ragdoll quality improvements
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.h
index eca4582b5943ebb4c9d960822734b24ed1ad1e0b..8af645bdf1ac102d6deb07419742fa285e3da972 100644 (file)
@@ -1,10 +1,9 @@
 #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{
@@ -37,16 +36,21 @@ struct player_skate{
 
       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
+         k_trick_type_treflip,
       }
       trick_type;
       float gravity_bias;
 
+      f32 trick_input_collect;
+
       v3f up_dir;
       v3f head_position;
 
@@ -71,28 +75,60 @@ struct player_skate{
       v3f    air_init_v,
              air_init_co;
 
+      float land_dist;
+      v3f land_normal;
       v4f smoothed_rotation;
 
-      /* animator controls which require persistence */
-      v3f board_trick_residualv,
-          board_trick_residuald;
-      f32 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;
-      v2f wobble;
+      f32 velocity_limit, grind_y_start;
    }
    state;
 
+   struct player_skate_animator {
+      v3f root_co;
+      v4f root_q;
+      v3f root_v;
+
+      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;
+      u8 activity;
+   }
+   animator;
+
    /* animation /audio
     * --------------------------------------------------------------*/
    struct skeleton_anim *anim_stand, *anim_highg, *anim_slide,
@@ -118,7 +154,6 @@ struct player_skate{
       k_skate_sample_metal_scrape_generic
    }
    main_sample_type;
-   player_pose holdout;
 
    /*
     * Physics 
@@ -152,9 +187,6 @@ struct player_skate{
    possible_jumps[36];
    u32 possible_jump_count;
 
-   float land_dist;
-   v3f land_normal;
-
    v3f surface_picture,
        weight_distribution,
        grind_vec,
@@ -167,9 +199,19 @@ struct player_skate{
    }
    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,
 
@@ -221,8 +263,7 @@ VG_STATIC float
    
    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 );
@@ -251,19 +292,41 @@ VG_STATIC void player__skate_register(void)
    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_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 */