TombEngine/TR5Main/Objects/TR3/Vehicles/upv.cpp

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#include "framework.h"
#include "upv.h"
#include "lara.h"
#include "items.h"
#include "sphere.h"
#include "effect2.h"
#include "effect.h"
#include "collide.h"
#include "box.h"
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#include "lara_flare.h"
#include "draw.h"
#include "tomb4fx.h"
#include "misc.h"
#include "camera.h"
#include "setup.h"
#include "bubble.h"
#include "level.h"
#include "input.h"
#include "savegame.h"
#include "sound.h"
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//enum UPV_FLAG
//{
#define UPV_CONTROL 1
#define UPV_SURFACE 2
#define UPV_DIVE 4
#define UPV_DEAD 8
//};
#define ACCELERATION 0x40000
#define FRICTION 0x18000
#define MAX_SPEED 0x400000
#define ROT_ACCELERATION 0x400000
#define ROT_SLOWACCEL 0x200000
#define ROT_FRICTION 0x100000
#define MAX_ROTATION 0x1c00000
#define UPDOWN_ACCEL (ANGLE(2) << 16)
#define UPDOWN_SLOWACCEL (ANGLE(1) << 16)
#define UPDOWN_FRICTION (ANGLE(1) << 16)
#define MAX_UPDOWN (ANGLE(2) << 16)
#define UPDOWN_LIMIT ANGLE(80)
#define UPDOWN_SPEED 10
#define SURFACE_DIST 210
#define SURFACE_ANGLE ANGLE(50)
#define DIVE_ANGLE ANGLE(15)
#define DIVE_SPEED ANGLE(5)
#define SUB_DRAW_SHIFT 128
#define SUB_RADIUS 300
#define SUB_HEIGHT 400
#define SUB_LENGTH WALL_SIZE
#define FRONT_TOLERANCE (ANGLE(45) << 16)
#define TOP_TOLERANCE (ANGLE(45) << 16)
#define WALLDEFLECT (ANGLE(2) << 16)
#define GETOFF_DIST WALL_SIZE
#define HARPOON_SPEED 256
#define HARPOON_TIME 256
#define HARPOON_RELOAD 15
BITE_INFO sub_bites[6] = {
{ 0, 0, 0, 3 }, // Fan.
{ 0, 96, 256, 0 }, // Front light.
{ -128, 0, -64, 1 }, // Left Fin Left.
{ 0, 0, -64, 1 }, // Left Fin right.
{ 128, 0, -64, 2 }, // Right Fin Right.
{ 0, 0, -64, 2 } // Right fin left.
};
enum SUB_BITE_FLAG {
SUB_FAN = 0,
SUB_FRONT_LIGHT,
SUB_LEFT_FIN_LEFT,
SUB_LEFT_FIN_RIGHT,
SUB_RIGHT_FIN_RIGHT,
SUB_RIGHT_FIN_LEFT
};
enum UPV_STATE {
SUBS_DIE,
SUBS_HIT,
SUBS_GETOFFS,
SUBS_1,
SUBS_MOVE,
SUBS_POSE,
SUBS_2,
SUBS_3,
SUBS_GETON,
SUBS_GETOFF
};
static void FireSubHarpoon(ITEM_INFO* v)
{
short itemNum;
itemNum = CreateItem();
if (itemNum != NO_ITEM)
{
PHD_VECTOR pos;
ITEM_INFO* item;
static char lr = 0;
item = &g_Level.Items[itemNum];
item->objectNumber = ID_HARPOON;
item->shade = 0x4210 | 0x8000;
item->roomNumber = v->roomNumber;
pos.x = (lr) ? 22 : -22;
pos.y = 24;
pos.z = 230;
GetJointAbsPosition(v, &pos, 3);
item->pos.xPos = pos.x;
item->pos.yPos = pos.y;
item->pos.zPos = pos.z;
InitialiseItem(itemNum);
item->pos.xRot = v->pos.xRot;
item->pos.yRot = v->pos.yRot;
item->pos.zRot = 0;
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item->fallspeed = (short)(-HARPOON_SPEED * phd_sin(item->pos.xRot) >> W2V_SHIFT);
item->speed = (short)(HARPOON_SPEED * phd_cos(item->pos.xRot) >> W2V_SHIFT);
item->hitPoints = HARPOON_TIME;
item->itemFlags[0] = 1;
AddActiveItem(itemNum);
SoundEffect(SFX_TR3_LARA_HARPOON_FIRE_WATER, &LaraItem->pos, 2);
if (Lara.Weapons[WEAPON_HARPOON_GUN].Ammo[0])
