#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{
- struct{
+ struct player_skate_state{
enum skate_activity{
k_skate_activity_air,
k_skate_activity_air_to_grind,
k_skate_activity_ground,
+ k_skate_activity_handplant,
k_skate_activity_undefined,
k_skate_activity_grind_any,
k_skate_activity_grind_boardslide,
activity,
activity_prev;
- float reverse,
- slip;
+ 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,
+ k_trick_type_kickflip,
+ k_trick_type_shuvit,
+ k_trick_type_treflip,
+ }
+ trick_type;
float gravity_bias;
+ f32 trick_input_collect;
+
v3f up_dir;
v3f head_position;
v3f air_init_v,
air_init_co;
+ float land_dist;
+ v3f land_normal;
v4f smoothed_rotation;
+
+ f32 velocity_limit, grind_y_start, skid;
+ f32 handplant_t;
+
+ v3f store_cog_v, store_cog, store_co;
+ v4f store_smoothed, store_q;
+ }
+ state;
+
+ struct player_skate_animator {
+ v3f root_co;
+ v4f root_q;
+ v3f root_v;
+
+ v3f offset,
+ local_cog;
+
+ f32 slide,
+ skid,
+ 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. TODO: we can union a bunch of variables here depending
+ * on activity. */
+ f32 push_time, jump_time, handplant_t;
+ u8 jump_dir;
+ u8 trick_type;
+ u8 activity;
}
- state,
- state_gate_storage;
+ 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,
- subslap;
+ *anim_grabs, *anim_stop,
+ *anim_handplant;
/* 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_cog_damp = 0.02f,
k_cog_mass_ratio = 0.9f,
+ k_mmthrow_steer = 1.0f,
k_mmthrow_scale = 6.0f,
k_mmcollect_lat = 2.0f,
k_mmcollect_vert = 0.0f,
k_board_end_radius = 0.1f,
k_board_radius = 0.14f, /* 0.07 */
- k_grind_balance = -40.0f;
+ k_grind_balance = -40.0f,
+ k_anim_transition = 0.12f;
-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_mmcollect_lat, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmcollect_vert, flags=VG_VAR_CHEAT );
VG_VAR_F32( k_mmdecay, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_mmthrow_steer, flags=VG_VAR_CHEAT );
+ VG_VAR_F32( k_anim_transition, 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_effects( void *_animator, m4x3f *final_mtx,
+ struct player_board *board,
+ struct player_effects_data *effect_data );
+static void player__skate_post_animate (void);
+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,
+ .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,
+ .effects = player__skate_effects,
+ .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 */