-#ifndef PLAYER_SKATE_H
-#define PLAYER_SKATE_H
-
+#pragma once
+#include "vg/vg_audio.h"
+#include "player.h"
#include "player_api.h"
-#define SKATE_CCD
-
typedef struct jump_info jump_info;
struct player_skate{
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,
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;
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,
v4f qflip;
v3f board_euler;
+ f32 board_lean;
v2f steer, grab;
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 trick_type; /* todo: should encode grind type */
+ u8 activity, surface;
}
animator;
*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;
-};
-
-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;
+extern player_skate;
+extern struct player_subsystem_interface player_subsystem_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_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_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 );
-VG_STATIC void player__skate_pose ( player_instance *player );
-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 );
-
-#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);