2 #include "vg/vg_audio.h"
4 #include "player_api.h"
6 typedef struct jump_info jump_info
;
9 struct player_skate_state
{
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
29 f32 reverse
, slip
, delayed_slip_dir
;
37 v3f trick_vel
, /* measured in units of TAU/s */
38 trick_euler
; /* measured in units of TAU */
39 v3f trick_residualv
, /* spring */
45 k_trick_type_kickflip
,
52 f32 trick_input_collect
;
63 int charging_jump
, jump_dir
;
73 /* initial launch conditions */
80 v4f smoothed_rotation
;
82 f32 velocity_limit
, grind_y_start
, skid
;
85 v3f store_cog_v
, store_cog
, store_co
;
86 v4f store_smoothed
, store_q
;
90 struct player_skate_animator
{
129 /* linear anims. TODO: we can union a bunch of variables here depending
131 f32 push_time
, jump_time
, handplant_t
;
133 u8 trick_type
; /* todo: should encode grind type */
134 u8 activity
, surface
;
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
,
147 /* vectors representing the direction of the axels in localspace */
150 audio_channel
*aud_main
, *aud_slide
, *aud_air
;
151 enum mdl_surface_prop surface
, audio_surface
;
153 int wheel_contacts
[2];
154 float sample_change_cooldown
;
157 k_skate_sample_concrete
,
159 k_skate_sample_concrete_scrape_metal
,
160 k_skate_sample_concrete_scrape_wood
,
161 k_skate_sample_metal_scrape_generic
167 * ----------------------------------------------------
170 float substep
, substep_delta
;
184 enum prediction_type
{
195 u32 possible_jump_count
;
202 float grind_strength
;
211 extern struct player_subsystem_interface player_subsystem_skate
;
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
,
223 k_friction_lat
= 12.0f
,
224 k_friction_resistance
= 0.01f
,
226 k_max_push_speed
= 16.0f
,
227 k_push_accel
= 10.0f
,
228 k_push_cycle_rate
= 8.0f
,
230 k_steer_ground
= 2.5f
,
233 k_jump_charge_speed
= (1.0f
/0.4f
),
238 k_cog_mass_ratio
= 0.9f
,
240 k_mmthrow_steer
= 1.0f
,
241 k_mmthrow_scale
= 6.0f
,
242 k_mmcollect_lat
= 2.0f
,
243 k_mmcollect_vert
= 0.0f
,
245 k_spring_angular
= 1.0f
,
247 k_spring_force
= 300.0f
,
248 k_spring_dampener
= 5.0f
,
250 k_grind_spring
= 50.0f
,
251 k_grind_aligment
= 10.0f
,
252 k_grind_dampener
= 5.0f
,
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
,
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
,
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 */
272 k_grind_balance
= -40.0f
,
273 k_anim_transition
= 0.12f
;
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
);
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
);
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
);
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
);
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
);
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);