option between water plane / water trigger
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
1 #pragma once
2 #include "vg/vg_audio.h"
3 #include "player.h"
4 #include "player_api.h"
5
6 typedef struct jump_info jump_info;
7
8 struct player_skate{
9 struct player_skate_state{
10 enum skate_activity{
11 k_skate_activity_air,
12 k_skate_activity_air_to_grind,
13 k_skate_activity_ground,
14 k_skate_activity_handplant,
15 k_skate_activity_undefined,
16 k_skate_activity_grind_any,
17 k_skate_activity_grind_boardslide,
18 k_skate_activity_grind_metallic,
19 k_skate_activity_grind_back50,
20 k_skate_activity_grind_front50,
21 k_skate_activity_grind_5050
22 }
23 activity,
24 activity_prev;
25
26 u32 grind_cooldown,
27 surface_cooldown;
28
29 f32 reverse, slip, delayed_slip_dir;
30 int manual_direction;
31
32 /* tricks */
33 v3f flip_axis;
34 float flip_time,
35 flip_rate;
36
37 v3f trick_vel, /* measured in units of TAU/s */
38 trick_euler; /* measured in units of TAU */
39 v3f trick_residualv, /* spring */
40 trick_residuald;
41
42 float trick_time;
43 enum trick_type{
44 k_trick_type_none,
45 k_trick_type_kickflip,
46 k_trick_type_shuvit,
47 k_trick_type_treflip,
48 }
49 trick_type;
50 float gravity_bias;
51
52 f32 trick_input_collect;
53
54 v3f up_dir;
55 v3f head_position;
56
57 v3f throw_v;
58 v3f cog_v, cog;
59
60 float grabbing;
61 v2f grab_mouse_delta;
62
63 int charging_jump, jump_dir;
64 float jump_charge,
65 slap;
66
67 double jump_time;
68 double start_push,
69 cur_push;
70
71 v3f prev_pos;
72
73 /* initial launch conditions */
74 double air_start;
75 v3f air_init_v,
76 air_init_co;
77
78 float land_dist;
79 v3f land_normal;
80 v4f smoothed_rotation;
81
82 f32 velocity_limit, grind_y_start, skid;
83 f32 handplant_t;
84
85 v3f store_cog_v, store_cog, store_co;
86 v4f store_smoothed, store_q;
87 }
88 state;
89
90 struct player_skate_animator {
91 v3f root_co;
92 v4f root_q;
93 v3f root_v;
94
95 v3f offset,
96 local_cog;
97
98 f32 slide,
99 skid,
100 z,
101 x,
102 fly,
103 grind,
104 grind_balance,
105 stand,
106 push,
107 jump,
108 airdir,
109 weight,
110 trick_foot,
111 slap,
112 subslap,
113 reverse,
114 delayed_slip_dir,
115 grabbing;
116
117 v2f wobble;
118 f32 foot_offset[2];
119
120 v4f qfixuptotal;
121 v4f qflip;
122
123 v3f board_euler;
124 f32 board_lean;
125 v2f steer, grab;
126
127 f32 jump_charge;
128
129 /* linear anims. TODO: we can union a bunch of variables here depending
130 * on activity. */
131 f32 push_time, jump_time, handplant_t;
132 u8 jump_dir;
133 u8 trick_type; /* todo: should encode grind type */
134 u8 activity, surface;
135 }
136 animator;
137
138 /* animation /audio
139 * --------------------------------------------------------------*/
140 struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
141 *anim_air, *anim_grind, *anim_grind_jump,
142 *anim_push, *anim_push_reverse,
143 *anim_ollie, *anim_ollie_reverse,
144 *anim_grabs, *anim_stop,
145 *anim_handplant;
146
147 /* vectors representing the direction of the axels in localspace */
148 v3f truckv0[2];
149
150 audio_channel *aud_main, *aud_slide, *aud_air;
151 enum mdl_surface_prop surface, audio_surface;
152
153 int wheel_contacts[2];
154 float sample_change_cooldown;
155
156 enum {
157 k_skate_sample_concrete,
158 k_skate_sample_wood,
159 k_skate_sample_concrete_scrape_metal,
160 k_skate_sample_concrete_scrape_wood,
161 k_skate_sample_metal_scrape_generic
162 }
163 main_sample_type;
164
165 /*
166 * Physics
167 * ----------------------------------------------------
168 */
169
170 float substep, substep_delta;
171
172 struct jump_info{
173 v3f log[50];
174 v3f n;
175 v3f apex;
176 v3f v;
177
178 float gravity;
179
180 int log_length;
181 float score,
182 land_dist;
183
184 enum prediction_type{
185 k_prediction_none,
186 k_prediction_unset,
187 k_prediction_land,
188 k_prediction_grind
189 }
190 type;
191
192 u32 colour;
193 }
194 possible_jumps[36];
195 u32 possible_jump_count;
196
197 v3f surface_picture,
198 weight_distribution,
199 grind_vec,
200 grind_dir;
201
202 float grind_strength;