Lara.Weapons[WEAPON_HARPOON_GUN].Ammo[0]--;
Savegame.Game.AmmoUsed++;
lr ^= 1;
}
}
static void TriggerSubMist(long x, long y, long z, long speed, short angle)
{
long size, xv, zv;
SPARKS* sptr;
sptr = &Sparks[GetFreeSpark()];
sptr->on = 1;
sptr->sR = 0;
sptr->sG = 0;
sptr->sB = 0;
sptr->dR = 64;
sptr->dG = 64;
sptr->dB = 64;
sptr->colFadeSpeed = 4 + (GetRandomControl() & 3);
sptr->fadeToBlack = 12;
sptr->sLife = sptr->life = (GetRandomControl() & 3) + 20;
sptr->transType = COLADD;
sptr->extras = 0;
sptr->dynamic = -1;
sptr->x = x + ((GetRandomControl() & 15) - 8);
sptr->y = y + ((GetRandomControl() & 15) - 8);
sptr->z = z + ((GetRandomControl() & 15) - 8);
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zv = (speed * phd_cos(angle)) >> (W2V_SHIFT + 2);
xv = (speed * phd_sin(angle)) >> (W2V_SHIFT + 2);
sptr->xVel = xv + ((GetRandomControl() & 127) - 64);
sptr->yVel = 0;
sptr->zVel = zv + ((GetRandomControl() & 127) - 64);
sptr->friction = 3;
if (GetRandomControl() & 1)
{
sptr->flags = SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF;
sptr->rotAng = GetRandomControl() & 4095;
if (GetRandomControl() & 1)
sptr->rotAdd = -(GetRandomControl() & 15) - 16;
else
sptr->rotAdd = (GetRandomControl() & 15) + 16;
}
else
sptr->flags = SP_SCALE | SP_DEF | SP_EXPDEF;
sptr->scalar = 3;
sptr->gravity = sptr->maxYvel = 0;
size = (GetRandomControl() & 7) + (speed >> 1) + 16;
sptr->size = sptr->sSize = size >> 2;
sptr->dSize = size;
}
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void SubEffects(short item_number)
{
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if (item_number == NO_ITEM)
return;
ITEM_INFO* v;
SUB_INFO* sub;
PHD_VECTOR pos;
long lp;
v = &g_Level.Items[item_number];
sub = (SUB_INFO*)v->data;
/* -------- Lara is using this vehicle */
if (Lara.Vehicle == item_number)
{
if (!sub->Vel)
sub->FanRot += ANGLE(2);
else
sub->FanRot += sub->Vel >> 12;
if (sub->Vel)
{
pos.x = sub_bites[SUB_FAN].x;
pos.y = sub_bites[SUB_FAN].y;
pos.z = sub_bites[SUB_FAN].z;
GetJointAbsPosition(v, &pos, sub_bites[SUB_FAN].meshNum);
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TriggerSubMist(pos.x, pos.y + SUB_DRAW_SHIFT, pos.z, abs(sub->Vel) >> 16, v->pos.yRot + ANGLE(180));
if ((GetRandomControl() & 1) == 0)
{
PHD_3DPOS pos3d;
short roomNumber;
pos3d.xPos = pos.x + (GetRandomControl() & 63) - 32;
pos3d.yPos = pos.y + SUB_DRAW_SHIFT;
pos3d.zPos = pos.z + (GetRandomControl() & 63) - 32;
roomNumber = v->roomNumber;
GetFloor(pos3d.xPos, pos3d.yPos, pos3d.zPos, &roomNumber);
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CreateBubble((PHD_VECTOR*)&pos3d, roomNumber, 4, 8, BUBBLE_FLAG_CLUMP, 0, 0, 0); // CHECK
}
}
}
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for (lp = 0; lp < 2; lp++)
{
GAME_VECTOR source, target;
long r;
r = 31 - (GetRandomControl() & 3);
pos.x = sub_bites[SUB_FRONT_LIGHT].x;
pos.y = sub_bites[SUB_FRONT_LIGHT].y;
pos.z = sub_bites[SUB_FRONT_LIGHT].z << (lp * 6);
GetJointAbsPosition(v, &pos, sub_bites[SUB_FRONT_LIGHT].meshNum);
if (lp == 1) // LOS light?
