glider orphan / entity normals with scale
[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 glider_physics();
118 }
119
120 static void player__post_update(void)
121 {
122 struct player_subsystem_interface *sys =
123 player_subsystems[ localplayer.subsystem ];
124
125 if( sys->post_update ) sys->post_update();
126
127 SDL_AtomicLock( &air_data.sl );
128 air_data.speed = v3_length( localplayer.rb.v ) * vg.time_rate;
129 SDL_AtomicUnlock( &air_data.sl );
130 }
131
132 /*
133 * Applies gate transport to a player_interface
134 */
135 static void player__pass_gate( u32 id )
136 {
137 world_instance *world = world_current_instance();
138 skaterift_record_frame( &skaterift.replay, 1 );
139
140 /* update boundary hash (network animation) */
141 u16 index = mdl_entity_id_id(id) & ~NETMSG_BOUNDARY_MASK;
142 localplayer.boundary_hash ^= NETMSG_GATE_BOUNDARY_BIT;
143 localplayer.boundary_hash &= ~NETMSG_BOUNDARY_MASK;
144 localplayer.boundary_hash |= index;
145
146 ent_gate *gate = mdl_arritm( &world->ent_gate, mdl_entity_id_id(id) );
147 world_routes_fracture( world, gate, localplayer.rb.co, localplayer.rb.v );
148
149 localplayer.gate_waiting = gate;
150 localplayer.deferred_frame_record = 1;
151
152 struct player_cam_controller *cc = &localplayer.cam_control;
153 m4x3_mulv( gate->transport, cc->tpv_lpf, cc->tpv_lpf );
154 m3x3_mulv( gate->transport, cc->cam_velocity_smooth,
155 cc->cam_velocity_smooth );
156
157 m4x3_mulv( gate->transport, localplayer.cam.pos, localplayer.cam.pos );
158
159 if( gate->flags & k_ent_gate_nonlocal )
160 {
161 world_default_spawn_pos( world, world->player_co );
162 world_static.active_instance = gate->target;
163 player__clean_refs();
164
165 replay_clear( &skaterift.replay );
166 }
167 else
168 {
169 world_routes_activate_entry_gate( world, gate );
170 }
171
172 v3f v0;
173 v3_angles_vector( localplayer.angles, v0 );
174 m3x3_mulv( gate->transport, v0, v0 );
175 v3_angles( v0, localplayer.angles );
176
177 audio_lock();
178 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
179 audio_unlock();
180 }
181
182 static void player_apply_transport_to_cam( m4x3f transport )
183 {
184 /* Pre-emptively edit the camera matrices so that the motion vectors
185 * are correct */
186 m4x3f transport_i;
187 m4x4f transport_4;
188 m4x3_invert_affine( transport, transport_i );
189 m4x3_expand( transport_i, transport_4 );
190 m4x4_mul( skaterift.cam.mtx.pv, transport_4, skaterift.cam.mtx.pv );
191 m4x4_mul( skaterift.cam.mtx.v, transport_4, skaterift.cam.mtx.v );
192
193 /* we want the regular transform here no the inversion */
194 m4x3_expand( transport, transport_4 );
195 m4x4_mul( world_gates.cam.mtx.pv, transport_4, world_gates.cam.mtx.pv );
196 m4x4_mul( world_gates.cam.mtx.v, transport_4, world_gates.cam.mtx.v );
197 }
198
199 static void player__im_gui(void)
200 {
201 if( !k_player_debug_info ) return;
202
203 ui_rect box = {
204 vg.window_x - 300,
205 0,
206 300,
207 vg.window_y
208 };
209
210 ui_fill( box, (ui_colour(k_ui_bg)&0x00ffffff)|0x50000000 );
211
212 g_player_debugger[0] = box[0];
213 g_player_debugger[1] = 0;
214 g_player_debugger[2] = 300;
215 g_player_debugger[3] = 32;
216
217 player__debugtext( 2, "instance #%u", world_static.active_instance );
218
219 char buf[96];
220 for( u32 i=0; i<k_world_max; i++ ){
221 if( world_static.instance_addons[ i ] )
222 addon_alias_uid( &world_static.instance_addons[ i ]->alias, buf );
223 else
224 strcpy( buf, "none" );
225
226 player__debugtext( 1, "world #%u: %s", i, buf );
227 }
228
229 player__debugtext( 2, "director" );
230 player__debugtext( 1, "activity: %s",
231 (const char *[]){ [k_skaterift_menu] = "menu",
232 [k_skaterift_replay] = "replay",
233 [k_skaterift_ent_focus] = "ent_focus",
234 [k_skaterift_default] = "default",
235 [k_skaterift_world_map] = "world map"
236 } [skaterift.activity] );
237 player__debugtext( 1, "time_rate: %.4f", skaterift.time_rate );
238
239 player__debugtext( 2, "player" );
240 player__debugtext( 1, "angles: " PRINTF_v3f( localplayer.cam.angles ) );
241
242 if( player_subsystems[ localplayer.subsystem ]->im_gui )
243 player_subsystems[ localplayer.subsystem ]->im_gui();
244
