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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-15 09:34:18 +02:00

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

This commit is contained in:
Gh0stBlade
2017-05-14 01:15:25 +01:00
10 changed files with 434 additions and 292 deletions

View File

@@ -250,9 +250,18 @@ struct Animation {
Box getBoundingBox(const vec3 &pos, int dir) {
if (!model)
return Box(pos, pos);
vec3 min = frameA->box.min().lerp(frameB->box.min(), delta);
vec3 max = frameA->box.max().lerp(frameB->box.max(), delta);
return Box(pos, pos);
vec3 nextMin = frameB->box.min();
vec3 nextMax = frameB->box.max();
if (isPrepareToNext) {
nextMin += offset;
nextMax += offset;
}
vec3 min = frameA->box.min().lerp(nextMin, delta);
vec3 max = frameA->box.max().lerp(nextMax, delta);
Box box(min, max);
box.rotate90(dir);
box.min += pos;

View File

@@ -6,7 +6,7 @@
#include "format.h"
struct Collision {
enum Side { NONE, LEFT, RIGHT, FRONT, TOP, BOTTOM } side;
enum Side { NONE, LEFT, RIGHT, FRONT, BACK, TOP, BOTTOM } side;
struct Info {
int room, roomAbove, roomBelow, floor, ceiling;
@@ -67,7 +67,7 @@ struct Collision {
} else
return;
pos += vec3(d.x, 0.0f, d.y);
pos += vec3(d.x, -velocity.y, d.y);
}
inline bool checkHeight(TR::Level *level, int roomIndex, const vec3 &pos, const vec2 &offset, int height, int maxAscent, int maxDescent, Side side) {

View File

@@ -543,19 +543,19 @@ struct Controller {
if (Core::pass != Core::passCompose || !TR::castShadow(entity.type))
return;
Box box = animation.getBoundingBox(pos, 0);
vec3 center = box.center();
TR::Level::FloorInfo info;
level->getFloorInfo(entity.room, entity.x, entity.y, entity.z, info);
level->getFloorInfo(entity.room, int(center.x), int(center.y), int(center.z), info);
Box box = animation.getBoundingBox(vec3(0, 0, 0), 0);
const vec3 fpos = vec3(float(entity.x), info.floor - 16.0f, float(entity.z));
const vec3 offset = box.center();
const vec3 size = box.size();
const vec3 fpos = vec3(pos.x, info.floor - 16.0f, pos.z);
const vec3 size = box.size();
mat4 m = Core::mViewProj;
m.translate(fpos);
m.rotateY(angle.y);
m.translate(vec3(offset.x, 0.0f, offset.z));
m.translate(vec3(center.x - pos.x, 0.0f, center.z - pos.z));
m.scale(vec3(size.x, 0.0f, size.z) * (1.0f / 1024.0f));
Basis b;
@@ -564,7 +564,7 @@ struct Controller {
game->setShader(Core::pass, Shader::FLASH, false, false);
Core::active.shader->setParam(uViewProj, m);
Core::active.shader->setParam(uBasis, b);
float alpha = lerp(0.7f, 0.90f, clamp((fpos.y - pos.y) / 1024.0f, 0.0f, 1.0f) );
float alpha = lerp(0.7f, 0.90f, clamp((fpos.y - box.max.y) / 1024.0f, 0.0f, 1.0f) );
Core::active.shader->setParam(uMaterial, vec4(vec3(0.5f * (1.0f - alpha)), alpha));
Core::active.shader->setParam(uAmbient, vec3(0.0f));

View File

@@ -603,69 +603,14 @@ namespace Debug {
return "UNKNOWN";
}
const char *TR1_TYPE_NAMES[] = { TR1_TYPES(DECL_STR) };
const char *getEntityName(const TR::Level &level, const TR::Entity &entity) {
switch (entity.type) {
case_name(TR::Entity, LARA );
case_name(TR::Entity, ENEMY_TWIN );
case_name(TR::Entity, ENEMY_WOLF );
case_name(TR::Entity, ENEMY_BEAR );
case_name(TR::Entity, ENEMY_BAT );
case_name(TR::Entity, ENEMY_CROCODILE_LAND );
case_name(TR::Entity, ENEMY_CROCODILE_WATER);
case_name(TR::Entity, ENEMY_LION_MALE );
case_name(TR::Entity, ENEMY_LION_FEMALE );
case_name(TR::Entity, ENEMY_PUMA );
case_name(TR::Entity, ENEMY_GORILLA );
case_name(TR::Entity, ENEMY_RAT_LAND );
case_name(TR::Entity, ENEMY_RAT_WATER );
case_name(TR::Entity, ENEMY_REX );
case_name(TR::Entity, ENEMY_RAPTOR );
case_name(TR::Entity, ENEMY_MUTANT_1 );
case_name(TR::Entity, ENEMY_CENTAUR );
case_name(TR::Entity, ENEMY_MUMMY );
case_name(TR::Entity, ENEMY_LARSON );
case_name(TR::Entity, TRAP_FLOOR );
case_name(TR::Entity, TRAP_BLADE );
case_name(TR::Entity, TRAP_SPIKES );
case_name(TR::Entity, TRAP_BOULDER );
case_name(TR::Entity, TRAP_DART );
case_name(TR::Entity, TRAP_DARTGUN );
case_name(TR::Entity, BLOCK_1 );
case_name(TR::Entity, BLOCK_2 );
case_name(TR::Entity, SWITCH );
case_name(TR::Entity, SWITCH_WATER );
case_name(TR::Entity, DOOR_1 );
case_name(TR::Entity, DOOR_2 );
case_name(TR::Entity, DOOR_3 );
case_name(TR::Entity, DOOR_4 );
case_name(TR::Entity, DOOR_BIG_1 );
case_name(TR::Entity, DOOR_BIG_2 );
case_name(TR::Entity, DOOR_5 );
case_name(TR::Entity, DOOR_6 );
case_name(TR::Entity, TRAP_DOOR_1 );
case_name(TR::Entity, TRAP_DOOR_2 );
case_name(TR::Entity, BRIDGE_0 );
case_name(TR::Entity, BRIDGE_1 );
case_name(TR::Entity, BRIDGE_2 );
case_name(TR::Entity, GEARS_1 );
case_name(TR::Entity, GEARS_2 );
case_name(TR::Entity, GEARS_3 );
case_name(TR::Entity, PUZZLE_1 );
case_name(TR::Entity, PUZZLE_2 );
case_name(TR::Entity, PUZZLE_3 );
case_name(TR::Entity, PUZZLE_4 );
case_name(TR::Entity, HOLE_PUZZLE );
case_name(TR::Entity, HOLE_PUZZLE_SET );
case_name(TR::Entity, PICKUP );
case_name(TR::Entity, KEY_1 );
case_name(TR::Entity, KEY_2 );
case_name(TR::Entity, KEY_3 );
case_name(TR::Entity, KEY_4 );
case_name(TR::Entity, HOLE_KEY );
case_name(TR::Entity, VIEW_TARGET );
case_name(TR::Entity, WATERFALL );
}
return "UNKNOWN";
if (entity.type == TR::Entity::NONE)
return "NONE";
if (entity.type < 0 || entity.type >= COUNT(TR1_TYPE_NAMES))
return "UNKNOWN";
return TR1_TYPE_NAMES[entity.type];
}
void info(const TR::Level &level, const TR::Entity &entity, Animation &anim) {

