bouncy balls
[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
8 PLAYER_API
9 void player__debugtext( int size, const char *fmt, ... )
10 {
11 char buffer[ 1024 ];
12
13 va_list args;
14 va_start( args, fmt );
15 vsnprintf( buffer, 1024, fmt, args );
16 va_end( args );
17
18 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
19 vg_uictx.cursor[1] += 14*size;
20 }
21
22 /*
23 * Init
24 */
25 PLAYER_API
26 void player__create( player_instance *inst )
27 {
28 static int only_once = 0;
29 assert( only_once == 0 );
30 only_once ++;
31
32 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
33 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
34 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
35 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
36 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
37 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
38 inst->input_push = vg_create_named_input( "push", k_input_type_button );
39 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
40 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
41 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
42 inst->input_use = vg_create_named_input( "use", k_input_type_button );
43 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
44 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
45 inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
46 inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
47 inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
48
49 const char *default_cfg[] =
50 {
51 "bind steer-h gp-ls-h",
52 "bind -steer-h a",
53 "bind +steer-h d",
54
55 "bind steer-v gp-ls-v",
56 "bind -steer-v w",
57 "bind +steer-v s",
58
59 "bind grab gp-rt",
60 "bind +grab shift",
61 "bind grab-h gp-rs-h",
62 "bind grab-v gp-rs-v",
63
64 "bind jump space",
65 "bind jump gp-a",
66
67 "bind trick0 mouse1",
68 "bind trick0 gp-a",
69 "bind trick1 mouse2",
70 "bind trick1 gp-b",
71 "bind trick2 gp-x", /* keyboard: m0 + m1 */
72
73 "bind push gp-b",
74 "bind push w",
75
76 "bind walk shift",
77 "bind walk gp-ls",
78
79 "bind walk-h gp-ls-h",
80 "bind walk-v -gp-ls-v",
81 "bind +walk-h d",
82 "bind -walk-h a",
83 "bind +walk-v w",
84 "bind -walk-v s",
85
86 "bind reset gp-lb",
87 "bind reset r",
88
89 "bind use gp-y",
90 "bind use e",
91 "bind camera c",
92 "bind camera gp-rb"
93 };
94
95 for( int i=0; i<vg_list_size(default_cfg); i++ )
96 vg_execute_console_input(default_cfg[i]);
97
98 v3_zero( inst->rb.co );
99 v3_zero( inst->rb.w );
100 v3_zero( inst->rb.v );
101 q_identity( inst->rb.q );
102 m4x3_identity( inst->rb.to_world );
103 m4x3_identity( inst->rb.to_local );
104
105 inst->rewind_length = 0;
106 inst->rewind_buffer =
107 vg_linear_alloc( vg_mem.rtmemory,
108 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
109
110 }
111
112 /*
113 * Appearence
114 */
115 PLAYER_API
116 void player__use_avatar( player_instance *player, struct player_avatar *av )
117 {
118 player->playeravatar = av;
119 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
120 }
121
122 PLAYER_API
123 void player__use_mesh( player_instance *player, glmesh *mesh )
124 {
125 player->playermesh = mesh;
126 }
127
128 PLAYER_API
129 void player__use_texture( player_instance *player, vg_tex2d *tex )
130 {
131 player->playertex = tex;
132 }
133
134 PLAYER_API
135 void player__bind( player_instance *player )
136 {
137 player__skate_bind( player );
138 player__walk_bind( player );
139 }
140
141 /*
142 * Gameloop events
143 * ----------------------------------------------------------------------------
144 */
145
146 VG_STATIC void player_save_rewind_frame( player_instance *player )
147 {
148 if( player->rewind_length < PLAYER_REWIND_FRAMES ){
149 struct rewind_frame *fr =
150 &player->rewind_buffer[ player->rewind_length ++ ];
151
152 v2_copy( player->cam.angles, fr->ang );
153 v3_copy( player->cam.pos, fr->pos );
154
155 if( player->rewind_length >= 2 ){
156 player->rewind_total_length +=
157 v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
158 player->rewind_buffer[player->rewind_length-2].pos );
159 }
160 }
161 }
162
163 PLAYER_API
164 void player__pre_update( player_instance *player )
165 {
166 if( player->rewinding ){
167 return;
168 }
169
170 if( vg_input_button_down( player->input_reset ) ){
171 double delta = world_global.time - world_global.last_use;
172
173 if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
174 player->rewinding = 1;
175 player->rewind_sound_wait = 1;
176 player->rewind_time = (double)player->rewind_length - 0.0001;
177 player_save_rewind_frame( player );
178
179 audio_lock();
180 audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
181 audio_unlock();
182
183 /* based on testing. DONT CHANGE!
