yabadabadooo
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #ifndef PLAYER_H
6 #define PLAYER_H
7
8 #define PLAYER_REWIND_FRAMES 60*4
9
10 #include "audio.h"
11 #include "common.h"
12 #include "world.h"
13 #include "skeleton.h"
14 #include "bvh.h"
15
16 VG_STATIC float
17 k_walkspeed = 20.0f, /* no longer used */
18 k_runspeed = 20.0f,
19 k_board_radius = 0.3f,
20 k_board_length = 0.45f,
21 k_board_allowance = 0.04f,
22 //k_friction_lat = 8.8f,
23 k_friction_lat = 12.0f,
24 k_friction_resistance = 0.01f,
25 k_max_push_speed = 16.0f,
26 k_push_accel = 10.0f,
27 k_push_cycle_rate = 8.0f,
28 k_steer_ground = 2.5f,
29 k_steer_air = 3.6f,
30 k_steer_air_lerp = 0.3f,
31 k_pump_force = 0.0f,
32 k_downforce = 5.0f,
33 k_walk_downforce = 8.0f,
34 k_jump_charge_speed = (1.0f/1.0f),
35 k_jump_force = 5.0f,
36 k_pitch_limit = 1.5f,
37 k_look_speed = 2.0f,
38 k_walk_accel = 150.0f,
39 k_walk_friction = 8.0f;
40
41 VG_STATIC int cl_playermdl_id = 0;
42 VG_STATIC int freecam = 0;
43 VG_STATIC int walk_grid_iterations = 1;
44 VG_STATIC float fc_speed = 10.0f;
45
46 /*
47 * -----------------------------------------------------------------------------
48 * Memory
49 * -----------------------------------------------------------------------------
50 */
51
52 VG_STATIC struct gplayer
53 {
54 /* Physics */
55 rigidbody collide_front, collide_back;
56
57 struct player_phys
58 {
59 rigidbody rb, rb_gate_frame;
60 float iY, siY; /* Yaw inertia */
61
62 v3f a, v_last, m, bob, vl;
63
64 /* Utility */
65 float vswitch, slip, slip_last,
66 reverse;
67
68 float grab, jump, pushing, push_time;
69 double start_push;
70 int in_air, on_board, jump_charge, jump_dir;
71
72 m3x3f vr,vr_pstep;
73 }
74 phys,
75 phys_gate_frame;
76
77 m4x3f visual_transform,
78 inv_visual_transform;
79
80 int is_dead, death_tick_allowance, rewinding;
81 int rewind_sound_wait;
82
83 v3f land_target;
84 v3f land_target_log[22];
85 u32 land_target_colours[22];
86 int land_log_count;
87
88 v3f handl_target, handr_target,
89 handl, handr;
90
91 /* Camera */
92 float air_blend;
93 float air_time;
94
95 v3f camera_pos, smooth_localcam;
96 v2f angles;
97
98 struct rewind_frame
99 {
100 v3f pos;
101 v2f ang;
102 }
103 *rewind_buffer;
104 u32 rewind_incrementer,
105 rewind_length;
106
107 float rewind_time, rewind_total_length, rewind_predicted_time;
108 double diag_rewind_start, diag_rewind_time;
109 float dist_accum;
110
111 /* animation */
112 double jump_time;
113 float fslide,
114 fdirz, fdirx,
115 fstand,
116 ffly,
117 fpush,
118 fairdir,
119 fsetup,
120 walk_timer,
121 fjump,
122 fonboard,
123 frun;
124
125 float walk;
126 int step_phase;
127
128 /* player model */
129 struct player_model
130 {
131 glmesh player_meshes[3];
132
133 mdl_context meta;
134 struct skeleton sk;
135 struct skeleton_anim *anim_stand,
136 *anim_highg,
137 *anim_slide,
138 *anim_air,
139 *anim_push, *anim_push_reverse,
140 *anim_ollie, *anim_ollie_reverse,
141 *anim_grabs, *anim_stop,
142 *anim_walk, *anim_run, *anim_idle,
143 *anim_jump;
144
145 u32 id_hip,
146 id_ik_hand_l,
147 id_ik_hand_r,
148 id_ik_elbow_l,
149 id_ik_elbow_r,
150 id_head;
151
152 v3f cam_pos;
153
154 struct ragdoll_part
155 {
156 u32 bone_id;
157 v3f offset;
158
159 u32 use_limits;
160 v3f limits[2];
161
162 rigidbody rb;
163 u32 parent;
164 }
165 ragdoll[32];
166 u32 ragdoll_count;
167
168 int shoes[2];
169 }
170 mdl;
171 }
172 player =
173 {
174 .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
175 .collide_back = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
