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mirror of https://github.com/XProger/OpenLara.git synced 2025-08-21 12:21:33 +02:00

#3 fix align to movable block

This commit is contained in:
XProger
2017-02-16 02:46:54 +03:00
parent d9fce4457d
commit c2aac325b7
2 changed files with 79 additions and 116 deletions

View File

@@ -221,10 +221,33 @@ struct Controller {
return vec3(angle.x, angle.y); return vec3(angle.x, angle.y);
} }
void alignToWall(float offset = 0.0f) { bool alignToWall(float offset = 0.0f, int quadrant = -1, int maxDist = 0, int maxWidth = 0) {
int q = angleQuadrant(angle.y); int q = angleQuadrant(angle.y);
int x = int(pos.x) & ~1023; int ix = int(pos.x);
int z = int(pos.z) & ~1023; int iz = int(pos.z);
int x = ix & ~1023;
int z = iz & ~1023;
if (quadrant > -1 && quadrant != q)
return false;
if (maxDist) { // check dist
int dist = 0;
switch (q) {
case 0 : dist = z + 1024 - iz; break;
case 1 : dist = x + 1024 - ix; break;
case 2 : dist = iz - z; break;
case 3 : dist = ix - x; break;
}
if (dist > maxDist)
return false;
}
if (maxWidth) {
int width = abs( ((q % 2) ? (iz - z) : (ix - x)) - 512);
if (width > maxWidth)
return false;
}
switch (q) { switch (q) {
case 0 : pos.z = z + 1024 + offset; break; case 0 : pos.z = z + 1024 + offset; break;
@@ -235,6 +258,7 @@ struct Controller {
angle.y = q * (PI * 0.5f); angle.y = q * (PI * 0.5f);
updateEntity(); updateEntity();
return true;
} }
virtual Box getBoundingBox() { virtual Box getBoundingBox() {

