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mirror of https://github.com/XProger/OpenLara.git synced 2025-02-24 23:42:49 +01:00
openlara/src/character.h
2018-11-19 06:59:23 +03:00

309 lines
9.5 KiB
C

#ifndef H_CHARACTER
#define H_CHARACTER
#include "controller.h"
#include "collision.h"
#include "sprite.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_WADE
} 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,
LOOK = 1 << 9,
DEATH = 1 << 10
};
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 burn;
bool flying;
bool fullChestRotation;
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);
burn = false;
flying = getEntity().type == TR::Entity::ENEMY_BAT;
fullChestRotation = false;
updateZone();
}
bool isActiveTarget() {
return flags.state == TR::Entity::asActive && !flags.invisible && health > 0.0f;
}
virtual int getRoomIndex() const {
int index = Controller::getRoomIndex();
if (level->isCutsceneLevel())
return index;
return index;
}
virtual TR::Room& getLightRoom() {
if (stand == STAND_ONWATER) {
int16 rIndex = getRoomIndex();
TR::Room::Sector *sector = level->getSector(rIndex, pos);
if (sector && sector->roomAbove != TR::NO_ROOM)
return level->rooms[sector->roomAbove];
}
return Controller::getLightRoom();
}
bool updateZone() {
if (level->isCutsceneLevel())
return false;
int dx, dz;
TR::Room::Sector &s = level->getSector(getRoomIndex(), int(pos.x), int(pos.z), dx, dz);
if (s.boxIndex == TR::NO_BOX)
return false;
box = s.boxIndex;
zone = getZones()[box];
return true;
}
uint16* getZones() {
TR::Zone &zones = level->zones[level->state.flags.flipped];
return (flying || stand == STAND_UNDERWATER || stand == STAND_ONWATER) ? zones.fly : (stepHeight == 256 ? zones.ground1 : zones.ground2);
}
void rotateY(float delta) {
angle.y = clampAngle(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) {
if (getEntity().isEnemy() && health > 0.0f && health <= damage)
saveStats.kills++;
health = max(0.0f, health - damage);
}
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 getStateWade() { return state; }
virtual int getStateDeath() { return state; }
virtual int getStateDefault() { return state; }
virtual int getInput() { return health <= 0 ? DEATH : 0; }
virtual bool useHeadAnimation() { return false; }
int getNextState() {
if (input & DEATH) {
int deathState = getStateDeath();
if (state == deathState || animation.canSetState(deathState)) {
if (stand != STAND_AIR)
velocity = vec3(0.0f);
return deathState;
}
}
switch (stand) {
case STAND_AIR : return getStateAir();
case STAND_GROUND : return getStateGround();
case STAND_SLIDE : return getStateSlide();
case STAND_HANG : return getStateHang();
case STAND_UNDERWATER : return getStateUnderwater();
case STAND_ONWATER : return getStateOnwater();
case STAND_WADE : return getStateWade();
}
return animation.state;
}
virtual void updateState() {
if (stand == STAND_UNDERWATER || stand == STAND_ONWATER)
burn = false;
int state = getNextState();
// 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() {
updateRoom();
vec3 p = pos;
lastInput = input;
input = getInput();
stand = getStand();
updateState();
Controller::update();
if (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() { // TOOD: remove this
return getJoint(jointChest).pos;
}
virtual void lookAt(Controller *target) {
if (health <= 0.0f)
target = NULL;
vec3 t(0.0f);
if (target) {
Box box = target->getBoundingBox();
t = (box.min + box.max) * 0.5f;
}
lookAtPos(target ? &t : NULL);
}
void lookAtPos(const vec3 *t = NULL) {
float speed = 8.0f * Core::deltaTime;
quat rot;
if (jointChest > -1) {
if (t && aim(*t, jointChest, rangeChest, rot)) {
if (fullChestRotation)
rotChest = rotChest.slerp(rot, speed);
else
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 (t && aim(*t, 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];
}
}
void addSparks(uint32 mask) {
Sphere spheres[MAX_SPHERES];
int count = getSpheres(spheres);
for (int i = 0; i < count; i++)
if (mask & (1 << i)) {
vec3 sprPos = spheres[i].center + (vec3(randf(), randf(), randf()) * 2.0f - 1.0f) * spheres[i].radius;
game->addEntity(TR::Entity::SPARKLES, getRoomIndex(), sprPos);
}
}
void addBlood(const vec3 &sprPos, const vec3 &sprVel) {
Sprite *sprite = (Sprite*)game->addEntity(TR::Entity::BLOOD, getRoomIndex(), sprPos, 0);
if (sprite)
sprite->velocity = sprVel;
}
void addBlood(float radius, float height, const vec3 &sprVel) {
vec3 p = pos + vec3((randf() * 2.0f - 1.0f) * radius, -randf() * height, (randf() * 2.0f - 1.0f) * radius);
addBlood(p, sprVel);
}
void addBloodSpikes() {
float ang = randf() * PI * 2.0f;
addBlood(64.0f, 512.0f, vec3(sinf(ang), 0.0f, cosf(ang)) * 20.0f);
}
void addBloodBlade() {
float ang = angle.y + (randf() - 0.5f) * 30.0f * DEG2RAD;
addBlood(64.0f, 744.0f, vec3(sinf(ang), 0.0f, cosf(ang)) * speed);
}
void addBloodSlam(Controller *trapSlam) {
for (int i = 0; i < 6; i++)
addBloodSpikes();
}
};
#endif