View File

@@ -8,6 +8,199 @@
#define MAX_TRIGGER_COMMANDS 32
#define MAX_MESHES 512
#define TR1_TYPES(E) \
E( LARA ) \
E( LARA_PISTOLS ) \
E( LARA_SHOTGUN ) \
E( LARA_MAGNUMS ) \
E( LARA_UZIS ) \
E( LARA_SPEC ) \
E( ENEMY_TWIN ) \
E( ENEMY_WOLF ) \
E( ENEMY_BEAR ) \
E( ENEMY_BAT ) \
E( ENEMY_CROCODILE_LAND ) \
E( ENEMY_CROCODILE_WATER ) \
E( ENEMY_LION_MALE ) \
E( ENEMY_LION_FEMALE ) \
E( ENEMY_PUMA ) \
E( ENEMY_GORILLA ) \
E( ENEMY_RAT_LAND ) \
E( ENEMY_RAT_WATER ) \
E( ENEMY_REX ) \
E( ENEMY_RAPTOR ) \
E( ENEMY_MUTANT_1 ) \
E( ENEMY_MUTANT_2 ) \
E( ENEMY_MUTANT_3 ) \
E( ENEMY_CENTAUR ) \
E( ENEMY_MUMMY ) \
E( UNUSED_1 ) \
E( UNUSED_2 ) \
E( ENEMY_LARSON ) \
E( ENEMY_PIERRE ) \
E( ENEMY_SKATEBOARD ) \
E( ENEMY_SKATEBOY ) \
E( ENEMY_COWBOY ) \
E( ENEMY_MR_T ) \
E( ENEMY_NATLA ) \
E( ENEMY_GIANT_MUTANT ) \
E( TRAP_FLOOR ) \
E( TRAP_BLADE ) \
E( TRAP_SPIKES ) \
E( TRAP_BOULDER ) \
E( TRAP_DART ) \
E( TRAP_DARTGUN ) \
E( DOOR_LIFT ) \
E( TRAP_SLAM ) \
E( FALLING_SWORD ) \
E( HAMMER_HANDLE ) \
E( HAMMER_BLOCK ) \
E( LIGHTNING_BALL ) \
E( BARRICADE ) \
E( BLOCK_1 ) \
E( BLOCK_2 ) \
E( BLOCK_3 ) \
E( BLOCK_4 ) \
E( MOVING_BLOCK ) \
E( FALLING_CEILING_1 ) \
E( FALLING_CEILING_2 ) \
E( SWITCH ) \
E( SWITCH_WATER ) \
E( DOOR_1 ) \
E( DOOR_2 ) \
E( DOOR_3 ) \
E( DOOR_4 ) \
E( DOOR_BIG_1 ) \
E( DOOR_BIG_2 ) \
E( DOOR_5 ) \
E( DOOR_6 ) \
E( TRAP_DOOR_1 ) \
E( TRAP_DOOR_2 ) \
E( UNUSED_3 ) \
E( BRIDGE_0 ) \
E( BRIDGE_1 ) \
E( BRIDGE_2 ) \
E( INV_GAME ) \
E( INV_COMPASS ) \
E( INV_HOME ) \
E( GEARS_1 ) \
E( GEARS_2 ) \
E( GEARS_3 ) \
E( CUT_1 ) \
E( CUT_2 ) \
E( CUT_3 ) \
E( CUT_4 ) \
E( INV_GAME_CLOSED ) \
E( INV_MAP ) \
E( CRYSTAL ) \
E( WEAPON_PISTOLS ) \
E( WEAPON_SHOTGUN ) \
E( WEAPON_MAGNUMS ) \
E( WEAPON_UZIS ) \
E( AMMO_PISTOLS ) \
E( AMMO_SHOTGUN ) \
E( AMMO_MAGNUMS ) \
E( AMMO_UZIS ) \
E( AMMO_EXPLOSIVE ) \
E( MEDIKIT_SMALL ) \
E( MEDIKIT_BIG ) \
E( INV_DETAIL ) \
E( INV_SOUND ) \
E( INV_CONTROLS ) \
E( INV_FLASHLIGHT ) \
E( INV_PISTOLS ) \
E( INV_SHOTGUN ) \
E( INV_MAGNUMS ) \
E( INV_UZIS ) \
E( INV_AMMO_POSTOLS ) \
E( INV_AMMO_SHOTGUN ) \
E( INV_AMMO_MAGNUMS ) \
E( INV_AMMO_UZIS ) \
E( INV_AMMO_EXPLOSIVE ) \
E( INV_MEDIKIT_SMALL ) \
E( INV_MEDIKIT_BIG ) \
E( PUZZLE_1 ) \
E( PUZZLE_2 ) \
E( PUZZLE_3 ) \
E( PUZZLE_4 ) \
E( INV_PUZZLE_1 ) \
E( INV_PUZZLE_2 ) \
E( INV_PUZZLE_3 ) \
E( INV_PUZZLE_4 ) \
E( PUZZLE_HOLE_1 ) \
E( PUZZLE_HOLE_2 ) \
E( PUZZLE_HOLE_3 ) \
E( PUZZLE_HOLE_4 ) \
E( PUZZLE_DONE_1 ) \
E( PUZZLE_DONE_2 ) \
E( PUZZLE_DONE_3 ) \
E( PUZZLE_DONE_4 ) \
E( LEADBAR ) \
E( INV_LEADBAR ) \
E( MIDAS_TOUCH ) \
E( KEY_1 ) \
E( KEY_2 ) \
E( KEY_3 ) \
E( KEY_4 ) \
E( INV_KEY_1 ) \
E( INV_KEY_2 ) \
E( INV_KEY_3 ) \
E( INV_KEY_4 ) \
E( KEY_HOLE_1 ) \
E( KEY_HOLE_2 ) \
E( KEY_HOLE_3 ) \
E( KEY_HOLE_4 ) \
E( UNUSED_4 ) \
E( UNUSED_5 ) \
E( SCION_1 ) \
E( SCION_2 ) \
E( SCION_3 ) \
E( SCION_TARGET ) \
E( SCION_HOLDER ) \
E( UNUSED_6 ) \
E( UNUSED_7 ) \
E( INV_SCION ) \
E( EXPLOSION ) \
E( UNUSED_8 ) \
E( WATER_SPLASH ) \
E( UNUSED_9 ) \
E( BUBBLE ) \
E( UNUSED_10 ) \
E( UNUSED_11 ) \
E( BLOOD ) \
E( UNUSED_12 ) \
E( SMOKE ) \
E( STATUE ) \
E( SHACK ) \
E( MUTANT_EGG_SMALL ) \
E( RICOCHET ) \
E( SPARKLES ) \
E( MUZZLE_FLASH ) \
E( UNUSED_13 ) \
E( UNUSED_14 ) \
E( VIEW_TARGET ) \
E( WATERFALL ) \
E( UNUSED_15 ) \
E( MUTANT_BULLET ) \
E( MUTANT_GRENADE ) \
E( UNUSED_16 ) \
E( UNUSED_17 ) \
E( LAVA_PARTICLE ) \
E( LAVA_EMITTER ) \
E( FLAME ) \
E( FLAME_EMITTER ) \
E( LAVA_FLOW ) \
E( MUTANT_EGG_BIG ) \
E( BOAT ) \
E( EARTHQUAKE ) \
E( UNUSED_18 ) \
E( UNUSED_19 ) \
E( UNUSED_20 ) \
E( UNUSED_21 ) \
E( UNUSED_22 ) \
E( BRAID ) \
E( GLYPH )
namespace TR {
enum {
@@ -139,6 +332,42 @@ namespace TR {
CUTSCENE , // play cutscene
};
namespace Limits {
struct Limit {
float dy, dz, ay;
::Box box;
};
Limit SWITCH = {
0, 376, 30, {{-200, 0, 312}, {200, 0, 512}}
};
Limit SWITCH_UNDERWATER = {
0, 100, 80, {{-1024, -1024, -1024}, {1024, 1024, 512}}