{
target.x = pos.x;
target.y = pos.y;
target.z = pos.z;
target.roomNumber = v->roomNumber;
LOS(&source, &target);
pos.x = target.x;
pos.y = target.y;
pos.z = target.z;
}
else
{
source.x = pos.x;
source.y = pos.y;
source.z = pos.z;
source.roomNumber = v->roomNumber;
}
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TriggerDynamicLight(pos.x, pos.y, pos.z, 16 + (lp << 3), r, r, r);
}
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// wake stuff?
if (sub->WeaponTimer)
sub->WeaponTimer--; // fix shooting
}
static int CanGetOff(ITEM_INFO* v)
{
FLOOR_INFO* floor;
short roomNumber;
int x, y, z, height, ceiling, speed;
short yangle;
if (Lara.currentXvel || Lara.currentZvel)
return 0;
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yangle = v->pos.yRot + ANGLE(180);
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speed = (GETOFF_DIST * phd_cos(v->pos.xRot)) >> W2V_SHIFT;
x = v->pos.xPos + (speed * phd_sin(yangle) >> W2V_SHIFT);
z = v->pos.zPos + (speed * phd_cos(yangle) >> W2V_SHIFT);
y = v->pos.yPos - ((GETOFF_DIST * phd_sin(-v->pos.xRot)) >> W2V_SHIFT);
roomNumber = v->roomNumber;
floor = GetFloor(x, y, z, &roomNumber);
height = GetFloorHeight(floor, x, y, z);
if (height == NO_HEIGHT || y > height)
return 0;
ceiling = GetCeiling(floor, x, y, z);
if (height - ceiling < 256 || y < ceiling || ceiling == NO_HEIGHT)
return 0;
return 1;
}
static int GetOnSub(short item_number, COLL_INFO* coll)
{
/* Returns 0 if no get on, 1 if right get on and 2 if left get on */
int dist;
int x, y, z;
ITEM_INFO* v, * l;
FLOOR_INFO* floor;
short roomNumber, ang;
unsigned short tempang;
l = LaraItem;
v = &g_Level.Items[item_number];
if ((!(TrInput & IN_ACTION)) || (Lara.gunStatus != LG_NO_ARMS) || (l->gravityStatus))
return 0;
y = abs(l->pos.yPos - (v->pos.yPos - 128));
if (y > 256)
return 0;
x = l->pos.xPos - v->pos.xPos;
z = l->pos.zPos - v->pos.zPos;
dist = (x * x) + (z * z);
if (dist > SQUARE(512))
return 0;
roomNumber = v->roomNumber;
floor = GetFloor(v->pos.xPos, v->pos.yPos, v->pos.zPos, &roomNumber);
if (GetFloorHeight(floor, v->pos.xPos, v->pos.yPos, v->pos.zPos) < -32000)
return 0;
return 1;
}
static void DoCurrent(ITEM_INFO* item)
{
PHD_VECTOR target;
if (!Lara.currentActive)
{
long shifter, absvel;
absvel = abs(Lara.currentXvel);
if (absvel > 16)
shifter = 4;
else if (absvel > 8)
shifter = 3;
else
shifter = 2;
Lara.currentXvel -= Lara.currentXvel >> shifter;
if (abs(Lara.currentXvel) < 4)
Lara.currentXvel = 0;
absvel = abs(Lara.currentZvel);
if (absvel > 16)
shifter = 4;
else if (absvel > 8)
shifter = 3;
else
shifter = 2;
Lara.currentZvel -= Lara.currentZvel >> shifter;
if (abs(Lara.currentZvel) < 4)
Lara.currentZvel = 0;
if (Lara.currentXvel == 0 && Lara.currentZvel == 0)
return;
}
else
{
long angle, dx, dz, speed, sinkval;
sinkval = Lara.currentActive - 1;
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target.x = FixedCameras[sinkval].x;
target.y = FixedCameras[sinkval].y;
