-#ifndef PLAYER_SKATE_H
-#define PLAYER_SKATE_H
-
+#pragma once
+#include "vg/vg_audio.h"
#include "player.h"
#include "player_api.h"
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,
v3f land_normal;
v4f smoothed_rotation;
- f32 velocity_limit, grind_y_start;
+ f32 velocity_limit, grind_y_start, skid;
+ f32 handplant_t;
+
+ v3f store_cog_v, store_cog, store_co;
+ v4f store_smoothed, store_q;
}
state;
local_cog;
f32 slide,
+ skid,
z,
x,
fly,
f32 jump_charge;
- /* linear anims */
- f32 push_time, jump_time;
+ /* 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;
+ u8 trick_type; /* todo: should encode grind type */
+ u8 activity, surface;
}
animator;
+ f32 collect_feedback;
+
/* 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;
+ *anim_grabs, *anim_stop,
+ *anim_handplant;
/* vectors representing the direction of the axels in localspace */
v3f truckv0[2];
limits[3];
u32 limit_count;
}
-static player_skate;
+extern player_skate;
+extern struct player_subsystem_interface player_subsystem_skate;
enum player_skate_soundeffect {
k_player_skate_soundeffect_jump,
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;
static void player__skate_register(void){
VG_VAR_F32( k_grind_dampener, 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 );
}
-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 */
+void player__skate_bind (void);
+void player__skate_pre_update (void);
+void player__skate_update (void);
+void player__skate_post_update (void);
+void player__skate_im_gui (void);
+void player__skate_animate (void);
+void player__skate_pose (void *animator, player_pose *pose);
+void player__skate_effects( void *_animator, m4x3f *final_mtx,
+ struct player_board *board,
+ struct player_effects_data *effect_data );
+void player__skate_post_animate (void);
+void player__skate_animator_exchange( bitpack_ctx *ctx, void *data );
+void player__skate_sfx_oneshot ( u8 id, v3f pos, f32 volume );
+
+void player__skate_clear_mechanics(void);
+void player__skate_reset_animator(void);
+void player__approximate_best_trajectory(void);
+void player__skate_comp_audio( void *animator );
+void player__skate_kill_audio(void);