};
Limit PICKUP = {
0, -100, 180, {{-256, -100, -256}, {256, 100, 100}}
};
Limit PICKUP_UNDERWATER = {
-200, -350, 45, {{-512, -512, -512}, {512, 512, 512}}
};
Limit KEY_HOLE = {
0, 362, 30, {{-200, 0, 312}, {200, 0, 512}}
};
Limit PUZZLE_HOLE = {
0, 327, 30, {{-200, 0, 312}, {200, 0, 512}}
};
Limit BLOCK = {
0, -612, 30, {{-300, 0, -692}, {300, 0, -512}}
};
}
#pragma pack(push, 1)
struct fixed {
@@ -372,131 +601,12 @@ namespace TR {
};
struct Entity {
enum Type : int16 {
NONE = -1,
LARA = 0,
LARA_PISTOLS = 1,
LARA_SHOTGUN = 2,
LARA_MAGNUMS = 3,
LARA_UZIS = 4,
LARA_SPEC = 5,
ENEMY_TWIN = 6,
ENEMY_WOLF = 7,
ENEMY_BEAR = 8,
ENEMY_BAT = 9,
ENEMY_CROCODILE_LAND = 10,
ENEMY_CROCODILE_WATER = 11,
ENEMY_LION_MALE = 12,
ENEMY_LION_FEMALE = 13,
ENEMY_PUMA = 14,
ENEMY_GORILLA = 15,
ENEMY_RAT_LAND = 16,
ENEMY_RAT_WATER = 17,
ENEMY_REX = 18,
ENEMY_RAPTOR = 19,
ENEMY_MUTANT_1 = 20,
ENEMY_MUTANT_2 = 21,
ENEMY_MUTANT_3 = 22,
ENEMY_CENTAUR = 23,
ENEMY_MUMMY = 24,
ENEMY_LARSON = 27,
ENEMY_PIERRE = 28,
ENEMY_SKATEBOARD = 29,
ENEMY_SKATEBOY = 30,
ENEMY_COWBOY = 31,
ENEMY_MR_T = 32,
ENEMY_NATLA = 33,
ENEMY_GIANT_MUTANT = 34,
TRAP_FLOOR = 35,
TRAP_BLADE = 36,
TRAP_SPIKES = 37,
TRAP_BOULDER = 38,
TRAP_DART = 39,
TRAP_DARTGUN = 40,
BLOCK_1 = 48,
BLOCK_2 = 49,
BLOCK_3 = 50,
BLOCK_4 = 51,
MOVING_BLOCK = 52,
FALLING_CEILING = 53,
FALLING_SWORD = 54,
SWITCH = 55,
SWITCH_WATER = 56,
DOOR_1 = 57,
DOOR_2 = 58,
DOOR_3 = 59,
DOOR_4 = 60,
DOOR_BIG_1 = 61,
DOOR_BIG_2 = 62,
DOOR_5 = 63,
DOOR_6 = 64,
TRAP_DOOR_1 = 65,
TRAP_DOOR_2 = 66,
typedef int16 Type;
BRIDGE_0 = 68,
BRIDGE_1 = 69,
BRIDGE_2 = 70,
enum { NONE = -1, TR1_TYPES(DECL_ENUM) };
GEARS_1 = 74,
GEARS_2 = 75,
GEARS_3 = 76,
CUT_1 = 77,
CUT_2 = 78,
CUT_3 = 79,
CUT_4 = 79,
CRYSTAL = 83, // sprite
WEAPON_PISTOLS = 84, // sprite
WEAPON_SHOTGUN = 85, // sprite
WEAPON_MAGNUMS = 86, // sprite
WEAPON_UZIS = 87, // sprite
AMMO_SHOTGUN = 89, // sprite
AMMO_MAGNUMS = 90, // sprite
AMMO_UZIS = 91, // sprite
MEDIKIT_SMALL = 93, // sprite
MEDIKIT_BIG = 94, // sprite
PUZZLE_1 = 110, // sprite
PUZZLE_2 = 111, // sprite
PUZZLE_3 = 112, // sprite
PUZZLE_4 = 113, // sprite
HOLE_PUZZLE = 118,
HOLE_PUZZLE_SET = 122,
PICKUP = 126, // sprite
KEY_1 = 129, // sprite
KEY_2 = 130, // sprite
KEY_3 = 131, // sprite
KEY_4 = 132, // sprite
HOLE_KEY = 137,
ARTIFACT = 143, // sprite
WATER_SPLASH = 153, // sprite
BUBBLE = 155, // sprite
BLOOD = 158, // sprite
SMOKE = 160, // sprite
SPARK = 164, // sprite
MUZZLE_FLASH = 166,
VIEW_TARGET = 169, // invisible
WATERFALL = 170, // invisible (water splash generator)
BRAID = 189, // Lara's ponytail
GLYPH = 190, // sprite
} type;
int16 type;
int16 room;
int32 x, y, z;
angle rotation;
@@ -518,7 +628,7 @@ namespace TR {
return (type >= WEAPON_PISTOLS && type <= AMMO_UZIS) ||
(type >= PUZZLE_1 && type <= PUZZLE_4) ||
(type >= KEY_1 && type <= KEY_4) ||
(type == MEDIKIT_SMALL || type == MEDIKIT_BIG || type == ARTIFACT || type == PICKUP);
(type == MEDIKIT_SMALL || type == MEDIKIT_BIG || type == SCION_1); // TODO: recheck all items
}
bool isBlock() {
@@ -1094,7 +1204,7 @@ namespace TR {
for (int i = 0; i < modelsCount; i++)
switch (models[i].type) {
case Entity::MUZZLE_FLASH : extra.muzzleFlash = i; break;
case Entity::HOLE_PUZZLE_SET : extra.puzzleSet = i; break;
case Entity::PUZZLE_DONE_1 : extra.puzzleSet = i; break;
case Entity::LARA_PISTOLS : extra.weapons[0] = i; break;
case Entity::LARA_SHOTGUN : extra.weapons[1] = i; break;
case Entity::LARA_MAGNUMS : extra.weapons[2] = i; break;
@@ -1788,7 +1898,7 @@ namespace TR {
}; // struct Level
bool castShadow(Entity::Type type) {
return (type >= Entity::ENEMY_TWIN && type <= Entity::ENEMY_LARSON) || type == Entity::LARA || (type >= Entity::CUT_1 && type <= Entity::CUT_3);
return (type >= Entity::ENEMY_TWIN && type <= Entity::ENEMY_GIANT_MUTANT) || type == Entity::LARA || (type >= Entity::CUT_1 && type <= Entity::CUT_4);
}
}

