k_logic_type_achievement = 3
};
+enum geo_type
+{
+ k_geo_type_solid = 0,
+ k_geo_type_nonsolid = 1,
+ k_geo_type_water = 2
+};
+
VG_STATIC struct gworld
{
/*
u32 indices_head;
u32 vertex_head;
- float last_notch;
-
struct route_ui_segment
{
float length;
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.
* (world_gen.h)
* --------------------------------------------------------------------------
*/
- void *dynamic_vgl;
+ void *dynamic_vgl,
+ *audio_vgl; /* sub buffer of the audio buffer */
/*
* Main world .mdl
*/
mdl_context *meta;
+ /*
+ * Materials / textures
+ */
+
+ GLuint *textures;
+ u32 texture_count;
+
+ struct world_material
+ {
+ mdl_material info;
+ mdl_submesh sm_geo,
+ sm_no_collide;
+ }
+ * materials;
+ u32 material_count;
+
/*
* Named safe places to respawn
*/
u32 audio_things_count;
/*
- * Relays, random, etc
+ * Relays
*/
- struct logic_entity
+ struct logic_relay
{
v3f pos;
- enum logic_type logic_type;
- int enabled;
- /* indexes the action array */
- u32 action_start, action_count;
+ struct relay_target
+ {
+ u32 sub_id;
+ enum classtype classtype;
+ }
+ targets[4];
+ u32 target_count;
}
- * logic_entities;
- u32 logic_entity_count;
+ * logic_relays;
+ u32 relay_count;
/*
- * Action array
+ * Box trigger entities
*/
- struct logic_action
+ struct trigger_zone
{
- u32 event, /* on trigger, on enable, etc (TODO: Enum) */
- target_id; /* thing to target, 0: self */
+ m4x3f transform, inv_transform;
+ struct relay_target target;
}
- * logic_actions;
- u32 logic_action_count;
+ * triggers;
+ u32 trigger_count;
/*
- * Box trigger entities
+ * Achievements
*/
- struct trigger_zone
+ struct logic_achievement
{
- m4x3f transform, inv_transform;
- u32 trigger_entity;
+ v3f pos;
+ const char *achievement_id;
+ u32 achieved;
}
- * triggers;
- u32 trigger_count;
+ * logic_achievements;
+ u32 achievement_count;
/*
*scene_no_collide,
*scene_lines;
+ struct grind_edge
+ {
+ v3f p0, p1;
+ }
+ *grind_edges;
+ u32 grind_edge_count;
+
/* spacial mappings */
bh_tree *audio_bh,
*trigger_bh,
- *geo_bh;
+ *geo_bh,
+ *grind_bh;
/* graphics */
+ glmesh mesh_route_lines;
+
glmesh mesh_geo,
mesh_no_collide,
- mesh_route_lines,
mesh_water;
+ mdl_submesh sm_foliage_main;
rigidbody rb_geo;
-
- /* 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;
-
- /*
- * Allocated AFTER all previous buffers are done
- * --------------------------------------------------------------------------
- */
-
- struct instance_cache
- {
- mdl_context *mdl;
- u32 pstr_file;
- }
- instance_cache[32];
- u32 instance_cache_count;
}
world;
*/
VG_STATIC int ray_hit_is_ramp( ray_hit *hit );
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit );
+VG_STATIC struct world_material *ray_hit_material( 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 );
* -----------------------------------------------------------------------------
*/
+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){
.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;
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 );
+ u32 max_size = 76*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 ];
+
+ for( int i=0; i<relay->target_count; i++ )
+ {
+ world_run_relay( &relay->targets[i] );
+ }
+}
+
+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
+ {
+ 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 }
+ };
+
+ for( int i=0; i<vg_list_size(entity_instructions); i++ )
+ {
+ struct entity_instruction *instr = &entity_instructions[i];
+
+ if( instr->classtype == rt->classtype )
+ {
+ instr->p_trigger( rt->sub_id );
+ return;
+ }
+ }
+
+ vg_error( "Don't know how to trigger classtype %d\n", rt->classtype );
}
