-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "player_ragdoll.h"
-#include "player_render.h"
-#include "player_model.h"
-#include "player_common.h"
-#include "player_walk.h"
-#include "player_skate.h"
-#include "player_dead.h"
-#include "player_drive.h"
-
-#define PLAYER_REWIND_FRAMES 60*4
-#define RESET_MAX_TIME 45.0
-
-struct player_instance
-{
- /* transform definition */
- rigidbody rb, rb_gate_storage;
- v3f angles, angles_storage;
-
- v4f qbasis;
- m3x3f basis, invbasis, basis_gate;
- world_instance *viewable_world;
-
- /*
- * Camera management
- * ---------------------------
- */
- camera cam;
+#pragma once
+#include "vg/vg_platform.h"
+struct player_cam_controller {
enum camera_mode{
k_cam_firstperson = 1,
k_cam_thirdperson = 0
}
camera_mode;
- float camera_type_blend;
+ f32 camera_type_blend;
v3f fpv_offset, /* expressed relative to rigidbody */
tpv_offset,
- fpv_viewpoint, /* expressed relative to neck bone inverse final */
+ 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;
+};
+
+#include "player_common.h"
+#include "network_compression.h"
+#include "player_effects.h"
+#include "player_api.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_render.h"
+
+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)( ui_context *ctx );
+ 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;
+};
+
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
+
+extern i32 k_invert_y;
+struct localplayer
+{
+ /* transform definition */
+ rigidbody rb;
+ v3f angles;
- v3f cam_override_pos;
- v2f cam_override_angles;
- float cam_override_strength;
+ bool have_glider, glider_orphan, drowned;
+
+ /*
+ * Camera management
+ * ---------------------------
+ */
+ vg_camera cam;
+ struct player_cam_controller cam_control;
+ f32 cam_trackshake;
float cam_velocity_influence,
cam_velocity_coefficient,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
cam_velocity_influence_smooth,
- cam_land_punch,
- cam_land_punch_v;
+ cam_dist,
+ cam_dist_smooth;
+ v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
-
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_trick0,
- *input_trick1,
- *input_trick2,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
+ 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], /* large timeframe 1/10s; for networking */
+ local_sfx_buffer[2]; /* per framerate 1/30s; for replay */
+ u32 sfx_buffer_count,
+ local_sfx_buffer_count;
+
/*
* Animation
* --------------------------------------------------
*/
- struct player_avatar *playeravatar;
- struct player_model *playermodel;
struct player_ragdoll ragdoll;
- struct player_board *board;
+ 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;
- /*
- * Rewind
- * ----------------------------------------------------
- */
- int rewinding, rewind_sound_wait;
-
- struct rewind_frame{
- v3f pos;
- v3f ang;
- }
- *rewind_buffer;
- u32 rewind_length;
- float rewind_accum;
- ent_gate *rewind_gate;
-
- float rewind_total_length, rewind_predicted_time,
- dist_accum;
- double rewind_start, rewind_time;
+ m4x3f *final_mtx;
/*
* Subsystems
* -------------------------------------------------
*/
- enum player_subsystem{
- k_player_subsystem_walk = 0,
- k_player_subsystem_skate = 1,
- k_player_subsystem_dead = 2,
- k_player_subsystem_drive = 3
- }
- subsystem,
- subsystem_gate;
+ enum player_subsystem subsystem,
+ observing_system;
- struct player_skate _skate;
- struct player_walk _walk;
- struct player_dead _dead;
- struct player_drive _drive;
+ /*
+ * 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;
+extern localplayer;
+extern struct player_subsystem_interface *player_subsystems[];
/*
* Gameloop tables
* ---------------------------------------------------------
*/
-VG_STATIC
-void (*_player_system_register[])(void) =
-{
- player__walk_register,
- player__skate_register,
- NULL,
- NULL
-};
-
-VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
- player__walk_bind,
- player__skate_bind,
- NULL,
- player__drive_bind
-};
-
-VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
- player__walk_reset,
- player__skate_reset,
- NULL,
- player__drive_reset
-};
-
-VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) =
-{
- player__walk_pre_update,
- player__skate_pre_update,
- NULL,
- player__drive_pre_update
-};
-
-VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
- player__walk_update,
- player__skate_update,
- player__dead_update,
- player__drive_update
-};
-
-VG_STATIC
-void( *_player_post_update[])( player_instance *player ) =
-{
- player__walk_post_update,
- player__skate_post_update,
- NULL,
- player__drive_post_update
-};
-
-VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
- player__walk_im_gui,
- player__skate_im_gui,
- NULL,
- player__drive_im_gui
-};
-
-VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
- player__walk_animate,
- player__skate_animate,
- player__dead_animate,
- player__drive_animate
-};
-
-VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
- player__walk_post_animate,
- player__skate_post_animate,
- player__dead_post_animate,
- player__drive_post_animate
-};
-
-VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
-{
- player__walk_restore,
- player__skate_restore,
- NULL,
- NULL
-};
-
-PLAYER_API void player__debugtext( int size, const char *fmt, ... );
-PLAYER_API void player__create( player_instance *inst );
-PLAYER_API void player__use_avatar( player_instance *player,
- struct player_avatar *av );
-PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
-PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
-PLAYER_API void player__bind( player_instance *player );
-PLAYER_API void player__pre_update( player_instance *player );
-PLAYER_API void player__update( player_instance *player );
-PLAYER_API void player__post_update( player_instance *player );
-
-PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
-PLAYER_API void player__im_gui( player_instance *player );
-PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
-PLAYER_API void player__kill( player_instance *player );
-
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
-#include "player_render.c"
-#include "player_ragdoll.c"
-
-#endif /* PLAYER_H */
+void player_init(void);
+void player__debugtext( ui_context *ctx, int size, const char *fmt, ... );
+void player__use_mesh( glmesh *mesh );
+void player__use_model( u16 reg_id );
+
+void player__bind(void);
+void player__pre_update(void);
+void player__update(void);
+void player__post_update(void);
+
+void player__pass_gate( u32 id );
+void player__im_gui( ui_context *ctx );
+void player__setpos( v3f pos );
+void player__spawn( ent_spawn *rp );
+void player__clean_refs(void);
+void player__reset(void);
+void player__kill(void);
+void player__begin_holdout( v3f offset );
+
+int localplayer_cmd_respawn( int argc, const char *argv[] );
+void player_apply_transport_to_cam( m4x3f transport );
+
+void player__clear_sfx_buffer(void);
+void player__networked_sfx( u8 system, u8 priority, u8 id,
+ v3f pos, f32 volume );
+void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
+void net_sfx_play( struct net_sfx *sfx );