TurboFisto
[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 };
93
94 for( int i=0; i<vg_list_size(default_cfg); i++ )
95 vg_execute_console_input(default_cfg[i]);
96
97 v3_zero( inst->rb.co );
98 v3_zero( inst->rb.w );
99 v3_zero( inst->rb.v );
100 q_identity( inst->rb.q );
101 m4x3_identity( inst->rb.to_world );
102 m4x3_identity( inst->rb.to_local );
103
104 inst->rewind_length = 0;
105 inst->rewind_buffer =
106 vg_linear_alloc( vg_mem.rtmemory,
107 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
108
109 }
110
111 /*
112 * Appearence
113 */
114 PLAYER_API
115 void player__use_avatar( player_instance *player, struct player_avatar *av )
116 {
117 player->playeravatar = av;
118 player_setup_ragdoll_from_avatar( &player->ragdoll, av );
119 }
120
121 PLAYER_API
122 void player__use_mesh( player_instance *player, glmesh *mesh )
123 {
124 player->playermesh = mesh;
125 }
126
127 PLAYER_API
128 void player__use_texture( player_instance *player, vg_tex2d *tex )
129 {
130 player->playertex = tex;
131 }
132
133 PLAYER_API
134 void player__bind( player_instance *player )
135 {
136 player__skate_bind( player );
137 player__walk_bind( player );
138 }
139
140 /*
141 * Gameloop events
142 * ----------------------------------------------------------------------------
143 */
144
145 VG_STATIC void player_save_rewind_frame( player_instance *player )
146 {
147 if( player->rewind_length < PLAYER_REWIND_FRAMES ){
148 struct rewind_frame *fr =
149 &player->rewind_buffer[ player->rewind_length ++ ];
150
151 v2_copy( player->cam.angles, fr->ang );
152 v3_copy( player->cam.pos, fr->pos );
153
154 if( player->rewind_length >= 2 ){
155 player->rewind_total_length +=
156 v3_dist( player->rewind_buffer[player->rewind_length-1].pos,
157 player->rewind_buffer[player->rewind_length-2].pos );
158 }
159 }
160 }
161
162 PLAYER_API
163 void player__pre_update( player_instance *player )
164 {
165 if( player->rewinding ){
166 return;
167 }
168
169 if( vg_input_button_down( player->input_reset ) ){
170 double delta = world_global.time - world_global.last_use;
171
172 if( (delta <= RESET_MAX_TIME) && (world_global.last_use != 0.0) ){
173 player->rewinding = 1;
174 player->rewind_sound_wait = 1;
175 player->rewind_time = (double)player->rewind_length - 0.0001;
176 player_save_rewind_frame( player );
177
178 audio_lock();
179 audio_oneshot( &audio_rewind[0], 1.0f, 0.0f );
180 audio_unlock();
181
182 /* based on testing. DONT CHANGE!
183 *
184 * time taken: y = (x^(4/5)) * 74.5
185 * inverse : x = (2/149)^(4/5) * y^(4/5)
186 */
187
188 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
189 curve = powf( player->rewind_total_length, 4.0f/5.0f );
190
191 player->rewind_predicted_time = constant * curve;
192 player->rewind_start = vg.time;
193 player->subsystem = player->subsystem_gate;
194 player->rb = player->rb_gate_storage;
195 v3_copy( player->angles_storage, player->angles );
196
197 if( _player_restore[ player->subsystem ] )
198 _player_restore[ player->subsystem ]( player );
199 }
200 else{
201 if( player->subsystem == k_player_subsystem_dead ){
202 player->subsystem = k_player_subsystem_walk;
203 //reset_player( 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 player->gate_waiting = gate;
295 world_routes_activate_entry_gate( get_active_world(), gate );
296
297 m4x3_mulv( gate->transport, player->tpv_lpf, player->tpv_lpf );
298 m3x3_mulv( gate->transport, player->cam_velocity_smooth,
299 player->cam_velocity_smooth );
300
301 m3x3_copy( player->basis, player->basis_gate );
302
303 v4f q;
304 m3x3_q( gate->transport, q );
305 q_mul( q, player->qbasis, player->qbasis );
306 q_normalize( player->qbasis );
307 q_m3x3( player->qbasis, player->basis );
