chaos caused by async
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fc10b7341fc0487cff6ba9b68ddde5f87efff120..7029edc774f1fe9b6bdb722d7b0a31141d45a86f 100644 (file)
@@ -124,15 +124,15 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    v3_normalize( support_axis );
    
    while( bh_next( world->geo_bh, &it, box, &idx ) ){
-      u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
+      u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-      if( !(surf->info.flags & k_material_flag_skate_surface) )
+      if( !(surf->info.flags & k_material_flag_grindable) )
          continue;
 
       for( int j=0; j<3; j++ )
-         v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
+         v3_copy( world->scene_geo.arrvertices[ptri[j]].co, tri[j] );
 
       for( int j=0; j<3; j++ ){
          int i0 = j,
@@ -519,7 +519,7 @@ void player__approximate_best_trajectory( player_instance *player )
             v3_copy( co, inf->log[ inf->log_length ++ ] ); 
 
             v3_copy( n, inf->n );
-            u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ];
+            u32 *tri = &trace_world->scene_geo.arrindices[ idx*3 ];
             struct world_surface *surf = 
                world_tri_index_surface( trace_world, tri[0] );
 
@@ -532,11 +532,13 @@ void player__approximate_best_trajectory( player_instance *player )
             inf->score = -v3_dot( ve, inf->n );
             inf->land_dist = t + k_trace_delta * t1;
 
-            
             /* Bias prediction towords ramps */
-            if( !(surf->info.flags & k_material_flag_skate_surface) )
+            if( !(surf->info.flags & k_material_flag_skate_target) )
                inf->score *= 10.0f;
 
+            if( surf->info.flags & k_material_flag_boundary )
+               s->possible_jump_count --;
+
             break;
          }
          
@@ -1161,7 +1163,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       jump_info *jump = &s->possible_jumps[i];
 
       if( jump->log_length == 0 ){
-         vg_fatal_exit_loop( "assert: jump->log_length == 0\n" );
+         vg_fatal_error( "assert: jump->log_length == 0\n" );
       }
       
       for( int j=0; j<jump->log_length - 1; j ++ ){
@@ -1402,11 +1404,11 @@ int skate_compute_surface_alignment( player_instance *player,
 
       if( idx != -1 )
       {
-         u32 *tri = &world->scene_geo->arrindices[ idx * 3 ];
+         u32 *tri = &world->scene_geo.arrindices[ idx * 3 ];
          v3f verts[3];
 
          for( int j=0; j<3; j++ )
-            v3_copy( world->scene_geo->arrvertices[ tri[j] ].co, verts[j] );
+            v3_copy( world->scene_geo.arrvertices[ tri[j] ].co, verts[j] );
 
          v3f vert0, vert1, n;
          v3_sub( verts[1], verts[0], vert0 );
@@ -1949,7 +1951,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    struct player_skate *s = &player->_skate;
 
    if( s->grind_cooldown > 100 ){
-      vg_fatal_exit_loop( "wth!\n" );
+      vg_fatal_error( "wth!\n" );
    }
 
    /* debounces this state manager a little bit */
@@ -2955,15 +2957,20 @@ VG_STATIC void player__skate_animate( player_instance *player,
       q_mul( kf_board->q, qtrick, kf_board->q );
       q_normalize( kf_board->q );
 
+      struct player_board *board = player->playerboard;
 
       /* foot weight distribution */
       if( s->blend_weight > 0.0f ){
-         kf_foot_l->co[2] += s->blend_weight * 0.2f;
-         kf_foot_r->co[2] += s->blend_weight * 0.1f;
+         kf_foot_l->co[2] = 
+            vg_lerpf( kf_foot_l->co[2], 
+                      board->truck_positions[k_board_truck_back][2]+0.3f, 
+                      0.5f*s->blend_weight );
       }
       else{
-         kf_foot_r->co[2] += s->blend_weight * 0.3f;
-         kf_foot_l->co[2] += s->blend_weight * 0.1f;
+         kf_foot_r->co[2] = 
+            vg_lerpf( kf_foot_r->co[2], 
+                      board->truck_positions[k_board_truck_front][2]-0.3f, 
+                      -0.5f*s->blend_weight );
       }
 
       float slapm = vg_maxf( 1.0f-v3_length2( s->state.trick_vel ), 0.0f );