TombEngine/TR5Main/Game/control/control.cpp

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#include "framework.h"
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#include <process.h>
#include "winmain.h"
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#include "collide.h"
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#include "control/control.h"
#include "pickup.h"
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#include "camera.h"
#include "Lara.h"
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#include "effects/hair.h"
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#include "items.h"
#include "flipeffect.h"
#include "newinv2.h"
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#include "control/lot.h"
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#include "health.h"
#include "savegame.h"
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#include "Sound/sound.h"
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#include "spotcam.h"
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#include "control/box.h"
#include "objects.h"
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#include "sphere.h"
#include "level.h"
#include "input.h"
#include "setup.h"
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#include "room.h"
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#include "effects/effects.h"
#include "effects/tomb4fx.h"
#include "effects/debris.h"
#include "effects/footprint.h"
#include "effects/smoke.h"
#include "effects/spark.h"
#include "effects/explosion.h"
#include "effects/drip.h"
#include "effects/weather.h"
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#include "tr5_rats_emitter.h"
#include "tr5_bats_emitter.h"
#include "tr5_spider_emitter.h"
#include "tr4_locusts.h"
#include "tr4_littlebeetle.h"
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#include "particle/SimpleParticle.h"
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#include "Specific/prng.h"
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#include "Specific/clock.h"
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#include "Lara/lara_one_gun.h"
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#include "generic_switch.h"
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#include "Scripting/GameFlowScript.h"
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#include "Game/effects/lightning.h"
#include "Specific/LoadSave.h"
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using std::vector;
using std::unordered_map;
using std::string;
using namespace TEN::Effects::Footprints;
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using namespace TEN::Effects::Explosion;
using namespace TEN::Effects::Spark;
using namespace TEN::Effects::Smoke;
using namespace TEN::Effects::Drip;
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using namespace TEN::Effects::Environment;
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using namespace TEN::Effects;
using namespace TEN::Entities::Switches;
using namespace TEN::Renderer;
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using namespace TEN::Math::Random;
using namespace TEN::Floordata;
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int GameTimer = 0;
int RumbleTimer = 0;
int InGameCounter = 0;
short GlobalCounter = 0;
int Wibble = 0;
bool InitialiseGame;
bool DoTheGame;
bool JustLoaded;
bool ThreadEnded;
int RequiredStartPos;
int CurrentLevel;
int LevelComplete;
bool InItemControlLoop;
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short ItemNewRoomNo;
short ItemNewRooms[512];
short NextItemActive;
short NextItemFree;
short NextFxActive;
short NextFxFree;
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int WeatherType;
int LaraDrawType;
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int WeaponDelay;
int WeaponEnemyTimer;
int DrawPhase()
{
g_Renderer.Draw();
Camera.numberFrames = g_Renderer.SyncRenderer();
return Camera.numberFrames;
}
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GAME_STATUS ControlPhase(int numFrames, int demoMode)
{
short oldLaraFrame;
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
RegeneratePickups();
if (numFrames > 10)
numFrames = 10;
if (TrackCameraInit)
UseSpotCam = false;
SetDebounce = true;
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g_GameScript->ProcessDisplayStrings(DELTA_TIME);
static int FramesCount = 0;
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for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2)
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{
GlobalCounter++;
// This might not be the exact amount of time that has passed, but giving it a
// value of 1/30 keeps it in lock-step with the rest of the game logic,
// which assumes 30 iterations per second.
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g_GameScript->OnControlPhase(DELTA_TIME);
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// Poll the keyboard and update input variables
if (CurrentLevel != 0)
{
if (S_UpdateInput() == -1)
return GAME_STATUS_NONE;
}
// Has Lara control been disabled?
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if (Lara.uncontrollable || CurrentLevel == 0)
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{
if (CurrentLevel != 0)
DbInput = 0;
TrInput &= IN_LOOK;
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}
// Does the player want to enter inventory?
