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mirror of https://github.com/XProger/OpenLara.git synced 2025-03-13 23:59:41 +01:00

#3 slide on slant blocks, climb on 2-3 clicks height blocks, asc/desc 1 click blocks while walk or run;

#13 add dummy boulder trigger to stop inactive animation & sound, fix short angle checks and non-zero velocity for switch and keyhole triggers;
This commit is contained in:
XProger 2016-10-10 02:43:20 +03:00
parent 3f3a590f73
commit 5a99d547ba
11 changed files with 400 additions and 86 deletions

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@ -7,6 +7,8 @@
#define MAX_CLIP_PLANES 10
#define CAMERA_OFFSET (1024.0f + 512.0f)
struct Frustum {
struct Poly {
@ -64,15 +66,15 @@ struct Frustum {
float t2 = v2.dot(plane.xyz) + plane.w;
// hack for big float numbers
int s1 = sign((int)t1);
int s2 = sign((int)t2);
int s1 = (int)t1;
int s2 = (int)t2;
if (s1 >= 0) {
dst.vertices[dst.count++] = v1;
ASSERT(dst.count < MAX_CLIP_PLANES);
}
if (s1 * s2 < 0) {
if ((s1 ^ s2) < 0) { // check for opposite signs
float k1 = t2 / (t2 - t1);
float k2 = t1 / (t2 - t1);
dst.vertices[dst.count++] = v1 * (float)k1 - v2 * (float)k2;
@ -224,24 +226,12 @@ struct Camera : Controller {
Input::mouse.start.R = Input::mouse.pos;
}
float height = 0.0f;
switch (owner->stand) {
case Controller::STAND_AIR :
case Controller::STAND_GROUND :
height = 768.0f;
break;
case Controller::STAND_UNDERWATER :
case Controller::STAND_ONWATER :
height = 256.0f;
break;
}
angle = owner->angle + angleAdv;
angle.z = 0.0f;
//angle.x = min(max(angle.x, -80 * DEG2RAD), 80 * DEG2RAD);
vec3 dir;
target = vec3(owner->pos.x, owner->pos.y - height, owner->pos.z);
target = vec3(owner->pos.x, owner->pos.y, owner->pos.z) + owner->getViewOffset();
if (actCamera > -1) {
TR::Camera &c = level->cameras[actCamera];
@ -260,7 +250,7 @@ struct Camera : Controller {
dir = getDir();
if (owner->state != Lara::STATE_BACK_JUMP || actTargetEntity > -1) {
vec3 eye = target - dir * 1024.0f;
vec3 eye = target - dir * CAMERA_OFFSET;
destPos = trace(owner->getRoomIndex(), target, eye);
lastDest = destPos;
} else {

