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