mirror of
https://github.com/XProger/OpenLara.git
synced 2025-08-15 01:24:35 +02:00
#14 basic behavior of wolves
This commit is contained in:
@@ -41,9 +41,13 @@ struct Controller {
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int *meshes;
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int *meshes;
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int mCount;
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int mCount;
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// TODO: Character class
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quat *animOverrides; // left & right arms animation frames
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quat *animOverrides; // left & right arms animation frames
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int animOverrideMask;
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int animOverrideMask;
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mat4 *joints;
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mat4 *joints;
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int health;
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float tilt;
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struct ActionCommand {
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struct ActionCommand {
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TR::Action action;
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TR::Action action;
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@@ -64,6 +68,8 @@ struct Controller {
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animPrev = animIndex;
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animPrev = animIndex;
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state = level->anims[animIndex].state;
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state = level->anims[animIndex].state;
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TR::Model &model = getModel();
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TR::Model &model = getModel();
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health = 100;
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tilt = 0.0f;
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}
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}
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virtual ~Controller() {
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virtual ~Controller() {
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@@ -78,6 +84,10 @@ struct Controller {
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meshes = mCount ? new int[mCount] : NULL;
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meshes = mCount ? new int[mCount] : NULL;
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for (int i = 0; i < mCount; i++)
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for (int i = 0; i < mCount; i++)
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meshes[i] = model.mStart + i;
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meshes[i] = model.mStart + i;
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}
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void initAnimOverrides() {
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TR::Model &model = getModel();
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animOverrides = new quat[model.mCount];
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animOverrides = new quat[model.mCount];
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animOverrideMask = 0;
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animOverrideMask = 0;
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@@ -181,6 +191,36 @@ struct Controller {
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return matrix;
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return matrix;
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}
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}
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bool aim(int target, int joint, const vec4 &angleRange, quat &rot, quat *rotAbs = NULL) {
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if (target > -1) {
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TR::Entity &e = level->entities[target];
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Box box = ((Controller*)e.controller)->getBoundingBox();
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vec3 t = (box.min + box.max) * 0.5f;
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mat4 m = getJoint(joint);
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vec3 delta = (m.inverse() * t).normal();
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float angleY = clampAngle(atan2(delta.x, delta.z));
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float angleX = clampAngle(asinf(delta.y));
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if (angleX > angleRange.x && angleX <= angleRange.y &&
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angleY > angleRange.z && angleY <= angleRange.w) {
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quat ax(vec3(1, 0, 0), -angleX);
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quat ay(vec3(0, 1, 0), angleY);
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rot = ay * ax;
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if (rotAbs)
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*rotAbs = m.getRot() * rot;
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return true;
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}
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}
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if (rotAbs)
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*rotAbs = rotYXZ(angle);
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return false;
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}
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void updateEntity() {
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void updateEntity() {
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TR::Entity &e = getEntity();
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TR::Entity &e = getEntity();
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e.x = int(pos.x);
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e.x = int(pos.x);
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@@ -764,6 +804,10 @@ struct Controller {
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renderShadow(mesh, vec3(entity.x, info.floor - 16.0f, entity.z), (bmax + bmin) * 0.5f, (bmax - bmin) * 0.8f, entity.rotation);
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renderShadow(mesh, vec3(entity.x, info.floor - 16.0f, entity.z), (bmax + bmin) * 0.5f, (bmax - bmin) * 0.8f, entity.rotation);
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}
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}
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}
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}
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quat lerpFrames(TR::AnimFrame *frameA, TR::AnimFrame *frameB, float t, int index) {
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return lerpAngle(frameA->getAngle(index), frameB->getAngle(index), t);
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}
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};
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};
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195
src/enemy.h
195
src/enemy.h
@@ -4,9 +4,15 @@
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#include "controller.h"
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#include "controller.h"
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struct Enemy : Controller {
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struct Enemy : Controller {
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int health;
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int target;
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quat rotHead, rotChest;
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int baseAnim;
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Enemy(TR::Level *level, int entity) : Controller(level, entity), health(100) {}
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Enemy(TR::Level *level, int entity) : Controller(level, entity), target(-1) {
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initAnimOverrides();
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rotHead = rotChest = quat(0, 0, 0, 1);
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baseAnim = animIndex;
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}
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virtual Stand getStand() {
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virtual Stand getStand() {
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return STAND_GROUND;
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return STAND_GROUND;
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@@ -16,11 +22,128 @@ struct Enemy : Controller {
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health -= damage;
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health -= damage;
