X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=player_skate.c;h=d1be6b8b82c84adf3d7978e176b138e4afec7117;hb=223e75026f958029f9664380ed20a5daa3ee2ae7;hp=9b1aea11a47c83f7b35af6553dcecfc0287919f3;hpb=872ad3e040f22df357929d3778a955ae8c4ac52b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/player_skate.c b/player_skate.c index 9b1aea1..d1be6b8 100644 --- a/player_skate.c +++ b/player_skate.c @@ -662,15 +662,16 @@ invalidated_grind:; v3_copy( best->v, player->rb.v ); s->land_dist = best->land_dist; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); s->state.gravity_bias = best->gravity; if( best->type == k_prediction_grind ){ s->state.activity = k_skate_activity_air_to_grind; } + v2f steer; + joystick_state( k_srjoystick_steer, steer ); + v2_normalize_clamp( steer ); + 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 ; @@ -712,10 +713,6 @@ VG_STATIC void skate_apply_air_model( player_instance *player ) q_axis_angle( correction, axis, acosf(angle)*2.0f*VG_TIMESTEP_FIXED ); q_mul( correction, player->rb.q, player->rb.q ); - - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); } VG_STATIC int player_skate_trick_input( player_instance *player ); @@ -793,7 +790,7 @@ VG_STATIC void skate_apply_grab_model( player_instance *player ) { struct player_skate *s = &player->_skate; - float grabt = player->input_grab->axis.value; + float grabt = axis_state( k_sraxis_grab ); if( grabt > 0.5f ){ v2_muladds( s->state.grab_mouse_delta, vg.mouse_delta, 0.02f, @@ -811,9 +808,12 @@ 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 = player->input_js1h->axis.value, - grab = player->input_grab->axis.value; + float steer = jsteer[0], + grab = axis_state( k_sraxis_grab ); steer = vg_signf( steer ) * steer*steer * k_steer_ground; @@ -892,9 +892,8 @@ VG_STATIC void skate_apply_friction_model( player_instance *player ) /* Pushing additive force */ - if( !player->input_jump->button.value ){ - if( player->input_push->button.value || - (vg.time-s->state.start_push<0.75) ) + if( !button_press( k_srbind_jump ) ){ + if( button_press( k_srbind_push ) || (vg.time-s->state.start_push<0.75) ) { if( (vg.time - s->state.cur_push) > 0.25 ) s->state.start_push = vg.time; @@ -922,7 +921,7 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) { struct player_skate *s = &player->_skate; int charging_jump_prev = s->state.charging_jump; - s->state.charging_jump = player->input_jump->button.value; + s->state.charging_jump = button_press( k_srbind_jump ); /* Cannot charge this in air */ if( s->state.activity <= k_skate_activity_air_to_grind ){ @@ -962,7 +961,10 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->grind_cooldown = 30; s->state.activity = k_skate_activity_ground; - float tilt = player->input_js1h->axis.value * 0.3f; + 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; @@ -976,10 +978,6 @@ VG_STATIC void skate_apply_jump_model( player_instance *player ) s->state.jump_charge = 0.0f; s->state.jump_time = vg.time; - v2f steer = { player->input_js1h->axis.value, - player->input_js1v->axis.value }; - v2_normalize_clamp( steer ); - audio_lock(); audio_oneshot_3d( &audio_jumps[rand()%2], player->rb.co, 40.0f, 1.0f ); audio_unlock(); @@ -997,7 +995,7 @@ VG_STATIC void skate_apply_pump_model( player_instance *player ) /* Throw / collect routine */ - if( player->input_grab->axis.value > 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 ); @@ -1041,8 +1039,8 @@ 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-player->input_grab->axis.value, 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 */ @@ -1109,17 +1107,17 @@ VG_STATIC void skate_copy_holdout( player_instance *player ) VG_STATIC int player_skate_trick_input( player_instance *player ) { - return (player->input_trick0->button.value) | - (player->input_trick1->button.value << 1) | - (player->input_trick2->button.value << 1) | - (player->input_trick2->button.value); + return (button_press( k_srbind_trick0 ) ) | + (button_press( k_srbind_trick1 ) << 1) | + (button_press( k_srbind_trick2 ) << 1) | + (button_press( k_srbind_trick2 ) ); } 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( button_down( k_srbind_use ) ){ player->subsystem = k_player_subsystem_walk; v3f angles; @@ -1451,14 +1449,16 @@ 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( (player->input_js1v->axis.value > 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( player->input_js1v->axis.value < 0.1f ){ + if( steer[1] < 0.1f ){ s->state.manual_direction = 0; } else{ @@ -1469,7 +1469,7 @@ VG_STATIC void skate_weight_distribute( player_instance *player ) } if( s->state.manual_direction ){ - float amt = vg_minf( player->input_js1v->axis.value * 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; } @@ -1622,9 +1622,10 @@ 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 = player->input_js1v->axis.value * - 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 ); @@ -1676,8 +1677,10 @@ 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 = player->input_js1v->axis.value * + float way = steer[1] * vg_signf( v3_dot( player->rb.to_world[2], player->rb.v ) ); v4f q; v3f up, target_up; @@ -1971,18 +1974,20 @@ 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 = player->input_js1v->axis.value; + float tilt = steer[1]; if( fabsf(tilt) >= 0.25f ){ v3f raw = {0.0f,0.0f,tilt}; m3x3_mulv( player->rb.to_world, raw, raw ); - float way = player->input_js1v->axis.value * - vg_signf( v3_dot( raw, player->rb.v ) ); + float way = tilt * vg_signf( v3_dot( raw, player->rb.v ) ); if( way < 0.0f ) allow_front = 0; else allow_back = 0; @@ -2020,7 +2025,7 @@ 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(player->input_js1v->axis.value) >= 0.25f; + int wants_to_do_that = fabsf(steer[1]) >= 0.25f; res_back50 &= wants_to_do_that; res_front50 &= wants_to_do_that; @@ -2772,7 +2777,10 @@ VG_STATIC void player__skate_animate( player_instance *player, mdl_keyframe air_pose[32]; { - float target = -player->input_js1h->axis.value; + 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 ); @@ -2781,9 +2789,10 @@ VG_STATIC void player__skate_animate( player_instance *player, static v2f grab_choice; - v2f grab_input = { player->input_js2h->axis.value, - player->input_js2v->axis.value }; + v2f 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 ) grab_input[0] = -1.0f; else