nonlocal stuff again
[carveJwlIkooP6JGAAIwe30JlM.git] / player_skate.c
index af41d53b99cbd6cf90a594f2e088a760445ad27f..e9a4f09f4b01cbaca4857b4b0e95c897f82218c4 100644 (file)
@@ -4,6 +4,7 @@
 #include "player.h"
 #include "audio.h"
 #include "vg/vg_perlin.h"
+#include "menu.h"
 
 VG_STATIC void player__skate_bind( player_instance *player )
 {
@@ -127,10 +128,8 @@ VG_STATIC int skate_grind_scansq( player_instance *player,
       v3f tri[3];
 
       struct world_surface *surf = world_tri_index_surface(world,ptri[0]);
-#if 0
       if( !(surf->info.flags & k_material_flag_skate_surface) )
          continue;
-#endif
 
       for( int j=0; j<3; j++ )
          v3_copy( world->scene_geo->arrvertices[ptri[j]].co, tri[j] );
@@ -302,7 +301,7 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
    m3x3_mulv( player->invbasis, player->rb.v, v_local );
 
    v2f d = { v3_dot( ax, v0 ),           v0[1] },
-       v = { v3_dot( ax, player->rb.v ), v_local[1] };
+       v = { v3_dot( ax, v_local ), v_local[1] };
 
    float a = atan2f( v[1], v[0] ),
          m = v2_length( v ),
@@ -345,46 +344,10 @@ VG_STATIC int create_jumps_to_hit_target( player_instance *player,
    return valid_count;
 }
 
-#if 0
-VG_STATIC 
-int create_jump_for_target( world_instance *world, player_instance *player,
-                            v3f target, float max_angle, jump_info *jump )
-{
-
-      if( fabsf(a0-a) > fabsf(a1-a) )
-         a0 = a1;
-
-      if( fabsf(a0-a) > max_angle )
-         return 0;
-
-      /* TODO: sweep the path before chosing the smallest dist */
-
-
-#if 0
-      /* add a trace */
-      for( int i=0; i<=20; i++ )
-      {
-         float t = (float)i * (1.0f/20.0f) * p->land_dist;
-
-         v3f p0;
-         v3_muls( p->v, t, p0 );
-         v3_muladds( p0, player->basis[1], -0.5f * p->gravity * t*t, p0 );
-
-         v3_add( player->rb.co, p0, p->log[ p->log_length ++ ] );
-      }
-#endif
-
-      return 1;
-   }
-   else
-      return 0;
-}
-#endif
-
 VG_STATIC 
 void player__approximate_best_trajectory( player_instance *player )
 {
-   world_instance *world = get_active_world();
+   world_instance *world0 = get_active_world();
 
    struct player_skate *s = &player->_skate;
    float k_trace_delta = k_rb_delta * 10.0f;
@@ -429,6 +392,7 @@ void player__approximate_best_trajectory( player_instance *player )
       v3_copy( player->rb.co, launch_co );
       v3_copy( player->rb.v,  launch_v );
       v3_copy( launch_co, co0 );
+      world_instance *trace_world = world0;
 
       float vt  = (float)m * (1.0f/30.0f),
             ang = vg_lerpf( angle_begin, angle_end, vt ) * 0.15f;
@@ -464,12 +428,11 @@ void player__approximate_best_trajectory( player_instance *player )
          if( grind_located ) search_for_grind = 0;
          if( launch_vy - gravity*t > 0.0f ) search_for_grind = 0;
 
-         /* TODO Cleanup */
+         /* REFACTOR */
 
-         v3f closest;
+         v3f closest={0.0f,0.0f,0.0f};
          if( search_for_grind ){
-            if( bh_closest_point( world->geo_bh, co1, closest, 1.0f ) != -1 ){
-
+            if( bh_closest_point(trace_world->geo_bh,co1,closest,1.0f) != -1 ){
                float min_dist = 0.75f;
                      min_dist *= min_dist;
 
@@ -502,7 +465,6 @@ 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] ) },
@@ -520,23 +482,27 @@ 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))
                {
-                  vg_success( "ding\n" );
                   grind_located = 1;
                   grind_located_gravity = inf->gravity;
                }
             }
          }
 
-         if( world->rendering_gate ){
-            ent_gate *gate = world->rendering_gate;
+         if( trace_world->rendering_gate ){
+            ent_gate *gate = trace_world->rendering_gate;
             if( gate_intersect( gate, co1, co0 ) ){
                m4x3_mulv( gate->transport, co0, co0 );
                m4x3_mulv( gate->transport, co1, co1 );
                m3x3_mulv( gate->transport, launch_v, launch_v);
                m4x3_mulv( gate->transport, launch_co, launch_co );
                m3x3_mul( gate->transport, basis, basis );
+
+               if( gate->type == k_gate_type_nonlocel ){
+                  trace_world = &world_global.worlds[ gate->target ];
+               }
             }
          }
 