SetDebounce = false;
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if (CurrentLevel != 0 && !g_Renderer.isFading())
{
if (TrInput & IN_SAVE && LaraItem->hitPoints > 0 && g_Inventory.Get_invMode() != IM_SAVE)
{
Sound_Stop();
g_Inventory.Set_invMode(IM_SAVE);
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if (g_Inventory.S_CallInventory2(0))
return GAME_STATUS_LOAD_GAME;
}
else if (TrInput & IN_LOAD && g_Inventory.Get_invMode() != IM_LOAD)
{
Sound_Stop();
g_Inventory.Set_invMode(IM_LOAD);
if (g_Inventory.S_CallInventory2(0))
return GAME_STATUS_LOAD_GAME;
}
else if (TrInput & IN_PAUSE && g_Inventory.Get_invMode() != IM_PAUSE && LaraItem->hitPoints > 0)
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{
Sound_Stop();
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g_Renderer.DumpGameScene();
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g_Inventory.Set_invMode(IM_PAUSE);
g_Inventory.Set_pause_menu_to_display(pause_main_menu);
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g_Inventory.Set_pause_selected_option(0);
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}
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else if ((DbInput & IN_DESELECT || g_Inventory.Get_enterInventory() != NO_ITEM) && LaraItem->hitPoints > 0)
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{
// Stop all sounds
Sound_Stop();
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if (g_Inventory.S_CallInventory2(1))
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return GAME_STATUS_LOAD_GAME;
}
}
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while (g_Inventory.Get_invMode() == IM_PAUSE)
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{
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g_Inventory.DrawInv();
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g_Renderer.SyncRenderer();
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int z = g_Inventory.DoPauseMenu();
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if (z == INV_RESULT_EXIT_TO_TILE)
return GAME_STATUS_EXIT_TO_TITLE;
}
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// Has level been completed?
if (CurrentLevel != 0 && LevelComplete)
return GAME_STATUS_LEVEL_COMPLETED;
int oldInput = TrInput;
// Is Lara dead?
if (CurrentLevel != 0 && (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput))
{
return GAME_STATUS_EXIT_TO_TITLE;//maybe do game over menu like some PSX versions have??
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}
if (demoMode && TrInput == -1)
{
oldInput = 0;
TrInput = 0;
}
if (CurrentLevel == 0)
TrInput = 0;
if (!Lara.deathCount && !g_Renderer.isFading())
{
if (TrInput & IN_SAVE)
S_LoadSave(IN_SAVE);
else if (TrInput & IN_LOAD)
{
if (S_LoadSave(IN_LOAD) >= 0)
return GAME_STATUS_LOAD_GAME;
}
if (TrInput & IN_PAUSE && CurrentLevel != 0)
{
//if (S_PauseMenu() == PM_EXIT)
// return GAME_STATUS_EXIT_TO_TITLE;
}
}
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// Handle lasersight and binocular
if (CurrentLevel != 0)
{
if (!(TrInput & IN_LOOK) || SniperCameraActive || UseSpotCam || TrackCameraInit ||
((LaraItem->currentAnimState != LS_STOP || LaraItem->animNumber != LA_STAND_IDLE) && (!Lara.isDucked || TrInput & IN_DUCK || LaraItem->animNumber != LA_CROUCH_IDLE || LaraItem->goalAnimState != LS_CROUCH_IDLE)))
{
if (BinocularRange == 0)
{
if (SniperCameraActive || UseSpotCam || TrackCameraInit)
TrInput &= ~IN_LOOK;
}
else
{
// If any input but optic controls (directions + action), immediately exit binoculars mode.