184 *
185 * time taken: y = (x^(4/5)) * 74.5
186 * inverse : x = (2/149)^(4/5) * y^(4/5)
187 */
188
189 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
190 curve = powf( player->rewind_total_length, 4.0f/5.0f );
191
192 player->rewind_predicted_time = constant * curve;
193 player->rewind_start = vg.time;
194 player->subsystem = player->subsystem_gate;
195 player->rb = player->rb_gate_storage;
196 v3_copy( player->angles_storage, player->angles );
197
198 if( _player_restore[ player->subsystem ] )
199 _player_restore[ player->subsystem ]( player );
200 }
201 else{
202 if( player->subsystem == k_player_subsystem_dead ){
203 __respawn( 0, NULL );
204 }
205 else{
206 /* cant do that */
207 audio_lock();
208 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
209 audio_unlock();
210 }
211 }
212 }
213
214 if( vg_input_button_down( player->input_camera ) ){
215 if( player->camera_mode == k_cam_firstperson )
216 player->camera_mode = k_cam_thirdperson;
217 else
218 player->camera_mode = k_cam_firstperson;
219 }
220
221 if( _player_pre_update[ player->subsystem ] )
222 _player_pre_update[ player->subsystem ]( player );
223 }
224
225 PLAYER_API
226 void player__update( player_instance *player )
227 {
228 if( player->rewinding )
229 return;
230
231 if( _player_update[ player->subsystem ] )
232 _player_update[ player->subsystem ]( player );
233 }
234
235 PLAYER_API
236 void player__post_update( player_instance *player )
237 {
238 if( player->rewinding )
239 return;
240
241 if( _player_post_update[ player->subsystem ] )
242 _player_post_update[ player->subsystem ]( player );
243
244 if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
245 player->rewind_accum += vg.frame_delta;
246
247 if( player->rewind_accum > 0.25f ){
248 player->rewind_accum -= 0.25f;
249 player_save_rewind_frame( player );
250 }
251 }
252 }
253
254 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
255 {
256 /* FIXME: Applies to main_camera directly! */
257
258 /* Pre-emptively edit the camera matrices so that the motion vectors
259 * are correct */
260 m4x3f transport_i;
261 m4x4f transport_4;
262 m4x3_invert_affine( transport, transport_i );
263 m4x3_expand( transport_i, transport_4 );
264 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
265 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
266
267 /* we want the regular transform here no the inversion */
268 m4x3_expand( transport, transport_4 );
269 m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
270 m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
271 }
272
273 __attribute__ ((deprecated))
274 VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
275 {
276 v3_copy( angles, d );
277 return;
278
279 v3f fwd_dir = { cosf(angles[0]),
280 0.0f,
281 sinf(angles[0])};
282 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
283
284 v3_copy( angles, d );
285 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
286 }
287
288 /*
289 * Applies gate transport to a player_interface
290 */
291 PLAYER_API
292 void player__pass_gate( player_instance *player, ent_gate *gate )
293 {
294 world_routes_fracture( get_active_world(), gate,
295 player->rb.co, player->rb.v );
296
297 player->gate_waiting = gate;
298 world_routes_activate_entry_gate( get_active_world(), gate );
299
300 m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
301 m3x3_mulv( gate->transport, player->cam_velocity_smooth,
302 player->cam_velocity_smooth );
303
304 m3x3_copy( player->basis, player->basis_gate );
305
306 v4f q;
307 m3x3_q( gate->transport, q );
308 q_mul( q, player->qbasis, player->qbasis );
309 q_normalize( player->qbasis );
310 q_m3x3( player->qbasis, player->basis );