176 };
177
178 /*
179 * API
180 */
181 VG_STATIC float *player_get_pos(void);
182 VG_STATIC void player_kill(void);
183 VG_STATIC float *player_cam_pos(void);
184 VG_STATIC void player_save_frame(void);
185 VG_STATIC void player_restore_frame(void);
186 VG_STATIC void player_save_rewind_frame(void);
187
188 /*
189 * Submodules
190 */
191 #include "player_physics.h"
192 #include "player_ragdoll.h"
193 #include "player_model.h"
194 #include "player_animation.h"
195 #include "player_audio.h"
196
197 /*
198 * -----------------------------------------------------------------------------
199 * Events
200 * -----------------------------------------------------------------------------
201 */
202
203 VG_STATIC void player_init(void) /* 1 */
204 {
205 rb_init( &player.phys.rb );
206 rb_init( &player.collide_front );
207 rb_init( &player.collide_back );
208
209 vg_convar_push( (struct vg_convar){
210 .name = "cl_playermdl_id",
211 .data = &cl_playermdl_id,
212 .data_type = k_convar_dtype_i32,
213 .opt_i32 = { .min=0, .max=2, .clamp=1 },
214 .persistent = 1
215 });
216
217 vg_convar_push( (struct vg_convar){
218 .name = "walk_speed",
219 .data = &k_walkspeed,
220 .data_type = k_convar_dtype_f32,
221 .opt_f32 = { .clamp = 0 },
222 .persistent = 1
223 });
224
225 vg_convar_push( (struct vg_convar){
226 .name = "run_speed",
227 .data = &k_runspeed,
228 .data_type = k_convar_dtype_f32,
229 .opt_f32 = { .clamp = 0 },
230 .persistent = 1
231 });
232
233 vg_convar_push( (struct vg_convar){
234 .name = "walk_accel",
235 .data = &k_walk_accel,
236 .data_type = k_convar_dtype_f32,
237 .opt_f32 = { .clamp = 0 },
238 .persistent = 1
239 });
240
241 vg_convar_push( (struct vg_convar){
242 .name = "fc",
243 .data = &freecam,
244 .data_type = k_convar_dtype_i32,
245 .opt_i32 = { .min=0, .max=1, .clamp=1 },
246 .persistent = 1
247 });
248
249 vg_convar_push( (struct vg_convar){
250 .name = "fcs",
251 .data = &fc_speed,
252 .data_type = k_convar_dtype_f32,
253 .opt_f32 = { .clamp = 0 },
254 .persistent = 1
255 });
256
257 vg_function_push( (struct vg_cmd){
258 .name = "reset",
259 .function = reset_player
260 });
261
262 player.rewind_length = 0;
263 player.rewind_buffer =
264 vg_linear_alloc( vg_mem.rtmemory,
265 sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
266
267 player_model_init();
268 }
269
270 VG_STATIC void player_save_rewind_frame(void)
271 {
272 if( player.rewind_length < PLAYER_REWIND_FRAMES )
273 {
274 struct rewind_frame *fr =
275 &player.rewind_buffer[ player.rewind_length ++ ];
276
277 v2_copy( player.angles, fr->ang );
278 v3_copy( player.camera_pos, fr->pos );
279
280 player.rewind_incrementer = 0;
281
282 if( player.rewind_length > 1 )
283 {
284 player.rewind_total_length +=
285 v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
286 player.rewind_buffer[player.rewind_length-2].pos );
287 }
288 }
289 }
290
291 /* Deal with input etc */
292 VG_STATIC void player_update_pre(void)
293 {
294 struct player_phys *phys = &player.phys;
295
296 if( player.rewinding )
297 {
298 return;
299 }
300
301 if( vg_get_button_down( "reset" ) )
302 {
303 double delta = world.time - world.last_use;
304
305 if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
306 {
307 player.rewinding = 1;
308 player.rewind_sound_wait = 1;
309 player.rewind_time = (float)player.rewind_length - 0.0001f;
310 player_save_rewind_frame();
311 audio_lock();
312 audio_play_oneshot( &audio_rewind[0], 1.0f );
313 audio_unlock();
314
315 /* based on analytical testing. DONT CHANGE!