View File

@@ -406,104 +406,25 @@ struct Lara : Character {
if (level->extra.braid > -1) if (level->extra.braid > -1)
braid = new Braid(this, vec3(-4.0f, 24.0f, -48.0f)); braid = new Braid(this, vec3(-4.0f, 24.0f, -48.0f));
/*
pos = vec3(40448, 3584, 60928);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 14;
stand = STAND_ONWATER;
animation.setAnim(ANIM_TO_ONWATER);
updateEntity();
*/
#ifdef _DEBUG #ifdef _DEBUG
/* //reset(14, vec3(40448, 3584, 60928), PI * 0.5f); // gym (pool)
// gym //stand = STAND_ONWATER;
pos = vec3(43182, 2473, 51556); //animation.setAnim(ANIM_TO_ONWATER);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 12;
// gym (pool) //reset(14, vec3(20215, 6656, 52942), PI); // level 1 (bridge)
pos = vec3(40448, 3584, 60928); //reset(15, vec3(70067, -256, 29104), -0.68f); // level 2 (pool)
angle = vec3(0.0f, PI * 0.5f, 0.0f); //reset(61, vec3(27221, -1024, 29205), PI * 0.5f); // level 2 (blade)
getEntity().room = 14; //reset(43, vec3(31400, -2560, 25200), PI); // level 2 (reach)
stand = STAND_ONWATER; //reset(16, vec3(60907, 0, 39642), PI * 3 / 2); // level 2 (hang & climb)
animation.setAnim(ANIM_TO_ONWATER); reset(19, vec3(60843, 1024, 30557), PI); // level 2 (block)
//reset(7, vec3(64108, -512, 16514), -PI * 0.5f); // level 2 (bat trigger)
// level 2 (pool) //reset(15, vec3(70082, -512, 26935), PI * 0.5f); // level 2 (bear)
pos = vec3(70067, -256, 29104); //reset(63, vec3(31390, -2048, 33472), 0.0f); // level 2 (trap floor)
angle = vec3(0.0f, -0.68f, 0.0f); //reset(61, vec3(21987, -1024, 29144), PI * 3.0f * 0.5f); // level 2 (trap door)
getEntity().room = 15; //reset(51, vec3(41015, 3584, 34494), -PI); // level 3a (t-rex)
//reset(5, vec3(38643, -3072, 92370), PI * 0.5f); // level 3a (gears)
// level 2 (blade) //reset(0, vec3(40913, -1012, 42252), PI); // level 8c
pos = vec3(27221, -1024, 29205);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 61;
// level 2 (wolf)
pos = vec3(75671, -1024, 22862);
angle = vec3(0.0f, -PI * 0.25f, 0.0f);
getEntity().room = 13;
// level 2 (reach)
pos = vec3(31400, -2560, 25200);
angle = vec3(0.0f, PI, 0.0f);
getEntity().room = 43;
// level 2 (hang & climb)
pos = vec3(60907, 0, 39642);
angle = vec3(0.0f, PI * 3 / 2, 0.0f);
getEntity().room = 16;
// level 2 (medikit)
pos = vec3(30800, -7936, 22131);
angle = vec3(0.0f, 0.0f, 0.0f);
getEntity().room = 58;
// level 2 (block)
pos = vec3(60843, 1024, 30557);
angle = vec3(0.0f, PI, 0.0f);
getEntity().room = 19;
// level 2 (bat trigger)
pos = vec3(64108, -512, 16514);
angle = vec3(0.0f, -PI * 0.5f, 0.0f);
getEntity().room = 7;
// level 2 (bear)
pos = vec3(70082, -512, 26935);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 15;
// level 2 (trap floor)
pos = vec3(31390, -2048, 33472);
angle = vec3(0.0f, 0.0f, 0.0f);
getEntity().room = 63;
// level 2 (trap door)
pos = vec3(21987, -1024, 29144);
angle = vec3(0.0f, PI * 3.0f * 0.5f, 0.0f);
getEntity().room = 61;
// level 3a (t-rex)
pos = vec3(41015, 3584, 34494);
angle = vec3(0.0f, -PI, 0.0f);
getEntity().room = 51;
// level 3a (gears)
pos = vec3(38643, -3072, 92370);
angle = vec3(0.0f, PI * 0.5f, 0.0f);
getEntity().room = 5;
// level 1
pos = vec3(20215, 6656, 52942);
angle = vec3(0.0f, PI, 0.0f);
getEntity().room = 14;
// level 8c
pos = vec3(40913, -1012, 42252);
angle = vec3(0.0f, PI, 0.0f);
getEntity().room = 0;
*/
updateEntity();
#endif #endif
chestOffset = animation.getJoints(getMatrix(), 7).pos; chestOffset = animation.getJoints(getMatrix(), 7).pos;
} }
@@ -512,6 +433,13 @@ struct Lara : Character {
delete braid; delete braid;
} }
void reset(int room, const vec3 &pos, float angle) {
getEntity().room = room;
this->pos = pos;
this->angle = vec3(0.0f, angle, 0.0f);
updateEntity();
}
void wpnSet(Weapon::Type wType) { void wpnSet(Weapon::Type wType) {
wpnCurrent = wType; wpnCurrent = wType;
wpnState = Weapon::IS_FIRING; wpnState = Weapon::IS_FIRING;
@@ -1435,28 +1363,39 @@ struct Lara : Character {
return state; return state;
} }
int entityQuadrant(const TR::Entity &entity) {
int ix = int(pos.x) / 1024;
int iz = int(pos.z) / 1024;
int bx = entity.x / 1024;
int bz = entity.z / 1024;
int q = -1;
if (abs(bx - ix) ^ abs(bz - iz)) {
if (bx > ix) q = 1;
if (bx < ix) q = 3;
if (bz > iz) q = 0;
if (bz < iz) q = 2;
}
return q;
}
Block* getBlock() { Block* getBlock() {
int x = (int)pos.x; int y = int(pos.y);
int y = (int)pos.y;
int z = (int)pos.z;
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.isBlock() && e.y == y) {
int dx = abs(e.x - x);
int dz = abs(e.z - z);
if ((dx <= (512 + 128) && dz <= (512 - 128)) ||
(dx <= (512 - 128) && dz <= (512 + 128))) {
alignToWall(-LARA_RADIUS); int q = entityQuadrant(e);
if (q > -1 && e.isBlock() && e.y == y && alignToWall(-LARA_RADIUS, q, 64 + LARA_RADIUS, 512 - LARA_RADIUS)) {
Block *block = (Block*)e.controller; Block *block = (Block*)e.controller;
block->angle.y = angle.y; block->angle.y = angle.y;
block->updateEntity(); block->updateEntity();
return block; return block;
} }
} }
}
return NULL; return NULL;
} }