#ifndef PLAYER_H
#define PLAYER_H
-#include "audio.h"
-#include "common.h"
-#include "world.h"
-//#include "character.h"
-#include "player_model.h"
-#include "bvh.h"
-
-/*
- * Constants
- */
-
-static float
- k_walkspeed = 7.0f, /* no longer used */
- k_runspeed = 14.0f,
- k_board_radius = 0.3f,
- k_board_length = 0.45f,
- k_board_allowance = 0.04f,
- k_friction_lat = 8.8f,
- k_friction_resistance = 0.01f,
- k_max_push_speed = 16.0f,
- k_push_accel = 10.0f,
- k_push_cycle_rate = 8.0f,
- k_steer_ground = 2.5f,
- k_steer_air = 3.6f,
- k_steer_air_lerp = 0.3f,
- k_pump_force = 0.0f,
- k_downforce = 5.0f,
- k_jump_charge_speed = (1.0f/1.0f),
- k_jump_force = 5.0f,
- k_pitch_limit = 1.5f,
- k_look_speed = 2.0f,
- k_walk_accel = 5.0f,
- k_walk_friction = 8.0f;
-
-static int freecam = 0;
-static int walk_grid_iterations = 1;
-static float fc_speed = 10.0f;
-
-static struct gplayer
-{
- /* Physics */
- rigidbody rb, collide_front, collide_back, rb_gate_frame;
-
- /* TODO: eugh */
- m3x3f gate_vr_frame, gate_vr_pstep_frame;
-
- v3f a, v_last, m, bob, vl;
-
- /* Utility */
- float vswitch, slip, slip_last,
- reverse;
-
- float iY; /* Yaw inertia */
- int in_air, is_dead, on_board;
-
- v2f board_xy;
- float grab;
- float pitch;
- float pushing, push_time;
- float jump;
- int jump_charge, jump_dir;
-
- v3f land_target;
- v3f land_target_log[22];
- u32 land_target_colours[22];
- int land_log_count;
- m3x3f vr,vr_pstep;
-
- 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;
-
- /* animation */
- double jump_time;
- float fslide,
- fdirz, fdirx,
- fstand,
- ffly,
- fpush,
- fairdir,
- fsetup,
- walk_timer,
- fonboard;
-}
-player =
-{
- .on_board = 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 }
+#include "skaterift.h"
+#include "player_common.h"
+#include "network_compression.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
};
-/*
- * Player API
- */
-
-
-/*
- * Free camera movement
- */
-
-static void player_mouseview(void)
-{
- if( gui_want_mouse() )
- return;
-
- 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, 0.001f, view_vel );
- }
-
- v2_muladds( view_vel,
- (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- 0.05f, view_vel );
- v2_muls( view_vel, 0.93f, 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 = fc_speed;
- 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 );
-}
-
-/*
- * Player Physics Implementation
- */
-
-static void apply_gravity( v3f vel, float const timestep )
-{
- v3f gravity = { 0.0f, -9.6f, 0.0f };
- v3_muladds( vel, gravity, timestep, vel );
-}
-
-/*
- * TODO: The angle bias should become greater when launching from a steeper
- * angle and skewed towords more 'downwards' angles when launching from
- * shallower trajectories
- *
- * it should also be tweaked by the controller left stick being pushed
- * up or down
- */
-static void player_start_air(void)
-{
- if( player.in_air )
- return;
-
- player.in_air = 1;
-
- float pstep = ktimestep*10.0f;
- float best_velocity_delta = -9999.9f;
- float k_bias = 0.96f;
-
- v3f axis;
- v3_cross( player.rb.up, player.rb.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.rb.co, pco );
- v3_muls( player.rb.v, k_bias, 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, pstep, 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;
- }
+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;
+};
- if( (land_delta < 0.0f) && (land_delta > best_velocity_delta) )
- {
- best_velocity_delta = land_delta;
+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(*post_animate)(void);
+ void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
+ void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
+
+ void *animator_data;
+ u32 animator_size;
+
+ const char *name;
+};
- v3_copy( contact.pos, player.land_target );
-
- m3x3_copy( vr, player.vr_pstep );
- q_axis_angle( vr_q, axis, vmod*0.1f );
- q_m3x3( vr_q, player.vr );
- }
+#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"
- v3_copy( contact.pos,
- player.land_target_log[player.land_log_count] );
- player.land_target_colours[player.land_log_count] =
- 0xff000000 | scolour;
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
- player.land_log_count ++;
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema = 0.0f;
+static i32 k_invert_y = 0;
- break;
- }
- }
- }
-}
+struct {
+ /* transform definition */
+ rigidbody rb;
+ v3f angles;
-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 );
-}
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
