start of a replay system
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 8f1e3c6be4ae9ed96c3538b49294eeb6c440ffe5..77c63db3ae355ed68b7006fd4d5ca1ea69f5853a 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,6 +1,13 @@
 #ifndef PLAYER_H
 #define PLAYER_H
 
+enum player_subsystem{
+   k_player_subsystem_walk = 0,
+   k_player_subsystem_skate = 1,
+   k_player_subsystem_dead = 2,
+   k_player_subsystem_drive = 3
+};
+
 #include "player_ragdoll.h"
 #include "player_render.h"
 #include "player_model.h"
@@ -9,6 +16,7 @@
 #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
@@ -17,8 +25,7 @@ static i32 k_cinema_fixed = 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;
@@ -42,6 +49,7 @@ struct player_instance
 
    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,
@@ -75,22 +83,17 @@ struct player_instance
 
    struct player_avatar  *playeravatar;
    struct player_ragdoll  ragdoll;
-
-#if 0
-   //struct player_model   *playermodel;
-   //struct player_board   *board;
-   
-   struct cache_board       *board_view_slot;
-   struct cache_playermodel *playermodel_view_slot;
-#endif
+   struct player_model    fallback_model;
 
    u16 board_view_slot, playermodel_view_slot;
 
    player_pose            holdout_pose;
    float                  holdout_time;
 
+   struct board_pose      board_pose;
+
    /*
-    * Rewind
+    * Rewind (OLD SYSTEM)
     * ----------------------------------------------------
     */
    int rewinding, rewind_sound_wait;
@@ -108,17 +111,18 @@ struct player_instance
          dist_accum;
    double rewind_start, rewind_time;
 
+   /* 
+    * Replay
+    * -------------------------------------------------
+    */
+   replay_buffer replay;
+
    /*
     * Subsystems
     * -------------------------------------------------
     */
 
-   enum player_subsystem{
-      k_player_subsystem_walk = 0,
-      k_player_subsystem_skate = 1,
-      k_player_subsystem_dead = 2,
-      k_player_subsystem_drive = 3
-   }
+   enum player_subsystem
    subsystem,
    subsystem_gate;
 
@@ -215,6 +219,8 @@ void( *_player_post_animate[])( player_instance *player ) =
    player__drive_post_animate
 };
 
+
+__attribute__((deprecated))
 VG_STATIC
 void( *_player_restore[] )( player_instance *player ) =
 {
@@ -224,12 +230,33 @@ void( *_player_restore[] )( player_instance *player ) =
    NULL
 };
 
+VG_STATIC
+void( *_player_store_state[] )( player_instance *player ) = 
+{
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
+
+VG_STATIC
+void( *_player_load_state_lerp[] )( player_instance *player, 
+                                    void *A, void *B, f32 t ) =
+{
+   NULL,
+   NULL,
+   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 );
@@ -237,6 +264,7 @@ 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__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 );