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