-static void player_physics_control(void)
-{
/*
- * Computing localized friction forces for controlling the character
- * Friction across X is significantly more than Z
+ * Camera management
+ * ---------------------------
*/
+ camera cam;
+ struct player_cam_controller cam_control;
+ f32 cam_trackshake;
- v3f vel;
- m3x3_mulv( player.rb.to_local, player.rb.v, vel );
- float slip = 0.0f;
-
- 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]);
-
- float substep = ktimestep * 0.2f;
- float fwd_resistance = (vg_get_button( "break" )? 5.0f: 0.02f) * -substep;
-
- 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] ) * -k_friction_lat*substep );
- }
-
- static double start_push = 0.0;
- if( vg_get_button_down( "push" ) )
- start_push = vg_time;
-
- if( vg_get_button( "jump" ) )
- {
- player.jump += ktimestep * k_jump_charge_speed;
-
- if( !player.jump_charge )
- player.jump_dir = player.reverse > 0.0f? 1: 0;
-
- player.jump_charge = 1;
- }
-
- if( !vg_get_button("break") && vg_get_button( "push" ) )
- {
- player.pushing = 1.0f;
- player.push_time = vg_time-start_push;
-
- float cycle_time = player.push_time*k_push_cycle_rate,
- amt = k_push_accel * (sinf(cycle_time)*0.5f+0.5f)*ktimestep,
- current = v3_length( vel ),
- new_vel = vg_minf( current + amt, k_max_push_speed );
-
- new_vel -= vg_minf(current, k_max_push_speed);
- vel[2] -= new_vel * player.reverse;
- }
-
- /* Pumping */
- static float previous = 0.0f;
- float delta = previous - player.grab,
- pump = delta * k_pump_force*ktimestep;
- previous = player.grab;
-
- v3f p1;
- v3_muladds( player.rb.co, player.rb.up, pump, p1 );
- vg_line( player.rb.co, p1, 0xff0000ff );
-
- vel[1] += pump;
-
-
- m3x3_mulv( player.rb.to_world, vel, player.rb.v );
-
- float steer = vg_get_axis( "horizontal" );
- player.iY -= vg_signf(steer)*powf(steer,2.0f) * k_steer_ground * ktimestep;
-
- v2_lerp( player.board_xy, (v2f){ slip*0.25f, 0.0f },
- ktimestep*5.0f, player.board_xy);
-}
-
-static void player_physics_control_air(void)
-{
- m3x3_mulv( player.vr, player.rb.v, player.rb.v );
- draw_cross( player.land_target, 0xff0000ff, 0.25f );
+ float cam_velocity_influence,
+ cam_velocity_coefficient,
+ cam_velocity_constant,
+ cam_velocity_coefficient_smooth,
+ cam_velocity_constant_smooth,
+ cam_velocity_influence_smooth;
- ray_hit hit;
+ v3f cam_land_punch, cam_land_punch_v;
+ ent_gate *gate_waiting;
+ int immobile;
/*
- * Prediction
+ * Network
+ * --------------------------------------------------
*/
- float pstep = ktimestep*10.0f;
-
- v3f pco, pco1, pv;
- v3_copy( player.rb.co, pco );
- v3_copy( player.rb.v, pv );
-
- float time_to_impact = 0.0f;
- float limiter = 1.0f;
-
- for( int i=0; i<50; i++ )
- {
- v3_copy( pco, pco1 );
- m3x3_mulv( player.vr_pstep, pv, pv );
- 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 ))
- {
- float angle = v3_dot( player.rb.up, contact.normal );
- v3f axis;
- v3_cross( player.rb.up, 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.rb.q, player.rb.q );
- }
-
- draw_cross( contact.pos, 0xffff0000, 0.25f );
- break;
- }
- time_to_impact += pstep;
- }
-
- player.iY -= vg_get_axis( "horizontal" ) * k_steer_air * ktimestep;
- {
- float iX = vg_get_axis( "vertical" ) *
- player.reverse * k_steer_air * limiter * ktimestep;
-
- static float siX = 0.0f;
- siX = vg_lerpf( siX, iX, k_steer_air_lerp );
-
- v4f rotate;
- q_axis_angle( rotate, player.rb.right, siX );
- q_mul( rotate, player.rb.q, player.rb.q );
- }
-
- 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_init(void)
-{
- rb_init( &player.collide_front );
- rb_init( &player.collide_back );
-}
-
-static void player_walk_physics(void)
-{
- rigidbody *rbf = &player.collide_front,
- *rbb = &player.collide_back;
-
- m3x3_copy( player.rb.to_world, player.collide_front.to_world );
- m3x3_copy( player.rb.to_world, player.collide_back.to_world );
-
- float h0 = 0.3f,
- h1 = 0.9f;
-
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h0,0.0f}, rbf->co );
- v3_copy( rbf->co, rbf->to_world[3] );
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h1,0.0f}, rbb->co );
- v3_copy( rbb->co, rbb->to_world[3] );
-
- m4x3_invert_affine( rbf->to_world, rbf->to_local );
- m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
- rb_update_bounds( rbf );
- rb_update_bounds( rbb );
-
- rb_debug( rbf, 0xff0000ff );
- rb_debug( rbb, 0xff0000ff );
-
- rb_ct manifold[64];
- int len = 0;
-
- len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