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};
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};
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virtual bool activate(ActionCommand *cmd) {
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Controller::activate(cmd);
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getEntity().flags.active = true;
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activateNext();
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for (int i = 0; i < level->entitiesCount; i++)
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if (level->entities[i].type == TR::Entity::LARA) {
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target = i;
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break;
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}
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return true;
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}
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virtual void updateVelocity() {
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TR::Animation *anim = &level->anims[animIndex];
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float speed = anim->speed + anim->accel * (animTime * 30.0f);
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velocity = getDir() * speed;
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}
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virtual void move() {
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if (!getEntity().flags.active) return;
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vec3 p = pos;
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pos += velocity * Core::deltaTime * 30.0f;
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TR::Level::FloorInfo info;
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level->getFloorInfo(getRoomIndex(), (int)pos.x, (int)pos.z, info);
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if (pos.y - info.floor > 1024) {
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pos = p;
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return;
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}
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if (stand == STAND_GROUND)
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pos.y = info.floor;
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updateEntity();
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checkRoom();
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}
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virtual void checkRoom() {
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TR::Level::FloorInfo info;
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TR::Entity &e = getEntity();
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level->getFloorInfo(e.room, e.x, e.z, info);
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if (info.roomNext != 0xFF)
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e.room = info.roomNext;
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if (info.roomBelow != 0xFF && e.y > info.floor)
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e.room = info.roomBelow;
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if (info.roomAbove != 0xFF && e.y <= info.ceiling) {
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if (stand == STAND_UNDERWATER && !level->rooms[info.roomAbove].flags.water) {
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stand = STAND_ONWATER;
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velocity.y = 0;
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pos.y = info.ceiling;
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updateEntity();
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} else
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if (stand != STAND_ONWATER)
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e.room = info.roomAbove;
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}
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}
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void setOverrides(bool active, int chest, int head) {
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int mask = 0;
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if (head > -1) mask |= (1 << head);
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if (chest > -1) mask |= (1 << chest);
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if (active)
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animOverrideMask |= mask;
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else
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animOverrideMask &= ~mask;
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TR::AnimFrame *frameA, *frameB;
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float t;
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getFrames(&frameA, &frameB, t, animIndex, animTime, true);
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animOverrides[chest] = lerpFrames(frameA, frameB, t, chest);
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animOverrides[head] = lerpFrames(frameA, frameB, t, head);
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}
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void lookAt(int target, int chest, int head) {
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float speed = 8.0f * Core::deltaTime;
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quat rot;
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if (chest > -1) {
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if (aim(target, chest, vec4(-PI * 0.4f, PI * 0.4f, -PI * 0.75f, PI * 0.75f), rot))
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rotChest = rotChest.slerp(quat(0, 0, 0, 1).slerp(rot, 0.5f), speed);
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else
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rotChest = rotChest.slerp(quat(0, 0, 0, 1), speed);
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animOverrides[chest] = rotChest * animOverrides[chest];
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}
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if (head > -1) {
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if (aim(target, head, vec4(-PI * 0.25f, PI * 0.25f, -PI * 0.5f, PI * 0.5f), rot))
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rotHead = rotHead.slerp(rot, speed);
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else
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rotHead = rotHead.slerp(quat(0, 0, 0, 1), speed);
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animOverrides[head] = rotHead * animOverrides[head];
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}
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}
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virtual int getInputMask() {
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if (target > -1) {
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vec3 v = (((Controller*)level->entities[target].controller)->pos - pos).normal();
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float d = atan2(v.x, v.z) - angle.y;
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if (fabsf(d) > 0.01f)
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return d < 0 ? LEFT : RIGHT;
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}
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return 0;
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}
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};
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};
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#define WOLF_TURN_FAST PI
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#define WOLF_TURN_SLOW (PI / 3.0f)
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struct Wolf : Enemy {
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struct Wolf : Enemy {
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enum {
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ANIM_DEATH = 20,
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ANIM_DEATH_RUN = 21,
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ANIM_DEATH_JUMP = 22,
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};
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enum {
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enum {
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STATE_STOP = 1,
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STATE_STOP = 1,
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STATE_WALK = 2,
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STATE_WALK = 2,
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@@ -31,9 +154,15 @@ struct Wolf : Enemy {
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STATE_SLEEP = 8,
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STATE_SLEEP = 8,
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STATE_GROWL = 9,
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STATE_GROWL = 9,
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STATE_10 = 10, // WTF?
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STATE_10 = 10, // WTF?