target.z = FixedCameras[sinkval].z;
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angle = ((mGetAngle(target.x, target.z, LaraItem->pos.xPos, LaraItem->pos.zPos) - ANGLE(90)) >> 4) & 4095;
dx = target.x - LaraItem->pos.xPos;
dz = target.z - LaraItem->pos.zPos;
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speed = FixedCameras[sinkval].data;
dx = (((rcossin_tbl[(angle << 1)] * speed))) >> 2;
dz = (((rcossin_tbl[(angle << 1) + 1] * speed))) >> 2;
Lara.currentXvel += (dx - Lara.currentXvel) >> 4;
Lara.currentZvel += (dz - Lara.currentZvel) >> 4;
}
/* Move Lara in direction of sink. */
item->pos.xPos += Lara.currentXvel >> 8;
item->pos.zPos += Lara.currentZvel >> 8;
/* Reset current (will get set again so long as Lara is over triggers) */
Lara.currentActive = 0;
}
static void BackgroundCollision(ITEM_INFO* v, ITEM_INFO* l, SUB_INFO* sub)
{
int height;
COLL_INFO cinfo, *coll = &cinfo;
coll->badPos = NO_BAD_POS;
coll->badNeg = -SUB_HEIGHT;
coll->badCeiling = SUB_HEIGHT;
coll->old.x = v->pos.xPos;
coll->old.y = v->pos.yPos;
coll->old.z = v->pos.zPos;
coll->radius = SUB_RADIUS;
coll->trigger = NULL;
coll->slopesAreWalls = false;
coll->slopesArePits = false;
coll->lavaIsPit = false;
coll->enableSpaz = false;
coll->enableBaddiePush = true;
if ((v->pos.xRot >= -16384) && (v->pos.xRot <= 16384))
coll->facing = Lara.moveAngle = v->pos.yRot;
else
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coll->facing = Lara.moveAngle = v->pos.yRot - ANGLE(180);
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height = phd_sin(v->pos.xRot) * SUB_LENGTH >> W2V_SHIFT;
if (height < 0)
height = -height;
if (height < 200)
height = 200;
coll->badNeg = -height;
GetCollisionInfo(coll, v->pos.xPos, v->pos.yPos + height / 2, v->pos.zPos, v->roomNumber, height);
ShiftItem(v, coll);
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if (coll->collType == CT_FRONT)
{
if (sub->RotX > FRONT_TOLERANCE)
sub->RotX += WALLDEFLECT;
else if (sub->RotX < -FRONT_TOLERANCE)
sub->RotX -= WALLDEFLECT;
else
{
if (abs(sub->Vel) > 0x40000)
{
l->goalAnimState = SUBS_HIT;
sub->Vel = -sub->Vel / 2;
}
else
sub->Vel = 0;
}
}
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else if (coll->collType == CT_TOP)
{
if (sub->RotX >= -TOP_TOLERANCE)
sub->RotX -= WALLDEFLECT;
}
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else if (coll->collType == CT_TOP_FRONT)
sub->Vel = 0;
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else if (coll->collType == CT_LEFT)
v->pos.yRot += ANGLE(5);
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else if (coll->collType == CT_RIGHT)
v->pos.yRot -= ANGLE(5);
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else if (coll->collType == CT_CLAMP)
{
v->pos.xPos = coll->old.x;
v->pos.yPos = coll->old.y;
v->pos.zPos = coll->old.z;
sub->Vel = 0;
return;
}
if (coll->midFloor < 0)
{
v->pos.yPos += coll->midFloor;
sub->RotX += WALLDEFLECT;
}
}
