TombEngine/TR5Main/Game/objects.cpp

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#include "objects.h"
#include "..\Global\global.h"
#include "items.h"
#include "effects.h"
#include "effect2.h"
#include "collide.h"
#include "draw.h"
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#include "Lara.h"
#include "sphere.h"
#include "debris.h"
#include "control.h"
#include "switch.h"
int lastWaterfallY = 0;
short TightRopeBounds[12] =
{
0xFF00, 0x0100, 0x0000, 0x0000, 0xFF00, 0x0100, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR TightRopePos = { 0, 0, 0 };
short ParallelBarsBounds[12] =
{
0xFD80, 0x0280, 0x02C0, 0x0340, 0xFFA0, 0x0060, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0xF8E4, 0x071C
};
PHD_VECTOR PolePos = { 0, 0, -208 };
PHD_VECTOR PolePosR = { 0, 0, 0 };
short PoleBounds[12] = // offset 0xA1250
{
0xFF00, 0x0100, 0x0000, 0x0000, 0xFE00, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
extern LaraExtraInfo g_LaraExtra;
void __cdecl SmashObject(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
ROOM_INFO* r = &Rooms[item->roomNumber];
int sector = ((item->pos.zPos - r->z) >> 10) + r->xSize * ((item->pos.xPos - r->x) >> 10);
BOX_INFO* box = &Boxes[r->floor[sector].box];
if (box->overlapIndex & BOX_LAST)
box->overlapIndex &= ~BOX_BLOCKED;
SoundEffect(SFX_SMASH_GLASS, &item->pos, 0);
item->collidable = 0;
item->meshBits = 0xFFFE;
ExplodingDeath(itemNumber, -1, 257); //ExplodingDeath2
item->flags |= IFLAG_INVISIBLE;
if (item->status == ITEM_ACTIVE)
RemoveActiveItem(itemNumber);
item->status = ITEM_DEACTIVATED;
}
void __cdecl SmashObjectControl(short itemNumber)
{
SmashObject(itemNumber << 16);
}
void __cdecl BridgeFlatFloor(ITEM_INFO* item, int x, int y, int z, int* height)
{
if (item->pos.yPos >= y)
{
*height = item->pos.yPos;
HeightType = WALL;
OnObject = 1;
}
}
void __cdecl BridgeFlatCeiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
if (item->pos.yPos >= y)
{
*height = item->pos.yPos + 256;
}
}
int __cdecl GetOffset(ITEM_INFO* item, int x, int z)
{
if (item->pos.yRot == 0)
{
return (-x) & 0x3FF;
}
else if (item->pos.yRot == ANGLE(-180))
{
return x & 0x3FF;
}
else if (item->pos.yRot == ANGLE(90))
{
return z & 0x3FF;
}
else
{
return (-z) & 0x3FF;
}
}
void __cdecl BridgeTilt1Floor(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 2);
if (level >= y)
{
*height = level;
HeightType = WALL;
OnObject = 1;
}
}
void __cdecl BridgeTilt1Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 2);
if (level >= y)
{
*height = level;
}
}
void __cdecl BridgeTilt2Floor(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 1);
if (level >= y)
{
*height = level;
HeightType = WALL;
OnObject = 1;
}
}
void __cdecl BridgeTilt2Ceiling(ITEM_INFO* item, int x, int y, int z, int* height)
{
int level = item->pos.yPos + (GetOffset(item, x, z) >> 1);
if (level >= y)
{
*height = level;
}
}
void __cdecl ControlAnimatingSlots(short itemNumber)
{
// TODO: TR5 has here a series of hardcoded OCB codes, this function actually is just a placeholder
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
AnimateItem(item);
}
void __cdecl PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