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@ -6,12 +6,14 @@
#define GRAVITY 6.0f
#define NO_OVERLAP 0x7FFFFFFF
#define SPRITE_FPS 10.0f
struct Controller {
TR::Level *level;
int entity;
enum Stand {
STAND_AIR, STAND_GROUND, STAND_UNDERWATER, STAND_ONWATER
STAND_AIR, STAND_GROUND, STAND_SLIDE, STAND_HANG, STAND_UNDERWATER, STAND_ONWATER
} stand;
int state;
int mask;
@ -54,7 +56,7 @@ struct Controller {
pos = vec3((float)e.x, (float)e.y, (float)e.z);
angle = vec3(0.0f, e.rotation, 0.0f);
stand = STAND_GROUND;
animIndex = e.modelIndex > 0 ? level->models[e.modelIndex - 1].animation : 0;
animIndex = e.modelIndex > 0 ? getModel().animation : 0;
state = level->anims[animIndex].state;
}
@ -63,6 +65,8 @@ struct Controller {
e.x = int(pos.x);
e.y = int(pos.y);
e.z = int(pos.z);
while (angle.y < 0.0f) angle.y += 2 * PI;
while (angle.y > 2 * PI) angle.y -= 2 * PI;
e.rotation = angle.y;
}
@ -76,6 +80,10 @@ struct Controller {
pos.z >= min.z && pos.z <= max.z;
}
TR::Model& getModel() const {
return level->models[getEntity().modelIndex - 1];
}
TR::Entity& getEntity() const {
return level->entities[entity];
}
@ -198,7 +206,7 @@ struct Controller {
if (info.roomNext != 0xFF)
entity.room = info.roomNext;
if (entity.y >= info.floor) {
if (entity.y > info.floor) {
if (info.roomBelow == 0xFF) {
entity.y = info.floor;
pos.y = entity.y;
@ -275,6 +283,8 @@ struct Controller {
virtual int getHeight() { return 0; }
virtual int getStateAir() { return state; }
virtual int getStateGround() { return state; }
virtual int getStateSlide() { return state; }
virtual int getStateHang() { return state; }
virtual int getStateUnderwater() { return state; }
virtual int getStateOnwater() { return state; }
virtual int getStateDeath() { return state; }
@ -290,6 +300,10 @@ struct Controller {
state = getStateDeath();
else if (stand == STAND_GROUND)
state = getStateGround();
else if (stand == STAND_SLIDE)
state = getStateSlide();
else if (stand == STAND_HANG)
state = getStateHang();
else if (stand == STAND_AIR)
state = getStateAir();
else if (stand == STAND_UNDERWATER)
@ -317,10 +331,34 @@ struct Controller {
virtual void updateState() {}
virtual vec3 getAnimMove() {
TR::Animation *anim = &level->anims[animIndex];
int16 *ptr = &level->commands[anim->animCommand];
for (int i = 0; i < anim->acCount; i++) {
int cmd = *ptr++;
switch (cmd) {
case TR::ANIM_CMD_MOVE : { // cmd position
int16 sx = *ptr++;
int16 sy = *ptr++;
int16 sz = *ptr++;
return vec3((float)sx, (float)sy, (float)sz);
break;
}
case TR::ANIM_CMD_SPEED : // cmd jump speed
case TR::ANIM_CMD_SOUND : // play sound
case TR::ANIM_CMD_SPECIAL : // special commands
ptr += 2;
break;
}
}
return vec3(0.0f);
}
virtual void updateAnimation(bool commands) {
int frameIndex = int((animTime += Core::deltaTime) * 30.0f);
TR::Animation *anim = &level->anims[animIndex];
bool endFrame = frameIndex > anim->frameEnd - anim->frameStart;
bool endFrame = frameIndex > anim->frameEnd - anim->frameStart;
// apply animation commands
if (commands) {
@ -334,7 +372,7 @@ struct Controller {
int16 sy = *ptr++;
int16 sz = *ptr++;
if (endFrame) {
pos = pos + vec3(sx, sy, sz).rotateY(angle.y);
pos = pos + vec3(sx, sy, sz).rotateY(-angle.y);
updateEntity();
LOG("move: %d %d %d\n", (int)sx, (int)sy, (int)sz);
}
@ -360,11 +398,9 @@ struct Controller {
int frame = (*ptr++);
int id = (*ptr++) & 0x3FFF;
int idx = frame - anim->frameStart;
if (idx > animPrevFrame && idx <= frameIndex) {
if (getEntity().id != TR::Entity::ENEMY_BAT) // temporary mute the bat
playSound(id);
}
if (idx > animPrevFrame && idx <= frameIndex)
playSound(id);
break;
}
case TR::ANIM_CMD_SPECIAL : // special commands
@ -430,14 +466,14 @@ struct SpriteController : Controller {
animTime += Core::deltaTime;
if (animated) {
frame = int(animTime * 10.0f);
frame = int(animTime * SPRITE_FPS);
TR::SpriteSequence &seq = getSequence();
if (instant && frame >= seq.sCount)
remove = true;
else
frame %= seq.sCount;
} else
if (instant && animTime >= 0.1f)
if (instant && animTime >= (1.0f / SPRITE_FPS))
remove = true;
if (remove) {

