i hope your hapy
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index 744b5eb050ca27c7fb5c040c21cffb2843b0aabf..c6e5db6ab6c188cd3cc901301b751fa530829ecb 100644 (file)
@@ -105,28 +105,25 @@ 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 ) )
-   {
+   while( bh_next( world->geo_bh, &it, box, &idx ) ){
       u32 *ptri = &world->scene_geo->arrindices[ idx*3 ];
       v3f tri[3];
 
-      struct world_material *mat = world_tri_index_material(world,ptri[0]);
-      if( !(mat->info.flags & k_material_flag_skate_surface) )
+      struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
+      if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
 
-      for( int j=0; j<3; j++ )
-      {
+      for( int j=0; j<3; j++ ){
          int i0 = j,
              i1 = (j+1) % 3;
          
          struct grind_sample *sample = &samples[ sample_count ];
          v3f co;
 
-         if( plane_segment( plane, tri[i0], tri[i1], co ) )
-         {
+         if( plane_segment( plane, tri[i0], tri[i1], co ) ){
             v3f d;
             v3_sub( co, pos, d );
             if( v3_length2( d ) > r*r )
@@ -176,14 +173,12 @@ too_many_samples:
 
    int passed_samples = 0;
    
-   for( int i=0; i<sample_count-1; i++ )
-   {
+   for( int i=0; i<sample_count-1; i++ ){
       struct grind_sample *si, *sj;
 
       si = &samples[i];
 
-      for( int j=i+1; j<sample_count; j++ )
-      {
+      for( int j=i+1; j<sample_count; j++ ){
          if( i == j )
             continue;
 
@@ -452,11 +447,11 @@ void player__approximate_best_trajectory( player_instance *player )
             p->land_dist = t + k_trace_delta * t1;
 
             u32 vert_index = world->scene_geo->arrindices[ idx*3 ];
-            struct world_material *mat = 
-               world_tri_index_material( world, vert_index );
+            struct world_surface *surf = 
+               world_tri_index_surface( world, vert_index );
             
             /* Bias prediction towords ramps */
-            if( !(mat->info.flags & k_material_flag_skate_surface) )
+            if( !(surf->info.flags & k_material_flag_skate_surface) )
                p->score *= 10.0f;
 
             break;
@@ -472,14 +467,12 @@ void player__approximate_best_trajectory( player_instance *player )
          s->prediction_count --;
    }
 
-   if( grind_located )
-   {
+   if( grind_located ){
       /* calculate the exact solution(s) to jump onto that grind spot */
       struct land_prediction *p = &s->predictions[ s->prediction_count ];
       p->gravity = k_gravity;
 
-      if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) )
-      {
+      if( solve_prediction_for_target( player, grind.co, 0.125f*VG_PIf, p ) ){
          v3_copy( grind.n, p->n );
 
          /* determine score */
@@ -498,8 +491,7 @@ void player__approximate_best_trajectory( player_instance *player )
 
    struct land_prediction *best = NULL;
 
-   for( int i=0; i<s->prediction_count; i ++ )
-   {
+   for( int i=0; i<s->prediction_count; i ++ ){
       struct land_prediction *p = &s->predictions[i];
 
       if( p->score < score_min )
@@ -509,8 +501,7 @@ void player__approximate_best_trajectory( player_instance *player )
       score_max = vg_maxf( score_max, p->score );
    }
 
-   for( int i=0; i<s->prediction_count; i ++ )
-   {
+   for( int i=0; i<s->prediction_count; i ++ ){
       struct land_prediction *p = &s->predictions[i];
       float s = p->score;
 
@@ -529,8 +520,7 @@ void player__approximate_best_trajectory( player_instance *player )
       p->colour |= 0xff000000;
    }
 
-   if( best )
-   {
+   if( best ){
       v3_copy( best->n, s->land_normal );
       v3_copy( best->v, player->rb.v );
       s->land_dist = best->land_dist;
@@ -540,21 +530,18 @@ void player__approximate_best_trajectory( player_instance *player )
       v2_normalize_clamp( steer );
       s->state.gravity_bias = best->gravity;
 