if ((TrInput & IN_ACTION) && !Lara.gunStatus && l->currentAnimState == STATE_LARA_STOP &&
l->animNumber == ANIMATION_LARA_STAY_IDLE
|| Lara.isMoving && Lara.generalPtr == (void*)itemNumber)
{
short rot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
if (TestLaraPosition(PoleBounds, item, l))
{
if (MoveLaraPosition(&PolePos, item, l))
{
l->animNumber = ANIMATION_LARA_STAY_TO_POLE_GRAB;
l->currentAnimState = STATE_LARA_POLE_IDLE;
l->frameNumber = Anims[l->animNumber].frameBase;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.generalPtr = (void*)itemNumber;
}
item->pos.yRot = rot;
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNumber)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot = rot;
}
}
else if (TrInput & IN_ACTION
&& !Lara.gunStatus
&& l->gravityStatus
&& l->fallspeed > Lara.gunStatus
&& (l->currentAnimState == STATE_LARA_REACH || l->currentAnimState == STATE_LARA_JUMP_UP))
{
if (TestBoundsCollide(item, l, 100))
{
if (TestCollision(item, l))
{
short rot = item->pos.yRot;
if (l->currentAnimState == STATE_LARA_REACH)
{
PolePosR.y = l->pos.yPos - item->pos.yPos + 10;
AlignLaraPosition(&PolePosR, item, l);
l->animNumber = ANIMATION_LARA_JUMP_FORWARD_TO_POLE_GRAB;
l->frameNumber = Anims[l->animNumber].frameBase;
}
else
{
PolePosR.y = l->pos.yPos - item->pos.yPos + 66;
AlignLaraPosition(&PolePosR, item, l);
l->animNumber = ANIMATION_LARA_JUMP_UP_TO_POLE_GRAB;
l->frameNumber = Anims[l->animNumber].frameBase;
}
l->gravityStatus = false;
l->fallspeed = false;
l->currentAnimState = STATE_LARA_POLE_IDLE;
Lara.gunStatus = LG_HANDS_BUSY;
item->pos.yRot = rot;
}
}
}
else
{
if ((l->currentAnimState < STATE_LARA_POLE_IDLE || l->currentAnimState > STATE_LARA_POLE_TURN_RIGHT) &&
l->currentAnimState != STATE_LARA_JUMP_BACK)
ObjectCollision(itemNumber, l, coll);
}
}
void __cdecl ControlTriggerTriggerer(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
int height = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (TriggerIndex)
{
short* trigger = TriggerIndex;
if ((*trigger & 0x1F) == 5)
{
if ((*trigger & 0x8000) != 0)
return;
trigger++;
}
if ((*trigger & 0x1F) == 6)
{
if ((*trigger & 0x8000) != 0)
return;
trigger++;
}
if ((*trigger & 0x1F) == 19)
{
if ((*trigger & 0x8000) != 0)
return;
trigger++;
}
if ((*trigger & 0x1F) == 20)
{
if (TriggerActive(item))
*trigger |= 0x20u;
else
*trigger &= 0xDFu;
}
}
}
void __cdecl AnimateWaterfalls()
{
lastWaterfallY = (lastWaterfallY - 7) & 0x3F;
float y = lastWaterfallY * 0.00390625f;
float theY;
for (int i = 0; i < 6; i++)
{
if (Objects[ID_WATERFALL1 + i].loaded)
{
OBJECT_TEXTURE* texture = WaterfallTextures[i];
texture->vertices[0].y = y + WaterfallY[i];
texture->vertices[1].y = y + WaterfallY[i];
texture->vertices[2].y = y + WaterfallY[i] + 0.24609375f;
texture->vertices[3].y = y + WaterfallY[i] + 0.24609375f;
if (i < 5)
{
texture++;
texture->vertices[0].y = y + WaterfallY[i];
texture->vertices[1].y = y + WaterfallY[i];
texture->vertices[2].y = y + WaterfallY[i] + 0.24609375f;
texture->vertices[3].y = y + WaterfallY[i] + 0.24609375f;
}
}
}
}
void __cdecl ControlWaterfall(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
TriggerActive(item);
if (itemNumber != 0)
{
item->status = ITEM_ACTIVE;