if (TrInput != IN_NONE && ((TrInput & ~IN_OPTIC_CONTROLS) != IN_NONE))
BinocularRange = 0;
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if (LaserSight)
{
BinocularRange = 0;
LaserSight = false;
AlterFOV(ANGLE(80));
LaraItem->meshBits = 0xFFFFFFFF;
Lara.busy = false;
Camera.type = BinocularOldCamera;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.bounce = 0;
BinocularOn = -8;
TrInput &= ~IN_LOOK;
}
else
{
TrInput |= IN_LOOK;
DbInput = 0;
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}
}
}
else if (BinocularRange == 0)
{
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if (Lara.gunStatus == LG_READY && ((Lara.gunType == WEAPON_REVOLVER && Lara.Weapons[WEAPON_REVOLVER].HasLasersight) ||
(Lara.gunType == WEAPON_HK) ||
(Lara.gunType == WEAPON_CROSSBOW && Lara.Weapons[WEAPON_CROSSBOW].HasLasersight)))
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{
BinocularRange = 128;
BinocularOldCamera = Camera.oldType;
Lara.busy = true;
LaserSight = true;
}
}
}
GotLaraSpheres = false;
// Update all items
InItemControlLoop = true;
short itemNum = NextItemActive;
while (itemNum != NO_ITEM)
{
ITEM_INFO *item = &g_Level.Items[itemNum];
short nextItem = item->nextActive;
if (item->afterDeath <= 128)
{
if (Objects[item->objectNumber].control)
Objects[item->objectNumber].control(itemNum);
if (item->afterDeath < 128 && item->afterDeath > 0 && !(Wibble & 3))
item->afterDeath++;
if (item->afterDeath == 128)
KillItem(itemNum);
}
else
{
KillItem(itemNum);
}
itemNum = nextItem;
}
InItemControlLoop = false;
KillMoveItems();
// Update all effects
InItemControlLoop = true;
short fxNum = NextFxActive;
while (fxNum != NO_ITEM)
{
short nextFx = EffectList[fxNum].nextActive;
FX_INFO *fx = &EffectList[fxNum];
if (Objects[fx->objectNumber].control)
Objects[fx->objectNumber].control(fxNum);
fxNum = nextFx;
}
InItemControlLoop = false;
KillMoveEffects();
// Update some effect timers
if (SmokeCountL)
SmokeCountL--;
if (SmokeCountR)
SmokeCountR--;
if (SplashCount)
SplashCount--;
if (WeaponDelay)
WeaponDelay--;
if (WeaponEnemyTimer)
WeaponEnemyTimer--;
if (CurrentLevel != 0)
{
// Control Lara
InItemControlLoop = true;
LaraControl(Lara.itemNumber);
InItemControlLoop = false;
KillMoveItems();
g_Renderer.updateLaraAnimations(true);
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if (g_Inventory.Get_inventoryItemChosen() != NO_ITEM)
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{
SayNo();
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g_Inventory.Set_inventoryItemChosen(NO_ITEM);
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}
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// Update Lara's ponytails
HairControl(0, 0, 0);
if (level->LaraType == LARA_TYPE::YOUNG)
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HairControl(0, 1, 0);
}
if (UseSpotCam)
{
// Draw flyby cameras
//if (CurrentLevel != 0)
// g_Renderer->EnableCinematicBars(true);
CalculateSpotCameras();
}
else
{
// Do the standard camera
//g_Renderer->EnableCinematicBars(false);
TrackCameraInit = false;
CalculateCamera();
}
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// Update oscillator seed
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Wibble = (Wibble + 4) & 0xFC;
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// Smash shatters and clear stopper flags under them
UpdateShatters();
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// Update weather
Weather.Update();
// Update special FX
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TriggerLaraDrips();
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UpdateSparks();
UpdateFireSparks();
UpdateSmoke();
UpdateBlood();
UpdateBubbles();
UpdateDebris();
UpdateGunShells();
UpdateFootprints();
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UpdateSplashes();
TEN::Effects::Lightning::UpdateLightning();
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UpdateDrips();
UpdateRats();
UpdateBats();
UpdateSpiders();
UpdateSparkParticles();
UpdateSmokeParticles();
updateSimpleParticles();
TEN::Effects::Drip::UpdateDripParticles();
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UpdateExplosionParticles();
UpdateShockwaves();
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TEN::Entities::TR4::UpdateScarabs();
TEN::Entities::TR4::UpdateLocusts();
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AnimateWaterfalls();
// Rumble screen (like in submarine level of TRC)
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if (level->Rumble)
RumbleScreen();
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PlaySoundSources();
DoFlipEffect(FlipEffect);
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// Clear savegame loaded flag
JustLoaded = false;
// Update timers
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HealthBarTimer--;
GameTimer++;
}
return GAME_STATUS_NONE;
}
unsigned CALLBACK GameMain(void *)
{
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try
{
logD("Starting GameMain...");
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TimeInit();