308 m3x3_transpose( player->basis, player->invbasis );
309
310 player->subsystem_gate = player->subsystem;
311 player->rb_gate_storage = player->rb;
312 v3_copy( player->angles, player->angles_storage );
313 player->rewind_length = 0;
314 player->rewind_total_length = 0.0f;
315 player->rewind_gate = gate;
316 player->rewind_accum = 0.0f;
317
318 m4x3_mulv( gate->transport, player->cam.pos, player->cam.pos );
319 player_save_rewind_frame( player );
320
321 if( gate->type == k_gate_type_nonlocal )
322 world_global.active_world = gate->target;
323
324 audio_lock();
325 audio_oneshot( &audio_gate_pass, 1.0f, 0.0f );
326 audio_unlock();
327 }
328
329 VG_STATIC void player__pre_render( player_instance *player )
330 {
331 if( _player_animate[ player->subsystem ] ){
332 player_animation res;
333 _player_animate[ player->subsystem ]( player, &res );
334
335 m4x3f transform;
336 q_m3x3( res.root_q, transform );
337 v3_copy( res.root_co, transform[3] );
338
339 struct skeleton *sk = &player->playeravatar->sk;
340
341 if( player->holdout_time > 0.0f ){
342 skeleton_lerp_pose( sk, res.pose, player->holdout_pose,
343 player->holdout_time, res.pose );
344 player->holdout_time -= vg.frame_delta * 2.0f;
345 }
346
347 skeleton_apply_pose( sk, res.pose, k_anim_apply_defer_ik );
348 skeleton_apply_ik_pass( sk );
349 skeleton_apply_pose( sk, res.pose, k_anim_apply_deffered_only );
350 skeleton_apply_inverses( sk );
351 skeleton_apply_transform( sk, transform );
352
353 skeleton_debug( sk );
354 }
355
356 if( _player_post_animate[ player->subsystem ] )
357 _player_post_animate[ player->subsystem ]( player );
358
359 struct player_avatar *av = player->playeravatar;
360 v3f vp0 = {0.0f,0.1f, 0.55f},
361 vp1 = {0.0f,0.1f,-0.55f};
362
363 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp0, TEMP_BOARD_0 );
364 m4x3_mulv( av->sk.final_mtx[ av->id_board ], vp1, TEMP_BOARD_1 );
365
366 if( player->rewinding ){
367 if( player->rewind_time <= 0.0f ){
368 double taken = vg.time - player->rewind_start;
369 vg_success( "Rewind took (rt, pt, tl): %f, %f, %f\n",
370 taken, player->rewind_predicted_time,
371 player->rewind_total_length );
372
373 player->rewinding = 0;
374 player->rewind_length = 1;
375 player->rewind_total_length = 0.0f;
376 player->rewind_accum = 0.0f;
377 world_global.sky_target_rate = 1.0;
378 }
379 else{
380 world_global.sky_target_rate = -100.0;
381
382 float budget = vg.time_delta,
383 overall_length = player->rewind_length;
384
385 #if 0
386 world_routes_rollback_time( player.rewind_time / overall_length );
387 #endif
388
389 for( int i=0; (i<10)&&(player->rewind_time>0.0f)&&(budget>0.0f); i++ ){
390 /* Interpolate frames */
391 int i0 = floorf( player->rewind_time ),
392 i1 = VG_MIN( i0+1, player->rewind_length-1 );
393
394 struct rewind_frame *fr = &player->rewind_buffer[i0],
395 *fr1 = &player->rewind_buffer[i1];
396
397 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
398 subl = vg_fractf( player->rewind_time ) + 0.001f,
399
400 sramp= 3.0f-(1.0f/(0.4f+0.4f*player->rewind_time)),
401 speed = sramp*28.0f + 0.5f*player->rewind_time,
402 mod = speed * (budget / dist),
403
404 advl = vg_minf( mod, subl ),
405 advt = (advl / mod) * budget;
406
407 player->dist_accum += speed * advt;
408 player->rewind_time -= advl;
409 budget -= advt;
410 }
411
412 player->rewind_time = vg_maxf( 0.0f, player->rewind_time );
413
414 float current_time = vg.time - player->rewind_start,
415 remaining = player->rewind_predicted_time - current_time;
416
417 if( player->rewind_sound_wait ){
418 if( player->rewind_predicted_time >= 6.5f ){
419 if( remaining <= 6.5f ){
420 audio_lock();
421 audio_oneshot( &audio_rewind[3], 1.0f, 0.0f );
