TombEngine/TombEngine/Objects/TR4/Object/tr4_element_puzzle.cpp

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#include "framework.h"
#include "tr4_element_puzzle.h"
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#include "Specific/level.h"
#include "Game/control/control.h"
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#include "Sound/sound.h"
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#include "Game/animation.h"
#include "Game/Lara/lara.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Game/collision/sphere.h"
#include "Game/effects/effects.h"
#include "Game/effects/tomb4fx.h"
#include "Specific/input.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/items.h"
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OIS input system (#556) * Work * Add ois.lib * Add OIS headers/libs to project * Fix small mistakes * Update input.cpp * Update input.cpp * Update input.cpp * Remove unnecessary event handlers as we are using direct polling * Fix numpad controls not polling * Enclose all input code under namespace, provide debug OIS lib variation * Fix incorrect inventory call binding, add pause to control dialog * Deselect by pushing inventory button as well, fix crossbow ammo string draw * Demagic NUM_CONTROLS * Verbose input init logging * Calibrate and properly register movement analog axis input * Fix crash when empty string is being displayed * Initialize vibration interface, if it exists * Register keyboard directional input as analog axis input as well * Fix statistics exiting * Fix weird UpdateInput call * Copy current layout to configuration * Fix issues with saving controls * Register axis values for POVs too * Register several POV directions at once * Increase deadzone a bit * Simplify enums * Update input.cpp * Move includes out of input.h * Bump deadzone even further as it seems xbox controllers have massive axis errors * Prevent event spamming in case OIS polling failed * Destroy input system on exit, cosmetic changes * Take deadzone into account when normalizing axis values * Update TombEngine.vcxproj * Resolve small precision loss in axis normalizing * Clean up unused control constants and enums * Update input.h * Demagic InputActions enum * Render pause menu header * Introduce helper functions to modulate Lara turn rates and begin replacements * Make turn directions explicit * Conduct remaining replacements of turn rate modulations * Update lara_helpers.cpp * Add smoothstep function to math library * Use scaled axis value for true analog input * Update input.cpp * Add Joey's camera rotation from old branch * Fix camera not going back to previous position when stick is released * Simplify ModulateLaraTurnRate() * Widen look angle * Avoid collisions with actions bound to non-directional axis * Small tidying * Remove unused header * Remove copypasted code * Mask flare animation * Rename 5th and 6th axis to LT/RT * Prototype force feedback support * Add directional rumble support (probably XInput-only) * Shake controller on startup if supports vibration * Update OIS libs to support XInput FF * Simplify ModulateLaraTurnRate() * Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup * Update Win32ForceFeedback.h * Fix crawl flex function * Revert "Update Win32ForceFeedback.h" This reverts commit aa7099ed5bf2bc8402029aa2fcdece16ebabd5bf. * Update OIS libs * Add options for thumbstick camera and vibration * Make use of autotarget option * Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events * Remove useless control hacks for simultaneous directional input * Delete ten_itemdata_generated.h * Add scroll lock to bindable controls * Update input.cpp * Update input.cpp * Make input device namings consistent * Bring back IN_SELECT override * Fix crashing on startup and some other bugs * Add rumble to some in-game events * Add some more vibration events, stop them when going to menus * Some changes to rumble power * Add rumble for rocket/grenade launchers and explosive damage * Add rumble for screen shake effect * Fix 2 mistakes in inventory strings * Rumble for camera more precisely * Fix debounce in binocular mode * Update camera.cpp * Add HK lasersight rumble * Simplify ModulateLaraLean() * Update input.cpp * Fix crawl flex modulation(?) * Add slight rumble to harpoon and crossbow fire * Remove the confusing counteracting turn rate reset in favour of something simpler * Simplify turn rate reset input checks; leanup * Clamp turn rate axis coeff when airborne * Remove empty line * Simplify a function * Cleanup * Fix rumble being constant * Use shorter rumble time for shooting guns * Fix single arm shooting * Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup * Don't do too long splat and jump smash vibrations * Cancel turn rate when exiting water, grabbing ledge, or doing a splat * Rename function * Move ModulateLaraTurnRateY() callsin crawl and crouch turn states * Reset turn rate when performing crawl vault * Convert all health decrease events to DoDamage calls * Remove SpasmEffectCount and unify touching with DoDamage * Give specific time delay before sprint jump is possible * Don't rumble on zero damage * Reorder input pipeline to prevent left+right collisions * Rename shady global * Rumble when breaking neck in swandive * Update lara_jump.cpp * Don't vibrate on soft splat * Fix combine item text alignment * Vibrate in settings only if setting was changed * Pulse gamepad on critical health condition * Don't get out of water into objects * Add critical air constant Co-authored-by: Sezz
