modular stuffs
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "player_ragdoll.h"
5 #include "player_render.h"
6 #include "player_model.h"
7 #include "player_common.h"
8 #include "player_walk.h"
9 #include "player_skate.h"
10 #include "player_dead.h"
11 #include "player_drive.h"
12
13 #define PLAYER_REWIND_FRAMES 60*4
14 #define RESET_MAX_TIME 45.0
15
16 struct player_instance
17 {
18 /* transform definition */
19 rigidbody rb, rb_gate_storage;
20 v3f angles, angles_storage;
21
22 v4f qbasis;
23 m3x3f basis, invbasis, basis_gate;
24 world_instance *viewable_world;
25
26 /*
27 * Camera management
28 * ---------------------------
29 */
30 camera cam;
31
32 enum camera_mode{
33 k_cam_firstperson = 1,
34 k_cam_thirdperson = 0
35 }
36 camera_mode;
37 float camera_type_blend;
38
39 v3f fpv_offset, /* expressed relative to rigidbody */
40 tpv_offset,
41 fpv_viewpoint, /* expressed relative to neck bone inverse final */
42 fpv_offset_smooth,
43 fpv_viewpoint_smooth,
44 tpv_offset_smooth,
45 tpv_lpf,
46 cam_velocity_smooth;
47
48 v3f cam_override_pos;
49 v2f cam_override_angles;
50 float cam_override_strength;
51
52 float cam_velocity_influence,
53 cam_velocity_coefficient,
54 cam_velocity_constant,
55 cam_velocity_coefficient_smooth,
56 cam_velocity_constant_smooth,
57 cam_velocity_influence_smooth,
58 cam_land_punch,
59 cam_land_punch_v;
60
61 ent_gate *gate_waiting;
62
63 /*
64 * Input
65 * --------------------------------
66 */
67 struct input_binding *input_js1h,
68 *input_js1v,
69 *input_js2h,
70 *input_js2v,
71 *input_jump,
72 *input_push,
73 *input_trick0,
74 *input_trick1,
75 *input_trick2,
76 *input_walk,
77 *input_walkh,
78 *input_walkv,
79 *input_use,
80 *input_reset,
81 *input_grab,
82 *input_camera;
83
84 /*
85 * Animation
86 * --------------------------------------------------
87 */
88
89
90 struct player_avatar *playeravatar;
91 struct player_model *playermodel;
92 struct player_board *playerboard;
93 struct player_ragdoll ragdoll;
94
95 player_pose holdout_pose;
96 float holdout_time;
97
98 /*
99 * Rewind
100 * ----------------------------------------------------
101 */
102 int rewinding, rewind_sound_wait;
103
104 struct rewind_frame{
105 v3f pos;
106 v3f ang;
107 }
108 *rewind_buffer;
109 u32 rewind_length;
110 float rewind_accum;
111 ent_gate *rewind_gate;
112
113 float rewind_total_length, rewind_predicted_time,
114 dist_accum;
115 double rewind_start, rewind_time;
116
117 /*
118 * Subsystems
119 * -------------------------------------------------
120 */
121
122 enum player_subsystem{
123 k_player_subsystem_walk = 0,
124 k_player_subsystem_skate = 1,
125 k_player_subsystem_dead = 2,
126 k_player_subsystem_drive = 3
127 }
128 subsystem,
129 subsystem_gate;
130
131 struct player_skate _skate;
132 struct player_walk _walk;
133 struct player_dead _dead;
134 struct player_drive _drive;
135 }
136 static localplayer;
137
138 /*
139 * Gameloop tables
140 * ---------------------------------------------------------
141 */
142
143 VG_STATIC
144 void (*_player_system_register[])(void) =
145 {
146 player__walk_register,
147 player__skate_register,
148 NULL,
149 NULL
150 };
151
152 VG_STATIC
153 void (*_player_bind[])( player_instance *player ) =
154 {
155 player__walk_bind,
156 player__skate_bind,
157 NULL,
158 player__drive_bind
159 };
160
161 VG_STATIC
162 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
163 {
164 player__walk_reset,
165 player__skate_reset,
166 NULL,
167 player__drive_reset
168 };
169
170 VG_STATIC
171 void (*_player_pre_update[])( player_instance *player ) =
172 {
173 player__walk_pre_update,
174 player__skate_pre_update,
175 NULL,
176 player__drive_pre_update
177 };
178
179 VG_STATIC
180 void( *_player_update[])( player_instance *player ) =
181 {
182 player__walk_update,
183 player__skate_update,
184 player__dead_update,
185 player__drive_update
186 };
187
188 VG_STATIC
189 void( *_player_post_update[])( player_instance *player ) =
190 {
191 player__walk_post_update,
192 player__skate_post_update,
193 NULL,
194 player__drive_post_update
195 };
196
197 VG_STATIC
198 void( *_player_im_gui[])( player_instance *player ) =
199 {
200 player__walk_im_gui,
201 player__skate_im_gui,
202 NULL,
203 player__drive_im_gui
204 };
205
206 VG_STATIC
207 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
208 {
209 player__walk_animate,
210 player__skate_animate,
211 player__dead_animate,
212 player__drive_animate
213 };
214
215 VG_STATIC
216 void( *_player_post_animate[])( player_instance *player ) =
217 {
218 player__walk_post_animate,
219 player__skate_post_animate,
220 player__dead_post_animate,
221 player__drive_post_animate
222 };
223
224 VG_STATIC
225 void( *_player_restore[] )( player_instance *player ) =
226 {
227 player__walk_restore,
228 player__skate_restore,
229 NULL,
230 NULL
231 };
232
233 PLAYER_API void player__debugtext( int size, const char *fmt, ... );
234 PLAYER_API void player__create( player_instance *inst );
235 PLAYER_API void player__use_avatar( player_instance *player,
236 struct player_avatar *av );
237 PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
238 PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
239 PLAYER_API void player__bind( player_instance *player );
240 PLAYER_API void player__pre_update( player_instance *player );
241 PLAYER_API void player__update( player_instance *player );
242 PLAYER_API void player__post_update( player_instance *player );
243
244 PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
245 PLAYER_API void player__im_gui( player_instance *player );
246 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
247 PLAYER_API void player__kill( player_instance *player );
248
249 /* implementation */
250
251 #include "player.c"
252 #include "player_common.c"
253 #include "player_walk.c"
254 #include "player_skate.c"
255 #include "player_dead.c"
256 #include "player_drive.c"
257 #include "player_render.c"
258 #include "player_ragdoll.c"
259
260 #endif /* PLAYER_H */