static void UserInput(ITEM_INFO* v, ITEM_INFO* l, SUB_INFO* sub)
{
short anim, frame;
CanGetOff(v);
anim = l->animNumber - Objects[ID_UPV_LARA_ANIMS].animIndex;
frame = l->frameNumber - g_Level.Anims[l->animNumber].frameBase;
switch (l->currentAnimState)
{
case SUBS_MOVE:
if (l->hitPoints <= 0)
{
l->goalAnimState = SUBS_DIE;
break;
}
if (TrInput & IN_LEFT)
sub->Rot -= ROT_ACCELERATION;
else if (TrInput & IN_RIGHT)
sub->Rot += ROT_ACCELERATION;
if (sub->Flags & UPV_SURFACE)
{
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int xa = v->pos.xRot - SURFACE_ANGLE;
int ax = SURFACE_ANGLE - v->pos.xRot;
if (xa > 0)
{
if (xa > ANGLE(1))
v->pos.xRot -= ANGLE(1.0f);
else
v->pos.xRot -= ANGLE(0.1f);
}
else if (ax)
{
if (ax > ANGLE(1))
{
v->pos.xRot += ANGLE(1.0f);
}
else
v->pos.xRot += ANGLE(0.1f);
}
else
v->pos.xRot = SURFACE_DIST;
/* if (v->pos.xRot > SURFACE_ANGLE)
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v->pos.xRot -= ANGLE(0.1f);//ANGLE(1.0f); - causes jitters
else if (v->pos.xRot < SURFACE_ANGLE)
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v->pos.xRot += ANGLE(0.1f);//ANGLE(1.0f); - x2*/
}
else
{
if (TrInput & IN_FORWARD)
sub->RotX -= UPDOWN_ACCEL;
else if (TrInput & IN_BACK)
sub->RotX += UPDOWN_ACCEL;
}
if (TrInput & IN_JUMP)
{
if ((sub->Flags & UPV_SURFACE) && (TrInput & IN_FORWARD) && (v->pos.xRot > -DIVE_ANGLE))
sub->Flags |= UPV_DIVE;
sub->Vel += ACCELERATION;
}
else
l->goalAnimState = SUBS_POSE;
break;
case SUBS_POSE:
if (l->hitPoints <= 0)
{
l->goalAnimState = SUBS_DIE;
break;
}
if (TrInput & IN_LEFT)
sub->Rot -= ROT_SLOWACCEL;
else if (TrInput & IN_RIGHT)
sub->Rot += ROT_SLOWACCEL;
if (sub->Flags & UPV_SURFACE)
{
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int xa = v->pos.xRot - SURFACE_ANGLE;
int ax = SURFACE_ANGLE - v->pos.xRot;
if (xa > 0)
{
if (xa > ANGLE(1))
v->pos.xRot -= ANGLE(1.0f);
else
v->pos.xRot -= ANGLE(0.1f);
}
else if (ax)
{
if (ax > ANGLE(1))
{
v->pos.xRot += ANGLE(1.0f);
}
else
v->pos.xRot += ANGLE(0.1f);
}
else
v->pos.xRot = SURFACE_DIST;
/*
if (v->pos.xRot > SURFACE_ANGLE)
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v->pos.xRot -= ANGLE(0.1f);//ANGLE(1.0f); - causes jitters
else if (v->pos.xRot < SURFACE_ANGLE)
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v->pos.xRot += ANGLE(0.1f);//ANGLE(1.0f); - x2*/
}
else
{
if (TrInput & IN_FORWARD)
sub->RotX -= UPDOWN_ACCEL;
else if (TrInput & IN_BACK)
sub->RotX += UPDOWN_ACCEL;
}
if ((TrInput & IN_ROLL) && (CanGetOff(v)))
{
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if (sub->Vel > 0)
sub->Vel -= ACCELERATION;
else
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{
if (sub->Flags & UPV_SURFACE)
l->goalAnimState = SUBS_GETOFFS;
else
l->goalAnimState = SUBS_GETOFF;
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//sub->Flags &= ~UPV_CONTROL; having this here causes the UPV glitch, moving it directly to the states' code is better
