-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "skaterift.h"
-#include "player_common.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
-};
+#pragma once
+#include "vg/vg_platform.h"
struct player_cam_controller {
enum camera_mode{
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(*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(*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"
-#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 {
+extern i32 k_invert_y;
+struct localplayer
+{
/* transform definition */
rigidbody rb;
v3f angles;
- v4f qbasis;
- m3x3f basis, invbasis, basis_gate;
- world_instance *viewable_world;
+ bool have_glider, glider_orphan;
/*
* Camera management
* ---------------------------
*/
- camera cam;
+ vg_camera cam;
struct player_cam_controller cam_control;
f32 cam_trackshake;
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth;
+ cam_velocity_influence_smooth,
+ cam_dist,
+ cam_dist_smooth;
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
- u16 boundary_hash;
+ 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_ragdoll ragdoll;
struct player_model fallback_model;
+ struct player_board fallback_board;
u16 board_view_slot, playermodel_view_slot;
* -------------------------------------------------
*/
- enum player_subsystem subsystem; /* .. prev */
-}
-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
- }
-};
+ enum player_subsystem subsystem,
+ observing_system;
-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
-};
+ /*
+ * 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;
+}
+extern localplayer;
+extern struct player_subsystem_interface *player_subsystems[];
/*
* Gameloop tables
* ---------------------------------------------------------
*/
-static void player__debugtext( int size, const char *fmt, ... );
-static void player__use_avatar( struct player_avatar *av );
-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__kill(void);
-static void player__begin_holdout(void);
-
-static int localplayer_cmd_respawn( int argc, const char *argv[] );
-static void player_apply_transport_to_cam( m4x3f transport );
-
-#endif /* PLAYER_H */
+void player_init(void);
+void player__debugtext( 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(void);
+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 );