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@ -138,6 +138,14 @@ namespace Debug {
glEnd();
}
void line(const vec3 &a, const vec3 &b, const vec4 &color) {
glBegin(GL_LINES);
glColor4fv((GLfloat*)&color);
glVertex3fv((GLfloat*)&a);
glVertex3fv((GLfloat*)&b);
glEnd();
}
void text(const vec2 &pos, const vec4 &color, const char *str) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
@ -189,6 +197,8 @@ namespace Debug {
bool isPortal = false;
float fx = 0.0f, fz = 0.0f;
TR::FloorData *fd = &level.floors[floorIndex];
TR::FloorData::Command cmd;
do {
@ -208,6 +218,9 @@ namespace Debug {
auto &p = cmd.func == 0x02 ? vf : vc;
if (cmd.func == TR::FloorData::FLOOR) { // floor
fx = (float)slant.x;
fz = (float)slant.z;
if (sx > 0) {
p[0].y += sx;
p[3].y += sx;
@ -283,6 +296,24 @@ namespace Debug {
glVertex3f(x, c.y, z);
glEnd();
}
vec3 a = (vf[0] + vf[1] + vf[2] + vf[3]) * 0.25f;
vec3 n = vec3(-fx, -4.0f, -fz).normal();
vec3 b = a + n * 1.0f;
vec3 v = ((Controller*)level.entities[0].controller)->getDir();
vec3 p = v - n * n.dot(v);
vec3 c = b + p.normal() * 256.0f;
glBegin(GL_LINES);
glColor3f(1, 1, 1);
glVertex3fv((GLfloat*)&a);
glVertex3fv((GLfloat*)&b);
glColor3f(1, 1, 0);
glVertex3fv((GLfloat*)&b);
glVertex3fv((GLfloat*)&c);
glEnd();
}
void debugBox(const TR::Box &b) {

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@ -33,6 +33,7 @@ namespace TR {
enum {
SND_NO = 2,
SND_LANDING = 4,
SND_BUBBLE = 37,
SND_SECRET = 173,
};
@ -280,7 +281,7 @@ namespace TR {
TRAP_FLOOR = 35,
TRAP_BLADE = 36,
TRAP_SPIKES = 37,
TRAP_STONE = 38,
TRAP_BOULDER = 38,
TRAP_DART = 39,
TRAP_DARTGUN = 40,
@ -633,6 +634,7 @@ namespace TR {
struct FloorInfo {
int floor, ceiling;
int slantX, slantZ;
int roomNext, roomBelow, roomAbove;
int floorIndex;
int kill;
@ -640,6 +642,19 @@ namespace TR {
Trigger trigger;
FloorData::TriggerInfo trigInfo;
FloorData::TriggerCommand trigCmd[16];
vec3 getNormal() {
return vec3((float)-slantX, -4.0f, (float)-slantZ).normal();
}
vec3 getSlant(const vec3 &dir) {
// project floor normal into plane(dir, up)
vec3 r = vec3(dir.z, 0.0f, -dir.x); // up(0, 1, 0).cross(dir)
vec3 n = getNormal();
n = n - r * r.dot(n);
// project dir into plane(dir, n)
return n.cross(dir.cross(n)).normal();
}
};
bool secrets[MAX_SECRETS_COUNT];
@ -891,6 +906,8 @@ namespace TR {
info.floor = 256 * (int)s.floor;
info.ceiling = 256 * (int)s.ceiling;
info.slantX = 0;
info.slantZ = 0;
info.roomNext = 255;
info.roomBelow = s.roomBelow;
info.roomAbove = s.roomAbove;
@ -919,6 +936,8 @@ namespace TR {
int sx = (int)slant.x;
int sz = (int)slant.z;
if (cmd.func == FloorData::FLOOR) {
info.slantX = sx;
info.slantZ = sz;
info.floor -= sx * (sx > 0 ? (dx - 1024) : dx) >> 2;
info.floor -= sz * (sz > 0 ? (dz - 1024) : dz) >> 2;
} else {

