fix long standing grind bug
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fed00580d88dedfa414942e23710ea2b1c64f2de..87c8cba7483e9ea22e07e042b967e34189eb4309 100644 (file)
@@ -5,6 +5,7 @@
 #include "audio.h"
 #include "vg/vg_perlin.h"
 #include "menu.h"
+#include "ent_skateshop.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -54,7 +55,7 @@ VG_STATIC int skate_collide_smooth( player_instance *player,
                                     m4x3f mtx, rb_sphere *sphere,
                                     rb_ct *man )
 {
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    int len = 0;
    len = rb_sphere__scene( mtx, sphere, NULL, &world->rb_geo.inf.scene, man );
@@ -91,7 +92,7 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
                                   v3f pos, v3f dir, float r,
                                   struct grind_info *inf )
 {
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    v4f plane;
    v3_copy( dir, plane );
@@ -101,13 +102,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    boxf box;
    v3_add( pos, (v3f){ r, r, r }, box[1] );
    v3_sub( pos, (v3f){ r, r, r }, box[0] );
-   
-   bh_iter it;
-   bh_iter_init( 0, &it );
-   int idx;
 
-   struct grind_sample
-   {
+   struct grind_sample{
       v2f co;
       v2f normal;
       v3f normal3,
@@ -123,7 +119,11 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
    v3_cross( plane, player->basis[1], support_axis );
    v3_normalize( support_axis );
    
-   while( bh_next( world->geo_bh, &it, box, &idx ) ){
+   bh_iter it;
+   bh_iter_init_box( 0, &it, box );
+   i32 idx;
+   
+   while( bh_next( world->geo_bh, &it, &idx ) ){
       u32 *ptri = &world->scene_geo.arrindices[ idx*3 ];
       v3f tri[3];
 
@@ -233,10 +233,8 @@ too_many_samples:
          float yi = v3_dot( player->basis[1], si->normal3 ),
                yj = v3_dot( player->basis[1], sj->normal3 );
 
-         if( yi > yj )
-            v3_add( si->normal3, average_normal, average_normal );
-         else
-            v3_add( sj->normal3, average_normal, average_normal );
+         if( yi > yj ) v3_add( si->normal3, average_normal, average_normal );
+         else          v3_add( sj->normal3, average_normal, average_normal );
 
          passed_samples ++;
       }
@@ -347,7 +345,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
-   world_instance *world0 = get_active_world();
+   world_instance *world0 = world_current_instance();
 
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
@@ -501,7 +499,7 @@ void player__approximate_best_trajectory( player_instance *player )
                m3x3_mul( gate->transport, basis, basis );
 
                if( gate->type == k_gate_type_nonlocel ){
-                  trace_world = &world_global.worlds[ gate->target ];
+                  trace_world = &world_static.worlds[ gate->target ];
                }
             }
          }
@@ -669,7 +667,7 @@ invalidated_grind:;
       }
 
       v2f steer;
-      v2_copy( srinput.joy_steer, steer ); 
+      joystick_state( k_srjoystick_steer, steer );
       v2_normalize_clamp( steer );
 
       if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
@@ -790,7 +788,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   float grabt = srinput.axis_grab;
+   float grabt = axis_state( k_sraxis_grab );
 
    if( grabt > 0.5f ){
       v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, 
@@ -808,9 +806,12 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
+   v2f jsteer;
+   joystick_state( k_srjoystick_steer, jsteer );
+
    /* Steering */
-   float steer = srinput.joy_steer[0],
-         grab  = srinput.axis_grab;
+   float steer = jsteer[0],
+         grab  = axis_state( k_sraxis_grab );
 
    steer = vg_signf( steer ) * steer*steer * k_steer_ground;
 
@@ -958,7 +959,10 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
          s->grind_cooldown = 30;
          s->state.activity = k_skate_activity_ground;
 
-         float tilt  = srinput.joy_steer[0] * 0.4f;
+         v2f steer;
+         joystick_state( k_srjoystick_steer, steer );
+
+         float tilt  = steer[0] * 0.3f;
                tilt *= vg_signf(v3_dot( player->rb.v, s->grind_dir ));
 
          v4f qtilt;
@@ -973,7 +977,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
       s->state.jump_time = vg.time;
 
       audio_lock();
-      audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f );
+      audio_oneshot_3d( &audio_jumps[vg_randu32()%2], player->rb.co, 40.0f, 1.0f );
       audio_unlock();
    }
 }
@@ -989,7 +993,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
 
