update helpers/location to 'frosted' ui
[carveJwlIkooP6JGAAIwe30JlM.git] / player.h
index ec24b865a130c314a085a9bf1875ed18ce705f47..ea4ef46605d5a7ad5a0e03359fa42610eda2d398 100644 (file)
--- a/player.h
+++ b/player.h
@@ -1,57 +1,76 @@
-#ifndef PLAYER_H
-#define PLAYER_H
-
-#include "player_ragdoll.h"
-#include "player_render.h"
-#include "player_model.h"
-#include "player_common.h"
-#include "player_walk.h"
-#include "player_skate.h"
-#include "player_dead.h"
-#include "player_drive.h"
-
-#define PLAYER_REWIND_FRAMES 60*4
-#define RESET_MAX_TIME 45.0
-
-static i32 k_cinema_fixed = 0;
-static f32 k_cinema       = 0.0f;
-static i32 k_invert_y     = 0;
-
-struct player_instance{
-   /* transform definition */
-   rigidbody rb, rb_gate_storage;
-   v3f angles, angles_storage;
-
-   v4f   qbasis;
-   m3x3f basis, invbasis, basis_gate;
-   world_instance *viewable_world;
-
-   /*
-    * Camera management
-    * ---------------------------
-    */
-   camera cam;
+#pragma once
+#include "vg/vg_platform.h"
 
+struct player_cam_controller {
    enum camera_mode{
       k_cam_firstperson = 1,
       k_cam_thirdperson = 0
    }
    camera_mode;
-   float camera_type_blend;
+   f32 camera_type_blend;
 
    v3f fpv_offset,         /* expressed relative to rigidbody */
        tpv_offset,
-       fpv_viewpoint,      /* expressed relative to neck bone inverse final */
+       tpv_offset_extra,
+       fpv_viewpoint,      /* expressed relative to neck bone inverse final*/
        fpv_offset_smooth,
        fpv_viewpoint_smooth,
        tpv_offset_smooth,
        tpv_lpf,
        cam_velocity_smooth;
+};
+
+#include "player_common.h"
+#include "network_compression.h"
+#include "player_effects.h"
+#include "player_api.h"
+#include "player_ragdoll.h"
+#include "player_model.h"
+#include "player_render.h"
+
+struct player_subsystem_interface{
+   void(*system_register)(void);
+   void(*bind)(void);
+   void(*pre_update)(void);
+   void(*update)(void);
+   void(*post_update)(void);
+   void(*im_gui)(void);
+   void(*animate)(void);
+   void(*pose)( void *animator, player_pose *pose );
+   void(*effects)( void *animator, m4x3f *final_mtx, struct player_board *board,
+                   struct player_effects_data *effect_data );
+   void(*post_animate)(void);
+
+   void(*network_animator_exchange)( bitpack_ctx *ctx, void *data );
+   void(*sfx_oneshot)( u8 id, v3f pos, f32 volume );
+
+   void(*sfx_comp)(void *animator);
+   void(*sfx_kill)(void);
+
+   void *animator_data;
+   u32 animator_size;
+
+   const char *name;
+};
+
+#define PLAYER_REWIND_FRAMES 60*4
+#define RESET_MAX_TIME 45.0
+
+extern i32 k_invert_y;
+struct localplayer
+{
+   /* transform definition */
+   rigidbody rb;
+   v3f angles;
+
+   bool have_glider, glider_orphan, drowned;
 
-   v3f cam_override_pos;
-   v3f cam_override_angles;
-   float cam_override_fov;
-   float cam_override_strength;
+   /*
+    * Camera management
+    * ---------------------------
+    */
+   vg_camera cam;
+   struct player_cam_controller cam_control;
    f32 cam_trackshake;
 
    float cam_velocity_influence,
@@ -59,183 +78,119 @@ struct player_instance{
          cam_velocity_constant,
          cam_velocity_coefficient_smooth,
          cam_velocity_constant_smooth,
-         cam_velocity_influence_smooth;
+         cam_velocity_influence_smooth,
+         cam_dist,
+         cam_dist_smooth;
 
    v3f cam_land_punch, cam_land_punch_v;
-
    ent_gate *gate_waiting;
+   int deferred_frame_record;
 
    int immobile;
 
+   int rewinded_since_last_gate;
+
+   /* 
+    * Network
+    * --------------------------------------------------
+    */
+   u16 boundary_hash;
+   struct net_sfx {
+      u8 system, priority, id;
+      f32 subframe, volume;
+      v3f location;
+   }
+   sfx_buffer[4],             /* large timeframe 1/10s; for networking */
+   local_sfx_buffer[2];       /* per framerate 1/30s; for replay */
+   u32 sfx_buffer_count, 
+       local_sfx_buffer_count;
+
    /*
     * Animation
     * --------------------------------------------------
     */
 
-   struct player_avatar  *playeravatar;
    struct player_ragdoll  ragdoll;
    struct player_model    fallback_model;
+   struct player_board    fallback_board;
 
    u16 board_view_slot, playermodel_view_slot;
 
+   player_pose            pose;
    player_pose            holdout_pose;
    float                  holdout_time;
 
-   /*
-    * Rewind
-    * ----------------------------------------------------
-    */
-   int rewinding, rewind_sound_wait;
-
-   struct rewind_frame{
-      v3f pos;
-      v3f ang;
-   }
-   *rewind_buffer;
-   u32 rewind_length;
-   float rewind_accum;
-   ent_gate *rewind_gate;
-
-   float rewind_total_length, rewind_predicted_time,
-         dist_accum;
-   double rewind_start, rewind_time;
+   m4x3f                 *final_mtx;
 
    /*
     * Subsystems
     * -------------------------------------------------
     */
 