- len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-
- rb_presolve_contacts( manifold, len );
-
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- /*normal */
- float vn = -v3_dot( player.rb.v, ct->n );
- vn += ct->bias;
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
-
- v3_add( impulse, player.rb.v, player.rb.v );
-
- /* friction */
- for( int j=0; j<2; j++ )
- {
- float f = k_friction * ct->norm_impulse,
- vt = v3_dot( player.rb.v, ct->t[j] ),
- lambda = -vt;
-
- float temp = ct->tangent_impulse[j];
- ct->tangent_impulse[j] = vg_clampf( temp + lambda, -f, f );
- lambda = ct->tangent_impulse[j] - temp;
-
- v3_muladds( player.rb.v, ct->t[j], lambda, player.rb.v );
- }
- }
- }
-
- v3_zero( player.rb.w );
- q_axis_angle( player.rb.q, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] );
-
- v3f forward_dir = { sinf(player.angles[0]),0.0f,-cosf(player.angles[0]) };
-
- v3f p1;
- v3_muladds( player.rb.co, forward_dir, 2.0f, p1 );
- vg_line( player.rb.co, p1, 0xff0000ff );
-
- float move_dead = 0.1f,
- move = vg_get_axis("grabr")*0.5f + 0.5f - move_dead;
-
- if( move > 0.0f )
- {
- float move_norm = move * (1.0f/(1.0f-move_dead)),
- speed = vg_lerpf( 0.1f*k_runspeed, k_runspeed, move_norm ),
- amt = k_walk_accel * ktimestep,
- zvel = v3_dot( player.rb.v, forward_dir ),
- new_vel = vg_minf( zvel + amt, speed ),
- diff = new_vel - vg_minf( zvel, speed );
-
- v3_muladds( player.rb.v, forward_dir, diff, player.rb.v );
-
- /* TODO move */
- float walk_norm = (float)player.mdl.anim_walk->length / 30.0f,
- run_norm = (float)player.mdl.anim_run->length / 30.0f;
-
- player.walk_timer += ktimestep * vg_lerpf( walk_norm,run_norm,move_norm );
+ u16 boundary_hash;
+ struct net_sfx {
+ u8 system, priority, id;
+ f32 subframe, volume;
+ v3f location;
}
- else
- {
- player.walk_timer = 0.0f;
- }
-
- player.rb.v[0] *= 1.0f - (ktimestep*k_walk_friction);
- player.rb.v[2] *= 1.0f - (ktimestep*k_walk_friction);
-}
+ sfx_buffer[4];
+ u32 sfx_buffer_count;
-static void player_physics(void)
-{
/*
- * Update collision fronts
- */
-
- rigidbody *rbf = &player.collide_front,
- *rbb = &player.collide_back;
-
- m3x3_copy( player.rb.to_world, player.collide_front.to_world );
- m3x3_copy( player.rb.to_world, player.collide_back.to_world );
-
- player.air_blend = vg_lerpf( player.air_blend, player.in_air, 0.1f );
- float h = player.air_blend*0.2f;
-
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h,-k_board_length}, rbf->co );
- v3_copy( rbf->co, rbf->to_world[3] );
- m4x3_mulv( player.rb.to_world, (v3f){0.0f,h, k_board_length}, rbb->co );
- v3_copy( rbb->co, rbb->to_world[3] );
-
- m4x3_invert_affine( rbf->to_world, rbf->to_local );
- m4x3_invert_affine( rbb->to_world, rbb->to_local );
-
- rb_update_bounds( rbf );
- rb_update_bounds( rbb );
-
- rb_debug( rbf, 0xff00ffff );
- rb_debug( rbb, 0xffffff00 );
-
- rb_ct manifold[64];
- int len = 0;
-
- len += rb_sphere_scene( rbf, &world.rb_geo, manifold+len );
- len += rb_sphere_scene( rbb, &world.rb_geo, manifold+len );
-
- rb_presolve_contacts( manifold, len );
- v3f surface_avg = {0.0f, 0.0f, 0.0f};
-
- if( !len )
- {
- player_start_air();
- }
- else
- {
- for( int i=0; i<len; i++ )
- {
- v3_add( manifold[i].n, surface_avg, surface_avg );
-
-#if 0
- if( manifold[i].element_id <= world.sm_geo_std_oob.vertex_count )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.rb.v );
- return;
- }
-#endif
- }
-
- v3_normalize( surface_avg );
-
- if( v3_dot( player.rb.v, surface_avg ) > 0.5f )
- {
- player_start_air();
- }
- else
- player.in_air = 0;
- }
-
- for( int j=0; j<5; j++ )
- {
- for( int i=0; i<len; i++ )
- {
- struct contact *ct = &manifold[i];
-
- v3f dv, delta;
- v3_sub( ct->co, player.rb.co, delta );
- v3_cross( player.rb.w, delta, dv );
- v3_add( player.rb.v, dv, dv );
-
- float vn = -v3_dot( dv, ct->n );
- vn += ct->bias;
-
- float temp = ct->norm_impulse;
- ct->norm_impulse = vg_maxf( temp + vn, 0.0f );
- vn = ct->norm_impulse - temp;
-
- v3f impulse;
- v3_muls( ct->n, vn, impulse );
-
- if( fabsf(v3_dot( impulse, player.rb.forward )) > 10.0f ||
- fabsf(v3_dot( impulse, player.rb.up )) > 50.0f )
- {
- player.is_dead = 1;
- character_ragdoll_copypose( &player.mdl, player.rb.v );
- return;
- }
-
- v3_add( impulse, player.rb.v, player.rb.v );
- v3_cross( delta, impulse, impulse );
-
- /*
- * W Impulses are limited to the Y and X axises, we don't really want
- * roll angular velocities being included.