VG_STATIC void world_update( v3f pos )
{
+ if( world.switching_to_new_world )
+ {
+ int all_stopped = 1;
+
+ 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 ) )
+ {
+ all_stopped = 0;
+ break;
+ }
+ }
+ audio_unlock();
+
+ if( all_stopped )
+ {
+ world.switching_to_new_world = 0;
+ world_unload();
+ world_load();
+ }
+ }
+
+
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 );
world_routes_debug();
#endif
- int closest = 0;
- float min_dist = INFINITY;
-
- for( int i=0; i<world.route_count; i++ )
+ if( world.route_count > 0 )
{
- float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
+ int closest = 0;
+ float min_dist = INFINITY;
- if( d < min_dist )
+ for( int i=0; i<world.route_count; i++ )
{
- min_dist = d;
- closest = i;
- }
- }
+ float d = v3_dist2( world.routes[i].scoreboard_transform[3], pos );
- if( (world.active_route_board != closest) || network_scores_updated )
- {
- network_scores_updated = 0;
- world.active_route_board = closest;
+ if( d < min_dist )
+ {
+ min_dist = d;
+ closest = i;
+ }
+ }
- struct route *route = &world.routes[closest];
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
- u32 id = route->track_id;
+ struct route *route = &world.routes[closest];
- if( id != 0xffffffff )
- {
- struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+ u32 id = route->track_id;
- for( int i=0; i<13; i++ )
+ if( id != 0xffffffff )
{
- sfd_encode( i, &local_board->data[27*i] );
+ struct netmsg_board *local_board =
+ &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( i, &local_board->data[27*i] );
+ }
}
}
}
-#if 0
- VG_STATIC int in_zone = 0;
-
- int in_zone_this_time = 0;
-
- for( int i=0; i<world.achievement_zones_count; i++ )
+ int in_trigger = 0;
+ for( int i=0; i<world.trigger_count; i++ )
{
- struct achievement_zone *zone = &world.achievement_zones[i];
+ struct trigger_zone *zone = &world.triggers[i];
v3f local;
m4x3_mulv( zone->inv_transform, pos, local );
(fabsf(local[1]) <= 1.0f) &&
(fabsf(local[2]) <= 1.0f) )
{
- in_zone_this_time = 1;
-
- if( !in_zone && zone->ptarget )
- {
- audio_lock();
- audio_player_playclip( &zone->ptarget->player,
- &zone->ptarget->temp_embedded_clip );
- audio_unlock();
- }
+ in_trigger = 1;
- if( !zone->triggered )
+ if( !world.in_trigger )
{
- steam_set_achievement( zone->name );
- steam_store_achievements();
+ world_run_relay( &zone->target );
}
-
- zone->triggered = 1;
}
vg_line_boxf_transformed( zone->transform, (boxf){{-1.0f,-1.0f,-1.0f},
0xff00ff00 );
}
- in_zone = in_zone_this_time;
-#endif
-
+ world.in_trigger = in_trigger;
sfd_update();
}
return scene_raycast( world.scene_geo, world.geo_bh, pos, dir, hit );
}
-VG_STATIC int ray_hit_is_terrain( ray_hit *hit )
+VG_STATIC struct world_material *world_tri_index_material( u32 index )
{
- u32 valid_start = 0,
- valid_end = world.sm_terrain.vertex_count;
+ for( int i=1; i<world.material_count; i++ )
+ {
+ struct world_material *mat = &world.materials[i];
+
+ if( (index >= mat->sm_geo.vertex_start) &&
+ (index < mat->sm_geo.vertex_start+mat->sm_geo.vertex_count ) )
+ {
+ return mat;
+ }
+ }
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+ /* error material */
+ return &world.materials[0];
}
-VG_STATIC int ray_hit_is_ramp( ray_hit *hit )
+VG_STATIC struct world_material *world_contact_material( rb_ct *ct )
{
- u32 valid_start = world.sm_geo_std.vertex_start,
- valid_end = world.sm_geo_vb.vertex_start;
+ return world_tri_index_material( ct->element_id );
+}
- return (hit->tri[0] >= valid_start) &&
- (hit->tri[0] < valid_end);
+VG_STATIC struct world_material *ray_hit_material( ray_hit *hit )
+{
+ return world_tri_index_material( hit->tri[0] );
}
#endif /* WORLD_H */