X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.c;h=c478305a4d27a4ee974f467b583aff871e893623;hb=730f202673d6ceb2a5199cf244d5c0bddc064fcf;hp=ef23ef43639eed3e367a80c432a0eaf2e3f94df1;hpb=a1056ed8198f0f5be0e0f341da8bd49aa6c47198;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.c b/player.c index ef23ef4..c478305 100644 --- a/player.c +++ b/player.c @@ -4,10 +4,52 @@ #include "player.h" #include "camera.h" #include "player_model.h" +#include "input.h" +#include "world.h" +#include "audio.h" +#include "player_replay.h" +#include "network.h" + +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( rp ); + return 1; +} + +static void player_init(void){ + for( u32 i=0; isystem_register ) sys->system_register(); + } -PLAYER_API -void player__debugtext( int size, const char *fmt, ... ) -{ + 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 ); + + 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 ); + vg_console_reg_var( "invert_y", &k_invert_y, + k_var_dtype_i32, VG_VAR_PERSISTENT ); +} + +static void player__debugtext( int size, const char *fmt, ... ){ char buffer[ 1024 ]; va_list args; @@ -15,329 +57,215 @@ void player__debugtext( int size, const char *fmt, ... ) vsnprintf( buffer, 1024, fmt, args ); va_end( args ); - ui_text( vg_uictx.cursor, buffer, size, k_text_align_right ); - vg_uictx.cursor[1] += 14*size; -} - -/* - * Init - */ -PLAYER_API -void player__create( player_instance *inst ) -{ - 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[] = - { - "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 ); + 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 ); +static void player__use_avatar( struct player_avatar *av ){ + localplayer.playeravatar = av; + player_setup_ragdoll_from_avatar( &localplayer.ragdoll, av ); } -PLAYER_API -void player__use_mesh( player_instance *player, glmesh *mesh ) -{ - player->playermesh = mesh; +static void player__use_model( u16 reg_id ){ + 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 ) -{ - player->playertex = tex; -} +static void player__bind(void){ + for( u32 i=0; ibind ) sys->bind(); + } } /* * Gameloop events * ---------------------------------------------------------------------------- */ -PLAYER_API -void player__pre_update( player_instance *player ) -{ - if( vg_input_button_down( player->input_camera ) ) - { - if( player->camera_mode == k_cam_firstperson ) - player->camera_mode = k_cam_thirdperson; + +static void player__pre_update(void){ + if( button_down( k_srbind_camera ) && !localplayer.immobile ){ + 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 ) -{ - if( _player_update[ player->subsystem ] ) - _player_update[ player->subsystem ]( player ); +static void player__update(void){ + if( player_subsystems[ localplayer.subsystem ]->update ) + player_subsystems[ localplayer.subsystem ]->update(); } -PLAYER_API -void player__post_update( player_instance *player ) -{ - if( _player_post_update[ player->subsystem ] ) - _player_post_update[ player->subsystem ]( player ); -} - -VG_STATIC void player_apply_transport_to_cam( m4x3f transport ) -{ - /* 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 ); - - /* 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 ); -} - -__attribute__ ((deprecated)) -VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d ) -{ - v3_copy( angles, d ); - return; - - v3f fwd_dir = { cosf(angles[0]), - 0.0f, - sinf(angles[0])}; - m3x3_mulv( gate->transport, fwd_dir, fwd_dir ); - - v3_copy( angles, d ); - d[0] = atan2f( fwd_dir[2], fwd_dir[0] ); +static void player__post_update(void){ + if( player_subsystems[ localplayer.subsystem ]->post_update ) + player_subsystems[ localplayer.subsystem ]->post_update(); } /* * Applies gate transport to a player_interface */ -PLAYER_API -void player__pass_gate( player_instance *player, ent_gate *gate ) -{ - player->gate_waiting = gate; - world_routes_activate_entry_gate( get_active_world(), gate ); +static void player__pass_gate( ent_gate *gate ){ + world_routes_fracture( world_current_instance(), gate, + localplayer.rb.co, localplayer.rb.v ); - m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf ); - m3x3_mulv( gate->transport, player->cam_velocity_smooth, - player->cam_velocity_smooth ); + localplayer.gate_waiting = gate; + world_routes_activate_entry_gate( world_current_instance(), gate ); - m3x3_copy( player->basis, player->basis_gate ); + 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( localplayer.basis, localplayer.