- *
- * Can also tweak the resistance of each axis here by scaling the wx,wy
- * components.
- */
-
- float wy = v3_dot( player.rb.up, impulse ),
- wx = v3_dot( player.rb.right, impulse )*1.5f;
-
- v3_muladds( player.rb.w, player.rb.up, wy, player.rb.w );
- v3_muladds( player.rb.w, player.rb.right, wx, player.rb.w );
- }
- }
-
- float grabt = vg_get_axis( "grabr" )*0.5f+0.5f;
- player.grab = vg_lerpf( player.grab, grabt, 0.14f );
- player.pushing = 0.0f;
-
- if( !player.in_air )
- {
- v3f axis;
- float angle = v3_dot( player.rb.up, surface_avg );
- v3_cross( player.rb.up, surface_avg, axis );
-
- //float cz = v3_dot( player.rb.forward, axis );
- //v3_muls( player.rb.forward, cz, axis );
-
- if( angle < 0.999f )
- {
- v4f correction;
- q_axis_angle( correction, axis, acosf(angle)*0.3f );
- q_mul( correction, player.rb.q, player.rb.q );
- }
-
- v3_muladds( player.rb.v, player.rb.up,
- -k_downforce*ktimestep, player.rb.v );
-
- player_physics_control();
-
- if( !player.jump_charge && player.jump > 0.2f )
- {
- v3f jumpdir;
-
- /* Launch more up if alignment is up else improve velocity */
- float aup = fabsf(v3_dot( (v3f){0.0f,1.0f,0.0f}, player.rb.up )),
- mod = 0.5f,
- dir = mod + aup*(1.0f-mod);
-
- v3_copy( player.rb.v, jumpdir );
- v3_normalize( jumpdir );
- v3_muls( jumpdir, 1.0f-dir, jumpdir );
- v3_muladds( jumpdir, player.rb.up, dir, jumpdir );
- v3_normalize( jumpdir );
-
- float force = k_jump_force*player.jump;
- v3_muladds( player.rb.v, jumpdir, force, player.rb.v );
- player.jump = 0.0f;
-
- player.jump_time = vg_time;
-
- 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, 3.0f );
- audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
- audio_unlock();
- }
- }
- else
- {
- player_physics_control_air();
- }
-
- if( !player.jump_charge )
- {
- player.jump -= k_jump_charge_speed * ktimestep;
- }
- player.jump_charge = 0;
- player.jump = vg_clampf( player.jump, 0.0f, 1.0f );
-}
-
-static void player_do_motion(void)
-{
- float horizontal = vg_get_axis("horizontal"),
- vertical = vg_get_axis("vertical");
-
- if( player.on_board )
- player_physics();
- else
- player_walk_physics();
-
- /* Integrate velocity */
- v3f prevco;
- v3_copy( player.rb.co, prevco );
-
- apply_gravity( player.rb.v, ktimestep );
- v3_muladds( player.rb.co, player.rb.v, ktimestep, player.rb.co );
-
- /* Real angular velocity integration */
- v3_lerp( player.rb.w, (v3f){0.0f,0.0f,0.0f}, 0.125f, player.rb.w );
- if( v3_length2( player.rb.w ) > 0.0f )
- {
- v4f rotation;
- v3f axis;
- v3_copy( player.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, player.rb.q, player.rb.q );
- }
-
- /* Faux angular velocity */
- v4f rotate;
-
- 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, player.rb.up, siY );
- q_mul( rotate, player.rb.q, player.rb.q );
- player.iY = 0.0f;
-
- /*
- * Gate intersection, by tracing a line over the gate planes
- */
- for( int i=0; i<world.routes.gate_count; i++ )
- {
- struct route_gate *rg = &world.routes.gates[i];
- teleport_gate *gate = &rg->gate;
-
- if( gate_intersect( gate, player.rb.co, prevco ) )
- {
- m4x3_mulv( gate->transport, player.rb.co, player.rb.co );
- m3x3_mulv( gate->transport, player.rb.v, player.rb.v );
- m3x3_mulv( gate->transport, player.vl, player.vl );
- m3x3_mulv( gate->transport, player.v_last, player.v_last );
- m3x3_mulv( gate->transport, player.m, player.m );
- m3x3_mulv( gate->transport, player.bob, player.bob );
-
- v4f transport_rotation;
- m3x3_q( gate->transport, transport_rotation );
- q_mul( transport_rotation, player.rb.q, player.rb.q );
-
- world_routes_activate_gate( i );
- player.rb_gate_frame = player.rb;
-
- m3x3_copy( player.vr, player.gate_vr_frame );
- m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
-
- audio_lock();
- audio_play_oneshot( &audio_gate_lap, 1.0f );
- audio_unlock();
- break;
- }
- }
-
- rb_update_transform( &player.rb );
-}
-
-/*