if (g_GameFlow->IntroImagePath.empty())
{
throw TENScriptException("Intro image path is not set.");
}
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// Do a fixed time title image
g_Renderer.renderTitleImage();
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// Execute the LUA gameflow and play the game
g_GameFlow->DoGameflow();
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DoTheGame = false;
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// Finish the thread
PostMessage(WindowsHandle, WM_CLOSE, NULL, NULL);
EndThread();
}
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catch (TENScriptException const& e)
{
std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
TENLog(msg, LogLevel::Error, LogConfig::All);
throw;
}
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return true;
}
GAME_STATUS DoTitle(int index)
{
//DB_Log(2, "DoTitle - DLL");
printf("DoTitle\n");
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// Reset all the globals for the game which needs this
CleanUp();
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// Load the level
LoadLevelFile(index);
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int inventoryResult;
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if (g_GameFlow->TitleType == TITLE_TYPE::FLYBY)
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{
// Initialise items, effects, lots, camera
InitialiseFXArray(true);
InitialisePickupDisplay();
InitialiseCamera();
Sound_Stop();
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// Run the level script
GameScriptLevel* level = g_GameFlow->Levels[index];
std::string err;
if (!level->ScriptFileName.empty())
{
g_GameScript->ExecuteScript(level->ScriptFileName);
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g_GameScript->InitCallbacks();
g_GameScript->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags)
{
g_Renderer.drawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags);
});
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}
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RequiredStartPos = false;
if (InitialiseGame)
{
GameTimer = 0;
RequiredStartPos = false;
InitialiseGame = false;
}
Savegame.Level.Timer = 0;
if (CurrentLevel == 1)
Savegame.TLCount = 0;
// Initialise flyby cameras
InitSpotCamSequences();
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InitialiseSpotCam(0);
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UseSpotCam = true;
// Play background music
PlaySoundTrack("083_horus", SOUND_TRACK_BGM);
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// Initialise ponytails
InitialiseHair();
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InitialiseItemBoxData();
g_GameScript->OnStart();
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ControlPhase(2, 0);
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int status = 0, frames;
while (!status)
{
g_Renderer.renderTitle();
SetDebounce = true;
S_UpdateInput();
SetDebounce = false;
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status = g_Inventory.TitleOptions();
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if (status)
break;
Camera.numberFrames = g_Renderer.SyncRenderer();
frames = Camera.numberFrames;
ControlPhase(frames, 0);
}
inventoryResult = status;
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}
else
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inventoryResult = g_Inventory.TitleOptions();
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StopSoundTracks();
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g_GameScript->OnEnd();
g_GameScript->FreeLevelScripts();
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switch (inventoryResult)
{
case INV_RESULT_NEW_GAME:
return GAME_STATUS_NEW_GAME;
case INV_RESULT_LOAD_GAME:
return GAME_STATUS_LOAD_GAME;
case INV_RESULT_EXIT_GAME:
return GAME_STATUS_EXIT_GAME;
}
return GAME_STATUS_NEW_GAME;
}
GAME_STATUS DoLevel(int index, std::string ambient, bool loadFromSavegame)
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{
// If not loading a savegame, then clear all the infos
if (!loadFromSavegame)
{
Savegame.Level.Timer = 0;
Savegame.Level.Distance = 0;
Savegame.Level.AmmoUsed = 0;
Savegame.Level.AmmoHits = 0;
Savegame.Level.Kills = 0;
}
// Reset all the globals for the game which needs this
CleanUp();
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// Load the level
LoadLevelFile(index);
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// Initialise items, effects, lots, camera
InitialiseFXArray(true);
InitialisePickupDisplay();
InitialiseCamera();
Sound_Stop();
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// Run the level script
GameScriptLevel* level = g_GameFlow->Levels[index];
if (!level->ScriptFileName.empty())
{
g_GameScript->ExecuteScript(level->ScriptFileName);
g_GameScript->InitCallbacks();
g_GameScript->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags)
{
g_Renderer.drawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags);
});
}
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// Restore the game?