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StopSoundEffect(346);
SoundEffect(348, (PHD_3DPOS*)&v->pos.xPos, 2);
}
}
else if (TrInput & IN_JUMP)
{
if ((sub->Flags & UPV_SURFACE) && (TrInput & IN_FORWARD) && (v->pos.xRot > -DIVE_ANGLE))
sub->Flags |= UPV_DIVE;
l->goalAnimState = SUBS_MOVE;
}
break;
case SUBS_GETON:
if (anim == 11)
{
v->pos.yPos += 4;
v->pos.xRot += ANGLE(1);
if (frame == 30)
SoundEffect(347, (PHD_3DPOS*)&v->pos.xPos, 2);
if (frame == 50)
sub->Flags |= UPV_CONTROL;
}
else if (anim == 13)
{
if (frame == 30)
SoundEffect(347, (PHD_3DPOS*)&v->pos.xPos, 2);
if (frame == 42)
sub->Flags |= UPV_CONTROL;
}
break;
case SUBS_GETOFF:
if ((anim == 12) && (frame == 42))
{
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sub->Flags &= ~UPV_CONTROL;
PHD_VECTOR vec = { 0, 0, 0 };
GAME_VECTOR VPos, LPos;
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GetLaraJointPosition(&vec, LM_HIPS);
LPos.x = vec.x;
LPos.y = vec.y;
LPos.z = vec.z;
LPos.roomNumber = v->roomNumber;
VPos.x = v->pos.xPos;
VPos.y = v->pos.yPos;
VPos.z = v->pos.zPos;
VPos.roomNumber = v->roomNumber;
mgLOS(&VPos, &LPos, 0);
l->pos.xPos = LPos.x;
l->pos.yPos = LPos.y;
l->pos.zPos = LPos.z;
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l->animNumber = LA_UNDERWATER_IDLE;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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l->currentAnimState = LS_UNDERWATER_STOP;
l->fallspeed = 0;
l->gravityStatus = false;
l->pos.xRot = l->pos.zRot = 0;
UpdateLaraRoom(l, 0);
Lara.waterStatus = LW_UNDERWATER;
Lara.gunStatus = LG_NO_ARMS;
Lara.Vehicle = NO_ITEM;
v->hitPoints = 0;
}
break;
case SUBS_GETOFFS:
if ((anim == 9) && (frame == 51))
{
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sub->Flags &= ~UPV_CONTROL;
int wd, wh, hfw;
PHD_VECTOR vec = { 0, 0, 0 };
wd = GetWaterSurface(l->pos.xPos, l->pos.yPos, l->pos.zPos, l->roomNumber);
wh = GetWaterHeight(l->pos.xPos, l->pos.yPos, l->pos.zPos, l->roomNumber);
if (wh != NO_HEIGHT)
hfw = l->pos.yPos - wh;
else
hfw = NO_HEIGHT;
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GetLaraJointPosition(&vec, LM_HIPS);
l->pos.xPos = vec.x;
l->pos.yPos = l->pos.yPos + 1 - hfw;
l->pos.yPos = vec.y;
l->pos.zPos = vec.z;
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l->animNumber = LA_UNDERWATER_RESURFACE;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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l->currentAnimState = l->goalAnimState = LS_ONWATER_FORWARD;
l->fallspeed = 0;
l->gravityStatus = false;
l->pos.xRot = l->pos.zRot = 0;
UpdateLaraRoom(l, -LARA_HITE / 2);
Lara.waterStatus = LW_SURFACE;
Lara.waterSurfaceDist = -hfw;
Lara.diveCount = 11;
Lara.torsoXrot = Lara.torsoYrot = 0;
Lara.headXrot = Lara.headYrot = 0;
Lara.gunStatus = LG_NO_ARMS;
Lara.Vehicle = NO_ITEM;
v->hitPoints = 0;
}
break;
case SUBS_DIE:
if (((anim == 0) && (frame == 16)) || ((anim == 0) && (frame == 17)))
{
PHD_VECTOR vec = { 0, 0, 0 };
