X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=1d690a088bab23a0e39225d9561d8ed167f597ae;hb=refs%2Fheads%2Frigidbody;hp=3ba64eb0f38881808be33c5c0311665423bce99d;hpb=6e96ba64e805ea8a39ca46171e28426c6bc86ab6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index 3ba64eb..1d690a0 100644 --- a/player.c +++ b/player.c @@ -14,6 +14,10 @@ #include "ent_miniworld.h" #include "gui.h" +#include "shaders/model_entity.h" +#include "shaders/model_character_view.h" +#include "shaders/model_board_view.h" + static int localplayer_cmd_respawn( int argc, const char *argv[] ){ ent_spawn *rp = NULL, *r; world_instance *world = world_current_instance(); @@ -35,7 +39,6 @@ static int localplayer_cmd_respawn( int argc, const char *argv[] ){ static void player_init(void){ for( u32 i=0; isystem_register ) sys->system_register(); } @@ -51,6 +54,10 @@ static void player_init(void){ vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 ); vg_console_reg_var( "invert_y", &k_invert_y, k_var_dtype_i32, VG_VAR_PERSISTENT ); + + shader_model_character_view_register(); + shader_model_board_view_register(); + shader_model_entity_register(); } static void player__debugtext( int size, const char *fmt, ... ){ @@ -105,30 +112,43 @@ static void player__pre_update(void){ static void player__update(void){ if( player_subsystems[ localplayer.subsystem ]->update ) player_subsystems[ localplayer.subsystem ]->update(); + + if( localplayer.glider_orphan && + (skaterift.activity != k_skaterift_replay) ) + glider_physics( (v2f){0,0} ); } -static void player__post_update(void){ - if( player_subsystems[ localplayer.subsystem ]->post_update ) - player_subsystems[ localplayer.subsystem ]->post_update(); +static void player__post_update(void) +{ + struct player_subsystem_interface *sys = + player_subsystems[ localplayer.subsystem ]; + + if( sys->post_update ) sys->post_update(); + + SDL_AtomicLock( &air_data.sl ); + air_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate; + SDL_AtomicUnlock( &air_data.sl ); } /* * Applies gate transport to a player_interface */ -static void player__pass_gate( u32 id ){ +static void player__pass_gate( u32 id ) +{ world_instance *world = world_current_instance(); + skaterift_record_frame( &skaterift.replay, 1 ); /* update boundary hash (network animation) */ u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK; localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT; localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK; localplayer.boundary_hash |= index; - + ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) ); world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v ); localplayer.gate_waiting = gate; - world_routes_activate_entry_gate( world_current_instance(), gate ); + localplayer.deferred_frame_record = 1; struct player_cam_controller *cc = &localplayer.cam_control; m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf ); @@ -137,16 +157,17 @@ static void player__pass_gate( u32 id ){ m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos ); - if( gate->flags & k_ent_gate_nonlocal ){ - /* FIXME: Code dupe with world_load.c */ - ent_spawn *rp = world_find_spawn_by_name( world, "start" ); - if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} ); - /* TODO: fallback to searching for a safe location using raycasts */ - assert(rp); - v3_copy( rp->transform.co, world->player_co ); - + if( gate->flags & k_ent_gate_nonlocal ) + { + world_default_spawn_pos( world, world->player_co ); world_static.active_instance = gate->target; player__clean_refs(); + + replay_clear( &skaterift.replay ); + } + else + { + world_routes_activate_entry_gate( world, gate ); } v3f v0; @@ -157,13 +178,10 @@ static void player__pass_gate( u32 id ){ audio_lock(); audio_oneshot( &audio_gate_pass, 1.0f, 0.0f ); audio_unlock(); - - replay_clear( &skaterift.replay ); } -static void player_apply_transport_to_cam( m4x3f transport ){ - /* FIXME: Applies to skaterift.cam directly! */ - +static void player_apply_transport_to_cam( m4x3f transport ) +{ /* Pre-emptively edit the camera matrices so that the motion vectors * are correct */ m4x3f transport_i; @@ -179,7 +197,8 @@ static void player_apply_transport_to_cam( m4x3f transport ){ m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v ); } -static void player__im_gui(void){ +static void player__im_gui(void) +{ if( !k_player_debug_info ) return; ui_rect box = { @@ -214,7 +233,7 @@ static void player__im_gui(void){ [k_skaterift_replay] = "replay", [k_skaterift_ent_focus] = "ent_focus", [k_skaterift_default] = "default", - [k_skaterift_respawning]= "map" + [k_skaterift_world_map] = "world map" } [skaterift.activity] ); player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate ); @@ -230,7 +249,7 @@ static void player__im_gui(void){ static void player__setpos( v3f pos ){ v3_copy( pos, localplayer.rb.co ); v3_zero( localplayer.rb.v ); - rb_update_transform( &localplayer.rb ); + rb_update_matrices( &localplayer.rb ); } static void player__clean_refs(void){ @@ -262,13 +281,15 @@ static void player__reset(void){ if( (l < 0.9f) || (l > 1.1f) ) q_identity( localplayer.rb.q ); - rb_update_transform( &localplayer.rb ); + rb_update_matrices( &localplayer.rb ); localplayer.subsystem = k_player_subsystem_walk; player__walk_reset(); localplayer.immobile = 0; localplayer.gate_waiting = NULL; + localplayer.have_glider = 0; + localplayer.glider_orphan = 0; v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf ); player__clean_refs(); @@ -308,44 +329,63 @@ static void net_sfx_play( struct net_sfx *sfx ){ } }; -static void player__networked_sfx( u8 system, u8 priority, u8 id, - v3f pos, f32 volume ){ - struct net_sfx null, *sfx = &null; - - if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) ) - sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ]; +static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len, + u32 *count, u8 priority ){ + struct net_sfx *p_sfx = NULL; + if( *count < len ){ + p_sfx = &buffer[ *count ]; + *count = *count+1; + } else { - for( u32 i=0; ipriority < priority ){ - sfx = a; + p_sfx = a; break; } } } - sfx->id = id; - sfx->priority = priority; - sfx->volume = volume; - v3_copy( pos, sfx->location ); - sfx->system = system; + return p_sfx; +} +static void player__networked_sfx( u8 system, u8 priority, u8 id, + v3f pos, f32 volume ){ + struct net_sfx sfx, + *p_net = find_lower_priority_sfx( + localplayer.sfx_buffer, 4, + &localplayer.sfx_buffer_count, priority ), + *p_replay = find_lower_priority_sfx( + localplayer.local_sfx_buffer, 2, + &localplayer.local_sfx_buffer_count, priority ); + + sfx.id = id; + sfx.priority = priority; + sfx.volume = volume; + v3_copy( pos, sfx.location ); + sfx.system = system; + + /* we only care about subframe in networked sfx. local replays run at a + * high enough framerate. */ f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE; - sfx->subframe = vg_clampf( t, 0.0f, 1.0f ); + sfx.subframe = vg_clampf( t, 0.0f, 1.0f ); - net_sfx_play( sfx ); -} + if( p_net ) *p_net = sfx; + if( p_replay ) *p_replay = sfx; -static void player__clear_sfx_buffer(void){ - localplayer.sfx_buffer_count = 0; + net_sfx_play( &sfx ); } /* implementation */ #include "player_common.c" + #include "player_walk.c" #include "player_skate.c" #include "player_dead.c" #include "player_drive.c" +#include "player_glide.c" +#include "player_basic_info.c" + #include "player_render.c" #include "player_ragdoll.c" #include "player_replay.c"