TombEngine/TR5Main/Game/rope.cpp

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#include "framework.h"
#include "rope.h"
#include "draw.h"
#include "laramisc.h"
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#include "lara.h"
#include "level.h"
#include "input.h"
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#include "control.h"
PENDULUM CurrentPendulum;
PENDULUM AlternatePendulum;
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ROPE_STRUCT Ropes[12];
int NumRopes;
void InitialiseRope(short itemNumber) // (F) (D)
{
PHD_VECTOR itemPos;
ITEM_INFO* item = &g_Level.Items[itemNumber];
short roomNumber = item->roomNumber;
itemPos.x = item->pos.xPos;
itemPos.y = item->pos.yPos;
itemPos.z = item->pos.zPos;
FLOOR_INFO* floor = GetFloor(itemPos.x, itemPos.y, itemPos.z, &roomNumber);
itemPos.y = GetCeiling(floor, itemPos.x, itemPos.y, itemPos.z);
PHD_VECTOR pos;
pos.x = 0;
pos.y = 16384;
pos.z = 0;
ROPE_STRUCT* rope = &Ropes[NumRopes];
PrepareRope(rope, &itemPos, &pos, 128, item);
item->triggerFlags = NumRopes;
NumRopes++;
}
void PrepareRope(ROPE_STRUCT* rope, PHD_VECTOR* pos1, PHD_VECTOR* pos2, int length, ITEM_INFO* item) // (F) (D)
{
rope->position = *pos1;
rope->segmentLength = length << 16;
pos2->x <<= 16;
pos2->y <<= 16;
pos2->z <<= 16;
NormaliseRopeVector(pos2);
if (item->triggerFlags == -1)
rope->coiled = 30;
else
rope->coiled = 0;
int l = 0;
int sum = 0;
int il = 3145728;
for (int i = 0; i < 24; ++i)
{
rope->segment[i].x = (int64_t) sum * pos2->x >> 16;
rope->segment[i].y = (int64_t) sum * pos2->y >> 16;
rope->segment[i].z = (int64_t) sum * pos2->z >> 16;
rope->velocity[i].x = 0;
rope->velocity[i].y = 0;
rope->velocity[i].z = 0;
if (item->triggerFlags == -1)
{
rope->segment[i].x = l;
rope->segment[i].y >>= 4;
rope->velocity[i].x = 16384;
rope->velocity[i].y = il;
rope->velocity[i].z = 16384;
}
l += 1024;
sum += rope->segmentLength;
il -= 131072;
}
rope->active = 0;
}
PHD_VECTOR* NormaliseRopeVector(PHD_VECTOR* vec) // (F) (D)
{
int x = vec->x >> 16;
int y = vec->y >> 16;
int z = vec->z >> 16;
if (!x && !y && !z)
return vec;
int length = SQUARE(x) + SQUARE(y) + SQUARE(z);
if (length < 0)
length = -length;
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length = 65536 / sqrt(length);
vec->x = (int64_t) length * vec->x >> 16;
vec->y = (int64_t) length * vec->y >> 16;
vec->z = (int64_t) length * vec->z >> 16;
return vec;
}
void _0x0046D130(ROPE_STRUCT* rope, int segmentFrame, int* x, int* y, int* z) // (F) (D)
{
int segment;
short frame;
segment = segmentFrame >> 7;
frame = segmentFrame & 0x7F;
*x = (rope->normalisedSegment[segment].x * frame >> 16) + (rope->meshSegment[segment].x >> 16) + rope->position.x;
*y = (rope->normalisedSegment[segment].y * frame >> 16) + (rope->meshSegment[segment].y >> 16) + rope->position.y;
*z = (rope->normalisedSegment[segment].z * frame >> 16) + (rope->meshSegment[segment].z >> 16) + rope->position.z;
}
int DotProduct(PHD_VECTOR* u, PHD_VECTOR* v) // (F) (D)
{
return u->x * v->x + u->y * v->y + u->z * v->z >> W2V_SHIFT;
}
void ScaleVector(PHD_VECTOR* u, int c, PHD_VECTOR* destination) // (F) (D)