@@ -546,34 +512,16 @@ void player__approximate_best_trajectory( player_instance *player )
          float scan_radius = k_board_radius;
                scan_radius *= vg_clampf( t, 0.02f, 1.0f );
 
-         int idx = spherecast_world( world, co0, co1, scan_radius, &t1, n );
+         int idx = spherecast_world(trace_world, co0, co1, scan_radius, &t1, n);
          if( idx != -1 ){
             v3f co;
             v3_lerp( co0, co1, t1, co );
             v3_copy( co, inf->log[ inf->log_length ++ ] ); 
 
             v3_copy( n, inf->n );
-            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.
-             */
+            u32 *tri = &trace_world->scene_geo->arrindices[ idx*3 ];
+            struct world_surface *surf = 
+               world_tri_index_surface( trace_world, tri[0] );
 
             inf->type = k_prediction_land;
 
@@ -609,8 +557,7 @@ void player__approximate_best_trajectory( player_instance *player )
          create_jumps_to_hit_target( player, grind_jumps, grind.co, 
                                      0.175f*VG_PIf, grind_located_gravity );
 
-      /* knock out original landing points in the 1m area 
-       * TODO: Make this a konstant */
+      /* knock out original landing points in the 1m area */
       for( u32 j=0; j<s->possible_jump_count; j++ ){
          jump_info *jump = &s->possible_jumps[ j ];
          float dist = v3_dist2( jump->log[jump->log_length-1], grind.co );
@@ -635,7 +582,6 @@ void player__approximate_best_trajectory( player_instance *player )
          v3_muladds( co0, basis[1], -0.5f * jump->gravity * t*t, co0 );
          v3_add( launch_co, co0, co0 );
 
-#if 0
          /* rough scan to make sure we dont collide with anything */
          for( int j=1; j<=16; j++ ){
             t  = (float)j*(1.0f/16.0f);
@@ -650,15 +596,14 @@ void player__approximate_best_trajectory( player_instance *player )
             float t1;
             v3f n;
 
-            int idx = spherecast_world( world, co0,co1,
-                                        k_board_radius*0.5f, &t1, n);
+            int idx = spherecast_world( world0, co0,co1,
+                                        k_board_radius*0.1f, &t1, n);
             if( idx != -1 ){
                goto invalidated_grind;
             }
 
             v3_copy( co1, co0 );
          }
-#endif
 
          v3_copy( grind.n, jump->n );
 
@@ -670,10 +615,8 @@ void player__approximate_best_trajectory( player_instance *player )
 
          s->possible_jumps[ s->possible_jump_count ++ ] = *jump;
 
-#if 0
          continue;
 invalidated_grind:;
-#endif
       }
    }
 
@@ -1051,8 +994,6 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
    }
 
    /* Throw / collect routine 
-    *
-    * TODO: Max speed boost
     */
    if( player->input_grab->axis.value > 0.5f ){
       if( s->state.activity == k_skate_activity_ground ){
@@ -1068,7 +1009,8 @@ VG_STATIC void skate_apply_pump_model( player_instance *player )
       v3_muladds( s->state.throw_v, player->rb.to_world[1], -doty, Fl);
 
       if( s->state.activity == k_skate_activity_ground ){
-         v3_muladds( player->rb.v,     Fl,  k_mmcollect_lat, player->rb.v );
+         if( v3_length2(player->rb.v)<(20.0f*20.0f) )
+            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 );
       }
 
@@ -1155,6 +1097,14 @@ 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) |
@@ -1174,22 +1124,13 @@ 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 )) )
@@ -1250,18 +1191,27 @@ 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.frame_delta*4.0f );
+
    float
-         vol_main    = sqrtf( (1.0f-air)*attn*(1.0f-slide) * 0.4f ),
-         vol_air     = sqrtf(       air *attn * 0.5f ),
-         vol_slide   = sqrtf( (1.0f-air)*attn*slide * 0.25f );
+         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;
 
    const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
 
-   if( !s->aud_air )
-      s->aud_air = audio_request_channel( &audio_board[1], flags );
+   if( !s->aud_air ){
+      s->aud_air = audio_get_first_idle_channel();
+      if( s->aud_air )
+         audio_channel_init( s->aud_air, &audio_board[1], flags );
+   }
 
-   if( !s->aud_slide )
-      s->aud_slide = audio_request_channel( &audio_board[2], flags );
+   if( !s->aud_slide ){
+      s->aud_slide = audio_get_first_idle_channel();
+      if( s->aud_slide ) 
+         audio_channel_init( s->aud_slide, &audio_board[2], flags );
+   }
 