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STATE_DEATH = 11,
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STATE_ATTACK = 12,
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STATE_ATTACK = 12,
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};
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};
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enum {
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JOINT_CHEST = 2,
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JOINT_HEAD = 3
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};
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Wolf(TR::Level *level, int entity) : Enemy(level, entity) {}
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Wolf(TR::Level *level, int entity) : Enemy(level, entity) {}
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virtual int getStateGround() {
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virtual int getStateGround() {
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@@ -45,13 +174,67 @@ struct Wolf : Enemy {
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// STATE_JUMP -> STATE_RUN
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// STATE_JUMP -> STATE_RUN
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// STATE_GROWL -> STATE_STOP, STATE_RUN, STATE_STALKING, STATE_HOWL, STATE_ATTACK
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// STATE_GROWL -> STATE_STOP, STATE_RUN, STATE_STALKING, STATE_HOWL, STATE_ATTACK
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// STATE_BITING -> NULL
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// STATE_BITING -> NULL
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if (state == STATE_DEATH) return state;
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if (health <= 0) {
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switch (state) {
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case STATE_RUN : return setAnimation(baseAnim + ANIM_DEATH_RUN);
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case STATE_JUMP : return setAnimation(baseAnim + ANIM_DEATH_JUMP);
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default : return setAnimation(baseAnim + ANIM_DEATH);
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}
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}
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TR::Entity &e = getEntity();
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if (!e.flags.active)
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return (state == STATE_STOP || state == STATE_SLEEP) ? STATE_SLEEP : STATE_STOP;
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switch (state) {
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case STATE_SLEEP : return STATE_STOP;
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case STATE_STOP : return STATE_HOWL;
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case STATE_GROWL : return STATE_STALKING;
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case STATE_STALKING : if (health < 70) return STATE_RUN; break;
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}
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if (target > -1 && (state == STATE_STALKING || state == STATE_RUN)) {
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vec3 v = ((Controller*)level->entities[target].controller)->pos - pos;
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float d = v.length();
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if (state == STATE_STALKING && d < 512)
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return STATE_ATTACK;
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if (state == STATE_RUN && d > 512 && d < 1024)
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return STATE_JUMP;
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}
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if (state == STATE_JUMP)
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return STATE_RUN;
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// if (state == STATE_SLEEP) return STATE_STOP;
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// if (state == STATE_STOP) return STATE_GROWL;
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// if (state == STATE_GROWL) return STATE_ATTACK;
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// if (state == STATE_RUN) return STATE_10;
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return state;
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return state;
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}
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}
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virtual void updateState() {
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Enemy::updateState();
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float w = 0.0f;
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if (state == STATE_RUN || state == STATE_STALKING) {
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w = state == STATE_RUN ? WOLF_TURN_FAST : WOLF_TURN_SLOW;
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if (mask & LEFT) w = -w;
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if (w != 0.0f) {
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w *= Core::deltaTime;
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angle.y += w;
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velocity = velocity.rotateY(-w);
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}
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} else
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velocity = vec3(0.0f);
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}
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virtual void move() {
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if (state == STATE_DEATH) {
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animOverrideMask = 0;
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return;
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}
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Enemy::move();
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setOverrides(state == STATE_STALKING || state == STATE_RUN, JOINT_CHEST, JOINT_HEAD);
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lookAt(target, JOINT_CHEST, JOINT_HEAD);
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}
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};
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};
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57
src/lara.h
57
src/lara.h
@@ -194,11 +194,9 @@ struct Lara : Controller {
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int target;
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int target;
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quat rotHead, rotChest;
