TombEngine/TR5Main/Objects/TR4/Object/tr4_clockwork_beetle.cpp

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2021-05-27 16:07:57 -05:00
#include "framework.h"
#include "tr4_clockwork_beetle.h"
#include "items.h"
#include "level.h"
#include "lara.h"
#include "draw.h"
#include "sound.h"
void ClockworkBeetleControl(short item_number)
{
ITEM_INFO* beetle = &g_Level.Items[item_number];
int flag;
flag = 0;
if (LaraItem->animNumber == LA_MECHANICAL_BEETLE_USE)
{
short fb = g_Level.Anims[LA_MECHANICAL_BEETLE_USE].frameBase;
if (LaraItem->frameNumber < fb + 14)
{
beetle->status = ITEM_INVISIBLE;
return;
}
if (LaraItem->frameNumber < fb + 104)
{
PHD_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = -32;
GetLaraJointPosition(&pos, LM_LINARM);
beetle->pos.xPos = pos.x;
beetle->pos.yPos = pos.y;
beetle->pos.zPos = pos.z;
beetle->status = ITEM_ACTIVE;
beetle->pos.yRot = LaraItem->pos.yRot;
beetle->pos.zRot = -0x31C4;
return;
}
if (LaraItem->frameNumber == fb + 104)
{
short roomNum = beetle->roomNumber;
FLOOR_INFO* floor = GetFloor(beetle->pos.xPos, beetle->pos.yPos, beetle->pos.zPos, &roomNum);
int height = GetFloorHeight(floor, beetle->pos.xPos, beetle->pos.yPos, beetle->pos.zPos);
if (abs(LaraItem->pos.yPos - height) > 64)
{
beetle->pos.xPos = LaraItem->pos.xPos;
beetle->pos.yPos = LaraItem->pos.yPos;
beetle->pos.zPos = LaraItem->pos.zPos;
}
return;
}
}
SoundEffect(SFX_TR4_BEETLARA_WINDUP, &beetle->pos, 0);
beetle->fallspeed += 12;
beetle->pos.yPos += beetle->fallspeed;
short roomNum = beetle->roomNumber;
FLOOR_INFO* floor = GetFloor(beetle->pos.xPos, beetle->pos.yPos, beetle->pos.zPos, &roomNum);
int height = GetFloorHeight(floor, beetle->pos.xPos, beetle->pos.yPos, beetle->pos.zPos);
if (beetle->pos.yPos > height)
{
beetle->pos.yPos = height;
if (beetle->fallspeed <= 32)
beetle->fallspeed = 0;
else
beetle->fallspeed = -beetle->fallspeed >> 1;
flag = 1;
}
TestTriggers(TriggerIndex, 0, 0);
if (roomNum != beetle->roomNumber)
ItemNewRoom(item_number, roomNum);
if (beetle->itemFlags[0])
{
beetle->pos.zRot = phd_sin(GlobalCounter & 0xF);//check this! it's probably better if we use GetRandomControl anyway
switch (beetle->itemFlags[2])
{
case 0:
{
int x, z;
x = (beetle->pos.xPos & -512) | 2;
z = ((beetle->pos.zPos & -512) >> 8) | 2;//check this shit
x -= beetle->pos.xPos;
z -= beetle->pos.zPos;
if (x <= -8 || z <= -8 || x >= 8 || z >= 8)
{
int atan = phd_atan(z, x);
short rot = atan - beetle->pos.yRot;
if (abs(rot) > 0x8000)
rot = beetle->pos.yRot - atan;
if (abs(rot) < 256)
{
beetle->pos.yRot = atan;
beetle->itemFlags[2] = 1;
}
else if (rot < 0)
beetle->pos.yRot -= 256;
else
beetle->pos.yRot += 256;
}
else
{
beetle->pos.zPos &= -512;
beetle->pos.zPos &= -512;
beetle->itemFlags[2] = 2;
}
break;
}
case 1:
case 4:
{
int x, z;
x = (beetle->pos.xPos & -512) | 2;
z = ((beetle->pos.zPos & -512) >> 8) | 2;//check this shit
x -= beetle->pos.xPos;
z -= beetle->pos.zPos;
if (x <= -8 || z <= -8 || x >= 8 || z >= 8)
{
int atan = phd_atan(z, x);
beetle->pos.yRot = atan;
if (SQUARE(x) + SQUARE(z) >= 0x19000)
{
if (beetle->speed)
beetle->speed++;
}
else
{
if (beetle->speed <= 4)
{
if (beetle->speed < 4)
beetle->speed++;
}
else
beetle->speed = beetle->speed - (beetle->itemFlags[2] == 4) - 1;
}
beetle->pos.xPos = beetle->speed * phd_sin(beetle->speed);
beetle->pos.zPos = beetle->speed * phd_cos(beetle->speed);
}
else
{
beetle->pos.xPos = (beetle->pos.xPos & -512) | 2;
beetle->pos.zPos = ((beetle->pos.zPos & -512) >> 8) | 2;
if (beetle->itemFlags[2] == 1)
beetle->itemFlags[2] = 2;
else
