X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_dead.c;h=72eba265f443c92512051b77b485e41b6e15b030;hb=refs%2Fheads%2Fmaster;hp=78cce2fb76614b6698cf01ed03bcaf11c63e295e;hpb=3e59ac7081ea3005060b56449bc77c8f73cdc6b6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_dead.c b/player_dead.c index 78cce2f..72eba26 100644 --- a/player_dead.c +++ b/player_dead.c @@ -1,46 +1,78 @@ -#ifndef PLAYER_DEAD_C -#define PLAYER_DEAD_C - -#include "player.h" - -VG_STATIC void player__dead_update ( player_instance *player ) +#include "skaterift.h" +#include "player_dead.h" +#include "gui.h" + +struct player_dead player_dead; +struct player_subsystem_interface player_subsystem_dead = { + .update = player__dead_update, + .post_update = player__dead_post_update, + .animate = player__dead_animate, + .pose = player__dead_pose, + .post_animate = player__dead_post_animate, + .im_gui = player__dead_im_gui, + .bind = player__dead_bind, + + .animator_data = &player_dead.animator, + .animator_size = sizeof(player_dead.animator), + .network_animator_exchange = player__dead_animator_exchange, + .name = "Dead" +}; + +void player__dead_update(void) { - player_ragdoll_iter( &player->ragdoll ); + player_ragdoll_iter( &localplayer.ragdoll ); + + world_instance *world = world_current_instance(); + world_water_player_safe( world, 0.2f ); } -VG_STATIC void player__dead_post_update( player_instance *player ){ - struct player_dead *d = &player->_dead; - struct player_avatar *av = player->playeravatar; - struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ]; +void player__dead_post_update(void){ + struct ragdoll_part *part = + &localplayer.ragdoll.parts[ localplayer.id_hip-1 ]; + struct player_dead *d = &player_dead; v3f ext_co; v4f ext_q; - rb_extrapolate( &part->obj.rb, ext_co, ext_q ); + rb_extrapolate( &part->rb, ext_co, ext_q ); v3_lerp( d->co_lpf, ext_co, vg.time_frame_delta*4.0f, d->co_lpf ); - v3_lerp( d->v_lpf, part->obj.rb.v, vg.time_frame_delta*4.0f, d->v_lpf ); - v3_lerp( d->w_lpf, part->obj.rb.w, vg.time_frame_delta*4.0f, d->w_lpf ); + v3_lerp( d->v_lpf, part->rb.v, vg.time_frame_delta*4.0f, d->v_lpf ); + v3_lerp( d->w_lpf, part->rb.w, vg.time_frame_delta*4.0f, d->w_lpf ); - v3_copy( d->co_lpf, player->rb.co ); - v3_zero( player->rb.v ); - v3_zero( player->rb.w ); + v3_copy( d->co_lpf, localplayer.rb.co ); + v3_zero( localplayer.rb.v ); + v3_zero( localplayer.rb.w ); + + if( (skaterift.activity == k_skaterift_default) && + button_down(k_srbind_dead_respawn) ){ + ent_spawn *spawn = world_find_closest_spawn( + world_current_instance(), localplayer.rb.co ); + + if( spawn ){ + v3_copy( spawn->transform.co, localplayer.rb.co ); + player__reset(); + srinput.state = k_input_state_resume; + } + else { + vg_error( "No spawns!\n" ); + } + } } -VG_STATIC void player__dead_animate( player_instance *player ){ - struct player_dead *d = &player->_dead; +void player__dead_animate(void){ + struct player_dead *d = &player_dead; struct player_dead_animator *animator = &d->animator; - struct player_ragdoll *rd = &player->ragdoll; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; + struct player_ragdoll *rd = &localplayer.ragdoll; + struct skeleton *sk = &localplayer.skeleton; m4x3f transforms[ 32 ]; /* root transform */ - q_m3x3( player->rb.q, transforms[0] ); - v3_copy( player->rb.co, transforms[0][3] ); + q_m3x3( localplayer.rb.q, transforms[0] ); + v3_copy( localplayer.rb.co, transforms[0][3] ); - v4_copy( player->rb.q, animator->transforms[0].q ); - v3_copy( player->rb.co, animator->transforms[0].co ); + v4_copy( localplayer.rb.q, animator->transforms[0].q ); + v3_copy( localplayer.rb.co, animator->transforms[0].co ); /* colliders with bones transforms */ for( int i=0; ipart_count; i++ ){ @@ -52,9 +84,9 @@ VG_STATIC void player__dead_animate( player_instance *player ){ v3f co_int; float substep = vg.time_fixed_extrapolate; - v3_lerp( part->prev_co, part->obj.rb.co, substep, co_int ); - q_nlerp( part->prev_q, part->obj.rb.q, substep, q_int ); - v4_copy( part->obj.rb.q, q_int ); + v3_lerp( part->prev_co, part->rb.co, substep, co_int ); + q_nlerp( part->prev_q, part->rb.q, substep, q_int ); + v4_copy( part->rb.q, q_int ); q_m3x3( q_int, mtx ); v3_copy( co_int, mtx[3] ); @@ -99,12 +131,11 @@ VG_STATIC void player__dead_animate( player_instance *player ){ } } -VG_STATIC void player__dead_pose( player_instance *player, player_pose *pose ){ - struct player_dead *d = &player->_dead; - struct player_dead_animator *animator = &d->animator; - struct player_ragdoll *rd = &player->ragdoll; - struct player_avatar *av = player->playeravatar; - struct skeleton *sk = &av->sk; +void player__dead_pose( void *_animator, player_pose *pose ) +{ + struct player_dead_animator *animator = _animator; + struct player_ragdoll *rd = &localplayer.ragdoll; + struct skeleton *sk = &localplayer.skeleton; pose->type = k_player_pose_type_fk_2; pose->board.lean = 0.0f; @@ -119,25 +150,56 @@ VG_STATIC void player__dead_pose( player_instance *player, player_pose *pose ){ } } -VG_STATIC void player__dead_post_animate( player_instance *player ){ - player->cam_velocity_influence = 1.0f; +void player__dead_post_animate(void) +{ + localplayer.cam_velocity_influence = 1.0f; +} + +void player__dead_im_gui(void) +{ } -VG_STATIC void player__dead_im_gui ( player_instance *player ){ +void player__dead_transition( enum player_die_type type ) +{ + if( localplayer.subsystem == k_player_subsystem_dead ) + return; + + localplayer.subsystem = k_player_subsystem_dead; + copy_localplayer_to_ragdoll( &localplayer.ragdoll, type ); + + struct ragdoll_part *part = + &localplayer.ragdoll.parts[ localplayer.id_hip-1 ]; + v3_copy( part->rb.co, player_dead.co_lpf ); + v3_copy( part->rb.v, player_dead.v_lpf ); + v3_copy( part->rb.w, player_dead.w_lpf ); + + gui_helper_clear(); + vg_str str; + + struct gui_helper *h; + if( (h = gui_new_helper(input_button_list[k_srbind_reset], &str) )){ + vg_strcat( &str, "Rewind" ); + + if( world_static.active_instance == k_world_purpose_hub ) + h->greyed = 1; + } + if( gui_new_helper(input_button_list[k_srbind_dead_respawn], &str )) + vg_strcat( &str, "Spawn" ); } -VG_STATIC void player__dead_transition ( player_instance *player ){ - player->subsystem = k_player_subsystem_dead; - copy_avatar_pose_to_ragdoll( player->playeravatar, &player->ragdoll, - player->rb.v ); - - struct player_avatar *av = player->playeravatar; - struct ragdoll_part *part = &player->ragdoll.parts[ av->id_hip-1 ]; - struct player_dead *d = &player->_dead; - v3_copy( part->obj.rb.co, d->co_lpf ); - v3_copy( part->obj.rb.v, d->v_lpf ); - v3_copy( part->obj.rb.w, d->w_lpf ); +void player__dead_animator_exchange( bitpack_ctx *ctx, void *data ) +{ + struct player_dead_animator *animator = data; + + for( u32 i=0; itransforms[i].co ); + bitpack_qquat( ctx, animator->transforms[i].q ); + } } -#endif /* PLAYER_DEAD_C */ +void player__dead_bind(void) +{ + struct skeleton *sk = &localplayer.skeleton; + player_dead.anim_bail = skeleton_get_anim( sk, "pose_bail_ball" ); +}