breakup walk system and add new exit animation
[carveJwlIkooP6JGAAIwe30JlM.git] / player_remote.h
1 #ifndef PLAYER_REMOTE_H
2 #define PLAYER_REMOTE_H
3
4 #include "player.h"
5 #include "network.h"
6 #include "network_common.h"
7 #include "player_effects.h"
8
9 #define NETWORK_SFX_QUEUE_LENGTH 12
10
11 struct {
12 struct network_player {
13 int active, isfriend, isblocked;
14 u64 steamid;
15 u16 board_view_slot, playermodel_view_slot;
16 enum player_subsystem subsystem;
17
18 /* this is set IF they exist in a world that we have loaded */
19 world_instance *active_world;
20 int world_match[ k_world_max ];
21 u32 location_pstr; /* TODO: valid if active_world set. */
22
23 /* TODO: Compression with server code */
24 char username[ NETWORK_USERNAME_MAX ];
25 char items[k_netmsg_playeritem_max][ADDON_UID_MAX];
26 char chat[ NETWORK_MAX_CHAT ];
27 char region[ NETWORK_REGION_MAX ];
28 u32 region_flags;
29 f64 chat_time;
30
31 /* ui */
32 u32 medals[3];
33 f32 opacity;
34
35 u32 down_bytes;
36 f32 down_kbs;
37
38 struct player_effects_data effect_data;
39 }
40 list[ NETWORK_MAX_PLAYERS ];
41
42 struct interp_buffer {
43 /* collect the most recent 6 frames of animation data */
44 struct interp_frame {
45 int active;
46 f64 timestamp;
47 enum player_subsystem subsystem;
48
49 u8 instance_id;
50 u16 boundary_hash;
51
52 union interp_animdata {
53 /* these aren't accessed directly, just used to take the
54 * max(sizeof) all systems */
55 struct player_skate_animator __skate;
56 struct player_walk_animator __walk;
57 struct player_dead_animator __dead;
58 struct player_basic_info_animator __basic;
59 }
60 data;
61 }
62 frames[ NETWORK_BUFFERFRAMES ];
63
64 f64 t;
65 }
66 interp_data[ NETWORK_MAX_PLAYERS ];
67
68 struct net_sfx sfx_queue[ NETWORK_SFX_QUEUE_LENGTH ];
69
70 m4x3f *final_mtx;
71 struct player_board_pose board_poses[ NETWORK_MAX_PLAYERS ];
72
73 u32 up_bytes;
74 f32 up_kbs, down_kbs;
75 f64 last_data_measurement;
76
77 int chatting;
78 char chat_buffer[ NETWORK_MAX_CHAT ], chat_message[ NETWORK_MAX_CHAT ];
79 f64 chat_time;
80 }
81 static netplayers;
82
83 static void player_remote_rx_200_300( SteamNetworkingMessage_t *msg );
84 static void remote_player_debug_update(void);
85 static void remote_player_send_playerframe(void);
86 static void animate_remote_player( u32 index );
87 static void render_remote_players( world_instance *world, camera *cam );
88 static void relink_all_remote_player_worlds(void);
89 static void player_remote_update_friendflags( struct network_player *remote );
90
91 #endif /* PLAYER_REMOTE_H */