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using namespace TEN::Input;
using namespace TEN::Entities::Switches;
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namespace TEN::Entities::TR4
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{
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OBJECT_COLLISION_BOUNDS ElementPuzzleBounds =
{
0, 0,
-64, 0,
0, 0,
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-ANGLE(10.0f), ANGLE(10.0f),
-ANGLE(30.0f), ANGLE(30.0f),
-ANGLE(10.0f), ANGLE(10.0f)
};
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void ElementPuzzleControl(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
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if (!TriggerActive(item))
return;
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if (item->TriggerFlags == 1)
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{
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
byte r = (GetRandomControl() & 0x3F) + 192;
byte g = (GetRandomControl() & 0x1F) + 96;
byte b = 0;
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short fade = 0;
if (item->ItemFlags[3])
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{
item->ItemFlags[3]--;
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fade = 255 - GetRandomControl() % (4 * (91 - item->ItemFlags[3]));
if (fade < 1)
{
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fade = 1;
r = (r * fade) / 256;
g = (g * fade) / 256;
}
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else if (fade <= 255)
{
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r = (r * fade) / 256;
g = (g * fade) / 256;
}
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}
else
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fade = 0;
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AddFire(item->Pose.Position.x, item->Pose.Position.y - 620, item->Pose.Position.z, item->RoomNumber, 0.5f, fade);
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TriggerDynamicLight(item->Pose.Position.x, item->Pose.Position.y - 768, item->Pose.Position.z, 12, r, g, b);
return;
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}
if (item->TriggerFlags != 3)
return;
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if (item->ItemFlags[1] > 90)
SoundEffect(SFX_TR4_WIND, &item->Pose);
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if (item->ItemFlags[1] < 60)
{
item->ItemFlags[1]++;
return;
}
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item->ItemFlags[0]++;
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if (item->ItemFlags[0] == 90)
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{
short itemNos[256];
int sw = GetSwitchTrigger(item, itemNos, 0);
if (sw > 0)
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{
for (int i = 0; i < sw; i++)
{
AddActiveItem(itemNos[i]);
g_Level.Items[itemNos[i]].Status = ITEM_ACTIVE;
g_Level.Items[itemNos[i]].Flags |= 0x3E00;
}
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}
KillItem(itemNumber);
return;
}
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short currentItemNumber = g_Level.Rooms[item->RoomNumber].itemNumber;
if (currentItemNumber == NO_ITEM)
return;
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while (currentItemNumber != NO_ITEM)
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{
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auto* currentItem = &g_Level.Items[currentItemNumber];
if (currentItem->ObjectNumber != ID_FLAME_EMITTER2)
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{
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if (currentItem->ObjectNumber == ID_ELEMENT_PUZZLE &&
currentItem->TriggerFlags == 1 &&
!currentItem->ItemFlags[3])
{
currentItem->ItemFlags[3] = 90;
}
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currentItemNumber = currentItem->NextItem;
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continue;
}
if (item->ItemFlags[0] != 89)
{
currentItem->ItemFlags[3] = 255 - GetRandomControl() % (4 * item->ItemFlags[0]);
if (currentItem->ItemFlags[3] >= 2)
{
currentItemNumber = currentItem->NextItem;
continue;
}
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currentItem->ItemFlags[3] = 2;
}
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RemoveActiveItem(currentItemNumber);
currentItem->Status = ITEM_NOT_ACTIVE;
}
}
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void ElementPuzzleDoCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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{
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auto* item = &g_Level.Items[itemNumber];
