seperate gamestate and animator memory (BREAKS: SMOOTHED UPPER YAW)
[carveJwlIkooP6JGAAIwe30JlM.git] / player_replay.h
1 #ifndef PLAYER_REPLAY_H
2 #define PLAYER_REPLAY_H
3
4 #include "skaterift.h"
5 #include "player.h"
6 #include "player_render.h"
7
8 typedef struct replay_buffer replay_buffer;
9 typedef struct replay_frame replay_frame;
10 typedef struct replay_gamestate replay_gamestate;
11 typedef struct replay_sfx replay_sfx;
12
13 struct replay_buffer {
14 void *data;
15 u32 size; /* bytes */
16
17 replay_frame *head, *tail, *cursor_frame,
18 *statehead;
19 f64 cursor;
20 };
21
22 struct replay_frame {
23 player_pose pose;
24
25 v3f cam_pos, cam_angles;
26 f32 cam_fov;
27
28 f64 time;
29 replay_frame *l, *r;
30
31 u32 subsystem_gamestate_size,
32 sfx_count;
33 };
34
35 struct replay_gamestate {
36 enum player_subsystem system;
37 rigidbody rb;
38 v3f angles;
39
40 struct player_cam_controller cam_control;
41
42 #if 0
43 union {
44 struct player_skate_state skate;
45 struct player_walk_state walk;
46 struct player_ragdoll ragdoll;
47 };
48 #endif
49 };
50
51 struct replay_sfx {
52 u32 none;
53 };
54
55 VG_STATIC replay_frame *replay_newframe( replay_buffer *replay,
56 u32 gamestate_count, u32 sfx_count );
57 VG_STATIC void replay_seek( replay_buffer *replay, f64 t );
58
59 replay_gamestate *replay_frame_gamestate( replay_frame *frame );
60 void *replay_gamestate_subsystem_data( replay_gamestate *gs );
61 replay_sfx *replay_frame_sfx( replay_frame *frame, u32 index );
62 VG_STATIC replay_frame *replay_find_recent_stateframe( replay_buffer *replay );
63 VG_STATIC void replay_get_camera( replay_buffer *replay, camera *cam );
64 VG_STATIC void replay_get_frame_camera( replay_frame *frame, camera *cam );
65 VG_STATIC f32 replay_subframe_time( replay_buffer *replay );
66 VG_STATIC void replay_clear( replay_buffer *replay );
67
68 VG_STATIC void skaterift_replay_pre_update(void);
69 VG_STATIC void skaterift_replay_imgui(void);
70 VG_STATIC void skaterift_replay_debug_info(void);
71
72 #endif /* PLAYER_REPLAY_H */