minor changes to be on track with vg revision
[carveJwlIkooP6JGAAIwe30JlM.git] / player.c
1 #ifndef PLAYER_C
2 #define PLAYER_C
3
4 #include "player.h"
5 #include "camera.h"
6 #include "player_model.h"
7 #include "input.h"
8 #include "world.h"
9 #include "audio.h"
10 #include "player_replay.h"
11 #include "network.h"
12 #include "network_common.h"
13 #include "world_routes.h"
14 #include "ent_miniworld.h"
15 #include "gui.h"
16
17 #include "shaders/model_entity.h"
18 #include "shaders/model_character_view.h"
19 #include "shaders/model_board_view.h"
20
21 static int localplayer_cmd_respawn( int argc, const char *argv[] ){
22 ent_spawn *rp = NULL, *r;
23 world_instance *world = world_current_instance();
24
25 if( argc == 1 ){
26 rp = world_find_spawn_by_name( world, argv[0] );
27 }
28 else if( argc == 0 ){
29 rp = world_find_closest_spawn( world, localplayer.rb.co );
30 }
31
32 if( !rp )
33 return 0;
34
35 player__spawn( rp );
36 return 1;
37 }
38
39 static void player_init(void){
40 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
41 struct player_subsystem_interface *sys = player_subsystems[i];
42 if( sys->system_register ) sys->system_register();
43 }
44
45 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
46 VG_VAR_F32( k_cam_damp );
47 VG_VAR_F32( k_cam_spring );
48 VG_VAR_F32( k_cam_punch );
49 VG_VAR_F32( k_cam_shake_strength );
50 VG_VAR_F32( k_cam_shake_trackspeed );
51 VG_VAR_I32( k_player_debug_info, flags=VG_VAR_PERSISTENT );
52
53 vg_console_reg_var( "cinema", &k_cinema, k_var_dtype_f32, 0 );
54 vg_console_reg_var( "cinema_fixed", &k_cinema_fixed, k_var_dtype_i32, 0 );
55 vg_console_reg_var( "invert_y", &k_invert_y,
56 k_var_dtype_i32, VG_VAR_PERSISTENT );
57
58 shader_model_character_view_register();
59 shader_model_board_view_register();
60 shader_model_entity_register();
61 }
62
63 static void player__debugtext( int size, const char *fmt, ... ){
64 char buffer[ 1024 ];
65
66 va_list args;
67 va_start( args, fmt );
68 vsnprintf( buffer, 1024, fmt, args );
69 va_end( args );
70
71 ui_text( g_player_debugger, buffer, size, k_ui_align_left, 0 );
72 g_player_debugger[1] += size*16;
73 }
74
75 /*
76 * Appearence
77 */
78
79 static void player__use_model( u16 reg_id ){
80 addon_cache_unwatch( k_addon_type_player,
81 localplayer.playermodel_view_slot );
82 localplayer.playermodel_view_slot =
83 addon_cache_create_viewer( k_addon_type_player, reg_id );
84 }
85
86 static void player__bind(void){
87 for( u32 i=0; i<vg_list_size(player_subsystems); i++ ){
88 struct player_subsystem_interface *sys = player_subsystems[i];
89
90 if( sys->bind ) sys->bind();
91 }
92 }
93
94 /*
95 * Gameloop events
96 * ----------------------------------------------------------------------------
97 */
98
99 static void player__pre_update(void){
100 if( button_down( k_srbind_camera ) && !localplayer.immobile &&
101 (localplayer.subsystem != k_player_subsystem_dead) ){
102 if( localplayer.cam_control.camera_mode == k_cam_firstperson )
103 localplayer.cam_control.camera_mode = k_cam_thirdperson;
104 else
105 localplayer.cam_control.camera_mode = k_cam_firstperson;
106 }
107
108 if( player_subsystems[ localplayer.subsystem ]->pre_update )
109 player_subsystems[ localplayer.subsystem ]->pre_update();
110 }
111
112 static void player__update(void){
113 if( player_subsystems[ localplayer.subsystem ]->update )
114 player_subsystems[ localplayer.subsystem ]->update();
115
116 if( localplayer.glider_orphan &&
117 (skaterift.activity != k_skaterift_replay) )
118 glider_physics( (v2f){0,0} );
119 }
120
121 static void player__post_update(void)
122 {
123 struct player_subsystem_interface *sys =
124 player_subsystems[ localplayer.subsystem ];
125
126 if( sys->post_update ) sys->post_update();
127
128 SDL_AtomicLock( &air_data.sl );
129 air_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate;