203 struct grind_limit{
204 v3f ra, n;
205 float p;
206 }
207 limits[3];
208 u32 limit_count;
209 }
210 extern player_skate;
211 extern struct player_subsystem_interface player_subsystem_skate;
212
213 enum player_skate_soundeffect {
214 k_player_skate_soundeffect_jump,
215 k_player_skate_soundeffect_tap,
216 k_player_skate_soundeffect_land_good,
217 k_player_skate_soundeffect_land_bad,
218 k_player_skate_soundeffect_grind_metal,
219 k_player_skate_soundeffect_grind_wood,
220 };
221
222 static float
223 k_friction_lat = 12.0f,
224 k_friction_resistance = 0.01f,
225
226 k_max_push_speed = 16.0f,
227 k_push_accel = 10.0f,
228 k_push_cycle_rate = 8.0f,
229
230 k_steer_ground = 2.5f,
231 k_steer_air = 3.6f,
232
233 k_jump_charge_speed = (1.0f/0.4f),
234 k_jump_force = 5.0f,
235
236 k_cog_spring = 0.2f,
237 k_cog_damp = 0.02f,
238 k_cog_mass_ratio = 0.9f,
239
240 k_mmthrow_steer = 1.0f,
241 k_mmthrow_scale = 6.0f,
242 k_mmcollect_lat = 2.0f,
243 k_mmcollect_vert = 0.0f,
244 k_mmdecay = 12.0f,
245 k_spring_angular = 1.0f,
246
247 k_spring_force = 300.0f,
248 k_spring_dampener = 5.0f,
249
250 k_grind_spring = 50.0f,
251 k_grind_aligment = 10.0f,
252 k_grind_dampener = 5.0f,
253
254 k_surface_spring = 100.0f,
255 k_surface_dampener = 40.0f,
256 k_manul_spring = 200.0f,
257 k_manul_dampener = 30.0f,
258 k_board_interia = 8.0f,
259
260 k_grind_decayxy = 30.0f,
261 k_grind_axel_min_vel = 1.0f,
262 k_grind_axel_max_angle = 0.95f, /* cosine(|a|) */
263 k_grind_axel_max_vangle = 0.4f,
264 k_grind_max_friction = 3.0f,
265 k_grind_max_edge_angle = 0.97f,
266
267 k_board_length = 0.45f,
268 k_board_width = 0.13f,
269 k_board_end_radius = 0.1f,
270 k_board_radius = 0.14f, /* 0.07 */
271
272 k_grind_balance = -40.0f,
273 k_anim_transition = 0.12f;
274
275 static void player__skate_register(void){
276 VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
277 VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
278 VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
279 VG_VAR_F32( k_surface_spring, flags=VG_VAR_CHEAT );
280 VG_VAR_F32( k_surface_dampener, flags=VG_VAR_CHEAT );
281 VG_VAR_F32( k_board_interia, flags=VG_VAR_CHEAT );
282 VG_VAR_F32( k_grind_decayxy, flags=VG_VAR_CHEAT );
283 VG_VAR_F32( k_grind_axel_min_vel, flags=VG_VAR_CHEAT );
284 VG_VAR_F32( k_grind_axel_max_angle, flags=VG_VAR_CHEAT );
285 VG_VAR_F32( k_grind_max_friction, flags=VG_VAR_CHEAT );
286 VG_VAR_F32( k_grind_balance, flags=VG_VAR_CHEAT );
287 VG_VAR_F32( k_friction_lat, flags=VG_VAR_CHEAT );
288
289 VG_VAR_F32( k_cog_spring, flags=VG_VAR_CHEAT );
290 VG_VAR_F32( k_cog_damp, flags=VG_VAR_CHEAT );
291 VG_VAR_F32( k_cog_mass_ratio, flags=VG_VAR_CHEAT );
292
293 VG_VAR_F32( k_spring_force, flags=VG_VAR_CHEAT );
294 VG_VAR_F32( k_spring_dampener, flags=VG_VAR_CHEAT );
295 VG_VAR_F32( k_spring_angular, flags=VG_VAR_CHEAT );
296
297 VG_VAR_F32( k_mmthrow_scale, flags=VG_VAR_CHEAT );
298 VG_VAR_F32( k_mmcollect_lat, flags=VG_VAR_CHEAT );
299 VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
300 VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
301 VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
302 VG_VAR_F32( k_anim_transition, flags=VG_VAR_CHEAT );
303 }
304
305 void player__skate_bind (void);
306 void player__skate_pre_update (void);
307 void player__skate_update (void);
308 void player__skate_post_update (void);
309 void player__skate_im_gui (void);
310 void player__skate_animate (void);
311 void player__skate_pose (void *animator, player_pose *pose);
312 void player__skate_effects( void *_animator, m4x3f *final_mtx,
313 struct player_board *board,
314 struct player_effects_data *effect_data );
315 void player__skate_post_animate (void);
316 void player__skate_animator_exchange( bitpack_ctx *ctx, void *data );
317 void player__skate_sfx_oneshot ( u8 id, v3f pos, f32 volume );
318
319 void player__skate_clear_mechanics(void);
320 void player__skate_reset_animator(void);
321 void player__approximate_best_trajectory(void);
322 void player__skate_comp_audio( void *animator );
323 void player__skate_kill_audio(void);