{
destination->x = c * u->x >> W2V_SHIFT;
destination->y = c * u->y >> W2V_SHIFT;
destination->z = c * u->z >> W2V_SHIFT;
}
void CrossProduct(PHD_VECTOR* u, PHD_VECTOR* v, PHD_VECTOR* destination) // (F) (D)
{
destination->x = u->y * v->z - u->z * v->y >> W2V_SHIFT;
destination->y = u->z * v->x - u->x * v->z >> W2V_SHIFT;
destination->z = u->x * v->y - u->y * v->x >> W2V_SHIFT;
}
void _0x0046D420(int* matrix, short* angle) // (F) (D)
{
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angle[0] = phd_atan(sqrt(SQUARE(matrix[M22]) + SQUARE(matrix[M02])), matrix[M12]);
if (matrix[M12] >= 0 && angle[0] > 0 || matrix[M12] < 0 && angle[0] < 0)
angle[0] = -angle[0];
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angle[1] = phd_atan(matrix[M22], matrix[M02]);
angle[2] = phd_atan(matrix[M00] * phd_cos(angle[1]) - matrix[M20] * phd_sin(angle[1]), matrix[M21] * phd_sin(angle[1]) - matrix[M01] * phd_cos(angle[1]));
}
void RopeControl(short itemNumber) // (F) (D)
{
ITEM_INFO* item;
ROPE_STRUCT* rope;
item = &g_Level.Items[itemNumber];
rope = &Ropes[item->triggerFlags];
if (TriggerActive(item))
{
rope->active = 1;
RopeDynamics(rope);
}
else
{
rope->active = 0;
}
}
void RopeCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll) // (F) (D)
{
ITEM_INFO* item;
ROPE_STRUCT* rope;
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BOUNDING_BOX* frame;
int segment;
item = &g_Level.Items[itemNumber];
rope = &Ropes[item->triggerFlags];
if (TrInput & IN_ACTION && Lara.gunStatus == LG_NO_ARMS && (l->currentAnimState == LS_REACH || l->currentAnimState == LS_JUMP_UP) && l->gravityStatus && l->fallspeed > 0 && rope->active)
{
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frame = GetBoundsAccurate(l);
segment = _0x0046D200(rope, l->pos.xPos, l->pos.yPos + frame->Y1 + 512, l->pos.zPos + ((int)(frame->Z2 * phd_cos(l->pos.yRot)) >> W2V_SHIFT), l->currentAnimState == LS_REACH ? 128 : 320);
if (segment >= 0)
{
if (l->currentAnimState == LS_REACH)
{
l->animNumber = LA_REACH_TO_ROPE_SWING;
l->currentAnimState = LS_ROPE_SWING;
Lara.ropeFrame = g_Level.Anims[LA_ROPE_SWING].frameBase + 32 << 8;
Lara.ropeDFrame = g_Level.Anims[LA_ROPE_SWING].frameBase + 60 << 8;
}
else
{
l->animNumber = LA_JUMP_UP_TO_ROPE_START;
l->currentAnimState = LS_ROPE_IDLE;
}
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->gravityStatus = false;
l->fallspeed = 0;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.ropePtr = item->triggerFlags;
Lara.ropeSegment = segment;
Lara.ropeY = l->pos.yRot;
DelAlignLaraToRope(l);
CurrentPendulum.Velocity.x = 0;
CurrentPendulum.Velocity.y = 0;
CurrentPendulum.Velocity.z = 0;
ApplyVelocityToRope(segment, l->pos.yRot, 16 * LaraItem->speed);
}
}
}
void RopeDynamics(ROPE_STRUCT* rope) // (F) (D)
{
int flag, i;
PENDULUM* pendulumPointer;
PHD_VECTOR vec, vec2;
flag = 0;
if (rope->coiled)
{
--rope->coiled;
if (!rope->coiled)
{
for (i = 0; i < 24; ++i)
rope->velocity[i].y = 0;
}
}
if (rope == &Ropes[Lara.ropePtr])
{
pendulumPointer = &CurrentPendulum;
if (CurrentPendulum.node != Lara.ropeSegment + 1)
{
_0x0046E1C0(rope, Lara.ropeSegment + 1);
flag = 1;
}
}
else
{
pendulumPointer = &AlternatePendulum;
if (Lara.ropePtr == -1 && CurrentPendulum.Rope)
{
for (i = 0; i < CurrentPendulum.node; ++i)
{
CurrentPendulum.Rope->velocity[i].x = CurrentPendulum.Rope->velocity[CurrentPendulum.node].x;
CurrentPendulum.Rope->velocity[i].y = CurrentPendulum.Rope->velocity[CurrentPendulum.node].y;
CurrentPendulum.Rope->velocity[i].z = CurrentPendulum.Rope->velocity[CurrentPendulum.node].z;
}
CurrentPendulum.Position.x = 0;
CurrentPendulum.Position.y = 0;
CurrentPendulum.Position.z = 0;
CurrentPendulum.Velocity.x = 0;
CurrentPendulum.Velocity.y = 0;
CurrentPendulum.Velocity.z = 0;
CurrentPendulum.node = -1;
CurrentPendulum.Rope = NULL;
}
}
if (Lara.ropePtr != -1)
{
vec.x = pendulumPointer->Position.x - rope->segment[0].x;
vec.y = pendulumPointer->Position.y - rope->segment[0].y;
vec.z = pendulumPointer->Position.z - rope->segment[0].z;
NormaliseRopeVector(&vec);
for (i = pendulumPointer->node; i >= 0; --i)
{
rope->segment[i].x = rope->meshSegment[i - 1].x + ((int64_t) rope->segmentLength * vec.x >> 16);
rope->segment[i].y = rope->meshSegment[i - 1].y + ((int64_t) rope->segmentLength * vec.y >> 16);
rope->segment[i].z = rope->meshSegment[i - 1].z + ((int64_t) rope->segmentLength * vec.z >> 16);
rope->velocity[i].x = 0;
rope->velocity[i].y = 0;
rope->velocity[i].z = 0;
}
if (flag)
{
vec2.x = pendulumPointer->Position.x - rope->segment[pendulumPointer->node].x;
vec2.y = pendulumPointer->Position.y - rope->segment[pendulumPointer->node].y;
vec2.z = pendulumPointer->Position.z - rope->segment[pendulumPointer->node].z;
rope->segment[pendulumPointer->node].x = pendulumPointer->Position.x;
rope->segment[pendulumPointer->node].y = pendulumPointer->Position.y;
rope->segment[pendulumPointer->node].z = pendulumPointer->Position.z;
for (i = pendulumPointer->node; i < 24; ++i)
{
rope->segment[i].x -= vec2.x;
rope->segment[i].y -= vec2.y;
rope->segment[i].z -= vec2.z;
rope->velocity[i].x = 0;
rope->velocity[i].y = 0;
rope->velocity[i].z = 0;
}
}
_0x0046E080(rope, pendulumPointer, &rope->velocity[0], &pendulumPointer->Velocity, rope->segmentLength * pendulumPointer->node);
pendulumPointer->Velocity.y += 393216;
pendulumPointer->Position.x += pendulumPointer->Velocity.x;
pendulumPointer->Position.y += pendulumPointer->Velocity.y;
pendulumPointer->Position.z += pendulumPointer->Velocity.z;
pendulumPointer->Velocity.x -= pendulumPointer->Velocity.x >> 8;
pendulumPointer->Velocity.z -= pendulumPointer->Velocity.z >> 8;
}
for (i = pendulumPointer->node; i < 23; ++i)
_0x0046DF00(&rope->segment[i], &rope->segment[i + 1], &rope->velocity[i], &rope->velocity[i + 1], rope->segmentLength);
for (i = 0; i < 24; ++i)
{
rope->segment[i].x += rope->velocity[i].x;
rope->segment[i].y += rope->velocity[i].y;
rope->segment[i].z += rope->velocity[i].z;
}
for (i = pendulumPointer->node; i < 24; ++i)
{
rope->velocity[i].y += 196608;
if (pendulumPointer->Rope)
{
rope->velocity[i].x -= rope->velocity[i].x >> 4;
rope->velocity[i].z -= rope->velocity[i].z >> 4;
}
else
{
rope->velocity[i].x -= rope->velocity[i].x >> 7;
rope->velocity[i].z -= rope->velocity[i].z >> 7;
}
}
rope->segment[0].x = 0;
rope->segment[0].y = 0;
rope->segment[0].z = 0;
rope->velocity[0].x = 0;
rope->velocity[0].y = 0;
rope->velocity[0].z = 0;
for (i = 0; i < 23; ++i)
{
rope->normalisedSegment[i].x = rope->segment[i + 1].x - rope->segment[i].x;
rope->normalisedSegment[i].y = rope->segment[i + 1].y - rope->segment[i].y;
rope->normalisedSegment[i].z = rope->segment[i + 1].z - rope->segment[i].z;
NormaliseRopeVector(&rope->normalisedSegment[i]);
}
if (rope != &Ropes[Lara.ropePtr])
{
rope->meshSegment[0].x = rope->segment[0].x;
rope->meshSegment[0].y = rope->segment[0].y;
rope->meshSegment[0].z = rope->segment[0].z;
rope->meshSegment[1].x = rope->segment[0].x + ((int64_t) rope->segmentLength * rope->normalisedSegment[0].x >> 16);
rope->meshSegment[1].y = rope->segment[0].y + ((int64_t) rope->segmentLength * rope->normalisedSegment[0].y >> 16);
rope->meshSegment[1].z = rope->segment[0].z + ((int64_t) rope->segmentLength * rope->normalisedSegment[0].z >> 16);
for (i = 2; i < 24; ++i)
{
rope->meshSegment[i].x = rope->meshSegment[i - 1].x + ((int64_t) rope->segmentLength * rope->normalisedSegment[i - 1].x >> 16);
rope->meshSegment[i].y = rope->meshSegment[i - 1].y + ((int64_t) rope->segmentLength * rope->normalisedSegment[i - 1].y >> 16);
rope->meshSegment[i].z = rope->meshSegment[i - 1].z + ((int64_t) rope->segmentLength * rope->normalisedSegment[i - 1].z >> 16);
}
}
else
{
rope->meshSegment[pendulumPointer->node].x = rope->segment[pendulumPointer->node].x;
rope->meshSegment[pendulumPointer->node].y = rope->segment[pendulumPointer->node].y;
rope->meshSegment[pendulumPointer->node].z = rope->segment[pendulumPointer->node].z;
rope->meshSegment[pendulumPointer->node + 1].x = rope->segment[pendulumPointer->node].x + ((int64_t) rope->segmentLength * rope->normalisedSegment[pendulumPointer->node].x >> 16);
rope->meshSegment[pendulumPointer->node + 1].y = rope->segment[pendulumPointer->node].y + ((int64_t) rope->segmentLength * rope->normalisedSegment[pendulumPointer->node].y >> 16);
rope->meshSegment[pendulumPointer->node + 1].z = rope->segment[pendulumPointer->node].z + ((int64_t) rope->segmentLength * rope->normalisedSegment[pendulumPointer->node].z >> 16);
for (i = pendulumPointer->node + 1; i < 23; ++i)
{
rope->meshSegment[i + 1].x = rope->meshSegment[i].x + ((int64_t) rope->segmentLength * rope->normalisedSegment[i].x >> 16);
rope->meshSegment[i + 1].y = rope->meshSegment[i].y + ((int64_t) rope->segmentLength * rope->normalisedSegment[i].y >> 16);
rope->meshSegment[i + 1].z = rope->meshSegment[i].z + ((int64_t) rope->segmentLength * rope->normalisedSegment[i].z >> 16);
}
for (i = 0; i < pendulumPointer->node; ++i)
{
rope->meshSegment[i].x = rope->segment[i].x;
rope->meshSegment[i].y = rope->segment[i].y;
rope->meshSegment[i].z = rope->segment[i].z;
}
}
}
int _0x0046D200(ROPE_STRUCT* rope, int x, int y, int z, int radius) // (F) (D)
{
int dx, dy, dz;
for (int i = 0; i < 22; ++i)
{
if (y > rope->position.y + (rope->meshSegment[i].y >> 16) && y < rope->position.y + (rope->meshSegment[i + 1].y >> 16))
{