-      if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) )
-      {
+      if( (fabsf(steer[1]) > 0.5f) && (s->land_dist >= 1.5f) ){
          s->state.flip_rate = (1.0f/s->land_dist) * vg_signf(steer[1]) *
                                  s->state.reverse ;
          s->state.flip_time = 0.0f;
          v3_copy( player->rb.to_world[0], s->state.flip_axis );
       }
-      else
-      {
+      else{
          s->state.flip_rate = 0.0f;
          v3_zero( s->state.flip_axis );
       }
    }
-   else
-   {
+   else{
       v3_copy( player->basis[1], s->land_normal );
    }
 }
@@ -608,8 +595,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
    v3_muladds( s->board_trick_residuald, s->board_trick_residualv,
                k_rb_delta, s->board_trick_residuald );
 
-   if( s->state.activity == k_skate_activity_air )
-   {
+   if( s->state.activity == k_skate_activity_air ){
       if( v3_length2( s->state.trick_vel ) < 0.0001f )
          return;
 
@@ -620,8 +606,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
 
       float min_rate = 99999.0f;
 
-      for( int i=0; i<3; i++ )
-      {
+      for( int i=0; i<3; i++ ){
          float v = s->state.trick_vel[i];
          if( (v > 0.0f) && (v < min_rate) )
             min_rate = v;
@@ -636,8 +621,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
       v3_muladds( s->state.trick_euler, s->state.trick_vel, k_rb_delta,
                   s->state.trick_euler );
 
-      if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) )
-      {
+      if( !carry_on && (s->state.trick_time + k_rb_delta >= next_end) ){
          s->state.trick_time = 0.0f;
          s->state.trick_euler[0] = roundf( s->state.trick_euler[0] );
          s->state.trick_euler[1] = roundf( s->state.trick_euler[1] );
@@ -648,8 +632,7 @@ VG_STATIC void skate_apply_trick_model( player_instance *player )
 
       s->state.trick_time += k_rb_delta;
    }
-   else
-   {
+   else{
       if( (v3_length2(s->state.trick_vel) >= 0.0001f ) &&
           s->state.trick_time > 0.2f)
       {
@@ -670,8 +653,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player )
 
    float grabt = player->input_grab->axis.value;
 
-   if( grabt > 0.5f )
-   {
+   if( grabt > 0.5f ){
       v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, 
                   s->state.grab_mouse_delta );
 
@@ -699,24 +681,20 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
    float rate = 26.0f,
          top  = 1.0f;
 
-   if( s->state.activity == k_skate_activity_air )
-   {
+   if( s->state.activity == k_skate_activity_air ){
       rate = 6.0f * fabsf(steer);
       top  = 1.5f;
    }
-   else
-   {
+   else{
       /* rotate slower when grabbing on ground */
       steer *= (1.0f-(s->state.jump_charge+grab)*0.4f);
 
-      if( s->state.activity == k_skate_activity_grind_5050 )
-      {
+      if( s->state.activity == k_skate_activity_grind_5050 ){
          rate = 0.0f;
          top  = 0.0f;
       }
 
-      else if( s->state.activity >= k_skate_activity_grind_any )
-      {
+      else if( s->state.activity >= k_skate_activity_grind_any ){
          rate *= fabsf(steer);
 
          float a = 0.8f * -steer * k_rb_delta;
@@ -728,8 +706,7 @@ VG_STATIC void skate_apply_steering_model( player_instance *player )
          v3_normalize( s->grind_vec );
       }
 
-      else if( s->state.manual_direction )
-      {
+      else if( s->state.manual_direction ){
          rate = 35.0f;
          top  = 1.5f;
       }
@@ -773,8 +750,7 @@ VG_STATIC void skate_apply_friction_model( player_instance *player )
 
