X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=18936a7ade2248844468cc7e182299c46ea14042;hb=6e6c7f31b8f17af3814727109e48fc6f85ef04b1;hp=7484ce94610c1100a030fe03cc4f2c3399fdef5e;hpb=67928190c66b05bd48b6b515278e930974d25cd2;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 7484ce9..18936a7 100644 --- a/player.h +++ b/player.h @@ -1,14 +1,73 @@ #ifndef PLAYER_H #define PLAYER_H +#include "skaterift.h" +#include "player_common.h" +#include "network_compression.h" +#include "player_effects.h" + +enum player_subsystem{ + k_player_subsystem_walk = 0, + k_player_subsystem_skate = 1, + k_player_subsystem_dead = 2, + k_player_subsystem_drive = 3, + k_player_subsystem_basic_info = 4, + k_player_subsystem_max, + k_player_subsystem_invalid = 255 +}; + +struct player_cam_controller { + enum camera_mode{ + k_cam_firstperson = 1, + k_cam_thirdperson = 0 + } + camera_mode; + f32 camera_type_blend; + + v3f fpv_offset, /* expressed relative to rigidbody */ + tpv_offset, + tpv_offset_extra, + fpv_viewpoint, /* expressed relative to neck bone inverse final*/ + fpv_offset_smooth, + fpv_viewpoint_smooth, + tpv_offset_smooth, + tpv_lpf, + cam_velocity_smooth; +}; + +struct player_subsystem_interface{ + void(*system_register)(void); + void(*bind)(void); + void(*pre_update)(void); + void(*update)(void); + void(*post_update)(void); + void(*im_gui)(void); + void(*animate)(void); + void(*pose)( void *animator, player_pose *pose ); + void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board, + struct player_effects_data *effect_data ); + void(*post_animate)(void); + void(*network_animator_exchange)( bitpack_ctx *ctx, void *data ); + void(*sfx_oneshot)( u8 id, v3f pos, f32 volume ); + + void *animator_data; + u32 animator_size; + + const char *name; +}; + #include "player_ragdoll.h" #include "player_render.h" #include "player_model.h" -#include "player_common.h" + +/* subsystem headers */ #include "player_walk.h" #include "player_skate.h" #include "player_dead.h" #include "player_drive.h" +#include "player_basic_info.h" + +#include "player_replay.h" #define PLAYER_REWIND_FRAMES 60*4 #define RESET_MAX_TIME 45.0 @@ -17,42 +76,17 @@ static i32 k_cinema_fixed = 0; static f32 k_cinema = 0.0f; static i32 k_invert_y = 0; -struct player_instance{ +struct { /* transform definition */ - rigidbody rb, rb_gate_storage; - v3f angles, angles_storage; - - v4f qbasis; - m3x3f basis, invbasis, basis_gate; - world_instance *viewable_world; + rigidbody rb; + v3f angles; /* * Camera management * --------------------------- */ camera cam; - - enum camera_mode{ - k_cam_firstperson = 1, - k_cam_thirdperson = 0 - } - camera_mode; - float camera_type_blend; - - v3f fpv_offset, /* expressed relative to rigidbody */ - tpv_offset, - tpv_offset_extra, - fpv_viewpoint, /* expressed relative to neck bone inverse final */ - fpv_offset_smooth, - fpv_viewpoint_smooth, - tpv_offset_smooth, - tpv_lpf, - cam_velocity_smooth; - - v3f cam_override_pos; - v3f cam_override_angles; - float cam_override_fov; - float cam_override_strength; + struct player_cam_controller cam_control; f32 cam_trackshake; float cam_velocity_influence, @@ -63,182 +97,122 @@ struct player_instance{ cam_velocity_influence_smooth; v3f cam_land_punch, cam_land_punch_v; - ent_gate *gate_waiting; - int immobile; + int rewinded_since_last_gate; + + /* + * Network + * -------------------------------------------------- + */ + u16 boundary_hash; + struct net_sfx { + u8 system, priority, id; + f32 subframe, volume; + v3f location; + } + sfx_buffer[4]; + u32 sfx_buffer_count; + /* * Animation * -------------------------------------------------- */ - struct player_avatar *playeravatar; struct player_ragdoll ragdoll; struct player_model fallback_model; + struct player_board fallback_board; u16 board_view_slot, playermodel_view_slot; + player_pose pose; player_pose holdout_pose; float holdout_time; - struct board_pose board_pose; + m4x3f *final_mtx; /* - * Rewind - * ---------------------------------------------------- + * Subsystems + * ------------------------------------------------- */ - int rewinding, rewind_sound_wait; - struct rewind_frame{ - v3f pos; - v3f ang; - } - *rewind_buffer; - u32 rewind_length; - float rewind_accum; - ent_gate *rewind_gate; - - float rewind_total_length, rewind_predicted_time, - dist_accum; - double rewind_start, rewind_time; + enum player_subsystem subsystem; /* .. prev */ /* - * Subsystems - * ------------------------------------------------- + * Rendering */ - - enum player_subsystem{ - k_player_subsystem_walk = 0, - k_player_subsystem_skate = 1, - k_player_subsystem_dead = 2, - k_player_subsystem_drive = 3 + mdl_context skeleton_meta; + struct skeleton skeleton; + + u32 