130 SDL_AtomicUnlock( &air_data.sl );
131 }
132
133 /*
134 * Applies gate transport to a player_interface
135 */
136 static void player__pass_gate( u32 id )
137 {
138 world_instance *world = world_current_instance();
139 skaterift_record_frame( &skaterift.replay, 1 );
140
141 /* update boundary hash (network animation) */
142 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
143 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
144 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
145 localplayer.boundary_hash |= index;
146
147 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
148 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
149
150 localplayer.gate_waiting = gate;
151 localplayer.deferred_frame_record = 1;
152
153 struct player_cam_controller *cc = &localplayer.cam_control;
154 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
155 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
156 cc->cam_velocity_smooth );
157
158 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
159
160 if( gate->flags & k_ent_gate_nonlocal )
161 {
162 world_default_spawn_pos( world, world->player_co );
163 world_static.active_instance = gate->target;
164 player__clean_refs();
165
166 replay_clear( &skaterift.replay );
167 }
168 else
169 {
170 world_routes_activate_entry_gate( world, gate );
171 }
172
173 v3f v0;
174 v3_angles_vector( localplayer.angles, v0 );
175 m3x3_mulv( gate->transport, v0, v0 );
176 v3_angles( v0, localplayer.angles );
177
178 audio_lock();
179 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
180 audio_unlock();
181 }
182
183 static void player_apply_transport_to_cam( m4x3f transport )
184 {
185 /* Pre-emptively edit the camera matrices so that the motion vectors
186 * are correct */
187 m4x3f transport_i;
188 m4x4f transport_4;
189 m4x3_invert_affine( transport, transport_i );
190 m4x3_expand( transport_i, transport_4 );
191 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
192 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
193
194 /* we want the regular transform here no the inversion */
195 m4x3_expand( transport, transport_4 );
196 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
197 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
198 }
199
200 static void player__im_gui(void)
201 {
202 if( !k_player_debug_info ) return;
203
204 ui_rect box = {
205 vg.window_x - 300,
206 0,
207 300,
208 vg.window_y
209 };
210
211 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
212
213 g_player_debugger[0] = box[0];
214 g_player_debugger[1] = 0;
215 g_player_debugger[2] = 300;
216 g_player_debugger[3] = 32;
217
218 player__debugtext( 2, "instance #%u", world_static.active_instance );
219
220 char buf[96];
221 for( u32 i=0; i<k_world_max; i++ ){
222 if( world_static.instance_addons[ i ] )
223 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
224 else
225 strcpy( buf, "none" );
226
227 player__debugtext( 1, "world #%u: %s", i, buf );
228 }
229
230 player__debugtext( 2, "director" );
231 player__debugtext( 1, "activity: %s",
232 (const char *[]){ [k_skaterift_menu] = "menu",
233 [k_skaterift_replay] = "replay",
234 [k_skaterift_ent_focus] = "ent_focus",
235 [k_skaterift_default] = "default",
236 [k_skaterift_world_map] = "world map"
237 } [skaterift.activity] );
238 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
239
240 player__debugtext( 2, "player" );
241 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
242
243 if( player_subsystems[ localplayer.subsystem ]->im_gui )
244 player_subsystems[ localplayer.subsystem ]->im_gui();
245
246 skaterift_replay_debug_info();
247 }
248
249 static void player__setpos( v3f pos ){
250 v3_copy( pos, localplayer.rb.co );
251 v3_zero( localplayer.rb.v );
252 rb_update_matrices( &localplayer.rb );
253 }
254
255 static void player__clean_refs(void){