- * Animation
- */
-
-static void player_animate_offboard(void)
-{
- mdl_keyframe apose[32], bpose[32];
- struct skeleton *sk = &player.mdl.sk;
-
- float walk_norm = 30.0f/(float)player.mdl.anim_walk->length,
- run_norm = 30.0f/(float)player.mdl.anim_run->length,
- t = player.walk_timer,
- l = vg_get_axis("grabr") * 0.5f + 0.5f;
-
- skeleton_sample_anim( sk, player.mdl.anim_walk, t*walk_norm, apose );
- skeleton_sample_anim( sk, player.mdl.anim_run, t*run_norm, bpose );
-
- skeleton_lerp_pose( sk, apose, bpose, l, apose );
-
- float idle_walk = vg_minf( l * 10.0f, 1.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_idle, vg_time*0.1f, bpose );
- skeleton_lerp_pose( sk, apose, bpose, 1.0f-idle_walk, apose );
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
-
- skeleton_apply_inverses( &player.mdl.sk );
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f}, -player.angles[0] - VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.rb.to_world[3], mtx[3] );
-
- skeleton_apply_transform( &player.mdl.sk, mtx );
- skeleton_debug( &player.mdl.sk );
-}
-
-static void player_animate(void)
-{
- if( !player.on_board )
- {
- player_animate_offboard();
- return;
- }
-
- /* Camera position */
- v3_sub( player.rb.v, player.v_last, player.a );
- v3_copy( player.rb.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 );
-
- player.m[0] = vg_clampf( player.m[0], -2.0f, 2.0f );
- player.m[1] = vg_clampf( player.m[1], -2.0f, 2.0f );
- player.m[2] = vg_clampf( player.m[2], -2.0f, 2.0f );
- v3_lerp( player.bob, player.m, 0.2f, player.bob );
-
- /* Head */
- float lslip = fabsf(player.slip);
-
- float kheight = 2.0f,
- kleg = 0.6f;
-
- v3f offset;
- v3_zero( offset );
- m3x3_mulv( player.rb.to_local, player.bob, offset );
-
- static float speed_wobble = 0.0f, speed_wobble_2 = 0.0f;
-
- float kickspeed = vg_clampf(v3_length(player.rb.v)*(1.0f/40.0f), 0.0f, 1.0f);
- float kicks = (vg_randf()-0.5f)*2.0f*kickspeed;
- float sign = vg_signf( kicks );
- speed_wobble = vg_lerpf( speed_wobble, kicks*kicks*sign, 0.1f );
- speed_wobble_2 = vg_lerpf( speed_wobble_2, speed_wobble, 0.04f );
-
- offset[0] *= 0.26f;
- offset[0] += speed_wobble_2*3.0f;
-
- offset[1] *= -0.3f;
- offset[2] *= 0.01f;
-
- offset[0] = vg_clampf( offset[0], -0.8f, 0.8f );
- offset[1] = vg_clampf( offset[1], -0.5f, 0.0f );
- offset[1] = 0.0f;
-
- /*
- * Animation blending
- * ===========================================
+ * Animation
+ * --------------------------------------------------
*/
- /* scalar blending information */
- float speed = v3_length( player.rb.v );
-
- /* sliding */
- {
- float desired = vg_clampf( lslip, 0.0f, 1.0f );
- player.fslide = vg_lerpf( player.fslide, desired, 0.04f );
- }
-
- /* movement information */
- {
- float dirz = player.reverse > 0.0f? 0.0f: 1.0f,
- dirx = player.slip < 0.0f? 0.0f: 1.0f,
- fly = player.in_air? 1.0f: 0.0f;
-
- player.fdirz = vg_lerpf( player.fdirz, dirz, 0.04f );
- player.fdirx = vg_lerpf( player.fdirx, dirx, 0.01f );
- player.ffly = vg_lerpf( player.ffly, fly, 0.04f );
- }
-
- struct skeleton *sk = &player.mdl.sk;
-
- mdl_keyframe apose[32], bpose[32];
- mdl_keyframe ground_pose[32];
- {
- /* when the player is moving fast he will crouch down a little bit */
- float stand = 1.0f - vg_clampf( speed * 0.03f, 0.0f, 1.0f );
- player.fstand = vg_lerpf( player.fstand, stand, 0.1f );
-
- /* stand/crouch */
- float dir_frame = player.fdirz * (15.0f/30.0f),
- stand_blend = offset[1]*-2.0f;
-
- skeleton_sample_anim( sk, player.mdl.anim_stand, dir_frame, apose );
- skeleton_sample_anim( sk, player.mdl.anim_highg, dir_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, stand_blend, apose );
-
- /* sliding */
- float slide_frame = player.fdirx * (15.0f/30.0f);
- skeleton_sample_anim( sk, player.mdl.anim_slide, slide_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.fslide, apose );
-
- /* pushing */