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@ -17,6 +17,8 @@
#define MAX_TRIGGER_ACTIONS 64
#define DESCENT_SPEED 2048.0f
struct Lara : Controller {
ActionCommand actionList[MAX_TRIGGER_ACTIONS];
@ -24,19 +26,39 @@ struct Lara : Controller {
// http://www.tombraiderforums.com/showthread.php?t=148859
enum {
ANIM_STAND = 11,
ANIM_CLIMB_JUMP = 26,
ANIM_FALL = 34,
ANIM_SMASH_JUMP = 32,
ANIM_CLIMB_3 = 42,
ANIM_CLIMB_2 = 50,
ANIM_SMASH_RUN_LEFT = 53,
ANIM_SMASH_RUN_RIGHT = 54,
ANIM_RUN_ASCEND_LEFT = 55,
ANIM_RUN_ASCEND_RIGHT = 56,
ANIM_WALK_ASCEND_LEFT = 57,
ANIM_WALK_ASCEND_RIGHT = 58,
ANIM_WALK_DESCEND_RIGHT = 59,
ANIM_WALK_DESCEND_LEFT = 60,
ANIM_BACK_DESCEND_LEFT = 61,
ANIM_BACK_DESCEND_RIGHT = 62,
ANIM_SLIDE_FORTH = 70,
ANIM_SLIDE_BACK = 105,
ANIM_WATER_FALL = 112,
ANIM_TO_ONWATER = 114,
ANIM_STAND_ROLL_BEGIN = 146,
ANIM_STAND_ROLL_END = 147,
ANIM_TO_UNDERWATER = 119,
ANIM_HIT_FRONT = 125,
ANIM_HIT_BACK = 126,
ANIM_HIT_LEFT = 127,
ANIM_HIT_RIGHT = 128,
ANIM_STAND_ROLL_BEGIN = 146,
ANIM_STAND_ROLL_END = 147,
};
// http://www.tombraiderforums.com/showthread.php?t=211681
@ -60,7 +82,7 @@ struct Lara : Controller {
STATE_BACK,
STATE_SWIM,
STATE_GLIDE,
STATE_NULL_19,
STATE_HANG_JUMP,
STATE_FAST_TURN,
STATE_STEP_RIGHT,
STATE_STEP_LEFT,
@ -127,10 +149,6 @@ struct Lara : Controller {
// updateEntity();
}
bool isMovingState(int state) {
return state == STATE_RUN || state == STATE_FAST_BACK || state == STATE_ROLL || state == STATE_WALK || state == STATE_STEP_LEFT || state == STATE_STEP_RIGHT;
}
bool waterOut(int &outState) {
// TODO: playSound 36
vec3 dst = pos + getDir() * 32.0f;
@ -181,14 +199,14 @@ struct Lara : Controller {
actionState = (isActive && stand == STAND_GROUND) ? STATE_SWITCH_UP : STATE_SWITCH_DOWN;
if ((mask & ACTION) == 0 || state == actionState)
return;
if (fabsf(level->entities[info.trigCmd[0].args].rotation - e.rotation) > PI * 0.25f)
if (fabsf(shortAngle(level->entities[info.trigCmd[0].args].rotation, e.rotation)) > PI * 0.25f) // TODO clamp angles
return;
break;
case TR::Level::Trigger::KEY :
actionState = STATE_USE_KEY;
if (isActive || (mask & ACTION) == 0 || state == actionState) // TODO: STATE_USE_PUZZLE
return;
if (fabsf(level->entities[info.trigCmd[0].args].rotation - e.rotation) > PI * 0.25f)
if (fabsf(shortAngle(level->entities[info.trigCmd[0].args].rotation, e.rotation)) > PI * 0.25f) // TODO clamp angles
return;
break;
case TR::Level::Trigger::PICKUP :
@ -208,6 +226,7 @@ struct Lara : Controller {
angle.y = p.rotation;
angle.x = 0;
pos = vec3(p.x, p.y, p.z) + vec3(sinf(angle.y), 0, cosf(angle.y)) * (stand == STAND_GROUND ? 384 : 128);
velocity = vec3(0.0f);
updateEntity();
}
@ -245,6 +264,70 @@ struct Lara : Controller {
activateNext();
}
vec3 getViewOffset() {
TR::Animation *anim = &level->anims[animIndex];
TR::Model &model = getModel();
float k = animTime * 30.0f / anim->frameRate;
int fIndex = (int)k;
int fCount = (anim->frameEnd - anim->frameStart) / anim->frameRate + 1;
int fSize = sizeof(TR::AnimFrame) + model.mCount * sizeof(uint16) * 2;
k = k - fIndex;
int fIndexA = fIndex % fCount, fIndexB = (fIndex + 1) % fCount;
TR::AnimFrame *frameA = (TR::AnimFrame*)&level->frameData[(anim->frameOffset + fIndexA * fSize) >> 1];
TR::Animation *nextAnim = NULL;
vec3 move(0.0f);
if (fIndexB == 0) {
move = getAnimMove();
nextAnim = &level->anims[anim->nextAnimation];
fIndexB = (anim->nextFrame - nextAnim->frameStart) / nextAnim->frameRate;
} else
nextAnim = anim;
TR::AnimFrame *frameB = (TR::AnimFrame*)&level->frameData[(nextAnim->frameOffset + fIndexB * fSize) >> 1];
float h = ((vec3)frameA->pos).lerp(move + frameB->pos, k).y;
switch (stand) {
case Controller::STAND_AIR :
case Controller::STAND_GROUND :
case Controller::STAND_SLIDE :
case Controller::STAND_HANG :
h -= 256.0f;
break;
case Controller::STAND_UNDERWATER :
case Controller::STAND_ONWATER :
h -= 128.0f;
break;
}
return vec3(0.0f, h, 0.0f);
/*
return offset;
*/
/*
