basic npc
[carveJwlIkooP6JGAAIwe30JlM.git] / player_walk.c
index 040426b39a1b5d23a7f0f2d0b13c4898273014e4..b89263433b5a1522570d209e96a2840b6c41c10a 100644 (file)
@@ -1,9 +1,33 @@
-#ifndef PLAYER_WALK_C
-#define PLAYER_WALK_C
+#include "vg/vg_rigidbody_collision.h"
 
+#include "skaterift.h"
+#include "player_walk.h"
+#include "player_skate.h"
+#include "player_dead.h"
 #include "player.h"
 #include "input.h"
 #include "audio.h"
+#include "scene_rigidbody.h"
+
+struct player_walk player_walk;
+struct player_subsystem_interface player_subsystem_walk = 
+{
+   .system_register = player__walk_register,
+   .bind = player__walk_bind,
+   .pre_update = player__walk_pre_update,
+   .update = player__walk_update,
+   .post_update = player__walk_post_update,
+   .im_gui = player__walk_im_gui,
+   .animate = player__walk_animate,
+   .post_animate = player__walk_post_animate,
+   .pose = player__walk_pose,
+   .network_animator_exchange = player__walk_animator_exchange,
+
+   .animator_data = &player_walk.animator,
+   .animator_size = sizeof(player_walk.animator),
+   .name = "Walk"
+};
+
 
 static void player_walk_drop_in_vector( v3f vec ){
    v3f axis, init_dir;
@@ -47,7 +71,7 @@ static void player_walk_generic_to_skate( enum skate_activity init, f32 yaw ){
    player__begin_holdout( (v3f){0.0f,0.0f,0.0f} );
    player__skate_reset_animator();
    player__skate_clear_mechanics();
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
    v3_copy( (v3f){yaw,0.0f,0.0f}, player_skate.state.trick_euler );
 
    if( init == k_skate_activity_air )
@@ -68,7 +92,7 @@ static void player_walk_drop_in_to_skate(void){
    v3f init_velocity;
    player_walk_drop_in_vector( init_velocity );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
    v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 1.0f, 
                player_skate.state.cog );
    v3_copy( init_velocity, player_skate.state.cog_v );
@@ -264,6 +288,7 @@ static void player_walk_pre_ground(void){
    if( button_down(k_srbind_sit) ){
       v3_zero( localplayer.rb.v );
       w->state.activity = k_walk_activity_sit;
+      w->state.transition_t = 0.0f;
       return;
    }
 
@@ -338,7 +363,7 @@ static void player_walk_pre_popoff(void){
    }
 }
 
-static void player__walk_pre_update(void){
+void player__walk_pre_update(void){
    struct player_walk *w = &player_walk;
 
    if( localplayer.immobile ) return;
@@ -367,7 +392,7 @@ static void player_accelerate( v3f v, v3f movedir, f32 speed, f32 accel ){
    if( addspeed <= 0 )
       return;
 
-   float accelspeed = accel * k_rb_delta * speed;
+   float accelspeed = accel * vg.time_fixed_delta * speed;
 
    if( accelspeed > addspeed )
       accelspeed = addspeed;
@@ -383,7 +408,7 @@ static void player_friction( v3f v, f32 friction ){
    if( speed < 0.04f )
       return;
 
-   drop += control * friction * k_rb_delta;
+   drop += control * friction * vg.time_fixed_delta;
 
    float newspeed = vg_maxf( 0.0f, speed - drop );
    newspeed /= speed;
@@ -449,6 +474,7 @@ static void player_walk_update_generic(void){
          player__networked_sfx( k_player_subsystem_walk, 32, 
                                 k_player_walk_soundeffect_splash,
                                 localplayer.rb.co, 1.0f );
+         vg_info( "player fell of due to walking into walker\n" );
          player__dead_transition( k_player_die_type_generic );
          return;
       }
@@ -456,14 +482,14 @@ static void player_walk_update_generic(void){
 
    enum walk_activity prev_state = w->state.activity;
 
