{ .path = "sound/revert4.ogg", .source_mode=k_audio_source_compressed }
};
+audio_clip audio_water[] = {
+ { .path = "sound/wave0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave3.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave4.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/wave5.ogg", .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_grass[] = {
+ { .path = "sound/grass0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/grass3.ogg", .source_mode=k_audio_source_compressed },
+};
+
audio_clip audio_ambience[] =
{
{.path="sound/town_generic.ogg",
.name = "Ambience"
};
+audio_player ambient_sprites[4] =
+{
+ { .name = "Ambient Sprites 0" },
+ { .name = "Ambient Sprites 1" },
+ { .name = "Ambient Sprites 2" },
+ { .name = "Ambient Sprites 3" },
+};
+
audio_player audio_player0 =
{
.name = "Player0",
audio_player_init( &audio_player3 );
audio_player_init( &audio_player_gate );
audio_player_init( &ambient_player );
+ audio_player_init( &ambient_sprites[0] );
+ audio_player_init( &ambient_sprites[1] );
+ audio_player_init( &ambient_sprites[2] );
+ audio_player_init( &ambient_sprites[3] );
audio_player_init( &audio_player_extra );
audio_clip_loadn( audio_board, vg_list_size(audio_board) );
audio_clip_loadn( &audio_gate_ambient, 1 );
audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
+ audio_clip_loadn( audio_water, vg_list_size(audio_water) );
+ audio_clip_loadn( audio_grass, vg_list_size(audio_grass) );
audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
audio_lock();
audio_player_set_flags( &audio_player_gate, flags );
audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
+ audio_player_set_flags( &ambient_sprites[0], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[1], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[2], AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_flags( &ambient_sprites[3], AUDIO_FLAG_SPACIAL_3D );
audio_player_set_vol( &ambient_player, 1.0f );
audio_player_set_vol( &audio_player_gate, 5.0f );
audio_player_set_vol( &audio_player_extra, 1.0f );
audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
}
+enum audio_sprite_type
+{
+ k_audio_sprite_type_none,
+ k_audio_sprite_type_grass,
+ k_audio_sprite_type_water
+};
+
+/*
+ * Trace out a random point, near the player to try and determine water areas
+ */
+static enum audio_sprite_type audio_sample_sprite_random( v3f origin,
+ v3f output )
+{
+ v3f chance = { (vg_randf()-0.5f) * 30.0f,
+ 8.0f,
+ (vg_randf()-0.5f) * 30.0f };
+
+ v3f pos;
+ v3_add( chance, origin, pos );
+
+ ray_hit contact;
+ contact.dist = vg_minf( 16.0f, pos[1] );
+
+
+ if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
+ {
+ if( ray_hit_is_ramp( &contact ) )
+ {
+ vg_line( pos, contact.pos, 0xff0000ff );
+ vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
+ return k_audio_sprite_type_none;
+ }
+
+ v3_copy( contact.pos, output );
+ return k_audio_sprite_type_grass;
+ }
+
+ output[0] = pos[0];
+ output[1] = 0.0f;
+ output[2] = pos[2];
+
+ return k_audio_sprite_type_water;
+}
+
static void audio_debug_soundscapes(void)
{
if( !k_audio_debug_soundscape ) return;
v3_muladds( p, p0, 3.0f*tt -ttt -3.0f*t +1.0f, p );
}
+/* TODO: he needs a home somewhere */
+static float *player_get_pos(void);
+
#endif /* COMMON_H */
fb_resize( &grender.fb );
}
-static int render_gate( teleport_gate *gate, m4x3f camera )
+static int render_gate( teleport_gate *gate, v3f viewpos, m4x3f camera )
{
- v3f viewpos, viewdir, gatedir;
- v3_copy( camera[3], viewpos );
+ v3f viewdir, gatedir;
m3x3_mulv( camera, (v3f){0.0f,0.0f,-1.0f}, viewdir );
m3x3_mulv( gate->to_world, (v3f){0.0f,0.0f,-1.0f}, gatedir );
render_water_surface( vg_pv, player.camera );
vg_tex2d_bind( &tex_water, 1 ); /*TODO: ?*/
- render_world_gates( vg_pv, player.camera );
+ render_world_gates( vg_pv, player.rb.co, player.camera );
/* Copy the RGB of what we have into the background buffer */
glBindFramebuffer( GL_READ_FRAMEBUFFER, 0 );
/*
* Interface
*/
-//#define SR_USE_LOCALHOST
+#define SR_USE_LOCALHOST
/* Call it at start; Connects us to the gameserver */
static void network_init(void);
static u8 steam_app_ticket[ 1024 ];
static u32 steam_app_ticket_length;
static int network_name_update = 1;
+static int network_scores_updated = 0;
static HSteamNetConnection cremote;
static ESteamNetworkingConnectionState cremote_state =
/* We dont need to stay on the server currently */
SteamAPI_ISteamNetworkingSockets_CloseConnection(