View File

@@ -36,7 +36,7 @@
#define LARA_WET_TIMER (LARA_WET_SPECULAR / 16.0f) // 4 sec
#define PICKUP_FRAME_GROUND 40
#define PICKUP_FRAME_UNDERWATER 16
#define PICKUP_FRAME_UNDERWATER 18
#define PUZZLE_FRAME 80
#define MAX_TRIGGER_ACTIONS 64
@@ -53,6 +53,8 @@ struct Lara : Character {
ANIM_STAND_LEFT = 2,
ANIM_STAND_RIGHT = 3,
ANIM_RUN_START = 6,
ANIM_STAND = 11,
ANIM_CLIMB_JUMP = 26,
@@ -466,8 +468,10 @@ struct Lara : Character {
if (room == TR::NO_ROOM)
return;
if (level->rooms[room].flags.water)
if (level->rooms[room].flags.water) {
stand = STAND_UNDERWATER;
animation.setAnim(ANIM_UNDERWATER);
}
velocity = vec3(0.0f);
@@ -765,7 +769,7 @@ struct Lara : Character {
Sprite::add(game, TR::Entity::BLOOD, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_ANIMATED);
} else {
hit -= d * 64.0f;
Sprite::add(game, TR::Entity::SPARK, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_RANDOM);
Sprite::add(game, TR::Entity::RICOCHET, room, (int)hit.x, (int)hit.y, (int)hit.z, Sprite::FRAME_RANDOM);
float dist = (hit - p).length();
if (dist < nearDist) {
@@ -1059,12 +1063,15 @@ struct Lara : Character {
Character *enemy = (Character*)e.controller;
if (enemy->health <= 0) continue;
vec3 p = enemy->getBoundingBox().center();
Box box = enemy->getBoundingBox();
vec3 p = box.center();
p.y = box.min.y + (box.max.y - box.min.y) / 3.0f;
vec3 v = p - pos;
if (dir.dot(v.normal()) <= 0.5f) continue; // target is out of sight -60..+60 degrees
float d = v.length();
if (d < dist && checkOcclusion(pos - vec3(0, 512, 0), p, d) ) {
if (d < dist && checkOcclusion(pos - vec3(0, 650, 0), p, d) ) {
index = i;
dist = d;
}
@@ -1104,7 +1111,7 @@ struct Lara : Character {
virtual void cmdJump(const vec3 &vel) {
vec3 v = vel;
if (state == STATE_HANG_UP)
v.y = (3.0f - sqrtf(-2.0f * GRAVITY / 30.0f * (collision.info[Collision::FRONT].floor - pos.y + 800.0f)));
v.y = (3.0f - sqrtf(-2.0f * GRAVITY / 30.0f * (collision.info[Collision::FRONT].floor - pos.y + 800.0f - 128.0f)));
Character::cmdJump(v);
}
@@ -1162,40 +1169,44 @@ struct Lara : Character {
}
bool doPickUp() {
if ((state != STATE_STOP && state != STATE_TREAD) || !animation.canSetState(STATE_PICK_UP))
return false;
int room = getRoomIndex();
TR::Entity &e = getEntity();
TR::Limits::Limit limit = state == STATE_STOP ? TR::Limits::PICKUP : TR::Limits::PICKUP_UNDERWATER;
for (int i = 0; i < level->entitiesCount; i++) {
TR::Entity &item = level->entities[i];
if (item.room == room && !item.flags.invisible) {
if (abs(item.x - e.x) > 256 || abs(item.z - e.z) > 256)
if (!item.isItem())
continue;
Controller *controller = (Controller*)item.controller;
if (stand == STAND_UNDERWATER)
controller->angle.x = -25 * DEG2RAD;
controller->angle.y = angle.y;
if (!checkInteraction(controller, limit, (input & ACTION) != 0))
continue;
if (item.isItem()) {
lastPickUp = i;
angle.x = 0.0f;
pos = ((Controller*)item.controller)->pos;
if (stand == STAND_UNDERWATER) { // TODO: lerp to pos/angle
pos -= getDir() * 256.0f;
pos.y -= 256;
}
updateEntity();
return true;
}
alignByItem(controller, limit, true, false);
if (stand == STAND_UNDERWATER)
angle.x = -25 * DEG2RAD;
lastPickUp = i;
return true;
}
}
return false;
}
bool checkAngle(TR::angle rotation) {
return fabsf(shortAngle(rotation, getEntity().rotation)) < PI * 0.25f;
}
bool useItem(TR::Entity::Type item, TR::Entity::Type slot) {
if (item == TR::Entity::NONE) {
switch (slot) {
case TR::Entity::HOLE_KEY : item = TR::Entity::KEY_1; break; // TODO: 1-4
case TR::Entity::HOLE_PUZZLE : item = TR::Entity::PUZZLE_1; break;
case TR::Entity::KEY_HOLE_1 : item = TR::Entity::KEY_1; break; // TODO: 1-4
case TR::Entity::PUZZLE_HOLE_1 : item = TR::Entity::PUZZLE_1; break;
default : return false;
}
}
@@ -1207,6 +1218,33 @@ struct Lara : Character {
return false;
}
void alignByItem(Controller *item, const TR::Limits::Limit &limit, bool dx, bool ay) {
if (ay)
angle = item->angle;
else
angle.x = angle.z = 0.0f;
mat4 m = item->getMatrix();
float fx = 0.0f;
if (!dx)
fx = (m.transpose() * vec4(pos - item->pos, 0.0f)).x;
pos = item->pos + (m * vec4(fx, limit.dy, limit.dz, 0.0f)).xyz;
velocity = vec3(0.0f);
speed = 0.0f;
updateEntity();
}
bool checkInteraction(Controller *controller, const TR::Limits::Limit &limit, bool action) {
if ((state != STATE_STOP && state != STATE_TREAD && state != STATE_PUSH_PULL_READY) || !action || !emptyHands())
return false;
