commit
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 8535540b52807c2a6ce9419d91ebff5d3bc6aa4a..b372aa2b487d449d23706d7f30b7ac86c29203aa 100644 (file)
@@ -502,7 +502,6 @@ void player__approximate_best_trajectory( player_instance *player )
             v3_muladds( ve, basis[1], -gravity * t, ve );
 
             if( skate_grind_scansq( player, closest, ve, 0.5f, &grind ) ){
-
                /* check alignment */
                v2f v0 = { v3_dot( ve, basis[0] ), 
                           v3_dot( ve, basis[2] ) },
@@ -520,7 +519,8 @@ void player__approximate_best_trajectory( player_instance *player )
 
                /* check speed */
                if( (fabsf(v3_dot( ve, grind.dir ))>=k_grind_axel_min_vel) &&
-                   (a >= a_min) )
+                   (a >= a_min) && 
+                   (fabsf(grind.dir[1]) < 0.70710678118654752f))
                {
                   grind_located = 1;
                   grind_located_gravity = inf->gravity;
@@ -555,25 +555,6 @@ void player__approximate_best_trajectory( player_instance *player )
             u32 *tri = &world->scene_geo->arrindices[ idx*3 ];
             struct world_surface *surf = world_tri_index_surface(world, tri[0]);
 
-#if 0
-            v3f v0, v1;
-            v3f pa, pb, pc;
-
-            v3_copy( world->scene_geo->arrvertices[tri[0]].co, pa );
-            v3_copy( world->scene_geo->arrvertices[tri[1]].co, pb );
-            v3_copy( world->scene_geo->arrvertices[tri[2]].co, pc );
-
-            v3_sub( pb, pa, v0 );
-            v3_sub( pc, pa, v1 );
-            v3_cross( v0, v1, inf->n );
-            v3_normalize( inf->n );
-#endif
-            /* TODO:
-             *   grind predictions, we want to FORCE it to land in the correct
-             *   location, taking the cloest endpoint or midpoint to be the 
-             *   snapper.
-             */
-
             inf->type = k_prediction_land;
 
             v3f ve;
@@ -1154,6 +1135,14 @@ VG_STATIC void skate_integrate( player_instance *player )
  * 1 2 or 3
  */
 
+VG_STATIC void skate_copy_holdout( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   struct player_avatar *av = player->playeravatar;
+   struct skeleton *sk = &av->sk;
+   skeleton_copy_pose( sk, s->holdout, player->holdout_pose );
+}
+
 VG_STATIC int player_skate_trick_input( player_instance *player )
 {
    return (player->input_trick0->button.value) |
@@ -1173,22 +1162,13 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       v3_copy( player->cam.angles, angles );
       angles[2] = 0.0f;
 
-      player->holdout_time = 0.25f;
+      skate_copy_holdout( player );
+      player->holdout_time = 0.34f;
       player__skate_kill_audio( player );
       player__walk_transition( player, angles );
       return;
    }
 
-   if( vg_input_button_down( player->input_reset ) ){
-      player->rb.co[1] += 2.0f;
-      s->state.cog[1] += 2.0f;
-      q_axis_angle( player->rb.q, (v3f){1.0f,0.0f,0.0f}, VG_PIf * 0.25f );
-      v3_zero( player->rb.w );
-      v3_zero( player->rb.v );
-
-      rb_update_transform( &player->rb );
-   }
-
    int trick_id; 
    if( (s->state.activity <= k_skate_activity_air_to_grind) && 
        (trick_id = player_skate_trick_input( player )) )
@@ -2555,7 +2535,7 @@ begin_collision:;
       rb_ct *ct = &manifold[i];
       struct world_surface *surf = world_contact_surface( world, ct );
 
-      if( surf->info.surface_prop != k_surface_prop_concrete )
+      if( surf->info.surface_prop > s->surface )
          s->surface = surf->info.surface_prop;
    }
 
@@ -2598,23 +2578,36 @@ begin_collision:;
    /* FIXME: Rate limit */
    static int stick_frames = 0;
 
-   if( s->state.activity == k_skate_activity_ground )
+   if( s->state.activity >= k_skate_activity_ground )
       stick_frames ++;
    else
       stick_frames = 0;
 
