TombEngine/TR5Main/Game/animation.cpp

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#include "framework.h"
#include "animation.h"
#include "Lara.h"
#include "camera.h"
#include "level.h"
#include "Renderer11.h"
#include "Sound/sound.h"
#include "flipeffect.h"
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#include "item.h"
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using TEN::Renderer::g_Renderer;
BOUNDING_BOX InterpolatedBounds;
void AnimateItem(ITEM_INFO* item)
{
item->touchBits = 0;
item->hitStatus = false;
item->frameNumber++;
ANIM_STRUCT* anim = &g_Level.Anims[item->animNumber];
if (anim->numberChanges > 0 && GetChange(item, anim))
{
anim = &g_Level.Anims[item->animNumber];
item->currentAnimState = anim->currentAnimState;
if (item->requiredAnimState == item->currentAnimState)
item->requiredAnimState = 0;
}
if (item->frameNumber > anim->frameEnd)
{
if (anim->numberCommands > 0)
{
short* cmd = &g_Level.Commands[anim->commandIndex];
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
TranslateItem(item, cmd[0], cmd[1], cmd[2]);
cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
item->fallspeed = *(cmd++);
item->speed = *(cmd++);
item->gravityStatus = true;
break;
case COMMAND_DEACTIVATE:
if (Objects[item->objectNumber].intelligent && !item->afterDeath)
item->afterDeath = 1;
item->status = ITEM_DEACTIVATED;
break;
case COMMAND_SOUND_FX:
case COMMAND_EFFECT:
cmd += 2;
break;
default:
break;
}
}
}
item->animNumber = anim->jumpAnimNum;
item->frameNumber = anim->jumpFrameNum;
anim = &g_Level.Anims[item->animNumber];
if (item->currentAnimState != anim->currentAnimState)
{
item->currentAnimState = anim->currentAnimState;
item->goalAnimState = anim->currentAnimState;
}
if (item->requiredAnimState == item->currentAnimState)
item->requiredAnimState = 0;
}
if (anim->numberCommands > 0)
{
short* cmd = &g_Level.Commands[anim->commandIndex];
int flags;
int effectID = 0;
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
cmd += 2;
break;
case COMMAND_SOUND_FX:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
flags = cmd[1] & 0xC000;
if (!Objects[item->objectNumber].waterCreature)
{
if (item->roomNumber == NO_ROOM)
{
item->pos.xPos = LaraItem->pos.xPos;
item->pos.yPos = LaraItem->pos.yPos - 762;
item->pos.zPos = LaraItem->pos.zPos;
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
if (!flags || flags == SFX_WATERONLY && (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER || Objects[item->objectNumber].intelligent))
{
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
}
else if (!flags || flags == SFX_LANDONLY && !(g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER))
{
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
}
else
{
if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 1);
else
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 0);
}
break;
case COMMAND_EFFECT:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
FXType = cmd[1] & 0xC000;
effectID = cmd[1] & 0x3FFF;
DoFlipEffect(effectID, item);
cmd += 2;
break;
default:
break;
}
}
}
int lateral = 0;
if (item->gravityStatus)
{
item->fallspeed += (item->fallspeed >= 128 ? 1 : 6);
item->pos.yPos += item->fallspeed;
}
else
{
int velocity = anim->velocity;
if (anim->acceleration)
velocity += anim->acceleration * (item->frameNumber - anim->frameBase);
item->speed = velocity >> 16;
lateral = anim->Xvelocity;
if (anim->Xacceleration)
lateral += anim->Xacceleration * (item->frameNumber - anim->frameBase);
lateral >>= 16;
}
item->pos.xPos += item->speed * phd_sin(item->pos.yRot);
item->pos.zPos += item->speed * phd_cos(item->pos.yRot);