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quat rotHead, rotChest;
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int health;
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Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1) {
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float tilt;
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Lara(TR::Level *level, int entity) : Controller(level, entity), wpnCurrent(Weapon::EMPTY), wpnNext(Weapon::EMPTY), chestOffset(pos), target(-1), health(100), tilt(0.0f) {
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initMeshOverrides();
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initMeshOverrides();
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initAnimOverrides();
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for (int i = 0; i < 2; i++) {
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for (int i = 0; i < 2; i++) {
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arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f;
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arms[i].shotTimer = MUZZLE_FLASH_TIME + 1.0f;
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arms[i].animTime = 0.0f;
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arms[i].animTime = 0.0f;
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@@ -295,7 +293,7 @@ struct Lara : Controller {
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int wpnGetDamage() {
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int wpnGetDamage() {
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switch (wpnCurrent) {
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switch (wpnCurrent) {
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case Weapon::PISTOLS : return 10;
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case Weapon::PISTOLS : return 10;
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case Weapon::SHOTGUN : return 5;
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case Weapon::SHOTGUN : return 15;
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case Weapon::MAGNUMS : return 20;
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case Weapon::MAGNUMS : return 20;
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case Weapon::UZIS : return 5;
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case Weapon::UZIS : return 5;
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default : return 0;
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default : return 0;
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@@ -741,35 +739,6 @@ struct Lara : Controller {
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}
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}
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}
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}
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bool aim(int target, int joint, const vec4 &angleRange, quat &rot, quat *rotAbs = NULL) {
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if (target > -1) {
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TR::Entity &e = level->entities[target];
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vec3 t(e.x, e.y, e.z);
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mat4 m = getJoint(joint);
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vec3 delta = (m.inverse() * t).normal();
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float angleY = clampAngle(atan2(delta.x, delta.z));
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float angleX = clampAngle(asinf(delta.y));
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if (angleX > angleRange.x && angleX <= angleRange.y &&
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|
||||||
angleY > angleRange.z && angleY <= angleRange.w) {
|
|
||||||
|
|
||||||
quat ax(vec3(1, 0, 0), -angleX);
|
|
||||||
quat ay(vec3(0, 1, 0), angleY);
|
|
||||||
|
|
||||||
rot = ay * ax;
|
|
||||||
if (rotAbs)
|
|
||||||
*rotAbs = m.getRot() * rot;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (rotAbs)
|
|
||||||
*rotAbs = rotYXZ(angle);
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
void updateTargets() {
|
void updateTargets() {
|
||||||
if (emptyHands() || !wpnReady()) {
|
if (emptyHands() || !wpnReady()) {
|
||||||
target = arms[0].target = arms[1].target = -1;
|
target = arms[0].target = arms[1].target = -1;
|
||||||
@@ -795,11 +764,13 @@ struct Lara : Controller {
|
|||||||
int index = -1;
|
int index = -1;
|
||||||
for (int i = 0; i < level->entitiesCount; i++) {
|
for (int i = 0; i < level->entitiesCount; i++) {
|
||||||
TR::Entity &e = level->entities[i];
|
TR::Entity &e = level->entities[i];
|
||||||
if (!e.flags.rendered || !e.isEnemy()) continue;
|
if (!e.flags.active || !e.isEnemy()) continue;
|
||||||
|
Controller *controller = (Controller*)e.controller;
|
||||||
|
if (controller->health <= 0) continue;
|
||||||
|
|
||||||
vec3 p = vec3(e.x, e.y, e.z);
|
vec3 p = controller->pos;
|
||||||
vec3 v = p - pos;
|
vec3 v = p - pos;
|
||||||
if (dir.dot(v.normal()) <= 0.5f) continue; // target is out of sigth -60..+60 degrees
|
if (dir.dot(v.normal()) <= 0.5f) continue; // target is out of sight -60..+60 degrees
|
||||||
|
|
||||||
int d = v.length();
|
int d = v.length();
|
||||||
if (d < dist && checkOcclusion(pos - vec3(0, 512, 0), p, d) ) {
|
if (d < dist && checkOcclusion(pos - vec3(0, 512, 0), p, d) ) {
|
||||||
@@ -1490,22 +1461,12 @@ struct Lara : Controller {
|
|||||||
updateWeapon();
|
updateWeapon();
|
||||||
}
|
}
|
||||||
|
|
||||||
quat lerpFrames(TR::AnimFrame *frameA, TR::AnimFrame *frameB, float t, int index) {
|
|
||||||
return lerpAngle(frameA->getAngle(index), frameB->getAngle(index), t);
|
|
||||||
}
|
|
||||||
|
|
||||||
virtual void updateVelocity() {
|
virtual void updateVelocity() {
|
||||||
// calculate moving speed
|
|
||||||
float dt = Core::deltaTime * 30.0f;
|
|
||||||
|
|
||||||
TR::Animation *anim = &level->anims[animIndex];
|
TR::Animation *anim = &level->anims[animIndex];
|
||||||
|
|
||||||
//if (anim->speed != 0.0f || anim->accel != 0.0f)
|
|
||||||
// LOG("speed: %f accel: %f\n", (float)anim->speed, (float)anim->accel);
|
|
||||||
|
|
||||||
switch (stand) {
|
switch (stand) {
|
||||||
case STAND_AIR :
|
case STAND_AIR :
|
||||||
velocity.y += GRAVITY * dt;
|
velocity.y += GRAVITY * 30.0f * Core::deltaTime;
|
||||||
break;
|
break;
|
||||||
case STAND_GROUND :
|
case STAND_GROUND :
|
||||||
case STAND_SLIDE :
|
case STAND_SLIDE :
|
||||||
|
@@ -20,7 +20,7 @@
|
|||||||
#endif
|
#endif
|
||||||
|
|
||||||
#define SND_CHANNELS_MAX 32
|
#define SND_CHANNELS_MAX 32
|
||||||
#define SND_FADEOFF_DIST (1024.0f * 5.0f)
|
#define SND_FADEOFF_DIST (1024.0f * 10.0f)
|
||||||
|
|
||||||
namespace Sound {
|
namespace Sound {
|
||||||
|
|
||||||
|
Reference in New Issue
Block a user