nonlocal stuff again
[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 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] )
9 {
10 ent_spawn *rp = NULL, *r;
11 world_instance *world = localplayer.viewable_world;
12
13 if( argc == 1 ){
14 rp = world_find_spawn_by_name( world, argv[0] );
15 }
16 else if( argc == 0 ){
17 rp = world_find_closest_spawn( world, localplayer.rb.co );
18 }
19
20 if( !rp )
21 return 0;
22
23 player__spawn( &localplayer, rp );
24 return 1;
25 }
26
27 VG_STATIC void player_init(void)
28 {
29 for( u32 i=0; i<vg_list_size(_player_system_register); i++ ){
30 if( _player_system_register[i] )
31 _player_system_register[i]();
32 }
33
34 vg_console_reg_cmd( "respawn", localplayer_cmd_respawn, NULL );
35 }
36
37 PLAYER_API
38 void player__debugtext( int size, const char *fmt, ... )
39 {
40 char buffer[ 1024 ];
41
42 va_list args;
43 va_start( args, fmt );
44 vsnprintf( buffer, 1024, fmt, args );
45 va_end( args );
46
47 ui_text( vg_uictx.cursor, buffer, size, k_text_align_right );
48 vg_uictx.cursor[1] += 14*size;
49 }
50
51 /*
52 * Init
53 */
54 PLAYER_API
55 void player__create( player_instance *inst )
56 {
57 static int only_once = 0;
58 assert( only_once == 0 );
59 only_once ++;
60
61 inst->input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
62 inst->input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
63 inst->input_grab = vg_create_named_input( "grab", k_input_type_axis_norm);
64 inst->input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
65 inst->input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
66 inst->input_jump = vg_create_named_input( "jump", k_input_type_button );
67 inst->input_push = vg_create_named_input( "push", k_input_type_button );
68 inst->input_walk = vg_create_named_input( "walk", k_input_type_button );
69 inst->input_walkh= vg_create_named_input( "walk-h", k_input_type_axis );
70 inst->input_walkv= vg_create_named_input( "walk-v", k_input_type_axis );
71 inst->input_use = vg_create_named_input( "use", k_input_type_button );
72 inst->input_reset= vg_create_named_input( "reset", k_input_type_button );
73 inst->input_camera=vg_create_named_input( "camera", k_input_type_button );
74 inst->input_trick0=vg_create_named_input( "trick0", k_input_type_button );
75 inst->input_trick1=vg_create_named_input( "trick1", k_input_type_button );
76 inst->input_trick2=vg_create_named_input( "trick2", k_input_type_button );
77
78 const char *default_cfg[] =
79 {
80 "bind steer-h gp-ls-h",
81 "bind -steer-h a",
82 "bind +steer-h d",
83
84 "bind steer-v gp-ls-v",
85 "bind -steer-v w",
86 "bind +steer-v s",
87
88 "bind grab gp-rt",
89 "bind +grab shift",
90 "bind grab-h gp-rs-h",
91 "bind grab-v gp-rs-v",
92
93 "bind jump space",
94 "bind jump gp-a",
95
96 "bind trick0 mouse1",
97 "bind trick0 gp-a",
98 "bind trick1 mouse2",
99 "bind trick1 gp-b",
100 "bind trick2 gp-x", /* keyboard: m0 + m1 */
101
102 "bind push gp-b",
103 "bind push w",
104
105 "bind walk shift",
106 "bind walk gp-ls",
107
108 "bind walk-h gp-ls-h",
109 "bind walk-v -gp-ls-v",
110 "bind +walk-h d",
111 "bind -walk-h a",
112 "bind +walk-v w",
113 "bind -walk-v s",
114
115 "bind reset gp-lb",
116 "bind reset r",
117
118 "bind use gp-y",
119 "bind use e",
120 "bind camera c",
121 "bind camera gp-rb"
122 };
123
124 for( int i=0; i<vg_list_size(default_cfg); i++ )
125 vg_execute_console_input(default_cfg[i]);
126
127 v3_zero( inst->rb.co );
128 v3_zero( inst->rb.w );
129 v3_zero( inst->rb.v );
130 q_identity( inst->rb.q );
131 m4x3_identity( inst->rb.to_world );
132 m4x3_identity( inst->rb.to_local );
133
134 inst->rewind_length = 0;
135 inst->rewind_buffer =
136 vg_linear_alloc( vg_mem.rtmemory,
137 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
138
139 }
140
141 /*
142 * Appearence
143 */
144 PLAYER_API
145 void player__use_avatar( player_instance *player, struct player_avatar *av )
146 {
147 player->playeravatar = av;
148 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
149 }
150
151 PLAYER_API
152 void player__use_mesh( player_instance *player, glmesh *mesh )
153 {
154 player->playermesh = mesh;
155 }
156
157 PLAYER_API
158 void player__use_texture( player_instance *player, vg_tex2d *tex )
159 {
160 player->playertex = tex;
161 }
162
163 PLAYER_API
164 void player__bind( player_instance *player )
