#ifndef PLAYER_SKATE_H
#define PLAYER_SKATE_H
+#include "player.h"
#include "player_api.h"
-#define SKATE_CCD
-
typedef struct jump_info jump_info;
struct player_skate{
activity,
activity_prev;
- f32 reverse, slip, delayed_slip_dir;
+ u32 grind_cooldown,
+ surface_cooldown;
+ f32 reverse, slip, delayed_slip_dir;
int manual_direction;
/* tricks */
v3f trick_vel, /* measured in units of TAU/s */
trick_euler; /* measured in units of TAU */
+ v3f trick_residualv, /* spring */
+ trick_residuald;
+
float trick_time;
enum trick_type{
k_trick_type_none,
v3f air_init_v,
air_init_co;
+ float land_dist;
+ v3f land_normal;
v4f smoothed_rotation;
}
- state,
- state_gate_storage;
+ state;
+
+ struct player_skate_animator {
+ v3f root_co;
+ v4f root_q;
+
+ v3f offset,
+ local_cog;
+
+ f32 slide,
+ z,
+ x,
+ fly,
+ grind,
+ grind_balance,
+ stand,
+ push,
+ jump,
+ airdir,
+ weight,
+ trick_foot,
+ slap,
+ subslap,
+ reverse,
+ delayed_slip_dir,
+ grabbing;
+
+ v2f wobble;
+ f32 foot_offset[2];
+
+ v4f qfixuptotal;
+ v4f qflip;
+
+ v3f board_euler;
+ f32 board_lean;
+ v2f steer, grab;
+
+ f32 jump_charge;
+
+ /* linear anims */
+ f32 push_time, jump_time;
+ u8 jump_dir;
+ u8 trick_type;
+ }
+ animator;
- /* animation /audio */
+ /* animation /audio
+ * --------------------------------------------------------------*/
struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
*anim_air, *anim_grind, *anim_grind_jump,
*anim_push, *anim_push_reverse,
*anim_ollie, *anim_ollie_reverse,
*anim_grabs, *anim_stop;
- v3f
- board_trick_residualv,
- board_trick_residuald;
-
- float blend_slide,
- blend_z,
- blend_x,
- blend_fly,
- blend_grind,
- blend_grind_balance,
- blend_stand,
- blend_push,
- blend_jump,
- blend_airdir,
- blend_weight,
- blend_trick_foot,
- subslap;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
- v2f wobble;
audio_channel *aud_main, *aud_slide, *aud_air;
enum mdl_surface_prop surface, audio_surface;
}
main_sample_type;
- player_pose holdout;
-
/*
* Physics
* ----------------------------------------------------
*/
- float substep,
- substep_delta;
+ float substep, substep_delta;
struct jump_info{
v3f log[50];
possible_jumps[36];
u32 possible_jump_count;
- float land_dist;
- v3f land_normal;
-
v3f surface_picture,
weight_distribution,
grind_vec,
grind_dir;
- u32 grind_cooldown,
- surface_cooldown;
-
float grind_strength;
-
struct grind_limit{
v3f ra, n;
float p;
}
limits[3];
u32 limit_count;
+}
+static player_skate;
+
+enum player_skate_soundeffect {
+ k_player_skate_soundeffect_jump,
+ k_player_skate_soundeffect_tap,
+ k_player_skate_soundeffect_land_good,
+ k_player_skate_soundeffect_land_bad,
+ k_player_skate_soundeffect_grind_metal,
+ k_player_skate_soundeffect_grind_wood,
};
-VG_STATIC float
+static float
k_friction_lat = 12.0f,
k_friction_resistance = 0.01f,
k_grind_balance = -40.0f;
-VG_STATIC void player__skate_register(void)
-{
+static void player__skate_register(void){
VG_VAR_F32( k_grind_dampener, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_spring, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_grind_aligment, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
}
-VG_STATIC void player__skate_bind ( player_instance *player );
-VG_STATIC void player__skate_pre_update ( player_instance *player );
-VG_STATIC void player__skate_update ( player_instance *player );
-VG_STATIC void player__skate_post_update ( player_instance *player );
-VG_STATIC void player__skate_im_gui ( player_instance *player );
-VG_STATIC void player__skate_animate ( player_instance *player,
- player_animation *anim );
-VG_STATIC void player__skate_post_animate ( player_instance *player );
-VG_STATIC void player__skate_reset ( player_instance *player,
- ent_spawn *rp );
-VG_STATIC void player__skate_restore( player_instance *player );
-
-VG_STATIC void player__skate_clear_mechanics( player_instance *player );
-VG_STATIC void player__skate_reset_animator( player_instance *player );
-VG_STATIC void player__approximate_best_trajectory( player_instance *player );
+static void player__skate_bind (void);
+static void player__skate_pre_update (void);
+static void player__skate_update (void);
+static void player__skate_post_update (void);
+static void player__skate_im_gui (void);
+static void player__skate_animate (void);
+static void player__skate_pose (void *animator, player_pose *pose);
+static void player__skate_post_animate (void);
+static void player__skate_reset (ent_spawn *rp);
+static void player__skate_animator_exchange( bitpack_ctx *ctx, void *data );
+static void player__skate_sfx_oneshot ( u8 id, v3f pos, f32 volume );
+
+static void player__skate_clear_mechanics(void);
+static void player__skate_reset_animator(void);
+static void player__approximate_best_trajectory(void);
+
+struct player_subsystem_interface static player_subsystem_skate = {
+ .system_register = player__skate_register,
+ .bind = player__skate_bind,
+ .reset = player__skate_reset,
+ .pre_update = player__skate_pre_update,
+ .update = player__skate_update,
+ .post_update = player__skate_post_update,
+ .im_gui = player__skate_im_gui,
+ .animate = player__skate_animate,
+ .pose = player__skate_pose,
+ .post_animate = player__skate_post_animate,
+ .network_animator_exchange = player__skate_animator_exchange,
+ .sfx_oneshot = player__skate_sfx_oneshot,
+
+ .animator_data = &player_skate.animator,
+ .animator_size = sizeof(player_skate.animator),
+ .name = "Skate"
+};
+
#endif /* PLAYER_SKATE_H */