    /* Throw / collect routine 
     */
-   if( srinput.axis_grab > 0.5f ){
+   if( axis_state( k_sraxis_grab ) > 0.5f ){
       if( s->state.activity == k_skate_activity_ground ){
          /* Throw */
          v3_muls( player->rb.to_world[1], k_mmthrow_scale, s->state.throw_v );
@@ -1033,8 +1037,8 @@ VG_STATIC void skate_apply_cog_model( player_instance *player )
    v3_copy( s->state.up_dir, ideal_dir );
    v3_normalize( ideal_dir );
 
-   v3_muladds( player->rb.co, ideal_dir,
-               1.0f-srinput.axis_grab, ideal_cog );
+   float grab = axis_state( k_sraxis_grab );
+   v3_muladds( player->rb.co, ideal_dir, 1.0f-grab, ideal_cog );
    v3_sub( ideal_cog, s->state.cog, ideal_diff );
 
    /* Apply velocities */
@@ -1185,13 +1189,10 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       slide = 0.0f;
    }
 
-   static float menu_gate = 1.0f;
-   menu_gate = vg_lerpf( menu_gate, 1-cl_menu, vg.time_frame_delta*4.0f );
-
-   float
-         vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * menu_gate,
-         vol_air     = sqrtf(       air *attn * 0.5f )              * menu_gate,
-         vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * menu_gate;
+   f32 gate        = 1.0f-menu.factive,
+       vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ) * gate,
+       vol_air     = sqrtf(       air *attn * 0.5f )              * gate,
+       vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f )       * gate;
 
    const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
 
@@ -1316,7 +1317,7 @@ int skate_compute_surface_alignment( player_instance *player,
                                      v3f surface_normal, v3f axel_dir )
 {
    struct player_skate *s = &player->_skate;
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    v3f truck, left, right;
    m4x3_mulv( player->rb.to_world, ra, truck );
@@ -1443,14 +1444,16 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
 
    int reverse_dir = v3_dot( player->rb.to_world[2], player->rb.v ) < 0.0f?1:-1;
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
    if( s->state.manual_direction == 0 ){
-      if( (srinput.joy_steer[1] > 0.7f) && 
-          (s->state.activity == k_skate_activity_ground) &&
+      if( (steer[1] > 0.7f) && (s->state.activity == k_skate_activity_ground) &&
           (s->state.jump_charge <= 0.01f) )
          s->state.manual_direction = reverse_dir;
    }
    else{
-      if( srinput.joy_steer[1] < 0.1f ){
+      if( steer[1] < 0.1f ){
          s->state.manual_direction = 0;
       }
       else{
@@ -1461,7 +1464,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
    }
 
    if( s->state.manual_direction ){
-      float amt = vg_minf( srinput.joy_steer[1] * 8.0f, 1.0f );
+      float amt = vg_minf( steer[1] * 8.0f, 1.0f );
       s->weight_distribution[2] = k_board_length * amt * 
                                           (float)s->state.manual_direction;
    }
@@ -1527,7 +1530,7 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
    v3_muls( dir, 1.0f/ray.dist, dir );
    ray.dist -= 0.025f;
 
-   if( ray_world( get_active_world(), origin, dir, &ray ) )
+   if( ray_world( world_current_instance(), origin, dir, &ray ) )
       return 0;
 
    return 1;
@@ -1614,9 +1617,10 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
    v3_normalize( target_fwd );
    v3_normalize( fwd );
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
 
-   float way = srinput.joy_steer[1] *
-                  vg_signf( v3_dot( raw_nplane, player->rb.v ) );
+   float way = steer[1] * vg_signf( v3_dot( raw_nplane, player->rb.v ) );
 
    v4f q;
    q_axis_angle( q, axis, VG_PIf*0.125f * way );
@@ -1659,6 +1663,10 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_muladds( inf_back->co, inf_avg.dir, 0.5f, inf_avg.co );
    v3_normalize( inf_avg.dir );
 
+   /* dont ask */
+   v3_muls( inf_avg.dir, vg_signf(v3_dot(inf_avg.dir,player->rb.v)), 
+            inf_avg.dir );
+
    v3f axis_front, axis_back, axis;
    v3_cross( inf_front->dir, inf_front->n, axis_front );
    v3_cross( inf_back->dir,  inf_back->n,  axis_back  );
@@ -1668,8 +1676,10 @@ VG_STATIC void skate_5050_apply( player_instance *player,
    v3_cross( axis, inf_avg.dir, inf_avg.n );
    skate_grind_decay( player, &inf_avg, 1.0f );
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
 