switch (stand) {
case Controller::STAND_AIR :
case Controller::STAND_GROUND :
case Controller::STAND_SLIDE :
case Controller::STAND_HANG :
offset.y = 768.0f;
break;
case Controller::STAND_UNDERWATER :
case Controller::STAND_ONWATER :
offset.y = 256.0f;
break;
}*/
}
virtual Stand getStand() {
if (stand == STAND_ONWATER && state != STATE_DIVE && state != STATE_STOP)
return stand;
@ -252,11 +335,20 @@ struct Lara : Controller {
if (getRoom().flags & TR::ROOM_FLAG_WATER)
return STAND_UNDERWATER; // TODO: ONWATER
int extra = isMovingState(state) ? 256 : 0;
TR::Entity &e = getEntity();
TR::Level::FloorInfo info;
level->getFloorInfo(e.room, e.x, e.z, info);
if (stand == STAND_SLIDE || (stand == STAND_AIR && velocity.y > 0) || stand == STAND_GROUND) {
if (e.y + 8 >= info.floor && (abs(info.slantX) > 2 || abs(info.slantZ) > 2)) {
if (stand == STAND_AIR)
playSound(TR::SND_LANDING);
return STAND_SLIDE;
}
}
int extra = stand != STAND_AIR ? 256 : 0;
if (info.roomBelow == 0xFF && e.y + extra >= info.floor)
return STAND_GROUND;
@ -283,7 +375,8 @@ struct Lara : Controller {
}
virtual int getStateGround() {
angle.x = 0.0f;
angle.x = 0.0f;
/*
// hit test
if (animIndex != ANIM_HIT_FRONT)
@ -314,7 +407,11 @@ struct Lara : Controller {
if (mask & JUMP) {
if ((mask & FORTH) && state == STATE_FORWARD_JUMP)
return STATE_RUN;
return state == STATE_RUN ? STATE_FORWARD_JUMP : STATE_COMPRESS;
if (state == STATE_RUN)
return STATE_FORWARD_JUMP;
if (animIndex == ANIM_SLIDE_BACK)
return STATE_SLIDE_BACK;
return STATE_COMPRESS;
}
// walk button is pressed
@ -324,14 +421,69 @@ struct Lara : Controller {
if (mask & LEFT) return STATE_STEP_LEFT;
if (mask & RIGHT) return STATE_STEP_RIGHT;
return STATE_STOP;
}
// only dpad buttons pressed
if (mask & FORTH) return STATE_RUN;
if (mask & BACK) return STATE_FAST_BACK;
if (mask & LEFT) return turnTime < FAST_TURN_TIME ? STATE_TURN_LEFT : STATE_FAST_TURN;
if (mask & RIGHT) return turnTime < FAST_TURN_TIME ? STATE_TURN_RIGHT : STATE_FAST_TURN;
return STATE_STOP;
}
if ( (mask & (FORTH | ACTION)) == (FORTH | ACTION) ) {
vec3 p = pos + getDir() * 64.0f;
TR::Level::FloorInfo info;
level->getFloorInfo(getRoomIndex(), (int)p.x, (int)p.z, info);
int h = (int)pos.y - info.floor;
if (h >= 2 * 256 - 16 && h <= 2 * 256 + 16 && animIndex != ANIM_CLIMB_2)
return setAnimation(ANIM_CLIMB_2);
if (h >= 3 * 256 - 16 && h <= 3 * 256 + 16 && animIndex != ANIM_CLIMB_3)
return setAnimation(ANIM_CLIMB_3);
if (h >= 4 * 256 - 16 && h <= 7 * 256 + 16 && state != STATE_HANG_JUMP)
return setAnimation(ANIM_CLIMB_JUMP);
}
// only dpad buttons pressed
if (mask & FORTH) return STATE_RUN;
if (mask & BACK) return STATE_FAST_BACK;
if (mask & LEFT) return turnTime < FAST_TURN_TIME ? STATE_TURN_LEFT : STATE_FAST_TURN;
if (mask & RIGHT) return turnTime < FAST_TURN_TIME ? STATE_TURN_RIGHT : STATE_FAST_TURN;
return STATE_STOP;
}
virtual int getStateSlide() {
TR::Entity &e = getEntity();
if (state != STATE_SLIDE && state != STATE_SLIDE_BACK) {
TR::Level::FloorInfo info;
level->getFloorInfo(e.room, e.x, e.z, info);
int sx = abs(info.slantX), sz = abs(info.slantZ);
// get direction
float dir;
if (sx > sz)
dir = info.slantX > 0 ? 3.0f : 1.0f;
else
dir = info.slantZ > 0 ? 2.0f : 0.0f;
dir *= PI * 0.5f;
int aIndex = ANIM_SLIDE_FORTH;
if (fabsf(shortAngle(dir, angle.y)) > PI * 0.5f) {
aIndex = ANIM_SLIDE_BACK;
dir += PI;
}
angle.y = dir;
updateEntity();
return setAnimation(aIndex);
}
if (mask & JUMP) {
stand = STAND_GROUND;
pos.y -= 16;
updateEntity();
return state == STATE_SLIDE ? STATE_FORWARD_JUMP : STATE_BACK_JUMP;
}
return state;
}
virtual int getStateHang() {
return Controller::getStateHang();
}
virtual int getStateUnderwater() {
@ -417,11 +569,13 @@ struct Lara : Controller {
if (Input::down[ikEnter]) {
if (!lState) {
lState = true;
/*
static int snd_id = 0;//160;
playSound(snd_id);
*/
// setAnimation(snd_id);
LOG("sound: %d\n", snd_id++);
/*
//LOG("sound: %d\n", snd_id++);
