+++ /dev/null
-#ifndef PLAYER_SKATE_H
-#define PLAYER_SKATE_H
-
-#include "player_api.h"
-
-#define SKATE_CCD
-
-typedef struct jump_info jump_info;
-
-struct player_skate{
- struct player_skate_state{
- enum skate_activity{
- k_skate_activity_air,
- k_skate_activity_air_to_grind,
- k_skate_activity_ground,
- k_skate_activity_undefined,
- k_skate_activity_grind_any,
- k_skate_activity_grind_boardslide,
- k_skate_activity_grind_metallic,
- k_skate_activity_grind_back50,
- k_skate_activity_grind_front50,
- k_skate_activity_grind_5050
- }
- activity,
- activity_prev;
-
- float reverse,
- slip;
-
- int manual_direction;
-
- /* tricks */
- v3f flip_axis;
- float flip_time,
- flip_rate;
-
- v3f trick_vel, /* measured in units of TAU/s */
- trick_euler; /* measured in units of TAU */
- float trick_time;
- float gravity_bias;
-
- v3f up_dir;
- v3f head_position;
-
- v3f throw_v;
- v3f cog_v, cog;
-
- float grabbing;
- v2f grab_mouse_delta;
-
- int charging_jump, jump_dir;
- float jump_charge,
- slap;
-
- double jump_time;
- double start_push,
- cur_push;
-
- v3f prev_pos;
-
- /* initial launch conditions */
- double air_start;
- v3f air_init_v,
- air_init_co;
-
- v4f smoothed_rotation;
- }
- state,
- state_gate_storage;
-
- /* 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;
-
- int wheel_contacts[2];
- float sample_change_cooldown;
-
- enum {
- k_skate_sample_concrete,
- k_skate_sample_wood,
- k_skate_sample_concrete_scrape_metal,
- k_skate_sample_concrete_scrape_wood,
- k_skate_sample_metal_scrape_generic
- }
- main_sample_type;
-
- player_pose holdout;
-
- /*
- * Physics
- * ----------------------------------------------------
- */
-
- float substep,
- substep_delta;
-
- struct jump_info{
- v3f log[50];
- v3f n;
- v3f apex;
- v3f v;
-
- float gravity;
-
- int log_length;
- float score,
- land_dist;
-
- enum prediction_type{
- k_prediction_none,
- k_prediction_unset,
- k_prediction_land,
- k_prediction_grind
- }
- type;
-
- u32 colour;
- }
- 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;
-};
-
-VG_STATIC float
- k_friction_lat = 12.0f,
- k_friction_resistance = 0.01f,
-
- k_max_push_speed = 16.0f,
- k_push_accel = 10.0f,
- k_push_cycle_rate = 8.0f,
-
- k_steer_ground = 2.5f,
- k_steer_air = 3.6f,
-
- k_jump_charge_speed = (1.0f/0.4f),
- k_jump_force = 5.0f,
-
- k_cog_spring = 0.2f,
- 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_mmdecay = 12.0f,
- k_spring_angular = 1.0f,
-
- k_spring_force = 300.0f,
- k_spring_dampener = 5.0f,
-
- k_grind_spring = 50.0f,
- k_grind_aligment = 10.0f,
- k_grind_dampener = 5.0f,
-
- k_surface_spring = 100.0f,
- k_surface_dampener = 40.0f,
- k_manul_spring = 200.0f,
- k_manul_dampener = 30.0f,
- k_board_interia = 8.0f,
-
- k_grind_decayxy = 30.0f,
- k_grind_axel_min_vel = 1.0f,
- k_grind_axel_max_angle = 0.95f, /* cosine(|a|) */
- k_grind_axel_max_vangle = 0.4f,
- k_grind_max_friction = 3.0f,
- k_grind_max_edge_angle = 0.97f,
-
- k_board_length = 0.45f,
- k_board_width = 0.13f,
- k_board_end_radius = 0.1f,
- k_board_radius = 0.14f, /* 0.07 */
-
- k_grind_balance = -40.0f;
-
-VG_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_surface_spring, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_surface_dampener, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_board_interia, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_grind_decayxy, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_grind_axel_min_vel, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_grind_axel_max_angle, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_grind_max_friction, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_grind_balance, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_friction_lat, flags=VG_VAR_CHEAT );
-
- VG_VAR_F32( k_cog_spring, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_cog_damp, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_cog_mass_ratio, flags=VG_VAR_CHEAT );
-
- VG_VAR_F32( k_spring_force, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_spring_dampener, flags=VG_VAR_CHEAT );
- VG_VAR_F32( k_spring_angular, flags=VG_VAR_CHEAT );
-
- VG_VAR_F32( k_mmthrow_scale, 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_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 );
-#endif /* PLAYER_SKATE_H */