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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-16 01:54:38 +02:00

Merge remote-tracking branch 'refs/remotes/XProger/master'

This commit is contained in:
Gh0stBlade
2017-07-02 23:24:02 +01:00
6 changed files with 45 additions and 38 deletions

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@@ -82,7 +82,8 @@ struct Collision {
inf.floor = info.floor; inf.floor = info.floor;
inf.ceiling = info.ceiling; inf.ceiling = info.ceiling;
if ((info.ceiling == info.floor) || (info.floor - info.ceiling < height) || (py - info.floor > maxAscent) || (info.floor - py > maxDescent) || (info.ceiling > py)) { if ((info.ceiling == info.floor) || (info.floor - info.ceiling < height) || (py - info.floor > maxAscent) || (info.floor - py > maxDescent) || (info.ceiling > py) ||
(maxAscent == maxDescent && (maxAscent <= 256 + 128) && (abs(info.slantX) > 2 || abs(info.slantZ) > 2))) {
this->side = side; this->side = side;
return true; return true;
} }

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@@ -246,9 +246,9 @@ namespace Input {
vec2 center = vec2(Core::width - offset * 0.7f, Core::height - offset * 0.7f); vec2 center = vec2(Core::width - offset * 0.7f, Core::height - offset * 0.7f);
btnPos[bWeapon] = center; btnPos[bWeapon] = center;
btnPos[bJump] = center + vec2(cos(-PI * 0.5f), sin(-PI * 0.5f)) * radius; btnPos[bJump] = center + vec2(cosf(-PI * 0.5f), sinf(-PI * 0.5f)) * radius;
btnPos[bAction] = center + vec2(cos(-PI * 3.0f / 4.0f), sin(-PI * 3.0f / 4.0f)) * radius; btnPos[bAction] = center + vec2(cosf(-PI * 3.0f / 4.0f), sinf(-PI * 3.0f / 4.0f)) * radius;
btnPos[bWalk] = center + vec2(cos(-PI), sin(-PI)) * radius; btnPos[bWalk] = center + vec2(cosf(-PI), sinf(-PI)) * radius;
btnRadius = Core::height * (25.0f / 1080.0f); btnRadius = Core::height * (25.0f / 1080.0f);
// touch update // touch update

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@@ -422,7 +422,7 @@ struct Lara : Character {
if (level->extra.braid > -1) if (level->extra.braid > -1)
braid = new Braid(this, vec3(-4.0f, 24.0f, -48.0f)); braid = new Braid(this, vec3(-4.0f, 24.0f, -48.0f));
//reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
#ifdef _DEBUG #ifdef _DEBUG
//reset(14, vec3(40448, 3584, 60928), PI * 0.5f, true); // gym (pool) //reset(14, vec3(40448, 3584, 60928), PI * 0.5f, true); // gym (pool)
@@ -432,7 +432,7 @@ struct Lara : Character {
//reset(43, vec3(31400, -2560, 25200), PI); // level 2 (reach) //reset(43, vec3(31400, -2560, 25200), PI); // level 2 (reach)
//reset(16, vec3(60907, 0, 39642), PI * 3 / 2); // level 2 (hang & climb) //reset(16, vec3(60907, 0, 39642), PI * 3 / 2); // level 2 (hang & climb)
//reset(19, vec3(60843, 1024, 30557), PI); // level 2 (block) //reset(19, vec3(60843, 1024, 30557), PI); // level 2 (block)
reset(1, vec3(62630, -1280, 19633), 0); // level 2 (dark medikit) //reset(1, vec3(62630, -1280, 19633), 0); // level 2 (dark medikit)
//reset(7, vec3(64108, -512, 16514), -PI * 0.5f); // level 2 (bat trigger) //reset(7, vec3(64108, -512, 16514), -PI * 0.5f); // level 2 (bat trigger)
//reset(15, vec3(70082, -512, 26935), PI * 0.5f); // level 2 (bear) //reset(15, vec3(70082, -512, 26935), PI * 0.5f); // level 2 (bear)
//reset(63, vec3(31390, -2048, 33472), 0.0f); // level 2 (trap floor) //reset(63, vec3(31390, -2048, 33472), 0.0f); // level 2 (trap floor)
@@ -1645,9 +1645,12 @@ struct Lara : Character {
if ((input & (FORTH | WALK)) == (FORTH | WALK)) return STATE_SWAN_DIVE; if ((input & (FORTH | WALK)) == (FORTH | WALK)) return STATE_SWAN_DIVE;
} }
} else } else
if (state != STATE_SWAN_DIVE && state != STATE_REACH && state != STATE_FALL && state != STATE_UP_JUMP && state != STATE_BACK_JUMP && state != STATE_LEFT_JUMP && state != STATE_RIGHT_JUMP) if (state != STATE_SWAN_DIVE && state != STATE_FAST_DIVE && state != STATE_REACH && state != STATE_FALL && state != STATE_UP_JUMP && state != STATE_BACK_JUMP && state != STATE_LEFT_JUMP && state != STATE_RIGHT_JUMP)
return animation.setAnim(ANIM_FALL); return animation.setAnim(ANIM_FALL);
if (state == STATE_SWAN_DIVE)
return STATE_FAST_DIVE;
return state; return state;
} }
@@ -1764,7 +1767,10 @@ struct Lara : Character {
float ext = angle.y; float ext = angle.y;
if (input & FORTH) { if (input & FORTH) {
res = STATE_WALK; if (state == STATE_BACK)
res = STATE_STOP;
else
res = STATE_WALK;
} else if (input & BACK) { } else if (input & BACK) {
res = STATE_BACK; res = STATE_BACK;
ext += PI; ext += PI;
@@ -1888,7 +1894,7 @@ struct Lara : Character {
return animation.setAnim(ANIM_WATER_FALL); // TODO: wronng animation return animation.setAnim(ANIM_WATER_FALL); // TODO: wronng animation
} }
if (state == STATE_SWAN_DIVE) { if (state == STATE_SWAN_DIVE || state == STATE_FAST_DIVE) {
angle.x = -PI * 0.5f; angle.x = -PI * 0.5f;
game->waterDrop(pos, 128.0f, 0.2f); game->waterDrop(pos, 128.0f, 0.2f);
Sprite::add(game, TR::Entity::WATER_SPLASH, getRoomIndex(), (int)pos.x, (int)pos.y, (int)pos.z); Sprite::add(game, TR::Entity::WATER_SPLASH, getRoomIndex(), (int)pos.x, (int)pos.y, (int)pos.z);

