*/
VG_STATIC
-void (*_player_system_register[])(void) =
-{
+void (*_player_system_register[])(void) = {
player__walk_register,
player__skate_register,
NULL,
};
VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
+void (*_player_bind[])( player_instance *player ) = {
player__walk_bind,
player__skate_bind,
NULL,
};
VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = {
player__walk_reset,
player__skate_reset,
NULL,
};
VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) =
-{
+void (*_player_pre_update[])( player_instance *player ) = {
player__walk_pre_update,
player__skate_pre_update,
NULL,
};
VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
+void( *_player_update[])( player_instance *player ) = {
player__walk_update,
player__skate_update,
player__dead_update,
};
VG_STATIC
-void( *_player_post_update[])( player_instance *player ) =
-{
+void( *_player_post_update[])( player_instance *player ) = {
player__walk_post_update,
player__skate_post_update,
NULL,
};
VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
+void( *_player_im_gui[])( player_instance *player ) = {
player__walk_im_gui,
player__skate_im_gui,
NULL,
};
VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
+void( *_player_animate[])( player_instance *player, player_animation *dest ) = {
player__walk_animate,
player__skate_animate,
player__dead_animate,
};
VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
+void( *_player_post_animate[])( player_instance *player ) = {
player__walk_post_animate,
player__skate_post_animate,
player__dead_post_animate,
player__drive_post_animate
};
-VG_STATIC
-void( *_player_store_state[] )( player_instance *player ) =
-{
- NULL,
- NULL,
- NULL,
- NULL
-};
-
-VG_STATIC
-void( *_player_load_state_lerp[] )( player_instance *player,
- void *A, void *B, f32 t ) =
-{
- NULL,
- NULL,
- NULL,
- NULL
-};
-
PLAYER_API void player__debugtext( int size, const char *fmt, ... );
PLAYER_API void player__create( player_instance *inst );
PLAYER_API void player__use_avatar( player_instance *player,
VG_STATIC void player__animate_from_replay( player_instance *player,
replay_buffer *replay ){
- /* TODO: frame blending */
/* TODO: holdout blending (from when the game has to slow down) */
player_animation res;
skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
}
-VG_STATIC
-void player_record_replay_frame( player_instance *player,
- replay_buffer *replay, int force_gamestate ){
- f64 delta = 9999999.9,
- statedelta = 9999999.9;
-
- if( replay->head )
- delta = vg.time - replay->head->time;
-
- if( replay->statehead )
- statedelta = vg.time - replay->statehead->time;
-
- const f64 k_replay_rate = 1.0/30.0,
- k_gamestate_rate = 0.5;
-
- u32 gamestate_size = 0;
- void *gamestate_src = NULL;
- if( (statedelta > k_gamestate_rate) || force_gamestate ){
- if( player->subsystem == k_player_subsystem_walk ){
- gamestate_size = sizeof(struct player_walk_state);
- gamestate_src = &player->_walk.state;
- }
- else if( player->subsystem == k_player_subsystem_skate ){
- gamestate_size = sizeof(struct player_skate_state);
- gamestate_src = &player->_skate.state;
- }
- else if( player->subsystem == k_player_subsystem_dead ){
- gamestate_size = sizeof(struct player_ragdoll);
- gamestate_src = &player->ragdoll;
- }
- }
- assert( gamestate_size < 0xffff );
-
- if( (delta > k_replay_rate) || gamestate_size ){
- replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
- replay->cursor = vg.time;
- replay->cursor_frame = frame;
-
- player_animation *res = &frame->anim;
- v3_zero( res->root_co );
- q_identity( res->root_q );
- res->type = k_player_animation_type_absolute;
-
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_decompose_mtx_absolute( sk, res->pose );
-
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
- frame->time = vg.time;
- v3_copy( player->cam.pos, frame->cam_pos );
- v3_copy( player->cam.angles, frame->cam_angles );
- frame->cam_fov = player->cam.fov;
-
- if( gamestate_size ){
- replay_gamestate *gs = replay_frame_gamestate( frame );
- gs->system = player->subsystem;
-
- /* permanent block */
- memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
- memcpy( &gs->cam_control, &player->cam_control,
- sizeof(struct player_cam_controller) );
- v3_copy( player->angles, gs->angles );
-
- /* subsytem/dynamic block */
- void *dst = replay_gamestate_subsystem_data( gs );
- memcpy( dst, gamestate_src, gamestate_size );
- }
- }
-}
-
VG_STATIC void player__pre_render( player_instance *player ){
/* shadowing/ao info */
struct player_avatar *av = player->playeravatar;
}
}
+struct replay_rb{
+ v3f co, v, w;
+ v4f q;
+};
+
+VG_STATIC
+void skaterift_record_frame( replay_buffer *replay, int force_gamestate ){
+ f64 delta = 9999999.9,
+ statedelta = 9999999.9;
+
+ if( replay->head )
+ delta = vg.time - replay->head->time;
+
+ if( replay->statehead )
+ statedelta = vg.time - replay->statehead->time;
+