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 ); + q_mul( q, localplayer.qbasis, localplayer.qbasis ); + q_normalize( localplayer.qbasis ); + q_m3x3( localplayer.qbasis, localplayer.basis ); + m3x3_transpose( localplayer.basis, localplayer.invbasis ); - if( gate->type == k_gate_type_nonlocal ) - world_global.active_world = gate->target; -} + m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos ); -VG_STATIC void player__pre_render( player_instance *player ) -{ - if( _player_animate[ player->subsystem ] ) - { - player_animation res; - _player_animate[ player->subsystem ]( player, &res ); + if( gate->flags & k_ent_gate_nonlocal ) + world_set_active_instance( gate->target ); - /* TODO: eventually, blending code goes here */ + audio_lock(); + audio_oneshot( &audio_gate_pass, 1.0f, 0.0f ); + audio_unlock(); - m4x3f transform; - q_m3x3( res.root_q, transform ); - v3_copy( res.root_co, transform[3] ); + replay_clear( &skaterift.replay ); +} - struct skeleton *sk = &player->playeravatar->sk; +static void player_apply_transport_to_cam( m4x3f transport ){ + /* FIXME: Applies to skaterift.cam directly! */ - 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; - } + /* 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 ); - 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 ); + /* 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 ); +} - skeleton_debug( sk ); - } +static void player__im_gui(void){ + if( !k_player_debug_info ) return; - if( _player_post_animate[ player->subsystem ] ) - _player_post_animate[ player->subsystem ]( player ); + ui_rect box = { + vg.window_x - 300, + 0, + 300, + vg.window_y + }; - struct player_avatar *av = player->playeravatar; - v3f vp0 = {0.0f,0.1f, 0.55f}, - vp1 = {0.0f,0.1f,-0.55f}; + ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 ); + + g_player_debugger[0] = box[0]; + g_player_debugger[1] = 0; + g_player_debugger[2] = 300; + g_player_debugger[3] = 32; + + player__debugtext( 2, "instance #%u", world_static.active_instance ); + + char buf_hub[96], + buf_client[96]; + if( world_static.addon_client ) + addon_alias_uid( &world_static.addon_client->alias, buf_client ); + else + strcpy( buf_client, "none" ); + + if( world_static.addon_hub ) + addon_alias_uid( &world_static.addon_hub->alias, buf_hub ); + else + strcpy( buf_hub, "none" ); + + player__debugtext( 1, "hub uid: %s", buf_hub ); + player__debugtext( 1, "client uid: %s", buf_client ); + 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_respawning]= "respawning", + } [skaterift.activity] ); + player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate ); + + player__debugtext( 2, "player" ); + player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) ); + player__debugtext( 1, "basis: " PRINTF_v4f( localplayer.qbasis ) ); + + if( player_subsystems[ localplayer.subsystem ]->im_gui ) + player_subsystems[ localplayer.subsystem ]->im_gui(); + + skaterift_replay_debug_info(); +} - 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 ); +static void player__setpos( v3f pos ){ + v3_copy( pos, localplayer.rb.co ); + v3_zero( localplayer.rb.v ); + rb_update_transform( &localplayer.rb ); } -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 ); +static void player__spawn( ent_spawn *rp ){ + replay_clear( &skaterift.replay ); + player__setpos( rp->transform.co ); + v3_zero( localplayer.rb.w ); + q_identity( localplayer.rb.q ); + rb_update_transform( &localplayer.rb ); + + q_identity( localplayer.qbasis ); + m3x3_identity( localplayer.basis ); + m3x3_identity( localplayer.invbasis ); + + localplayer.subsystem = k_player_subsystem_walk; + localplayer.immobile = 0; + localplayer.gate_waiting = NULL; + world_static.last_use = 0.0; + world_static.focused_entity = 0; + world_static.challenge_target = NULL; + world_static.challenge_timer = 0.0f; + world_entity_unfocus(); + + if( player_subsystems[ localplayer.subsystem ]->reset ) + player_subsystems[ localplayer.subsystem ]->reset( rp ); } -PLAYER_API void player__im_gui( player_instance *player ) -{ - 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, "angles: " PRINTF_v3f( player->cam.angles ) ); - player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) ); - - 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]; +static void player__kill(void){ } -PLAYER_API void player__spawn( player_instance *player, - ent_spawn *rp ) -{ - v3_copy( rp->transform.co, player->rb.co ); - v3_zero( player->rb.v ); - v3_zero( player->rb.w ); - q_identity( player->rb.q ); - rb_update_transform( &player->rb ); - - q_identity( player->qbasis ); - m3x3_identity( player->basis ); - m3x3_identity( player->invbasis ); - - player->subsystem = k_player_subsystem_walk; - player->viewable_world = get_active_world(); - - if( _player_reset[ player->subsystem ] ) - _player_reset[ player->subsystem ]( player, rp ); +static void player__begin_holdout(void){ + memcpy( &localplayer.holdout_pose, &localplayer.pose, + sizeof(localplayer.pose) ); + localplayer.holdout_time = 1.0f; } - -PLAYER_API void player__kill( player_instance *player ) -{ - -} +/* implementation */ +#include "player_common.c" +#include "player_walk.c" +#include "player_skate.c" +#include "player_dead.c" +#include "player_drive.c" +#include "player_render.c" +#include "player_ragdoll.c" +#include "player_replay.c" #endif /* PLAYER_C */