X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=a60c8c2613aae02452ee8aae98bd0be3724847ab;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=c898e6d83958eaf4315bf3de3a92f828c6fd336b;hpb=b06394c241991d85211af98ed0a7f4d730fa13d4;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index c898e6d..a60c8c2 100644 --- a/player.c +++ b/player.c @@ -1,307 +1,424 @@ -#ifndef PLAYER_C -#define PLAYER_C - #include "player.h" +#include "addon.h" #include "camera.h" #include "player_model.h" +#include "input.h" +#include "world.h" +#include "audio.h" +#include "player_replay.h" +#include "network.h" +#include "network_common.h" +#include "world_routes.h" +#include "ent_miniworld.h" +#include "gui.h" + +#include "shaders/model_entity.h" +#include "shaders/model_character_view.h" +#include "shaders/model_board_view.h" + +#include "player_walk.h" +#include "player_dead.h" +#include "player_drive.h" +#include "player_skate.h" +#include "player_basic_info.h" +#include "player_glide.h" +#include + +i32 k_invert_y = 0; +struct localplayer localplayer = +{ + .rb = + { + .co = { 0,0,0 }, + .w = { 0,0,0 }, + .v = { 0,0,0 }, + .q = { 0,0,0,1 }, + .to_world = M4X3_IDENTITY, + .to_local = M4X3_IDENTITY + } +}; -PLAYER_API -void player__debugtext( int size, const char *fmt, ... ) +struct player_subsystem_interface *player_subsystems[] = { - char buffer[ 1024 ]; + [k_player_subsystem_walk] = &player_subsystem_walk, + [k_player_subsystem_dead] = &player_subsystem_dead, + [k_player_subsystem_drive] = &player_subsystem_drive, + [k_player_subsystem_skate] = &player_subsystem_skate, + [k_player_subsystem_basic_info]=&player_subsystem_basic_info, + [k_player_subsystem_glide] = &player_subsystem_glide, +}; + +int localplayer_cmd_respawn( int argc, const char *argv[] ) +{ + ent_spawn *rp = NULL, *r; + world_instance *world = world_current_instance(); - va_list args; - va_start( args, fmt ); - vsnprintf( buffer, 1024, fmt, args ); - va_end( args ); + 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; - ui_text( vg_uictx.cursor, buffer, size, k_text_align_right ); - vg_uictx.cursor[1] += 14*size; + player__spawn( rp ); + return 1; } -/* - * Init - */ -PLAYER_API -void player__create( player_instance *inst ) +void player_init(void) { - static int only_once = 0; - assert( only_once == 0 ); - only_once ++; - - inst->input_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 ); - - const char *default_cfg[] = + for( u32 i=0; isystem_register ) sys->system_register(); + } - 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 ); + va_list args; + va_start( args, fmt ); + vsnprintf( buffer, 1024, fmt, args ); + va_end( args ); + + ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 ); + g_player_debugger[1] += size*16; } /* * Appearence */ -PLAYER_API -void player__use_avatar( player_instance *player, struct player_avatar *av ) -{ - player->playeravatar = av; - player_setup_ragdoll_from_avatar( &player->ragdoll, av ); -} -PLAYER_API -void player__use_mesh( player_instance *player, glmesh *mesh ) +void player__use_model( u16 reg_id ) { - player->playermesh = mesh; + addon_cache_unwatch( k_addon_type_player, + localplayer.playermodel_view_slot ); + localplayer.playermodel_view_slot = + addon_cache_create_viewer( k_addon_type_player, reg_id ); } -PLAYER_API -void player__use_texture( player_instance *player, vg_tex2d *tex ) +void player__bind(void) { - player->playertex = tex; -} + for( u32 i=0; ibind ) sys->bind(); + } } /* * Gameloop events * ---------------------------------------------------------------------------- */ -PLAYER_API -void player__pre_update( player_instance *player ) + +void player__pre_update(void) { - if( vg_input_button_down( player->input_camera ) ) - { - if( player->camera_mode == k_cam_firstperson ) - player->camera_mode = k_cam_thirdperson; + if( button_down( k_srbind_camera ) && !localplayer.immobile && + (localplayer.subsystem != k_player_subsystem_dead) ){ + if( localplayer.cam_control.camera_mode == k_cam_firstperson ) + localplayer.cam_control.camera_mode = k_cam_thirdperson; else - player->camera_mode = k_cam_firstperson; + localplayer.cam_control.camera_mode = k_cam_firstperson; } - if( _player_pre_update[ player->subsystem ] ) - _player_pre_update[ player->subsystem ]( player ); + if( player_subsystems[ localplayer.subsystem ]->pre_update ) + player_subsystems[ localplayer.subsystem ]->pre_update(); } -PLAYER_API -void player__update( player_instance *player ) +void player__update(void) { - if( _player_update[ player->subsystem ] ) - _player_update[ player->subsystem ]( player ); + 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} ); } -PLAYER_API -void player__post_update( player_instance *player ) +void player__post_update(void) { - if( _player_post_update[ player->subsystem ] ) - _player_post_update[ player->subsystem ]( player ); + struct player_subsystem_interface *sys = + player_subsystems[ localplayer.subsystem ]; + + if( sys->post_update ) sys->post_update(); + + SDL_AtomicLock( &air_audio_data.sl ); + air_audio_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate; + SDL_AtomicUnlock( &air_audio_data.sl ); } -VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) +/* + * Applies gate transport to a player_interface + */ +void player__pass_gate( u32 id ) { - /* FIXME: Applies to main_camera directly! */ + world_instance *world = world_current_instance(); + skaterift_record_frame( &player_replay.local, 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; + localplayer.deferred_frame_record = 1; + + struct player_cam_controller *cc = &localplayer.cam_control; + m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf ); + m3x3_mulv( gate->transport, cc->cam_velocity_smooth, + cc->cam_velocity_smooth ); + m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos ); + + 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( &player_replay.local ); + } + else + { + world_routes_activate_entry_gate( world, gate ); + } + + v3f v0; + v3_angles_vector( localplayer.angles, v0 ); + m3x3_mulv( gate->transport, v0, v0 ); + v3_angles( v0, localplayer.angles ); + + audio_lock(); + audio_oneshot( &audio_gate_pass, 1.0f, 0.0f ); + audio_unlock(); +} + +void player_apply_transport_to_cam( m4x3f transport ) +{ /* Pre-emptively edit the camera matrices so that the motion vectors * are correct */ m4x3f transport_i; m4x4f transport_4; m4x3_invert_affine( transport, transport_i ); m4x3_expand( transport_i, transport_4 ); - m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv ); - m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v ); + m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv ); + m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v ); + + /* we want the regular transform here no the inversion */ + m4x3_expand( transport, transport_4 ); + m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv ); + m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v ); } -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +void player__im_gui(void) { - v3f fwd_dir = { cosf(angles[0]), - 0.0f, - sinf(angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + if( !k_player_debug_info ) return; - v3_copy( angles, d ); - d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); -} + ui_rect box = { + vg.window_x - 300, + 0, + 300, + vg.window_y + }; -/* - * Applies gate transport to a player_interface - */ -PLAYER_API -void player__pass_gate( player_instance *player, teleport_gate *gate ) -{ - player->gate_waiting = gate; + ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 ); - gate_rotate_angles( gate, player->angles, player->angles ); - m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); -} + g_player_debugger[0] = box[0]; + g_player_debugger[1] = 0; + g_player_debugger[2] = 300; + g_player_debugger[3] = 32; -VG_STATIC void player__pre_render( player_instance *player ) -{ - if( _player_animate[ player->subsystem ] ) - { - player_animation res; - _player_animate[ player->subsystem ]( player, &res ); + player__debugtext( 2, "instance #%u", world_static.active_instance ); - /* TODO: eventually, blending code goes here */ + char buf[96]; + for( u32 i=0; ialias, buf ); + else + strcpy( buf, "none" ); - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); + player__debugtext( 1, "world #%u: %s", i, buf ); + } - struct skeleton *sk = &player->playeravatar->sk; + player__debugtext( 2, "director" ); + player__debugtext( 1, "activity: %s", + (const char *[]){ [k_skaterift_menu] = "menu", + [k_skaterift_replay] = "replay", + [k_skaterift_ent_focus] = "ent_focus", + [k_skaterift_default] = "default", + [k_skaterift_world_map] = "world map" + } [skaterift.activity] ); + player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate ); - 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 * 4.0f; - } + player__debugtext( 2, "player" ); + player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) ); + + if( player_subsystems[ localplayer.subsystem ]->im_gui ) + player_subsystems[ localplayer.subsystem ]->im_gui(); + + skaterift_replay_debug_info(); +} + +void player__setpos( v3f pos ) +{ + v3_copy( pos, localplayer.rb.co ); + v3_zero( localplayer.rb.v ); + rb_update_matrices( &localplayer.rb ); +} - 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 ); - skeleton_debug( sk ); +void player__clean_refs(void) +{ + replay_clear( &player_replay.local ); + gui_helper_clear(); + + world_static.challenge_target = NULL; + world_static.challenge_timer = 0.0f; + world_static.active_trigger_volume_count = 0; + world_static.last_use = 0.0; + world_entity_exit_modal(); + world_entity_clear_focus(); + + localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT; + + for( u32 i=0; istatus == k_world_status_loaded ){ + world_routes_clear( instance ); + } } +} + +void player__reset(void) +{ + v3_zero( localplayer.rb.v ); + v3_zero( localplayer.rb.w ); + + f32 l = v4_length( localplayer.rb.q ); + if( (l < 0.9f) || (l > 1.1f) ) + q_identity( localplayer.rb.q ); - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + rb_update_matrices( &localplayer.rb ); - struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.6f}, - vp1 = {0.0f,0.1f,-0.6f}; + localplayer.subsystem = k_player_subsystem_walk; + player__walk_reset(); - 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 ); + localplayer.immobile = 0; + localplayer.gate_waiting = NULL; + localplayer.have_glider = 0; + localplayer.glider_orphan = 0; + localplayer.drowned = 0; - player__cam_iterate( player ); + v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf ); + player__clean_refs(); } -PLAYER_API void player__render( camera *cam, player_instance *player ) +void player__spawn( ent_spawn *rp ) { - shader_viewchar_use(); - vg_tex2d_bind( player->playertex, 0 ); - shader_viewchar_uTexMain( 0 ); - shader_viewchar_uCamera( cam->transform[3] ); - shader_viewchar_uPv( cam->mtx.pv ); - shader_link_standard_ub( _shader_viewchar.id, 2 ); - glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, - player->playeravatar->sk.bone_count, - 0, - (float *)player->playeravatar->sk.final_mtx ); - - mesh_bind( player->playermesh ); - mesh_draw( player->playermesh ); + player__setpos( rp->transform.co ); + player__reset(); } -PLAYER_API void player__im_gui( player_instance *player ) + +void player__kill(void) { - vg_uictx.cursor[0] = vg.window_x - 200; - vg_uictx.cursor[1] = 0; - vg_uictx.cursor[2] = 200; - vg_uictx.cursor[3] = 200; - - struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 ); - - vg_uictx.cursor[0] = vg.window_x; - - player__debugtext( 1, "%.2f %.2f %.2f", player->cam.pos[0], - player->cam.pos[1], - player->cam.pos[2] ); - player__debugtext( 1, "%.2f %.2f %.2f (%.2f)", - player->cam.angles[0], - player->cam.angles[1], - player->cam.angles[2], - player->cam.fov); - player__debugtext( 1, "C/K %.2f %.2f (%.2f)", - player->cam_velocity_coefficient_smooth, - player->cam_velocity_constant_smooth, - player->cam_velocity_influence_smooth ); - - if( _player_im_gui[ player->subsystem ] ) - _player_im_gui[ player->subsystem ]( player ); - - b[2].co[1] = vg_uictx.cursor[1]; - b[3].co[1] = vg_uictx.cursor[1]; } -PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) +void player__begin_holdout( v3f offset ) { - v3_copy( rp->co, player->rb.co ); - v3_zero( player->rb.v ); - v3_zero( player->rb.w ); - q_identity( player->rb.q ); - rb_update_transform( &player->rb ); - - if( _player_reset[ player->subsystem ] ) - _player_reset[ player->subsystem ]( player, rp ); + memcpy( &localplayer.holdout_pose, &localplayer.pose, + sizeof(localplayer.pose) ); + v3_copy( offset, localplayer.holdout_pose.root_co ); + localplayer.holdout_time = 1.0f; } +void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ) +{ + bitpack_bytes( ctx, 1, &sfx->system ); + bitpack_bytes( ctx, 1, &sfx->priority ); + bitpack_bytes( ctx, 1, &sfx->id ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe ); + bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume ); + bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location ); +} -PLAYER_API void player__kill( player_instance *player ) +void net_sfx_play( struct net_sfx *sfx ) { - + if( sfx->system < k_player_subsystem_max ){ + struct player_subsystem_interface *sys = player_subsystems[sfx->system]; + if( sys->sfx_oneshot ){ + sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume ); + } + } +}; + +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 ){ + p_sfx = a; + break; + } + } + } + + return p_sfx; } -#endif /* PLAYER_C */ +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 ); + + if( p_net ) *p_net = sfx; + if( p_replay ) *p_replay = sfx; + + net_sfx_play( &sfx ); +}