-   w->collider.height = 2.0f;
-   w->collider.radius = 0.3f;
+   w->collider.h = 2.0f;
+   w->collider.r = 0.3f;
 
    m4x3f mtx;
    m3x3_copy( localplayer.rb.to_world, mtx );
    v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
 
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__WHITE );
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__WHITE );
 
    rb_ct manifold[64];
    int len;
@@ -478,7 +504,7 @@ static void player_walk_update_generic(void){
     */
 
    len = rb_capsule__scene( mtx, &w->collider, NULL, 
-                            &world->rb_geo.inf.scene, manifold, 0 );
+                            world->geo_bh, manifold, 0 );
    player_walk_custom_filter( world, manifold, len, 0.01f );
    len = rb_manifold_apply_filtered( manifold, len );
 
@@ -488,7 +514,7 @@ static void player_walk_update_generic(void){
    w->surface = k_surface_prop_concrete;
 
    for( int i=0; i<len; i++ ){
-      struct contact *ct = &manifold[i];
+      rb_ct *ct = &manifold[i];
       rb_debug_contact( ct );
 
       if( player_walk_normal_standable( ct->n ) ){
@@ -501,7 +527,7 @@ static void player_walk_update_generic(void){
             w->surface = surf->info.surface_prop;
       }
 
-      rb_prepare_contact( ct, k_rb_delta );
+      rb_prepare_contact( ct, vg.time_fixed_delta );
    }
 
    /* 
@@ -561,7 +587,7 @@ static void player_walk_update_generic(void){
     */
    for( int j=0; j<5; j++ ){
       for( int i=0; i<len; i++ ){
-         struct contact *ct = &manifold[i];
+         rb_ct *ct = &manifold[i];
          
          /*normal */
          float vn = -v3_dot( localplayer.rb.v, ct->n );
@@ -581,22 +607,22 @@ static void player_walk_update_generic(void){
 
       v3f pa, pb;
       v3_copy( localplayer.rb.co, pa );
-      pa[1] += w->collider.radius + max_dist;
+      pa[1] += w->collider.r + max_dist;
       v3_add( pa, (v3f){0, -max_dist * 2.0f, 0}, pb );
       vg_line( pa, pb, 0xff000000 );
 
       v3f n;
       float t;
       if( spherecast_world( world, pa, pb, 
-                            w->collider.radius, &t, n, 0 ) != -1 ){
+                            w->collider.r, &t, n, 0 ) != -1 ){
          if( player_walk_normal_standable(n) ){
             v3_lerp( pa, pb, t, localplayer.rb.co );
-            localplayer.rb.co[1] += -w->collider.radius - k_penetration_slop;
+            localplayer.rb.co[1] += -w->collider.r - k_penetration_slop;
             w->state.activity = k_walk_activity_ground;
 
             float d = -v3_dot(n,localplayer.rb.v);
             v3_muladds( localplayer.rb.v, n, d, localplayer.rb.v );
-            localplayer.rb.v[1] += -k_gravity * k_rb_delta;
+            localplayer.rb.v[1] += -k_gravity * vg.time_fixed_delta;
          }
       }
    }
@@ -610,7 +636,7 @@ static void player_walk_update_generic(void){
 
    /* integrate */
    if( w->state.activity == k_walk_activity_air ){
-      localplayer.rb.v[1] += -k_gravity*k_rb_delta;
+      localplayer.rb.v[1] += -k_gravity*vg.time_fixed_delta;
    }
 
    if( localplayer.immobile ){
@@ -618,10 +644,10 @@ static void player_walk_update_generic(void){
       localplayer.rb.v[2] = 0.0f;
    }
 
-   v3_muladds( localplayer.rb.co, localplayer.rb.v, k_rb_delta, 
+   v3_muladds( localplayer.rb.co, localplayer.rb.v, vg.time_fixed_delta, 
                localplayer.rb.co );
    v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__GREEN );
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__GREEN );
 