    /* Pushing additive force */
 
-   if( !player->input_jump->button.value )
-   {
+   if( !player->input_jump->button.value ){
       if( player->input_push->button.value || 
           (vg.time-s->state.start_push<0.75) )
       {
@@ -807,29 +783,25 @@ VG_STATIC void skate_apply_jump_model( player_instance *player )
    s->state.charging_jump = player->input_jump->button.value;
 
    /* Cannot charge this in air */
-   if( s->state.activity == k_skate_activity_air )
-   {
+   if( s->state.activity == k_skate_activity_air ){
       s->state.charging_jump = 0;
       return;
    }
 
-   if( s->state.charging_jump )
-   {
+   if( s->state.charging_jump ){
       s->state.jump_charge += k_rb_delta * k_jump_charge_speed;
 
       if( !charging_jump_prev )
          s->state.jump_dir = s->state.reverse>0.0f? 1: 0;
    }
-   else
-   {
+   else{
       s->state.jump_charge -= k_jump_charge_speed * k_rb_delta;
    }
 
    s->state.jump_charge = vg_clampf( s->state.jump_charge, 0.0f, 1.0f );
 
    /* player let go after charging past 0.2: trigger jump */
-   if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) )
-   {
+   if( (!s->state.charging_jump) && (s->state.jump_charge > 0.2f) ){
       v3f jumpdir;
       
       /* Launch more up if alignment is up else improve velocity */
@@ -871,8 +843,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( s->state.activity != k_skate_activity_ground )
-   {
+   if( s->state.activity != k_skate_activity_ground ){
       v3_zero( s->state.throw_v );
       return;
    }
@@ -881,24 +852,20 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
     *
     * TODO: Max speed boost
     */
-   if( player->input_grab->axis.value > 0.5f )
-   {
-      if( s->state.activity == k_skate_activity_ground )
-      {
+   if( player->input_grab->axis.value > 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 );
       }
    }
-   else
-   {
+   else{
       /* Collect */
       float doty = v3_dot( player->rb.to_world[1], s->state.throw_v );
       
       v3f Fl, Fv;
       v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
 
-      if( s->state.activity == k_skate_activity_ground )
-      {
+      if( s->state.activity == k_skate_activity_ground ){
          v3_muladds( player->rb.v,     Fl,  k_mmcollect_lat, player->rb.v );
          v3_muladds( s->state.throw_v, Fl, -k_mmcollect_lat, s->state.throw_v );
       }
@@ -909,8 +876,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
    }
 
    /* Decay */
-   if( v3_length2( s->state.throw_v ) > 0.0001f )
-   {
+   if( v3_length2( s->state.throw_v ) > 0.0001f ){
       v3f dir;
       v3_copy( s->state.throw_v, dir );
       v3_normalize( dir );
@@ -960,8 +926,7 @@ VG_STATIC void skate_integrate( player_instance *player )
    float decay_rate = 1.0f - (k_rb_delta * 3.0f),
          decay_rate_y = 1.0f;
 
-   if( s->state.activity >= k_skate_activity_grind_any )
-   {
+   if( s->state.activity >= k_skate_activity_grind_any ){
       decay_rate = 1.0f-vg_lerpf( 3.0f, 20.0f, s->grind_strength ) * k_rb_delta;
       decay_rate_y = decay_rate;
    }
@@ -994,8 +959,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
 {
    struct player_skate *s = &player->_skate;
 
-   if( vg_input_button_down( player->input_use ) )
-   {
+   if( vg_input_button_down( player->input_use ) ){
       player->subsystem = k_player_subsystem_walk;
 
       v3f angles;
@@ -1007,8 +971,7 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
       return;
    }
 
-   if( vg_input_button_down( player->input_reset ) )
-   {
+   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 );
@@ -1022,21 +985,17 @@ VG_STATIC void player__skate_pre_update( player_instance *player )
    if( (s->state.activity == k_skate_activity_air) && 
        (trick_id = player_skate_trick_input( player )) )
    {
-      if( (vg.time - s->state.jump_time) < 0.1f )
-      {
+      if( (vg.time - s->state.jump_time) < 0.1f ){
          v3_zero( s->state.trick_vel );
          s->state.trick_time = 0.0f;
 