vec3 delta = (controller->getMatrix().transpose() * vec4(pos - controller->pos, 0.0f)).xyz; // inverse transform
return limit.box.contains(delta) && fabsf(shortAngle(angle.y, controller->angle.y)) <= limit.ay * DEG2RAD;
}
void checkTrigger() {
if (actionCommand) return;
@@ -1226,6 +1264,8 @@ struct Lara : Character {
if (info.trigInfo.once == 1 && isActive) return; // once trigger is already activated
TR::Limits::Limit *limit = NULL;
int actionState = state;
switch (info.trigger) {
case TR::Level::Trigger::ACTIVATE :
@@ -1236,26 +1276,28 @@ struct Lara : Character {
break;
case TR::Level::Trigger::SWITCH :
actionState = (isActive && stand == STAND_GROUND) ? STATE_SWITCH_UP : STATE_SWITCH_DOWN;
if (!isPressed(ACTION) || state == actionState || !emptyHands())
return;
if (!checkAngle(level->entities[info.trigCmd[0].args].rotation))
if (!animation.canSetState(actionState))
return;
limit = state == STATE_STOP ? &TR::Limits::SWITCH : &TR::Limits::SWITCH_UNDERWATER;
{
Trigger *controller = (Trigger*)level->entities[info.trigCmd[0].args].controller;
if (!controller->inState() || !checkInteraction(controller, *limit, isPressed(ACTION)))
return;
}
break;
case TR::Level::Trigger::KEY :
if (level->entities[info.trigCmd[0].args].flags.active)
return;
actionState = level->entities[info.trigCmd[0].args].type == TR::Entity::HOLE_KEY ? STATE_USE_KEY : STATE_USE_PUZZLE;
if (isActive || !isPressed(ACTION) || state == actionState || !emptyHands()) // TODO: STATE_USE_PUZZLE
actionState = level->entities[info.trigCmd[0].args].type == TR::Entity::KEY_HOLE_1 ? STATE_USE_KEY : STATE_USE_PUZZLE;
if (!animation.canSetState(actionState))
return;
if (!checkAngle(level->entities[info.trigCmd[0].args].rotation))
return;
if (animation.canSetState(actionState)) {
if (!useItem(TR::Entity::NONE, level->entities[info.trigCmd[0].args].type)) {
playSound(TR::SND_NO, pos, Sound::PAN);
return;
}
} else
limit = actionState == STATE_USE_KEY ? &TR::Limits::KEY_HOLE : &TR::Limits::PUZZLE_HOLE;
if (!checkInteraction((Controller*)level->entities[info.trigCmd[0].args].controller, *limit, isPressed(ACTION)))
return;
if (!useItem(TR::Entity::NONE, level->entities[info.trigCmd[0].args].type)) {
playSound(TR::SND_NO, pos, Sound::PAN);
return;
}
lastPickUp = info.trigCmd[0].args; // TODO: it's not pickup, it's key/puzzle hole
break;
case TR::Level::Trigger::PICKUP :
@@ -1270,17 +1312,11 @@ struct Lara : Character {
// try to activate Lara state
if (!animation.setState(actionState)) return;
if (info.trigger == TR::Level::Trigger::SWITCH || info.trigger == TR::Level::Trigger::KEY) {
if (info.trigger == TR::Level::Trigger::KEY)
level->entities[info.trigCmd[0].args].flags.active = true;
if (info.trigger == TR::Level::Trigger::KEY)
level->entities[info.trigCmd[0].args].flags.active = true;
TR::Entity &p = level->entities[info.trigCmd[0].args];
angle.y = p.rotation;
angle.x = 0;
pos = ((Controller*)p.controller)->pos + vec3(sinf(angle.y), 0, cosf(angle.y)) * (stand == STAND_GROUND ? 384.0f : 128.0f);
velocity = vec3(0.0f);
updateEntity();
}
if (limit)
alignByItem((Controller*)level->entities[info.trigCmd[0].args].controller, *limit, stand != STAND_GROUND || info.trigger != TR::Level::Trigger::SWITCH, true);
// build trigger activation chain
ActionCommand *actionItem = &actionList[1];
@@ -1403,10 +1439,11 @@ struct Lara : Character {
if (c.side != Collision::FRONT)
return state;
int floor = c.info[Collision::FRONT].floor;
int floor = c.info[Collision::FRONT].floor;
int ceiling = c.info[Collision::FRONT].ceiling;
int hands = int(bounds.min.y);
if (abs(floor - hands) < 128) {
if (abs(floor - hands) < 64 && floor != ceiling) {
alignToWall(-LARA_RADIUS);
pos.y = float(floor + LARA_HANG_OFFSET);
stand = STAND_HANG;
@@ -1454,21 +1491,23 @@ struct Lara : Character {
}
Block* getBlock() {
int y = int(pos.y);
for (int i = 0; i < level->entitiesCount; i++) {
TR::Entity &e = level->entities[i];
if (!e.isBlock())
continue;
int q = entityQuadrant(e);
int dx = abs(int(pos.x) - e.x);
int dz = abs(int(pos.z) - e.z);
Block *block = (Block*)e.controller;
float oldAngle = block->angle.y;
block->angle.y = angleQuadrant(angle.y) * (PI * 0.5f);
if (q > -1 && e.isBlock() && dx < 1024 && dz < 1024 && e.y == y && alignToWall(-LARA_RADIUS, q, 64 + int(LARA_RADIUS), 512 - int(LARA_RADIUS))) {
Block *block = (Block*)e.controller;
block->angle.y = angle.y;
block->updateEntity();
return block;
