A complete workshop implementation, I guess
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index fed00580d88dedfa414942e23710ea2b1c64f2de..e1971b2000725198264cf07b6d7ec5f65e675d40 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 )
 {
@@ -669,7 +670,7 @@ 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 +791,7 @@ 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 +809,12 @@ 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 +962,10 @@ 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;
@@ -989,7 +996,7 @@ 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 +1040,8 @@ 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 */
@@ -1443,14 +1450,16 @@ 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 +1470,7 @@ 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;
    }
@@ -1614,9 +1623,10 @@ 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 );
@@ -1668,8 +1678,10 @@ 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;
@@ -1963,11 +1975,14 @@ 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 +2026,7 @@ 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;
@@ -2763,7 +2778,10 @@ 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 +2791,7 @@ 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 +2967,7 @@ 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 */