+ const f64 k_replay_rate = 1.0/30.0,
+ k_gamestate_rate = 0.5;
+
+ int save_frame = 0,
+ save_state = 0;
+
+ if( force_gamestate ) save_state = 1;
+ if( statedelta > k_gamestate_rate ) save_state = 1;
+ if( delta > k_replay_rate ) save_frame = 1;
+ if( save_state ) save_frame = 1;
+
+ if( !save_frame ) return;
+
+ u32 gamestate_size = 0;
+
+ if( save_state ){
+ gamestate_size = (u32 []){
+ [k_player_subsystem_walk ] = sizeof(struct player_walk_state),
+ [k_player_subsystem_drive] = 0,
+ [k_player_subsystem_skate] = sizeof(struct player_skate_state),
+ [k_player_subsystem_dead ] = localplayer.ragdoll.part_count *
+ sizeof(struct replay_rb)
+ }[ localplayer.subsystem ];
+ }
+
+ replay_frame *frame = replay_newframe( replay, gamestate_size, 0 );
+
+ if( save_state ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ gs->system = localplayer.subsystem;
+
+ /* permanent block */
+ memcpy( &gs->rb, &localplayer.rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &localplayer.cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( localplayer.angles, gs->angles );
+
+ void *dst = replay_gamestate_subsystem_data( gs );
+
+ /* subsytem/dynamic block */
+ if( localplayer.subsystem == k_player_subsystem_walk )
+ memcpy( dst, &localplayer._walk.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_skate )
+ memcpy( dst, &localplayer._skate.state, gamestate_size );
+ else if( localplayer.subsystem == k_player_subsystem_dead ){
+ struct replay_rb *arr = dst;
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ rigidbody *rb = &localplayer.ragdoll.parts[i].obj.rb;
+ v3_copy( rb->co, arr[i].co );
+ v3_copy( rb->w, arr[i].w );
+ v3_copy( rb->v, arr[i].v );
+ v4_copy( rb->q, arr[i].q );
+ }
+ }
+ }
+
+ replay->cursor = vg.time;
+ replay->cursor_frame = frame;
+
+ player_animation *res = &frame->anim;
+ v3_zero( res->root_co );
+ q_identity( res->root_q );
+ res->type = k_player_animation_type_absolute;
+
+ struct skeleton *sk = &localplayer.playeravatar->sk;
+ skeleton_decompose_mtx_absolute( sk, res->pose );
+
+ memcpy( &frame->board_pose, &localplayer.board_pose,
+ sizeof(localplayer.board_pose) );
+ frame->time = vg.time;
+ v3_copy( localplayer.cam.pos, frame->cam_pos );
+ v3_copy( localplayer.cam.angles, frame->cam_angles );
+ frame->cam_fov = localplayer.cam.fov;
+}
+
+VG_STATIC
+void skaterift_restore_frame( replay_frame *frame ){
+ replay_gamestate *gs = replay_frame_gamestate( frame );
+ void *src = replay_gamestate_subsystem_data( gs );
+
+ /* TODO: Move this to subsystem bindings now that its variable */
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &localplayer._walk.state, src,
+ frame->subsystem_gamestate_size );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &localplayer._skate.state, src,
+ frame->subsystem_gamestate_size );
+ }
+ else if( gs->system == k_player_subsystem_dead ){
+ player__dead_transition( &localplayer );
+ struct replay_rb *arr = src;
+
+ for( u32 i=0; i<localplayer.ragdoll.part_count; i ++ ){
+ struct ragdoll_part *part = &localplayer.ragdoll.parts[i];
+ rigidbody *rb = &part->obj.rb;
+
+ v3_copy( arr[i].co, rb->co );
+ v3_copy( arr[i].w, rb->w );
+ v3_copy( arr[i].v, rb->v );
+ v4_copy( arr[i].q, rb->q );
+
+ v3_copy( arr[i].co, part->prev_co );
+ v4_copy( arr[i].q, part->prev_q );
+ }
+ }
+
+ localplayer.subsystem = gs->system;
+
+ memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, localplayer.angles );
+
+ v3_copy( frame->cam_pos, localplayer.cam.pos );
+ v3_copy( frame->cam_angles, localplayer.cam.angles );
+ localplayer.cam.fov = frame->cam_fov;
+
+ memcpy( &localplayer.cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+}
+
VG_STATIC void skaterift_replay_pre_update(void){
if( skaterift.activity != k_skaterift_replay ) return;
replay_frame *prev = replay_find_recent_stateframe( &skaterift.replay );
if( prev ){
- /* TODO: Make gamestate_apply function / swap ... */
- replay_gamestate *gs = replay_frame_gamestate( prev );
- void *src = replay_gamestate_subsystem_data( gs );
-
- if( gs->system == k_player_subsystem_walk ){
- memcpy( &localplayer._walk.state, src,
- prev->subsystem_gamestate_size );
- }
- else if( gs->system == k_player_subsystem_skate ){
- memcpy( &localplayer._skate.state, src,
- prev->subsystem_gamestate_size );
- }
- else if( gs->system == k_player_subsystem_dead ){
- player__dead_transition( &localplayer );
- memcpy( &localplayer.ragdoll, src,
- prev->subsystem_gamestate_size );
- }
-
- localplayer.subsystem = gs->system;
-
- memcpy( &localplayer.rb, &gs->rb, sizeof(rigidbody) );
- v3_copy( gs->angles, localplayer.angles );
-
- v3_copy( prev->cam_pos, localplayer.cam.pos );
- v3_copy( prev->cam_angles, localplayer.cam.angles );
- localplayer.cam.fov = prev->cam_fov;
-
- memcpy( &localplayer.cam_control, &gs->cam_control,
- sizeof(struct player_cam_controller) );
+ skaterift_restore_frame( prev );
/* chop end off replay */
prev->r = NULL;