165 {
166 for( u32 i=0; i<vg_list_size(_player_bind); i++ ){
167 if( _player_bind[i] )
168 _player_bind[i]( player );
169 }
170 }
171
172 /*
173 * Gameloop events
174 * ----------------------------------------------------------------------------
175 */
176
177 VG_STATIC void player_save_rewind_frame( player_instance *player )
178 {
179 if( player->rewind_length < PLAYER_REWIND_FRAMES ){
180 struct rewind_frame *fr =
181 &player->rewind_buffer[ player->rewind_length ++ ];
182
183 v2_copy( player->cam.angles, fr->ang );
184 v3_copy( player->cam.pos, fr->pos );
185
186 if( player->rewind_length >= 2 ){
187 player->rewind_total_length +=
188 v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
189 player->rewind_buffer[player->rewind_length-2].pos );
190 }
191 }
192 }
193
194 PLAYER_API
195 void player__pre_update( player_instance *player )
196 {
197 if( player->rewinding ){
198 return;
199 }
200
201 if( vg_input_button_down( player->input_reset ) ){
202 double delta = world_global.time - world_global.last_use;
203
204 if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
205 player->rewinding = 1;
206 player->rewind_sound_wait = 1;
207 player->rewind_time = (double)player->rewind_length - 0.0001;
208 player_save_rewind_frame( player );
209
210 audio_lock();
211 audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
212 audio_unlock();
213
214 /* based on testing. DONT CHANGE!
215 *
216 * time taken: y = (x^(4/5)) * 74.5
217 * inverse : x = (2/149)^(4/5) * y^(4/5)
218 */
219
220 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
221 curve = powf( player->rewind_total_length, 4.0f/5.0f );
222
223 player->rewind_predicted_time = constant * curve;
224 player->rewind_start = vg.time;
225 player->subsystem = player->subsystem_gate;
226 player->rb = player->rb_gate_storage;
227 v3_copy( player->angles_storage, player->angles );
228
229 if( _player_restore[ player->subsystem ] )
230 _player_restore[ player->subsystem ]( player );
231 }
232 else{
233 if( player->subsystem == k_player_subsystem_dead ){
234 localplayer_cmd_respawn( 0, NULL );
235 }
236 else{
237 /* cant do that */
238 audio_lock();
239 audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
240 audio_unlock();
241 }
242 }
243 }
244
245 if( vg_input_button_down( player->input_camera ) ){
246 if( player->camera_mode == k_cam_firstperson )
247 player->camera_mode = k_cam_thirdperson;
248 else
249 player->camera_mode = k_cam_firstperson;
250 }
251
252 if( _player_pre_update[ player->subsystem ] )
253 _player_pre_update[ player->subsystem ]( player );
254 }
255
256 PLAYER_API
257 void player__update( player_instance *player )
258 {
259 if( player->rewinding )
260 return;
261
262 if( _player_update[ player->subsystem ] )
263 _player_update[ player->subsystem ]( player );
264 }
265
266 PLAYER_API
267 void player__post_update( player_instance *player )
268 {
269 if( player->rewinding )
270 return;
271
272 if( _player_post_update[ player->subsystem ] )
273 _player_post_update[ player->subsystem ]( player );
274
275 if((player->subsystem != k_player_subsystem_dead) && !player->gate_waiting){
276 player->rewind_accum += vg.frame_delta;
277
278 if( player->rewind_accum > 0.25f ){
279 player->rewind_accum -= 0.25f;
280 player_save_rewind_frame( player );
281 }
282 }
283 }
284
285 VG_STATIC void player_apply_transport_to_cam( m4x3f transport )
286 {
287 /* FIXME: Applies to main_camera directly! */
288
289 /* Pre-emptively edit the camera matrices so that the motion vectors
290 * are correct */
291 m4x3f transport_i;
292 m4x4f transport_4;
293 m4x3_invert_affine( transport, transport_i );
294 m4x3_expand( transport_i, transport_4 );
295 m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
296 m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
297
298 /* we want the regular transform here no the inversion */
299 m4x3_expand( transport, transport_4 );
300 m4x4_mul( gate_camera.mtx.pv, transport_4, gate_camera.mtx.pv );
301 m4x4_mul( gate_camera.mtx.v, transport_4, gate_camera.mtx.v );
302 }
303
304 __attribute__ ((deprecated))
305 VG_STATIC void gate_rotate_angles( ent_gate *gate, v3f angles, v3f d )
306 {
307 v3_copy( angles, d );
308 return;
309
310 v3f fwd_dir = { cosf(angles[0]),
311 0.0f,
312 sinf(angles[0])};
313 m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
