#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"
#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
-struct player_instance
-{
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema = 0.0f;
+static i32 k_invert_y = 0;
+
+struct player_instance{
/* transform definition */
rigidbody rb, rb_gate_storage;
v3f angles, angles_storage;
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,
cam_velocity_smooth;
v3f cam_override_pos;
- v2f cam_override_angles;
+ v3f cam_override_angles;
+ float cam_override_fov;
float cam_override_strength;
+ f32 cam_trackshake;
float cam_velocity_influence,
cam_velocity_coefficient,
cam_velocity_constant,
cam_velocity_coefficient_smooth,
cam_velocity_constant_smooth,
- cam_velocity_influence_smooth,
- cam_land_punch,
- cam_land_punch_v;
+ cam_velocity_influence_smooth;
+
+ v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
- /*
- * Input
- * --------------------------------
- */
- struct input_binding *input_js1h,
- *input_js1v,
- *input_js2h,
- *input_js2v,
- *input_jump,
- *input_push,
- *input_trick0,
- *input_trick1,
- *input_trick2,
- *input_walk,
- *input_walkh,
- *input_walkv,
- *input_use,
- *input_reset,
- *input_grab,
- *input_camera;
+ int immobile;
/*
* Animation
* --------------------------------------------------
*/
-
struct player_avatar *playeravatar;
- struct player_model *playermodel;
- struct player_board *playerboard;
struct player_ragdoll ragdoll;
+ 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;
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;
player__drive_post_animate
};
+
+__attribute__((deprecated))
VG_STATIC
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 );
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 );
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
-#include "player_render.c"
-#include "player_ragdoll.c"
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
#endif /* PLAYER_H */