-#include "common.h"
-#include "character.h"
-
-static int freecam = 0;
-
-static struct gplayer
-{
- /* Physics */
- v3f co, v, a, v_last, m, bob;
- v4f rot;
- float vswitch, slip, slip_last,
- reverse;
-
- float iY; /* Yaw inertia */
- int in_air, is_dead, on_board;
-
- /* Input */
- v2f joy_l;
-
- v2f board_xy;
- float grab;
- float pitch;
-
- v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
- int land_log_count;
- m3x3f vr;
-
- m4x3f to_world, to_local;
-
- struct character mdl;
-
- v3f handl_target, handr_target,
- handl, handr;
-
- /* Camera */
- float air_blend;
-
- v3f camera_pos, smooth_localcam;
- v2f angles;
- m4x3f camera, camera_inverse;
-}
-player;
-
-static void player_transform_update(void)
-{
- q_normalize( player.rot );
- q_m3x3( player.rot, player.to_world );
- v3_copy( player.co, player.to_world[3] );
-
- m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
- v3_zero( player.co );
-
- if( argc == 1 )
- {
- if( !strcmp( argv[0], "tutorial" ))
- v3_copy( world.tutorial, player.co );
- }
-
- v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
- q_identity( player.rot );
- player.vswitch = 1.0f;
- player.slip_last = 0.0f;
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
-
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
-
- player_transform_update();
- return 0;
-}
-
-static void player_mouseview(void)
-{
- static v2f mouse_last,
- view_vel = { 0.0f, 0.0f };
-
- if( vg_get_button_down( "primary" ) )
- v2_copy( vg_mouse, mouse_last );
- else if( vg_get_button( "primary" ) )
- {
- v2f delta;
- v2_sub( vg_mouse, mouse_last, delta );
- v2_copy( vg_mouse, mouse_last );
-
- v2_muladds( view_vel, delta, 0.005f, view_vel );
- }
-
- v2_muls( view_vel, 0.7f, view_vel );
- v2_add( view_vel, player.angles, player.angles );
- player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-}
-
-static void player_freecam(void)
-{
- player_mouseview();
-
- float movespeed = 25.0f;
- v3f lookdir = { 0.0f, 0.0f, -1.0f },
- sidedir = { 1.0f, 0.0f, 0.0f };
-
- m3x3_mulv( player.camera, lookdir, lookdir );
- m3x3_mulv( player.camera, sidedir, sidedir );
-
- static v3f move_vel = { 0.0f, 0.0f, 0.0f };
- if( vg_get_button( "forward" ) )
- v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
- if( vg_get_button( "back" ) )
- v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "left" ) )
- v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
- if( vg_get_button( "right" ) )
- v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
- v3_muls( move_vel, 0.7f, move_vel );
- v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_start_air(void)
-{
- player.in_air = 1;
-
- float pstep = ktimestep*10.0f;
-
- float best_velocity_mod = 0.0f,
- best_velocity_delta = -9999.9f;
-
- v3f axis, vup;
- m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
- v3_cross( vup, player.v, axis );
- v3_normalize( axis );
- player.land_log_count = 0;
-
- m3x3_identity( player.vr );
-
- for( int m=-3;m<=12; m++ )
- {
- float vmod = ((float)m / 15.0f)*0.09f;
-
- v3f pco, pco1, pv;
- v3_copy( player.co, pco );
- v3_copy( player.v, pv );
-
- /*
- * Try different 'rotations' of the velocity to find the best possible
- * landing normal. This conserves magnitude at the expense of slightly
- * unrealistic results
- */
-
- m3x3f vr;
- v4f vr_q;
-
- q_axis_angle( vr_q, axis, vmod );
- q_m3x3( vr_q, vr );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, ktimestep, pco );
-
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- apply_gravity( pv, pstep );
-
- m3x3_mulv( vr, pv, pv );
- v3_muladds( pco, pv, pstep, pco );
-
- ray_hit contact;
- v3f vdir;
-
- v3_sub( pco, pco1, vdir );
- contact.dist = v3_length( vdir );
- v3_divs( vdir, contact.dist, vdir);
-
- if( ray_world( pco1, vdir, &contact ))
- {
- float land_delta = v3_dot( pv, contact.normal );
- u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
- /* Bias prediction towords ramps */
- if( ray_hit_is_ramp( &contact ) )
- {
- land_delta *= 0.1f;
- scolour |= 0x0000a000;
- }
-
- if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
- {
- best_velocity_delta = land_delta;
- best_velocity_mod = vmod;
-
- v3_copy( contact.pos, player.land_target );
-
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
-
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
-
- player.land_log_count ++;
-
- break;
- }
- }
- }
-
- //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-
- return;
- v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
- v3f ground;
- v3_copy( pos, ground );
- ground[1] += 4.0f;
-
- ray_hit hit;
- hit.dist = INFINITY;
-
- if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- {
- v3f angle;
- v3_copy( player.v, angle );
- v3_normalize( angle );
- float resistance = v3_dot( hit.normal, angle );
-
- if( resistance < 0.25f )
- {
- v3_copy( hit.pos, pos );
- return 1;
- }
- }
-
- return 0;
-}
-
-static float stable_force( float current, float diff )
-{
- float new = current + diff;
-
- if( new * current < 0.0f )
- return 0.0f;
-
- return new;
-}
-
-static void player_physics_ground(void)
-{
- /*
- * Getting surface collision points,
- * the contact manifold is a triangle for simplicity.
- */
- v3f contact_front, contact_back, contact_norm, vup, vside,
- axis;
-
- float klength = 0.65f;
- m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
- m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
- m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
- m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
- m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
- v3f cn0, cn1, cn2;
-
- int contact_count =
- sample_if_resistant( contact_front ) +
- sample_if_resistant( contact_back ) +
- sample_if_resistant( contact_norm );
-
- if( contact_count < 3 )
- {
- player_start_air();
- return;
- }
-
- v3f norm;
- v3f v0, v1;
- v3_sub( contact_norm, contact_front, v0 );
- v3_sub( contact_back, contact_front, v1 );
- v3_cross( v1, v0, norm );
- v3_normalize( norm );
-
- vg_line( contact_norm, contact_front, 0xff00ff00 );
- vg_line( contact_back, contact_front, 0xff0000ff );
-
- /* Surface alignment */
- float angle = v3_dot( vup, norm );
- v3_cross( vup, norm, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle) );
- q_mul( correction, player.rot, player.rot );
- }
-
- float resistance = v3_dot( norm, player.v );
- if( resistance >= 0.0f )
- {
- player_start_air();
- return;
- }
- else
- {
- v3_muladds( player.v, norm, -resistance, player.v );
- }
-
- /* This is where velocity integration used to be */
-
- float slip = 0.0f;
-
- player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
- v3f vel;
- m3x3_mulv( player.to_local, player.v, vel );
-
- /* Calculate local forces */
-
- if( fabsf(vel[2]) > 0.01f )
- slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
+#include "skaterift.h"
+#include "player_common.h"
+#include "network_compression.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_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(*reset)( ent_spawn *rp );
+ 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(*post_animate)(void);
+ void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
+ void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
+
+ void *animator_data;
+ u32 animator_size;
+
+ const char *name;
+};
+
+#include "player_ragdoll.h"
+#include "player_render.h"
+#include "player_model.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.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;
+
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;