422 audio_unlock();
423 player->rewind_sound_wait = 0;
424 }
425 }
426 else if( player->rewind_predicted_time >= 2.5f ){
427 if( remaining <= 2.5f ){
428 audio_lock();
429 audio_oneshot( &audio_rewind[2], 1.0f, 0.0f );
430 audio_unlock();
431 player->rewind_sound_wait = 0;
432 }
433 }
434 else if( player->rewind_predicted_time >= 1.5f ){
435 if( remaining <= 1.5f ){
436 audio_lock();
437 audio_oneshot( &audio_rewind[1], 1.0f, 0.0f );
438 audio_unlock();
439 player->rewind_sound_wait = 0;
440 }
441 }
442 }
443
444 int i0 = floorf( player->rewind_time ),
445 i1 = VG_MIN( i0+1, player->rewind_length-1 );
446
447 struct rewind_frame *fr = &player->rewind_buffer[i0],
448 *fr1 = &player->rewind_buffer[i1];
449
450 float sub = vg_fractf(player->rewind_time);
451
452 v3_lerp( fr->pos, fr1->pos, sub, player->cam_override_pos );
453 player->cam_override_angles[0] =
454 vg_alerpf( fr->ang[0], fr1->ang[0], sub );
455 player->cam_override_angles[1] =
456 vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
457
458 float blend = player->rewind_time * 0.25f;
459 player->cam_override_strength = vg_clampf( blend, 0.0f, 1.0f );
460 }
461 }
462 else player->cam_override_strength = 0.0f;
463
464 player__cam_iterate( player );
465 }
466
467 PLAYER_API void player__render( camera *cam, player_instance *player )
468 {
469 shader_model_character_view_use();
470 vg_tex2d_bind( player->playertex, 0 );
471 shader_model_character_view_uTexMain( 0 );
472 shader_model_character_view_uCamera( cam->transform[3] );
473 shader_model_character_view_uPv( cam->mtx.pv );
474
475 world_instance *world = get_active_world();
476 world_link_lighting_ub( world, _shader_model_character_view.id );
477 world_bind_position_texture( world, _shader_model_character_view.id,
478 _uniform_model_character_view_g_world_depth, 2 );
479 world_bind_light_array( world, _shader_model_character_view.id,
480 _uniform_model_character_view_uLightsArray, 3 );
481 world_bind_light_index( world, _shader_model_character_view.id,
482 _uniform_model_character_view_uLightsIndex, 4 );
483
484 glUniformMatrix4x3fv( _uniform_model_character_view_uTransforms,
485 player->playeravatar->sk.bone_count,
486 0,
487 (float *)player->playeravatar->sk.final_mtx );
488
489 mesh_bind( player->playermesh );
490 mesh_draw( player->playermesh );
491 }
492
493 PLAYER_API void player__im_gui( player_instance *player )
494 {
495 vg_uictx.cursor[0] = vg.window_x - 200;
496 vg_uictx.cursor[1] = 0;
497 vg_uictx.cursor[2] = 200;
498 vg_uictx.cursor[3] = 200;
499
500 struct ui_vert *b = ui_fill_rect( vg_uictx.cursor, 0x70000000 );
501
502 vg_uictx.cursor[0] = vg.window_x;
503
504 player__debugtext( 1, "angles: " PRINTF_v3f( player->cam.angles ) );
505 player__debugtext( 1, "basis: " PRINTF_v4f( player->qbasis ) );
506
507 if( _player_im_gui[ player->subsystem ] )
508 _player_im_gui[ player->subsystem ]( player );
509
510 b[2].co[1] = vg_uictx.cursor[1];
511 b[3].co[1] = vg_uictx.cursor[1];
512 }
513
514 PLAYER_API void player__spawn( player_instance *player,
515 ent_spawn *rp )
516 {
517 v3_copy( rp->transform.co, player->rb.co );
518 v3_zero( player->rb.v );
519 v3_zero( player->rb.w );
520 q_identity( player->rb.q );
521 rb_update_transform( &player->rb );
522
523 q_identity( player->qbasis );
524 m3x3_identity( player->basis );
525 m3x3_identity( player->invbasis );
526
527 player->subsystem = k_player_subsystem_walk;
528 player->viewable_world = get_active_world();
529
530 if( _player_reset[ player->subsystem ] )
531 _player_reset[ player->subsystem ]( player, rp );
532 }
533
534
535 PLAYER_API void player__kill( player_instance *player )
536 {
537
538 }
539
540 #endif /* PLAYER_C */