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if (TestBoundsCollide(item, laraItem, coll->Setup.Radius))
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{
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if (TestCollision(item, laraItem))
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{
if (coll->Setup.EnableObjectPush)
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ItemPushItem(item, laraItem, coll, 0, 0);
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}
}
}
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void ElementPuzzleCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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{
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auto* laraInfo = GetLaraInfo(laraItem);
auto* puzzleItem = &g_Level.Items[itemNumber];
int flags = 0;
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if (puzzleItem->TriggerFlags)
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{
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if (puzzleItem->TriggerFlags == 1)
flags = 26;
else
{
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if (puzzleItem->TriggerFlags != 2)
return;
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flags = 27;
}
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}
else
flags = 25;
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if ((laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW ||
laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_HIGH) &&
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!puzzleItem->ItemFlags[0])
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{
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auto* box = GetBoundsAccurate(puzzleItem);
ElementPuzzleBounds.boundingBox.X1 = box->X1;
ElementPuzzleBounds.boundingBox.X2 = box->X2;
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = puzzleItem->Pose.Orientation.y;
puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
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if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
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{
if (laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW && LaraItem->ItemFlags[2] == flags)
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{
laraItem->Animation.AnimNumber = LA_WATERSKIN_POUR_HIGH;
laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
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}
if (laraItem->Animation.FrameNumber == g_Level.Anims[LA_WATERSKIN_POUR_HIGH].frameBase + 74 &&
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LaraItem->ItemFlags[2] == flags)
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{
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if (!puzzleItem->TriggerFlags)
{
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puzzleItem->MeshBits = 48;
TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
puzzleItem->ItemFlags[0] = 1;
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puzzleItem->Pose.Orientation.y = oldRot;
return;
}
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if (puzzleItem->TriggerFlags == 1)
{
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puzzleItem->MeshBits = 3;
laraInfo->Inventory.Pickups[1]--;
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puzzleItem->ItemFlags[0] = 1;
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puzzleItem->Pose.Orientation.y = oldRot;
return;
}
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puzzleItem->MeshBits = 12;
TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
laraInfo->Inventory.Pickups[0]--;
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puzzleItem->ItemFlags[0] = 1;
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}
}
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puzzleItem->Pose.Orientation.y = oldRot;
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}
else
{
if (laraInfo->Control.Weapon.GunType != LaraWeaponType::Torch ||
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laraInfo->Control.HandStatus != HandStatus::WeaponReady ||
laraInfo->LeftArm.Locked ||
!(TrInput & IN_ACTION) ||
puzzleItem->TriggerFlags != 1 ||
puzzleItem->ItemFlags[0] != 1 ||
laraItem->Animation.ActiveState != LS_IDLE ||
laraItem->Animation.AnimNumber != LA_STAND_IDLE ||
!laraInfo->Torch.IsLit ||
