fnugz's idea
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 377156d6d69bf3e2d531b00a51c6eeb72d93db46..aa82925502bf6e59a07b7cd6b593c78165de20d8 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "common.h"
-#include "character.h"
+#include "player_api.h"
 
-static int freecam = 0;
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+#include "player_drive.h"
 
-static struct gplayer
-{
-   /* Physics */
-   v3f co, v, a, v_last, m, bob;
-   v4f rot;
-   float vswitch, slip, slip_last,
-         reverse;
-
-   float iY;   /* Yaw inertia */
-   int in_air, is_dead, on_board;
-
-   /* Input */
-   v2f joy_l;
-
-   v2f board_xy;
-   float grab;
-   float pitch;
-
-   v3f land_target;
-   v3f land_target_log[22];
-   u32 land_target_colours[22];
-   int land_log_count;
-   m3x3f vr;
-
-   m4x3f to_world, to_local;
-   
-   struct character mdl;
-
-   v3f handl_target, handr_target,
-       handl, handr;
-   
-   /* Camera */
-   float air_blend;
-   
-   v3f camera_pos, smooth_localcam;
-   v2f angles;
-   m4x3f camera, camera_inverse;
-}
-player;
-
-static void player_transform_update(void)
-{
-   q_normalize( player.rot );
-   q_m3x3( player.rot, player.to_world );
-   v3_copy( player.co, player.to_world[3] );
-
-   m4x3_invert_affine( player.to_world, player.to_local );
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
-   v3_zero( player.co );
-
-   if( argc == 1 )
-   {
-      if( !strcmp( argv[0], "tutorial" ))
-         v3_copy( world.tutorial, player.co );
-   }
-
-   v3_copy( (v3f){ 0.0f, 0.0f, -0.2f }, player.v );
-   q_identity( player.rot );
-   player.vswitch = 1.0f;
-   player.slip_last = 0.0f;
-   player.is_dead = 0;
-   player.in_air = 1;
-   m3x3_identity( player.vr );
-
-   player.mdl.shoes[0] = 1;
-   player.mdl.shoes[1] = 1;
-
-   player_transform_update();
-   return 0;
-}
-
-static void player_mouseview(void)
-{
-   static v2f mouse_last,
-              view_vel = { 0.0f, 0.0f };
-
-   if( vg_get_button_down( "primary" ) )
-      v2_copy( vg_mouse, mouse_last );
-   else if( vg_get_button( "primary" ) )
-   {
-      v2f delta;
-      v2_sub( vg_mouse, mouse_last, delta );
-      v2_copy( vg_mouse, mouse_last );
-
-      v2_muladds( view_vel, delta, 0.005f, view_vel );
-   }
-   
-   v2_muls( view_vel, 0.7f, view_vel );
-   v2_add( view_vel, player.angles, player.angles );
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-
-}
-
-static void player_freecam(void)
-{
-   player_mouseview();
-
-   float movespeed = 25.0f;
-   v3f lookdir = { 0.0f, 0.0f, -1.0f },
-       sidedir = { 1.0f, 0.0f,  0.0f };
-   
-   m3x3_mulv( player.camera, lookdir, lookdir );
-   m3x3_mulv( player.camera, sidedir, sidedir );
-   
-   static v3f move_vel = { 0.0f, 0.0f, 0.0f };
-   if( vg_get_button( "forward" ) )
-      v3_muladds( move_vel, lookdir, ktimestep * movespeed, move_vel );
-   if( vg_get_button( "back" ) )
-      v3_muladds( move_vel, lookdir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "left" ) )
-      v3_muladds( move_vel, sidedir, ktimestep *-movespeed, move_vel );
-   if( vg_get_button( "right" ) )
-      v3_muladds( move_vel, sidedir, ktimestep * movespeed, move_vel );
-
-   v3_muls( move_vel, 0.7f, move_vel );
-   v3_add( move_vel, player.camera_pos, player.camera_pos );
-}
-
-static void apply_gravity( v3f vel, float const timestep )
-{
-   v3f gravity = { 0.0f, -9.6f, 0.0f };
-   v3_muladds( vel, gravity, timestep, vel );
-}
-
-static void player_start_air(void)
-{
-   player.in_air = 1;
-
-   float pstep = ktimestep*10.0f;
-
-   float best_velocity_mod = 0.0f,
-         best_velocity_delta = -9999.9f;
-
-   v3f axis, vup;
-   m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, vup );
-   v3_cross( vup, player.v, axis );
-   v3_normalize( axis );
-   player.land_log_count = 0;
-   
-   m3x3_identity( player.vr );
-
-   for( int m=-3;m<=12; m++ )
-   {
-      float vmod = ((float)m / 15.0f)*0.09f;
-
-      v3f pco, pco1, pv;
-      v3_copy( player.co, pco );
-      v3_copy( player.v, pv );
-
-      /* 
-       * Try different 'rotations' of the velocity to find the best possible
-       * landing normal. This conserves magnitude at the expense of slightly
-       * unrealistic results
-       */
-
-      m3x3f vr;
-      v4f vr_q;
-
-      q_axis_angle( vr_q, axis, vmod );
-      q_m3x3( vr_q, vr );
-
-      m3x3_mulv( vr, pv, pv );
-      v3_muladds( pco, pv, ktimestep, pco );
-
-      for( int i=0; i<50; i++ )
-      {
-         v3_copy( pco, pco1 );
-         apply_gravity( pv, pstep );
-
-         m3x3_mulv( vr, pv, pv );
-         v3_muladds( pco, pv, pstep, pco );
-         
-         ray_hit contact;
-         v3f vdir;
-
-         v3_sub( pco, pco1, vdir );
-         contact.dist = v3_length( vdir );
-         v3_divs( vdir, contact.dist, vdir);
-
-         if( ray_world( pco1, vdir, &contact ))
-         {
-            float land_delta = v3_dot( pv, contact.normal );
-            u32 scolour = (u8)(vg_minf(-land_delta * 2.0f, 255.0f));
-
-            /* Bias prediction towords ramps */
-            if( ray_hit_is_ramp( &contact ) )
-            {
-               land_delta *= 0.1f;
-               scolour |= 0x0000a000;
-            }
-
-            if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
-            {
-               best_velocity_delta = land_delta;
-               best_velocity_mod = vmod;
-
-               v3_copy( contact.pos, player.land_target );
-
-               q_axis_angle( vr_q, axis, vmod*0.1f );
-               q_m3x3( vr_q, player.vr );
-            }
-
-            v3_copy( contact.pos, 
-                  player.land_target_log[player.land_log_count] );
-            player.land_target_colours[player.land_log_count] = 
-               0xff000000 | scolour;
-
-            player.land_log_count ++;
-
-            break;
-         }
-      }
-   }
-
-   //v3_rotate( player.v, best_velocity_mod, axis, player.v );
-   
-   return;
-   v3_muls( player.v, best_velocity_mod, player.v );
-}
-
-static int sample_if_resistant( v3f pos )
-{
-   v3f ground;
-   v3_copy( pos, ground );
-   ground[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-
-   if( ray_world( ground, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      v3f angle;
-      v3_copy( player.v, angle );
-      v3_normalize( angle );
-      float resistance = v3_dot( hit.normal, angle );
-
-      if( resistance < 0.25f )
-      {
-         v3_copy( hit.pos, pos );
-         return 1;
-      }
-   }
-
-   return 0;
-}
-
-static float stable_force( float current, float diff )
-{
-   float new = current + diff;
-
-   if( new * current < 0.0f )
-      return 0.0f;
-
-   return new;
-}
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
 
-static void player_physics_ground(void)
+struct player_instance
 {
-   /* 
-    * Getting surface collision points,
-    * the contact manifold is a triangle for simplicity.
-    */
-   v3f contact_front, contact_back, contact_norm, vup, vside,
-       axis;
-   
-   float klength = 0.65f;
-   m4x3_mulv( player.to_world, (v3f){ 0.15f,0.0f,-klength}, contact_norm );
-   m4x3_mulv( player.to_world, (v3f){-0.15f,0.0f,-klength}, contact_front );
-   m4x3_mulv( player.to_world, (v3f){ 0.00f,0.0f, klength}, contact_back );
-   m3x3_mulv( player.to_world, (v3f){ 0.0f, 1.0f, 0.0f}, vup );
-   m3x3_mulv( player.to_world, (v3f){ 1.0f, 0.0f, 0.0f}, vside );
-
-   v3f cn0, cn1, cn2;
-   
-   int contact_count = 
-      sample_if_resistant( contact_front ) +
-      sample_if_resistant( contact_back ) +
-      sample_if_resistant( contact_norm );
-   
-   if( contact_count < 3 )
-   {
-      player_start_air();
-      return;
-   }
-
-   v3f norm;
-   v3f v0, v1;
-   v3_sub( contact_norm, contact_front, v0 );
-   v3_sub( contact_back, contact_front, v1 );
-   v3_cross( v1, v0, norm );
-   v3_normalize( norm );
-
-   vg_line( contact_norm, contact_front, 0xff00ff00 );
-   vg_line( contact_back, contact_front, 0xff0000ff );
-
-   /* Surface alignment */
-   float angle = v3_dot( vup, norm );
-   v3_cross( vup, norm, axis );
-
-   if( angle < 0.999f )
-   {
-      v4f correction;
-      q_axis_angle( correction, axis, acosf(angle) );
-      q_mul( correction, player.rot, player.rot );
-   }
-
-   float resistance = v3_dot( norm, player.v );
-   if( resistance >= 0.0f )
-   {
-      player_start_air();
-      return;
-   }
-   else
-   {
-      v3_muladds( player.v, norm, -resistance, player.v );
-   }
-   
-   /* This is where velocity integration used to be */
-
-   float slip = 0.0f;
-
-   player.co[1] = (contact_front[1]+contact_back[1])*0.5f;
-
-   v3f vel;
-   m3x3_mulv( player.to_local, player.v, vel );
-
-   /* Calculate local forces */
-   
-   if( fabsf(vel[2]) > 0.01f )
-      slip = fabsf(-vel[0] / vel[2]) * vg_signf(vel[0]);
-
-   if( fabsf( slip ) > 1.2f )
-      slip = vg_signf( slip ) * 1.2f;
-   player.slip = slip;
-   player.reverse = -vg_signf(vel[2]);
+   /* transform definition */
+   rigidbody rb, rb_gate_storage;
+   v3f angles, angles_storage;
 
-   float substep = ktimestep * 0.2f;
-   float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
+   v4f   qbasis;
+   m3x3f basis, invbasis, basis_gate;
+   world_instance *viewable_world;
 
-   for( int i=0; i<5; i++ )
-   {
-      vel[2] = stable_force( vel[2], vg_signf( vel[2] ) * fwd_resistance );
-      vel[0] = stable_force( vel[0], vg_signf( vel[0] ) * -7.0f *substep );
-   }
-   
-   static double start_push = 0.0;
-   if( vg_get_button_down( "push" ) )
-      start_push = vg_time;
-
-   if( !vg_get_button("break") && vg_get_button( "push" ) )
-   {
-      float const k_maxpush = 16.0f,
-                  k_pushaccel = 5.0f;
-
-      float cycle_time = vg_time-start_push,
-            amt = k_pushaccel * (sinf( cycle_time * 8.0f )*0.5f+0.5f)*ktimestep,
-            current = v3_length( vel ),
-            new_vel = vg_minf( current + amt, k_maxpush );
-      new_vel -= vg_minf(current, k_maxpush);
-      vel[2] -= new_vel * player.reverse;
-   }
-   
-   m3x3_mulv( player.to_world, vel, player.v );
-
-   if( vg_get_button( "yawl" ) )
-      player.iY +=  3.6f * ktimestep;
-   if( vg_get_button( "yawr" ) )
-      player.iY -=  3.6f * ktimestep;
-   
-   float steer = vg_get_axis( "horizontal" );
-   player.iY -= vg_signf(steer)*powf(steer,2.0f) * 1.5f * ktimestep;
-   
-   /* Too much lean and it starts to look like a snowboard here */
-   v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f }, 
-         ktimestep*5.0f, player.board_xy);
-}
-
-static void draw_cross(v3f pos,u32 colour, float scale)
-{
-   v3f p0, p1;
-   v3_add( (v3f){ scale,0.0f,0.0f}, pos, p0 );
-   v3_add( (v3f){-scale,0.0f,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f, scale,0.0f}, pos, p0 );
-   v3_add( (v3f){0.0f,-scale,0.0f}, pos, p1 );
-   vg_line( p0, p1, colour );
-   v3_add( (v3f){0.0f,0.0f, scale}, pos, p0 );
-   v3_add( (v3f){0.0f,0.0f,-scale}, pos, p1 );
-   vg_line( p0, p1, colour );
-}
-
-static void player_physics_air(void)
-{
-   m3x3_mulv( player.vr, player.v, player.v );
-   for( int i=0; i<player.land_log_count; i++ )
-      draw_cross( player.land_target_log[i], player.land_target_colours[i], 1);
-
-   draw_cross( player.land_target, 0xff0000ff, 1 );
-
-   v3f ground_pos;
-   v3_copy( player.co, ground_pos );
-   ground_pos[1] += 4.0f;
-   
-   ray_hit hit;
-   hit.dist = INFINITY;
-   if( ray_world( ground_pos, (v3f){0.0f,-1.0f,0.0f}, &hit ))
-   {
-      if( hit.pos[1] > player.co[1] )
-      {
-         player.in_air = 0;
-         
-         if( !ray_hit_is_ramp( &hit ) )
-         {
-            player.is_dead = 1;
-            character_ragdoll_copypose( &player.mdl, player.v );
-         }
-
-         return;
-      }
-   }
-   
-   /* Prediction 
-    *
-    * TODO: Find best landing surface and guide player towords it
+   /*
+    * Camera management
+    * ---------------------------
     */
-   float pstep = ktimestep*10.0f;
-
-   v3f pco, pco1, pv;
-   v3_copy( player.co, pco );
-   v3_copy( player.v, pv );
-   
-   float time_to_impact = 0.0f;
-   float limiter = 1.0f;
-
-   for( int i=0; i<50; i++ )
-   {
-      v3_copy( pco, pco1 );
-      apply_gravity( pv, pstep );
-      v3_muladds( pco, pv, pstep, pco );
-
-      //vg_line( pco, pco1, i&0x1?0xff000000:0xffffffff );
-      
-      ray_hit contact;
-      v3f vdir;
-
-      v3_sub( pco, pco1, vdir );
-      contact.dist = v3_length( vdir );
-      v3_divs( vdir, contact.dist, vdir);
-      
-      float orig_dist = contact.dist;
-      if( ray_world( pco1, vdir, &contact ))
-      {
-         v3f localup;
-         m3x3_mulv( player.to_world, (v3f){0.0f,1.0f,0.0f}, localup );
-
-         float angle = v3_dot( localup, contact.normal );
-         v3f axis; 
-         v3_cross( localup, contact.normal, axis );
-
-         time_to_impact += (contact.dist/orig_dist)*pstep;
-         limiter = vg_minf( 5.0f, time_to_impact )/5.0f;
-         limiter = 1.0f-limiter;
-         limiter *= limiter;
-         limiter = 1.0f-limiter;
-
-         if( angle < 0.99f )
-         {
-            v4f correction;
-            q_axis_angle( correction, axis, acosf(angle)*0.05f*(1.0f-limiter) );
-            q_mul( correction, player.rot, player.rot );
-         }
-
-         draw_cross( contact.pos, 0xffff0000, 1 );
-         break;
-      }
-      time_to_impact += pstep;
-   }
-
-   player.iY -= vg_get_axis( "horizontal" ) * 3.6f * ktimestep;
-   {
-
-      float iX = vg_get_axis( "vertical" ) * 3.6f * limiter * ktimestep;
-      static float siX = 0.0f;
-      siX = vg_lerpf( siX, iX, 0.3f );
-      
-      v4f rotate;
-      v3f vside;
-      
-      m3x3_mulv( player.to_world, (v3f){1.0f,0.0f,0.0f}, vside );
-
-      q_axis_angle( rotate, vside, siX );
-      q_mul( rotate, player.rot, player.rot );
-   }
-   
-   v2f target = {0.0f,0.0f};
-   v2_muladds( target, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
-               player.grab, target );
-   v2_lerp( player.board_xy, target, ktimestep*3.0f, player.board_xy );
-}
-
-static void player_do_motion(void)
-{
-   float horizontal = vg_get_axis("horizontal"),
-         vertical = vg_get_axis("vertical");
-
-   player.joy_l[0] = vg_signf(horizontal) * powf( horizontal, 2.0f );
-   player.joy_l[1] = vg_signf(vertical) * powf( vertical, 2.0f );
-
-   if( player.in_air )
-      player_physics_air();
-
-   if( !player.in_air )
-      player_physics_ground();
-   
-   /* Integrate velocity */
-   v3f prevco;
-   v3_copy( player.co, prevco );
-   
-   apply_gravity( player.v, ktimestep );
-   v3_muladds( player.co, player.v, ktimestep, player.co );
-
-   /* Integrate inertia */
-   v4f rotate; v3f vup = {0.0f,1.0f,0.0f};
-   m3x3_mulv( player.to_world, vup, vup );
-
-   static float siY = 0.0f;
-
-   float lerpq = player.in_air? 0.04f: 0.3f;
-   siY = vg_lerpf( siY, player.iY, lerpq );
-
-   q_axis_angle( rotate, vup, siY );
-   q_mul( rotate, player.rot, player.rot );
-
-   player.iY = 0.0f; /* temp */
-
-#if 0
-   /* GATE COLLISION */
-   if( gate_intersect( &gate_a, player.co, prevco ) )
-   {
-      teleport_gate *gate = &gate_a;
-
-      m4x3f transport;
-      m4x3_mul( gate->other->to_world, gate->to_local, transport );
-      m4x3_mulv( transport, player.co, player.co );
-      m3x3_mulv( transport, player.v, player.v );
-      m3x3_mulv( transport, player.v_last, player.v_last );
-      m3x3_mulv( transport, player.m, player.m );
-      m3x3_mulv( transport, player.bob, player.bob );
-
-      v4f transport_rotation;
-      m3x3_q( transport, transport_rotation );
-      q_mul( transport_rotation, player.rot, player.rot );
-   }
-#endif
-
-   /* Camera and character */
-   player_transform_update();
-
-   player.angles[0] = atan2f( player.v[0], -player.v[2] );
-   player.angles[1] = atan2f( -player.v[1], sqrtf(player.v[0]*player.v[0]+
-                                       player.v[2]*player.v[2]) ) * 0.3f;
-
-   player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.04f );
-   v3_muladds( player.camera_pos, player.v, -0.05f*player.air_blend, 
-         player.camera_pos );
-}
-
-static void player_walkgrid(void)
-{
-   float const k_gridscale = 0.5f;
-   float const k_stepheight = 0.5f;
-   float const k_walkspeed = 6.0f;
-   float const k_miny = 0.6f;
-   float const k_height = 1.78f;
-   int const k_gridamt = 8;
-
-   v3f cell;
-   v3_muls( player.co, 1.0f/k_gridscale, cell );
-   v3_floor( cell, cell );
-   v3_muls( cell, k_gridscale, cell );
-   
-   struct grid_sample
-   {
-      ray_hit hit;
-      int valid;
-   }
-   samples[ k_gridamt ][ k_gridamt ];
+   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;
+   v2f cam_override_angles;
+   float cam_override_strength;
+
+   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;
+
+   ent_gate *gate_waiting;
 
-   v3f grid_origin;
-   v3_muladds( cell, (v3f){ -1.0f,0.0f,-1.0f }, 
-         (float)(k_gridamt/2) * k_gridscale, grid_origin );
-
-   /* 
-    * Get sample 'poles'
+   /*
+    * Input 
+    * --------------------------------
     */
-   for( int y=0; y<k_gridamt; y++ )
-   {
-      for( int x=0; x<k_gridamt; x++ )
-      {
-         v3f sample_coord;
-         v3_muladds( grid_origin, (v3f){ x, 0, y }, k_gridscale, sample_coord );
-         sample_coord[1] += k_height;
-
-         struct grid_sample *sample = &samples[y][x];
-         sample->valid = 0;
-         sample->hit.dist = k_stepheight+k_height;
-
-         if( ray_world( sample_coord, (v3f){0.0f,-1.0f,0.0f}, &sample->hit ))
-         {
-            if( sample->hit.normal[1] >= k_miny &&
-                ray_hit_is_ramp( &sample->hit ))
-            {
-               sample->valid = 1;
-               draw_cross( sample->hit.pos, 0xff00ff00, 0.1f );
-            }
-            else
-               draw_cross( sample->hit.pos, 0xff0000ff, 0.1f );
-         }
-      }
-   }
+   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;
 
    /*
-    * Clip grid intersections with triangle edges
+    * Animation
+    * --------------------------------------------------
     */
-   for( int x=0; x<k_gridamt; x++ )
-   {
-      for( int y=0; y<k_gridamt-1; y++ )
-      {
-         struct grid_sample *sa = &samples[y][x],
-                            *sb = &samples[y+1][x];
-
-         if( (sa->valid != sb->valid) && (sa->valid||sb->valid) )
-         {
-            v3f tri[3];
-            ray_world_get_tri( sa->valid? &sa->hit: &sb->hit, tri );
-
-            v3f sample;
-            v3_muladds( grid_origin, (v3f){ x, 0, y }, 
-                  k_gridscale, sample);
-            
-            /* Clip triangles until we find an edge inside the cell */
-            int axis = 0;
-            float offset = sample[axis==0?0:2],
-                  basis = sample[axis==0?2:0];
-
-            for( int i=0; i<3; i++ )
-            {
-               int ia = i,
-                   ib = (i+1)%3;
-               float pa = tri[ia][axis],
-                     pb = tri[ib][axis];
-
-               vg_line( tri[ia],tri[ib],0xffaaaaaa );
-
-               if( (pa-offset)*(pb-offset) > 0.0f )
-                  continue;
-
-               float d = pb-pa,
-                    qa = (offset-pa)/d,
-                     h = qa*tri[ib][2] + (1.0f-qa)*tri[ia][2],
-                     q = (h-basis)/k_gridscale;
-
-               if( q >= 0.0f && q <= 1.0f )
-               {
-                  float height = qa*tri[ia][1] + (1.0f-qa)*tri[ib][1];
-
-                  v3f intersection = { offset, height, h };
-                  draw_cross( intersection, 0xffff0000, 0.06f );
-                  break;
-               }
-            }
-         }
-      }
-   }
 
-   v3f fwd = { -sinf(-player.angles[0]), 0.0f, -cosf(-player.angles[0]) },
-       side = { -fwd[2], 0.0f, fwd[0] };
-
-   /* Temp */
-   if( glfwGetKey( vg_window, GLFW_KEY_W ) )
-      v3_muladds( player.co, fwd,  ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_S ) )
-      v3_muladds( player.co, fwd, -ktimestep*k_walkspeed, player.co );
-
-   if( glfwGetKey( vg_window, GLFW_KEY_A ) )
-      v3_muladds( player.co, side, -ktimestep*k_walkspeed, player.co );
-   if( glfwGetKey( vg_window, GLFW_KEY_D ) )
-      v3_muladds( player.co, side,  ktimestep*k_walkspeed, player.co );
-   
-   m4x3_mulv( player.to_world, (v3f){0.0f,1.8f,0.0f}, player.camera_pos );
-   player_mouseview();
-   player_transform_update();
-}
+   struct player_avatar  *playeravatar;
+   glmesh                *playermesh;
+   struct player_ragdoll  ragdoll;
+   vg_tex2d              *playertex;
 
-static void player_animate(void)
-{
-   /* Camera position */
-   v3_sub( player.v, player.v_last, player.a );
-   v3_copy( player.v, player.v_last );
-
-   v3_add( player.m, player.a, player.m );
-   v3_lerp( player.m, (v3f){0.0f,0.0f,0.0f}, 0.1f, player.m );
-   v3f target;
-   
-   player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
-   player.m[1] = vg_clampf( player.m[1], -0.2f, 5.0f );
-   player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
-   v3_copy( player.m, target );
-   v3_lerp( player.bob, target, 0.2f, player.bob );
-
-   /* Head */
-   float lslip = fabsf(player.slip); //vg_minf( 0.4f, slip );
-                              
-   float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
-   player.grab = vg_lerpf( player.grab, grabt, 0.04f );
-
-   float kheight = 2.0f,
-         kleg = 0.6f;
-
-   v3f head;
-   head[0] = 0.0f;
-   head[1] = (0.3f+cosf(lslip)*0.5f*(1.0f-player.grab*0.7f)) * kheight;
-   head[2] = 0.0f;
-
-   v3f offset;
-   m3x3_mulv( player.to_local, player.bob, offset );
-
-   offset[0] *= 0.3333f;
-   offset[1] *= -0.25f;
-   offset[2] *= 0.7f;
-   v3_muladds( head, offset, 0.7f, head );
-   head[1] = vg_clampf( head[1], 0.3f, kheight );
-
-#if 0
-   if( !freecam )
-   {
-      v3_copy( head, player.view );
-      v3f camoffs = {-0.2f,-0.6f,0.00f};
-      v3_add( player.view, camoffs, player.view );
-   }
-#endif
+   player_pose            holdout_pose;
+   float                  holdout_time;
 
-   /* 
-    * Animation blending
-    * ===========================================
+   /*
+    * Rewind
+    * ----------------------------------------------------
     */
+   int rewinding, rewind_sound_wait;
 
-   static float fslide = 0.0f;
-   static float fdirz = 0.0f;
-   static float fdirx = 0.0f;
-   static float fstand = 0.0f;
-   static float ffly = 0.0f;
-
-   float speed = v3_length( player.v );
-   
-   fstand = vg_lerpf(fstand, 1.0f-vg_clampf(speed*0.03f,0.0f,1.0f),0.1f);
-   fslide = vg_lerpf(fslide, vg_clampf(lslip+fabsf(offset[0])*0.2f,
-            0.0f,1.0f), 0.04f);
-   fdirz = vg_lerpf(fdirz, player.reverse > 0.0f? 1.0f: 0.0f, 0.04f );
-   fdirx = vg_lerpf(fdirx, player.slip < 0.0f?    1.0f: 0.0f, 0.04f );
-   ffly = vg_lerpf(ffly, player.in_air?           1.0f: 0.0f, 0.04f );
-
-   character_pose_reset( &player.mdl );
-
-   float amt_air = ffly*ffly,
-         amt_ground = 1.0f-amt_air,
-         amt_std = (1.0f-fslide) * amt_ground,
-         amt_stand = amt_std * fstand,
-         amt_aero = amt_std * (1.0f-fstand),
-         amt_slide = amt_ground * fslide;
-
-   character_final_pose( &player.mdl, offset, &pose_stand, amt_stand );
-   character_final_pose( &player.mdl, offset, &pose_aero, amt_aero*fdirz );
-   character_final_pose( &player.mdl, offset, 
-         &pose_aero_reverse, amt_aero * (1.0f-fdirz) );
-   character_final_pose( &player.mdl, offset, &pose_slide, amt_slide*fdirx );
-   character_final_pose( &player.mdl, offset, 
-         &pose_slide1, amt_slide*(1.0f-fdirx) );
-
-   character_final_pose( &player.mdl, (v3f){0.0f,0.0f,0.0f}, 
-         &pose_fly, amt_air );
-
-   /* Camera position */
-   v3_lerp( player.smooth_localcam, player.mdl.cam_pos, 0.08f, 
-            player.smooth_localcam );
-   v3_muladds( player.smooth_localcam, offset, 0.7f, player.camera_pos );
-   player.camera_pos[1] = vg_clampf( player.camera_pos[1], 0.3f, kheight );
-   m4x3_mulv( player.to_world, player.camera_pos, player.camera_pos );
-
-   /* 
-    * Additive effects
-    * ==========================
-    */
-   struct ik_basic *arm_l = &player.mdl.ik_arm_l,
-                   *arm_r = &player.mdl.ik_arm_r;
-
-   v3f localv;
-   m3x3_mulv( player.to_local, player.v, localv );
-   v3_muladds( arm_l->end, localv, -0.01f, arm_l->end );
-   v3_muladds( arm_r->end, localv, -0.01f, arm_r->end );
-
-   /* New board transformation */
-   v4f board_rotation; v3f board_location;
-
-   v4f rz, rx;
-   q_axis_angle( rz, (v3f){ 0.0f, 0.0f, 1.0f }, player.board_xy[0] );
-   q_axis_angle( rx, (v3f){ 1.0f, 0.0f, 0.0f }, player.board_xy[1] );
-   q_mul( rx, rz, board_rotation );
-   
-   v3f *mboard = player.mdl.matrices[k_chpart_board];// player.mboard;
-   q_m3x3( board_rotation, mboard );
-   m3x3_mulv( mboard, (v3f){ 0.0f, -0.5f, 0.0f }, board_location );
-   v3_add( (v3f){0.0f,0.5f,0.0f}, board_location, board_location );
-   v3_copy( board_location, mboard[3] );
-
-
-   float wheel_r = offset[0]*-0.4f;
-   v4f qwheel;
-   q_axis_angle( qwheel, (v3f){0.0f,1.0f,0.0f}, wheel_r );
-   
-   q_m3x3( qwheel, player.mdl.matrices[k_chpart_wb] );
-
-   m3x3_transpose( player.mdl.matrices[k_chpart_wb],
-                   player.mdl.matrices[k_chpart_wf] );
-   v3_copy( player.mdl.offsets[k_chpart_wb], 
-         player.mdl.matrices[k_chpart_wb][3] );
-   v3_copy( player.mdl.offsets[k_chpart_wf], 
-         player.mdl.matrices[k_chpart_wf][3] );
-   
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wb],
-                     player.mdl.matrices[k_chpart_wb] );
-   m4x3_mul( mboard, player.mdl.matrices[k_chpart_wf],
-                     player.mdl.matrices[k_chpart_wf] );
-
-   m4x3_mulv( mboard, player.mdl.ik_leg_l.end, player.mdl.ik_leg_l.end );
-   m4x3_mulv( mboard, player.mdl.ik_leg_r.end, player.mdl.ik_leg_r.end );
-
-
-   v3_copy( player.mdl.ik_arm_l.end, player.handl_target );
-   v3_copy( player.mdl.ik_arm_r.end, player.handr_target );
-
-   if( 1||player.in_air )
-   {
-      float tuck = player.board_xy[1],
-            tuck_amt = fabsf( tuck ) * (1.0f-fabsf(player.board_xy[0]));
-      
-      float crouch = player.grab*0.3f;
-      v3_muladds( player.mdl.ik_body.base, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch, player.mdl.ik_body.base );
-      v3_muladds( player.mdl.ik_body.end, (v3f){0.0f,-1.0f,0.0f}, 
-            crouch*1.2f, player.mdl.ik_body.end );
-
-      if( tuck < 0.0f )
-      {
-         //foot_l *= 1.0f-tuck_amt*1.5f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,0.6f}, 
-                  player.handl_target );
-         }
-      }
-      else
-      {
-         //foot_r *= 1.0f-tuck_amt*1.4f;
-
-         if( player.grab > 0.1f )
-         {
-            m4x3_mulv( mboard, (v3f){0.1f,0.14f,-0.6f}, 
-                  player.handr_target );
-         }
-      }
+   struct rewind_frame{
+      v3f pos;
+      v3f ang;
    }
+   *rewind_buffer;
+   u32 rewind_length;
+   float rewind_accum;
+   ent_gate *rewind_gate;
 
