upgrade to vg_msgv2
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "player_ragdoll.h"
5 #include "player_render.h"
6 #include "player_model.h"
7 #include "player_common.h"
8 #include "player_walk.h"
9 #include "player_skate.h"
10 #include "player_dead.h"
11 #include "player_drive.h"
12
13 #define PLAYER_REWIND_FRAMES 60*4
14 #define RESET_MAX_TIME 45.0
15
16 static i32 k_cinema_fixed = 0;
17 static f32 k_cinema = 0.0f;
18 static i32 k_invert_y = 0;
19
20 struct player_instance
21 {
22 /* transform definition */
23 rigidbody rb, rb_gate_storage;
24 v3f angles, angles_storage;
25
26 v4f qbasis;
27 m3x3f basis, invbasis, basis_gate;
28 world_instance *viewable_world;
29
30 /*
31 * Camera management
32 * ---------------------------
33 */
34 camera cam;
35
36 enum camera_mode{
37 k_cam_firstperson = 1,
38 k_cam_thirdperson = 0
39 }
40 camera_mode;
41 float camera_type_blend;
42
43 v3f fpv_offset, /* expressed relative to rigidbody */
44 tpv_offset,
45 fpv_viewpoint, /* expressed relative to neck bone inverse final */
46 fpv_offset_smooth,
47 fpv_viewpoint_smooth,
48 tpv_offset_smooth,
49 tpv_lpf,
50 cam_velocity_smooth;
51
52 v3f cam_override_pos;
53 v3f cam_override_angles;
54 float cam_override_fov;
55 float cam_override_strength;
56 f32 cam_trackshake;
57
58 float cam_velocity_influence,
59 cam_velocity_coefficient,
60 cam_velocity_constant,
61 cam_velocity_coefficient_smooth,
62 cam_velocity_constant_smooth,
63 cam_velocity_influence_smooth;
64
65 v3f cam_land_punch, cam_land_punch_v;
66
67 ent_gate *gate_waiting;
68
69 int immobile;
70
71 /*
72 * Animation
73 * --------------------------------------------------
74 */
75
76 struct player_avatar *playeravatar;
77 struct player_model *playermodel;
78 struct player_ragdoll ragdoll;
79 //struct player_board *board;
80 struct cache_board *board_view_slot;
81
82 player_pose holdout_pose;
83 float holdout_time;
84
85 /*
86 * Rewind
87 * ----------------------------------------------------
88 */
89 int rewinding, rewind_sound_wait;
90
91 struct rewind_frame{
92 v3f pos;
93 v3f ang;
94 }
95 *rewind_buffer;
96 u32 rewind_length;
97 float rewind_accum;
98 ent_gate *rewind_gate;
99
100 float rewind_total_length, rewind_predicted_time,
101 dist_accum;
102 double rewind_start, rewind_time;
103
104 /*
105 * Subsystems
106 * -------------------------------------------------
107 */
108
109 enum player_subsystem{
110 k_player_subsystem_walk = 0,
111 k_player_subsystem_skate = 1,
112 k_player_subsystem_dead = 2,
113 k_player_subsystem_drive = 3
114 }
115 subsystem,
116 subsystem_gate;
117
118 struct player_skate _skate;
119 struct player_walk _walk;
120 struct player_dead _dead;
121 struct player_drive _drive;
122 }
123 static localplayer;
124
125 /*
126 * Gameloop tables
127 * ---------------------------------------------------------
128 */
129
130 VG_STATIC
131 void (*_player_system_register[])(void) =
132 {
133 player__walk_register,
134 player__skate_register,
135 NULL,
136 NULL
137 };
138
139 VG_STATIC
140 void (*_player_bind[])( player_instance *player ) =
141 {
142 player__walk_bind,
143 player__skate_bind,
144 NULL,
145 player__drive_bind
146 };
147
148 VG_STATIC
149 void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
150 {
151 player__walk_reset,
152 player__skate_reset,
153 NULL,
154 player__drive_reset
155 };
156
157 VG_STATIC
158 void (*_player_pre_update[])( player_instance *player ) =
159 {
160 player__walk_pre_update,
161 player__skate_pre_update,
162 NULL,
163 player__drive_pre_update
164 };
165
166 VG_STATIC
167 void( *_player_update[])( player_instance *player ) =
168 {
169 player__walk_update,
170 player__skate_update,
171 player__dead_update,
172 player__drive_update
173 };
174
175 VG_STATIC
176 void( *_player_post_update[])( player_instance *player ) =
177 {
178 player__walk_post_update,
179 player__skate_post_update,
180 NULL,
181 player__drive_post_update
182 };
183
184 VG_STATIC
185 void( *_player_im_gui[])( player_instance *player ) =
186 {
187 player__walk_im_gui,
188 player__skate_im_gui,
189 NULL,
190 player__drive_im_gui
191 };
192
193 VG_STATIC
194 void( *_player_animate[])( player_instance *player, player_animation *dest ) =
195 {
196 player__walk_animate,
197 player__skate_animate,
198 player__dead_animate,
199 player__drive_animate
200 };
201
202 VG_STATIC
203 void( *_player_post_animate[])( player_instance *player ) =
204 {
205 player__walk_post_animate,
206 player__skate_post_animate,
207 player__dead_post_animate,
208 player__drive_post_animate
209 };
210
211 VG_STATIC
212 void( *_player_restore[] )( player_instance *player ) =
213 {
214 player__walk_restore,
215 player__skate_restore,
216 NULL,
217 NULL
218 };
219
220 PLAYER_API void player__debugtext( int size, const char *fmt, ... );
221 PLAYER_API void player__create( player_instance *inst );
222 PLAYER_API void player__use_avatar( player_instance *player,
223 struct player_avatar *av );
224 PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
225 PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
226 PLAYER_API void player__bind( player_instance *player );
227 PLAYER_API void player__pre_update( player_instance *player );
228 PLAYER_API void player__update( player_instance *player );
229 PLAYER_API void player__post_update( player_instance *player );
230
231 PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
232 PLAYER_API void player__im_gui( player_instance *player );
233 PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
234 PLAYER_API void player__kill( player_instance *player );
235
236 VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
237 VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
238
239 #endif /* PLAYER_H */