#ifndef H_CHARACTER #define H_CHARACTER #include "controller.h" struct Character : Controller { float health; float tilt; quat rotHead, rotChest; enum Stand { STAND_AIR, STAND_GROUND, STAND_SLIDE, STAND_HANG, STAND_UNDERWATER, STAND_ONWATER } stand; int input, lastInput; enum Key { LEFT = 1 << 1, RIGHT = 1 << 2, FORTH = 1 << 3, BACK = 1 << 4, JUMP = 1 << 5, WALK = 1 << 6, ACTION = 1 << 7, WEAPON = 1 << 8, DEATH = 1 << 9 }; Controller *viewTarget; int jointChest; int jointHead; vec4 rangeChest; vec4 rangeHead; vec3 velocity; float angleExt; float speed; int stepHeight; int dropHeight; int zone; int box; bool flying; Collision collision; Character(IGame *game, int entity, float health) : Controller(game, entity), health(health), tilt(0.0f), stand(STAND_GROUND), lastInput(0), viewTarget(NULL), jointChest(-1), jointHead(-1), velocity(0.0f), angleExt(0.0f), speed(0.0f) { stepHeight = 256; dropHeight = -256; rangeChest = vec4(-0.80f, 0.80f, -0.75f, 0.75f) * PI; rangeHead = vec4(-0.25f, 0.25f, -0.50f, 0.50f) * PI; animation.initOverrides(); rotHead = rotChest = quat(0, 0, 0, 1); flying = getEntity().type == TR::Entity::ENEMY_BAT; updateZone(); } bool updateZone() { int dx, dz; TR::Room::Sector &s = level->getSector(getRoomIndex(), int(pos.x), int(pos.z), dx, dz); if (s.boxIndex == 0xFFFF) return false; box = s.boxIndex; zone = getZones()[box]; return true; } uint16* getZones() { return flying ? level->zones[level->isFlipped].fly : (stepHeight == 256 ? level->zones[level->isFlipped].ground1 : level->zones[level->isFlipped].ground2); } void rotateY(float delta) { angle.y += delta; velocity = velocity.rotateY(-delta); } void rotateX(float delta) { angle.x = clamp(angle.x + delta, -PI * 0.49f, PI * 0.49f); } virtual void hit(float damage, Controller *enemy = NULL, TR::HitType hitType = TR::HIT_DEFAULT) { health = max(0.0f, health - damage); } virtual void checkRoom() { TR::Level::FloorInfo info; TR::Entity &e = getEntity(); level->getFloorInfo(e.room, e.x, e.y, e.z, info); if (info.roomNext != TR::NO_ROOM) e.room = info.roomNext; if (info.roomBelow != TR::NO_ROOM && e.y > info.roomFloor) e.room = info.roomBelow; if (info.roomAbove != TR::NO_ROOM && e.y <= info.roomCeiling) { TR::Room *room = &level->rooms[info.roomAbove]; if (level->isFlipped && room->alternateRoom > -1) room = &level->rooms[room->alternateRoom]; if (stand == STAND_UNDERWATER && !room->flags.water) { stand = STAND_ONWATER; velocity.y = 0; pos.y = float(info.roomCeiling); updateEntity(); } else if (stand != STAND_ONWATER) e.room = info.roomAbove; } } virtual void updateVelocity() {} virtual void updatePosition() {} virtual Stand getStand() { return stand; } 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; } virtual int getStateDefault() { return state; } virtual int getInput() { return health <= 0 ? DEATH : 0; } virtual void updateState() { int state = animation.state; if (input & DEATH) 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) state = getStateUnderwater(); else state = getStateOnwater(); // try to set new state if (!animation.setState(state)) animation.setState(getStateDefault()); } virtual void updateTilt(float value, float tiltSpeed, float tiltMax) { value = clamp(value, -tiltMax, +tiltMax); decrease(value - angle.z, angle.z, tiltSpeed); } virtual void updateTilt(bool active, float tiltSpeed, float tiltMax) { // calculate turning tilt if (active && (input & (LEFT | RIGHT)) && (tilt == 0.0f || (tilt < 0.0f && (input & LEFT)) || (tilt > 0.0f && (input & RIGHT)))) { if (input & LEFT) tilt -= tiltSpeed; if (input & RIGHT) tilt += tiltSpeed; tilt = clamp(tilt, -tiltMax, +tiltMax); } else { if (tilt > 0.0f) tilt = max(0.0f, tilt - tiltSpeed); if (tilt < 0.0f) tilt = min(0.0f, tilt + tiltSpeed); } angle.z = tilt; } bool isPressed(Key key) { return (input & key) && !(lastInput & key); } virtual void update() { vec3 p = pos; lastInput = input; input = getInput(); stand = getStand(); updateState(); Controller::update(); if (getEntity().flags.active) { updateVelocity(); updatePosition(); if (p != pos) { if (updateZone()) updateLights(); else pos = p; } } } virtual void cmdJump(const vec3 &vel) { velocity.x = sinf(angleExt) * vel.z; velocity.y = vel.y; velocity.z = cosf(angleExt) * vel.z; stand = STAND_AIR; } vec3 getViewPoint() { return animation.getJoints(getMatrix(), jointChest).pos; } virtual void lookAt(Controller *target) { if (health <= 0.0f) target = NULL; float speed = 8.0f * Core::deltaTime; quat rot; if (jointChest > -1) { if (aim(target, jointChest, rangeChest, rot)) rotChest = rotChest.slerp(quat(0, 0, 0, 1).slerp(rot, 0.5f), speed); else rotChest = rotChest.slerp(quat(0, 0, 0, 1), speed); animation.overrides[jointChest] = rotChest * animation.overrides[jointChest]; } if (jointHead > -1) { if (aim(target, jointHead, rangeHead, rot)) rotHead = rotHead.slerp(rot, speed); else rotHead = rotHead.slerp(quat(0, 0, 0, 1), speed); animation.overrides[jointHead] = rotHead * animation.overrides[jointHead]; } } }; #endif