314
315 v3_copy( angles, d );
316 d[0] = atan2f( fwd_dir[2], fwd_dir[0] );
317 }
318
319 /*
320 * Applies gate transport to a player_interface
321 */
322 PLAYER_API
323 void player__pass_gate( player_instance *player, ent_gate *gate )
324 {
325 world_routes_fracture( get_active_world(), gate,
326 player->rb.co, player->rb.v );
327
328 player->gate_waiting = gate;
329 world_routes_activate_entry_gate( get_active_world(), gate );
330
331 m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
332 m3x3_mulv( gate->transport, player->cam_velocity_smooth,
333 player->cam_velocity_smooth );
334
335 m3x3_copy( player->basis, player->basis_gate );
336
337 v4f q;
338 m3x3_q( gate->transport, q );
339 q_mul( q, player->qbasis, player->qbasis );
340 q_normalize( player->qbasis );
341 q_m3x3( player->qbasis, player->basis );
342 m3x3_transpose( player->basis, player->invbasis );
343
344 player->subsystem_gate = player->subsystem;
345 player->rb_gate_storage = player->rb;
346 v3_copy( player->angles, player->angles_storage );
347 player->rewind_length = 0;
348 player->rewind_total_length = 0.0f;
349 player->rewind_gate = gate;
350 player->rewind_accum = 0.0f;
351
352 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
353 player_save_rewind_frame( player );
354
355 if( gate->type == k_gate_type_nonlocel )
356 world_global.active_world = gate->target;
357
358 world_global.in_volume = 0;
359
360 audio_lock();
361 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
362 audio_unlock();
363 }
364
365 VG_STATIC void player__pre_render( player_instance *player )
366 {
367 if( _player_animate[ player->subsystem ] ){
368 player_animation res;
369 _player_animate[ player->subsystem ]( player, &res );
370
371 m4x3f transform;
372 q_m3x3( res.root_q, transform );
373 v3_copy( res.root_co, transform[3] );
374
375 struct skeleton *sk = &player->playeravatar->sk;
376
377 if( player->holdout_time > 0.0f ){
378 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
379 player->holdout_time, res.pose );
380 player->holdout_time -= vg.frame_delta * 2.0f;
381 }
382
383 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
384 skeleton_apply_ik_pass( sk );
385 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
386 skeleton_apply_inverses( sk );
387 skeleton_apply_transform( sk, transform );
388
389 skeleton_debug( sk );
390 }
391
392 if( _player_post_animate[ player->subsystem ] )
393 _player_post_animate[ player->subsystem ]( player );
394
395 struct player_avatar *av = player->playeravatar;
396 v3f vp0 = {0.0f,0.1f, 0.55f},
397 vp1 = {0.0f,0.1f,-0.55f};
398
399 struct ub_world_lighting *ubo = &get_active_world()->ub_lighting;
400 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, ubo->g_board_0 );
401 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, ubo->g_board_1 );
402
403 if( player->rewinding ){
404 if( player->rewind_time <= 0.0f ){
405 double taken = vg.time - player->rewind_start;
406 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
407 taken, player->rewind_predicted_time,
408 player->rewind_total_length );
409
410 player->rewinding = 0;
411 player->rewind_length = 1;
412 player->rewind_total_length = 0.0f;
413 player->rewind_accum = 0.0f;
414 world_global.sky_target_rate = 1.0;
415 world_global.time = world_global.last_use;
416 }
417 else{
418 world_global.sky_target_rate = -100.0;
419
420 float budget = vg.time_delta,
421 overall_length = player->rewind_length;
422
423 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
424 /* Interpolate frames */
425 int i0 = floorf( player->rewind_time ),
426 i1 = VG_MIN( i0+1, player->rewind_length-1 );
427
428 struct rewind_frame *fr = &player->rewind_buffer[i0],
429 *fr1 = &player->rewind_buffer[i1];
430
431 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
432 subl = vg_fractf( player->rewind_time ) + 0.001f,
433
434 sramp = 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
435 speed = sramp*28.0f + 0.5f*player->rewind_time,
436 mod = speed * (budget / dist),
437
438 advl = vg_minf( mod, subl ),
439 advt = (advl / mod) * budget;
440
441 player->dist_accum += speed * advt;
442 player->rewind_time -= advl;
443 budget -= advt;
444 }
445
446 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
447
448 float current_time = vg.time - player->rewind_start,