if (loadFromSavegame)
{
char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", g_GameFlow->SelectedSaveGame);
SaveGame::Load(fileName);
Camera.pos.x = LaraItem->pos.xPos + 256;
Camera.pos.y = LaraItem->pos.yPos + 256;
Camera.pos.z = LaraItem->pos.zPos + 256;
Camera.target.x = LaraItem->pos.xPos;
Camera.target.y = LaraItem->pos.yPos;
Camera.target.z = LaraItem->pos.zPos;
int x = Lara.weaponItem;
RequiredStartPos = false;
InitialiseGame = false;
g_GameFlow->SelectedSaveGame = 0;
}
else
{
RequiredStartPos = false;
if (InitialiseGame)
{
GameTimer = 0;
RequiredStartPos = false;
InitialiseGame = false;
}
Savegame.Level.Timer = 0;
if (CurrentLevel == 1)
Savegame.TLCount = 0;
}
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g_Inventory.Set_inventoryItemChosen(NO_ITEM);
g_Inventory.Set_enterInventory(NO_ITEM);
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// Initialise flyby cameras
InitSpotCamSequences();
// Play background music
PlaySoundTrack(ambient, SOUND_TRACK_BGM);
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// Initialise ponytails
InitialiseHair();
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InitialiseItemBoxData();
g_GameScript->OnStart();
if (loadFromSavegame)
{
g_GameScript->OnLoad();
}
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int nframes = 2;
// First control phase
g_Renderer.resetAnimations();
GAME_STATUS result = ControlPhase(nframes, 0);
// Fade in screen
g_Renderer.fadeIn();
// The game loop, finally!
while (true)
{
result = ControlPhase(nframes, 0);
nframes = DrawPhase();
Sound_UpdateScene();
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if (result == GAME_STATUS_EXIT_TO_TITLE ||
result == GAME_STATUS_LOAD_GAME ||
result == GAME_STATUS_LEVEL_COMPLETED)
{
g_GameScript->OnEnd();
g_GameScript->FreeLevelScripts();
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// Here is the only way for exiting from the loop
Sound_Stop();
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StopSoundTracks();
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return result;
}
}
}
int GetWaterSurface(int x, int y, int z, short roomNumber)
{
ROOM_INFO *room = &g_Level.Rooms[roomNumber];
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FLOOR_INFO *floor = GetSector(room, x - room->x, z - room->z);
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if (room->flags & ENV_FLAG_WATER)
{
while (floor->RoomAbove(x, z, y).value_or(NO_ROOM) != NO_ROOM)
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{
room = &g_Level.Rooms[floor->RoomAbove(x, z, y).value_or(floor->Room)];
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if (!(room->flags & ENV_FLAG_WATER))
return (floor->CeilingHeight(x, z));
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floor = GetSector(room, x - room->x, z - room->z);
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}
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return NO_HEIGHT;
}
else
{
while (floor->RoomBelow(x, z, y).value_or(NO_ROOM) != NO_ROOM)
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{
room = &g_Level.Rooms[floor->RoomBelow(x, z, y).value_or(floor->Room)];
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if (room->flags & ENV_FLAG_WATER)
return (floor->FloorHeight(x, z));
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floor = GetSector(room, x - room->x, z - room->z);
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}
}