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GetLaraJointPosition(&vec, LM_HIPS);
l->pos.xPos = vec.x;
l->pos.yPos = vec.y;
l->pos.zPos = vec.z;
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l->animNumber = LA_UNDERWATER_DEATH;
l->frameNumber = GF(LA_UNDERWATER_DEATH, 17); //i.e l->frameNumber = g_Level.Anims[l->animNumber].frameBase + 17;
l->currentAnimState = l->goalAnimState = LS_WATER_DEATH;
l->fallspeed = 0;
l->gravityStatus = 0;
l->pos.xRot = l->pos.zRot = 0;
sub->Flags |= UPV_DEAD;
}
v->speed = 0;
break;
}
if (sub->Flags & UPV_DIVE)
{
if (v->pos.xRot > -DIVE_ANGLE)
v->pos.xRot -= DIVE_SPEED;
else
sub->Flags &= ~UPV_DIVE;
}
if (sub->Vel > 0)
{
if ((sub->Vel -= FRICTION) < 0)
sub->Vel = 0;
}
else if (sub->Vel < 0)
{
if ((sub->Vel += FRICTION) > 0)
sub->Vel = 0;
}
if (sub->Vel > MAX_SPEED)
sub->Vel = MAX_SPEED;
else if (sub->Vel < -MAX_SPEED)
sub->Vel = -MAX_SPEED;
if (sub->Rot > 0)
{
if ((sub->Rot -= ROT_FRICTION) < 0)
sub->Rot = 0;
}
else if (sub->Rot < 0)
{
if ((sub->Rot += ROT_FRICTION) > 0)
sub->Rot = 0;
}
if (sub->RotX > 0)
{
if ((sub->RotX -= UPDOWN_FRICTION) < 0)
sub->RotX = 0;
}
else if (sub->RotX < 0)
{
if ((sub->RotX += UPDOWN_FRICTION) > 0)
sub->RotX = 0;
}
if (sub->Rot > MAX_ROTATION)
sub->Rot = MAX_ROTATION;
else if (sub->Rot < -MAX_ROTATION)
sub->Rot = -MAX_ROTATION;
if (sub->RotX > MAX_UPDOWN)
sub->RotX = MAX_UPDOWN;
else if (sub->RotX < -MAX_UPDOWN)
sub->RotX = -MAX_UPDOWN;
}
void SubInitialise(short itemNum)
{
ITEM_INFO* v;
SUB_INFO* sub;
v = &g_Level.Items[itemNum];
sub = game_malloc<SUB_INFO>();
v->data = (void*)sub;
sub->Vel = sub->Rot = 0;
sub->Flags = UPV_SURFACE;
sub->WeaponTimer = 0;
}
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void NoGetOnCollision(short item_num, ITEM_INFO *laraitem, COLL_INFO *coll)
{
ITEM_INFO *item;
item = &g_Level.Items[item_num];
if (!TestBoundsCollide(item, laraitem, coll->radius))
return;
if (!TestCollision(item, laraitem))
return;
ItemPushLara(item, laraitem, coll, 0, 0);
}
void SubCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int geton;
ITEM_INFO* v;
if ((l->hitPoints <= 0) || (Lara.Vehicle != NO_ITEM))
return;
v = &g_Level.Items[itemNum];
geton = GetOnSub(itemNum, coll);
if (geton)
{
Lara.Vehicle = itemNum;
Lara.waterStatus = LW_ABOVE_WATER;
/* -------- throw flare away if using */
if (Lara.gunType == WEAPON_FLARE)
{
CreateFlare(ID_FLARE_ITEM, 0);
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undraw_flare_meshes();
Lara.flareControlLeft = false;
Lara.requestGunType = Lara.gunType = WEAPON_NONE;
}
/* -------- determine animation */
Lara.gunStatus = LG_HANDS_BUSY;
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v->hitPoints = 1;
l->pos.xPos = v->pos.xPos;
l->pos.yPos = v->pos.yPos;
l->pos.zPos = v->pos.zPos;
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l->pos.xRot = v->pos.xRot;
l->pos.yRot = v->pos.yRot;
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l->pos.zRot = v->pos.zRot;
