grind sound
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 /*
6 * TODO: Tilt camera down to face borde when its behind you or out of vision
7 */
8
9 #ifndef PLAYER_H
10 #define PLAYER_H
11
12 #define PLAYER_REWIND_FRAMES 60*4
13
14 #include "audio.h"
15 #include "common.h"
16 #include "world.h"
17 #include "skeleton.h"
18 #include "bvh.h"
19
20 VG_STATIC float
21 k_walkspeed = 12.0f,
22 k_air_accelerate = 20.0f,
23
24 k_runspeed = 20.0f,
25 k_board_radius = 0.3f,
26 k_board_length = 0.45f,
27 k_board_allowance = 0.04f,
28 //k_friction_lat = 8.8f,
29 k_friction_lat = 12.0f,
30 k_friction_resistance = 0.01f,
31 k_max_push_speed = 16.0f,
32 k_push_accel = 10.0f,
33 k_push_cycle_rate = 8.0f,
34 k_steer_ground = 2.5f,
35 k_steer_air = 3.6f,
36 k_steer_air_lerp = 0.3f,
37 k_pump_force = 0.0f,
38 k_downforce = 8.0f,
39 k_walk_downforce = 8.0f,
40 k_jump_charge_speed = (1.0f/1.0f),
41 k_jump_force = 5.0f,
42 k_pitch_limit = 1.5f,
43 k_look_speed = 2.0f,
44 k_walk_accel = 150.0f,
45 k_walk_friction = 8.0f;
46
47 VG_STATIC int cl_playermdl_id = 0;
48 VG_STATIC int freecam = 0;
49 VG_STATIC int walk_grid_iterations = 1;
50 VG_STATIC float fc_speed = 10.0f;
51
52 /*
53 * -----------------------------------------------------------------------------
54 * Memory
55 * -----------------------------------------------------------------------------
56 */
57
58 VG_STATIC struct gplayer
59 {
60 /* Physics */
61 rigidbody collide_front, collide_back;
62
63 struct player_phys
64 {
65 rigidbody rb, rb_gate_frame;
66 float iY, siY; /* Yaw inertia */
67
68 v3f a, v_last, m, bob, vl;
69
70 /* Utility */
71 float vswitch, slip, slip_last, reverse;
72
73 float grab, jump, pushing, push_time;
74 v2f grab_mouse_delta;
75
76 int lift_frames;
77
78 double start_push;
79 int in_air, on_board, jump_charge, jump_dir, grind;
80
81 m3x3f vr,vr_pstep;
82 }
83 phys,
84 phys_gate_frame;
85
86 m4x3f visual_transform,
87 inv_visual_transform;
88
89 int is_dead, death_tick_allowance, rewinding;
90 int rewind_sound_wait;
91
92 v3f land_target;
93
94 struct land_log
95 {
96 v3f positions[50];
97 u32 colour;
98 int count;
99 }
100 land_log[22];
101 int land_log_count;
102
103 v3f handl_target, handr_target,
104 handl, handr;
105
106 /* Input */
107 struct input_binding *input_js1h,
108 *input_js1v,
109 *input_js2h,
110 *input_js2v,
111 *input_jump,
112 *input_push,
113 *input_walk,
114 *input_walkh,
115 *input_walkv,
116 *input_switch_mode,
117 *input_reset,
118 *input_grab;
119
120 /* Camera */
121 float air_blend;
122 float air_time;
123
124 v3f camera_pos, smooth_localcam;
125 v2f angles;
126
127 struct rewind_frame
128 {
129 v3f pos;
130 v2f ang;
131 }
132 *rewind_buffer;
133 u32 rewind_incrementer,
134 rewind_length;
135
136 float rewind_time, rewind_total_length, rewind_predicted_time;
137 double diag_rewind_start, diag_rewind_time;
138 float dist_accum;
139
140 /* animation */
141 double jump_time;
142 float fslide,
143 fdirz, fdirx,
144 fstand,
145 ffly,
146 fpush,
147 fairdir,
148 fsetup,
149 walk_timer,
150 fjump,
151 fonboard,
152 frun,
153 fgrind;
154
155 float walk;
156 int step_phase;
157 enum mdl_surface_prop surface_prop;
158
159 /* player model */
160 struct player_model
161 {
162 glmesh player_meshes[3];
163
164 mdl_context meta;
165 struct skeleton sk;
166 struct skeleton_anim *anim_stand,
167 *anim_highg,
168 *anim_slide,
169 *anim_air,
170 *anim_push, *anim_push_reverse,
171 *anim_ollie, *anim_ollie_reverse,
172 *anim_grabs, *anim_stop,
173 *anim_walk, *anim_run, *anim_idle,
174 *anim_jump;
175
176 u32 id_hip,
177 id_ik_hand_l,
178 id_ik_hand_r,
179 id_ik_elbow_l,