return NO_HEIGHT;
}
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void UpdateShatters()
{
if (!SmashedMeshCount)
return;
do
{
SmashedMeshCount--;
FLOOR_INFO* floor = GetFloor(
SmashedMesh[SmashedMeshCount]->pos.xPos,
SmashedMesh[SmashedMeshCount]->pos.yPos,
SmashedMesh[SmashedMeshCount]->pos.zPos,
&SmashedMeshRoom[SmashedMeshCount]);
TestTriggers(SmashedMesh[SmashedMeshCount]->pos.xPos,
SmashedMesh[SmashedMeshCount]->pos.yPos,
SmashedMesh[SmashedMeshCount]->pos.zPos,
SmashedMeshRoom[SmashedMeshCount], true);
floor->Stopper = false;
SmashedMesh[SmashedMeshCount] = 0;
} while (SmashedMeshCount != 0);
}
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void KillMoveItems()
{
if (ItemNewRoomNo > 0)
{
for (int i = 0; i < ItemNewRoomNo; i++)
{
short itemNumber = ItemNewRooms[2 * i];
if (itemNumber >= 0)
ItemNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
else
KillItem(itemNumber & 0x7FFF);
}
}
ItemNewRoomNo = 0;
}
void KillMoveEffects()
{
if (ItemNewRoomNo > 0)
{
for (int i = 0; i < ItemNewRoomNo; i++)
{
short itemNumber = ItemNewRooms[2 * i];
if (itemNumber >= 0)
EffectNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
else
KillEffect(itemNumber & 0x7FFF);
}
}
ItemNewRoomNo = 0;
}
void AlterFloorHeight(ITEM_INFO *item, int height)
{
FLOOR_INFO *floor;
FLOOR_INFO *ceiling;
BOX_INFO *box;
short roomNumber;
int flag = 0;
if (abs(height))
{
flag = 1;
if (height >= 0)
height++;
else
height--;
}
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - WALL_SIZE, item->pos.zPos, &roomNumber);
floor->FloorCollision.Planes[0].z += height;
floor->FloorCollision.Planes[1].z += height;
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box = &g_Level.Boxes[floor->Box];
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if (box->flags & BLOCKABLE)
{
if (height >= 0)
box->flags &= ~BLOCKED;
else
box->flags |= BLOCKED;
}
}
FLOOR_INFO *GetFloor(int x, int y, int z, short *roomNumber)
{
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const auto location = GetRoom(ROOM_VECTOR{*roomNumber, y}, x, y, z);
*roomNumber = location.roomNumber;
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return &GetFloor(*roomNumber, x, z);
}
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int GetFloorHeight(FLOOR_INFO *floor, int x, int y, int z)
{
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return GetFloorHeight(ROOM_VECTOR{floor->Room, y}, x, z).value_or(NO_HEIGHT);
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}
int GetRandomControl()
{
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return GenerateInt();
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}
int GetRandomDraw()
{
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return GenerateInt();
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}
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int GetCeiling(FLOOR_INFO *floor, int x, int y, int z)
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{
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return GetCeilingHeight(ROOM_VECTOR{floor->Room, y}, x, z).value_or(NO_HEIGHT);
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}
int ExplodeItemNode(ITEM_INFO *item, int Node, int NoXZVel, int bits)
{
if (1 << Node & item->meshBits)
{
auto num = bits;
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if (item->objectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7)) // TODO: remove hardcoded think !
