#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_drive = 3,
+ k_player_subsystem_basic_info = 4,
+ k_player_subsystem_max,
+ k_player_subsystem_invalid = 255
};
struct player_cam_controller {
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(*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;
};
#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
rigidbody rb;
v3f angles;
- v4f qbasis;
- m3x3f basis, invbasis, basis_gate;
- world_instance *viewable_world;
-
/*
* Camera management
* ---------------------------
v3f cam_land_punch, cam_land_punch_v;
ent_gate *gate_waiting;
-
int immobile;
+ int rewinded_since_last_gate;
+
+ /*
+ * Network
+ * --------------------------------------------------
+ */
+ u16 boundary_hash;
+ struct net_sfx {
+ u8 system, priority, id;
+ f32 subframe, volume;
+ v3f location;
+ }
+ sfx_buffer[4];
+ u32 sfx_buffer_count;
+
/*
* Animation
* --------------------------------------------------
*/
- struct player_avatar *playeravatar;
struct player_ragdoll ragdoll;
struct player_model fallback_model;
+ struct player_board fallback_board;
u16 board_view_slot, playermodel_view_slot;
player_pose holdout_pose;
float holdout_time;
+ m4x3f *final_mtx;
+
/*
* Subsystems
* -------------------------------------------------
*/
enum player_subsystem subsystem; /* .. prev */
+
+ /*
+ * Rendering
+ */
+ mdl_context skeleton_meta;
+ struct skeleton skeleton;
+
+ u32 id_hip,
+ id_chest,
+ 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_ik_knee_l,
+ id_ik_knee_r,
+ id_wheel_l,
+ id_wheel_r,
+ id_board;
}
static localplayer = {
.rb = {
[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_skate] = &player_subsystem_skate,
+ [k_player_subsystem_basic_info]=&player_subsystem_basic_info
};
/*
*/
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__update(void);
static void player__post_update(void);
-static void player__pass_gate( ent_gate *gate );
+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(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 */