180 id_ik_elbow_r,
181 id_head;
182
183 v3f cam_pos;
184
185 struct ragdoll_part
186 {
187 u32 bone_id;
188 v3f offset;
189
190 u32 use_limits;
191 v3f limits[2];
192
193 rigidbody rb;
194 u32 parent;
195 }
196 ragdoll[32];
197 u32 ragdoll_count;
198
199 int shoes[2];
200 }
201 mdl;
202 }
203 player =
204 {
205 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
206 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
207 };
208
209 /*
210 * API
211 */
212 VG_STATIC float *player_get_pos(void);
213 VG_STATIC void player_kill(void);
214 VG_STATIC float *player_cam_pos(void);
215 VG_STATIC void player_save_frame(void);
216 VG_STATIC void player_restore_frame(void);
217 VG_STATIC void player_save_rewind_frame(void);
218
219 /*
220 * Submodules
221 */
222 VG_STATIC void player_mouseview(void);
223
224 #include "player_physics.h"
225 #include "player_ragdoll.h"
226 #include "player_model.h"
227 #include "player_animation.h"
228 #include "player_audio.h"
229
230 /*
231 * -----------------------------------------------------------------------------
232 * Events
233 * -----------------------------------------------------------------------------
234 */
235
236 VG_STATIC void player_init(void) /* 1 */
237 {
238 player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
239 player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
240 player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
241 player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
242 player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
243 player.input_jump = vg_create_named_input( "jump", k_input_type_button );
244 player.input_push = vg_create_named_input( "push", k_input_type_button );
245 player.input_walk = vg_create_named_input( "walk", k_input_type_button );
246
247 player.input_walkh = vg_create_named_input( "walk-h",
248 k_input_type_axis );
249 player.input_walkv = vg_create_named_input( "walk-v",
250 k_input_type_axis );
251
252
253 player.input_switch_mode = vg_create_named_input( "switch-mode",
254 k_input_type_button );
255 player.input_reset = vg_create_named_input( "reset", k_input_type_button );
256
257 const char *default_cfg[] =
258 {
259 "bind steer-h gp-ls-h",
260 "bind -steer-h a",
261 "bind +steer-h d",
262
263 "bind steer-v gp-ls-v",
264 "bind -steer-v w",
265 "bind +steer-v s",
266
267 "bind grab gp-rt",
268 "bind +grab shift",
269 "bind grab-h gp-rs-h",
270 "bind grab-v gp-rs-v",
271
272 "bind jump space",
273 "bind jump gp-a",
274
275 "bind push gp-b",
276 "bind push w",
277
278 "bind walk shift",
279 "bind walk gp-ls",
280
281 "bind walk-h gp-ls-h",
282 "bind walk-v -gp-ls-v",
283 "bind +walk-h d",
284 "bind -walk-h a",
285 "bind +walk-v w",
286 "bind -walk-v s",
287
288 "bind reset gp-lb",
289 "bind reset r",
290
291 "bind switch-mode gp-y",
292 "bind switch-mode e",
293 };
294
295 for( int i=0; i<vg_list_size(default_cfg); i++ )
296 vg_execute_console_input(default_cfg[i]);
297
298 rb_init( &player.phys.rb );
299 rb_init( &player.collide_front );
300 rb_init( &player.collide_back );
301
302 vg_convar_push( (struct vg_convar){
303 .name = "cl_playermdl_id",
304 .data = &cl_playermdl_id,
305 .data_type = k_convar_dtype_i32,
306 .opt_i32 = { .min=0, .max=2, .clamp=1 },
307 .persistent = 1
308 });
309
310 vg_convar_push( (struct vg_convar){
311 .name = "gwalk_speed",
312 .data = &k_walkspeed,
313 .data_type = k_convar_dtype_f32,
314 .opt_f32 = { .clamp = 0 },
315 .persistent = 0
316 });
317
318 vg_convar_push( (struct vg_convar){
319 .name = "air_accelerate",
320 .data = &k_air_accelerate,
321 .data_type = k_convar_dtype_f32,