-         if( trick_id == 1 )
-         {
+         if( trick_id == 1 ){
             s->state.trick_vel[0] = 3.0f;
          }
-         else if( trick_id == 2 )
-         {
+         else if( trick_id == 2 ){
             s->state.trick_vel[2] = 3.0f;
          }
-         else if( trick_id == 3 )
-         {
+         else if( trick_id == 3 ){
             s->state.trick_vel[0] = 2.0f;
             s->state.trick_vel[2] = 2.0f;
          }
@@ -1109,8 +1068,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
    audio_set_lfo_wave( 0, k_lfo_polynomial_bipolar, 
                         vg_lerpf( 250.0f, 80.0f, attn ) );
 
-   if( s->aud_main )
-   {
+   if( s->aud_main ){
       s->aud_main->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
       audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
@@ -1120,16 +1078,14 @@ VG_STATIC void player__skate_post_update( player_instance *player )
       audio_channel_set_sampling_rate( s->aud_main, rate );
    }
 
-   if( s->aud_slide )
-   {
+   if( s->aud_slide ){
       s->aud_slide->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
       audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
       audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
    }
 
-   if( s->aud_air )
-   {
+   if( s->aud_air ){
       s->aud_air->colour = 0x00103efe;
       audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
       audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
@@ -2275,17 +2231,15 @@ begin_collision:;
 
    s->surface = k_surface_prop_concrete;
 
-   for( int i=0; i<manifold_len; i++ )
-   {
+   for( int i=0; i<manifold_len; i++ ){
       rb_ct *ct = &manifold[i];
-      struct world_material *surface_mat = world_contact_material( world, ct );
+      struct world_surface *surf = world_contact_surface( world, ct );
 
-      if( surface_mat->info.surface_prop != k_surface_prop_concrete )
-         s->surface = surface_mat->info.surface_prop;
+      if( surf->info.surface_prop != k_surface_prop_concrete )
+         s->surface = surf->info.surface_prop;
    }
 
-   for( int i=0; i<k_wheel_count; i++ )
-   {
+   for( int i=0; i<k_wheel_count; i++ ){
       m4x3f mtx;
       m3x3_copy( player->rb.to_world, mtx );
       m4x3_mulv( player->rb.to_world, wheels[i].pos, mtx[3] );
@@ -2297,10 +2251,10 @@ begin_collision:;
    skate_integrate( player );
    vg_line_pt3( s->state.cog, 0.02f, VG__WHITE );
 
-   struct gate_hit hit;
-   if( world_intersect_gates(world, player->rb.co, s->state.prev_pos, &hit) )
-   {
-      teleport_gate *gate = hit.gate;
+   ent_gate *gate = 
+      world_intersect_gates(world, player->rb.co, s->state.prev_pos );
+
+   if( gate ){
       m4x3_mulv( gate->transport, player->rb.co, player->rb.co );
       m3x3_mulv( gate->transport, player->rb.v,  player->rb.v );
       m4x3_mulv( gate->transport, s->state.cog,   s->state.cog );
@@ -2316,7 +2270,7 @@ begin_collision:;
       rb_update_transform( &player->rb );
 
       s->state_gate_storage = s->state;
-      player__pass_gate( player, &hit );
+      player__pass_gate( player, gate );
    }
 
    /* FIXME: Rate limit */
@@ -2766,13 +2720,13 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
 }
 
 VG_STATIC void player__skate_reset( player_instance *player,
-                                    struct respawn_point *rp )
+                                    ent_spawn *rp )
 {
    struct player_skate *s = &player->_skate;
    v3_muladds( player->rb.co, player->rb.to_world[1], 1.0f, s->state.cog );
    v3_zero( player->rb.v );
    v3_zero( s->state.cog_v );
-   v4_copy( rp->q, player->rb.q );
+   v4_copy( rp->transform.q, player->rb.q );
 
    s->state.activity = k_skate_activity_air;
    s->state.activity_prev = k_skate_activity_air;