311 m3x3_transpose( player->basis, player->invbasis );
312
313 player->subsystem_gate = player->subsystem;
314 player->rb_gate_storage = player->rb;
315 v3_copy( player->angles, player->angles_storage );
316 player->rewind_length = 0;
317 player->rewind_total_length = 0.0f;
318 player->rewind_gate = gate;
319 player->rewind_accum = 0.0f;
320
321 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
322 player_save_rewind_frame( player );
323
324 if( gate->type == k_gate_type_nonlocal )
325 world_global.active_world = gate->target;
326
327 world_global.in_volume = 0;
328
329 audio_lock();
330 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
331 audio_unlock();
332 }
333
334 VG_STATIC void player__pre_render( player_instance *player )
335 {
336 if( _player_animate[ player->subsystem ] ){
337 player_animation res;
338 _player_animate[ player->subsystem ]( player, &res );
339
340 m4x3f transform;
341 q_m3x3( res.root_q, transform );
342 v3_copy( res.root_co, transform[3] );
343
344 struct skeleton *sk = &player->playeravatar->sk;
345
346 if( player->holdout_time > 0.0f ){
347 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
348 player->holdout_time, res.pose );
349 player->holdout_time -= vg.frame_delta * 2.0f;
350 }
351
352 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
353 skeleton_apply_ik_pass( sk );
354 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
355 skeleton_apply_inverses( sk );
356 skeleton_apply_transform( sk, transform );
357
358 skeleton_debug( sk );
359 }
360
361 if( _player_post_animate[ player->subsystem ] )
362 _player_post_animate[ player->subsystem ]( player );
363
364 struct player_avatar *av = player->playeravatar;
365 v3f vp0 = {0.0f,0.1f, 0.55f},
366 vp1 = {0.0f,0.1f,-0.55f};
367
368 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
369 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
370
371 if( player->rewinding ){
372 if( player->rewind_time <= 0.0f ){
373 double taken = vg.time - player->rewind_start;
374 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
375 taken, player->rewind_predicted_time,
376 player->rewind_total_length );
377
378 player->rewinding = 0;
379 player->rewind_length = 1;
380 player->rewind_total_length = 0.0f;
381 player->rewind_accum = 0.0f;
382 world_global.sky_target_rate = 1.0;
383 world_global.time = world_global.last_use;
384 }
385 else{
386 world_global.sky_target_rate = -100.0;
387
388 float budget = vg.time_delta,
389 overall_length = player->rewind_length;
390
391 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
392 /* Interpolate frames */
393 int i0 = floorf( player->rewind_time ),
394 i1 = VG_MIN( i0+1, player->rewind_length-1 );
395
396 struct rewind_frame *fr = &player->rewind_buffer[i0],
397 *fr1 = &player->rewind_buffer[i1];
398
399 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
400 subl = vg_fractf( player->rewind_time ) + 0.001f,
401
402 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
403 speed = sramp*28.0f + 0.5f*player->rewind_time,
404 mod = speed * (budget / dist),
405
406 advl = vg_minf( mod, subl ),
407 advt = (advl / mod) * budget;
408
409 player->dist_accum += speed * advt;
410 player->rewind_time -= advl;
411 budget -= advt;
412 }
413
414 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
415
416 float current_time = vg.time - player->rewind_start,
417 remaining = player->rewind_predicted_time - current_time;
418
419 if( player->rewind_sound_wait ){
420 if( player->rewind_predicted_time >= 6.5f ){
421 if( remaining <= 6.5f ){
422 audio_lock();
423 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
424 audio_unlock();
