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,
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;
v3f up_dir;
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,
- 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;
u32 limit_count;
};
+struct player_skate_animator_q {
+ v3f root_co;
+ v4f root_q;
+
+ i8 offset[3];
+ i8 local_cog[3];
+ i8 slide,
+ z,
+ x,
+ fly,
+ grind,
+ grind_balance,
+ stand,
+ push,
+ jump,
+ airdir,
+ weight,
+ trick_foot,
+ slap,
+ subslap,
+ reverse,
+ delayed_slip_dir,
+ grabbing;
+
+ i8 wobble[2];
+ i8 foot_offset[2];
+
+ i16 qfixuptotal[4];
+ i16 qflip;
+
+ i16 board_euler[3];
+ i8 steer[2], grab[2];
+
+ u8 jump_charge;
+
+ /* linear anims */
+ i8 push_time, jump_time;
+ u8 jump_dir;
+ u8 trick_type;
+}
+animator;
+
VG_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,
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_STATIC void player__skate_bind ( 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_animate ( player_instance *player );
+VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose );
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 );
+
#endif /* PLAYER_SKATE_H */