if (item->triggerFlags == 0x29C)
{
SoundEffect(SFX_D_METAL_KICKOPEN, &item->pos, 0);
}
else if (item->triggerFlags == 0x309)
{
SoundEffect(SFX_WATERFALL_LOOP, &item->pos, 0);
}
}
else
{
if (item->triggerFlags == 2 || item->triggerFlags == 0x29C)
{
item->status = ITEM_INVISIBLE;
}
}
}
void __cdecl TightRopeCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (((TrInput & IN_ACTION) == 0
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE
|| l->status == ITEM_INVISIBLE
|| Lara.gunStatus)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
if (l->currentAnimState == STATE_LARA_TIGHTROPE_FORWARD &&
l->goalAnimState != STATE_LARA_TIGHTROPE_EXIT &&
!Lara.tightRopeOff)
{
if (item->pos.yRot == l->pos.yRot)
{
if (abs(item->pos.xPos - l->pos.xPos) + abs(item->pos.zPos - l->pos.zPos) < 640)
Lara.tightRopeOff = 1;
}
}
}
else
{
item->pos.yRot += -ANGLE(180);
if (TestLaraPosition(TightRopeBounds, item, l))
{
if (MoveLaraPosition(&TightRopePos, item, l))
{
l->currentAnimState = STATE_LARA_TIGHTROPE_ENTER;
l->animNumber = ANIMATION_LARA_TIGHTROPE_START;
l->frameNumber = Anims[l->animNumber].frameBase;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.tightRopeOnCount = 60;
Lara.tightRopeOff = 0;
Lara.tightRopeFall = 0;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
item->pos.yRot += -ANGLE(180);
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
Lara.isMoving = false;
item->pos.yRot += -ANGLE(180);
}
}
}
void __cdecl ParallelBarsCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
if (TrInput & IN_ACTION && l->currentAnimState == STATE_LARA_REACH && l->animNumber == ANIMATION_LARA_TRY_HANG_SOLID)
{
int test1 = TestLaraPosition(ParallelBarsBounds, item, l);
int test2 = 0;
if (!test1)
{
item->pos.yRot += -ANGLE(180);
test2 = TestLaraPosition(ParallelBarsBounds, item, l);
item->pos.yRot += -ANGLE(180);
}
if (test1 || test2)
{
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->animNumber = ANIMATION_LARA_BARS_GRAB;
l->frameNumber = Anims[l->animNumber].frameBase;
l->fallspeed = false;
l->gravityStatus = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
if (test1)
l->pos.yRot = item->pos.yRot;
else
l->pos.yRot = item->pos.yRot + -ANGLE(180);
PHD_VECTOR pos1;
pos1.x = 0;
pos1.y = -128;
pos1.z = 512;
PHD_VECTOR pos2;
pos2.x = 0;
pos2.y = -128;
pos2.z = 512;
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GetLaraJointPosition(&pos1, LJ_LHAND);
GetLaraJointPosition(&pos2, LJ_RHAND);
if (l->pos.yRot & 0x4000)
l->pos.xPos += item->pos.xPos - ((pos1.x + pos2.x) >> 1);
else
l->pos.zPos += item->pos.zPos - ((pos1.z + pos2.z) >> 1);
l->pos.yPos = l->pos.yPos - ((pos1.y + pos2.y) >> 1) + l->pos.yPos;
Lara.generalPtr = item;
}
else
{
ObjectCollision(itemNumber, l, coll);
}
}
else if (l->currentAnimState != STATE_LARA_BARS_SWING)
{
ObjectCollision(itemNumber, l, coll);
}
}
void __cdecl ControlXRayMachine(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (!TriggerActive(item))
return;
/*if (item->triggerFlags == 0)
{
if (item->itemFlags[0] == 666)
{
if (item->itemFlags[1] != 0)
{
item->itemFlags[1]--;
}
else
{
item->itemFlags[1] = 30;
SoundEffect(SFX_ALARM, &item->pos, 0);
}
}
if (Lara.skelebob)
{
if (g_LaraExtra.Weapons[WEAPON_HK].Present)