dx = x - (rope->meshSegment[i + 1].x + rope->meshSegment[i].x >> 17) - rope->position.x;
dy = y - (rope->meshSegment[i + 1].y + rope->meshSegment[i].y >> 17) - rope->position.y;
dz = z - (rope->meshSegment[i + 1].z + rope->meshSegment[i].z >> 17) - rope->position.z;
if (SQUARE(dx) + SQUARE(dy) + SQUARE(dz) < SQUARE(radius + 64))
return i;
}
}
return -1;
}
void ApplyVelocityToRope(int node, short angle, short n) // (F) (D)
{
SetPendulumVelocity(
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(unsigned short) n * phd_sin(angle) >> 2,
0,
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(unsigned short) n * phd_cos(angle) >> 2); /* @ORIGINAL_BUG: casting n to unsigned short results in the rope glitch */
}
void SetPendulumVelocity(int x, int y, int z) // (F) (D)
{
int node;
node = 2 * (CurrentPendulum.node >> 1);
if (node < 24)
{
int val = 4096 / (24 - node) * 256;
x = (int64_t) val * x >> 16;
y = (int64_t) val * y >> 16;
z = (int64_t) val * z >> 16;
}
CurrentPendulum.Velocity.x += x;
CurrentPendulum.Velocity.y += y;
CurrentPendulum.Velocity.z += z;
}
void _0x0046E1C0(ROPE_STRUCT* rope, int node) // (F) (D)
{
CurrentPendulum.Position.x = rope->segment[node].x;
CurrentPendulum.Position.y = rope->segment[node].y;
CurrentPendulum.Position.z = rope->segment[node].z;
if (CurrentPendulum.node == -1)
{
CurrentPendulum.Velocity.x += rope->velocity[node].x;
CurrentPendulum.Velocity.y += rope->velocity[node].y;
CurrentPendulum.Velocity.z += rope->velocity[node].z;
}
CurrentPendulum.node = node;
CurrentPendulum.Rope = rope;
}
void _0x0046E080(ROPE_STRUCT* rope, PENDULUM* pendulumPointer, PHD_VECTOR* ropeVelocity, PHD_VECTOR* pendulumVelocity, int value) // (F) (D)
{
PHD_VECTOR vec;
int result;
vec.x = pendulumPointer->Position.x + pendulumVelocity->x - rope->segment[0].x;
vec.y = pendulumPointer->Position.y + pendulumVelocity->y - rope->segment[0].y;
vec.z = pendulumPointer->Position.z + pendulumVelocity->z - rope->segment[0].z;
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result = 65536 * sqrt(abs(SQUARE(vec.x >> 16) + SQUARE(vec.y >> 16) + SQUARE(vec.z >> 16))) - value;
NormaliseRopeVector(&vec);
pendulumVelocity->x -= (int64_t) result * vec.x >> 16;
pendulumVelocity->y -= (int64_t) result * vec.y >> 16;
pendulumVelocity->z -= (int64_t) result * vec.z >> 16;
}
void _0x0046DF00(PHD_VECTOR* segment, PHD_VECTOR* nextSegment, PHD_VECTOR* velocity, PHD_VECTOR* nextVelocity, int length) // (F) (D)
{
PHD_VECTOR vec;
int result;
vec.x = nextSegment->x + nextVelocity->x - segment->x - velocity->x;
vec.y = nextSegment->y + nextVelocity->y - segment->y - velocity->y;
vec.z = nextSegment->z + nextVelocity->z - segment->z - velocity->z;
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result = (65536 * sqrt(abs(SQUARE(vec.x >> 16) + SQUARE(vec.y >> 16) + SQUARE(vec.z >> 16))) - length) / 2;
NormaliseRopeVector(&vec);
vec.x = (int64_t) result * vec.x >> 16;
vec.y = (int64_t) result * vec.y >> 16;
vec.z = (int64_t) result * vec.z >> 16;
velocity->x += vec.x;
velocity->y += vec.y;
velocity->z += vec.z;
nextVelocity->x -= vec.x;
nextVelocity->y -= vec.y;
nextVelocity->z -= vec.z;
}