TombEngine/TR5Main/Game/draw.cpp

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#include "framework.h"
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#include "draw.h"
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#include "Lara.h"
#include "camera.h"
#include "level.h"
#include "Renderer11.h"
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BITE_INFO EnemyBites[9] =
{
{ 0x14, 0xFFFFFFA1, 0xF0, 0xD },
{ 0x30, 0, 0xB4, 0xFFFFFFF5 },
{ 0xFFFFFFD0, 0, 0xB4, 0xE },
{ 0xFFFFFFC9, 5, 0xE1, 0xE },
{ 0xF, 0xFFFFFFC4, 0xC3, 0xD },
{ 0xFFFFFFE2, 0xFFFFFFBF, 0xFA, 0x12 },
{ 0, 0xFFFFFF92, 0x1E0, 0xD },
{ 0xFFFFFFEC, 0xFFFFFFB0, 0xBE, 0xFFFFFFF6 },
{ 0xA, 0xFFFFFFC4, 0xC8, 0xD }
};
int LightningCount;
int LightningRand;
int StormTimer;
int dLightningRand;
byte SkyStormColor[3];
byte SkyStormColor2[3];
short InterpolatedBounds[6];
LARGE_INTEGER PerformanceCount;
double LdFreq;
double LdSync;
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int GnFrameCounter;
int DrawPhaseGame()
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{
g_Renderer->Draw();
Camera.numberFrames = g_Renderer->SyncRenderer();
return Camera.numberFrames;
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}
void UpdateStorm()
{
if (LightningCount <= 0)
{
if (LightningRand < 4)
LightningRand = 0;
else
LightningRand = LightningRand - (LightningRand >> 2);
}
else if (--LightningCount)
{
dLightningRand = rand() & 0x1FF;
LightningRand = ((dLightningRand - LightningRand) >> 1) + LightningRand;
}
else
{
dLightningRand = 0;
LightningRand = (rand() & 0x7F) + 400;
}
for (int i = 0; i < 3; i++)
{
SkyStormColor2[i] += LightningRand * SkyStormColor2[i] >> 8;
SkyStormColor[i] = SkyStormColor2[i];
if (SkyStormColor[i] > 255)
SkyStormColor[i] = 255;
}
}
short* GetBoundsAccurate(ITEM_INFO* item)
{
int rate = 0;
short* framePtr[2];
int frac = GetFrame_D2(item, framePtr, &rate);
if (frac == 0)
return framePtr[0];
else
{
for (int i = 0; i < 6; i++)
{
InterpolatedBounds[i] = *(framePtr[0]) + ((*(framePtr[1]) - *(framePtr[0])) * frac) / rate;
framePtr[0]++;
framePtr[1]++;
}
return InterpolatedBounds;
}
}
short* GetBestFrame(ITEM_INFO* item)
{
int rate = 0;
short* framePtr[2];
int frac = GetFrame_D2(item, framePtr, &rate);
if (frac <= (rate >> 1))
return framePtr[0];
else
return framePtr[1];
}
int GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate)
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{
ANIM_STRUCT *anim;
int frm;
int first, second;
int frame_size;
int interp, rat;
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frm = item->frameNumber;
anim = &Anims[item->animNumber];
framePtr[0] = framePtr[1] = anim->framePtr;
rat = *rate = anim->interpolation & 0x00ff;
frame_size = anim->interpolation >> 8;
frm -= anim->frameBase;
first = frm / rat;
interp = frm % rat;
framePtr[0] += first * frame_size; // Get Frame pointers
framePtr[1] = framePtr[0] + frame_size; // and store away
if (interp == 0)
return(0);
second = first * rat + rat;
if (second>anim->frameEnd) // Clamp KeyFrame to End if need be
*rate = anim->frameEnd - (second - rat);
return(interp);
}
bool TIME_Reset()
{
LARGE_INTEGER fq;
QueryPerformanceCounter(&fq);
LdSync = (double)fq.LowPart + (double)fq.HighPart * (double)0xffffffff;
LdSync /= LdFreq;
return true;
}
bool TIME_Init()
{
LARGE_INTEGER fq;
if (!QueryPerformanceFrequency(&fq))
return false;
LdFreq = (double)fq.LowPart + (double)fq.HighPart * (double)0xFFFFFFFF;
LdFreq /= 60.0;
TIME_Reset();
return true;
}
int Sync()
{
LARGE_INTEGER ct;
double dCounter;
QueryPerformanceCounter(&ct);
dCounter = (double)ct.LowPart + (double)ct.HighPart * (double)0xFFFFFFFF;
dCounter /= LdFreq;
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long nFrames = long(dCounter) - long(LdSync);
LdSync = dCounter;
return nFrames;
}
void DrawAnimatingItem(ITEM_INFO* item)
{
// TODO: to refactor
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// Empty stub because actually we disable items drawing when drawRoutine pointer is NULL in ObjectInfo
}
void GetLaraJointPosition(PHD_VECTOR* pos, int LM_enum)
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{
if (LM_enum >= NUM_LARA_MESHES)
LM_enum = LM_HEAD;
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Vector3 p = Vector3(pos->x, pos->y, pos->z);
g_Renderer->GetLaraAbsBonePosition(&p, LM_enum);
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pos->x = p.x;
pos->y = p.y;
pos->z = p.z;
}