-   enum player_subsystem{
-      k_player_subsystem_walk = 0,
-      k_player_subsystem_skate = 1,
-      k_player_subsystem_dead = 2,
-      k_player_subsystem_drive = 3
-   }
-   subsystem,
-   subsystem_gate;
+   enum player_subsystem subsystem, 
+                         observing_system; 
 
-   struct player_skate  _skate;
-   struct player_walk   _walk;
-   struct player_dead   _dead;
-   struct player_drive  _drive;
+   /*
+    * Rendering
+    */
+   mdl_context skeleton_meta;
+   struct skeleton skeleton;
+
+   u8 id_hip,
+      id_chest,
+      id_ik_hand_l,
+      id_ik_hand_r,
+      id_ik_elbow_l,
+      id_ik_elbow_r,
+      id_head,
+      id_foot_l,
+      id_foot_r,
+      id_ik_foot_l,
+      id_ik_foot_r,
+      id_ik_knee_l,
+      id_ik_knee_r,
+      id_wheel_l,
+      id_wheel_r,
+      id_board,
+      id_eyes,
+      id_world;
+
+   u8 skeleton_mirror[32];
+
+   struct player_effects_data effect_data;
 }
-static localplayer;
+extern localplayer;
+extern struct player_subsystem_interface *player_subsystems[];
 
 /*
  * Gameloop tables
  * ---------------------------------------------------------
  */
 
-VG_STATIC
-void (*_player_system_register[])(void) =
-{
-   player__walk_register,
-   player__skate_register,
-   NULL,
-   NULL
-};
-
-VG_STATIC
-void (*_player_bind[])( player_instance *player ) =
-{
-   player__walk_bind,
-   player__skate_bind,
-   NULL,
-   player__drive_bind
-};
-
-VG_STATIC
-void (*_player_reset[])( player_instance *player, ent_spawn *rp ) =
-{
-   player__walk_reset,
-   player__skate_reset,
-   NULL,
-   player__drive_reset
-};
-
-VG_STATIC
-void (*_player_pre_update[])( player_instance *player ) = 
-{
-   player__walk_pre_update,
-   player__skate_pre_update,
-   NULL,
-   player__drive_pre_update
-};
-
-VG_STATIC
-void( *_player_update[])( player_instance *player ) =
-{
-   player__walk_update,
-   player__skate_update,
-   player__dead_update,
-   player__drive_update
-};
-
-VG_STATIC 
-void( *_player_post_update[])( player_instance *player ) =
-{
-   player__walk_post_update,
-   player__skate_post_update,
-   NULL,
-   player__drive_post_update
-};
-
-VG_STATIC
-void( *_player_im_gui[])( player_instance *player ) =
-{
-   player__walk_im_gui,
-   player__skate_im_gui,
-   NULL,
-   player__drive_im_gui
-};
-
-VG_STATIC
-void( *_player_animate[])( player_instance *player, player_animation *dest ) =
-{
-   player__walk_animate,
-   player__skate_animate,
-   player__dead_animate,
-   player__drive_animate
-};
-
-VG_STATIC
-void( *_player_post_animate[])( player_instance *player ) =
-{
-   player__walk_post_animate,
-   player__skate_post_animate,
-   player__dead_post_animate,
-   player__drive_post_animate
-};
-
-VG_STATIC
-void( *_player_restore[] )( player_instance *player ) =
-{
-   player__walk_restore,
-   player__skate_restore,
-   NULL,
-   NULL
-};
-
-PLAYER_API void player__debugtext( int size, const char *fmt, ... );
-PLAYER_API void player__create( player_instance *inst );
-PLAYER_API void player__use_avatar( player_instance *player, 
-                                    struct player_avatar *av );
-PLAYER_API void player__use_mesh( player_instance *player, glmesh *mesh );
-PLAYER_API void player__use_texture( player_instance *player, vg_tex2d *tex );
-PLAYER_API void player__use_model( player_instance *player, u16 reg_id );
-
-PLAYER_API void player__bind( player_instance *player );
-PLAYER_API void player__pre_update( player_instance *player );
-PLAYER_API void player__update( player_instance *player );
-PLAYER_API void player__post_update( player_instance *player );
-
-PLAYER_API void player__pass_gate( player_instance *player, ent_gate *gate );
-PLAYER_API void player__im_gui( player_instance *player );
-PLAYER_API void player__setpos( player_instance *player, v3f pos );
-PLAYER_API void player__spawn( player_instance *player, ent_spawn *rp );
-PLAYER_API void player__kill( player_instance *player );
-
-VG_STATIC int localplayer_cmd_respawn( int argc, const char *argv[] );
-VG_STATIC void player_apply_transport_to_cam( m4x3f transport );
-
-#endif /* PLAYER_H */
+void player_init(void);
+void player__debugtext( int size, const char *fmt, ... );
+void player__use_mesh( glmesh *mesh );
+void player__use_model( u16 reg_id );
+
+void player__bind(void);
+void player__pre_update(void);
+void player__update(void);
+void player__post_update(void);
+
+void player__pass_gate( u32 id );
+void player__im_gui(void);
+void player__setpos( v3f pos );
+void player__spawn( ent_spawn *rp );
+void player__clean_refs(void);
+void player__reset(void);
+void player__kill(void);
+void player__begin_holdout( v3f offset );
+
+int localplayer_cmd_respawn( int argc, const char *argv[] );
+void player_apply_transport_to_cam( m4x3f transport );
+
+void player__clear_sfx_buffer(void);
+void player__networked_sfx( u8 system, u8 priority, u8 id, 
+                            v3f pos, f32 volume );
+void net_sfx_exchange( bitpack_ctx *ctx, struct net_sfx *sfx );
+void net_sfx_play( struct net_sfx *sfx );