seperate rand instances for each thread
[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
117 static void player__post_update(void){
118 if( player_subsystems[ localplayer.subsystem ]->post_update )
119 player_subsystems[ localplayer.subsystem ]->post_update();
120 }
121
122 /*
123 * Applies gate transport to a player_interface
124 */
125 static void player__pass_gate( u32 id ){
126 world_instance *world = world_current_instance();
127
128 /* update boundary hash (network animation) */
129 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
130 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
131 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
132 localplayer.boundary_hash |= index;
133
134 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
135 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
136
137 localplayer.gate_waiting = gate;
138
139 struct player_cam_controller *cc = &localplayer.cam_control;
140 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
141 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
142 cc->cam_velocity_smooth );
143
144 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
145
146 if( gate->flags & k_ent_gate_nonlocal ){
147 /* FIXME: Code dupe with world_load.c */
148 ent_spawn *rp = world_find_spawn_by_name( world, "start" );
149 if( !rp ) rp = world_find_closest_spawn( world, (v3f){0.0f,0.0f,0.0f} );
150 /* TODO: fallback to searching for a safe location using raycasts */
151 assert(rp);
152 v3_copy( rp->transform.co, world->player_co );
153
154 world_static.active_instance = gate->target;
155 player__clean_refs();
156 }
157 else
158 world_routes_activate_entry_gate( world, gate );
159
160 v3f v0;
161 v3_angles_vector( localplayer.angles, v0 );
162 m3x3_mulv( gate->transport, v0, v0 );
163 v3_angles( v0, localplayer.angles );
164
165 audio_lock();
166 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
167 audio_unlock();
168
169 replay_clear( &skaterift.replay );
170 }
171
172 static void player_apply_transport_to_cam( m4x3f transport ){
173 /* Pre-emptively edit the camera matrices so that the motion vectors
174 * are correct */
175 m4x3f transport_i;
176 m4x4f transport_4;
177 m4x3_invert_affine( transport, transport_i );
178 m4x3_expand( transport_i, transport_4 );
179 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
180 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
181
182 /* we want the regular transform here no the inversion */
183 m4x3_expand( transport, transport_4 );
184 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
185 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
186 }
187
188 static void player__im_gui(void){
189 if( !k_player_debug_info ) return;
190
191 ui_rect box = {
192 vg.window_x - 300,
193 0,
194 300,
195 vg.window_y
196 };
197
198 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
199
200 g_player_debugger[0] = box[0];
201 g_player_debugger[1] = 0;
202 g_player_debugger[2] = 300;
203 g_player_debugger[3] = 32;
204
205 player__debugtext( 2, "instance #%u", world_static.active_instance );
206
207 char buf[96];
208 for( u32 i=0; i<k_world_max; i++ ){
209 if( world_static.instance_addons[ i ] )
210 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
211 else
212 strcpy( buf, "none" );
213
214 player__debugtext( 1, "world #%u: %s", i, buf );
215 }
216
217 player__debugtext( 2, "director" );
218 player__debugtext( 1, "activity: %s",
219 (const char *[]){ [k_skaterift_menu] = "menu",
220 [k_skaterift_replay] = "replay",
221 [k_skaterift_ent_focus] = "ent_focus",
222 [k_skaterift_default] = "default",
223 [k_skaterift_world_map] = "world map"
224 } [skaterift.activity] );
225 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
226
227 player__debugtext( 2, "player" );
228 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
229
230 if( player_subsystems[ localplayer.subsystem ]->im_gui )
231 player_subsystems[ localplayer.subsystem ]->im_gui();
232
233 skaterift_replay_debug_info();
234 }
235
236 static void player__setpos( v3f pos ){
237 v3_copy( pos, localplayer.rb.co );
238 v3_zero( localplayer.rb.v );
239 rb_update_transform( &localplayer.rb );
240 }
241
242 static void player__clean_refs(void){
243 replay_clear( &skaterift.replay );
244 gui_helper_clear();
245
246 world_static.challenge_target = NULL;
247 world_static.challenge_timer = 0.0f;
248 world_static.focused_entity = 0;
249 world_static.active_trigger_volume_count = 0;
250 world_static.last_use = 0.0;
251 world_entity_unfocus();
252
253 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
254
255 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
256 world_instance *instance = &world_static.instances[i];
257 if( instance->status == k_world_status_loaded ){
258 world_routes_clear( instance );
259 }
260 }
261 }
262
263 static void player__reset(void){
264 v3_zero( localplayer.rb.v );
265 v3_zero( localplayer.rb.w );
266
267 f32 l = v4_length( localplayer.rb.q );
268 if( (l < 0.9f) || (l > 1.1f) )
269 q_identity( localplayer.rb.q );
270
271 rb_update_transform( &localplayer.rb );
272
273 localplayer.subsystem = k_player_subsystem_walk;
274 player__walk_reset();
275
276 localplayer.immobile = 0;
277 localplayer.gate_waiting = NULL;
278
279 v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
280 player__clean_refs();
281 }
282
283 static void player__spawn( ent_spawn *rp ){
284 player__setpos( rp->transform.co );
285 player__reset();
286 }
287
288
289 static void player__kill(void){
290 }
291
292 static void player__begin_holdout( v3f offset ){
293 memcpy( &localplayer.holdout_pose, &localplayer.pose,
294 sizeof(localplayer.pose) );
295 v3_copy( offset, localplayer.holdout_pose.root_co );
296 localplayer.holdout_time = 1.0f;
297 }
298
299 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
300 bitpack_bytes( ctx, 1, &sfx->system );
301 bitpack_bytes( ctx, 1, &sfx->priority );
302 bitpack_bytes( ctx, 1, &sfx->id );
303 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
304 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
305 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
306 }
307
308 static void net_sfx_play( struct net_sfx *sfx ){
309 if( sfx->system < k_player_subsystem_max ){
310 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
311 if( sys->sfx_oneshot ){
312 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
313 }
314 }
315 };
316
317 static void player__networked_sfx( u8 system, u8 priority, u8 id,
318 v3f pos, f32 volume ){
319 struct net_sfx null, *sfx = &null;
320
321 if( localplayer.sfx_buffer_count < vg_list_size(localplayer.sfx_buffer) )
322 sfx = &localplayer.sfx_buffer[ localplayer.sfx_buffer_count ++ ];
323 else {
324 for( u32 i=0; i<vg_list_size(localplayer.sfx_buffer); i++ ){
325 struct net_sfx *a = &localplayer.sfx_buffer[i];
326 if( a->priority < priority ){
327 sfx = a;
328 break;
329 }
330 }
331 }
332
333 sfx->id = id;
334 sfx->priority = priority;
335 sfx->volume = volume;
336 v3_copy( pos, sfx->location );
337 sfx->system = system;
338
339 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
340 sfx->subframe = vg_clampf( t, 0.0f, 1.0f );
341
342 net_sfx_play( sfx );
343 }
344
345 static void player__clear_sfx_buffer(void){
346 localplayer.sfx_buffer_count = 0;
347 }
348
349 /* implementation */
350 #include "player_common.c"
351
352 #include "player_walk.c"
353 #include "player_skate.c"
354 #include "player_dead.c"
355 #include "player_drive.c"
356 #include "player_basic_info.c"
357
358 #include "player_render.c"
359 #include "player_ragdoll.c"
360 #include "player_replay.c"
361
362 #endif /* PLAYER_C */