-   float way = srinput.joy_steer[1] *
+   float way = steer[1] *
                   vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) );
    v4f q;
    v3f up, target_up;
@@ -1685,6 +1695,8 @@ VG_STATIC void skate_5050_apply( player_instance *player,
                                     k_grind_spring, 
                                     k_grind_dampener,
                                     k_rb_delta );
+   vg_line_arrow( player->rb.co, up, 1.0f, VG__GREEN );
+   vg_line_arrow( player->rb.co, target_up, 1.0f, VG__GREEN );
 
    v3f fwd_nplane, dir_nplane;
    v3_muladds( player->rb.to_world[2], inf_avg.n,
@@ -1701,6 +1713,8 @@ VG_STATIC void skate_5050_apply( player_instance *player,
                                     1000.0f,
                                     k_grind_dampener,
                                     k_rb_delta );
+   vg_line_arrow( player->rb.co, fwd_nplane, 0.8f, VG__RED );
+   vg_line_arrow( player->rb.co, dir_nplane, 0.8f, VG__RED );
 
    v3f pos_front = { 0.0f, -k_board_radius, -1.0f * k_board_length },
        pos_back  = { 0.0f, -k_board_radius,  1.0f * k_board_length },
@@ -1963,11 +1977,14 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
    int allow_back  = 1,
        allow_front = 1;
 
+   v2f steer;
+   joystick_state( k_srjoystick_steer, steer );
+
    if( s->state.activity == k_skate_activity_grind_5050 || 
        s->state.activity == k_skate_activity_grind_back50 ||
        s->state.activity == k_skate_activity_grind_front50 )
    {
-      float tilt = srinput.joy_steer[1];
+      float tilt = steer[1];
 
       if( fabsf(tilt) >= 0.25f ){
          v3f raw = {0.0f,0.0f,tilt};
@@ -2011,7 +2028,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
          res_front50 = skate_grind_truck_entry( player, -1.0f, &inf_front50 );
 
       if( res_back50 != res_front50 ){
-         int wants_to_do_that = fabsf(srinput.joy_steer[1]) >= 0.25f;
+         int wants_to_do_that = fabsf(steer[1]) >= 0.25f;
 
          res_back50  &= wants_to_do_that;
          res_front50 &= wants_to_do_that;
@@ -2063,7 +2080,7 @@ VG_STATIC enum skate_activity skate_availible_grind( player_instance *player )
 VG_STATIC void player__skate_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
-   world_instance *world = get_active_world();
+   world_instance *world = world_current_instance();
 
    v3_copy( player->rb.co, s->state.prev_pos );
    s->state.activity_prev = s->state.activity;
@@ -2184,7 +2201,7 @@ VG_STATIC void player__skate_update( player_instance *player )
          if( !prev_contacts[i] ){
             v3f co;
             m4x3_mulv( player->rb.to_world, wheels[i].pos, co );
-            audio_oneshot_3d( &audio_taps[rand()%4], co, 40.0f, 0.75f );
+            audio_oneshot_3d( &audio_taps[vg_randu32()%4], co, 40.0f, 0.75f );
          }
       }
       audio_unlock();
@@ -2558,11 +2575,11 @@ begin_collision:;
 
       if( s->state.activity == k_skate_activity_ground ){
          if( (fabsf(s->state.slip) > 0.75f) ){
-            audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
+            audio_oneshot_3d( &audio_lands[vg_randu32()%2+3], player->rb.co, 
                               40.0f, 1.0f );
          }
          else{
-            audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
+            audio_oneshot_3d( &audio_lands[vg_randu32()%3], player->rb.co, 
                               40.0f, 1.0f );
          }
       }
@@ -2653,7 +2670,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    float curspeed  = v3_length( player->rb.v ),
          kickspeed = vg_clampf( curspeed*(1.0f/40.0f), 0.0f, 1.0f ),
-         kicks     = (vg_randf()-0.5f)*2.0f*kickspeed,
+         kicks     = (vg_randf64()-0.5f)*2.0f*kickspeed,
          sign      = vg_signf( kicks );
 
    s->wobble[0] = vg_lerpf( s->wobble[0], kicks*kicks*sign, 6.0f*vg.time_delta);
@@ -2763,7 +2780,10 @@ VG_STATIC void player__skate_animate( player_instance *player,
    
    mdl_keyframe air_pose[32];
    {
-      float target = -srinput.joy_steer[1];
+      v2f steer;
+      joystick_state( k_srjoystick_steer, steer );
+
+      float target = -steer[1];
 
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
       
@@ -2773,7 +2793,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       static v2f grab_choice;
 
       v2f grab_input;
-      v2_copy( srinput.joy_grab, grab_input );
+      joystick_state( k_srjoystick_grab, grab_input );
       v2_add( s->state.grab_mouse_delta, grab_input, grab_input );
 
       if( v2_length2( grab_input ) <= 0.001f )
@@ -2949,7 +2969,7 @@ 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->board;
+      struct player_board *board = player_get_player_board( player );
       
       if( board ){
          /* foot weight distribution */