X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=skaterift.c;h=a410301d171e836ae82697678606ce19a4941ef2;hb=98b9bcf0e10bc02cf679d03fa269613e140ba878;hp=c724906a2a1ff5c88da28825fb169648c8520cc4;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/skaterift.c b/skaterift.c index c724906..a410301 100644 --- a/skaterift.c +++ b/skaterift.c @@ -19,31 +19,18 @@ #include "audio.h" #include "world.h" -#if 0 -#include "player.h" -#else + #include "player.h" VG_STATIC player_instance localplayer; +VG_STATIC struct player_avatar localplayer_avatar; +VG_STATIC glmesh localplayer_meshes[3]; +vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; -#if 0 -#include "player_interface.h" -#include "player_device_walk.h" -#include "player_device_skate.h" -#include "player_device_dead.h" -#include "player_model.h" -/* temp */ -VG_STATIC player_interface localplayer; -#endif -VG_STATIC struct player_avatar localplayer_avatar; -VG_STATIC glmesh localplayer_meshes[3]; -vg_tex2d localplayer_texture = { .path = "textures/ch_gradient.qoi" }; - -#endif #include "network.h" @@ -87,11 +74,13 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) { struct respawn_point *rp = NULL, *r; + world_instance *world = get_active_world(); + if( argc == 1 ) { - for( int i=0; ispawn_count; i++ ) { - r = &world.spawns[i]; + r = &world->spawns[i]; if( !strcmp( r->name, argv[0] ) ) { rp = r; @@ -107,9 +96,9 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) { float min_dist = INFINITY; - for( int i=0; ispawn_count; i++ ) { - r = &world.spawns[i]; + r = &world->spawns[i]; float d = v3_dist2( r->co, localplayer.rb.co ); vg_info( "Dist %s : %f\n", r->name, d ); @@ -125,10 +114,10 @@ VG_STATIC int __respawn( int argc, const char *argv[] ) { vg_error( "No spawn found\n" ); - if( !world.spawn_count ) + if( !world->spawn_count ) return 0; - rp = &world.spawns[0]; + rp = &world->spawns[0]; } player__spawn( &localplayer, rp ); @@ -232,7 +221,7 @@ VG_STATIC void load_playermodels(void) vg_release_thread_sync(); /* FIXME: hack */ - shader_viewchar_register(); + shader_model_character_view_register(); vg_acquire_thread_sync(); { vg_tex2d_init( (vg_tex2d *[]){ &localplayer_texture }, 1 ); @@ -268,9 +257,15 @@ VG_STATIC void vg_load(void) world_audio_init(); /* 'systems' are completely loaded now */ - strcpy( world.world_name, "maps/mp_mtzero.mdl" ); - strcpy( world.world_name, "maps/mp_gridmap.mdl" ); - world_load(); + + /* load home world */ + world_load( &world_global.worlds[0], "maps/mp_home.mdl" ); + + world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" ); + world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" ); + world_link_nonlocal_gates( 0, 1 ); + world_link_nonlocal_gates( 0, 2 ); + vg_console_load_autos(); } @@ -301,7 +296,7 @@ VG_STATIC void vg_update(void) #endif player__pre_update( &localplayer ); - world_update( localplayer.rb.co ); + world_update( get_active_world(), localplayer.rb.co ); } } @@ -417,9 +412,9 @@ VG_STATIC void render_scene(void) /* Draw world */ glEnable( GL_DEPTH_TEST ); - render_world( &main_camera ); - + world_instance *view_world = localplayer.viewable_world; + render_world( view_world, &main_camera ); int player_transparent = 1, player_draw = 1; @@ -433,10 +428,11 @@ VG_STATIC void render_scene(void) if( !player_transparent && player_draw ) player__render( &main_camera, &localplayer ); - render_water_texture( &main_camera ); + + render_water_texture( view_world, &main_camera ); render_fb_bind( gpipeline.fb_main ); - render_water_surface( &main_camera ); - render_world_gates( &main_camera ); + render_water_surface( view_world, &main_camera ); + render_world_gates( view_world, &main_camera ); if( player_transparent && player_draw ) render_player_transparent(); @@ -535,11 +531,13 @@ VG_STATIC void run_light_widget( struct light_widget *lw ); VG_STATIC void vg_ui(void) { player__im_gui( &localplayer ); + world_instance *world = get_active_world(); #if 0 menu_crap_ui(); #endif +#if 0 if( cl_light_edit ) { vg_uictx.cursor[0] = 10; @@ -574,11 +572,12 @@ VG_STATIC void vg_ui(void) render_update_lighting_ub(); } +#endif //glPolygonMode( GL_FRONT_AND_BACK, GL_LINE ); if( cl_ui ) { - render_world_routes_ui(); + render_world_routes_ui( world ); } //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );