save timing version in replay frame
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index cd7fd57a5996b28554968ed1c2b626fa043783c1..ad152270328d8f2d633885ee105bd95a098565ea 100644 (file)
--- a/player.h
+++ b/player.h
 #ifndef PLAYER_H
 #define PLAYER_H
 
-#include "player_api.h"
-
+#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_glide = 5,
+   k_player_subsystem_max,
+   k_player_subsystem_invalid = 255
+};
+
+struct player_cam_controller {
+   enum camera_mode{
+      k_cam_firstperson = 1,
+      k_cam_thirdperson = 0
+   }
+   camera_mode;
+   f32 camera_type_blend;
+
+   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,
+       tpv_offset_smooth,
+       tpv_lpf,
+       cam_velocity_smooth;
+};
+
+struct player_subsystem_interface{
+   void(*system_register)(void);
+   void(*bind)(void);
+   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"
+
+/* subsystem headers */
 #include "player_walk.h"
 #include "player_skate.h"
 #include "player_dead.h"
+#include "player_drive.h"
+#include "player_glide.h"
+#include "player_basic_info.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;
+static f32 k_cam_dist     = 1.8f;
 
-struct player_instance
-{
+struct {
    /* transform definition */
-   rigidbody rb, rb_gate_storage;
-   v3f angles, angles_storage;
+   rigidbody rb;
+   v3f angles;
 
-   v4f   qbasis;
-   m3x3f basis, invbasis, basis_gate;
-   world_instance *viewable_world;
+   bool have_glider, glider_orphan;
 
    /*
     * Camera management
     * ---------------------------
     */
    camera cam;
-
-   enum camera_mode
-   {
-      k_cam_firstperson = 0,
-      k_cam_thirdperson = 1
-   }
-   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;
+   struct player_cam_controller cam_control;
+   f32 cam_trackshake;
 
    float cam_velocity_influence,
          cam_velocity_coefficient,
@@ -53,81 +104,104 @@ struct player_instance
          cam_velocity_coefficient_smooth,
          cam_velocity_constant_smooth,
          cam_velocity_influence_smooth,
-         cam_land_punch,
-         cam_land_punch_v;
+         cam_dist,
+         cam_dist_smooth;
 
+   v3f cam_land_punch, cam_land_punch_v;
    ent_gate *gate_waiting;
+   int deferred_frame_record;
 
-   /*
-    * Input 
-    * --------------------------------
+   int immobile;
+
+   int rewinded_since_last_gate;
+
+   /* 
+    * Network
+    * --------------------------------------------------
     */
-   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;
+   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;
-   glmesh                *playermesh;
    struct player_ragdoll  ragdoll;
-   vg_tex2d              *playertex;
+   struct player_model    fallback_model;
+   struct player_board    fallback_board;
+
+   u16 board_view_slot, playermodel_view_slot;
 
+   player_pose            pose;
    player_pose            holdout_pose;
    float                  holdout_time;
 
-   /*
-    * Rewind
-    * ----------------------------------------------------
-    */
-   int rewinding, rewind_sound_wait;
-
-   struct rewind_frame{
-      v3f pos;
-      v3f ang;
-   }
-   *rewind_buffer;
-   u32 rewind_length;
-   float rewind_accum;
-   ent_gate *rewind_gate;
-
-   float rewind_total_length, rewind_predicted_time,
-         dist_accum;
-   double rewind_start, rewind_time;
+   m4x3f                 *final_mtx;
 
    /*
     * Subsystems
     * -------------------------------------------------
     */
 
-   enum player_subsystem
-   {
-      k_player_subsystem_walk = 0,
-      k_player_subsystem_skate = 1,
-      k_player_subsystem_dead = 2
+   enum player_subsystem subsystem, 
+                         observing_system; 
+
+   /*
+    * 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;
+}
+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
    }
-   subsystem,
-   subsystem_gate;
+};
 
-   struct player_skate  _skate;
-   struct player_walk   _walk;
-   struct player_dead   _dead;
+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_basic_info]=&player_subsystem_basic_info,
+   [k_player_subsystem_glide] = &player_subsystem_glide,
 };
 
 /*
@@ -135,934 +209,32 @@ struct player_instance
  * ---------------------------------------------------------
  */
 
-VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
-   player__walk_bind,
-   player__skate_bind,
-   NULL
-};
-
-VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
-   player__walk_reset,
-   player__skate_reset,
-   NULL
-};
-
-VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) = 
-{
-   player__walk_pre_update,
-   player__skate_pre_update,
-   NULL
-};
-
-VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
-   player__walk_update,
-   player__skate_update,
-   player__dead_update,
-};
-
-VG_STATIC 
-void( *_player_post_update[])( player_instance *player ) =
-{
-   player__walk_post_update,
-   player__skate_post_update,
-   NULL
-};
-
-VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
-   player__walk_im_gui,
-   player__skate_im_gui,
-   NULL
-};
-
-VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
-   player__walk_animate,
-   player__skate_animate,
-   player__dead_animate
-};
-
-VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
-   player__walk_post_animate,
-   player__skate_post_animate,
-   player__dead_post_animate
-};
-
-VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
-{
-   player__walk_restore,
-   player__skate_restore,
-   NULL
-};
-
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-
-#endif /* PLAYER_H */
-
-
-#if 0
-/*
- * Copyright (C) 2021-2023 Mt.ZERO Software, Harry Godden - All Rights Reserved
- */
-
-#define PLAYER_H
-#ifndef PLAYER_H
-#define PLAYER_H
-
-#define PLAYER_REWIND_FRAMES 60*4
-
-#include "conf.h"
-#include "audio.h"
-#include "common.h"
-#include "world.h"
-#include "skeleton.h"
-#include "bvh.h"
-
-
-/* 
- * -----------------------------------------------------------------------------
- *                                  Memory
- * -----------------------------------------------------------------------------
- */
-
-VG_STATIC struct gplayer
-{
-   rigidbody rb, rb_frame;
-   v3f co, angles;         /* used as transfer between controllers */
-
-   enum player_controller
-   {
-      k_player_controller_walk,
-      k_player_controller_skate,
-      k_player_controller_ragdoll,
-      k_player_controller_mountain_skate,
-      k_player_controller_snowboard,
-      k_player_controller_drive
-   }
-   controller,
-   controller_frame;
-
-   m4x3f visual_transform,
-         inv_visual_transform;
-
-   int is_dead, death_tick_allowance, rewinding;
-   int rewind_sound_wait;
-
-
-   v3f handl_target, handr_target,
-       handl, handr;
-
-   /* Input */
-   struct input_binding *input_js1h,
-                        *input_js1v,
-                        *input_js2h,
-                        *input_js2v,
-                        *input_jump,
-                        *input_push,
-                        *input_walk,
-                        *input_walkh,
-                        *input_walkv,
-                        *input_switch_mode,
-                        *input_reset,
-                        *input_grab;
-   
-   /* Camera */
-   float air_time;
-   v3f camera_pos, smooth_localcam;
-
-   struct rewind_frame
-   {
-      v3f pos;
-      v3f ang;
-   }
-   *rewind_buffer;
-   u32 rewind_incrementer,
-       rewind_length;
-
-   float rewind_time, rewind_total_length, rewind_predicted_time;
-   double diag_rewind_start, diag_rewind_time;
-   float dist_accum;
-
-   /* animation */
-   double jump_time;
-   float fslide,
-         fdirz, fdirx,
-         fstand,
-         ffly,
-         fpush,
-         fairdir,
-         fsetup,
-         walk_timer,
-         fjump,
-         fonboard,
-         frun,
-         fgrind;
-
-   v3f board_offset;
-   v4f board_rotation;
-
-   float walk;
-   int step_phase;
-   enum mdl_surface_prop surface_prop;
-
-   /* player model */
-   struct player_model
-   {
-      glmesh player_meshes[3];
-
-      mdl_context meta;
-      struct skeleton sk;
-      struct skeleton_anim *anim_stand,
-                           *anim_highg,
-                           *anim_slide,
-                           *anim_air,
-                           *anim_push, *anim_push_reverse,
-                           *anim_ollie, *anim_ollie_reverse,
-                           *anim_grabs, *anim_stop,
-                           *anim_walk, *anim_run, *anim_idle,
-                           *anim_jump;
-
-      u32 id_hip,
-          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_board;
-
-      v3f cam_pos;
-
-      struct ragdoll_part
-      {
-         u32 bone_id;
-         //v3f offset;
-         
-         /* Collider transform relative to bone */
-         m4x3f collider_mtx,
-               inv_collider_mtx;
-
-         u32 use_limits;
-         v3f limits[2];
-
-         rigidbody  rb;
-         u32 parent;
-         u32 colour;
-      }
-      ragdoll[32];
-      u32 ragdoll_count;
-
-      rb_constr_pos  position_constraints[32];
-      u32            position_constraints_count;
-
-      rb_constr_swingtwist cone_constraints[32];
-      u32                  cone_constraints_count;
-
-      int shoes[2];
-   }
-   mdl;
-}
-player__OLD
-
-#if 0
-= 
-{
-   .collide_front = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f },
-   .collide_back  = { .type = k_rb_shape_sphere, .inf.sphere.radius = 0.3f }
-}
-#endif
-
-;
-
-/* 
- * API 
- */
-VG_STATIC float *player_get_pos(void);
-VG_STATIC void player_kill(void);
-VG_STATIC float *player_cam_pos(void);
-VG_STATIC void player_save_frame(void);
-VG_STATIC void player_restore_frame(void);
-VG_STATIC void player_save_rewind_frame(void);
-
-/* 
- * Submodules
- */
-VG_STATIC void player_mouseview(void);
-
-#include "player_physics.h"
-#include "player_physics_skate.h"
-#include "player_physics_walk.h"
-#include "player_ragdoll.h"
-#include "player_model.h"
-#include "player_animation.h"
-#include "player_audio.h"
-
-/*
- * player_physics_<INTERFACE>_<SUB-INTERFACE>
- *
- *
- *
- */
-
-/* 
- * -----------------------------------------------------------------------------
- *                                    Events
- * -----------------------------------------------------------------------------
- */
-VG_STATIC int kill_player( int argc, char const *argv[] );
-VG_STATIC int reset_player( int argc, char const *argv[] );
-VG_STATIC void reset_player_poll( int argc, char const *argv[] );
-
-VG_STATIC void player_init(void)                                         /* 1 */
-{
-   rb_init( &player.rb );
-
-   VG_VAR_F32( k_walkspeed );
-   VG_VAR_F32( k_stopspeed );
-   VG_VAR_F32( k_airspeed );
-   VG_VAR_F32( k_walk_friction );
-   VG_VAR_F32( k_walk_air_accel );
-   VG_VAR_F32( k_walk_accel );
-
-   VG_VAR_I32( freecam );
-   VG_VAR_I32( cl_thirdperson );
-   VG_VAR_F32_PERSISTENT( fc_speed );
-
-   VG_VAR_F32( k_ragdoll_limit_scale );
-   VG_VAR_I32( k_ragdoll_div );
-   VG_VAR_I32( k_ragdoll_debug_collider );
-   VG_VAR_I32( k_ragdoll_debug_constraints );
-
-   VG_VAR_F32( k_friction_lat );
-
-   VG_VAR_F32( k_cog_spring );
-   VG_VAR_F32( k_cog_damp );
-
-   VG_VAR_F32( k_cog_mass_ratio );
-   VG_VAR_F32( k_downforce );
-
-   VG_VAR_F32( k_spring_force );
-   VG_VAR_F32( k_spring_dampener );
-   VG_VAR_F32( k_spring_angular );
-
-   VG_VAR_F32( k_mmthrow_scale );
-   VG_VAR_F32( k_mmcollect_lat );
-   VG_VAR_F32( k_mmcollect_vert );
-   VG_VAR_F32( k_mmdecay );
-
-       vg_function_push( (struct vg_cmd){
-               .name = "reset",
-               .function = reset_player,
-      .poll_suggest = reset_player_poll
-       });
-
-       vg_function_push( (struct vg_cmd){
-               .name = "kill",
-               .function = kill_player
-       });
-
-   /* HACK */
-   rb_register_cvar();
-
-   player.rewind_length = 0;
-   player.rewind_buffer = 
-      vg_linear_alloc( vg_mem.rtmemory, 
-                       sizeof(struct rewind_frame) * PLAYER_REWIND_FRAMES );
-
-   player_model_init();
-}
-
-VG_STATIC void player_save_rewind_frame(void)
-{
-   if( player.rewind_length < PLAYER_REWIND_FRAMES )
-   {
-      struct rewind_frame *fr = 
-         &player.rewind_buffer[ player.rewind_length ++ ];
-
-      v2_copy( player.angles, fr->ang );
-      v3_copy( player.camera_pos, fr->pos );
-
-      player.rewind_incrementer = 0;
-
-      if( player.rewind_length > 1 )
-      {
-         player.rewind_total_length += 
-            v3_dist( player.rewind_buffer[player.rewind_length-1].pos,
-                     player.rewind_buffer[player.rewind_length-2].pos );
-      }
-   }
-}
-
-
-/* disaster */
-VG_STATIC int         menu_enabled(void);
-#include "menu.h"
-
-VG_STATIC void player_do_motion(void);
-/*
- * Free camera movement
- */
-VG_STATIC void player_mouseview(void)
-{
-   if( menu_enabled() )
-      return;
-
-   v2_muladds( player.angles, vg.mouse_delta, 0.0025f, player.angles );
-
-   if( vg_input.controller_should_use_trackpad_look )
-   {
-      static v2f last_input;
-      static v2f vel;
-      static v2f vel_smooth;
-
-      v2f input = { player.input_js2h->axis.value,
-                    player.input_js2v->axis.value };
-
-      if( (v2_length2(last_input) > 0.001f) && (v2_length2(input) > 0.001f) )
-      {
-         v2_sub( input, last_input, vel );
-         v2_muls( vel, 1.0f/vg.time_delta, vel );
-      }
-      else
-      {
-         v2_zero( vel );
-      }
-
-      v2_lerp( vel_smooth, vel, vg.time_delta*8.0f, vel_smooth );
-      
-      v2_muladds( player.angles, vel_smooth, vg.time_delta, player.angles );
-      v2_copy( input, last_input );
-   }
-   else
-   {
-      player.angles[0] += player.input_js2h->axis.value * vg.time_delta * 4.0f;
-      player.angles[1] += player.input_js2v->axis.value * vg.time_delta * 4.0f;
-   }
-
-   player.angles[1] = vg_clampf( player.angles[1], -VG_PIf*0.5f, VG_PIf*0.5f );
-}
-
-/* Deal with input etc */
-VG_STATIC void player_update_pre(void)
-{
-
-   {
-      v3f ra, rb, rx;
-      v3_copy( main_camera.pos, ra );
-      v3_muladds( ra, main_camera.transform[2], -10.0f, rb );
-
-      float t;
-      if( spherecast_world( ra, rb, 0.4f, &t, rx ) != -1 )
-      {
-         m4x3f mtx;
-         m3x3_identity( mtx );
-         v3_lerp( ra, rb, t, mtx[3] );
-
-         debug_sphere( mtx, 0.4f, 0xff00ff00 );
-
-         v3f x1;
-         v3_muladds( mtx[3], rx, 0.4f, x1 );
-         vg_line( mtx[3], x1, 0xffffffff );
-      }
-   }
-
-#if 0
-
-   vg_line_pt3( phys->cog, 0.10f, 0xffffffff );
-   vg_line_pt3( phys->cog, 0.09f, 0xffffffff );
-   vg_line_pt3( phys->cog, 0.08f, 0xffffffff );
-   vg_line( phys->cog, phys->rb.co, 0xff000000 );
-
-   v3f spring_end;
-   v3f throw_end, p0, p1;
-   v3_muladds( phys->rb.co, phys->rb.up, 1.0f, spring_end );
-   v3_muladds( spring_end, phys->throw_v, 1.0f, throw_end );
-   v3_muladds( spring_end, player.debug_mmcollect_lat, 1.0f, p0 );
-   v3_muladds( spring_end, player.debug_mmcollect_vert, 1.0f, p1 );
-   vg_line( spring_end, throw_end, VG__RED );
-   vg_line( spring_end, p0, VG__GREEN );
-   vg_line( spring_end, p1, VG__BLUE );
-#endif
-
-   if( player.rewinding )
-      return;
-
-   if( vg_input_button_down( player.input_reset ) && !menu_enabled() )
-   {
-      double delta = world.time - world.last_use;
-
-      if( (delta <= RESET_MAX_TIME) && (world.last_use != 0.0) )
-      {
-         player.rewinding = 1;
-         player.rewind_sound_wait = 1;
-         player.rewind_time = (float)player.rewind_length - 0.0001f;
-         player_save_rewind_frame();
-         audio_lock();
-         audio_play_oneshot( &audio_rewind[0], 1.0f );
-         audio_unlock();
-
-         /* based on analytical testing. DONT CHANGE!
-          * 
-          *    time taken: y = (x^(4/5)) * 74.5
-          *    inverse   : x = (2/149)^(4/5) * y^(4/5)
-          */
-
-         float constant = powf( 2.0f/149.0f, 4.0f/5.0f ),
-               curve    = powf( player.rewind_total_length, 4.0f/5.0f );
-         
-         player.rewind_predicted_time = constant * curve;
-         player.diag_rewind_start = vg.time;
-         player.diag_rewind_time  = player.rewind_time;
-
-         player.is_dead = 0;
-         player.death_tick_allowance = 30;
-         player_restore_frame();
-
-         if( player.controller == k_player_controller_walk )
-         {
-            player.angles[0] = atan2f( -player.rb.forward[2], 
-                                       -player.rb.forward[0] );
-         }
-
-         player.mdl.shoes[0] = 1;
-         player.mdl.shoes[1] = 1;
-
-         world_routes_notify_reset();
-
-         /* apply 1 frame of movement */
-         player_do_motion();
-      }
-      else
-      {
-         if( player.is_dead )
-         {
-            reset_player( 0, NULL );
-         }
-         else
-         {
-            /* cant do that */
-            audio_lock();
-            audio_play_oneshot( &audio_rewind[4], 1.0f );
-            audio_unlock();
-         }
-      }
-   }
-
-   if( vg_input_button_down( player.input_switch_mode ) && !menu_enabled() )
-   {
-      audio_lock();
-
-#if 0
-      if( phys->controller == k_player_controller_walk )
-      {
-         phys->controller = k_player_controller_skate;
-
-         v3_muladds( phys->rb.v, phys->rb.forward, 0.2f, phys->rb.v );
-         audio_play_oneshot( &audio_lands[6], 1.0f );
-      }
-      else if( phys->controller == k_player_controller_skate )
-      {
-         phys->controller = k_player_controller_walk;
-
-         audio_play_oneshot( &audio_lands[5], 1.0f );
-      }
-#endif
-
-      audio_unlock();
-   }
-
-   if( player.controller == k_player_controller_walk )
-      player_mouseview();
-}
-
-VG_STATIC void player_update_fixed(void)                                 /* 2 */
-{
-   if( player.rewinding )
-      return;
-
-   if( player.death_tick_allowance )
-      player.death_tick_allowance --;
-
-   if( player.is_dead )
-   {
-      player_ragdoll_iter();
-   }
-   else
-   {
-      player.rewind_incrementer ++;
-
-      if( player.rewind_incrementer > (u32)(0.25/VG_TIMESTEP_FIXED) )
-      {
-         player_save_rewind_frame();
-      }
-
-      player_do_motion();
-   }
-}
-
-VG_STATIC void player_update_post(void)
-{
-#if 0
-   for( int i=0; i<player.prediction_count; i++ )
-   {
-      struct land_prediction *p = &player.predictions[i];
-      
-      for( int j=0; j<p->log_length - 1; j ++ )
-         vg_line( p->log[j], p->log[j+1], p->colour );
-
-      vg_line_cross( p->log[p->log_length-1], p->colour, 0.25f );
-
-      v3f p1;
-      v3_add( p->log[p->log_length-1], p->n, p1 );
-      vg_line( p->log[p->log_length-1], p1, 0xffffffff );
-   }
-#endif
-
-#if 0
-   if( player.is_dead )
-   {
-      player_debug_ragdoll();
-
-      if( !freecam )
-         player_animate_death_cam();
-   }
-   else
-   {
-      player_animate();
-
-      if( !freecam )
-      {
-         if( cl_thirdperson )
-            player_animate_camera_thirdperson();
-         else
-            player_animate_camera();
-      }
-   }
-
-   if( freecam )
-#endif
-      player_freecam();
-
-   /* CAMERA POSITIONING: LAYER 0 */
-   v2_copy( player.angles, main_camera.angles );
-   v3_copy( player.camera_pos, main_camera.pos );
-
-#if 0
-   if( player.rewinding )
-   {
-      if( player.rewind_time <= 0.0f )
-      {
-         double taken = vg.time - player.diag_rewind_start;
-         vg_success( "Rewind took (rt, pl, tl): %f, %f, %f\n", 
-                           taken, player.diag_rewind_time,
-                           player.rewind_total_length );
-
-         player.rewinding = 0;
-         player.rewind_length = 1;
-         player.rewind_total_length = 0.0f;
-         player.rewind_incrementer = 0;
-         world.sky_target_rate = 1.0;
-      }
-      else
-      {
-         world.sky_target_rate = -100.0;
-         assert( player.rewind_length > 0 );
-
-         v2f override_angles;
-         v3f override_pos;
-
-         float budget         = vg.time_delta,
-               overall_length = player.rewind_length;
-
-         world_routes_rollback_time( player.rewind_time / overall_length );
-
-         for( int i=0; (i<10)&&(player.rewind_time>0.0f)&&(budget>0.0f); i ++ )
-         {
-            /* Interpolate frames */
-            int i0 = floorf( player.rewind_time ),
-                i1 = VG_MIN( i0+1, player.rewind_length-1 );
-            
-            struct rewind_frame *fr =  &player.rewind_buffer[i0],
-                                *fr1 = &player.rewind_buffer[i1];
-
-            float dist = vg_maxf( v3_dist( fr->pos, fr1->pos ), 0.001f ),
-                  subl = vg_fractf( player.rewind_time ) + 0.001f,
-
-                  sramp= 3.0f-(1.0f/(0.4f+0.4f*player.rewind_time)),
-                  speed = sramp*28.0f + 0.5f*player.rewind_time,
-                  mod  = speed * (budget / dist),
-
-                  advl = vg_minf( mod, subl ),
-                  advt = (advl / mod) * budget;
-            
-            player.dist_accum += speed * advt;
-            player.rewind_time -= advl;
-            budget -= advt;
-         }
-
-         player.rewind_time = vg_maxf( 0.0f, player.rewind_time );
-
-         float current_time = vg.time - player.diag_rewind_start,
-               remaining    = player.rewind_predicted_time - current_time;
-
-         if( player.rewind_sound_wait )
-         {
-            if( player.rewind_predicted_time >= 6.5f )
-            {
-               if( remaining <= 6.5f )
-               {
-                  audio_lock();
-                  audio_play_oneshot( &audio_rewind[3], 1.0f );
-                  audio_unlock();
-                  player.rewind_sound_wait = 0;
-               }
-            }
-            else if( player.rewind_predicted_time >= 2.5f )
-            {
-               if( remaining <= 2.5f )
-               {
-                  audio_lock();
-                  audio_play_oneshot( &audio_rewind[2], 1.0f );
-                  audio_unlock();
-                  player.rewind_sound_wait = 0;
-               }
-            }
-            else if( player.rewind_predicted_time >= 1.5f )
-            {
-               if( remaining <= 1.5f )
-               {
-                  audio_lock();
-                  audio_play_oneshot( &audio_rewind[1], 1.0f );
-                  audio_unlock();
-                  player.rewind_sound_wait = 0;
-               }
-            }
-         }
-         
-         int i0 = floorf( player.rewind_time ),
-             i1 = VG_MIN( i0+1, player.rewind_length-1 );
-         
-         struct rewind_frame *fr =  &player.rewind_buffer[i0],
-                             *fr1 = &player.rewind_buffer[i1];
-         
-         float sub = vg_fractf(player.rewind_time);
-
-         v3_lerp( fr->pos, fr1->pos, sub, override_pos );
-         override_angles[0] = vg_alerpf( fr->ang[0], fr1->ang[0], sub );
-         override_angles[1] = vg_lerpf ( fr->ang[1], fr1->ang[1], sub );
-
-         /* CAMERA POSITIONING: LAYER 1 */
-         float blend = (4.0f-player.rewind_time) * 0.25f,
-               c     = vg_clampf( blend, 0.0f, 1.0f );
-
-         main_camera.angles[0] = 
-            vg_alerpf(override_angles[0], player.angles[0], c);
-         main_camera.angles[1] = 
-            vg_lerpf (override_angles[1], player.angles[1], c);
-         v3_lerp( override_pos, player.camera_pos, c, main_camera.pos );
-      }
-   }
-#endif
-
-   camera_update_transform( &main_camera );
-   player_audio();
-}
-
-VG_STATIC void draw_player( camera *cam )
-{
-   if( player.is_dead )
-      player_model_copy_ragdoll();
-
-   shader_viewchar_use();
-   vg_tex2d_bind( &tex_characters, 0 );
-   shader_viewchar_uTexMain( 0 );
-   shader_viewchar_uCamera( cam->transform[3] );
-   shader_viewchar_uPv( cam->mtx.pv );
-   shader_link_standard_ub( _shader_viewchar.id, 2 );
-   glUniformMatrix4x3fv( _uniform_viewchar_uTransforms, 
-                         player.mdl.sk.bone_count,
-                         0,
-                         (float *)player.mdl.sk.final_mtx );
-   
-   mesh_bind( &player.mdl.player_meshes[cl_playermdl_id] );
-   mesh_draw( &player.mdl.player_meshes[cl_playermdl_id] );
-}
-
-VG_STATIC void player_do_motion(void)
-{
-   if( world.water.enabled )
-   {
-      if( (player.rb.co[1] < 0.0f) && !player.is_dead )
-      {
-         audio_lock();
-         audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
-         audio_player_set_position( &audio_player_extra, player.rb.co );
-         audio_player_set_vol( &audio_player_extra, 20.0f );
-         audio_player_playclip( &audio_player_extra, &audio_splash );
-         audio_unlock();
-
-         player_kill();
-      }
-   }
-
-   v3f prevco;
-   v3_copy( player.rb.co, prevco );
-
-   if( player.controller == k_player_controller_skate )
-   {
-#if 0
-      player_skate_update();
-#endif
-   }
-   else
-      player_walk_physics( &player_walky );
-   
-   
-   /* Real angular velocity integration */
-#if 0
-   v3_lerp( phys->rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f*0.5f, phys->rb.w );
-   if( v3_length2( phys->rb.w ) > 0.0f )
-   {
-      v4f rotation;
-      v3f axis;
-      v3_copy( phys->rb.w, axis );
-      
-      float mag = v3_length( axis );
-      v3_divs( axis, mag, axis );
-      q_axis_angle( rotation, axis, mag*k_rb_delta );
-      q_mul( rotation, phys->rb.q, phys->rb.q );
-   }
-
-   /* Faux angular velocity */
-   v4f rotate; 
-
-   float lerpq = (player_skate.activity == k_skate_activity_air)? 0.04f: 0.3f;
-   phys->siY = vg_lerpf( phys->siY, phys->iY, lerpq );
-
-   q_axis_angle( rotate, phys->rb.up, phys->siY );
-   q_mul( rotate, phys->rb.q, phys->rb.q );
-   phys->iY = 0.0f;
-#endif
-
-   /* 
-    * Gate intersection, by tracing a line over the gate planes 
-    */
-#if 0
