X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.h;h=abbc7c51c82a2e81b06aac344c23b3cd5120453f;hb=HEAD;hp=b529a4811cb31fb151fdc531abf3db2e4f76c7f0;hpb=00d08b1e801d6b14fbfc07243271404cc7252e35;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.h b/player_skate.h index b529a48..abbc7c5 100644 --- a/player_skate.h +++ b/player_skate.h @@ -1,10 +1,8 @@ -#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{ @@ -13,6 +11,7 @@ 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, @@ -24,9 +23,10 @@ struct player_skate{ activity, activity_prev; - float reverse, - slip; + u32 grind_cooldown, + surface_cooldown; + f32 reverse, slip, delayed_slip_dir; int manual_direction; /* tricks */ @@ -36,9 +36,21 @@ struct player_skate{ v3f trick_vel, /* measured in units of TAU/s */ trick_euler; /* measured in units of TAU */ + v3f trick_residualv, /* spring */ + trick_residuald; + float trick_time; + enum trick_type{ + k_trick_type_none, + k_trick_type_kickflip, + k_trick_type_shuvit, + k_trick_type_treflip, + } + trick_type; float gravity_bias; + f32 trick_input_collect; + v3f up_dir; v3f head_position; @@ -63,37 +75,79 @@ struct player_skate{ v3f air_init_v, air_init_co; + 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, - state_gate_storage; + state; + + struct player_skate_animator { + v3f root_co; + v4f root_q; + v3f root_v; + + v3f offset, + local_cog; + + f32 slide, + skid, + z, + x, + fly, + grind, + grind_balance, + stand, + push, + jump, + airdir, + weight, + trick_foot, + slap, + subslap, + reverse, + delayed_slip_dir, + grabbing; + + v2f wobble; + f32 foot_offset[2]; + + v4f qfixuptotal; + v4f qflip; + + v3f board_euler; + f32 board_lean; + v2f steer, grab; + + f32 jump_charge; + + /* 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; /* todo: should encode grind type */ + u8 activity, surface; + } + animator; + + f32 collect_feedback; - /* animation /audio */ + /* 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; + *anim_grabs, *anim_stop, + *anim_handplant; /* 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; @@ -110,15 +164,12 @@ struct player_skate{ } main_sample_type; - player_pose holdout; - /* * Physics * ---------------------------------------------------- */ - float substep, - substep_delta; + float substep, substep_delta; struct jump_info{ v3f log[50]; @@ -145,28 +196,32 @@ struct player_skate{ 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; +} +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, @@ -216,10 +271,10 @@ VG_STATIC float 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 ); @@ -246,21 +301,25 @@ VG_STATIC void player__skate_register(void) 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, - 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 */ +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);