425 player->rewind_sound_wait = 0;
426 }
427 }
428 else if( player->rewind_predicted_time >= 2.5f ){
429 if( remaining <= 2.5f ){
430 audio_lock();
431 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
432 audio_unlock();
433 player->rewind_sound_wait = 0;
434 }
435 }
436 else if( player->rewind_predicted_time >= 1.5f ){
437 if( remaining <= 1.5f ){
438 audio_lock();
439 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
440 audio_unlock();
441 player->rewind_sound_wait = 0;
442 }
443 }
444 }
445
446 int i0 = floorf( player->rewind_time ),
447 i1 = VG_MIN( i0+1, player->rewind_length-1 );
448
449 struct rewind_frame *fr = &player->rewind_buffer[i0],
450 *fr1 = &player->rewind_buffer[i1];
451
452 float sub = vg_fractf(player->rewind_time);
453
454 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
455 player->cam_override_angles[0] =
456 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
457 player->cam_override_angles[1] =
458 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
459
460 float blend = player->rewind_time * 0.25f;
461 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
462 }
463 }
464 else player->cam_override_strength = 0.0f;
465
466 player__cam_iterate( player );
467 }
468
469 PLAYER_API void player__render( camera *cam, player_instance *player )
470 {
471 shader_model_character_view_use();
472 vg_tex2d_bind( player->playertex, 0 );
473 shader_model_character_view_uTexMain( 0 );
474 shader_model_character_view_uCamera( cam->transform[3] );
475 shader_model_character_view_uPv( cam->mtx.pv );
476
477 world_instance *world = get_active_world();
478 world_link_lighting_ub( world, _shader_model_character_view.id );
479 world_bind_position_texture( world, _shader_model_character_view.id,
480 _uniform_model_character_view_g_world_depth, 2 );
481 world_bind_light_array( world, _shader_model_character_view.id,
482 _uniform_model_character_view_uLightsArray, 3 );
483 world_bind_light_index( world, _shader_model_character_view.id,
484 _uniform_model_character_view_uLightsIndex, 4 );
485
486 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
487 player->playeravatar->sk.bone_count,
488 0,
489 (float *)player->playeravatar->sk.final_mtx );
490
491 mesh_bind( player->playermesh );
492 mesh_draw( player->playermesh );
493 }
494
495 PLAYER_API void player__im_gui( player_instance *player )
496 {
497 vg_uictx.cursor[0] = vg.window_x - 200;
498 vg_uictx.cursor[1] = 0;
499 vg_uictx.cursor[2] = 200;
500 vg_uictx.cursor[3] = 200;
501
502 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
503
504 vg_uictx.cursor[0] = vg.window_x;
505
506 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
507 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
508
509 if( _player_im_gui[ player->subsystem ] )
510 _player_im_gui[ player->subsystem ]( player );
511
512 b[2].co[1] = vg_uictx.cursor[1];
513 b[3].co[1] = vg_uictx.cursor[1];
514 }
515
516 PLAYER_API void player__spawn( player_instance *player,
517 ent_spawn *rp )
518 {
519 v3_copy( rp->transform.co, player->rb.co );
520 v3_zero( player->rb.v );
521 v3_zero( player->rb.w );
522 q_identity( player->rb.q );
523 rb_update_transform( &player->rb );
524
525 q_identity( player->qbasis );
526 m3x3_identity( player->basis );
527 m3x3_identity( player->invbasis );
528
529 player->subsystem = k_player_subsystem_walk;
530 player->viewable_world = get_active_world();
531 player->gate_waiting = NULL;
532
533 if( _player_reset[ player->subsystem ] )
534 _player_reset[ player->subsystem ]( player, rp );
535 }
536
537
538 PLAYER_API void player__kill( player_instance *player )
539 {
540
541 }
542
543 #endif /* PLAYER_C */