#define PLAYER_H
#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 {
cam_velocity_smooth;
};
+struct player_subsystem_interface{
+ void(*system_register)(void);
+ void(*bind)(void);
+ 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;
+};
+
#include "player_ragdoll.h"
#include "player_render.h"
#include "player_model.h"
-#include "player_common.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
static f32 k_cinema = 0.0f;
static i32 k_invert_y = 0;
-struct player_instance{
+struct {
/* transform definition */
rigidbody rb;
v3f angles;
- v4f qbasis;
- m3x3f basis, invbasis, basis_gate;
- world_instance *viewable_world;
-
/*
* Camera management
* ---------------------------
*/
camera cam;
struct player_cam_controller cam_control;
-
- v3f cam_override_pos;
- v3f cam_override_angles;
- float cam_override_fov;
- float cam_override_strength;
f32 cam_trackshake;
float cam_velocity_influence,
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 pose;
player_pose holdout_pose;
float holdout_time;
- struct board_pose board_pose;
-
- /*
- * Replay
- * -------------------------------------------------
- */
- replay_buffer replay;
+ m4x3f *final_mtx;
/*
* Subsystems
enum player_subsystem subsystem; /* .. prev */
- struct player_skate _skate;
- struct player_walk _walk;
- struct player_dead _dead;
- struct player_drive _drive;
+ /*
+ * 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;
+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
+};
/*
* Gameloop tables
* ---------------------------------------------------------
*/
-VG_STATIC
-void (*_player_system_register[])(void) =
-{
- player__walk_register,
- player__skate_register,
- NULL,
- NULL
-};
-
-VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
- player__walk_bind,
- player__skate_bind,
- NULL,
- player__drive_bind
-};
-
-VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
- player__walk_reset,
- player__skate_reset,
- NULL,
- player__drive_reset
-};
-
-VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) =
-{
- player__walk_pre_update,
- player__skate_pre_update,
- NULL,
- player__drive_pre_update
-};
-
-VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
- player__walk_update,
- player__skate_update,
- player__dead_update,
- player__drive_update
-};
-
-VG_STATIC
-void( *_player_post_update[])( player_instance *player ) =
-{
- player__walk_post_update,
- player__skate_post_update,
- NULL,
- player__drive_post_update
-};
-
-VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
- player__walk_im_gui,
- player__skate_im_gui,
- NULL,
- player__drive_im_gui
-};
-
-VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
- player__walk_animate,
- player__skate_animate,
- player__dead_animate,
- player__drive_animate
-};
-
-VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
- player__walk_post_animate,
- player__skate_post_animate,
- player__dead_post_animate,
- player__drive_post_animate
-};
-
-VG_STATIC
-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 ) =
-{
- NULL,
- NULL,
- NULL,
- NULL
-};
-
-PLAYER_API void player__debugtext( int size, const char *fmt, ... );
-PLAYER_API void player__create( player_instance *inst );
-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 );
-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 );
-
-VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
+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 */