322 .opt_f32 = { .clamp = 0 },
323 .persistent = 0
324 });
325
326 vg_convar_push( (struct vg_convar){
327 .name = "run_speed",
328 .data = &k_runspeed,
329 .data_type = k_convar_dtype_f32,
330 .opt_f32 = { .clamp = 0 },
331 .persistent = 1
332 });
333
334 vg_convar_push( (struct vg_convar){
335 .name = "walk_accel",
336 .data = &k_walk_accel,
337 .data_type = k_convar_dtype_f32,
338 .opt_f32 = { .clamp = 0 },
339 .persistent = 1
340 });
341
342 vg_convar_push( (struct vg_convar){
343 .name = "fc",
344 .data = &freecam,
345 .data_type = k_convar_dtype_i32,
346 .opt_i32 = { .min=0, .max=1, .clamp=1 },
347 .persistent = 1
348 });
349
350 vg_convar_push( (struct vg_convar){
351 .name = "fcs",
352 .data = &fc_speed,
353 .data_type = k_convar_dtype_f32,
354 .opt_f32 = { .clamp = 0 },
355 .persistent = 1
356 });
357
358 vg_function_push( (struct vg_cmd){
359 .name = "reset",
360 .function = reset_player
361 });
362
363 player.rewind_length = 0;
364 player.rewind_buffer =
365 vg_linear_alloc( vg_mem.rtmemory,
366 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
367
368 player_model_init();
369
370 /* controls */
371
372 }
373
374 VG_STATIC void player_save_rewind_frame(void)
375 {
376 if( player.rewind_length < PLAYER_REWIND_FRAMES )
377 {
378 struct rewind_frame *fr =
379 &player.rewind_buffer[ player.rewind_length ++ ];
380
381 v2_copy( player.angles, fr->ang );
382 v3_copy( player.camera_pos, fr->pos );
383
384 player.rewind_incrementer = 0;
385
386 if( player.rewind_length > 1 )
387 {
388 player.rewind_total_length +=
389 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
390 player.rewind_buffer[player.rewind_length-2].pos );
391 }
392 }
393 }
394
395
396 /* disaster */
397 VG_STATIC int menu_enabled(void);
398 #include "menu.h"
399
400 /*
401 * Free camera movement
402 */
403 VG_STATIC void player_mouseview(void)
404 {
405 if( menu_enabled() )
406 return;
407
408 v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
409
410 if( vg_input.controller_should_use_trackpad_look )
411 {
412 static v2f last_input;
413 static v2f vel;
414 static v2f vel_smooth;
415
416 v2f input = { player.input_js2h->axis.value,
417 player.input_js2v->axis.value };
418
419 if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
420 {
421 v2_sub( input, last_input, vel );
422 v2_muls( vel, 1.0f/vg.time_delta, vel );
423 }
424 else
425 {
426 v2_zero( vel );
427 }
428
429 v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
430
431 v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
432 v2_copy( input, last_input );
433 }
434 else
435 {
436 player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
437 player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
438 }
439
440 player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
441 }
442
443 /* Deal with input etc */
444 VG_STATIC void player_update_pre(void)
445 {
446 struct player_phys *phys = &player.phys;
447
448 if( player.rewinding )
449 {
450 return;
451 }
452
453 if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
454 {
455 if( player.is_dead )
456 {
457 reset_player( 0, NULL );
458 audio_lock();
459 audio_play_oneshot( &audio_ui[0], 1.0f );
460 audio_unlock();
461 }
462 else
463 {
464 double delta = world.time - world.last_use;
465
466 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
467 {
468 player.rewinding = 1;
469 player.rewind_sound_wait = 1;
470 player.rewind_time = (float)player.rewind_length - 0.0001f;
471 player_save_rewind_frame();
472 audio_lock();
473 audio_play_oneshot( &audio_rewind[0], 1.0f );
474 audio_unlock();
475
476 /* based on analytical testing. DONT CHANGE!