    /* 
     * CCD routine 
@@ -630,7 +656,7 @@ static void player_walk_update_generic(void){
     */
    v3f lwr_prev,
        lwr_now,
-       lwr_offs = { 0.0f, w->collider.radius, 0.0f };
+       lwr_offs = { 0.0f, w->collider.r, 0.0f };
 
    v3_add( lwr_offs, w->state.prev_pos, lwr_prev );
    v3_add( lwr_offs, localplayer.rb.co, lwr_now );
@@ -641,16 +667,15 @@ static void player_walk_update_generic(void){
    float movedist = v3_length( movedelta );
 
    if( movedist > 0.3f ){
-      float t, sr = w->collider.radius-0.04f;
+      float t, sr = w->collider.r-0.04f;
       v3f n;
 
       if( spherecast_world( world, lwr_prev, lwr_now, sr, &t, n, 0 ) != -1 ){
          v3_lerp( lwr_prev, lwr_now, vg_maxf(0.01f,t), localplayer.rb.co );
-         localplayer.rb.co[1] -= w->collider.radius;
-         rb_update_transform( &localplayer.rb );
-
+         localplayer.rb.co[1] -= w->collider.r;
+         rb_update_matrices( &localplayer.rb );
          v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
-         vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__RED);
+         vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__RED);
       }
    }
 
@@ -663,11 +688,11 @@ static void player_walk_update_generic(void){
       v4f transport_rotation;
       m3x3_q( gate->transport, transport_rotation );
       q_mul( transport_rotation, localplayer.rb.q, localplayer.rb.q );
-
-      rb_update_transform( &localplayer.rb );
+      q_normalize( localplayer.rb.q );
+      rb_update_matrices( &localplayer.rb );
       player__pass_gate( id );
    }
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    if( (prev_state == k_walk_activity_oregular) ||
        (prev_state == k_walk_activity_oair) ||
@@ -680,7 +705,7 @@ static void player_walk_update_generic(void){
                             k_runspeed );
 }
 
-static void player__walk_post_update(void){
+void player__walk_post_update(void){
    struct player_walk *w = &player_walk;
 
    m4x3f mtx;
@@ -688,8 +713,8 @@ static void player__walk_post_update(void){
    v3_add( localplayer.rb.co, (v3f){0,1,0}, mtx[3] );
 
    float substep = vg.time_fixed_extrapolate;
-   v3_muladds( mtx[3], localplayer.rb.v, k_rb_delta*substep, mtx[3] );
-   vg_line_capsule( mtx, w->collider.radius, w->collider.height, VG__YELOW );
+   v3_muladds( mtx[3], localplayer.rb.v, vg.time_fixed_delta*substep, mtx[3] );
+   vg_line_capsule( mtx, w->collider.r, w->collider.h, VG__YELOW );
 
    /* Calculate header */
    v3f v;
@@ -734,22 +759,19 @@ static void player__walk_post_update(void){
       audio_lock();
       if( w->surface == k_surface_prop_concrete ){
          audio_oneshot_3d( 
-               &audio_footsteps[vg_randu32(&vg.rand) % 
-                                 vg_list_size(audio_footsteps)], 
+               &audio_footsteps[vg_randu32(&vg.rand) % 4],
                localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_grass ){
          audio_oneshot_3d( 
-           &audio_footsteps_grass[ vg_randu32(&vg.rand) %
-                                    vg_list_size(audio_footsteps_grass)],
+           &audio_footsteps_grass[ vg_randu32(&vg.rand) % 6 ],
             localplayer.rb.co, 40.0f, 1.0f 
          );
       }
       else if( w->surface == k_surface_prop_wood ){
          audio_oneshot_3d( 
-           &audio_footsteps_wood[ vg_randu32(&vg.rand) %
-                                    vg_list_size(audio_footsteps_wood)],
+           &audio_footsteps_wood[ vg_randu32(&vg.rand) % 6 ],
             localplayer.rb.co, 40.0f, 1.0f 
          );
       }
@@ -759,7 +781,7 @@ static void player__walk_post_update(void){
    w->state.step_phase = walk_phase;
 }
 