-   for( int i=0; i<world.gate_count; i++ )
-   {
-      struct route_gate *rg = &world.gates[i];
-      teleport_gate *gate = &rg->gate;
-
-      if( gate_intersect( gate, phys->rb.co, prevco ) )
-      {
-         m4x3_mulv( gate->transport, phys->rb.co, phys->rb.co );
-         m4x3_mulv( gate->transport, phys->cog, phys->cog );
-         m3x3_mulv( gate->transport, phys->cog_v, phys->cog_v );
-         m3x3_mulv( gate->transport, phys->rb.v, phys->rb.v );
-         m3x3_mulv( gate->transport, phys->vl, phys->vl );
-         m3x3_mulv( gate->transport, phys->v_last, phys->v_last );
-         m3x3_mulv( gate->transport, phys->m, phys->m );
-         m3x3_mulv( gate->transport, phys->bob, phys->bob );
-
-         /* Pre-emptively edit the camera matrices so that the motion vectors 
-          * are correct */
-         m4x3f transport_i;
-         m4x4f transport_4;
-         m4x3_invert_affine( gate->transport, transport_i );
-         m4x3_expand( transport_i, transport_4 );
-         m4x4_mul( main_camera.mtx.pv, transport_4, main_camera.mtx.pv );
-         m4x4_mul( main_camera.mtx.v, transport_4, main_camera.mtx.v );
-
-         v4f transport_rotation;
-         m3x3_q( gate->transport, transport_rotation );
-         q_mul( transport_rotation, phys->rb.q, phys->rb.q );
-         
-         world_routes_activate_gate( i );
-
-         if( phys->controller == k_player_controller_walk )
-         {
-            v3f fwd_dir = {cosf(player.angles[0]),
-                           0.0f,
-                           sinf(player.angles[0])};
-            m3x3_mulv( gate->transport, fwd_dir, fwd_dir );
-
-            player.angles[0] = atan2f( fwd_dir[2], fwd_dir[0] );
-         }
-         
-         player.rewind_length = 0;
-         player.rewind_total_length = 0.0f;
-         player.rewind_incrementer = 10000;
-         player_save_frame();
-
-         audio_lock();
-         audio_play_oneshot( &audio_gate_pass, 1.0f );
-         audio_unlock();
-         break;
-      }
-   }
-#endif
-   
-   rb_update_transform( &player.rb );
-}
-
-/* 
- * -----------------------------------------------------------------------------
- *                              API implementation
- * -----------------------------------------------------------------------------
- */
-
-VG_STATIC float *player_get_pos(void)
-{
-   return player.rb.co;
-}
-
-VG_STATIC void player_kill(void)
-{
-   if( player.death_tick_allowance == 0 )
-   {
-      player.is_dead = 1;
-      player_ragdoll_copy_model( player.rb.v );
-   }
-}
-
-VG_STATIC float *player_cam_pos(void)
-{
-   return player.camera_pos;
-}
-
-
-VG_STATIC void player_save_frame(void)
-{
-   player.controller_frame = player.controller;
-   
-   /* TODO         <interface>->save() */
-}
-
-VG_STATIC void player_restore_frame(void)
-{
-   player.controller = player.controller_frame;
-
-   /* TODO         <interface>->load() */
-}
+static void player__debugtext( int size, const char *fmt, ... );
+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__clean_refs(void);
+static void player__reset(void);
+static void player__kill(void);
+static void player__begin_holdout( v3f offset );
+
+static int localplayer_cmd_respawn( int argc, const char *argv[] );
+static void player_apply_transport_to_cam( m4x3f transport );
+
+static void player__clear_sfx_buffer(void);
+static void player__networked_sfx( u8 system, u8 priority, u8 id, 
+                                   v3f pos, f32 volume );
+static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
+static void net_sfx_play( struct net_sfx *sfx );
 
 #endif /* PLAYER_H */
-#endif