more refactors..
[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 static i32 k_cinema_fixed = 0;
17 static f32 k_cinema = 0.0f;
18 static i32 k_invert_y = 0;
19
20 struct player_instance
21 {
22 /* transform definition */
23 rigidbody rb, rb_gate_storage;
24 v3f angles, angles_storage;
25
26 v4f qbasis;
27 m3x3f basis, invbasis, basis_gate;
28 world_instance *viewable_world;
29
30 /*
31 * Camera management
32 * ---------------------------
33 */
34 camera cam;
35
36 enum camera_mode{
37 k_cam_firstperson = 1,
38 k_cam_thirdperson = 0
39 }
40 camera_mode;
41 float camera_type_blend;
42
43 v3f fpv_offset, /* expressed relative to rigidbody */
44 tpv_offset,
45 fpv_viewpoint, /* expressed relative to neck bone inverse final */
46 fpv_offset_smooth,
47 fpv_viewpoint_smooth,
48 tpv_offset_smooth,
49 tpv_lpf,
50 cam_velocity_smooth;
51
52 v3f cam_override_pos;
53 v3f cam_override_angles;
54 float cam_override_fov;
55 float cam_override_strength;
56 f32 cam_trackshake;
57
58 float cam_velocity_influence,
59 cam_velocity_coefficient,
60 cam_velocity_constant,
61 cam_velocity_coefficient_smooth,
62 cam_velocity_constant_smooth,
63 cam_velocity_influence_smooth;
64
65 v3f cam_land_punch, cam_land_punch_v;
66
67 ent_gate *gate_waiting;
68
69 int immobile;
70
71 /*
72 * Animation
73 * --------------------------------------------------
74 */
75
76 struct player_avatar *playeravatar;
77 struct player_ragdoll ragdoll;
78 //struct player_model *playermodel;
79 //struct player_board *board;
80 struct cache_board *board_view_slot;
81 struct cache_playermodel *playermodel_view_slot;
82
83 player_pose holdout_pose;
84 float holdout_time;
85
86 /*
87 * Rewind
88 * ----------------------------------------------------
89 */
90 int rewinding, rewind_sound_wait;
91
92 struct rewind_frame{
93 v3f pos;
94 v3f ang;
95 }
96 *rewind_buffer;
97 u32 rewind_length;
98 float rewind_accum;
99 ent_gate *rewind_gate;
100
101 float rewind_total_length, rewind_predicted_time,
102 dist_accum;
103 double rewind_start, rewind_time;
104
105 /*
106 * Subsystems
107 * -------------------------------------------------
108 */
109
110 enum player_subsystem{
111 k_player_subsystem_walk = 0,
112 k_player_subsystem_skate = 1,
113 k_player_subsystem_dead = 2,
114 k_player_subsystem_drive = 3
115 }
116 subsystem,
117 subsystem_gate;
118
119 struct player_skate _skate;
120 struct player_walk _walk;
121 struct player_dead _dead;
122 struct player_drive _drive;
123 }
124 static localplayer;
125
126 /*
127 * Gameloop tables
128 * ---------------------------------------------------------
129 */
130
131 VG_STATIC
132 void (*_player_system_register[])(void) =
133 {
134 player__walk_register,
135 player__skate_register,
136 NULL,
137 NULL
138 };
139
140 VG_STATIC
141 void (*_player_bind[])( player_instance *player ) =
142 {
143 player__walk_bind,
144 player__skate_bind,
145 NULL,
146 player__drive_bind
147 };
148
149 VG_STATIC
150 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
151 {
152 player__walk_reset,
153 player__skate_reset,
154 NULL,
155 player__drive_reset
156 };
157
158 VG_STATIC
159 void (*_player_pre_update[])( player_instance *player ) =
160 {
161 player__walk_pre_update,
162 player__skate_pre_update,
163 NULL,
164 player__drive_pre_update
165 };
166
167 VG_STATIC
168 void( *_player_update[])( player_instance *player ) =
169 {
170 player__walk_update,
171 player__skate_update,
172 player__dead_update,
173 player__drive_update
174 };
175
176 VG_STATIC
177 void( *_player_post_update[])( player_instance *player ) =
178 {
179 player__walk_post_update,
180 player__skate_post_update,
181 NULL,
182 player__drive_post_update
183 };
184
185 VG_STATIC
186 void( *_player_im_gui[])( player_instance *player ) =
187 {
188 player__walk_im_gui,
189 player__skate_im_gui,
190 NULL,
191 player__drive_im_gui
192 };
193
194 VG_STATIC
195 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
196 {
197 player__walk_animate,
198 player__skate_animate,
199 player__dead_animate,
200 player__drive_animate
201 };
202
203 VG_STATIC
204 void( *_player_post_animate[])( player_instance *player ) =
205 {
206 player__walk_post_animate,
207 player__skate_post_animate,
208 player__dead_post_animate,
209 player__drive_post_animate
210 };
211
212 VG_STATIC
213 void( *_player_restore[] )( player_instance *player ) =
214 {
215 player__walk_restore,
216 player__skate_restore,
217 NULL,
218 NULL
219 };
220
221 PLAYER_API void player__debugtext( int size, const char *fmt, ... );
222 PLAYER_API void player__create( player_instance *inst );
223 PLAYER_API void player__use_avatar( player_instance *player,
224 struct player_avatar *av );
225 PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
226 PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
227 PLAYER_API void player__bind( player_instance *player );
228 PLAYER_API void player__pre_update( player_instance *player );
229 PLAYER_API void player__update( player_instance *player );
230 PLAYER_API void player__post_update( player_instance *player );
231
232 PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
233 PLAYER_API void player__im_gui( player_instance *player );
234 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
235 PLAYER_API void player__kill( player_instance *player );
236
237 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
238 VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
239
240 #endif /* PLAYER_H */