X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=c8c9abc54b8932ecd480838014a44001ca9c4dfb;hb=6294ef64d948eab2365e39a2645c9843aa96fba8;hp=38c3224de7fd1ab06f2b4034c467ca23c6c3ed4d;hpb=15beb60ade240af4e00b0d204f7e89a4d35dca36;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 38c3224..c8c9abc 100644 --- a/player.h +++ b/player.h @@ -5,14 +5,16 @@ #ifndef PLAYER_H #define PLAYER_H +#define PLAYER_REWIND_FRAMES 60*4 + #include "audio.h" #include "common.h" #include "world.h" #include "skeleton.h" #include "bvh.h" -static float - k_walkspeed = 20.0f, /* no longer used */ +VG_STATIC float + k_walkspeed = 12.0f, /* no longer used */ k_runspeed = 20.0f, k_board_radius = 0.3f, k_board_length = 0.45f, @@ -36,9 +38,10 @@ static float k_walk_accel = 150.0f, k_walk_friction = 8.0f; -static int freecam = 0; -static int walk_grid_iterations = 1; -static float fc_speed = 10.0f; +VG_STATIC int cl_playermdl_id = 0; +VG_STATIC int freecam = 0; +VG_STATIC int walk_grid_iterations = 1; +VG_STATIC float fc_speed = 10.0f; /* * ----------------------------------------------------------------------------- @@ -46,7 +49,7 @@ static float fc_speed = 10.0f; * ----------------------------------------------------------------------------- */ -static struct gplayer +VG_STATIC struct gplayer { /* Physics */ rigidbody collide_front, collide_back; @@ -74,7 +77,8 @@ static struct gplayer m4x3f visual_transform, inv_visual_transform; - int is_dead, death_tick_allowance; + int is_dead, death_tick_allowance, rewinding; + int rewind_sound_wait; v3f land_target; v3f land_target_log[22]; @@ -83,13 +87,41 @@ static struct gplayer v3f handl_target, handr_target, handl, handr; + + /* Input */ + struct input_binding *input_js1h, + *input_js1v, + *input_js2h, + *input_js2v, + *input_emjs2h, + *input_emjs2v, + *input_jump, + *input_push, + *input_walkh, + *input_walkv, + *input_switch_mode, + *input_reset, + *input_grab; /* Camera */ float air_blend; + float air_time; v3f camera_pos, smooth_localcam; v2f angles; - m4x3f camera, camera_inverse; + + struct rewind_frame + { + v3f pos; + v2f ang; + } + *rewind_buffer; + u32 rewind_incrementer, + rewind_length; + + float rewind_time, rewind_total_length, rewind_predicted_time; + double diag_rewind_start, diag_rewind_time; + float dist_accum; /* animation */ double jump_time; @@ -107,11 +139,14 @@ static struct gplayer float walk; int step_phase; + enum mdl_surface_prop surface_prop; /* player model */ struct player_model { - glmesh mesh; + glmesh player_meshes[3]; + + mdl_context meta; struct skeleton sk; struct skeleton_anim *anim_stand, *anim_highg, @@ -143,7 +178,7 @@ static struct gplayer rigidbody rb; u32 parent; } - *ragdoll; + ragdoll[32]; u32 ragdoll_count; int shoes[2]; @@ -159,15 +194,18 @@ player = /* * API */ -static float *player_get_pos(void); -static void player_kill(void); -static float *player_cam_pos(void); -static void player_save_frame(void); -static void player_restore_frame(void); +VG_STATIC float *player_get_pos(void); +VG_STATIC void player_kill(void); +VG_STATIC float *player_cam_pos(void); +VG_STATIC void player_save_frame(void); +VG_STATIC void player_restore_frame(void); +VG_STATIC void player_save_rewind_frame(void); /* * Submodules */ +VG_STATIC void player_mouseview(void); + #include "player_physics.h" #include "player_ragdoll.h" #include "player_model.h" @@ -180,18 +218,88 @@ static void player_restore_frame(void); * ----------------------------------------------------------------------------- */ -static void player_init(void) /* 1 */ +VG_STATIC void player_init(void) /* 1 */ { + player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis ); + player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis ); + player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm ); + player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis ); + player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis ); + player.input_emjs2h = vg_create_named_input( "kbgrab-h", k_input_type_axis ); + player.input_emjs2v = vg_create_named_input( "kbgrab-v", k_input_type_axis ); + player.input_jump = vg_create_named_input( "jump", k_input_type_button ); + player.input_push = vg_create_named_input( "push", k_input_type_axis_norm ); + + player.input_walkh = vg_create_named_input( "walk-h", + k_input_type_axis ); + player.input_walkv = vg_create_named_input( "walk-v", + k_input_type_axis ); + + + player.input_switch_mode = vg_create_named_input( "switch-mode", + k_input_type_button ); + player.input_reset = vg_create_named_input( "reset", 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-h gp-rs-h", + "bind grab-v gp-rs-v", + + "bind -kbgrab-h left", + "bind +kbgrab-h right", + "bind -kbgrab-v down", + "bind +kbgrab-v up", + + "bind jump space", + "bind jump gp-a", + + "bind push gp-lt", + "bind +push shift", + + "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 switch-mode gp-y", + "bind switch-mode e", + }; + + for( int i=0; iang ); + v3_copy( player.camera_pos, fr->pos ); + + player.rewind_incrementer = 0; + + if( player.rewind_length > 1 ) + { + player.rewind_total_length += + v3_dist( player.rewind_buffer[player.rewind_length-1].pos, + player.rewind_buffer[player.rewind_length-2].pos ); + } + } +} + +/* + * Free camera movement + */ +VG_STATIC void player_mouseview(void) +{ + if( ui_want_mouse() ) + return; + + v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles ); + player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f ); } /* Deal with input etc */ -static void player_update_pre(void) +VG_STATIC void player_update_pre(void) { struct player_phys *phys = &player.phys; - if( vg_get_button_down( "reset" ) ) + if( player.rewinding ) { - player.is_dead = 0; - player.death_tick_allowance = 30; - player_restore_frame(); + return; + } - if( !phys->on_board ) + if( vg_input_button_down( player.input_reset ) ) + { + if( player.is_dead ) { - player.angles[0] = atan2f( -phys->rb.forward[2], - -phys->rb.forward[0] ); + reset_player( 0, NULL ); + audio_lock(); + audio_play_oneshot( &audio_ui[0], 1.0f ); + audio_unlock(); + } + else + { + double delta = world.time - world.last_use; + + if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) ) + { + player.rewinding = 1; + player.rewind_sound_wait = 1; + player.rewind_time = (float)player.rewind_length - 0.0001f; + player_save_rewind_frame(); + audio_lock(); + audio_play_oneshot( &audio_rewind[0], 1.0f ); + audio_unlock(); + + /* based on analytical 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.diag_rewind_start = vg.time; + player.diag_rewind_time = player.rewind_time; + + player.is_dead = 0; + player.death_tick_allowance = 30; + player_restore_frame(); + + if( !phys->on_board ) + { + player.angles[0] = atan2f( -phys->rb.forward[2], + -phys->rb.forward[0] ); + } + + player.mdl.shoes[0] = 1; + player.mdl.shoes[1] = 1; + + world_routes_notify_reset(); + + /* apply 1 frame of movement */ + player_do_motion(); + } + else + { + /* cant do that */ + audio_lock(); + audio_play_oneshot( &audio_rewind[4], 1.0f ); + audio_unlock(); + } } - - player.mdl.shoes[0] = 1; - player.mdl.shoes[1] = 1; - - world_routes_notify_reset(); } - if( vg_get_button_down( "switchmode" ) ) + if( vg_input_button_down( player.input_switch_mode ) ) { phys->on_board ^= 0x1; + audio_lock(); if( phys->on_board ) { v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v ); + audio_play_oneshot( &audio_lands[6], 1.0f ); } + else + { + audio_play_oneshot( &audio_lands[5], 1.0f ); + } + + audio_unlock(); } + + if( !phys->on_board ) + player_mouseview(); } -static void player_update_fixed(void) /* 2 */ +VG_STATIC void player_update_fixed(void) /* 2 */ { + if( player.rewinding ) + return; + if( player.death_tick_allowance ) player.death_tick_allowance --; @@ -282,16 +495,18 @@ static void player_update_fixed(void) /* 2 */ } else { + player.rewind_incrementer ++; + + if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) ) + { + player_save_rewind_frame(); + } + player_do_motion(); } - - player_audio(); /* FUTURE: can probably move this to post() - BUT, it uses deltas from fixed step physics, - AND this *might* be what we want for realtime - audio, anyway. */ } -static void player_update_post(void) +VG_STATIC void player_update_post(void) { for( int i=0; i 0 ); + + v2f override_angles; + v3f override_pos; + + float budget = vg.time_delta, + overall_length = player.rewind_length; + + world_routes_rollback_time( player.rewind_time / overall_length ); + + for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ ) + { + /* Interpolate frames */ + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; + + float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ), + subl = vg_fractf( player.rewind_time ) + 0.001f, + + sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)), + speed = sramp*28.0f + 0.5f*player.rewind_time, + mod = speed * (budget / dist), + + advl = vg_minf( mod, subl ), + advt = (advl / mod) * budget; + + player.dist_accum += speed * advt; + player.rewind_time -= advl; + budget -= advt; + } + + player.rewind_time = vg_maxf( 0.0f, player.rewind_time ); + + float current_time = vg.time - player.diag_rewind_start, + remaining = player.rewind_predicted_time - current_time; + + if( player.rewind_sound_wait ) + { + if( player.rewind_predicted_time >= 6.5f ) + { + if( remaining <= 6.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[3], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 2.5f ) + { + if( remaining <= 2.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[2], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + else if( player.rewind_predicted_time >= 1.5f ) + { + if( remaining <= 1.5f ) + { + audio_lock(); + audio_play_oneshot( &audio_rewind[1], 1.0f ); + audio_unlock(); + player.rewind_sound_wait = 0; + } + } + + + } + + int i0 = floorf( player.rewind_time ), + i1 = VG_MIN( i0+1, player.rewind_length-1 ); + + struct rewind_frame *fr = &player.rewind_buffer[i0], + *fr1 = &player.rewind_buffer[i1]; + + float sub = vg_fractf(player.rewind_time); + + v3_lerp( fr->pos, fr1->pos, sub, override_pos ); + override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub ); + override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub ); + + /* CAMERA POSITIONING: LAYER 1 */ + float blend = (4.0f-player.rewind_time) * 0.25f, + c = vg_clampf( blend, 0.0f, 1.0f ); + + camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c); + camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c); + v3_lerp( override_pos, player.camera_pos, c, camera_pos ); + } + } + + camera_update(); + player_audio(); } -static void draw_player( m4x3f cam ) +VG_STATIC void draw_player( m4x3f cam ) { if( player.is_dead ) player_model_copy_ragdoll(); @@ -334,8 +670,8 @@ static void draw_player( m4x3f cam ) 0, (float *)player.mdl.sk.final_mtx ); - mesh_bind( &player.mdl.mesh ); - mesh_draw( &player.mdl.mesh ); + mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] ); + mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] ); } /* @@ -344,21 +680,22 @@ static void draw_player( m4x3f cam ) * ----------------------------------------------------------------------------- */ -static float *player_get_pos(void) +VG_STATIC float *player_get_pos(void) { return player.phys.rb.co; } -static void player_kill(void) +VG_STATIC void player_kill(void) { if( player.death_tick_allowance == 0 ) { player.is_dead = 1; player_ragdoll_copy_model( player.phys.rb.v ); + world_routes_clear(); } } -static float *player_cam_pos(void) +VG_STATIC float *player_cam_pos(void) { return player.camera_pos; }