-   v3_lerp( player.handl, player.handl_target, 0.1f, player.handl );
-   v3_lerp( player.handr, player.handr_target, 0.1f, player.handr );
-
-   v3_copy( player.handl, player.mdl.ik_arm_l.end );
-   v3_copy( player.handr, player.mdl.ik_arm_r.end );
-
-   /* Head rotation */
-
-   static float rhead = 0.0f;
-   rhead = vg_lerpf( rhead,
-         vg_clampf(atan2f( localv[2], -localv[0] ),-1.0f,1.0f), 0.04f );
-   player.mdl.rhead = rhead;
-}
+   float rewind_total_length, rewind_predicted_time,
+         dist_accum;
+   double rewind_start, rewind_time;
 
-static void player_update(void)
-{
-   if( vg_get_axis("grabl")>0.0f)
-      reset_player(0,NULL);
-
-   if( freecam )
-   {
-      player_freecam();
-   }
-   else
-   {
-      if( player.is_dead )
-      {
-         character_ragdoll_iter( &player.mdl );
-         character_debug_ragdoll( &player.mdl );
-      }
-      else
-      {
-         if( player.on_board )
-         {
-            player_do_motion();
-            player_animate();
-         }
-         else
-         {
-            player_walkgrid();
-         }
-      }
-   }
-
-   /* Update camera matrices */
-   m4x3_identity( player.camera );
-   m4x3_rotate_y( player.camera, -player.angles[0] );
-   m4x3_rotate_x( player.camera, -0.33f -player.angles[1] );
-   v3_copy( player.camera_pos, player.camera[3] );
-   m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void draw_player(void)
-{
-   /* Draw */
-   m4x3_copy( player.to_world, player.mdl.mroot );
-
-   if( player.is_dead )
-      character_mimic_ragdoll( &player.mdl );
-   else
-      character_eval( &player.mdl );
+   /*
+    * Subsystems
+    * -------------------------------------------------
+    */
 
-   character_draw( &player.mdl, (player.is_dead|player.in_air)? 0.0f: 1.0f );
-}
+   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;
+
+   struct player_skate  _skate;
+   struct player_walk   _walk;
+   struct player_dead   _dead;
+   struct player_drive  _drive;
+}
+static localplayer;
+
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
+
+VG_STATIC
+void (*_player_system_register[])(void) =
+{
+   player__walk_register,
+   player__skate_register,
+   NULL,
+   NULL
+};
+
+VG_STATIC
+void (*_player_bind[])( player_instance *player ) =
+{
+   player__walk_bind,
+   player__skate_bind,
+   NULL,
+   player__drive_bind
+};
+
+VG_STATIC
+void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
+{
+   player__walk_reset,
+   player__skate_reset,
+   NULL,
+   player__drive_reset
+};
+
+VG_STATIC
+void (*_player_pre_update[])( player_instance *player ) = 
+{
+   player__walk_pre_update,
+   player__skate_pre_update,
+   NULL,
+   player__drive_pre_update
+};
+
+VG_STATIC
+void( *_player_update[])( player_instance *player ) =
+{
+   player__walk_update,
+   player__skate_update,
+   player__dead_update,
+   player__drive_update
+};
+
+VG_STATIC 
+void( *_player_post_update[])( player_instance *player ) =
+{
+   player__walk_post_update,
+   player__skate_post_update,
+   NULL,
+   player__drive_post_update
+};
+
+VG_STATIC
+void( *_player_im_gui[])( player_instance *player ) =
+{
+   player__walk_im_gui,
+   player__skate_im_gui,
+   NULL,
+   player__drive_im_gui
+};
+
+VG_STATIC
+void( *_player_animate[])( player_instance *player, player_animation *dest ) =
+{
+   player__walk_animate,
+   player__skate_animate,
+   player__dead_animate,
+   player__drive_animate
+};
+
+VG_STATIC
+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
+};
+
+/* implementation */
+
+#include "player.c"
+#include "player_common.c"
+#include "player_walk.c"
+#include "player_skate.c"
+#include "player_dead.c"
+#include "player_drive.c"
 
 #endif /* PLAYER_H */