477 *
478 * time taken: y = (x^(4/5)) * 74.5
479 * inverse : x = (2/149)^(4/5) * y^(4/5)
480 */
481
482 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
483 curve = powf( player.rewind_total_length, 4.0f/5.0f );
484
485 player.rewind_predicted_time = constant * curve;
486 player.diag_rewind_start = vg.time;
487 player.diag_rewind_time = player.rewind_time;
488
489 player.is_dead = 0;
490 player.death_tick_allowance = 30;
491 player_restore_frame();
492
493 if( !phys->on_board )
494 {
495 player.angles[0] = atan2f( -phys->rb.forward[2],
496 -phys->rb.forward[0] );
497 }
498
499 player.mdl.shoes[0] = 1;
500 player.mdl.shoes[1] = 1;
501
502 world_routes_notify_reset();
503
504 /* apply 1 frame of movement */
505 player_do_motion();
506 }
507 else
508 {
509 /* cant do that */
510 audio_lock();
511 audio_play_oneshot( &audio_rewind[4], 1.0f );
512 audio_unlock();
513 }
514 }
515 }
516
517 if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
518 {
519 phys->on_board ^= 0x1;
520
521 audio_lock();
522 if( phys->on_board )
523 {
524 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
525 audio_play_oneshot( &audio_lands[6], 1.0f );
526 }
527 else
528 {
529 audio_play_oneshot( &audio_lands[5], 1.0f );
530 }
531
532 audio_unlock();
533 }
534
535 if( !phys->on_board )
536 player_mouseview();
537 }
538
539 VG_STATIC void player_update_fixed(void) /* 2 */
540 {
541 if( player.rewinding )
542 return;
543
544 if( player.death_tick_allowance )
545 player.death_tick_allowance --;
546
547 struct player_phys *phys = &player.phys;
548
549 if( player.is_dead )
550 {
551 player_ragdoll_iter();
552 }
553 else
554 {
555 player.rewind_incrementer ++;
556
557 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
558 {
559 player_save_rewind_frame();
560 }
561
562 player_do_motion();
563 }
564 }
565
566 VG_STATIC void player_update_post(void)
567 {
568 for( int i=0; i<player.land_log_count; i++ )
569 {
570 struct land_log *log = &player.land_log[i];
571
572 for( int j=0; j<log->count - 1; j ++ )
573 vg_line( log->positions[j], log->positions[j+1], log->colour );
574
575 vg_line_cross( log->positions[log->count-1], log->colour, 0.25f );
576 }
577
578 if( player.is_dead )
579 {
580 player_debug_ragdoll();
581
582 if( !freecam )
583 player_animate_death_cam();
584 }
585 else
586 {
587 player_animate();
588
589 if( !freecam )
590 player_animate_camera();
591 }
592
593 if( freecam )
594 player_freecam();
595
596
597 /* CAMERA POSITIONING: LAYER 0 */
598 v2_copy( player.angles, camera_angles );
599 v3_copy( player.camera_pos, camera_pos );
600
601 if( player.rewinding )
602 {
603 if( player.rewind_time <= 0.0f )
604 {
605 double taken = vg.time - player.diag_rewind_start;
606 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
607 taken, player.diag_rewind_time,
608 player.rewind_total_length );
609
610 player.rewinding = 0;
611 player.rewind_length = 1;
612 player.rewind_total_length = 0.0f;
613 player.rewind_incrementer = 0;
614 world.sky_target_rate = 1.0;
615 }
616 else
617 {
618 world.sky_target_rate = -100.0;
619 assert( player.rewind_length > 0 );
620
621 v2f override_angles;
622 v3f override_pos;
623
624 float budget = vg.time_delta,
625 overall_length = player.rewind_length;
626
627 world_routes_rollback_time( player.rewind_time / overall_length );
628
629 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
630 {
631 /* Interpolate frames */
632 int i0 = floorf( player.rewind_time ),
633 i1 = VG_MIN( i0+1, player.rewind_length-1 );
634