316 *
317 * time taken: y = (x^(4/5)) * 74.5
318 * inverse : x = (2/149)^(4/5) * y^(4/5)
319 */
320
321 float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
322 curve = powf( player.rewind_total_length, 4.0f/5.0f );
323
324 player.rewind_predicted_time = constant * curve;
325 player.diag_rewind_start = vg.time;
326 player.diag_rewind_time = player.rewind_time;
327
328 player.is_dead = 0;
329 player.death_tick_allowance = 30;
330 player_restore_frame();
331
332 if( !phys->on_board )
333 {
334 player.angles[0] = atan2f( -phys->rb.forward[2],
335 -phys->rb.forward[0] );
336 }
337
338 player.mdl.shoes[0] = 1;
339 player.mdl.shoes[1] = 1;
340
341 world_routes_notify_reset();
342
343 /* apply 1 frame of movement */
344 player_do_motion();
345 }
346 }
347
348 if( vg_get_button_down( "switchmode" ) )
349 {
350 phys->on_board ^= 0x1;
351
352 audio_lock();
353 if( phys->on_board )
354 {
355 v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
356 audio_play_oneshot( &audio_lands[6], 1.0f );
357 }
358 else
359 {
360 audio_play_oneshot( &audio_lands[5], 1.0f );
361 }
362
363 audio_unlock();
364 }
365 }
366
367 VG_STATIC void player_update_fixed(void) /* 2 */
368 {
369 if( player.rewinding )
370 return;
371
372 if( player.death_tick_allowance )
373 player.death_tick_allowance --;
374
375 struct player_phys *phys = &player.phys;
376
377 if( player.is_dead )
378 {
379 player_ragdoll_iter();
380 }
381 else
382 {
383 player.rewind_incrementer ++;
384
385 if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
386 {
387 player_save_rewind_frame();
388 }
389
390 player_do_motion();
391 }
392 }
393
394 VG_STATIC void player_update_post(void)
395 {
396 for( int i=0; i<player.land_log_count; i++ )
397 vg_line_cross( player.land_target_log[i],
398 player.land_target_colours[i], 0.25f);
399
400 if( player.is_dead )
401 {
402 player_debug_ragdoll();
403
404 if( !freecam )
405 player_animate_death_cam();
406 }
407 else
408 {
409 player_animate();
410
411 if( !freecam )
412 player_animate_camera();
413 }
414
415 if( freecam )
416 player_freecam();
417
418
419 /* CAMERA POSITIONING: LAYER 0 */
420 v2_copy( player.angles, camera_angles );
421 v3_copy( player.camera_pos, camera_pos );
422
423 if( player.rewinding )
424 {
425 if( player.rewind_time <= 0.0f )
426 {
427 double taken = vg.time - player.diag_rewind_start;
428 vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n",
429 taken, player.diag_rewind_time,
430 player.rewind_total_length );
431
432 player.rewinding = 0;
433 player.rewind_length = 1;
434 player.rewind_total_length = 0.0f;
435 player.rewind_incrementer = 0;
436 world.sky_target_rate = 1.0;
437 }
438 else
439 {
440 world.sky_target_rate = -100.0;
441 assert( player.rewind_length > 0 );
442
443 v2f override_angles;
444 v3f override_pos;
445
446 float budget = vg.time_delta,
447 overall_length = player.rewind_length;
448
449 world_routes_rollback_time( player.rewind_time / overall_length );
450
451 for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
452 {
453 /* Interpolate frames */
454 int i0 = floorf( player.rewind_time ),
455 i1 = VG_MIN( i0+1, player.rewind_length-1 );
456
457 struct rewind_frame *fr = &player.rewind_buffer[i0],
458 *fr1 = &player.rewind_buffer[i1];
459
460 float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
461 subl = vg_fractf( player.rewind_time ) + 0.001f,
462
463 sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
