-#ifndef CHARACTER_H
+/*
+ * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
+ */
+
+#ifndef CHARACTER_H
#define CHARACTER_H
-#include "common.h"
+#define VG_GAME
+#include "vg/vg.h"
+
#include "model.h"
-#include "rigidbody.h"
-#include "render.h"
#include "skeleton.h"
-#include "skeleton_animator.h"
-#include "shaders/viewchar.h"
-
-vg_tex2d tex_characters = { .path = "textures/ch_gradient.qoi" };
-
-static void character_register(void)
-{
- shader_viewchar_register();
-}
-
-static void character_init(void)
-{
- vg_tex2d_init( (vg_tex2d *[]){ &tex_characters }, 1 );
-}
-
-struct character
-{
- glmesh mesh;
- struct skeleton sk;
- struct skeleton_anim *anim_stand,
- *anim_highg,
- *anim_slide,
- *anim_air,
- *anim_push, *anim_push_reverse,
- *anim_ollie;
-
- u32 id_hip,
- id_ik_hand_l,
- id_ik_hand_r,
- id_ik_elbow_l,
- id_ik_elbow_r,
- id_head;
-
- v3f cam_pos;
-
- int shoes[2];
-};
-
-static int character_load( struct character *ch, const char *name )
-{
- char buf[64];
-
- snprintf( buf, sizeof(buf)-1, "models/%s.mdl", name );
- mdl_header *src = mdl_load( buf );
-
- if( !src )
- return 0;
-
- int error_count = 0;
- mdl_unpack_glmesh( src, &ch->mesh );
-
- if( !error_count )
- vg_success( "Loaded character file '%s' with no errors\n", name );
-
- skeleton_setup( &ch->sk, src );
- ch->anim_stand = skeleton_get_anim( &ch->sk, "pose_stand" );
- ch->anim_highg = skeleton_get_anim( &ch->sk, "pose_highg" );
- ch->anim_slide = skeleton_get_anim( &ch->sk, "pose_slide" );
- ch->anim_air = skeleton_get_anim( &ch->sk, "pose_air" );
- ch->anim_push = skeleton_get_anim( &ch->sk, "push" );
- ch->anim_push_reverse = skeleton_get_anim( &ch->sk, "push_reverse" );
- ch->anim_ollie = skeleton_get_anim( &ch->sk, "ollie" );
-
- ch->id_hip = skeleton_bone_id( &ch->sk, "hips" );
- ch->id_ik_hand_l = skeleton_bone_id( &ch->sk, "hand.IK.L" );
- ch->id_ik_hand_r = skeleton_bone_id( &ch->sk, "hand.IK.R" );
- ch->id_ik_elbow_l = skeleton_bone_id( &ch->sk, "elbow.L" );
- ch->id_ik_elbow_r = skeleton_bone_id( &ch->sk, "elbow.R" );
- ch->id_head = skeleton_bone_id( &ch->sk, "head" );
-
- free( src );
- return 1;
-}
+#include "player_ragdoll.h"
+#include "rigidbody.h"
-static void character_eval( struct character *ch ){}
-static void character_draw( struct character *ch, float temp, m4x3f camera ){}
-static void character_init_ragdoll_joints( struct character *ch ){}
-static void character_init_ragdoll( struct character *ch ){}
-static void character_ragdoll_go( struct character *ch, v3f pos ){}
-static void character_ragdoll_copypose( struct character *ch, v3f v ){}
-static void character_debug_ragdoll( struct character *ch ){}
-static void character_ragdoll_iter( struct character *ch ){}
+#include "shaders/model_character_view.h"
#endif