if (!checkInteraction(block, TR::Limits::BLOCK, (input & ACTION) != 0)) {
block->angle.y = oldAngle;
continue;
}
alignByItem(block, TR::Limits::BLOCK, false, true);
return block;
}
return NULL;
}
@@ -1476,15 +1515,19 @@ struct Lara : Character {
virtual int getStateGround() {
angle.x = 0.0f;
if ((input & ACTION) && emptyHands() && doPickUp())
if ((state == STATE_STOP || state == STATE_TREAD) && (input & ACTION) && emptyHands() && doPickUp())
return STATE_PICK_UP;
if ((input & (FORTH | ACTION)) == (FORTH | ACTION) && (animation.index == ANIM_STAND || animation.index == ANIM_STAND_NORMAL) && emptyHands() && collision.side == Collision::FRONT) { // TODO: get rid of animation.index
int floor = collision.info[Collision::FRONT].floor;
int floor = collision.info[Collision::FRONT].floor;
int ceiling = collision.info[Collision::FRONT].ceiling;
int h = (int)pos.y - floor;
int aIndex = animation.index;
if (h <= 2 * 256 + 128) {
if (floor == ceiling || h < 256)
;// do nothing
else if (h <= 2 * 256 + 128) {
aIndex = ANIM_CLIMB_2;
pos.y = floor + 512.0f;
} else if (h <= 3 * 256 + 128) {
@@ -1499,20 +1542,31 @@ struct Lara : Character {
}
}
if ( (input & (FORTH | BACK)) == (FORTH | BACK) && (state == STATE_STOP || state == STATE_RUN) )
if ( (input & (FORTH | BACK)) == (FORTH | BACK) && (animation.index == ANIM_STAND_NORMAL || state == STATE_RUN) )
return animation.setAnim(ANIM_STAND_ROLL_BEGIN);
// ready to jump
if (state == STATE_COMPRESS) {
int res;
float ext = angle.y;
switch (input & (RIGHT | LEFT | FORTH | BACK)) {
case RIGHT : return STATE_RIGHT_JUMP;
case LEFT : return STATE_LEFT_JUMP;
case RIGHT : res = STATE_RIGHT_JUMP; ext += PI * 0.5f; break;
case LEFT : res = STATE_LEFT_JUMP; ext -= PI * 0.5f; break;
case FORTH | LEFT :
case FORTH | RIGHT :
case FORTH : return STATE_FORWARD_JUMP;
case BACK : return STATE_BACK_JUMP;
default : return STATE_UP_JUMP;
case FORTH : res = STATE_FORWARD_JUMP; break;
case BACK : res = STATE_BACK_JUMP; ext += PI; break;
default : res = STATE_UP_JUMP; break;
}
if (res != STATE_UP_JUMP) {
vec3 p = pos;
collision = Collision(level, getRoomIndex(), p, vec3(0.0f), vec3(0.0f), LARA_RADIUS * 2.5f, ext, 0, LARA_HEIGHT, 256 + 128, 0xFFFFFF);
if (collision.side == Collision::FRONT)
res = STATE_UP_JUMP;
}
return res;
}
// jump button is pressed
@@ -1527,7 +1581,7 @@ struct Lara : Character {
}
// walk button is pressed
if (input & WALK) {
if ((input & WALK) && animation.index != ANIM_RUN_START) {
if (input & FORTH) return STATE_WALK;
if (input & BACK) return STATE_BACK;
if (input & LEFT) return STATE_STEP_LEFT;
@@ -1539,10 +1593,8 @@ struct Lara : Character {
if (state == STATE_PUSH_PULL_READY && (input & (FORTH | BACK))) {
int pushState = (input & FORTH) ? STATE_PUSH_BLOCK : STATE_PULL_BLOCK;
Block *block = getBlock();
if (block && animation.canSetState(pushState) && block->doMove((input & FORTH) != 0)) {
alignToWall(-LARA_RADIUS);
if (block && animation.canSetState(pushState) && block->doMove((input & FORTH) != 0))
return pushState;
}
}
if (state == STATE_PUSH_PULL_READY || getBlock())
@@ -1962,7 +2014,7 @@ struct Lara : Character {
Character *enemy = (Character*)e.controller;
if (enemy->health <= 0) continue;
vec3 dir = pos - enemy->pos;
vec3 dir = pos - vec3(0.0f, 128.0f, 0.0f) - enemy->pos;
vec3 p = dir.rotateY(-enemy->angle.y);
Box enemyBox = enemy->getBoundingBoxLocal();
@@ -2096,6 +2148,16 @@ struct Lara : Character {
if (collision.side == Collision::FRONT) {
int floor = collision.info[Collision::FRONT].floor;
/*
switch (angleQuadrant(angleExt - angle.y)) {
case 0 : collision.side = Collision::FRONT; LOG("FRONT\n"); break;
case 1 : collision.side = Collision::RIGHT; LOG("RIGHT\n"); break;
case 2 : collision.side = Collision::BACK; LOG("BACK\n"); break;
case 3 : collision.side = Collision::LEFT; LOG("LEFT\n"); break;
}
*/
if (velocity.dot(getDir()) <= EPS)
collision.side = Collision::NONE;
// hit the wall
switch (stand) {
@@ -2113,7 +2175,9 @@ struct Lara : Character {
break;
case STAND_GROUND :
case STAND_HANG :
if (opos.y - floor > (256 * 3 - 128) && state == STATE_RUN)
if (stand == STAND_GROUND && state != STATE_ROLL_1 && state != STATE_ROLL_2 && (pos - opos).length2() < 16)
animation.setAnim(ANIM_STAND_NORMAL);
else if (opos.y - floor > (256 * 3 - 128) && state == STATE_RUN)
animation.setAnim(isLeftFoot ? ANIM_SMASH_RUN_LEFT : ANIM_SMASH_RUN_RIGHT);
else if (stand == STAND_HANG)
animation.setAnim(ANIM_HANG, -21);

