X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.h;h=0f5c70cac6d6303a7e2b3704fea4afdd67984d91;hb=ce0205fd929e5fb1446f8c52fcab344884d82569;hp=3d1a9806c93fb70d3dc01d74daa2832199e7ce8d;hpb=3e59ac7081ea3005060b56449bc77c8f73cdc6b6;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.h b/player_skate.h index 3d1a980..0f5c70c 100644 --- a/player_skate.h +++ b/player_skate.h @@ -1,10 +1,9 @@ #ifndef PLAYER_SKATE_H #define PLAYER_SKATE_H +#include "player.h" #include "player_api.h" -#define SKATE_CCD - typedef struct jump_info jump_info; struct player_skate{ @@ -194,51 +193,19 @@ struct player_skate{ } 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; +static player_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, @@ -290,8 +257,7 @@ VG_STATIC float k_grind_balance = -40.0f; -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 ); @@ -320,19 +286,39 @@ VG_STATIC void player__skate_register(void) 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 ); -VG_STATIC void player__skate_pose( player_instance *player, player_pose *pose ); -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 ); +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_post_animate (void); +static void player__skate_reset (ent_spawn *rp); +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, + .reset = player__skate_reset, + .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, + .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 */