#include "player_model.h"
#include "ent_skateshop.h"
#include "audio.h"
+#include "input.h"
#include "shaders/model_character_view.h"
#include "shaders/model_board_view.h"
_player_post_animate[ player->subsystem ]( player );
}
-VG_STATIC void player__pre_render( player_instance *player ){
- player->cam_override_strength = 0.0f;
- player_animate( player );
+VG_STATIC void player_animate_from_replay( player_instance *player ){
+ /* TODO: frame blending */
- /* dev playbacker */
- if( k_replay_test ){
- f64 speed = 1.0;
- f64 target = player->replay.cursor;
+ player_animation res;
+ replay_frame *frame = player->replay.cursor_frame;
- if( vg_getkey( SDLK_9 ) ){
- target -= vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
- }
- if( vg_getkey( SDLK_0 ) ){
- target += vg.time_frame_delta * speed;
- player->replay.control = k_replay_control_scrub;
- replay_seek( &player->replay, target );
- }
+ if( frame ){
+ memcpy( &res, &frame->anim, sizeof(frame->anim) );
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ v3_copy( frame->cam_pos, player->cam_override_pos );
+ v3_copy( frame->cam_angles, player->cam_override_angles );
+ player->cam_override_fov = frame->cam_fov;
+ player->cam_override_strength = 1.0f;
+ }
+ else return;
- if( vg_getkey( SDLK_7 ) )
- player->replay.control = k_replay_control_play;
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
+}
- if( player->replay.control == k_replay_control_play ){
- target += vg.time_frame_delta;
- replay_seek( &player->replay, target );
- }
+VG_STATIC void player_record_replay( player_instance *player, int force ){
+ /* replay recorder */
+ replay_buffer *replay = &player->replay;
- if( vg_getkey( SDLK_8 ) ){
- replay_frame *prev = replay_find_recent_stateframe( &player->replay );
-
- if( prev ){
- /* TODO: Make gamestate_apply function / swap ... */
- replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
-
- if( gs->system == k_player_subsystem_walk ){
- memcpy( &player->_walk.state, &gs->walk,
- sizeof(struct player_walk_state) );
- }
- else if( gs->system == k_player_subsystem_skate ){
- memcpy( &player->_skate.state, &gs->skate,
- sizeof(struct player_skate_state) );
- }
- player->subsystem = gs->system;
-
- memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
- v3_copy( gs->angles, player->angles );
- v3_copy( prev->cam_pos, player->cam.pos );
- v3_copy( prev->cam_angles, player->cam_override_angles );
- player->cam.fov = prev->cam_fov;
- memcpy( &player->cam_control, &gs->cam_control,
- sizeof(struct player_cam_controller) );
-
- /* chop end off replay */
- prev->r = NULL;
- player->replay.statehead = prev;
- player->replay.head = prev;
- player->replay.cursor_frame = prev;
- player->replay.cursor = prev->time;
- vg.time = prev->time;
-
- k_replay_test = 0;
- player__pre_render( player );
- return;
- }
- }
+ f64 delta = 9999999.9,
+ statedelta = 9999999.9;
- player_animation res;
- replay_frame *frame = player->replay.cursor_frame;
-
- if( frame ){
- memcpy( &res, &frame->anim, sizeof(frame->anim) );
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
- v3_copy( frame->cam_pos, player->cam_override_pos );
- v3_copy( frame->cam_angles, player->cam_override_angles );
- player->cam_override_fov = frame->cam_fov;
- player->cam_override_strength = 1.0f;
- }
- else return;
+ if( replay->head )
+ delta = vg.time - replay->head->time;
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
- }
- else {
- /* replay recorder */
- replay_buffer *replay = &player->replay;
+ if( replay->statehead )