LOG("state: %d\n", anim->state);
for (int i = 0; i < anim->scCount; i++) {
auto &sc = level->states[anim->scOffset + i];
@ -432,7 +586,7 @@ struct Lara : Controller {
}
LOG("\n");
}
*/
}
} else
@ -486,6 +640,7 @@ struct Lara : Controller {
case STATE_SURF_BACK :
case STATE_BACK_JUMP :
case STATE_FAST_BACK :
case STATE_SLIDE_BACK :
angleExt += PI;
break;
case STATE_LEFT_JUMP :
@ -514,7 +669,9 @@ struct Lara : Controller {
case STAND_AIR :
velocity.y += GRAVITY * dt;
break;
case STAND_GROUND :
case STAND_GROUND :
case STAND_SLIDE :
case STAND_HANG :
case STAND_ONWATER : {
float speed = 0.0f;
@ -531,12 +688,18 @@ struct Lara : Controller {
speed = -speed;
}
velocity.x = sinf(angleExt) * speed;
velocity.z = cosf(angleExt) * speed;
if (stand == STAND_GROUND)
velocity.y += GRAVITY * dt;
else
if (stand == STAND_ONWATER) {
velocity.x = sinf(angleExt) * speed;
velocity.z = cosf(angleExt) * speed;
velocity.y = 0.0f;
} else {
TR::Entity &e = getEntity();
TR::Level::FloorInfo info;
level->getFloorInfo(e.room, e.x, e.z, info);
vec3 v(sinf(angleExt), 0.0f, cosf(angleExt));
velocity = info.getSlant(v) * speed;
}
break;
}
case STAND_UNDERWATER : {
@ -563,7 +726,7 @@ struct Lara : Controller {
vec3 p = pos;
pos = pos + offset;
TR::Level::FloorInfo info;
level->getFloorInfo(getEntity().room, (int)pos.x, (int)pos.z, info);
@ -573,6 +736,8 @@ struct Lara : Controller {
int height = getHeight();
bool canPassGap;
float h = info.floor - pos.y;
switch (stand) {
case STAND_AIR :
canPassGap = ((int)p.y - d) <= 512 && (info.roomAbove != 0xFF || (pos.y - height - info.ceiling > -256));
@ -585,12 +750,19 @@ struct Lara : Controller {
break;
}
default : // TODO: height
if (state == STATE_WALK || state == STATE_BACK || state == STATE_STEP_LEFT || state == STATE_STEP_RIGHT)
canPassGap = delta <= 256;
if (state == STATE_WALK || state == STATE_BACK)
canPassGap = h >= -256 && h <= 256;
else
canPassGap = delta >= -256 - 16;
if (state == STATE_STEP_LEFT || state == STATE_STEP_RIGHT)
canPassGap = h >= -128 && h <= 128;
else
canPassGap = h >= -256 - 16;
}
TR::Animation *anim = &level->anims[animIndex];
int frame = int(animTime * 30.0f);
bool left = (anim->frameEnd - anim->frameStart) / 2 > frame;
if (d == NO_OVERLAP || !canPassGap) {
pos = p; // TODO: use smart ejection
@ -602,22 +774,56 @@ struct Lara : Controller {
velocity.x = -velocity.x * 0.5f;
velocity.z = -velocity.z * 0.5f;
velocity.y = 0.0f;
} else
} else {
velocity.x = velocity.z = 0.0f;
pos.y = p.y;
updateEntity();
}
break;
case STAND_GROUND :
if (delta <= -256 * 4 && state == STATE_RUN)
setAnimation(ANIM_SMASH_RUN_LEFT); // TODO: RIGHT
else
setAnimation(ANIM_STAND);
if (state != STATE_UP_JUMP) { // early stage of up jump
if (delta <= -256 * 4 && state == STATE_RUN)
setAnimation(left ? ANIM_SMASH_RUN_LEFT : ANIM_SMASH_RUN_RIGHT);
else
setAnimation(ANIM_STAND);
} else {
pos.y = p.y;
updateEntity();
}
velocity.x = velocity.z = 0.0f;
break;
case STAND_UNDERWATER :
case STAND_ONWATER :
break;
default : ;// no smash animation
}
} else
} else {
if (state == STATE_RUN || state == STATE_WALK || state == STATE_BACK || state == STATE_ROLL) {
if (h <= -128 && h >= -256) { // ascend
if (state == STATE_RUN) setAnimation(left ? ANIM_RUN_ASCEND_LEFT : ANIM_RUN_ASCEND_RIGHT);
if (state == STATE_WALK) setAnimation(left ? ANIM_WALK_ASCEND_LEFT : ANIM_WALK_ASCEND_RIGHT);
pos.y = info.floor;
}
if (h >= 128 && h <= 256 && (state == STATE_WALK || state == STATE_BACK)) { // descend
if (state == STATE_WALK) setAnimation(left ? ANIM_WALK_DESCEND_LEFT : ANIM_WALK_DESCEND_RIGHT);
if (state == STATE_BACK) setAnimation(left ? ANIM_BACK_DESCEND_LEFT : ANIM_BACK_DESCEND_RIGHT);
pos.y = info.floor;
}
if (h > 0 && (state == STATE_RUN || state == STATE_ROLL)) {
pos.y += DESCENT_SPEED * Core::deltaTime;
}
}
if (state == STATE_FAST_BACK) {
if (h >= 255) {
stand = STAND_AIR;
setAnimation(ANIM_FALL);
} else
pos.y += DESCENT_SPEED * Core::deltaTime;
}
updateEntity();
}
}
};

View File

@ -86,9 +86,11 @@ struct Level {
case TR::Entity::TRAP_FLOOR :
case TR::Entity::TRAP_BLADE :
case TR::Entity::TRAP_SPIKES :
case TR::Entity::TRAP_STONE :
entity.controller = new Trigger(&level, i, true);
break;
case TR::Entity::TRAP_BOULDER :
entity.controller = new Boulder(&level, i);
break;
case TR::Entity::TRAP_DARTGUN :
entity.controller = new Dartgun(&level, i);
break;
@ -386,12 +388,15 @@ struct Level {
TR::Animation *nextAnim = NULL;
vec3 move(0.0f);
if (fIndexB == 0) {
if (controller)
move = controller->getAnimMove();
nextAnim = &level.anims[anim->nextAnimation];
fIndexB = (anim->nextFrame - nextAnim->frameStart) / nextAnim->frameRate;
} else
nextAnim = anim;
TR::AnimFrame *frameB = (TR::AnimFrame*)&level.frameData[(nextAnim->frameOffset + fIndexB * fSize) >> 1];
vec3 bmin = frameA->box.min().lerp(frameB->box.min(), k);
@ -403,7 +408,7 @@ struct Level {
mat4 m;
m.identity();
m.translate(((vec3)frameA->pos).lerp(frameB->pos, k));
m.translate(((vec3)frameA->pos).lerp(move + frameB->pos, k));
int sIndex = 0;
mat4 stack[20];
@ -601,7 +606,7 @@ struct Level {
// Debug::Level::lights(level);
// Debug::Level::portals(level);
// Debug::Level::meshes(level);
Debug::Level::entities(level);
// Debug::Level::entities(level);
Debug::Level::info(level, lara->getEntity());
Debug::end();
#endif

