update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index e1b44fe1104a3fc87cb6da6ebc372a7f74833be3..ea4ef46605d5a7ad5a0e03359fa42610eda2d398 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,20 +1,5 @@
-#ifndef PLAYER_H
-#define PLAYER_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_max,
-   k_player_subsystem_invalid = 255
-};
+#pragma once
+#include "vg/vg_platform.h"
 
 struct player_cam_controller {
    enum camera_mode{
@@ -35,6 +20,14 @@ struct player_cam_controller {
        cam_velocity_smooth;
 };
 
+#include "player_common.h"
+#include "network_compression.h"
+#include "player_effects.h"
+#include "player_api.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_render.h"
+
 struct player_subsystem_interface{
    void(*system_register)(void);
    void(*bind)(void);
@@ -47,6 +40,7 @@ struct player_subsystem_interface{
    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 );
 
@@ -59,36 +53,23 @@ struct player_subsystem_interface{
    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_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;
-
-struct {
+extern i32 k_invert_y;
+struct localplayer
+{
    /* transform definition */
    rigidbody rb;
    v3f angles;
 
+   bool have_glider, glider_orphan, drowned;
+
    /*
     * Camera management
     * ---------------------------
     */
-   camera cam;
+   vg_camera cam;
    struct player_cam_controller cam_control;
    f32 cam_trackshake;
 
@@ -97,7 +78,9 @@ struct {
          cam_velocity_constant,
          cam_velocity_coefficient_smooth,
          cam_velocity_constant_smooth,
-         cam_velocity_influence_smooth;
+         cam_velocity_influence_smooth,
+         cam_dist,
+         cam_dist_smooth;
 
    v3f cam_land_punch, cam_land_punch_v;
    ent_gate *gate_waiting;
@@ -117,8 +100,10 @@ struct {
       f32 subframe, volume;
       v3f location;
    }
-   sfx_buffer[4];
-   u32 sfx_buffer_count;
+   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
@@ -142,7 +127,8 @@ struct {
     * -------------------------------------------------
     */
 
-   enum player_subsystem subsystem; /* .. prev */
+   enum player_subsystem subsystem, 
+                         observing_system; 
 
    /*
     * Rendering
@@ -173,56 +159,38 @@ struct {
 
    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
-   }
-};
-
-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
-};
+extern localplayer;
+extern struct player_subsystem_interface *player_subsystems[];
 
 /*
  * Gameloop tables
  * ---------------------------------------------------------
  */
 
-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 */
+void player_init(void);
+void player__debugtext( int size, const char *fmt, ... );
+void player__use_mesh( glmesh *mesh );
+void player__use_model( u16 reg_id );
+
+void player__bind(void);
+void player__pre_update(void);
+void player__update(void);
+void player__post_update(void);
+
+void player__pass_gate( u32 id );
+void player__im_gui(void);
+void player__setpos( v3f pos );
+void player__spawn( ent_spawn *rp );
+void player__clean_refs(void);
+void player__reset(void);
+void player__kill(void);
+void player__begin_holdout( v3f offset );
+
+int localplayer_cmd_respawn( int argc, const char *argv[] );
+void player_apply_transport_to_cam( m4x3f transport );
+
+void player__clear_sfx_buffer(void);
+void player__networked_sfx( u8 system, u8 priority, u8 id, 
+                            v3f pos, f32 volume );
+void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
+void net_sfx_play( struct net_sfx *sfx );