- player.fpush = vg_lerpf( player.fpush, player.pushing, 0.1f );
-
- float pt = player.push_time;
- if( player.reverse > 0.0f )
- skeleton_sample_anim( sk, player.mdl.anim_push, pt, bpose );
- else
- skeleton_sample_anim( sk, player.mdl.anim_push_reverse, pt, bpose );
+ struct player_avatar *playeravatar;
+ struct player_ragdoll ragdoll;
+ struct player_model fallback_model;
- skeleton_lerp_pose( sk, apose, bpose, player.fpush, apose );
+ u16 board_view_slot, playermodel_view_slot;
- /* trick setup */
- float jump_start_frame = 14.0f/30.0f;
- float setup_frame = player.jump * jump_start_frame,
- setup_blend = vg_minf( player.jump*5.0f, 1.0f );
-
- float jump_frame = (vg_time - player.jump_time) + jump_start_frame;
- if( jump_frame >= jump_start_frame && jump_frame <= (40.0f/30.0f) )
- setup_frame = jump_frame;
+ player_pose pose;
+ player_pose holdout_pose;
+ float holdout_time;
- struct skeleton_anim *jump_anim = player.jump_dir?
- player.mdl.anim_ollie:
- player.mdl.anim_ollie_reverse;
+ m4x3f *final_mtx;
- skeleton_sample_anim_clamped( sk, jump_anim, setup_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, setup_blend, ground_pose );
- }
-
- mdl_keyframe air_pose[32];
- {
- float target = -vg_get_axis("horizontal");
- player.fairdir = vg_lerpf( player.fairdir, target, 0.04f );
-
- float air_frame = (player.fairdir*0.5f+0.5f) * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_air, air_frame, apose );
-
- static v2f grab_choice;
- v2_lerp( grab_choice, (v2f){ vg_get_axis("h1"), vg_get_axis("v1") },
- 0.04f, grab_choice );
-
- float ang = atan2f( grab_choice[0], grab_choice[1] ),
- ang_unit = (ang+VG_PIf) * (1.0f/VG_TAUf),
- grab_frame = ang_unit * (15.0f/30.0f);
-
- skeleton_sample_anim( sk, player.mdl.anim_grabs, grab_frame, bpose );
- skeleton_lerp_pose( sk, apose, bpose, player.grab, air_pose );
- }
-
- skeleton_lerp_pose( sk, ground_pose, air_pose, player.ffly, apose );
-
- float add_grab_mod = player.ffly * player.grab;
-
- /* additive effects */
- apose[player.mdl.id_hip-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_hip-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_hand_l-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_hand_l-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_hand_r-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_hand_r-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_l-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_l-1].co[2] += offset[2]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_r-1].co[0] += offset[0]*add_grab_mod;
- apose[player.mdl.id_ik_elbow_r-1].co[2] += offset[2]*add_grab_mod;
-
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_defer_ik );
- skeleton_apply_ik_pass( &player.mdl.sk );
- skeleton_apply_pose( &player.mdl.sk, apose, k_anim_apply_deffered_only );
-
- v3_copy( player.mdl.sk.final_mtx[player.mdl.id_head-1][3],
- player.mdl.cam_pos );
- skeleton_apply_inverses( &player.mdl.sk );
- skeleton_apply_transform( &player.mdl.sk, player.rb.to_world );
-
- skeleton_debug( &player.mdl.sk );
-}
-
-static void player_camera_update(void)
-{
- /* Update camera matrices */
- m4x3_identity( player.camera );
- m4x3_rotate_y( player.camera, -player.angles[0] );
- m4x3_rotate_x( player.camera, -player.angles[1] );
- v3_copy( player.camera_pos, player.camera[3] );
- m4x3_invert_affine( player.camera, player.camera_inverse );
-}
-
-static void player_animate_death_cam(void)
-{
- v3f delta;
- v3f head_pos;
- v3_copy( player.mdl.ragdoll[0].rb.co, head_pos );
-
- v3_sub( head_pos, player.camera_pos, delta );
- v3_normalize( delta );
-
- v3f follow_pos;
- v3_muladds( head_pos, delta, -2.5f, follow_pos );
- v3_lerp( player.camera_pos, follow_pos, 0.1f, player.camera_pos );
-
- /*
- * Make sure the camera stays above the ground
+ /*
+ * Subsystems
+ * -------------------------------------------------
*/
- v3f min_height = {0.0f,1.0f,0.0f};