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@@ -514,7 +514,7 @@ struct MeshBuilder {
// circle // circle
vec2 pos(32767.0f, 0.0f); vec2 pos(32767.0f, 0.0f);
vec2 cs(cos(PI2 / CIRCLE_SEGS), sin(PI2 / CIRCLE_SEGS)); vec2 cs(cosf(PI2 / CIRCLE_SEGS), sinf(PI2 / CIRCLE_SEGS));
for (int i = 0; i < CIRCLE_SEGS; i++) { for (int i = 0; i < CIRCLE_SEGS; i++) {
Vertex &v = vertices[vCount + i]; Vertex &v = vertices[vCount + i];

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@@ -88,8 +88,8 @@ namespace Sound {
float k = -10.0f / (44100.0f * rt60); float k = -10.0f / (44100.0f * rt60);
for (int i = 0; i < MAX_FDN; i++) { for (int i = 0; i < MAX_FDN; i++) {
absCoeff[i][0] = pow(10.0f, FDN[i] * k); absCoeff[i][0] = powf(10.0f, FDN[i] * k);
absCoeff[i][1] = 1.0f - (2.0f / (1.0f + pow(absCoeff[i][0], 1.0f - 1.0f / 0.15f))); absCoeff[i][1] = 1.0f - (2.0f / (1.0f + powf(absCoeff[i][0], 1.0f - 1.0f / 0.15f)));
} }
}; };

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@@ -194,32 +194,32 @@ namespace UI {
mesh->addBar(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, type, pos, vec2(size.x * value, size.y), 0xFFFFFFFF); mesh->addBar(buffer.indices, buffer.vertices, buffer.iCount, buffer.vCount, type, pos, vec2(size.x * value, size.y), 0xFFFFFFFF);
} }
const char *helpText = \ const char *helpText =
"Controls gamepad, touch and keyboard:@"\ "Controls gamepad, touch and keyboard:@"
" H - Show or hide this help@"\ " H - Show or hide this help@"
" TAB - Inventory@"\ " TAB - Inventory@"
" LEFT - Left@"\ " LEFT - Left@"
" RIGHT - Right@"\ " RIGHT - Right@"
" UP - Run@"\ " UP - Run@"
" DOWN - Back@"\ " DOWN - Back@"
" SHIFT - Walk@"\ " SHIFT - Walk@"
" SPACE - Draw Weapon@"\ " SPACE - Draw Weapon@"
" CTRL - Action@"\ " CTRL - Action@"
" ALT - Jump@"\ " ALT - Jump@"
" Z - Step Left@"\ " Z - Step Left@"
" X - Step Right@"\ " X - Step Right@"
" A - Roll@"\ " A - Roll@"
" C - Look # not implemented #@"\ " C - Look # not implemented #@"
" V - First Person View@" " V - First Person View@"
" R - slow motion@"\ " R - slow motion@"
" T - fast motion@"\ " T - fast motion@"
" ALT + ENTER - Fullscreen@@"\ " ALT + ENTER - Fullscreen@@"
"Actions:@"\ "Actions:@"
" Out of water - Run + Action@"\ " Out of water - Run + Action@"
" Handstand - Run + Walk@"\ " Handstand - Run + Walk@"
" Swan dive - Run + Walk + jump@"\ " Swan dive - Run + Walk + jump@"
" DOZY on - Look + Step Right + Action + Jump@"\ " DOZY on - Look + Step Right + Action + Jump@"
" DOZY off - Walk@"; " DOZY off - Walk@";
void renderHelp() { void renderHelp() {
if (showHelp) if (showHelp)