-static void player__walk_update(void){
+void player__walk_update(void){
    struct player_walk *w = &player_walk;
 
    if( (w->state.activity == k_walk_activity_air) ||
@@ -796,7 +818,7 @@ static void player_walk_animate_drop_in(void){
    v3_lerp( localplayer.rb.co, final_co, animator->transition_t, 
             localplayer.rb.co );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 
    v3_muladds( localplayer.rb.co, localplayer.rb.to_world[1], 
                -0.1f*animator->transition_t, localplayer.rb.co );
@@ -839,7 +861,7 @@ static void player_walk_animate_generic(void){
    q_mul( localplayer.rb.q, qrev, animator->root_q );
 }
 
-static void player__walk_animate(void){
+void player__walk_animate(void){
    struct player_walk *w = &player_walk;
    player_pose *pose = &localplayer.pose;
    struct player_walk_animator *animator = &w->animator;
@@ -892,6 +914,13 @@ static void player__walk_animate(void){
    }
    else
       localplayer.cam_velocity_influence = 0.0f;
+
+   if( w->state.activity == k_walk_activity_sit ){
+      localplayer.cam_dist = 3.8f;
+   }
+   else {
+      localplayer.cam_dist = 1.8f;
+   }
 }
 
 static void player_walk_pose_sit( struct player_walk_animator *animator,
@@ -931,7 +960,7 @@ enum walk_transition_type {
 static void player_walk_pose_transition( 
       struct player_walk_animator *animator, struct skeleton_anim *anim,
       enum walk_transition_type type,
-      mdl_keyframe apose[32], player_pose *pose ){
+      mdl_keyframe apose[32], f32 *mask, player_pose *pose ){
 
    mdl_keyframe bpose[32];
 
@@ -960,10 +989,15 @@ static void player_walk_pose_transition(
    q_mul( kf_board->q, qyaw, kf_board->q );
    q_normalize( kf_board->q );
 
-   skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
+   if( mask ){
+      for( i32 i=0; i<sk->bone_count-1; i ++ )
+         keyframe_lerp( apose+i, bpose+i, blend*mask[i], pose->keyframes+i );
+   }
+   else
+      skeleton_lerp_pose( sk, apose, bpose, blend, pose->keyframes );
 }
 
-static void player__walk_pose( void *_animator, player_pose *pose ){
+void player__walk_pose( void *_animator, player_pose *pose ){
    struct player_walk *w = &player_walk;
    struct player_walk_animator *animator = _animator;
    struct skeleton *sk = &localplayer.skeleton;
@@ -1017,26 +1051,48 @@ static void player__walk_pose( void *_animator, player_pose *pose ){
    }
    else if( animator->activity == k_walk_activity_odrop_in ){
       player_walk_pose_transition( 
-            animator, w->anim_drop_in, k_walk_transition_out, apose, pose );
+            animator, w->anim_drop_in, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_oair ){
       player_walk_pose_transition(
-            animator, w->anim_jump_to_air, k_walk_transition_out, apose, pose );
+            animator, w->anim_jump_to_air, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_oregular ){
       player_walk_pose_transition( 
-            animator, w->anim_intro, k_walk_transition_out, apose, pose );
+            animator, w->anim_intro, k_walk_transition_out, apose, 
+            NULL, pose );
    }
    else if( animator->activity == k_walk_activity_ipopoff ){
-      player_walk_pose_transition( 
-            animator, w->anim_popoff, k_walk_transition_in, apose, pose );
+      if( animator->run > 0.2f ){
+         f32 t = 1.0f-vg_minf( animator->run-0.2f, 1.0f ),
+             mask[ 32 ];
+
+         for( u32 i=0; i<32; i ++ ) 
+            mask[i] = 1.0f;
+
+         mask[ localplayer.id_ik_foot_l-1 ] = t;
+         mask[ localplayer.id_ik_foot_r-1 ] = t;
+         mask[ localplayer.id_ik_knee_l-1 ] = t;
+         mask[ localplayer.id_ik_knee_r-1 ] = t;
+         mask[ localplayer.id_hip-1 ] = t;
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               mask, pose );
+      }
+      else{
+         player_walk_pose_transition( 
+               animator, w->anim_popoff, k_walk_transition_in, apose,
+               NULL, pose );
+      }
    }
    else {
       skeleton_copy_pose( sk, apose, pose->keyframes );
    }
 }
 