+ statedelta = vg.time - replay->statehead->time;
- f64 delta = 9999999.9,
- statedelta = 9999999.9;
+ const f64 k_replay_rate = 1.0/30.0,
+ k_gamestate_rate = 0.5;
- if( replay->head )
- delta = vg.time - replay->head->time;
+ u16 gamestates = 0;
+ if( statedelta > k_gamestate_rate || force /* or switching */ ){
+ gamestates = 1;
+ }
+
+ if( (delta > k_replay_rate) || gamestates ){
+ replay_frame *frame = replay_newframe( replay, gamestates, 0 );
+ replay->cursor = vg.time;
+ replay->cursor_frame = frame;
- if( replay->statehead )
- statedelta = vg.time - replay->statehead->time;
+ player_animation *res = &frame->anim;
+ v3_zero( res->root_co );
+ q_identity( res->root_q );
+ res->type = k_player_animation_type_absolute;
- const f64 k_replay_rate = 1.0/30.0,
- k_gamestate_rate = 0.5;
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_decompose_mtx_absolute( sk, res->pose );
+
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ frame->time = vg.time;
+ v3_copy( player->cam.pos, frame->cam_pos );
+ v3_copy( player->cam.angles, frame->cam_angles );
+ frame->cam_fov = player->cam.fov;
+
+ if( gamestates ){
+ replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
+ gs->system = player->subsystem;
+
+ if( player->subsystem == k_player_subsystem_walk ){
+ memcpy( &gs->walk, &player->_walk.state,
+ sizeof(struct player_walk_state) );
+ }
+ else if( player->subsystem == k_player_subsystem_skate ){
+ memcpy( &gs->skate, &player->_skate.state,
+ sizeof(struct player_skate_state) );
+ }
- u16 gamestates = 0;
- if( statedelta > k_gamestate_rate /* or switching */ ){
- gamestates = 1;
+ memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
+ memcpy( &gs->cam_control, &player->cam_control,
+ sizeof(struct player_cam_controller) );
+ v3_copy( player->angles, gs->angles );
}
-
- if( (delta > k_replay_rate) || gamestates ){
- replay_frame *frame = replay_newframe( replay, gamestates, 0 );
- replay->cursor = vg.time;
- replay->cursor_frame = frame;
-
- player_animation *res = &frame->anim;
- v3_zero( res->root_co );
- q_identity( res->root_q );
- res->type = k_player_animation_type_absolute;
-
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_decompose_mtx_absolute( sk, res->pose );
-
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
- frame->time = vg.time;
- v3_copy( player->cam.pos, frame->cam_pos );
- v3_copy( player->cam.angles, frame->cam_angles );
- frame->cam_fov = player->cam.fov;
-
- if( gamestates ){
- replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
- gs->system = player->subsystem;
-
- if( player->subsystem == k_player_subsystem_walk ){
- memcpy( &gs->walk, &player->_walk.state,
- sizeof(struct player_walk_state) );
- }
- else if( player->subsystem == k_player_subsystem_skate ){
- memcpy( &gs->skate, &player->_skate.state,
- sizeof(struct player_skate_state) );
- }
-
- memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
- memcpy( &gs->cam_control, &player->cam_control,
- sizeof(struct player_cam_controller) );
- v3_copy( player->angles, gs->angles );
- }
+ }
+}
+
+VG_STATIC void player__pre_render( player_instance *player ){
+ if( player->replay.control == k_replay_control_none ){
+ player->cam_override_strength = 0.0f;
+ player_animate( player );
+
+ if( button_down( k_srbind_reset ) && !player->immobile ){
+ audio_lock();
+ audio_oneshot( &audio_rewind[4], 1.0f, 0.0f );
+ audio_unlock();
+
+ player_record_replay( player, 1 );
+ player->replay.control = k_replay_control_scrub;
}
+ else
