basic replayable replays
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index 77a01fc512d9896dc627b3578f13b5bcbff4992b..ecf595d42c51a731daecfef6b4e99bdbaf43fd5c 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,6 +1,34 @@
 #ifndef PLAYER_H
 #define PLAYER_H
 
+#include "skaterift.h"
+
+enum player_subsystem{
+   k_player_subsystem_walk = 0,
+   k_player_subsystem_skate = 1,
+   k_player_subsystem_dead = 2,
+   k_player_subsystem_drive = 3
+};
+
+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;
+};
+
 #include "player_ragdoll.h"
 #include "player_render.h"
 #include "player_model.h"
 #include "player_skate.h"
 #include "player_dead.h"
 #include "player_drive.h"
+#include "player_replay.h"
 
 #define PLAYER_REWIND_FRAMES 60*4
 #define RESET_MAX_TIME 45.0
 
-struct player_instance
-{
+static i32 k_cinema_fixed = 0;
+static f32 k_cinema       = 0.0f;
+static i32 k_invert_y     = 0;
+
+struct player_instance{
    /* transform definition */
-   rigidbody rb, rb_gate_storage;
-   v3f angles, angles_storage;
+   rigidbody rb;
+   v3f angles;
 
    v4f   qbasis;
    m3x3f basis, invbasis, basis_gate;
@@ -28,59 +60,24 @@ struct player_instance
     * ---------------------------
     */
    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;
+   struct player_cam_controller cam_control;
 
    v3f cam_override_pos;
-   v2f cam_override_angles;
+   v3f cam_override_angles;
+   float cam_override_fov;
    float cam_override_strength;
+   f32 cam_trackshake;
 
    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;
+         cam_velocity_influence_smooth;
 
+   v3f 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;
-
    int immobile;
 
    /*
@@ -89,45 +86,28 @@ struct player_instance
     */
 
    struct player_avatar  *playeravatar;
-   struct player_model   *playermodel;
    struct player_ragdoll  ragdoll;
-   struct player_board   *board;
+   struct player_model    fallback_model;
+
+   u16 board_view_slot, playermodel_view_slot;
 
    player_pose            holdout_pose;
    float                  holdout_time;
 
-   /*
-    * Rewind
-    * ----------------------------------------------------
-    */
-   int rewinding, rewind_sound_wait;
+   struct board_pose      board_pose;
 
-   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;
+   /* 
+    * Replay
+    * -------------------------------------------------
+    */
+   replay_buffer replay;
 
    /*
     * Subsystems
     * -------------------------------------------------
     */
 
-   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;
+   enum player_subsystem subsystem; /* .. prev */
 
    struct player_skate  _skate;
    struct player_walk   _walk;
@@ -223,10 +203,20 @@ void( *_player_post_animate[])( player_instance *player ) =
 };
 
 VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
+void( *_player_store_state[] )( player_instance *player ) = 
+{
+   NULL,
+   NULL,
+   NULL,
+   NULL
+};
+
+VG_STATIC
+void( *_player_load_state_lerp[] )( player_instance *player, 
+                                    void *A, void *B, f32 t ) =
 {
-   player__walk_restore,
-   player__skate_restore,
+   NULL,
+   NULL,
    NULL,
    NULL
 };
@@ -237,6 +227,8 @@ PLAYER_API void player__use_avatar( player_instance *player,
                                     struct player_avatar *av );
 PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
 PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
+PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
+
 PLAYER_API void player__bind( player_instance *player );
 PLAYER_API void player__pre_update( player_instance *player );
 PLAYER_API void player__update( player_instance *player );
@@ -244,18 +236,11 @@ PLAYER_API void player__post_update( player_instance *player );
 
 PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
 PLAYER_API void player__im_gui( player_instance *player );
+PLAYER_API void player__setpos( player_instance *player, v3f pos );
 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
 PLAYER_API void player__kill( player_instance *player );
 
-/* implementation */
-
-#include "player.c"
-#include "player_common.c"
-#include "player_walk.c"
-#include "player_skate.c"
-#include "player_dead.c"
-#include "player_drive.c"
-#include "player_render.c"
-#include "player_ragdoll.c"
+VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
+VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
 
 #endif /* PLAYER_H */