View File

@@ -205,14 +205,22 @@ struct Level : IGame {
case TR::Entity::MOVING_BLOCK :
entity.controller = new MovingBlock(this, i);
break;
case TR::Entity::FALLING_CEILING :
case 1592 :
case TR::Entity::FALLING_CEILING_1 :
case TR::Entity::FALLING_CEILING_2 :
case TR::Entity::FALLING_SWORD :
entity.controller = new Trigger(this, i, true);
break;
case TR::Entity::SWITCH :
case TR::Entity::SWITCH_WATER :
case TR::Entity::HOLE_PUZZLE :
case TR::Entity::HOLE_KEY :
case TR::Entity::PUZZLE_HOLE_1 :
case TR::Entity::PUZZLE_HOLE_2 :
case TR::Entity::PUZZLE_HOLE_3 :
case TR::Entity::PUZZLE_HOLE_4 :
case TR::Entity::KEY_HOLE_1 :
case TR::Entity::KEY_HOLE_2 :
case TR::Entity::KEY_HOLE_3 :
case TR::Entity::KEY_HOLE_4 :
entity.controller = new Trigger(this, i, false);
break;
case TR::Entity::WATERFALL :
@@ -492,8 +500,9 @@ struct Level : IGame {
TR::Room &room = level.rooms[entity.room];
if (!room.flags.rendered || entity.flags.invisible || entity.flags.rendered)
return;
if (entity.type != TR::Entity::LARA) // TODO: remove this hack (collect conjugate room entities)
if (!room.flags.rendered || entity.flags.invisible || entity.flags.rendered)
return;
int16 lum = entity.intensity == -1 ? room.ambient : entity.intensity;