+   if( stick_frames >  5 ) stick_frames =  5;
 
    if( stick_frames == 4 ){
       audio_lock();
-      if( (fabsf(s->state.slip) > 0.75f) ){
-         audio_oneshot_3d( &audio_lands[rand()%2+3], player->rb.co, 
-                           40.0f, 1.0f );
+
+      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, 
+                              40.0f, 1.0f );
+         }
+         else{
+            audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
+                              40.0f, 1.0f );
+         }
+      }
+      else if( s->surface == k_surface_prop_metal ){
+         audio_oneshot_3d( &audio_board[3], player->rb.co, 40.0f, 1.0f );
       }
       else{
-         audio_oneshot_3d( &audio_lands[rand()%3], player->rb.co, 
-                           40.0f, 1.0f );
+         audio_oneshot_3d( &audio_board[8], player->rb.co, 40.0f, 1.0f );
       }
+
       audio_unlock();
+   } else if( stick_frames == 0 ){
+      
    }
 }
 
@@ -2639,6 +2632,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
       "undefined (INVALID)",
       "grind_any (INVALID)",
       "grind_boardslide",
+      "grind_metallic (INVALID)",
       "grind_back50",
       "grind_front50",
       "grind_5050"
@@ -2663,7 +2657,7 @@ VG_STATIC void player__skate_im_gui( player_instance *player )
 }
 
 VG_STATIC void player__skate_animate( player_instance *player,
-                                     player_animation *dest )
+                                      player_animation *dest )
 {
    struct player_skate *s = &player->_skate;
    struct player_avatar *av = player->playeravatar;
@@ -2804,11 +2798,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    {
       float target = -player->input_js1h->axis.value;
 
-#if 1
       s->blend_airdir = vg_lerpf( s->blend_airdir, target, 2.4f*vg.time_delta );
-#else
-      s->blend_airdir = 0.0f;
-#endif
       
       float air_frame = (s->blend_airdir*0.5f+0.5f) * (15.0f/30.0f);
       skeleton_sample_anim( sk, s->anim_air, air_frame, apose );
@@ -3097,7 +3087,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
       v3_add( rco, rotation_point, dest->root_co );
    }
 
-   skeleton_copy_pose( sk, dest->pose, player->holdout_pose );
+   skeleton_copy_pose( sk, dest->pose, s->holdout );
 }
 
 VG_STATIC void player__skate_post_animate( player_instance *player )
@@ -3125,26 +3115,58 @@ VG_STATIC void player__skate_reset_animator( player_instance *player )
    s->blend_slide = 0.0f;
    s->blend_z = 0.0f;
    s->blend_x = 0.0f;
+   s->blend_grind = 0.0f;
+   s->blend_grind_balance = 0.0f;
    s->blend_stand = 0.0f;
    s->blend_push = 0.0f;
    s->blend_jump = 0.0f;
    s->blend_airdir = 0.0f;
+   s->blend_weight = 0.0f;
+   s->subslap = 0.0f;
+   v2_zero( s->wobble );
+
+   v3_zero( s->board_trick_residuald );
+   v3_zero( s->board_trick_residualv );
+   v3_zero( s->truckv0[0] );
+   v3_zero( s->truckv0[1] );
 }
 
 VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
    s->state.jump_charge    = 0.0f;
+   s->state.charging_jump  = 0;
+   s->state.jump_dir       = 0;
+   v3_zero( s->state.flip_axis );
+   s->state.flip_time      = 0.0f;
    s->state.flip_rate      = 0.0f;
    s->state.reverse        = 0.0f;
    s->state.slip           = 0.0f;
+   s->state.grabbing       = 0.0f;
+   v2_zero( s->state.grab_mouse_delta );
+   s->state.slap           = 0.0f;
+   s->state.jump_time      = 0.0;
+   s->state.start_push     = 0.0;
+   s->state.cur_push       = 0.0;
+   s->state.air_start      = 0.0;
+
+   v3_zero( s->state.air_init_v );
+   v3_zero( s->state.air_init_co );
+
+   s->state.gravity_bias   = k_gravity;
    v3_copy( player->rb.co, s->state.prev_pos );
    v4_copy( player->rb.q, s->state.smoothed_rotation );
    v3_zero( s->state.throw_v );
    v3_zero( s->state.trick_vel );
    v3_zero( s->state.trick_euler );
    v3_zero( s->state.cog_v );
+   s->grind_cooldown = 0;
+   s->surface_cooldown = 0;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
+   v3_copy( player->rb.to_world[1], s->state.up_dir );
+   v3_copy( player->rb.to_world[1], s->surface_picture );
+   v3_zero( s->weight_distribution );
+   v3_copy( player->rb.co, s->state.prev_pos );
 }
 
 VG_STATIC void player__skate_reset( player_instance *player,