464 speed = sramp*28.0f + 0.5f*player.rewind_time,
465 mod = speed * (budget / dist),
466
467 advl = vg_minf( mod, subl ),
468 advt = (advl / mod) * budget;
469
470 player.dist_accum += speed * advt;
471 player.rewind_time -= advl;
472 budget -= advt;
473 }
474
475 #if 0
476 if( player.dist_accum >= 5.0f )
477 {
478 audio_lock();
479 audio_player_playclip( &audio_rewind_player, &audio_rewind[4] );
480 audio_unlock();
481
482 player.dist_accum -= 5.0f;
483 }
484 #endif
485
486 player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
487
488 float current_time = vg.time - player.diag_rewind_start,
489 remaining = player.rewind_predicted_time - current_time;
490
491 if( player.rewind_sound_wait )
492 {
493 if( player.rewind_predicted_time >= 6.5f )
494 {
495 if( remaining <= 6.5f )
496 {
497 audio_lock();
498 audio_play_oneshot( &audio_rewind[3], 1.0f );
499 audio_unlock();
500 player.rewind_sound_wait = 0;
501 }
502 }
503 else if( player.rewind_predicted_time >= 2.5f )
504 {
505 if( remaining <= 2.5f )
506 {
507 audio_lock();
508 audio_play_oneshot( &audio_rewind[2], 1.0f );
509 audio_unlock();
510 player.rewind_sound_wait = 0;
511 }
512 }
513 else if( player.rewind_predicted_time >= 1.5f )
514 {
515 if( remaining <= 1.5f )
516 {
517 audio_lock();
518 audio_play_oneshot( &audio_rewind[1], 1.0f );
519 audio_unlock();
520 player.rewind_sound_wait = 0;
521 }
522 }
523
524
525 }
526
527 int i0 = floorf( player.rewind_time ),
528 i1 = VG_MIN( i0+1, player.rewind_length-1 );
529
530 struct rewind_frame *fr = &player.rewind_buffer[i0],
531 *fr1 = &player.rewind_buffer[i1];
532
533 float sub = vg_fractf(player.rewind_time);
534
535 v3_lerp( fr->pos, fr1->pos, sub, override_pos );
536 override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
537 override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
538
539 /* CAMERA POSITIONING: LAYER 1 */
540 float blend = (4.0f-player.rewind_time) * 0.25f,
541 c = vg_clampf( blend, 0.0f, 1.0f );
542
543 camera_angles[0] = vg_alerpf(override_angles[0], player.angles[0], c);
544 camera_angles[1] = vg_lerpf (override_angles[1], player.angles[1], c);
545 v3_lerp( override_pos, player.camera_pos, c, camera_pos );
546 }
547 }
548
549 camera_update();
550 player_audio();
551 }
552
553 VG_STATIC void draw_player( m4x3f cam )
554 {
555 if( player.is_dead )
556 player_model_copy_ragdoll();
557
558 shader_viewchar_use();
559 vg_tex2d_bind( &tex_characters, 0 );
560 shader_viewchar_uTexMain( 0 );
561 shader_viewchar_uCamera( cam[3] );
562 shader_viewchar_uPv( vg.pv );
563 shader_link_standard_ub( _shader_viewchar.id, 2 );
564 glUniformMatrix4x3fv( _uniform_viewchar_uTransforms,
565 player.mdl.sk.bone_count,
566 0,
567 (float *)player.mdl.sk.final_mtx );
568
569 mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
570 mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
571 }
572
573 /*
574 * -----------------------------------------------------------------------------
575 * API implementation
576 * -----------------------------------------------------------------------------
577 */
578
579 VG_STATIC float *player_get_pos(void)
580 {
581 return player.phys.rb.co;
582 }
583
584 VG_STATIC void player_kill(void)
585 {
586 if( player.death_tick_allowance == 0 )
587 {
588 player.is_dead = 1;
589 player_ragdoll_copy_model( player.phys.rb.v );
590 }
591 }
592
593 VG_STATIC float *player_cam_pos(void)
594 {
595 return player.camera_pos;
596 }
597
598
599 #endif /* PLAYER_H */