View File

@@ -34,16 +34,13 @@
E( uRoomSize ) \
E( uPosScale )
#define ENUM(v) v,
#define STR(v) #v,
enum AttribType { SHADER_ATTRIBS(DECL_ENUM) aMAX };
enum SamplerType { SHADER_SAMPLERS(DECL_ENUM) sMAX };
enum UniformType { SHADER_UNIFORMS(DECL_ENUM) uMAX };
enum AttribType { SHADER_ATTRIBS(ENUM) aMAX };
enum SamplerType { SHADER_SAMPLERS(ENUM) sMAX };
enum UniformType { SHADER_UNIFORMS(ENUM) uMAX };
const char *AttribName[aMAX] = { SHADER_ATTRIBS(STR) };
const char *SamplerName[sMAX] = { SHADER_SAMPLERS(STR) };
const char *UniformName[uMAX] = { SHADER_UNIFORMS(STR) };
const char *AttribName[aMAX] = { SHADER_ATTRIBS(DECL_STR) };
const char *SamplerName[sMAX] = { SHADER_SAMPLERS(DECL_STR) };
const char *UniformName[uMAX] = { SHADER_UNIFORMS(DECL_STR) };
#undef SHADER_ATTRIBS
#undef SHADER_SAMPLERS

View File

@@ -52,7 +52,7 @@ struct Trigger : Controller {
}
}
if (!inState() && entity.type != TR::Entity::HOLE_KEY && entity.type != TR::Entity::HOLE_PUZZLE)
if (!inState() && entity.type != TR::Entity::KEY_HOLE_1 && entity.type != TR::Entity::PUZZLE_HOLE_1)
animation.setState(state != baseState ? baseState : (entity.type == TR::Entity::TRAP_BLADE ? 2 : (baseState ^ 1)));
updateAnimation(true);
@@ -80,7 +80,7 @@ struct Dart : Controller {
TR::Entity &e = getEntity();
vec3 p = pos - dir * 64.0f; // wall offset = 64
Sprite::add(game, TR::Entity::SPARK, e.room, (int)p.x, (int)p.y, (int)p.z, Sprite::FRAME_RANDOM);
Sprite::add(game, TR::Entity::RICOCHET, e.room, (int)p.x, (int)p.y, (int)p.z, Sprite::FRAME_RANDOM);
level->entityRemove(entity);
delete this;

View File

@@ -29,6 +29,8 @@
#define LOG(...) __android_log_print(ANDROID_LOG_INFO,"OpenLara",__VA_ARGS__)
#endif
#define DECL_ENUM(v) v,
#define DECL_STR(v) #v,
#define EPS FLT_EPSILON
#define INF INFINITY
@@ -140,6 +142,8 @@ struct vec2 {
inline bool operator != (const vec2 &v) const { return !(*this == v); }
inline bool operator == (float s) const { return x == s && y == s; }
inline bool operator != (float s) const { return !(*this == s); }
inline bool operator < (const vec2 &v) const { return x < v.x && y < v.y; }
inline bool operator > (const vec2 &v) const { return x > v.x && y > v.y; }
inline vec2 operator - () const { return vec2(-x, -y); }
vec2& operator += (const vec2 &v) { x += v.x; y += v.y; return *this; }
@@ -165,6 +169,7 @@ struct vec2 {
float length2() const { return dot(*this); }
float length() const { return sqrtf(length2()); }
vec2 abs() const { return vec2(fabsf(x), fabsf(y)); }
vec2 normal() const { float s = length(); return s == 0.0 ? (*this) : (*this)*(1.0f/s); }
float angle() const { return atan2f(y, x); }
vec2& rotate(const vec2 &cs) { *this = vec2(x*cs.x - y*cs.y, x*cs.y + y*cs.x); return *this; }
@@ -189,6 +194,8 @@ struct vec3 {
inline bool operator != (const vec3 &v) const { return !(*this == v); }
inline bool operator == (float s) const { return x == s && y == s && z == s; }
inline bool operator != (float s) const { return !(*this == s); }
inline bool operator < (const vec3 &v) const { return x < v.x && y < v.y && z < v.z; }
inline bool operator > (const vec3 &v) const { return x > v.x && y > v.y && z > v.z; }
inline vec3 operator - () const { return vec3(-x, -y, -z); }
vec3& operator += (const vec3 &v) { x += v.x; y += v.y; z += v.z; return *this; }
@@ -214,6 +221,7 @@ struct vec3 {
float length2() const { return dot(*this); }
float length() const { return sqrtf(length2()); }
vec3 abs() const { return vec3(fabsf(x), fabsf(y), fabsf(z)); }
vec3 normal() const { float s = length(); return s == 0.0f ? (*this) : (*this)*(1.0f/s); }
vec3 axisXZ() const { return (fabsf(x) > fabsf(z)) ? vec3(float(sign(x)), 0, 0) : vec3(0, 0, float(sign(z))); }
@@ -814,7 +822,7 @@ struct Box {
}
bool contains(const vec3 &v) const {
return v.x >= min.x && v.x <= max.x && v.y >= min.y && v.y <= max.x && v.z >= min.z && v.z <= max.z;
return v.x >= min.x && v.x <= max.x && v.y >= min.y && v.y <= max.y && v.z >= min.z && v.z <= max.z;
}
vec3 pushOut2D(const vec3 &v) const {