X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=a60c8c2613aae02452ee8aae98bd0be3724847ab;hb=5fa590f62aa7e62a8b6b07e10556c2ecc54cdca6;hp=ee799d072e073c0d80270a8c2a8f464eb1fd9486;hpb=0ca7f5ca2560908de1a03db112df67e52b476107;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index ee799d0..a60c8c2 100644 --- a/player.c +++ b/player.c @@ -1,345 +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 ); + } - ui_text( vg_uictx.cursor, buffer, size, k_text_align_right ); - vg_uictx.cursor[1] += 14*size; + if( !rp ) + return 0; + + 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 ); - 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[] = + for( u32 i=0; isystem_register ) sys->system_register(); + } + + vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL ); + VG_VAR_F32( k_cam_damp ); + VG_VAR_F32( k_cam_spring ); + VG_VAR_F32( k_cam_punch ); + VG_VAR_F32( k_cam_shake_strength ); + VG_VAR_F32( k_cam_shake_trackspeed ); + VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT ); + +#if 0 + vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 ); + vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 ); +#endif + vg_console_reg_var( "invert_y", &k_invert_y, + k_var_dtype_i32, VG_VAR_PERSISTENT ); +} + +void player__debugtext( int size, const char *fmt, ... ) +{ + char buffer[ 1024 ]; - 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 ); + 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 ); -} - -PLAYER_API -void player__update( player_instance *player ) -{ - if( _player_update[ player->subsystem ] ) - _player_update[ player->subsystem ]( player ); -} - -PLAYER_API -void player__post_update( player_instance *player ) -{ - if( _player_post_update[ player->subsystem ] ) - _player_post_update[ player->subsystem ]( player ); + if( player_subsystems[ localplayer.subsystem ]->pre_update ) + player_subsystems[ localplayer.subsystem ]->pre_update(); } -VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) +void player__update(void) { - /* FIXME: Applies to main_camera directly! */ - - /* 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 ); + if( player_subsystems[ localplayer.subsystem ]->update ) + player_subsystems[ localplayer.subsystem ]->update(); - /* we want the regular transform here no the inversion */ - m4x3_expand( transport, transport_4 ); - m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv ); - m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v ); + if( localplayer.glider_orphan && + (skaterift.activity != k_skaterift_replay) ) + glider_physics( (v2f){0,0} ); } -__attribute__ ((deprecated)) -VG_STATIC void gate_rotate_angles( teleport_gate *gate, v3f angles, v3f d ) +void player__post_update(void) { - v3_copy( angles, d ); - return; + struct player_subsystem_interface *sys = + player_subsystems[ localplayer.subsystem ]; - v3f fwd_dir = { cosf(angles[0]), - 0.0f, - sinf(angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); + if( sys->post_update ) sys->post_update(); - v3_copy( angles, d ); - d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); + SDL_AtomicLock( &air_audio_data.sl ); + air_audio_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate; + SDL_AtomicUnlock( &air_audio_data.sl ); } /* * Applies gate transport to a player_interface */ -PLAYER_API -void player__pass_gate( player_instance *player, struct gate_hit *hit ) +void player__pass_gate( u32 id ) { - player->gate_waiting = hit->gate; + 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; - m4x3_mulv( hit->gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( hit->gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); + 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 ); - m3x3_copy( player->basis, player->basis_gate ); + m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos ); - 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( gate->flags & k_ent_gate_nonlocal ) + { + world_default_spawn_pos( world, world->player_co ); + world_static.active_instance = gate->target; + player__clean_refs(); - if( hit->nonlocal ) - world_global.active_world = hit->nonlocal->target_map_index; + 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(); } -VG_STATIC void player__pre_render( player_instance *player ) +void player_apply_transport_to_cam( m4x3f transport ) { - if( _player_animate[ player->subsystem ] ) - { - player_animation res; - _player_animate[ player->subsystem ]( player, &res ); + /* 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( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv ); + m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v ); - /* TODO: eventually, blending code goes here */ + /* 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 ); +} - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); +void player__im_gui(void) +{ + if( !k_player_debug_info ) return; - struct skeleton *sk = &player->playeravatar->sk; + ui_rect box = { + vg.window_x - 300, + 0, + 300, + vg.window_y + }; - 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; - } + ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 ); - 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 ); + g_player_debugger[0] = box[0]; + g_player_debugger[1] = 0; + g_player_debugger[2] = 300; + g_player_debugger[3] = 32; -#if 0 - skeleton_debug( sk ); -#endif + player__debugtext( 2, "instance #%u", world_static.active_instance ); + + char buf[96]; + for( u32 i=0; ialias, buf ); + else + strcpy( buf, "none" ); + + player__debugtext( 1, "world #%u: %s", i, buf ); } - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + 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 ); - struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.55f}, - vp1 = {0.0f,0.1f,-0.55f}; + player__debugtext( 2, "player" ); + player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) ); - 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 ); + if( player_subsystems[ localplayer.subsystem ]->im_gui ) + player_subsystems[ localplayer.subsystem ]->im_gui(); - player__cam_iterate( player ); + skaterift_replay_debug_info(); } -PLAYER_API void player__render( camera *cam, player_instance *player ) +void player__setpos( v3f pos ) { - 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 ); + v3_copy( pos, localplayer.rb.co ); + v3_zero( localplayer.rb.v ); + rb_update_matrices( &localplayer.rb ); } -PLAYER_API void player__im_gui( player_instance *player ) +void player__clean_refs(void) { - vg_uictx.cursor[0] = vg.window_x - 200; - vg_uictx.cursor[1] = 0; - vg_uictx.cursor[2] = 200; - vg_uictx.cursor[3] = 200; + 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 ); + } + } +} - struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 ); +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 ); - vg_uictx.cursor[0] = vg.window_x; + rb_update_matrices( &localplayer.rb ); - player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) ); - player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) ); + localplayer.subsystem = k_player_subsystem_walk; + player__walk_reset(); - if( _player_im_gui[ player->subsystem ] ) - _player_im_gui[ player->subsystem ]( player ); + localplayer.immobile = 0; + localplayer.gate_waiting = NULL; + localplayer.have_glider = 0; + localplayer.glider_orphan = 0; + localplayer.drowned = 0; - b[2].co[1] = vg_uictx.cursor[1]; - b[3].co[1] = vg_uictx.cursor[1]; + v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf ); + player__clean_refs(); } -PLAYER_API void player__spawn( player_instance *player, - struct respawn_point *rp ) +void player__spawn( ent_spawn *rp ) { - 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 ); + player__setpos( rp->transform.co ); + player__reset(); +} - q_identity( player->qbasis ); - m3x3_identity( player->basis ); - m3x3_identity( player->invbasis ); - player->subsystem = k_player_subsystem_walk; - player->viewable_world = get_active_world(); +void player__kill(void) +{ +} - if( _player_reset[ player->subsystem ] ) - _player_reset[ player->subsystem ]( player, rp ); +void player__begin_holdout( v3f offset ) +{ + 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 ); +}