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mirror of https://github.com/XProger/OpenLara.git synced 2025-04-22 03:51:58 +02:00
This commit is contained in:
XProger 2018-06-26 01:36:50 +03:00
parent 8dc0e1d677
commit 80cd6d480b
3 changed files with 72 additions and 28 deletions

View File

@ -226,7 +226,7 @@ struct Enemy : Character {
animation.overrideMask &= ~(1 << chest);
}
bool getTargetInfo(int height, vec3 *pos, float *angleX, float *angleY, float *dist) {
void getTargetInfo(int height, vec3 *pos, float *angleX, float *angleY, float *dist) {
vec3 p = waypoint;
p.y -= height;
if (pos) *pos = p;
@ -240,7 +240,6 @@ struct Enemy : Character {
if (angleX) *angleX = 0.0f;
if (angleY) *angleY = atan2f(b.cross(a).dot(n), a.dot(b));
}
return true;
}
bool targetIsVisible(float maxDist) {
@ -307,7 +306,7 @@ struct Enemy : Character {
void bite(int joint, const vec3 &offset, float damage) {
ASSERT(target);
target->hit(damage, this);
game->addEntity(TR::Entity::BLOOD, target->getRoomIndex(), getJoint(joint) * offset);
game->addEntity(TR::Entity::BLOOD, target->getRoomIndex(), target->getJoint(joint) * offset);
}
Mood getMoodFixed() {
@ -722,9 +721,6 @@ struct Lion : Enemy {
if (!think(true))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -1091,9 +1087,6 @@ struct Rat : Enemy {
if (!think(false))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -1134,9 +1127,6 @@ struct Rat : Enemy {
if (!think(false))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -1281,9 +1271,6 @@ struct Crocodile : Enemy {
if (!think(true))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -1333,9 +1320,6 @@ struct Crocodile : Enemy {
if (!think(false))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -2498,7 +2482,7 @@ struct Human : Enemy {
STATE_RUN,
STATE_AIM,
STATE_DEATH,
STATE_WAIT, // == STATE_FIRE for MrT
STATE_WAIT, // == STATE_FIRE for MrT and Cowboy
STATE_FIRE
};
@ -2573,9 +2557,6 @@ struct Larson : Human {
if (!think(false))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;
@ -2667,6 +2648,9 @@ struct SkaterBoy : Human {
};
#define COWBOY_DIST_WALK (3 * 1024)
#define COWBOY_DAMAGE 70
struct Cowboy : Human {
Cowboy(IGame *game, int entity) : Human(game, entity, 150) {
@ -2676,10 +2660,70 @@ struct Cowboy : Human {
virtual void onDead() {
game->addEntity(TR::Entity::MAGNUMS, getRoomIndex(), pos, 0);
}
virtual int getStateGround() {
if (!think(false))
return state;
if (nextState == state)
nextState = STATE_NONE;
switch (state) {
// same as Mr. T
case STATE_STOP :
if (nextState != STATE_NONE)
return nextState;
if (targetIsVisible(HUMAN_DIST_SHOT))
return STATE_AIM;
if (mood == MOOD_SLEEP)
return STATE_WALK;
return STATE_RUN;
case STATE_WALK :
if (mood == MOOD_ESCAPE || !targetInView)
nextState = STATE_RUN;
else if (targetIsVisible(HUMAN_DIST_SHOT))
nextState = STATE_AIM;
else if (targetDist > COWBOY_DIST_WALK)
nextState = STATE_RUN;
else
break;
return STATE_STOP;
case STATE_RUN :
if (mood == MOOD_ESCAPE || !targetInView)
break;
if (targetIsVisible(HUMAN_DIST_SHOT))
nextState = STATE_AIM;
else if (targetDist < COWBOY_DIST_WALK && targetInView)
nextState = STATE_WALK;
else
break;
return STATE_STOP;
case STATE_AIM :
flags.unused = 7;
if (nextState != STATE_NONE)
return STATE_STOP;
if (targetIsVisible(HUMAN_DIST_SHOT))
return STATE_WAIT; // STATE_FIRE
return STATE_STOP;
// ----
case STATE_WAIT : // STATE_FIRE
if (animation.frameIndex != flags.unused && (animation.frameIndex == 0 || animation.frameIndex == 4)) {
jointGun = (flags.unused == 7) ? 8 : 5;
doShot(COWBOY_DAMAGE, vec3(0, -40, 40));
flags.unused = animation.frameIndex;
}
if (mood == MOOD_ESCAPE)
nextState = STATE_RUN;
break;
}
return state;
}
};
#define MRT_DIST_WALK 4096
#define MRT_DIST_WALK (4 * 1024)
#define MRT_DAMAGE 150
struct MrT : Human {
@ -2700,9 +2744,6 @@ struct MrT : Human {
if (!think(false))
return state;
float angle;
getTargetInfo(0, NULL, NULL, &angle, NULL);
if (nextState == state)
nextState = STATE_NONE;

View File

@ -1378,7 +1378,7 @@ namespace TR {
return sectors + sx * zSectors + sz;
}
void addDynLight(int32 id, const vec4 &pos, const vec4 &color) {
void addDynLight(int32 id, const vec4 &pos, const vec4 &color, bool priority = false) {
DynLight *light = NULL;
for (int i = 0; i < dynLightsCount; i++)
if (dynLights[i].id == id) {
@ -1399,6 +1399,9 @@ namespace TR {
light->id = id;
light->pos = pos;
light->color = color;
if (priority && dynLights[0].id != id)
swap(dynLights[0], dynLights[1]);
}
void removeDynLight(int32 id) {

View File

@ -232,7 +232,7 @@ struct MuzzleFlash : Controller {
Core::lightPos[lightIndex] = lightPos;
Core::lightColor[lightIndex] = lightColor;
} else
getRoom().addDynLight(owner->entity, lightPos, lightColor);
getRoom().addDynLight(owner->entity, lightPos, lightColor, true);
} else {
if (lightIndex > -1) {
ASSERT(lightIndex < MAX_LIGHTS);