X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player.h;h=ec24b865a130c314a085a9bf1875ed18ce705f47;hb=ae7167001d7f442b08354b32873cd29c3fb4c74e;hp=3e23d1713b963e6fae24355209db4568c5210816;hpb=01e2535f8daaab0e3d46dcc61a08a9268babd47c;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player.h b/player.h index 3e23d17..ec24b86 100644 --- a/player.h +++ b/player.h @@ -1,8 +1,9 @@ #ifndef PLAYER_H #define PLAYER_H -#include "player_api.h" - +#include "player_ragdoll.h" +#include "player_render.h" +#include "player_model.h" #include "player_common.h" #include "player_walk.h" #include "player_skate.h" @@ -10,9 +11,13 @@ #include "player_drive.h" #define PLAYER_REWIND_FRAMES 60*4 +#define RESET_MAX_TIME 45.0 -struct player_instance -{ +static i32 k_cinema_fixed = 0; +static f32 k_cinema = 0.0f; +static i32 k_invert_y = 0; + +struct player_instance{ /* transform definition */ rigidbody rb, rb_gate_storage; v3f angles, angles_storage; @@ -44,40 +49,23 @@ struct player_instance cam_velocity_smooth; v3f cam_override_pos; - v2f cam_override_angles; + v3f cam_override_angles; + float cam_override_fov; float cam_override_strength; + f32 cam_trackshake; float cam_velocity_influence, cam_velocity_coefficient, cam_velocity_constant, cam_velocity_coefficient_smooth, cam_velocity_constant_smooth, - cam_velocity_influence_smooth, - cam_land_punch, - cam_land_punch_v; + cam_velocity_influence_smooth; + + v3f cam_land_punch, cam_land_punch_v; ent_gate *gate_waiting; - /* - * Input - * -------------------------------- - */ - struct input_binding *input_js1h, - *input_js1v, - *input_js2h, - *input_js2v, - *input_jump, - *input_push, - *input_trick0, - *input_trick1, - *input_trick2, - *input_walk, - *input_walkh, - *input_walkv, - *input_use, - *input_reset, - *input_grab, - *input_camera; + int immobile; /* * Animation @@ -85,9 +73,10 @@ struct player_instance */ struct player_avatar *playeravatar; - glmesh *playermesh; struct player_ragdoll ragdoll; - vg_tex2d *playertex; + struct player_model fallback_model; + + u16 board_view_slot, playermodel_view_slot; player_pose holdout_pose; float holdout_time; @@ -129,13 +118,23 @@ struct player_instance struct player_walk _walk; struct player_dead _dead; struct player_drive _drive; -}; +} +static localplayer; /* * 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 ) = { @@ -217,13 +216,26 @@ void( *_player_restore[] )( player_instance *player ) = NULL }; -/* implementation */ - -#include "player.c" -#include "player_common.c" -#include "player_walk.c" -#include "player_skate.c" -#include "player_dead.c" -#include "player_drive.c" +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 ); #endif /* PLAYER_H */