-
- v3f sample;
- v3_add( player.camera_pos, min_height, sample );
- ray_hit hit;
- hit.dist = min_height[1]*2.0f;
-
- if( ray_world( sample, (v3f){0.0f,-1.0f,0.0f}, &hit ))
- v3_add( hit.pos, min_height, player.camera_pos );
- player.camera_pos[1] =
- vg_maxf( wrender.height + 2.0f, player.camera_pos[1] );
-
- player.angles[0] = atan2f( delta[0], -delta[2] );
- player.angles[1] = -asinf( delta[1] );
+ enum player_subsystem subsystem; /* .. prev */
}
-
-static void player_animate_camera(void)
-{
- static v3f lerp_cam = {0.0f,0.0f,0.0f};
- v3f cam_pos;
-
- player.fonboard = vg_lerpf(player.fonboard, player.on_board, ktimestep*1.0f);
-
- if( player.on_board )
- {
- v3f offs = { -0.4f, 0.15f, 0.0f };
- v3_lerp( lerp_cam, player.mdl.cam_pos, 0.8f, lerp_cam );
- v3_add( lerp_cam, offs, cam_pos );
-
- /* Look angles */
- v3_lerp( player.vl, player.rb.v, 0.05f, player.vl );
-
- float yaw = atan2f( player.vl[0], -player.vl[2] ),
- pitch = atan2f( -player.vl[1],
- sqrtf(
- player.vl[0]*player.vl[0] + player.vl[2]*player.vl[2]
- )) * 0.7f;
-
- player.angles[0] = yaw;
- player.angles[1] = vg_lerpf( player.angles[1], pitch + 0.30f,
- player.fonboard );
-
- /* Camera shake */
- static v2f shake_damp = {0.0f,0.0f};
- v2f shake = { vg_randf()-0.5f, vg_randf()-0.5f };
- v2_muls( shake, v3_length(player.rb.v)*0.3f
- * (1.0f+fabsf(player.slip)), shake);
-
- v2_lerp( shake_damp, shake, 0.01f, shake_damp );
- shake_damp[0] *= 0.2f;
-
- v2_muladds( player.angles, shake_damp, 0.1f, player.angles );
- m4x3_mulv( player.rb.to_world, cam_pos, player.camera_pos );
- }
- else
- {
- float speed = ktimestep * k_look_speed;
- player.angles[0] += vg_get_axis( "horizontal" ) * speed;
- player.angles[1] += vg_get_axis( "vertical" ) * speed;
-
- player.angles[1] = vg_clampf( player.angles[1],
- -k_pitch_limit, k_pitch_limit );
-
- float s = sinf(player.angles[0]) * 0.2f,
- c = -cosf(player.angles[0]) * 0.2f;
- v3f forward_dir = { s,0.15f,c };
-
-
- m4x3f mtx;
- v4f rot;
- q_axis_angle( rot, (v3f){0.0f,1.0f,0.0f},
- -player.angles[0] -VG_PIf*0.5f );
- q_m3x3( rot, mtx );
- v3_copy( player.rb.to_world[3], mtx[3] );
-
- m4x3_mulv( mtx, player.mdl.cam_pos, cam_pos );
- v3_add( cam_pos, forward_dir, player.camera_pos );
- v3_lerp( player.vl, player.rb.v, 0.3f, player.vl );
- }
-}
-
-/*
- * Audio
- */
-static void player_audio(void)
-{
- static int _ding = 0;
-
- int last = _ding;
- _ding = glfwGetKey(vg_window, GLFW_KEY_C);
-
- int trigger_ding = 0;
- if( _ding && !last )
- trigger_ding = 1;
-
- static int _air = 0;
-
- int l2 = _air;
- _air = player.in_air;
-
- static double last_revert = -2000.0;
-
-
-
-
- audio_lock();
-
- double revert_delta = vg_time - last_revert;
- if( (!_air && l2) && (fabsf(player.slip) > 0.5f) && (revert_delta > 0.7) )
- {
- audio_player_set_position( &audio_player_extra, player.rb.co );
- audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
- audio_player_set_vol( &audio_player_extra, 2.0f );
- audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
-
- last_revert = vg_time;
+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
}
+};
- static float air = 0.0f;
- air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
-
- /* Spacial info */
- v3f ears = { 1.0f,0.0f,0.0f };
- v3f delta;
-
- float *cam = player.camera[3],
- *pos = player.rb.co;
-
- if( trigger_ding )
- audio_player_playclip( &audio_player_extra, &audio_ding );
-
- audio_player_set_position( &audio_player0, player.rb.co );
- audio_player_set_position( &audio_player1, player.rb.co );
- audio_player_set_position( &audio_player2, player.rb.co );
- audio_player_set_position( &audio_player_gate, world.render_gate_pos );
-
- v3_sub( player.rb.co, player.camera[3], delta );
- v3_normalize( delta );
- m3x3_mulv( player.camera, ears, ears );
-
- /* TODO, Make function */
- v3_copy( ears, vg_audio.listener_ears );
- v3_copy( player.camera[3], vg_audio.listener_pos );