Vehicles cleanup before impacts were broken (#575) * Enhance big gun rotation; vehicle cleanup * Determine defaults for vehicle info members; keep camera elevation aligned with line of sight on big gun * Organise constants * Fix jeep/bike floor tilts * Unify vehicle height calcs, fix bridges for vehicles * Fix water vehicles * Fix typo * Introduce unified vehicle mounting mechanism and use it for the skidoo * Ensure vehicle mounting occurs from correct side; modify skidoo and speedboat control inputs * Update VehicleHelpers.cpp * Fix kayak * Standardise vehicle inputs * Update vehicle acceleration input * Make vehicle inputs constants * Rename Airborne to IsAirborne * Move generic vehicle functions to VehicleHelpers.cpp * Also move constants * Remove inaccurate vehicle mount condition * Move vehicle constants to header; redo quad bike input replacement (further adjustment required) * Establish vehicle mount constants for later; convert vehicle macros to constants * Add condition to level start mount * Organise and demagic some vehicle constants * More cleanup and demagicking of vehicle constants * Demagic and simplify UPV garbage * Organise UPV angle macros and constants to make sense * Organise a little more * Final cleanup of UPV constants * Add temporary vehicle velocity scale constant for easier removal later; demagic rubber boat velocity and turn rate values * Cleanup, demagicking * Cleanup * Organisation * Prototype vehicle turn rate modulation with skidoo and UPV * Tentatively simplify UPV turn rate deceleration * Fix UPV turning * Tweak UPV turn rate macros * Tweak UPV turn rate macros * Complete vehicle mount function * Use new vehicle mount function with quad bike * Use new vehicle mount function with motorbike * Add oneshot check to GetVehicleMountType() * Prepare mechanism to allow starting a level already mounted on any vehicle * Fix typo * Cleanup and organisation * Remove use of Lara global * Use new vehicle mount function with minecart * Fix spike deaths on vehicles * Use new vehicle mount function with jeep * Assess 2D distance for vehicle mounts instead of 3D for better fidelity around steps * Cleanup * Use new vehicle mount function with speedboat * Fix mounts on boats * Use new vehicle mount function with rubber boat * Use new vehicle mount function with kayak * Cleanup * Use new mount function with UPV * Fix motorbike nitro and remove useless flag checks * Fix bike nitro, rotate wheels for vehicles * Fix ItemPushStatic not to corrupt non-Lara items room number * Remove unneeded clamps * Fix typo * Jeep: comply to tomb4 decompilation order * Uncomment drift code for jeep, rename unknown2 to Gear * Fix flag meanings * Further backport of jeep from tomb4 project * Use JeepBrakeLightJoints * Update jeep.cpp * Fix vehicle static collisions * Add disabled option to insert nitro into motorbike * Simplify UPV collision check * Update comment * Make vehicle function parameter ordering consistent * Rotate UPV rudders when turning the vehicle * Lean UPV when turning * Simplify condition * Simplify skidoo turn rate modulation * Fix UPV turbine rotation * Fix merge error * Tentatively invert turning when moving in reverse on skidoo * Add function to discard flares on vehicles to avoid copy-paste * Add big reminder comment for savegames * Fix another "epic" typo by me, convert enum hex values to shifts * lara_struct.h cleanup * UPV cleanup * #include cleanup in vehicle headers * Also brake quadbike with brake button Co-authored-by: Sezz <seb.zych@outlook.com>
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laraItem->Animation.IsAirborne)
{
if (laraItem->Animation.AnimNumber != LA_TORCH_LIGHT_3 ||
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g_Level.Anims[LA_TORCH_LIGHT_3].frameBase + 16 ||
puzzleItem->ItemFlags[0] != 2)
{
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ElementPuzzleDoCollision(itemNumber, laraItem, coll);
}
else
{
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TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
AddActiveItem(itemNumber);
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puzzleItem->Status = ITEM_ACTIVE;
puzzleItem->ItemFlags[0] = 3;
puzzleItem->Flags |= 0x3E00;
}
}
else
{
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auto* box = GetBoundsAccurate(puzzleItem);
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
ElementPuzzleBounds.boundingBox.X2 = box->X2;
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = puzzleItem->Pose.Orientation.y;
puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
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if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
{
laraItem->Animation.AnimNumber = (abs(puzzleItem->Pose.Position.y- laraItem->Pose.Position.y) >> 8) + LA_TORCH_LIGHT_3;
laraItem->Animation.FrameNumber = g_Level.Anims[puzzleItem->Animation.AnimNumber].frameBase;
laraItem->Animation.ActiveState = LS_MISC_CONTROL;
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laraInfo->Flare.ControlLeft = false;
laraInfo->LeftArm.Locked = true;
puzzleItem->ItemFlags[0] = 2;
}
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puzzleItem->Pose.Orientation.y = oldRot;
}
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}
}
void InitialiseElementPuzzle(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
if (item->TriggerFlags)
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{
if (item->TriggerFlags == 1)
item->MeshBits = 65;
else if (item->TriggerFlags == 2)
item->MeshBits = 68;
else
item->MeshBits = 0;
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}
else
item->MeshBits = 80;
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}
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}