network oneshots
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
1 #ifndef PLAYER_H
2 #define PLAYER_H
3
4 #include "skaterift.h"
5 #include "player_common.h"
6 #include "network_compression.h"
7
8 enum player_subsystem{
9 k_player_subsystem_walk = 0,
10 k_player_subsystem_skate = 1,
11 k_player_subsystem_dead = 2,
12 k_player_subsystem_drive = 3,
13 k_player_subsystem_max,
14 k_player_subsystem_invalid = 255
15 };
16
17 struct player_cam_controller {
18 enum camera_mode{
19 k_cam_firstperson = 1,
20 k_cam_thirdperson = 0
21 }
22 camera_mode;
23 f32 camera_type_blend;
24
25 v3f fpv_offset, /* expressed relative to rigidbody */
26 tpv_offset,
27 tpv_offset_extra,
28 fpv_viewpoint, /* expressed relative to neck bone inverse final*/
29 fpv_offset_smooth,
30 fpv_viewpoint_smooth,
31 tpv_offset_smooth,
32 tpv_lpf,
33 cam_velocity_smooth;
34 };
35
36 struct player_subsystem_interface{
37 void(*system_register)(void);
38 void(*bind)(void);
39 void(*reset)( ent_spawn *rp );
40 void(*pre_update)(void);
41 void(*update)(void);
42 void(*post_update)(void);
43 void(*im_gui)(void);
44 void(*animate)(void);
45 void(*pose)( void *animator, player_pose *pose );
46 void(*post_animate)(void);
47 void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
48 void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
49
50 void *animator_data;
51 u32 animator_size;
52
53 const char *name;
54 };
55
56 #include "player_ragdoll.h"
57 #include "player_render.h"
58 #include "player_model.h"
59 #include "player_walk.h"
60 #include "player_skate.h"
61 #include "player_dead.h"
62 #include "player_drive.h"
63 #include "player_replay.h"
64
65 #define PLAYER_REWIND_FRAMES 60*4
66 #define RESET_MAX_TIME 45.0
67
68 static i32 k_cinema_fixed = 0;
69 static f32 k_cinema = 0.0f;
70 static i32 k_invert_y = 0;
71
72 struct {
73 /* transform definition */
74 rigidbody rb;
75 v3f angles;
76
77 v4f qbasis;
78 m3x3f basis, invbasis, basis_gate;
79 world_instance *viewable_world;
80
81 /*
82 * Camera management
83 * ---------------------------
84 */
85 camera cam;
86 struct player_cam_controller cam_control;
87 f32 cam_trackshake;
88
89 float cam_velocity_influence,
90 cam_velocity_coefficient,
91 cam_velocity_constant,
92 cam_velocity_coefficient_smooth,
93 cam_velocity_constant_smooth,
94 cam_velocity_influence_smooth;
95
96 v3f cam_land_punch, cam_land_punch_v;
97 ent_gate *gate_waiting;
98 int immobile;
99
100 /*
101 * Network
102 * --------------------------------------------------
103 */
104 u16 boundary_hash;
105 struct net_sfx {
106 u8 system, priority, id;
107 f32 subframe, volume;
108 v3f location;
109 }
110 sfx_buffer[4];
111 u32 sfx_buffer_count;
112
113 /*
114 * Animation
115 * --------------------------------------------------
116 */
117
118 struct player_avatar *playeravatar;
119 struct player_ragdoll ragdoll;
120 struct player_model fallback_model;
121
122 u16 board_view_slot, playermodel_view_slot;
123
124 player_pose pose;
125 player_pose holdout_pose;
126 float holdout_time;
127
128 m4x3f *final_mtx;
129
130 /*
131 * Subsystems
132 * -------------------------------------------------
133 */
134
135 enum player_subsystem subsystem; /* .. prev */
136 }
137 static localplayer = {
138 .rb = {
139 .co = { 0,0,0 },
140 .w = { 0,0,0 },
141 .v = { 0,0,0 },
142 .q = { 0,0,0,1 },
143 .to_world = M4X3_IDENTITY,
144 .to_local = M4X3_IDENTITY
145 }
146 };
147
148 struct player_subsystem_interface static *player_subsystems[] = {
149 [k_player_subsystem_walk] = &player_subsystem_walk,
150 [k_player_subsystem_dead] = &player_subsystem_dead,
151 [k_player_subsystem_drive] = &player_subsystem_drive,
152 [k_player_subsystem_skate] = &player_subsystem_skate
153 };
154
155 /*
156 * Gameloop tables
157 * ---------------------------------------------------------
158 */
159
160 static void player__debugtext( int size, const char *fmt, ... );
161 static void player__use_avatar( struct player_avatar *av );
162 static void player__use_mesh( glmesh *mesh );
163 static void player__use_texture( vg_tex2d *tex );
164 static void player__use_model( u16 reg_id );
165
166 static void player__bind(void);
167 static void player__pre_update(void);
168 static void player__update(void);
169 static void player__post_update(void);
170
171 static void player__pass_gate( u32 id );
172 static void player__im_gui(void);
173 static void player__setpos( v3f pos );
174 static void player__spawn( ent_spawn *rp );
175 static void player__kill(void);
176 static void player__begin_holdout(void);
177
178 static int localplayer_cmd_respawn( int argc, const char *argv[] );
179 static void player_apply_transport_to_cam( m4x3f transport );
180
181 static void player__clear_sfx_buffer(void);
182 static void player__networked_sfx( u8 system, u8 priority, u8 id,
183 v3f pos, f32 volume );
184 static void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
185 static void net_sfx_play( struct net_sfx *sfx );
186
187 #endif /* PLAYER_H */