+ player_record_replay( player, 0 );
+ }
+ else {
+ player->cam_override_strength = 1.0f-skaterift.time_rate;
+ player_replay_control_update( player );
+ player_animate_from_replay( player );
}
player__cam_iterate( player );
#include "player_replay.h"
+VG_STATIC void replay_clear( replay_buffer *replay ){
+ replay->head = NULL;
+ replay->tail = NULL;
+ replay->cursor_frame = NULL;
+ replay->statehead = NULL;
+ replay->cursor = -99999.9;
+ replay->control = k_replay_control_none;
+}
+
VG_STATIC void local_replay_init( u32 bytes ){
localplayer.replay.data = vg_linear_alloc( vg_mem.rtmemory, bytes );
localplayer.replay.size = bytes;
- localplayer.replay.cursor = -9999.9;
- vg_console_reg_var( "k_replay_test", &k_replay_test, k_var_dtype_i32, 0 );
+ replay_clear( &localplayer.replay );
}
replay_gamestate *replay_frame_gamestate( replay_frame *frame, u16 index ){
if( dir == 0.0 ) return;
dir = vg_signf( dir );
- u32 i=0;
- for( ; i<1024; i++ ){
+ u32 i=4096;
+ while( i --> 0 ){
if( dir < 0.0 )
if( t > replay->cursor_frame->time ) break;
replay->cursor_frame = next;
replay->cursor = next->time;
- if( i == 1023 ) return;
+ if( !i ) return;
}
replay->cursor = t;
VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay ){
replay_frame *frame = replay->cursor_frame;
- u32 i=0;
- for( ; i<4096; i++ ){
+ u32 i=4096;
+ while( i --> 0 ){
if( !frame ) return frame;
if( frame->gamestate_count ) return frame;
frame = frame->l;
return NULL;
}
+VG_STATIC void player_replay_control_update( player_instance *player ){
+ f64 speed = 1.0;
+ f64 target = player->replay.cursor;
+
+ if( vg_getkey( SDLK_9 ) ){
+ target -= vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+ if( vg_getkey( SDLK_0 ) ){
+ target += vg.time_frame_delta * speed;
+ player->replay.control = k_replay_control_scrub;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_7 ) )
+ player->replay.control = k_replay_control_play;
+
+ if( player->replay.control == k_replay_control_play ){
+ target += vg.time_frame_delta;
+ replay_seek( &player->replay, target );
+ }
+
+ if( vg_getkey( SDLK_8 ) ){
+ replay_frame *prev = replay_find_recent_stateframe( &player->replay );
+
+ if( prev ){
+ /* TODO: Make gamestate_apply function / swap ... */
+ replay_gamestate *gs = replay_frame_gamestate( prev, 0 );
+
+ if( gs->system == k_player_subsystem_walk ){
+ memcpy( &player->_walk.state, &gs->walk,
+ sizeof(struct player_walk_state) );
+ }
+ else if( gs->system == k_player_subsystem_skate ){
+ memcpy( &player->_skate.state, &gs->skate,
+ sizeof(struct player_skate_state) );
+ }
+ player->subsystem = gs->system;
+
+ memcpy( &player->rb, &gs->rb, sizeof(rigidbody) );
+ v3_copy( gs->angles, player->angles );
+ v3_copy( prev->cam_pos, player->cam.pos );
+ v3_copy( prev->cam_angles, player->cam_override_angles );
+ player->cam.fov = prev->cam_fov;
+ memcpy( &player->cam_control, &gs->cam_control,
+ sizeof(struct player_cam_controller) );
+
+ /* chop end off replay */
+ prev->r = NULL;
+ player->replay.statehead = prev;
+ player->replay.head = prev;
+ player->replay.cursor_frame = prev;
+ player->replay.cursor = prev->time;
+ player->replay.control = k_replay_control_none;
+ vg.time = prev->time;
+ return;
+ }
+ }
+}
+
VG_STATIC void replay_debug_info( player_instance *player ){
player__debugtext( 2, "replay info" );
}
VG_STATIC void replay_imgui( player_instance *player ){
- if( !k_replay_test ) return;
+ if( player->replay.control == k_replay_control_none ) return;
replay_buffer *replay = &player->replay;
f64 start = replay->cursor,