{
Lara.BeetleLife--;
beetle->itemFlags[2] = 5;
short room_item = g_Level.Rooms[beetle->roomNumber].itemNumber;
if (room_item != NO_ITEM)
{
ITEM_INFO* item;
int dx, dy, dz;
short nex;
while (1)
{
item = &g_Level.Items[room_item];
nex = item->nextItem;
if (item->objectNumber == ID_MAPPER)
{
dx = beetle->pos.xPos - item->pos.xPos;
dy = beetle->pos.yPos - item->pos.yPos;
dz = beetle->pos.zPos - item->pos.zPos;
if (dx > -1024 && dx < 1024 && dz > -1024 && dz < 1024 && dy > -1024 && dy < 1024)
break;
}
room_item = nex;
if (room_item == NO_ITEM)
return;
}
item->itemFlags[0] = 1;
}
}
}
break;
}
case 2:
{
int rot = beetle->itemFlags[1] - beetle->pos.yRot;
if (abs(rot) > 0x8000)
rot = beetle->pos.yRot - beetle->itemFlags[1];
if (abs(rot) < 256)
{
beetle->itemFlags[2] = 3;
beetle->pos.yRot = beetle->itemFlags[1];
}
else
{
if (rot < 0)
beetle->pos.yRot -= 256;
else
beetle->pos.yRot += 256;
}
break;
}
case 3:
{
if (beetle->speed < 32)
beetle->speed++;
beetle->pos.xPos += beetle->speed * phd_sin(beetle->speed);
beetle->pos.zPos += beetle->speed * phd_cos(beetle->speed);
if (!Lara.ClockworkBeetleFlag)
beetle->itemFlags[3] = 1;
else
{
if (beetle->itemFlags[3])
beetle->itemFlags[2] = 4;
}
break;
}
default:
break;
}
}
else
{
beetle->pos.zRot = phd_sin(GlobalCounter & 7);//check pls thx
if (beetle->itemFlags[3])
beetle->itemFlags[3]--;
if (Lara.BeetleLife)
{
int val;
if (beetle->itemFlags[3] <= 75)
val = beetle->itemFlags[3];
else
val = 150 - beetle->itemFlags[3];
beetle->pos.yRot += 32 * val;
val >>= 1;
if (flag && beetle->itemFlags[3] > 30 && val)
{
beetle->fallspeed = -((val >> 1) + GetRandomControl() % val);
return;
}
}
else
{
beetle->pos.zRot *= 2;
int val = (150 - beetle->itemFlags[3]) >> 1;
beetle->pos.yRot += val << 7;
if (flag && val)
{
beetle->fallspeed = -((val >> 1) + GetRandomControl() % val);
return;
}
if (beetle->itemFlags[3] < 30)
{
SoundEffect(102, &beetle->pos, 0);
ExplodeItemNode(beetle, 0, 0, 128);
KillItem(item_number);
}
}
}
}
void UseClockworkBeetle(short flag)
{
ITEM_INFO* item;
short itemNum;
if (!flag && LaraItem->currentAnimState != LS_STOP || LaraItem->animNumber != LA_STAND_IDLE || LaraItem->hitStatus || Lara.gunStatus != LG_NO_ARMS)
return;
itemNum = CreateItem();
if (itemNum != NO_ITEM)
{
item = &g_Level.Items[itemNum];
Lara.hasBeetleThings &= 0xFE;
item->shade = -15856;
item->objectNumber = ID_CLOCKWORK_BEETLE;
item->roomNumber = LaraItem->roomNumber;
item->pos.xPos = LaraItem->pos.xPos;
item->pos.yPos = LaraItem->pos.yPos;
item->pos.zPos = LaraItem->pos.zPos;
InitialiseItem(itemNum);
item->pos.zRot = 0;
item->pos.xRot = 0;
item->pos.yRot = LaraItem->pos.yRot;
if (Lara.BeetleLife)
item->itemFlags[0] = Lara.ClockworkBeetleFlag;
else
item->itemFlags[0] = 0;
item->speed = 0;
AddActiveItem(itemNum);
if (item->itemFlags[0])
{
ITEM_INFO* item2;
short roomItem, nex;
int dx, dy, dz;
roomItem = g_Level.Rooms[item->roomNumber].itemNumber;
if (roomItem != NO_ITEM)
{
while (1)
{
item2 = &g_Level.Items[roomItem];
nex = item2->nextItem;
if (item2->objectNumber == ID_MAPPER)
{
dx = item->pos.xPos - item2->pos.xPos;
dy = item->pos.yPos - item2->pos.yPos;
dz = item->pos.zPos - item2->pos.zPos;
if (dx > -1024 && dx < 1024 && dz > -1024 && dz < 1024 && dy > -1024 && dy < 1024)
break;
}
roomItem = nex;
if (roomItem == NO_ITEM)
{
if (!item->itemFlags[0])
item->itemFlags[3] = 150;
return;
}
}
item->itemFlags[1] = item2->pos.yRot + 0x8000;
if (item2->itemFlags[0])
item->itemFlags[0] = 0;
else
item2->itemFlags[0] = 1;
}
}
if (!item->itemFlags[0])
item->itemFlags[3] = 150;
}
}