-static void player__walk_post_animate(void){
+void player__walk_post_animate(void){
    /* 
     * Camera 
     */
@@ -1044,7 +1100,7 @@ static void player__walk_post_animate(void){
 
 }
 
-static void player__walk_im_gui(void){
+void player__walk_im_gui(void){
    struct player_walk *w = &player_walk;
    player__debugtext( 1, "V:  %5.2f %5.2f %5.2f (%5.2fm/s)",
       localplayer.rb.v[0], localplayer.rb.v[1], localplayer.rb.v[2],
@@ -1069,11 +1125,13 @@ static void player__walk_im_gui(void){
                                              "wood",
                                              "grass",
                                              "tiles",
-                                             "metal" }
+                                             "metal",
+                                             "snow",
+                                             "sand" }
                                              [w->surface] );
 }
 
-static void player__walk_bind(void){
+void player__walk_bind(void){
    struct player_walk *w = &player_walk;
    struct skeleton *sk = &localplayer.skeleton;
 
@@ -1088,7 +1146,7 @@ static void player__walk_bind(void){
    w->anim_popoff       = skeleton_get_anim( sk, "pop_off_short" );
 }
 
-static void player__walk_transition( bool grounded, f32 board_yaw ){
+void player__walk_transition( bool grounded, f32 board_yaw ){
    struct player_walk *w = &player_walk;
    w->state.activity = k_walk_activity_air;
 
@@ -1102,10 +1160,11 @@ static void player__walk_transition( bool grounded, f32 board_yaw ){
    w->state.walk_timer = 0.0f;
    w->state.step_phase = 0;
    w->animator.board_yaw = fmodf( board_yaw, 2.0f );
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 }
 
-static void player__walk_reset(void){
+void player__walk_reset(void)
+{
    struct player_walk *w = &player_walk;
    w->state.activity = k_walk_activity_air;
    w->state.transition_t = 0.0f;
@@ -1115,17 +1174,16 @@ static void player__walk_reset(void){
    q_axis_angle( localplayer.rb.q, (v3f){0.0f,1.0f,0.0f}, 
                  atan2f(fwd[0], fwd[2]) );
 
-   rb_update_transform( &localplayer.rb );
+   rb_update_matrices( &localplayer.rb );
 }
 
-static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
+void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
    struct player_walk_animator *animator = data;
 
    bitpack_qv3f( ctx, 24, -1024.0f, 1024.0f, animator->root_co );
    bitpack_qquat( ctx, animator->root_q );
    bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->fly );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->run );
-   bitpack_qf32( ctx, 8, 0.0f, 1.0f, &animator->walk );
+   bitpack_qf32( ctx, 8, 0.0f, k_runspeed, &animator->run );
    bitpack_qf32( ctx, 16, 0.0f, 120.0f, &animator->walk_timer );
 
    for( int i=0; i<1; i++ ){ /* without this you get a warning from gcc. lol */
@@ -1144,7 +1202,7 @@ static void player__walk_animator_exchange( bitpack_ctx *ctx, void *data ){
    bitpack_qf32( ctx, 16, -100.0f, 100.0f, &animator->board_yaw );
 }
 
-static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
+void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
    audio_lock();
 
    if( id == k_player_walk_soundeffect_splash ){
@@ -1153,4 +1211,3 @@ static void player__walk_sfx_oneshot( u8 id, v3f pos, f32 volume ){
 
    audio_unlock();
 }
-#endif /* PLAYER_DEVICE_WALK_H */