review save method
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "skaterift.h"
5
6 enum player_subsystem{
7 k_player_subsystem_walk = 0,
8 k_player_subsystem_skate = 1,
9 k_player_subsystem_dead = 2,
10 k_player_subsystem_drive = 3
11 };
12
13 struct player_cam_controller {
14 enum camera_mode{
15 k_cam_firstperson = 1,
16 k_cam_thirdperson = 0
17 }
18 camera_mode;
19 f32 camera_type_blend;
20
21 v3f fpv_offset, /* expressed relative to rigidbody */
22 tpv_offset,
23 tpv_offset_extra,
24 fpv_viewpoint, /* expressed relative to neck bone inverse final*/
25 fpv_offset_smooth,
26 fpv_viewpoint_smooth,
27 tpv_offset_smooth,
28 tpv_lpf,
29 cam_velocity_smooth;
30 };
31
32 #include "player_ragdoll.h"
33 #include "player_render.h"
34 #include "player_model.h"
35 #include "player_common.h"
36 #include "player_walk.h"
37 #include "player_skate.h"
38 #include "player_dead.h"
39 #include "player_drive.h"
40 #include "player_replay.h"
41
42 #define PLAYER_REWIND_FRAMES 60*4
43 #define RESET_MAX_TIME 45.0
44
45 static i32 k_cinema_fixed = 0;
46 static f32 k_cinema = 0.0f;
47 static i32 k_invert_y = 0;
48
49 struct player_instance{
50 /* transform definition */
51 rigidbody rb;
52 v3f angles;
53
54 v4f qbasis;
55 m3x3f basis, invbasis, basis_gate;
56 world_instance *viewable_world;
57
58 /*
59 * Camera management
60 * ---------------------------
61 */
62 camera cam;
63 struct player_cam_controller cam_control;
64 f32 cam_trackshake;
65
66 float cam_velocity_influence,
67 cam_velocity_coefficient,
68 cam_velocity_constant,
69 cam_velocity_coefficient_smooth,
70 cam_velocity_constant_smooth,
71 cam_velocity_influence_smooth;
72
73 v3f cam_land_punch, cam_land_punch_v;
74 ent_gate *gate_waiting;
75
76 int immobile;
77
78 /*
79 * Animation
80 * --------------------------------------------------
81 */
82
83 struct player_avatar *playeravatar;
84 struct player_ragdoll ragdoll;
85 struct player_model fallback_model;
86
87 u16 board_view_slot, playermodel_view_slot;
88
89 player_pose pose;
90 player_pose holdout_pose;
91 float holdout_time;
92
93 /*
94 * Subsystems
95 * -------------------------------------------------
96 */
97
98 enum player_subsystem subsystem; /* .. prev */
99
100 struct player_skate _skate;
101 struct player_walk _walk;
102 struct player_dead _dead;
103 struct player_drive _drive;
104 }
105 static localplayer;
106
107 /*
108 * Gameloop tables
109 * ---------------------------------------------------------
110 */
111
112 VG_STATIC
113 void (*_player_system_register[])(void) = {
114 player__walk_register,
115 player__skate_register,
116 NULL,
117 NULL
118 };
119
120 VG_STATIC
121 void (*_player_bind[])( player_instance *player ) = {
122 player__walk_bind,
123 player__skate_bind,
124 NULL,
125 player__drive_bind
126 };
127
128 VG_STATIC
129 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = {
130 player__walk_reset,
131 player__skate_reset,
132 NULL,
133 player__drive_reset
134 };
135
136 VG_STATIC
137 void (*_player_pre_update[])( player_instance *player ) = {
138 player__walk_pre_update,
139 player__skate_pre_update,
140 NULL,
141 player__drive_pre_update
142 };
143
144 VG_STATIC
145 void( *_player_update[])( player_instance *player ) = {
146 player__walk_update,
147 player__skate_update,
148 player__dead_update,
149 player__drive_update
150 };
151
152 VG_STATIC
153 void( *_player_post_update[])( player_instance *player ) = {
154 player__walk_post_update,
155 player__skate_post_update,
156 player__dead_post_update,
157 player__drive_post_update
158 };
159
160 VG_STATIC
161 void( *_player_im_gui[])( player_instance *player ) = {
162 player__walk_im_gui,
163 player__skate_im_gui,
164 NULL,
165 player__drive_im_gui
166 };
167
168 VG_STATIC
169 void( *_player_animate[])( player_instance *player ) = {
170 player__walk_animate,
171 player__skate_animate,
172 player__dead_animate,
173 player__drive_animate
174 };
175
176 VG_STATIC
177 void( *_player_pose[] )( player_instance *player, player_pose *pose ) = {
178 player__walk_pose,
179 player__skate_pose,
180 player__dead_pose,
181 player__drive_pose,
182 };
183
184 VG_STATIC
185 void( *_player_post_animate[])( player_instance *player ) = {
186 player__walk_post_animate,
187 player__skate_post_animate,
188 player__dead_post_animate,
189 player__drive_post_animate
190 };
191
192 PLAYER_API void player__debugtext( int size, const char *fmt, ... );
193 PLAYER_API void player__create( player_instance *inst );
194 PLAYER_API void player__use_avatar( player_instance *player,
195 struct player_avatar *av );
196 PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
197 PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
198 PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
199
200 PLAYER_API void player__bind( player_instance *player );
201 PLAYER_API void player__pre_update( player_instance *player );
202 PLAYER_API void player__update( player_instance *player );
203 PLAYER_API void player__post_update( player_instance *player );
204
205 PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
206 PLAYER_API void player__im_gui( player_instance *player );
207 PLAYER_API void player__setpos( player_instance *player, v3f pos );
208 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
209 PLAYER_API void player__kill( player_instance *player );
210 PLAYER_API void player__begin_holdout( player_instance *player );
211
212 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
213 VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
214
215 #endif /* PLAYER_H */