449 remaining = player->rewind_predicted_time - current_time;
450
451 if( player->rewind_sound_wait ){
452 if( player->rewind_predicted_time >= 6.5f ){
453 if( remaining <= 6.5f ){
454 audio_lock();
455 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
456 audio_unlock();
457 player->rewind_sound_wait = 0;
458 }
459 }
460 else if( player->rewind_predicted_time >= 2.5f ){
461 if( remaining <= 2.5f ){
462 audio_lock();
463 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
464 audio_unlock();
465 player->rewind_sound_wait = 0;
466 }
467 }
468 else if( player->rewind_predicted_time >= 1.5f ){
469 if( remaining <= 1.5f ){
470 audio_lock();
471 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
472 audio_unlock();
473 player->rewind_sound_wait = 0;
474 }
475 }
476 }
477
478 int i0 = floorf( player->rewind_time ),
479 i1 = VG_MIN( i0+1, player->rewind_length-1 );
480
481 struct rewind_frame *fr = &player->rewind_buffer[i0],
482 *fr1 = &player->rewind_buffer[i1];
483
484 float sub = vg_fractf(player->rewind_time);
485
486 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
487 player->cam_override_angles[0] =
488 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
489 player->cam_override_angles[1] =
490 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
491
492 float blend = player->rewind_time * 0.25f;
493 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
494 }
495 }
496 else player->cam_override_strength = 0.0f;
497
498 player__cam_iterate( player );
499 }
500
501 PLAYER_API void player__render( camera *cam, player_instance *player )
502 {
503 shader_model_character_view_use();
504 vg_tex2d_bind( player->playertex, 0 );
505 shader_model_character_view_uTexMain( 0 );
506 shader_model_character_view_uCamera( cam->transform[3] );
507 shader_model_character_view_uPv( cam->mtx.pv );
508 shader_model_character_view_uTexSceneDepth( 1 );
509 render_fb_bind_texture( gpipeline.fb_main, 2, 1 );
510 v3f inverse;
511 render_fb_inverse_ratio( gpipeline.fb_main, inverse );
512 inverse[2] = main_camera.farz-main_camera.nearz;
513
514 shader_model_character_view_uInverseRatioDepth( inverse );
515 render_fb_inverse_ratio( NULL, inverse );
516 inverse[2] = cam->farz-cam->nearz;
517 shader_model_character_view_uInverseRatioMain( inverse );
518
519 world_instance *world = get_active_world();
520 world_link_lighting_ub( world, _shader_model_character_view.id );
521 world_bind_position_texture( world, _shader_model_character_view.id,
522 _uniform_model_character_view_g_world_depth, 2 );
523 world_bind_light_array( world, _shader_model_character_view.id,
524 _uniform_model_character_view_uLightsArray, 3 );
525 world_bind_light_index( world, _shader_model_character_view.id,
526 _uniform_model_character_view_uLightsIndex, 4 );
527
528 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
529 player->playeravatar->sk.bone_count,
530 0,
531 (float *)player->playeravatar->sk.final_mtx );
532
533 mesh_bind( player->playermesh );
534 mesh_draw( player->playermesh );
535 }
536
537 PLAYER_API void player__im_gui( player_instance *player )
538 {
539 vg_uictx.cursor[0] = vg.window_x - 200;
540 vg_uictx.cursor[1] = 0;
541 vg_uictx.cursor[2] = 200;
542 vg_uictx.cursor[3] = 200;
543
544 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
545
546 vg_uictx.cursor[0] = vg.window_x;
547
548 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
549 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
550
551 if( _player_im_gui[ player->subsystem ] )
552 _player_im_gui[ player->subsystem ]( player );
553
554 b[2].co[1] = vg_uictx.cursor[1];
555 b[3].co[1] = vg_uictx.cursor[1];
556 }
557
558 PLAYER_API void player__spawn( player_instance *player,
559 ent_spawn *rp )
560 {
561 v3_copy( rp->transform.co, player->rb.co );
562 v3_zero( player->rb.v );
563 v3_zero( player->rb.w );
564 q_identity( player->rb.q );
565 rb_update_transform( &player->rb );
566
567 q_identity( player->qbasis );
568 m3x3_identity( player->basis );
569 m3x3_identity( player->invbasis );
570
571 player->subsystem = k_player_subsystem_walk;
572 player->gate_waiting = NULL;
573
574 if( _player_reset[ player->subsystem ] )
575 _player_reset[ player->subsystem ]( player, rp );
576 }
577
578
579 PLAYER_API void player__kill( player_instance *player )
580 {
581
582 }
583
584 #endif /* PLAYER_C */