item->pos.xPos += lateral * phd_sin(item->pos.yRot + ANGLE(90));
item->pos.zPos += lateral * phd_cos(item->pos.yRot + ANGLE(90));
// Update matrices
short itemNumber = item - g_Level.Items.data();
g_Renderer.updateItemAnimations(itemNumber, true);
}
void TranslateItem(ITEM_INFO* item, int x, int y, int z)
{
float c = phd_cos(item->pos.yRot);
float s = phd_sin(item->pos.yRot);
item->pos.xPos += c * x + s * z;
item->pos.yPos += y;
item->pos.zPos += -s * x + c * z;
}
int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
{
if (item->currentAnimState == item->goalAnimState)
return 0;
if (anim->numberChanges <= 0)
return 0;
for (int i = 0; i < anim->numberChanges; i++)
{
CHANGE_STRUCT* change = &g_Level.Changes[anim->changeIndex + i];
if (change->goalAnimState == item->goalAnimState)
{
for (int j = 0; j < change->numberRanges; j++)
{
RANGE_STRUCT* range = &g_Level.Ranges[change->rangeIndex + j];
if (item->frameNumber >= range->startFrame && item->frameNumber <= range->endFrame)
{
item->animNumber = range->linkAnimNum;
item->frameNumber = range->linkFrameNum;
return 1;
}
}
}
}
return 0;
}
BOUNDING_BOX* GetBoundsAccurate(ITEM_INFO* item)
{
int rate = 0;
ANIM_FRAME* framePtr[2];
int frac = GetFrame(item, framePtr, &rate);
if (frac == 0)
return &framePtr[0]->boundingBox;
else
{
InterpolatedBounds.X1 = framePtr[0]->boundingBox.X1 + (framePtr[1]->boundingBox.X1 - framePtr[0]->boundingBox.X1) * frac / rate;
InterpolatedBounds.X2 = framePtr[0]->boundingBox.X2 + (framePtr[1]->boundingBox.X2 - framePtr[0]->boundingBox.X2) * frac / rate;
InterpolatedBounds.Y1 = framePtr[0]->boundingBox.Y1 + (framePtr[1]->boundingBox.Y1 - framePtr[0]->boundingBox.Y1) * frac / rate;
InterpolatedBounds.Y2 = framePtr[0]->boundingBox.Y2 + (framePtr[1]->boundingBox.Y2 - framePtr[0]->boundingBox.Y2) * frac / rate;
InterpolatedBounds.Z1 = framePtr[0]->boundingBox.Z1 + (framePtr[1]->boundingBox.Z1 - framePtr[0]->boundingBox.Z1) * frac / rate;
InterpolatedBounds.Z2 = framePtr[0]->boundingBox.Z2 + (framePtr[1]->boundingBox.Z2 - framePtr[0]->boundingBox.Z2) * frac / rate;
return &InterpolatedBounds;
}
}
ANIM_FRAME* GetBestFrame(ITEM_INFO* item)
{
int rate = 0;
ANIM_FRAME* framePtr[2];
int frac = GetFrame(item, framePtr, &rate);
if (frac <= (rate >> 1))
return framePtr[0];
else
return framePtr[1];
}
int GetFrame(ITEM_INFO* item, ANIM_FRAME* framePtr[], int* rate)
{
ANIM_STRUCT *anim;
int frm;
int first, second;
int interp, rat;
frm = item->frameNumber;
anim = &g_Level.Anims[item->animNumber];
framePtr[0] = framePtr[1] = &g_Level.Frames[anim->framePtr];
rat = *rate = anim->interpolation & 0x00ff;
frm -= anim->frameBase;
first = frm / rat;
interp = frm % rat;
framePtr[0] += first; // Get Frame pointers
framePtr[1] = framePtr[0] + 1; // 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);
}
void DrawAnimatingItem(ITEM_INFO* item)
{
// TODO: to refactor
// Empty stub because actually we disable items drawing when drawRoutine pointer is NULL in OBJECT_INFO
}
void GetLaraJointPosition(PHD_VECTOR* pos, int LM_enum)
{
if (LM_enum >= NUM_LARA_MESHES)
LM_enum = LM_HEAD;
Vector3 p = Vector3(pos->x, pos->y, pos->z);
g_Renderer.getLaraAbsBonePosition(&p, LM_enum);
pos->x = p.x;
pos->y = p.y;
pos->z = p.z;
}
void ClampRotation(PHD_3DPOS* pos, short angle, short rot)
{
if (angle <= rot)
{
if (angle >= -rot)
pos->yRot += angle;
else
pos->yRot -= rot;
}
else
{
pos->yRot += rot;
}
}
short GF(short animIndex, short frameToStart)
{
return g_Level.Anims[animIndex].frameBase + frameToStart;
}
short GF2(short objectID, short animIndex, short frameToStart)
{
return g_Level.Anims[Objects[objectID].animIndex + animIndex].frameBase + frameToStart;
}