breakup walk system and add new exit animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 939033a5296cca74b86692ac701279453f7b7a07..3a3d0f72a7e1b70c5f5105355dbb89cb41cdea7c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -4,12 +4,14 @@
 #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
 };
@@ -42,6 +44,8 @@ struct player_subsystem_interface{
    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 );
@@ -55,10 +59,14 @@ struct player_subsystem_interface{
 #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
@@ -73,12 +81,6 @@ struct {
    rigidbody rb;
    v3f angles;
 
-#if 0
-   v4f   qbasis;
-   m3x3f basis, invbasis, basis_gate;
-   world_instance *viewable_world;
-#endif
-
    /*
     * Camera management
     * ---------------------------
@@ -98,6 +100,8 @@ struct {
    ent_gate *gate_waiting;
    int immobile;
 
+   int rewinded_since_last_gate;
+
    /* 
     * Network
     * --------------------------------------------------
@@ -118,6 +122,7 @@ struct {
 
    struct player_ragdoll  ragdoll;
    struct player_model    fallback_model;
+   struct player_board    fallback_board;
 
    u16 board_view_slot, playermodel_view_slot;
 
@@ -140,20 +145,28 @@ struct {
    mdl_context skeleton_meta;
    struct skeleton skeleton;
 
-   u32 id_hip,
-       id_chest,
-       id_ik_hand_l,
-       id_ik_hand_r,
-       id_ik_elbow_l,
-       id_ik_elbow_r,
-       id_head,
-       id_ik_foot_l,
-       id_ik_foot_r,
-       id_ik_knee_l,
-       id_ik_knee_r,
-       id_wheel_l,
-       id_wheel_r,
-       id_board;
+   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 = {
@@ -170,7 +183,8 @@ 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_skate] = &player_subsystem_skate,
+   [k_player_subsystem_basic_info]=&player_subsystem_basic_info
 };
 
 /*