635 struct rewind_frame *fr = &player.rewind_buffer[i0],
636 *fr1 = &player.rewind_buffer[i1];
637
638 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
639 subl = vg_fractf( player.rewind_time ) + 0.001f,
640
641 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
642 speed = sramp*28.0f + 0.5f*player.rewind_time,
643 mod = speed * (budget / dist),
644
645 advl = vg_minf( mod, subl ),
646 advt = (advl / mod) * budget;
647
648 player.dist_accum += speed * advt;
649 player.rewind_time -= advl;
650 budget -= advt;
651 }
652
653 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
654
655 float current_time = vg.time - player.diag_rewind_start,
656 remaining = player.rewind_predicted_time - current_time;
657
658 if( player.rewind_sound_wait )
659 {
660 if( player.rewind_predicted_time >= 6.5f )
661 {
662 if( remaining <= 6.5f )
663 {
664 audio_lock();
665 audio_play_oneshot( &audio_rewind[3], 1.0f );
666 audio_unlock();
667 player.rewind_sound_wait = 0;
668 }
669 }
670 else if( player.rewind_predicted_time >= 2.5f )
671 {
672 if( remaining <= 2.5f )
673 {
674 audio_lock();
675 audio_play_oneshot( &audio_rewind[2], 1.0f );
676 audio_unlock();
677 player.rewind_sound_wait = 0;
678 }
679 }
680 else if( player.rewind_predicted_time >= 1.5f )
681 {
682 if( remaining <= 1.5f )
683 {
684 audio_lock();
685 audio_play_oneshot( &audio_rewind[1], 1.0f );
686 audio_unlock();
687 player.rewind_sound_wait = 0;
688 }
689 }
690
691
692 }
693
694 int i0 = floorf( player.rewind_time ),
695 i1 = VG_MIN( i0+1, player.rewind_length-1 );
696
697 struct rewind_frame *fr = &player.rewind_buffer[i0],
698 *fr1 = &player.rewind_buffer[i1];
699
700 float sub = vg_fractf(player.rewind_time);
701
702 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
703 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
704 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
705
706 /* CAMERA POSITIONING: LAYER 1 */
707 float blend = (4.0f-player.rewind_time) * 0.25f,
708 c = vg_clampf( blend, 0.0f, 1.0f );
709
710 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
711 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
712 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
713 }
714 }
715
716 camera_update();
717 player_audio();
718 }
719
720 VG_STATIC void draw_player( m4x3f cam )
721 {
722 if( player.is_dead )
723 player_model_copy_ragdoll();
724
725 shader_viewchar_use();
726 vg_tex2d_bind( &tex_characters, 0 );
727 shader_viewchar_uTexMain( 0 );
728 shader_viewchar_uCamera( cam[3] );
729 shader_viewchar_uPv( vg.pv );
730 shader_link_standard_ub( _shader_viewchar.id, 2 );
731 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
732 player.mdl.sk.bone_count,
733 0,
734 (float *)player.mdl.sk.final_mtx );
735
736 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
737 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
738 }
739
740 /*
741 * -----------------------------------------------------------------------------
742 * API implementation
743 * -----------------------------------------------------------------------------
744 */
745
746 VG_STATIC float *player_get_pos(void)
747 {
748 return player.phys.rb.co;
749 }
750
751 VG_STATIC void player_kill(void)
752 {
753 if( player.death_tick_allowance == 0 )
754 {
755 player.is_dead = 1;
756 player_ragdoll_copy_model( player.phys.rb.v );
757 world_routes_clear();
758 }
759 }
760
761 VG_STATIC float *player_cam_pos(void)
762 {
763 return player.camera_pos;
764 }
765
766
767 #endif /* PLAYER_H */