256 replay_clear( &skaterift.replay );
257 gui_helper_clear();
258
259 world_static.challenge_target = NULL;
260 world_static.challenge_timer = 0.0f;
261 world_static.focused_entity = 0;
262 world_static.active_trigger_volume_count = 0;
263 world_static.last_use = 0.0;
264 world_entity_unfocus();
265
266 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
267
268 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
269 world_instance *instance = &world_static.instances[i];
270 if( instance->status == k_world_status_loaded ){
271 world_routes_clear( instance );
272 }
273 }
274 }
275
276 static void player__reset(void){
277 v3_zero( localplayer.rb.v );
278 v3_zero( localplayer.rb.w );
279
280 f32 l = v4_length( localplayer.rb.q );
281 if( (l < 0.9f) || (l > 1.1f) )
282 q_identity( localplayer.rb.q );
283
284 rb_update_matrices( &localplayer.rb );
285
286 localplayer.subsystem = k_player_subsystem_walk;
287 player__walk_reset();
288
289 localplayer.immobile = 0;
290 localplayer.gate_waiting = NULL;
291 localplayer.have_glider = 0;
292 localplayer.glider_orphan = 0;
293
294 v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
295 player__clean_refs();
296 }
297
298 static void player__spawn( ent_spawn *rp ){
299 player__setpos( rp->transform.co );
300 player__reset();
301 }
302
303
304 static void player__kill(void){
305 }
306
307 static void player__begin_holdout( v3f offset ){
308 memcpy( &localplayer.holdout_pose, &localplayer.pose,
309 sizeof(localplayer.pose) );
310 v3_copy( offset, localplayer.holdout_pose.root_co );
311 localplayer.holdout_time = 1.0f;
312 }
313
314 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
315 bitpack_bytes( ctx, 1, &sfx->system );
316 bitpack_bytes( ctx, 1, &sfx->priority );
317 bitpack_bytes( ctx, 1, &sfx->id );
318 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
319 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
320 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
321 }
322
323 static void net_sfx_play( struct net_sfx *sfx ){
324 if( sfx->system < k_player_subsystem_max ){
325 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
326 if( sys->sfx_oneshot ){
327 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
328 }
329 }
330 };
331
332 static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len,
333 u32 *count, u8 priority ){
334 struct net_sfx *p_sfx = NULL;
335 if( *count < len ){
336 p_sfx = &buffer[ *count ];
337 *count = *count+1;
338 }
339 else {
340 for( u32 i=0; i<len; i++ ){
341 struct net_sfx *a = &buffer[i];
342 if( a->priority < priority ){
343 p_sfx = a;
344 break;
345 }
346 }
347 }
348
349 return p_sfx;
350 }
351
352 static void player__networked_sfx( u8 system, u8 priority, u8 id,
353 v3f pos, f32 volume ){
354 struct net_sfx sfx,
355 *p_net = find_lower_priority_sfx(
356 localplayer.sfx_buffer, 4,
357 &localplayer.sfx_buffer_count, priority ),
358 *p_replay = find_lower_priority_sfx(
359 localplayer.local_sfx_buffer, 2,
360 &localplayer.local_sfx_buffer_count, priority );
361
362 sfx.id = id;
363 sfx.priority = priority;
364 sfx.volume = volume;
365 v3_copy( pos, sfx.location );
366 sfx.system = system;
367
368 /* we only care about subframe in networked sfx. local replays run at a
369 * high enough framerate. */
370 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
371 sfx.subframe = vg_clampf( t, 0.0f, 1.0f );
372
373 if( p_net ) *p_net = sfx;
374 if( p_replay ) *p_replay = sfx;
375
376 net_sfx_play( &sfx );
377 }
378
379 /* implementation */
380 #include "player_common.c"
381
382 #include "player_walk.c"
383 #include "player_skate.c"
384 #include "player_dead.c"
385 #include "player_drive.c"
386 #include "player_glide.c"
387 #include "player_basic_info.c"
388
389 #include "player_render.c"
390 #include "player_ragdoll.c"
391 #include "player_replay.c"
392
393 #endif /* PLAYER_C */