#ifndef PLAYER_H
#define PLAYER_H
+#include "skaterift.h"
+
+enum player_subsystem{
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2,
+ k_player_subsystem_drive = 3
+};
+
+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;
+};
+
#include "player_ragdoll.h"
#include "player_render.h"
#include "player_model.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 f32 k_cinema = 0.0f;
static i32 k_invert_y = 0;
-struct player_instance
-{
+struct player_instance{
/* transform definition */
- rigidbody rb, rb_gate_storage;
- v3f angles, angles_storage;
+ rigidbody rb;
+ v3f angles;
v4f qbasis;
m3x3f basis, invbasis, basis_gate;
* ---------------------------
*/
camera cam;
-
- enum camera_mode{
- k_cam_firstperson = 1,
- k_cam_thirdperson = 0
- }
- camera_mode;
- float camera_type_blend;
-
- v3f fpv_offset, /* expressed relative to rigidbody */
- tpv_offset,
- fpv_viewpoint, /* expressed relative to neck bone inverse final */
- fpv_offset_smooth,
- fpv_viewpoint_smooth,
- tpv_offset_smooth,
- tpv_lpf,
- cam_velocity_smooth;
-
- v3f cam_override_pos;
- v3f cam_override_angles;
- float cam_override_fov;
- float cam_override_strength;
+ struct player_cam_controller cam_control;
f32 cam_trackshake;
float cam_velocity_influence,
cam_velocity_influence_smooth;
v3f cam_land_punch, cam_land_punch_v;
-
ent_gate *gate_waiting;
int immobile;
*/
struct player_avatar *playeravatar;
- struct player_model *playermodel;
struct player_ragdoll ragdoll;
- //struct player_board *board;
- struct cache_board *board_view_slot;
+ struct player_model fallback_model;
+
+ u16 board_view_slot, playermodel_view_slot;
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;
+ struct board_pose board_pose;
/*
* 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; /* .. prev */
struct player_skate _skate;
struct player_walk _walk;
*/
VG_STATIC
-void (*_player_system_register[])(void) =
-{
+void (*_player_system_register[])(void) = {
player__walk_register,
player__skate_register,
NULL,
};
VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
+void (*_player_bind[])( player_instance *player ) = {
player__walk_bind,
player__skate_bind,
NULL,
};
VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = {
player__walk_reset,
player__skate_reset,
NULL,
};
VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) =
-{
+void (*_player_pre_update[])( player_instance *player ) = {
player__walk_pre_update,
player__skate_pre_update,
NULL,
};
VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
+void( *_player_update[])( player_instance *player ) = {
player__walk_update,
player__skate_update,
player__dead_update,
};
VG_STATIC
-void( *_player_post_update[])( player_instance *player ) =
-{
+void( *_player_post_update[])( player_instance *player ) = {
player__walk_post_update,
player__skate_post_update,
NULL,
};
VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
+void( *_player_im_gui[])( player_instance *player ) = {
player__walk_im_gui,
player__skate_im_gui,
NULL,
};
VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
+void( *_player_animate[])( player_instance *player, player_animation *dest ) = {
player__walk_animate,
player__skate_animate,
player__dead_animate,
};
VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
+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__use_model( player_instance *player, u16 reg_id );
+
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__pass_gate( player_instance *player, ent_gate *gate );
PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__setpos( player_instance *player, v3f pos );
PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
PLAYER_API void player__kill( player_instance *player );