 
    /* brrrrrrrrrrrt sound for tiles and stuff 
@@ -1314,7 +1264,7 @@ VG_STATIC void player__skate_post_update( player_instance *player )
 
       audio_clip *relevant_samples[] = {
          &audio_board[0],
-         &audio_board[0], /* TODO? */
+         &audio_board[0],
          &audio_board[7],
          &audio_board[6],
          &audio_board[5]
@@ -1332,7 +1282,8 @@ VG_STATIC void player__skate_post_update( player_instance *player )
    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 );
+      //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+      audio_channel_edit_volume( s->aud_main, vol_main, 1 );
       audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
 
       float rate = 1.0f + (attn-0.5f)*0.2f;
@@ -1342,14 +1293,16 @@ VG_STATIC void player__skate_post_update( player_instance *player )
    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_slope_volume( s->aud_slide, 0.05f, vol_slide );
+      audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
       audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
    }
 
    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 );
+      //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+      audio_channel_edit_volume( s->aud_air, vol_air, 1 );
    }
 
    audio_unlock();
@@ -1519,8 +1472,6 @@ VG_STATIC void skate_weight_distribute( player_instance *player )
                                           (float)s->state.manual_direction;
    }
 
-   /* TODO: Fall back on land normal */
-   /* TODO: Lerp weight distribution */
    if( s->state.manual_direction ){
       v3f plane_z;
 
@@ -1590,7 +1541,6 @@ VG_STATIC int skate_point_visible( v3f origin, v3f target )
 
 VG_STATIC void skate_grind_orient( struct grind_info *inf, m3x3f mtx )
 {
-   /* TODO: Is N and Dir really orthogonal? */
    v3_copy( inf->dir, mtx[0] );
    v3_copy( inf->n, mtx[1] );
    v3_cross( mtx[0], mtx[1], mtx[2] );
@@ -1631,7 +1581,7 @@ VG_STATIC void skate_grind_truck_apply( player_instance *player,
 {
    struct player_skate *s = &player->_skate;
 
-   /* TODO: Trash compactor this */
+   /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
    v3f raw, wsp;
    m3x3_mulv( player->rb.to_world, ra, raw );
@@ -1818,7 +1768,7 @@ VG_STATIC int skate_grind_truck_entry( player_instance *player, float sign,
 {
    struct player_skate *s = &player->_skate;
 
-   /* TODO: Trash compactor this */
+   /* REFACTOR */
    v3f ra = { 0.0f, -k_board_radius, sign * k_board_length };
 
    v3f raw, wsp;
@@ -1964,8 +1914,7 @@ VG_STATIC int skate_boardslide_renew( player_instance *player,
    if( !skate_point_visible( vis, inf->co ) )
       return 0;
 
-   /* Exit condition: minimum velocity not reached, but allow a bit of error 
-    * TODO: trash compactor */
+   /* Exit condition: minimum velocity not reached, but allow a bit of error */
    float dv   = fabsf(v3_dot( player->rb.v, inf->dir )),
          minv = k_grind_axel_min_vel*0.8f;
 
@@ -1999,6 +1948,10 @@ 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" );
+   }
+
    /* debounces this state manager a little bit */
    if( s->grind_cooldown ){
       s->grind_cooldown --;
@@ -2440,7 +2393,8 @@ begin_collision:;
 
    manifold_len += l;
 
-   debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
+   if( vg_lines.draw )
+      debug_capsule( mtx, capsule.radius, capsule.height, VG__WHITE );
 
    /* add limits */
    if( s->state.activity >= k_skate_activity_grind_any ){
@@ -2678,7 +2632,7 @@ 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;
@@ -2819,11 +2773,7 @@ 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 );
@@ -2862,7 +2812,6 @@ VG_STATIC void player__skate_animate( player_instance *player,
 
    mdl_keyframe grind_pose[32];
    {
-      /* TODO: factor balance into this sampler */
       float grind_frame = 0.5f;
 
       if( s->state.activity == k_skate_activity_grind_front50 ){
@@ -3088,7 +3037,7 @@ VG_STATIC void player__skate_animate( player_instance *player,
    if( (s->state.activity <= k_skate_activity_air_to_grind) &&
        (fabsf(s->state.flip_rate) > 0.01f) )
    {
-      float t     = s->state.flip_time;
+      float t     = s->state.flip_time+s->state.flip_rate*substep*k_rb_delta;
             sign  = vg_signf( t );
 
       t  = 1.0f - vg_minf( 1.0f, fabsf( t * 1.1f ) );
@@ -3112,7 +3061,7 @@ 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 )
@@ -3140,19 +3089,45 @@ 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 );
@@ -3162,6 +3137,10 @@ VG_STATIC void player__skate_clear_mechanics( player_instance *player )
    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,
@@ -3181,4 +3160,10 @@ VG_STATIC void player__skate_reset( player_instance *player,
    s->state.head_position[1] = 1.8f;
 }
 
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+   struct player_skate *s = &player->_skate;
+   s->state = s->state_gate_storage;
+}
+
 #endif /* PLAYER_SKATE_C */