamic_vgl = vg_create_linear_allocator( vg_mem.rtmemory, max_size,
+ VG_MEMORY_SYSTEM );
+}
+
+VG_STATIC void world_audio_init(void)
+{
+ u32 size = vg_linear_remaining( vg_audio.audio_pool )
+ - sizeof(vg_linear_allocator);
+
+ world.audio_vgl = vg_create_linear_allocator( vg_audio.audio_pool,
+ size, VG_MEMORY_SYSTEM );
+}
+
+VG_STATIC void world_trigger_achievement( u32 uid )
+{
+ struct logic_achievement *ach = &world.logic_achievements[ uid ];
+
+ if( ach->achieved )
+ return;
+
+ steam_set_achievement( ach->achievement_id );
+ steam_store_achievements();
+
+ ach->achieved = 1;
+}
+
+VG_STATIC void world_run_relay( struct relay_target *rt );
+VG_STATIC void world_trigger_relay( u32 uid )
+{
+ struct logic_relay *relay = &world.logic_relays[ uid ];
- vg_release_thread_sync(1);
+ for( int i=0; i<relay->target_count; i++ )
+ {
+ world_run_relay( &relay->targets[i] );
}
- else
+}
+
+VG_STATIC void world_trigger_audio( u32 uid )
+{
+ struct world_audio_thing *wat = &world.audio_things[ uid ];
+
+ audio_lock();
+ audio_player_playclip( &wat->player,
+ &wat->temp_embedded_clip );
+ audio_unlock();
+}
+
+VG_STATIC void world_run_relay( struct relay_target *rt )
+{
+ struct entity_instruction
{
- free(mcars);
- free(msky);
- return 0;
+ enum classtype classtype;
+ void (*p_trigger)( u32 uid );
}
+ entity_instructions[] =
+ {
+ { k_classtype_logic_achievement, world_trigger_achievement },
+ { k_classtype_logic_relay, world_trigger_relay },
+ { k_classtype_audio, world_trigger_audio }
+ };
- free(mcars);
- free(msky);
+ for( int i=0; i<vg_list_size(entity_instructions); i++ )
+ {
+ struct entity_instruction *instr = &entity_instructions[i];
- vg_info( "Loading other world systems\n" );
+ if( instr->classtype == rt->classtype )
+ {
+ instr->p_trigger( rt->sub_id );
+ return;
+ }
+ }
- if( !vg_loader_highwater( (void *)mesh_free, &world.cars ) ) return 0;
- if( !vg_loader_highwater( (void *)mesh_free, &world.skydome ) ) return 0;
+ vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
+}
- /* Other systems */
+VG_STATIC void world_update( v3f pos )
+{
+ if( world.switching_to_new_world )
+ {
+ int all_stopped = 1;
- if( !world_render_init() ) return 0;
- if( !vg_loader_highwater( world_render_free, NULL ) ) return 0;
+ audio_lock();
+ for( int i=0; i<world.audio_things_count; i++ )
+ {
+ struct world_audio_thing *at = &world.audio_things[i];
- if( !world_sfd_init() ) return 0;
- if( !vg_loader_highwater( world_sfd_free, NULL ) ) return 0;
+ if( audio_player_is_playing( &at->player ) )
+ {
+ all_stopped = 0;
+ break;
+ }
+ }
+ audio_unlock();
- if( !world_water_init() ) return 0;
- if( !vg_loader_highwater( world_water_free, NULL ) ) return 0;
+ if( all_stopped )
+ {
+ world.switching_to_new_world = 0;
+ world_unload();
+ world_load();
+ }
+ }
- if( !world_gates_init() ) return 0;
- if( !vg_loader_highwater( world_gates_free, NULL ) ) return 0;
- if( !world_routes_init() ) return 0;
- if( !vg_loader_highwater( world_routes_free, NULL ) ) return 0;
- return 1;
-}
+ world.sky_time += world.sky_rate * vg.time_delta;
+ world.sky_rate = vg_lerp( world.sky_rate, world.sky_target_rate,
+ vg.time_delta * 5.0 );
-static void world_update( v3f pos )
-{
world_routes_update();
+#if 0
world_routes_debug();
+#endif
int closest = 0;
float min_dist = INFINITY;
- for( int i=0; i<world.routes.route_count; i++ )
+ for( int i=0; i<world.route_count; i++ )
{
- float d = v3_dist2( world.routes.routes[i].scoreboard_transform[3], pos );
+ float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
if( d < min_dist )
{
{
network_scores_updated = 0;
world.active_route_board = closest;
- struct subworld_sfd *sfd = &world.sfd;
- struct route *route = &world.routes.routes[closest];
+ struct route *route = &world.routes[closest];
u32 id = route->track_id;
for( int i=0; i<13; i++ )
{
- sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ sfd_encode( i, &local_board->data[27*i] );
}
}
}
-
- sfd_update( &world.sfd.tester );
-#if 0
- rb_solver_reset();
- rb_build_manifold_terrain_sphere( &world.mr_ball );
-
- for( int i=0; i<5; i++ )
- rb_solve_contacts( rb_contact_buffer, rb_contact_count );
+ int in_trigger = 0;
+ for( int i=0; i<world.trigger_count; i++ )
+ {
+ struct trigger_zone *zone = &world.triggers[i];
+
+ v3f local;
+ m4x3_mulv( zone->inv_transform, pos, local );
+
+ if( (fabsf(local[0]) <= 1.0f) &&
+ (fabsf(local[1]) <= 1.0f) &&
+ (fabsf(local[2]) <= 1.0f) )
+ {
+ in_trigger = 1;
- rb_iter( &world.mr_ball );
- rb_update_transform( &world.mr_ball );
- rb_debug( &world.mr_ball, 0 );
+ if( !world.in_trigger )
+ {
+ world_run_relay( &zone->target );
+ }
+ }
- for( int i=0; i<vg_list_size(world.van_man); i++ )
- {
- traffic_drive( &world.van_man[i] );
- traffic_visualize_car( &world.van_man[i] );
+ vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
+ { 1.0f, 1.0f, 1.0f}},
+ 0xff00ff00 );
}
-#endif
+
+ world.in_trigger = in_trigger;
+ sfd_update();
}
/*
* -----------------------------------------------------------------------------
*/
-static void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
+VG_STATIC void ray_world_get_tri( ray_hit *hit, v3f tri[3] )
{
for( int i=0; i<3; i++ )
- v3_copy( world.geo.verts[ hit->tri[i] ].co, tri[i] );
+ v3_copy( world.scene_geo->arrvertices[ hit->tri[i] ].co, tri[i] );
}
-static int ray_world( v3f pos, v3f dir, ray_hit *hit )
+VG_STATIC int ray_world( v3f pos, v3f dir, ray_hit *hit )
{
- return scene_raycast( &world.geo, pos, dir, hit );
+ return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
}
-static int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
{
u32 valid_start = 0,
valid_end = world.sm_terrain.vertex_count;
(hit->tri[0] < valid_end);
}
-static int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC int ray_hit_is_ramp( ray_hit *hit )
{
u32 valid_start = world.sm_geo_std.vertex_start,
valid_end = world.sm_geo_vb.vertex_start;