View File

@ -88,7 +88,7 @@ varying vec4 vColor;
// fog
float fog = clamp(1.0 / exp(gl_FragCoord.z / gl_FragCoord.w * 0.000025), 0.0, 1.0);
gl_FragColor = mix(vec4(0.0), color, fog);
gl_FragColor = mix(vec4(0.0, 0.0, 0.0, 1.0), color, fog);
}
#endif
)===="

View File

@ -380,8 +380,10 @@ namespace Sound {
if (!stream) return;
if (channelsCount < SND_CHANNELS_MAX)
channels[channelsCount++] = new Sample(stream, volume, pitch, flags);
else
LOG("! no free channels\n");
else {
LOG("! no free channels\n");
delete stream;
}
}
}

View File

@ -109,8 +109,10 @@ struct Dartgun : Trigger {
level->entities[dartIndex].controller = new Dart(level, dartIndex);
int smokeIndex = level->entityAdd(TR::Entity::SMOKE, entity.room, (int)pos.x, (int)pos.y, (int)pos.z, entity.rotation, -1);
if (smokeIndex > -1)
if (smokeIndex > -1) {
level->entities[smokeIndex].intensity = 0x1FFF - level->rooms[entity.room].ambient;
level->entities[smokeIndex].controller = new SpriteController(level, smokeIndex);
}
playSound(151);
@ -119,4 +121,16 @@ struct Dartgun : Trigger {
};
struct Boulder : Trigger {
Boulder(TR::Level *level, int entity) : Trigger(level, entity, true) {}
virtual void update() {
if (getEntity().flags & ENTITY_FLAG_ACTIVE) {
updateAnimation(true);
updateEntity();
}
}
};
#endif

View File

@ -25,6 +25,7 @@
#define PI 3.14159265358979323846f
#define PI2 (PI * 2.0f)
#define DEG2RAD (PI / 180.0f)
#define RAD2DEG (180.0f / PI)
#define EPS FLT_EPSILON
@ -74,6 +75,16 @@ inline const int sign(const T &x) {
return x > 0 ? 1 : (x < 0 ? -1 : 0);
}
float clampAngle(float a) {
return a < -PI ? a + PI2 : (a >= PI ? a - PI2 : a);
}
float shortAngle(float a, float b) {
float n = clampAngle(b) - clampAngle(a);
return clampAngle(n - int(n / PI2) * PI2);
}
struct vec2 {
float x, y;
vec2() {}
@ -110,7 +121,7 @@ struct vec3 {
vec3 cross(const vec3 &v) const { return vec3(y*v.z - z*v.y, z*v.x - x*v.z, x*v.y - y*v.x); }
float length2() const { return dot(*this); }
float length() const { return sqrtf(length2()); }
vec3 normal() const { float s = length(); return s == 0.0 ? (*this) : (*this)*(1.0f/s); }
vec3 normal() const { float s = length(); return s == 0.0f ? (*this) : (*this)*(1.0f/s); }
vec3 lerp(const vec3 &v, const float t) const {
if (t <= 0.0f) return *this;
@ -227,10 +238,10 @@ struct quat {
temp = q;
if (1.0f - cosom > EPS) {
omega = acos(cosom);
sinom = 1.0f / sin(omega);
scale0 = sin((1.0f - t) * omega) * sinom;
scale1 = sin(t * omega) * sinom;
omega = acosf(cosom);
sinom = 1.0f / sinf(omega);
scale0 = sinf((1.0f - t) * omega) * sinom;
scale1 = sinf(t * omega) * sinom;
} else {
scale0 = 1.0f - t;
scale1 = t;