{
SoundEffect(SFX_TR5_SMASH_METAL, &item->pos, 0);
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}
else if (num == 256)
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{
num = -64;
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}
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD | SPHERES_SPACE_BONE_ORIGIN, Matrix::Identity);
ShatterItem.yRot = item->pos.yRot;
ShatterItem.bit = 1 << Node;
ShatterItem.meshp = &g_Level.Meshes[Objects[item->objectNumber].meshIndex + Node];
ShatterItem.sphere.x = CreatureSpheres[Node].x;
ShatterItem.sphere.y = CreatureSpheres[Node].y;
ShatterItem.sphere.z = CreatureSpheres[Node].z;
ShatterItem.flags = item->objectNumber == ID_CROSSBOW_BOLT ? 0x400 : 0;
ShatterImpactData.impactDirection = Vector3(0, -1, 0);
ShatterImpactData.impactLocation = {(float)ShatterItem.sphere.x, (float)ShatterItem.sphere.y, (float)ShatterItem.sphere.z};
ShatterObject(&ShatterItem, NULL, num, item->roomNumber, NoXZVel);
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item->meshBits &= ~ShatterItem.bit;
return 1;
}
return 0;
}
int GetWaterHeight(int x, int y, int z, short roomNumber)
{
ROOM_INFO *r = &g_Level.Rooms[roomNumber];
FLOOR_INFO *floor;
short adjoiningRoom = NO_ROOM;
do
{
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int xBlock = (x - r->x) / SECTOR(1);
int zBlock = (z - r->z) / SECTOR(1);
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if (zBlock <= 0)
{
zBlock = 0;
if (xBlock < 1)
xBlock = 1;
else if (xBlock > r->ySize - 2)
xBlock = r->ySize - 2;
}
else if (zBlock >= r->xSize - 1)
{
zBlock = r->xSize - 1;
if (xBlock < 1)
xBlock = 1;
else if (xBlock > r->ySize - 2)
xBlock = r->ySize - 2;
}
else if (xBlock < 0)
xBlock = 0;
else if (xBlock >= r->ySize)
xBlock = r->ySize - 1;
floor = &r->floor[zBlock + xBlock * r->xSize];
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adjoiningRoom = floor->WallPortal;
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if (adjoiningRoom != NO_ROOM)
{
roomNumber = adjoiningRoom;
r = &g_Level.Rooms[adjoiningRoom];
}
} while (adjoiningRoom != NO_ROOM);
if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
{
while (floor->RoomAbove(x, z, y).value_or(NO_ROOM) != NO_ROOM)
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{
auto r = &g_Level.Rooms[floor->RoomAbove(x, z, y).value_or(floor->Room)];
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if (!(r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP)))
return r->minfloor;
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floor = GetSector(r, x - r->x, z - r->z);
if (floor->RoomAbove(x, z, y).value_or(NO_ROOM) == NO_ROOM)
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break;
}
return r->maxceiling;
}
else
{
while (floor->RoomBelow(x, z, y).value_or(NO_ROOM) != NO_ROOM)
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{
auto r = &g_Level.Rooms[floor->RoomBelow(x, z, y).value_or(floor->Room)];
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if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
return r->maxceiling;
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floor = GetSector(r, x - r->x, z - r->z);
if (floor->RoomBelow(x, z, y).value_or(NO_ROOM) == NO_ROOM)
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break;
}
}
return NO_HEIGHT;
}
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int GetDistanceToFloor(int itemNumber, bool precise)
{
auto item = &g_Level.Items[itemNumber];
auto result = GetCollisionResult(item);
// HACK: Remove item from bridge objects temporarily.
result.Block->RemoveItem(itemNumber);
auto height = GetFloorHeight(result.Block, item->pos.xPos, item->pos.yPos, item->pos.zPos);
result.Block->AddItem(itemNumber);
auto bounds = GetBoundsAccurate(item);
int minHeight = precise ? bounds->Y2 : 0;
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return minHeight + item->pos.yPos - height;
}
void CleanUp()
{
// Reset oscillator seed
Wibble = 0;
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// Needs to be cleared or otherwise controls will lockup if user will exit to title
// while playing flyby with locked controls
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Lara.uncontrollable = false;
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// Weather.Clear resets lightning and wind parameters so user won't see prev weather in new level
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Weather.Clear();
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// Needs to be cleared because otherwise a list of active creatures from previous level
// will spill into new level
ActiveCreatures.clear();
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// Clear spotcam array
ClearSpotCamSequences();
// Clear all kinds of particles
DisableSmokeParticles();
DisableDripParticles();
DisableBubbles();
DisableDebris();
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}