hSteamNetworkingSockets, cremote, 0, NULL, 1 );
+
+ network_scores_updated = 1;
}
static void poll_connection(void)
/* TODO: eugh */
m3x3f gate_vr_frame, gate_vr_pstep_frame;
+ int on_board_frame, in_air_frame;
v3f a, v_last, m, bob, vl;
* Player API
*/
+static float *player_get_pos(void)
+{
+ return player.rb.co;
+}
+
/*
* Free camera movement
world_routes_activate_gate( i );
player.rb_gate_frame = player.rb;
+ player.in_air_frame = player.in_air;
+ player.on_board_frame = player.on_board;
+
+ if( !player.on_board )
+ {
+ v3f fwd_dir = {cosf(player.angles[0]),
+ 0.0f,
+ sinf(player.angles[0])};
+ m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
+
+ player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
+
+ }
m3x3_copy( player.vr, player.gate_vr_frame );
m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
/* Tunnel / occlusion */
audio_sample_occlusion( player.camera[3] );
+
+ int sprite_avail = -1;
+ for( int i=0; i<vg_list_size(ambient_sprites); i++ )
+ {
+ if( !audio_player_is_playing( &ambient_sprites[i] ) )
+ {
+ sprite_avail = i;
+ break;
+ }
+ }
+
+ if( sprite_avail != -1 )
+ {
+ v3f waterpos;
+ enum audio_sprite_type sprite_type =
+ audio_sample_sprite_random( player.rb.co, waterpos );
+
+ if( sprite_type != k_audio_sprite_type_none )
+ {
+ audio_player *avail = &ambient_sprites[ sprite_avail ];
+
+ audio_player_set_vol( avail, 20.0f );
+ audio_player_set_flags( avail, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( avail, waterpos );
+
+ if( sprite_type == k_audio_sprite_type_grass )
+ {
+ audio_player_playclip( avail, &audio_grass[rand()%4] );
+ }
+ else if( sprite_type == k_audio_sprite_type_water )
+ {
+ audio_player_playclip( avail, &audio_water[rand()%6] );
+ }
+ }
+ }
if( freecam || player.is_dead || !player.on_board )
{
m3x3_identity( player.gate_vr_pstep_frame );
player.rb_gate_frame = player.rb;
+ player.on_board_frame = player.on_board;
+ player.in_air_frame = player.in_air;
return 1;
}
if( vg_get_axis("grabl")>0.0f)
{
player.rb = player.rb_gate_frame;
+ player.on_board = player.on_board_frame;
+ player.in_air = player.in_air_frame;
m3x3_copy( player.gate_vr_frame, player.vr );
m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
player.is_dead = 0;
player.in_air = 1;
+
+
+ if( !player.on_board )
+ {
+ player.angles[0] = atan2f( -player.rb.forward[2],
+ -player.rb.forward[0] );
+ }
+
m3x3_identity( player.vr );
player.mdl.shoes[0] = 1;
}
u8 decrypted[1024];
- u32 ticket_len;
+ u32 ticket_len = 1024;
int success = SteamEncryptedAppTicket_BDecryptTicket(
auth->ticket, auth->ticket_length, decrypted,
#include "world_routes.h"
#include "world_sfd.h"
#include "world_audio.h"
+#include "network.h"
+#include "network_msg.h"
#include "shaders/terrain.h"
#include "shaders/sky.h"
struct subworld_routes routes;
struct subworld_sfd sfd;
- /* ...
- struct subworld_spawns system_spawns;
- struct subworld_physics system_physics;
- */
-
/* Paths */
traffic_node traffic[128];
u32 traffic_count;
world_routes_update();
world_routes_debug();
+ int closest = 0;
+ float min_dist = INFINITY;
+
+ for( int i=0; i<world.routes.route_count; i++ )
+ {
+ float dist = v3_dist2( world.routes.routes[i].scoreboard_transform[3],
+ player_get_pos() );
+
+ if( dist < min_dist )
+ {
+ min_dist = dist;
+ closest = i;
+ }
+ }
+
+ if( (world.active_route_board != closest) || network_scores_updated )
+ {
+ network_scores_updated = 0;
+ world.active_route_board = closest;
+ struct subworld_sfd *sfd = subworld_sfd();
+
+ struct route *route = &world.routes.routes[closest];
+
+ u32 id = route->track_id;
+
+ if( id != 0xffffffff )
+ {
+ struct netmsg_board *local_board = &scoreboard_client_data.boards[id];
+
+ for( int i=0; i<13; i++ )
+ {
+ sfd_encode( &sfd->tester, i, &local_board->data[27*i] );
+ }
+ }
+ }
sfd_update( &world.sfd.tester );
glDepthMask( GL_TRUE );
}
-static void render_world_gates( m4x4f projection, m4x3f camera )
+static void render_world_gates( m4x4f projection, v3f playerco, m4x3f camera )
{
float closest = INFINITY;
int id = 0;
}
}
- render_gate( &world.routes.gates[id].gate, camera );
+ render_gate( &world.routes.gates[id].gate, playerco, camera );
v3_lerp( world.render_gate_pos,
world.routes.gates[id].gate.co[0],
1.0f,
free( mboard );
vg_tex2d_init( (vg_tex2d *[]){ &tex_scoretext }, 1 );
- sfd_new( &sfd->tester, 16, 8 );
+ sfd_new( &sfd->tester, 27, 13 );
}
static void world_sfd_register(void)