X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=0339a8d889f87c0faa08bf6b2443cf2bba9e783b;hb=bc40c302f1b8313bdd3c773fcfa2f850511c4634;hp=ee799d072e073c0d80270a8c2a8f464eb1fd9486;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index ee799d0..0339a8d 100644 --- a/player.c +++ b/player.c @@ -4,10 +4,41 @@ #include "player.h" #include "camera.h" #include "player_model.h" +#include "input.h" + +VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] ) +{ + ent_spawn *rp = NULL, *r; + world_instance *world = localplayer.viewable_world; + + if( argc == 1 ){ + rp = world_find_spawn_by_name( world, argv[0] ); + } + else if( argc == 0 ){ + rp = world_find_closest_spawn( world, localplayer.rb.co ); + } + + if( !rp ) + return 0; + + player__spawn( &localplayer, rp ); + return 1; +} + +VG_STATIC void player_init(void) +{ + for( u32 i=0; iinput_js1h = vg_create_named_input( "steer-h", k_input_type_axis ); - inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis ); - inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm); - inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis ); - inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis ); - inst->input_jump = vg_create_named_input( "jump", k_input_type_button ); - inst->input_push = vg_create_named_input( "push", k_input_type_button ); - inst->input_walk = vg_create_named_input( "walk", k_input_type_button ); - inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis ); - inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis ); - inst->input_use = vg_create_named_input( "use", k_input_type_button ); - inst->input_reset= vg_create_named_input( "reset", k_input_type_button ); - inst->input_camera=vg_create_named_input( "camera", k_input_type_button ); - inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button ); - inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button ); - inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button ); - - const char *default_cfg[] = - { - "bind steer-h gp-ls-h", - "bind -steer-h a", - "bind +steer-h d", - - "bind steer-v gp-ls-v", - "bind -steer-v w", - "bind +steer-v s", - - "bind grab gp-rt", - "bind +grab shift", - "bind grab-h gp-rs-h", - "bind grab-v gp-rs-v", - - "bind jump space", - "bind jump gp-a", - - "bind trick0 mouse1", - "bind trick0 gp-a", - "bind trick1 mouse2", - "bind trick1 gp-b", - "bind trick2 gp-x", /* keyboard: m0 + m1 */ - - "bind push gp-b", - "bind push w", - - "bind walk shift", - "bind walk gp-ls", - - "bind walk-h gp-ls-h", - "bind walk-v -gp-ls-v", - "bind +walk-h d", - "bind -walk-h a", - "bind +walk-v w", - "bind -walk-v s", - - "bind reset gp-lb", - "bind reset r", - - "bind use gp-y", - "bind use e", - "bind camera c" - }; - - for( int i=0; irb.co ); v3_zero( inst->rb.w ); v3_zero( inst->rb.v ); q_identity( inst->rb.q ); m4x3_identity( inst->rb.to_world ); m4x3_identity( inst->rb.to_local ); + + inst->rewind_length = 0; + inst->rewind_buffer = + vg_linear_alloc( vg_mem.rtmemory, + sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES ); + } /* @@ -113,33 +86,94 @@ void player__use_avatar( player_instance *player, struct player_avatar *av ) } PLAYER_API -void player__use_mesh( player_instance *player, glmesh *mesh ) +void player__use_model( player_instance *player, struct player_model *mdl ) { - player->playermesh = mesh; -} - -PLAYER_API -void player__use_texture( player_instance *player, vg_tex2d *tex ) -{ - player->playertex = tex; + player->playermodel = mdl; } PLAYER_API void player__bind( player_instance *player ) { - player__skate_bind( player ); - player__walk_bind( player ); + for( u32 i=0; irewind_length < PLAYER_REWIND_FRAMES ){ + struct rewind_frame *fr = + &player->rewind_buffer[ player->rewind_length ++ ]; + + v2_copy( player->cam.angles, fr->ang ); + v3_copy( player->cam.pos, fr->pos ); + + if( player->rewind_length >= 2 ){ + player->rewind_total_length += + v3_dist( player->rewind_buffer[player->rewind_length-1].pos, + player->rewind_buffer[player->rewind_length-2].pos ); + } + } +} + PLAYER_API void player__pre_update( player_instance *player ) { - if( vg_input_button_down( player->input_camera ) ) - { + if( player->rewinding ){ + return; + } + + if( button_down( k_srbind_reset ) && !player->immobile ){ + double delta = world_global.time - world_global.last_use; + + if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){ + player->rewinding = 1; + player->rewind_sound_wait = 1; + player->rewind_time = (double)player->rewind_length - 0.0001; + player_save_rewind_frame( player ); + + audio_lock(); + audio_oneshot( &audio_rewind[0], 1.0f, 0.0f ); + audio_unlock(); + + /* based on testing. DONT CHANGE! + * + * time taken: y = (x^(4/5)) * 74.5 + * inverse : x = (2/149)^(4/5) * y^(4/5) + */ + + float constant = powf( 2.0f/149.0f, 4.0f/5.0f ), + curve = powf( player->rewind_total_length, 4.0f/5.0f ); + + player->rewind_predicted_time = constant * curve; + player->rewind_start = vg.time; + player->subsystem = player->subsystem_gate; + player->rb = player->rb_gate_storage; + v3_copy( player->angles_storage, player->angles ); + + if( _player_restore[ player->subsystem ] ) + _player_restore[ player->subsystem ]( player ); + } + else{ + if( player->subsystem == k_player_subsystem_dead ){ + localplayer_cmd_respawn( 0, NULL ); + } + else{ + /* cant do that */ + audio_lock(); + audio_oneshot( &audio_rewind[4], 1.0f, 0.0f ); + audio_unlock(); + } + } + } + + if( button_down( k_srbind_camera ) && !player->immobile ){ if( player->camera_mode == k_cam_firstperson ) player->camera_mode = k_cam_thirdperson; else @@ -153,6 +187,9 @@ void player__pre_update( player_instance *player ) PLAYER_API void player__update( player_instance *player ) { + if( player->rewinding ) + return; + if( _player_update[ player->subsystem ] ) _player_update[ player->subsystem ]( player ); } @@ -160,8 +197,66 @@ void player__update( player_instance *player ) PLAYER_API void player__post_update( player_instance *player ) { + if( player->rewinding ) + return; + if( _player_post_update[ player->subsystem ] ) _player_post_update[ player->subsystem ]( player ); + + if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){ + player->rewind_accum += vg.time_frame_delta; + + if( player->rewind_accum > 0.25f ){ + player->rewind_accum -= 0.25f; + player_save_rewind_frame( player ); + } + } +} + +/* + * Applies gate transport to a player_interface + */ +PLAYER_API +void player__pass_gate( player_instance *player, ent_gate *gate ) +{ + world_routes_fracture( get_active_world(), gate, + player->rb.co, player->rb.v ); + + player->gate_waiting = gate; + world_routes_activate_entry_gate( get_active_world(), gate ); + + m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); + m3x3_mulv( gate->transport, player->cam_velocity_smooth, + player->cam_velocity_smooth ); + + m3x3_copy( player->basis, player->basis_gate ); + + v4f q; + m3x3_q( gate->transport, q ); + q_mul( q, player->qbasis, player->qbasis ); + q_normalize( player->qbasis ); + q_m3x3( player->qbasis, player->basis ); + m3x3_transpose( player->basis, player->invbasis ); + + player->subsystem_gate = player->subsystem; + player->rb_gate_storage = player->rb; + v3_copy( player->angles, player->angles_storage ); + player->rewind_length = 0; + player->rewind_total_length = 0.0f; + player->rewind_gate = gate; + player->rewind_accum = 0.0f; + + m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos ); + player_save_rewind_frame( player ); + + if( gate->type == k_gate_type_nonlocel ) + world_global.active_world = gate->target; + + world_global.in_volume = 0; + + audio_lock(); + audio_oneshot( &audio_gate_pass, 1.0f, 0.0f ); + audio_unlock(); } VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) @@ -184,7 +279,7 @@ VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) } __attribute__ ((deprecated)) -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d ) { v3_copy( angles, d ); return; @@ -198,105 +293,9 @@ VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); } -/* - * Applies gate transport to a player_interface - */ -PLAYER_API -void player__pass_gate( player_instance *player, struct gate_hit *hit ) -{ - player->gate_waiting = hit->gate; - - m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); - - m3x3_copy( player->basis, player->basis_gate ); - - v4f q; - m3x3_q( hit->gate->transport, q ); - q_mul( q, player->qbasis, player->qbasis ); - q_normalize( player->qbasis ); - q_m3x3( player->qbasis, player->basis ); - m3x3_transpose( player->basis, player->invbasis ); - - if( hit->nonlocal ) - world_global.active_world = hit->nonlocal->target_map_index; -} - -VG_STATIC void player__pre_render( player_instance *player ) -{ - if( _player_animate[ player->subsystem ] ) - { - player_animation res; - _player_animate[ player->subsystem ]( player, &res ); - - /* TODO: eventually, blending code goes here */ - - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); - - struct skeleton *sk = &player->playeravatar->sk; - - if( player->holdout_time > 0.0f ) - { - skeleton_lerp_pose( sk, res.pose, player->holdout_pose, - player->holdout_time, res.pose ); - player->holdout_time -= vg.frame_delta * 2.0f; - } - - skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik ); - skeleton_apply_ik_pass( sk ); - skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only ); - skeleton_apply_inverses( sk ); - skeleton_apply_transform( sk, transform ); - -#if 0 - skeleton_debug( sk ); -#endif - } - - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); - - struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.55f}, - vp1 = {0.0f,0.1f,-0.55f}; - - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 ); - m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 ); - - player__cam_iterate( player ); -} - -PLAYER_API void player__render( camera *cam, player_instance *player ) -{ - shader_model_character_view_use(); - vg_tex2d_bind( player->playertex, 0 ); - shader_model_character_view_uTexMain( 0 ); - shader_model_character_view_uCamera( cam->transform[3] ); - shader_model_character_view_uPv( cam->mtx.pv ); - - world_instance *world = get_active_world(); - world_link_lighting_ub( world, _shader_model_character_view.id ); - world_bind_position_texture( world, _shader_model_character_view.id, - _uniform_model_character_view_g_world_depth, 2 ); - world_bind_light_array( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsArray, 3 ); - world_bind_light_index( world, _shader_model_character_view.id, - _uniform_model_character_view_uLightsIndex, 4 ); - - glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms, - player->playeravatar->sk.bone_count, - 0, - (float *)player->playeravatar->sk.final_mtx ); - - mesh_bind( player->playermesh ); - mesh_draw( player->playermesh ); -} - PLAYER_API void player__im_gui( player_instance *player ) { +#if 0 vg_uictx.cursor[0] = vg.window_x - 200; vg_uictx.cursor[1] = 0; vg_uictx.cursor[2] = 200; @@ -314,12 +313,14 @@ PLAYER_API void player__im_gui( player_instance *player ) b[2].co[1] = vg_uictx.cursor[1]; b[3].co[1] = vg_uictx.cursor[1]; +#endif } +VG_STATIC void global_skateshop_exit(void); PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) + ent_spawn *rp ) { - v3_copy( rp->co, player->rb.co ); + v3_copy( rp->transform.co, player->rb.co ); v3_zero( player->rb.v ); v3_zero( player->rb.w ); q_identity( player->rb.q ); @@ -330,7 +331,10 @@ PLAYER_API void player__spawn( player_instance *player, m3x3_identity( player->invbasis ); player->subsystem = k_player_subsystem_walk; - player->viewable_world = get_active_world(); + player->immobile = 0; + player->gate_waiting = NULL; + + global_skateshop_exit(); if( _player_reset[ player->subsystem ] ) _player_reset[ player->subsystem ]( player, rp );