{
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, 0);
item->itemFlags[0] = 666;
}
}
return;
}
switch (item->triggerFlags)
{
case 111:
if (item->itemFlags[0] != 0)
{
item->itemFlags[0]--;
if (item->itemFlags[0] == 0)
{
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, 0);
RemoveActiveItem(itemNumber);
item->flags |= IFLAG_INVISIBLE;
}
return;
}
if (Lara.fired)
item->itemFlags[0] = 15;
break;
case 222:
if (item->itemFlags[1] >= 144)
{
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, 0);
RemoveActiveItem(itemNumber);
item->flags |= IFLAG_INVISIBLE;
return;
}
if (item->itemFlags[1] < 128)
{
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
TriggerFontFire(&Items[item->itemFlags[0]], item->itemFlags[1], item->itemFlags[1] == 0 ? 16 : 1);
}
++item->itemFlags[1];
break;
case 333:
{
ROOM_INFO* r = &Rooms[item->roomNumber];
MESH_INFO* mesh = r->mesh;
int j;
for (j = 0; j < r->numMeshes; j++, mesh++)
{
if (mesh->Flags & 1)
{
if (item->pos.xPos == mesh->x &&
item->pos.yPos == mesh->y &&
item->pos.zPos == mesh->z)
{
ShatterObject(NULL, mesh, 128, item->roomNumber, 0);
mesh->Flags &= ~1;
SoundEffect(ShatterSounds[gfCurrentLevel - 5][mesh->staticNumber], (PHD_3DPOS*) & mesh->x, 0);
}
}
}
RemoveActiveItem(itemNumber);
item->flags |= IFLAG_INVISIBLE;
break;
}
default:
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, 0);
RemoveActiveItem(itemNumber);
break;
}*/
}
void __cdecl CutsceneRopeControl(short itemNumber)
{
ITEM_INFO* item;
PHD_VECTOR pos1;
PHD_VECTOR pos2;
int dx;
int dy;
int dz;
item = &Items[itemNumber];
pos1.x = -128;
pos1.y = -72;
pos1.z = -16;
GetJointAbsPosition(&Items[item->itemFlags[2]], &pos1, 0);
pos2.x = 830;
pos2.z = -12;
pos2.y = 0;
GetJointAbsPosition(&Items[item->itemFlags[3]], &pos2, 0);
item->pos.xPos = pos2.x;
item->pos.yPos = pos2.y;
item->pos.zPos = pos2.z;
dx = (pos2.x - pos1.x) * (pos2.x - pos1.x);
dy = (pos2.y - pos1.y) * (pos2.y - pos1.y);
dz = (pos2.z - pos1.z) * (pos2.z - pos1.z);
item->itemFlags[1] = ((SQRT_ASM(dx + dy + dz) << 1) + SQRT_ASM(dx + dy + dz)) << 1;
item->pos.xRot = -4869;
}
void __cdecl HybridCollision(short itemNum, ITEM_INFO* laraitem, COLL_INFO* coll)
{
ITEM_INFO* item;
item = &Items[itemNum];
/*if (gfCurrentLevel == LVL5_SINKING_SUBMARINE)
{
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if (item->frameNumber < Anims[item->animNumber].frame_end)
{
ObjectCollision(itemNum, laraitem, coll);
}
}*/
}
void Inject_Objects()
{
INJECT(0x00465FE0, TightRopeCollision);
INJECT(0x00465200, SmashObject);
/*INJECT(0x00465200, SmashObject);
INJECT(0x00465330, SmashObjectControl);
INJECT(0x00465350, BridgeFlatFloor);
INJECT(0x00465390, BridgeFlatCeiling);
INJECT(0x00465410, BridgeTilt1Floor);
INJECT(0x00465480, BridgeTilt1Ceiling);
INJECT(0x004654D0, BridgeTilt2Floor);
INJECT(0x00465540, BridgeTilt2Ceiling);
//INJECT(0x00465590, AnimatingControl);
INJECT(0x00465A30, PoleCollision);
INJECT(0x00465D00, ControlTriggerTriggerer);
INJECT(0x00465DF0, AnimateWaterfalls);
INJECT(0x00465F10, ControlWaterfall);
INJECT(0x004661C0, ParallelBarsCollision);
INJECT(0x00466420, ControlXRayMachine);
INJECT(0x00466720, CutsceneRopeControl);
INJECT(0x00466AA0, HybridCollision);*/
}