-
- /* Tunnel / occlusion */
- audio_sample_occlusion( player.camera[3] );
-
- if( freecam || player.is_dead || !player.on_board )
- {
- audio_player_set_vol( &audio_player0, 0.0f );
- audio_player_set_vol( &audio_player1, 0.0f );
- audio_player_set_vol( &audio_player2, 0.0f );
- }
- else
- {
- /* Composite */
- float speed = vg_minf(v3_length( player.rb.v )*0.1f,1.0f),
- attn = speed,
- slide = vg_clampf( fabsf(player.slip), 0.0f, 1.0f ),
- vol0 = (1.0f-air)*attn*(1.0f-slide),
- vol1 = air *attn,
- vol2 = (1.0f-air)*attn*slide;
-
- audio_player_set_vol( &audio_player0, vol0 );
- audio_player_set_vol( &audio_player1, vol1 );
- audio_player_set_vol( &audio_player2, vol2 );
-
- float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
- audio_player_set_pan( &audio_player3, 0.0f );
- audio_player_set_vol( &audio_player3, reverb_amt );
- }
-
-#if 0
- world_audio_update( cam, ears );
-#endif
- audio_unlock();
-}
+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
+};
/*
- * Public Endpoints
+ * Gameloop tables
+ * ---------------------------------------------------------
*/
-static float *player_cam_pos(void)
-{
- return player.camera_pos;
-}
-
-static int reset_player( int argc, char const *argv[] )
-{
- struct respawn_point *rp = NULL, *r;
-
- if( argc == 1 )
- {
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- if( !strcmp( r->name, argv[0] ) )
- {
- rp = r;
- break;
- }
- }
-
- if( !rp )
- vg_warn( "No spawn named '%s'\n", argv[0] );
- }
-
- if( !rp )
- {
- float min_dist = INFINITY;
-
- for( int i=0; i<world.spawn_count; i++ )
- {
- r = &world.spawns[i];
- float d = v3_dist2( r->co, player.rb.co );
-
- vg_info( "Dist %s : %f\n", r->name, d );
- if( d < min_dist )
- {
- min_dist = d;
- rp = r;
- }
- }
- }
-
- if( !rp )
- {
- vg_error( "No spawn found\n" );
- if( !world.spawn_count )
- return 0;
-
- rp = &world.spawns[0];
- }
-
- v4_copy( rp->q, player.rb.q );
- v3_copy( rp->co, player.rb.co );
-
- 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;
-
- rb_update_transform( &player.rb );
- m3x3_mulv( player.rb.to_world, (v3f){ 0.0f, 0.0f, -1.2f }, player.rb.v );
- m3x3_identity( player.gate_vr_frame );
- m3x3_identity( player.gate_vr_pstep_frame );
-
- player.rb_gate_frame = player.rb;
- return 1;
-}
-static void player_update(void)
-{
- for( int i=0; i<player.land_log_count; i++ )
- draw_cross( player.land_target_log[i],
- player.land_target_colours[i], 0.25f);
-
- if( vg_get_axis("grabl")>0.0f)
- {
- player.rb = player.rb_gate_frame;
- m3x3_copy( player.gate_vr_frame, player.vr );
- m3x3_copy( player.gate_vr_pstep_frame, player.vr_pstep );
- player.is_dead = 0;
- player.in_air = 1;
- m3x3_identity( player.vr );
-
- player.mdl.shoes[0] = 1;
- player.mdl.shoes[1] = 1;
-
- world_routes_notify_reset();
- }
-
- if( vg_get_button_down( "switchmode" ) )
- {
- player.on_board ^= 0x1;
- }
-
- if( (glfwGetKey( vg_window, GLFW_KEY_O ) || (player.rb.co[1] < 0.0f)) &&
- !player.is_dead)
- {
- character_ragdoll_copypose( &player.mdl, player.rb.v );
- player.is_dead = 1;
- }
-
- if( player.is_dead )
- {
- character_ragdoll_iter( &player.mdl );
- character_debug_ragdoll( &player.mdl );
-
- if( !freecam )
- player_animate_death_cam();
- }
- else
- {
- player_do_motion();
- player_animate();
-
- if( !freecam )
- player_animate_camera();
- }
-
- if( freecam )
- player_freecam();
-
- player_camera_update();
- player_audio();
-}
-
-static void draw_player(void)
-{
- if( player.is_dead )
- character_mimic_ragdoll( &player.mdl );
-
- shader_viewchar_use();
- vg_tex2d_bind( &tex_characters, 0 );
- shader_viewchar_uTexMain( 0 );
- shader_viewchar_uCamera( player.camera[3] );
- shader_viewchar_uPv( vg_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.mesh );
- mesh_draw( &player.mdl.mesh );
-}
+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( 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 */