refactor model api
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
diff --git a/player.h b/player.h
deleted file mode 100644 (file)
index e1b44fe..0000000
--- a/player.h
+++ /dev/null
@@ -1,228 +0,0 @@
-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "skaterift.h"
-#include "player_common.h"
-#include "network_compression.h"
-#include "player_effects.h"
-
-enum player_subsystem{
-   k_player_subsystem_walk = 0,
-   k_player_subsystem_skate = 1,
-   k_player_subsystem_dead = 2,
-   k_player_subsystem_drive = 3,
-   k_player_subsystem_basic_info = 4,
-   k_player_subsystem_max,
-   k_player_subsystem_invalid = 255
-};
-
-struct player_cam_controller {
-   enum camera_mode{
-      k_cam_firstperson = 1,
-      k_cam_thirdperson = 0
-   }
-   camera_mode;
-   f32 camera_type_blend;
-
-   v3f fpv_offset,         /* expressed relative to rigidbody */
-       tpv_offset,
-       tpv_offset_extra,
-       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
-       fpv_offset_smooth,
-       fpv_viewpoint_smooth,
-       tpv_offset_smooth,
-       tpv_lpf,
-       cam_velocity_smooth;
-};
-
-struct player_subsystem_interface{
-   void(*system_register)(void);
-   void(*bind)(void);
-   void(*pre_update)(void);
-   void(*update)(void);
-   void(*post_update)(void);
-   void(*im_gui)(void);
-   void(*animate)(void);
-   void(*pose)( void *animator, player_pose *pose );
-   void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
-                   struct player_effects_data *effect_data );
-   void(*post_animate)(void);
-   void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
-   void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
-
-   void(*sfx_comp)(void *animator);
-   void(*sfx_kill)(void);
-
-   void *animator_data;
-   u32 animator_size;
-
-   const char *name;
-};
-
-#include "player_ragdoll.h"
-#include "player_render.h"
-#include "player_model.h"
-
-/* subsystem headers */
-#include "player_walk.h"
-#include "player_skate.h"
-#include "player_dead.h"
-#include "player_drive.h"
-#include "player_basic_info.h"
-
-#include "player_replay.h"
-
-#define PLAYER_REWIND_FRAMES 60*4
-#define RESET_MAX_TIME 45.0
-
-static i32 k_cinema_fixed = 0;
-static f32 k_cinema       = 0.0f;
-static i32 k_invert_y     = 0;
-
-struct {
-   /* transform definition */
-   rigidbody rb;
-   v3f angles;
-
-   /*
-    * Camera management
-    * ---------------------------
-    */
-   camera cam;
-   struct player_cam_controller cam_control;
-   f32 cam_trackshake;
-
-   float cam_velocity_influence,
-         cam_velocity_coefficient,
-         cam_velocity_constant,
-         cam_velocity_coefficient_smooth,
-         cam_velocity_constant_smooth,
-         cam_velocity_influence_smooth;
-
-   v3f cam_land_punch, cam_land_punch_v;
-   ent_gate *gate_waiting;
-   int deferred_frame_record;
-
-   int immobile;
-
-   int rewinded_since_last_gate;
-
-   /* 
-    * Network
-    * --------------------------------------------------
-    */
-   u16 boundary_hash;
-   struct net_sfx {
-      u8 system, priority, id;
-      f32 subframe, volume;
-      v3f location;
-   }
-   sfx_buffer[4];
-   u32 sfx_buffer_count;
-
-   /*
-    * Animation
-    * --------------------------------------------------
-    */
-
-   struct player_ragdoll  ragdoll;
-   struct player_model    fallback_model;
-   struct player_board    fallback_board;
-
-   u16 board_view_slot, playermodel_view_slot;
-
-   player_pose            pose;
-   player_pose            holdout_pose;
-   float                  holdout_time;
-
-   m4x3f                 *final_mtx;
-
-   /*
-    * Subsystems
-    * -------------------------------------------------
-    */
-
-   enum player_subsystem subsystem; /* .. prev */
-
-   /*
-    * Rendering
-    */
-   mdl_context skeleton_meta;
-   struct skeleton skeleton;
-
-   u8 id_hip,
-      id_chest,
-      id_ik_hand_l,
-      id_ik_hand_r,
-      id_ik_elbow_l,
-      id_ik_elbow_r,
-      id_head,
-      id_foot_l,
-      id_foot_r,
-      id_ik_foot_l,
-      id_ik_foot_r,
-      id_ik_knee_l,
-      id_ik_knee_r,
-      id_wheel_l,
-      id_wheel_r,
-      id_board,
-      id_eyes,
-      id_world;
-
-   u8 skeleton_mirror[32];
-
-   struct player_effects_data effect_data;
-}
-static localplayer = {
-   .rb = {
-      .co = { 0,0,0 },
-      .w = { 0,0,0 },
-      .v = { 0,0,0 },
-      .q = { 0,0,0,1 },
-      .to_world = M4X3_IDENTITY,
-      .to_local = M4X3_IDENTITY
-   }
-};
-
-struct player_subsystem_interface static *player_subsystems[] = {
-   [k_player_subsystem_walk]  = &player_subsystem_walk,
-   [k_player_subsystem_dead]  = &player_subsystem_dead,
-   [k_player_subsystem_drive] = &player_subsystem_drive,
-   [k_player_subsystem_skate] = &player_subsystem_skate,
-   [k_player_subsystem_basic_info]=&player_subsystem_basic_info
-};
-
-/*
- * Gameloop tables
- * ---------------------------------------------------------
- */
-
-static void player__debugtext( int size, const char *fmt, ... );
-static void player__use_mesh( glmesh *mesh );
-static void player__use_texture( vg_tex2d *tex );
-static void player__use_model( u16 reg_id );
-
-static void player__bind(void);
-static void player__pre_update(void);
-static void player__update(void);
-static void player__post_update(void);
-
-static void player__pass_gate( u32 id );
-static void player__im_gui(void);
-static void player__setpos( v3f pos );
-static void player__spawn( ent_spawn *rp );
-static void player__clean_refs(void);
-static void player__reset(void);
-static void player__kill(void);
-static void player__begin_holdout( v3f offset );
-
-static int localplayer_cmd_respawn( int argc, const char *argv[] );
-static void player_apply_transport_to_cam( m4x3f transport );
-
-static void player__clear_sfx_buffer(void);
-static void player__networked_sfx( u8 system, u8 priority, u8 id, 
-                                   v3f pos, f32 volume );
-static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
-static void net_sfx_play( struct net_sfx *sfx );
-
-#endif /* PLAYER_H */