id_hip, + id_chest, + id_ik_hand_l, + id_ik_hand_r, + id_ik_elbow_l, + id_ik_elbow_r, + id_head, + id_ik_foot_l, + id_ik_foot_r, + id_ik_knee_l, + id_ik_knee_r, + id_wheel_l, + id_wheel_r, + id_board, + id_eyes; + + struct player_effects_data effect_data; +} +static localplayer = { + .rb = { + .co = { 0,0,0 }, + .w = { 0,0,0 }, + .v = { 0,0,0 }, + .q = { 0,0,0,1 }, + .to_world = M4X3_IDENTITY, + .to_local = M4X3_IDENTITY } - subsystem, - subsystem_gate; +}; - struct player_skate _skate; - struct player_walk _walk; - struct player_dead _dead; - struct player_drive _drive; -} -static localplayer; +struct player_subsystem_interface static *player_subsystems[] = { + [k_player_subsystem_walk] = &player_subsystem_walk, + [k_player_subsystem_dead] = &player_subsystem_dead, + [k_player_subsystem_drive] = &player_subsystem_drive, + [k_player_subsystem_skate] = &player_subsystem_skate, + [k_player_subsystem_basic_info]=&player_subsystem_basic_info +}; /* * Gameloop tables * --------------------------------------------------------- */ -VG_STATIC -void (*_player_system_register[])(void) = -{ - player__walk_register, - player__skate_register, - NULL, - NULL -}; - -VG_STATIC -void (*_player_bind[])( player_instance *player ) = -{ - player__walk_bind, - player__skate_bind, - NULL, - player__drive_bind -}; - -VG_STATIC -void (*_player_reset[])( player_instance *player, ent_spawn *rp ) = -{ - player__walk_reset, - player__skate_reset, - NULL, - player__drive_reset -}; - -VG_STATIC -void (*_player_pre_update[])( player_instance *player ) = -{ - player__walk_pre_update, - player__skate_pre_update, - NULL, - player__drive_pre_update -}; - -VG_STATIC -void( *_player_update[])( player_instance *player ) = -{ - player__walk_update, - player__skate_update, - player__dead_update, - player__drive_update -}; - -VG_STATIC -void( *_player_post_update[])( player_instance *player ) = -{ - player__walk_post_update, - player__skate_post_update, - NULL, - player__drive_post_update -}; - -VG_STATIC -void( *_player_im_gui[])( player_instance *player ) = -{ - player__walk_im_gui, - player__skate_im_gui, - NULL, - player__drive_im_gui -}; - -VG_STATIC -void( *_player_animate[])( player_instance *player, player_animation *dest ) = -{ - player__walk_animate, - player__skate_animate, - player__dead_animate, - player__drive_animate -}; - -VG_STATIC -void( *_player_post_animate[])( player_instance *player ) = -{ - player__walk_post_animate, - player__skate_post_animate, - player__dead_post_animate, - player__drive_post_animate -}; - -VG_STATIC -void( *_player_restore[] )( player_instance *player ) = -{ - player__walk_restore, - player__skate_restore, - NULL, - NULL -}; - -PLAYER_API void player__debugtext( int size, const char *fmt, ... ); -PLAYER_API void player__create( player_instance *inst ); -PLAYER_API void player__use_avatar( player_instance *player, - struct player_avatar *av ); -PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh ); -PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex ); -PLAYER_API void player__use_model( player_instance *player, u16 reg_id ); - -PLAYER_API void player__bind( player_instance *player ); -PLAYER_API void player__pre_update( player_instance *player ); -PLAYER_API void player__update( player_instance *player ); -PLAYER_API void player__post_update( player_instance *player ); - -PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate ); -PLAYER_API void player__im_gui( player_instance *player ); -PLAYER_API void player__setpos( player_instance *player, v3f pos ); -PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp ); -PLAYER_API void player__kill( player_instance *player ); - -VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] ); -VG_STATIC void player_apply_transport_to_cam( m4x3f transport ); +static void player__debugtext( int size, const char *fmt, ... ); +static void player__use_mesh( glmesh *mesh ); +static void player__use_texture( vg_tex2d *tex ); +static void player__use_model( u16 reg_id ); + +static void player__bind(void); +static void player__pre_update(void); +static void player__update(void); +static void player__post_update(void); + +static void player__pass_gate( u32 id ); +static void player__im_gui(void); +static void player__setpos( v3f pos ); +static void player__spawn( ent_spawn *rp ); +static void player__clean_refs(void); +static void player__reset(void); +static void player__kill(void); +static void player__begin_holdout( v3f offset ); + +static int localplayer_cmd_respawn( int argc, const char *argv[] ); +static void player_apply_transport_to_cam( m4x3f transport ); + +static void player__clear_sfx_buffer(void); +static void player__networked_sfx( u8 system, u8 priority, u8 id, + v3f pos, f32 volume ); +static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx ); +static void net_sfx_play( struct net_sfx *sfx ); #endif /* PLAYER_H */