245 skaterift_replay_debug_info();
246 }
247
248 static void player__setpos( v3f pos ){
249 v3_copy( pos, localplayer.rb.co );
250 v3_zero( localplayer.rb.v );
251 rb_update_matrices( &localplayer.rb );
252 }
253
254 static void player__clean_refs(void){
255 replay_clear( &skaterift.replay );
256 gui_helper_clear();
257
258 world_static.challenge_target = NULL;
259 world_static.challenge_timer = 0.0f;
260 world_static.focused_entity = 0;
261 world_static.active_trigger_volume_count = 0;
262 world_static.last_use = 0.0;
263 world_entity_unfocus();
264
265 localplayer.boundary_hash ^= NETMSG_BOUNDARY_BIT;
266
267 for( u32 i=0; i<vg_list_size(world_static.instances); i++ ){
268 world_instance *instance = &world_static.instances[i];
269 if( instance->status == k_world_status_loaded ){
270 world_routes_clear( instance );
271 }
272 }
273 }
274
275 static void player__reset(void){
276 v3_zero( localplayer.rb.v );
277 v3_zero( localplayer.rb.w );
278
279 f32 l = v4_length( localplayer.rb.q );
280 if( (l < 0.9f) || (l > 1.1f) )
281 q_identity( localplayer.rb.q );
282
283 rb_update_matrices( &localplayer.rb );
284
285 localplayer.subsystem = k_player_subsystem_walk;
286 player__walk_reset();
287
288 localplayer.immobile = 0;
289 localplayer.gate_waiting = NULL;
290 localplayer.have_glider = 0;
291 localplayer.glider_orphan = 0;
292
293 v3_copy( localplayer.rb.co, localplayer.cam_control.tpv_lpf );
294 player__clean_refs();
295 }
296
297 static void player__spawn( ent_spawn *rp ){
298 player__setpos( rp->transform.co );
299 player__reset();
300 }
301
302
303 static void player__kill(void){
304 }
305
306 static void player__begin_holdout( v3f offset ){
307 memcpy( &localplayer.holdout_pose, &localplayer.pose,
308 sizeof(localplayer.pose) );
309 v3_copy( offset, localplayer.holdout_pose.root_co );
310 localplayer.holdout_time = 1.0f;
311 }
312
313 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ){
314 bitpack_bytes( ctx, 1, &sfx->system );
315 bitpack_bytes( ctx, 1, &sfx->priority );
316 bitpack_bytes( ctx, 1, &sfx->id );
317 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->subframe );
318 bitpack_qf32( ctx, 8, 0.0f, 1.0f, &sfx->volume );
319 bitpack_qv3f( ctx, 16, -1024.0f, 1024.0f, sfx->location );
320 }
321
322 static void net_sfx_play( struct net_sfx *sfx ){
323 if( sfx->system < k_player_subsystem_max ){
324 struct player_subsystem_interface *sys = player_subsystems[sfx->system];
325 if( sys->sfx_oneshot ){
326 sys->sfx_oneshot( sfx->id, sfx->location, sfx->volume );
327 }
328 }
329 };
330
331 static struct net_sfx *find_lower_priority_sfx( struct net_sfx *buffer, u32 len,
332 u32 *count, u8 priority ){
333 struct net_sfx *p_sfx = NULL;
334 if( *count < len ){
335 p_sfx = &buffer[ *count ];
336 *count = *count+1;
337 }
338 else {
339 for( u32 i=0; i<len; i++ ){
340 struct net_sfx *a = &buffer[i];
341 if( a->priority < priority ){
342 p_sfx = a;
343 break;
344 }
345 }
346 }
347
348 return p_sfx;
349 }
350
351 static void player__networked_sfx( u8 system, u8 priority, u8 id,
352 v3f pos, f32 volume ){
353 struct net_sfx sfx,
354 *p_net = find_lower_priority_sfx(
355 localplayer.sfx_buffer, 4,
356 &localplayer.sfx_buffer_count, priority ),
357 *p_replay = find_lower_priority_sfx(
358 localplayer.local_sfx_buffer, 2,
359 &localplayer.local_sfx_buffer_count, priority );
360
361 sfx.id = id;
362 sfx.priority = priority;
363 sfx.volume = volume;
364 v3_copy( pos, sfx.location );
365 sfx.system = system;
366
367 /* we only care about subframe in networked sfx. local replays run at a
368 * high enough framerate. */
369 f32 t = (vg.time_real - network_client.last_frame) / NETWORK_FRAMERATE;
370 sfx.subframe = vg_clampf( t, 0.0f, 1.0f );
371
372 if( p_net ) *p_net = sfx;
373 if( p_replay ) *p_replay = sfx;
374
375 net_sfx_play( &sfx );
376 }
377
378 /* implementation */
379 #include "player_common.c"
380
381 #include "player_walk.c"
382 #include "player_skate.c"
383 #include "player_dead.c"
384 #include "player_drive.c"
385 #include "player_glide.c"
386 #include "player_basic_info.c"
387
388 #include "player_render.c"
389 #include "player_ragdoll.c"
390 #include "player_replay.c"
391
392 #endif /* PLAYER_C */