+#ifndef PLAYER_H
+#define PLAYER_H
+
+#include "player_api.h"
+
+#include "player_common.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
+
+#define PLAYER_REWIND_FRAMES 60*4
+
+struct player_instance
+{
+ /* transform definition */
+ rigidbody rb, rb_gate_storage;
+ v3f angles, angles_storage;
+
+ v4f qbasis;
+ m3x3f basis, invbasis, basis_gate;
+ world_instance *viewable_world;
+
+ /*
+ * 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;
+
+ 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;
+
+ /*
+ * Input
+ * --------------------------------
+ */
+ struct input_binding *input_js1h,
+ *input_js1v,
+ *input_js2h,
+ *input_js2v,
+ *input_jump,
+ *input_push,
+ *input_trick0,
+ *input_trick1,
+ *input_trick2,
+ *input_walk,
+ *input_walkh,
+ *input_walkv,
+ *input_use,
+ *input_reset,
+ *input_grab,
+ *input_camera;
+
+ /*
+ * Animation
+ * --------------------------------------------------
+ */
+
+ struct player_avatar *playeravatar;
+ glmesh *playermesh;
+ struct player_ragdoll ragdoll;
+ vg_tex2d *playertex;
+
+ 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;
+
+ /*
+ * Subsystems
+ * -------------------------------------------------
+ */
+
+ enum player_subsystem
+ {
+ k_player_subsystem_walk = 0,
+ k_player_subsystem_skate = 1,
+ k_player_subsystem_dead = 2
+ }
+ subsystem,
+ subsystem_gate;
+
+ struct player_skate _skate;
+ struct player_walk _walk;
+ struct player_dead _dead;
+};
+
+/*
+ * Gameloop tables
+ * ---------------------------------------------------------
+ */
+
+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
*/
VG_STATIC void player_init(void) /* 1 */
{
-#if 0
- player.input_js1h = vg_create_named_input( "steer-h", k_input_type_axis );
- player.input_js1v = vg_create_named_input( "steer-v", k_input_type_axis );
- player.input_grab = vg_create_named_input( "grab", k_input_type_axis_norm );
- player.input_js2h = vg_create_named_input( "grab-h", k_input_type_axis );
- player.input_js2v = vg_create_named_input( "grab-v", k_input_type_axis );
- player.input_jump = vg_create_named_input( "jump", k_input_type_button );
- player.input_push = vg_create_named_input( "push", k_input_type_button );
- player.input_walk = vg_create_named_input( "walk", k_input_type_button );
-
- player.input_walkh = vg_create_named_input( "walk-h",
- k_input_type_axis );
- player.input_walkv = vg_create_named_input( "walk-v",
- k_input_type_axis );
-
-
- player.input_switch_mode = vg_create_named_input( "switch-mode",
- k_input_type_button );
- player.input_reset = vg_create_named_input( "reset", k_input_type_button );
-
- const char *default_cfg[] =
- {
- "bind steer-h gp-ls-h",
- "bind -steer-h a",
- "bind +steer-h d",
-
- "bind steer-v gp-ls-v",
- "bind -steer-v w",
- "bind +steer-v s",
-
- "bind grab gp-rt",
- "bind +grab shift",
- "bind grab-h gp-rs-h",
- "bind grab-v gp-rs-v",
-
- "bind jump space",
- "bind jump gp-a",
-
- "bind push gp-b",
- "bind push w",
-
- "bind walk shift",
- "bind walk gp-ls",
-
- "bind walk-h gp-ls-h",
- "bind walk-v -gp-ls-v",
- "bind +walk-h d",
- "bind -walk-h a",
- "bind +walk-v w",
- "bind -walk-v s",
-
- "bind reset gp-lb",
- "bind reset r",
-
- "bind switch-mode gp-y",
- "bind switch-mode e",
- };
-
- for( int i=0; i<vg_list_size(default_cfg); i++ )
- vg_execute_console_input(default_cfg[i]);
-#endif
-
rb_init( &player.rb );
VG_VAR_F32( k_walkspeed );
VG_VAR_F32( k_airspeed );
VG_VAR_F32( k_walk_friction );
VG_VAR_F32( k_walk_air_accel );
- VG_VAR_F32( k_runspeed );
VG_VAR_F32( k_walk_accel );
VG_VAR_I32( freecam );
VG_VAR_I32( cl_thirdperson );
VG_VAR_F32_PERSISTENT( fc_speed );
- /* TODO: NOT PERSISTENT */
VG_VAR_F32( k_ragdoll_limit_scale );
VG_VAR_I32( k_ragdoll_div );
VG_VAR_I32( k_ragdoll_debug_collider );
}
#endif /* PLAYER_H */
+#endif