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if ((l->currentAnimState == LS_ONWATER_STOP) || (l->currentAnimState == LS_ONWATER_FORWARD))
{
l->animNumber = Objects[ID_UPV_LARA_ANIMS].animIndex + 10;
l->frameNumber = GF2(ID_UPV_LARA_ANIMS, 10, 0);
l->currentAnimState = l->goalAnimState = SUBS_GETON;
}
else
{
l->animNumber = Objects[ID_UPV_LARA_ANIMS].animIndex + 13;
l->frameNumber = GF2(ID_UPV, 13, 0);
l->currentAnimState = l->goalAnimState = SUBS_GETON;
}
AnimateItem(l);
}
else
{
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v->pos.yPos += SUB_DRAW_SHIFT;
NoGetOnCollision(itemNum, l, coll);
v->pos.yPos -= SUB_DRAW_SHIFT;
}
}
int SubControl(void)
{
int h;
SUB_INFO* sub;
ITEM_INFO* v, * l;
FLOOR_INFO* floor;
short roomNumber;
l = LaraItem;
v = &g_Level.Items[Lara.Vehicle];
sub = (SUB_INFO*)v->data;
/* -------- update dynamics */
if (!(sub->Flags & UPV_DEAD))
{
UserInput(v, l, sub);
v->speed = sub->Vel >> 16;
v->pos.xRot += sub->RotX >> 16;
v->pos.yRot += (sub->Rot >> 16);
v->pos.zRot = (sub->Rot >> 12);
if (v->pos.xRot > UPDOWN_LIMIT)
v->pos.xRot = UPDOWN_LIMIT;
else if (v->pos.xRot < -UPDOWN_LIMIT)
v->pos.xRot = -UPDOWN_LIMIT;
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v->pos.xPos += (((phd_sin(v->pos.yRot) * v->speed) >> W2V_SHIFT)* phd_cos(v->pos.xRot)) >> W2V_SHIFT;
v->pos.yPos -= (phd_sin(v->pos.xRot) * v->speed) >> W2V_SHIFT;
v->pos.zPos += (((phd_cos(v->pos.yRot) * v->speed) >> W2V_SHIFT)* phd_cos(v->pos.xRot)) >> W2V_SHIFT;
}
/* -------- determine if vehicle is near the surface */
roomNumber = v->roomNumber;
floor = GetFloor(v->pos.xPos, v->pos.yPos, v->pos.zPos, &roomNumber);
v->floor = GetFloorHeight(floor, v->pos.xPos, v->pos.yPos, v->pos.zPos);
if ((sub->Flags & UPV_CONTROL) && (!(sub->Flags & UPV_DEAD)))
{
h = GetWaterHeight(v->pos.xPos, v->pos.yPos, v->pos.zPos, roomNumber);
if ((h != NO_HEIGHT) && (!(g_Level.Rooms[v->roomNumber].flags & ENV_FLAG_WATER)))
{
if ((h - v->pos.yPos) >= -SURFACE_DIST)
v->pos.yPos = h + SURFACE_DIST;
if (!(sub->Flags & UPV_SURFACE))
{
SoundEffect(36, &LaraItem->pos, 2);
sub->Flags &= ~UPV_DIVE;
}
sub->Flags |= UPV_SURFACE;
}
else if ((h != NO_HEIGHT) && ((h - v->pos.yPos) >= -SURFACE_DIST))
{
v->pos.yPos = h + SURFACE_DIST;
if (!(sub->Flags & UPV_SURFACE))
{
SoundEffect(36, &LaraItem->pos, 2);
sub->Flags &= ~UPV_DIVE;
}
sub->Flags |= UPV_SURFACE;
}
else
sub->Flags &= ~UPV_SURFACE;
/* -------- update air bar */
if (!(sub->Flags & UPV_SURFACE))
{
if (l->hitPoints > 0)
{
Lara.air--;
if (Lara.air < 0)
{
Lara.air = -1;
l->hitPoints -= 5;
}
}
}
else
{
if (l->hitPoints >= 0)
{
Lara.air += 10;
if (Lara.air > 1800)
Lara.air = 1800;
}
}
}
TestTriggers(TriggerIndex, false, 0);
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SubEffects(Lara.Vehicle);
/* -------- update vehicle & Lara */
if ((Lara.Vehicle != NO_ITEM) && (!(sub->Flags & UPV_DEAD)))
{
DoCurrent(v);
if ((TrInput & IN_ACTION) && (sub->Flags & UPV_CONTROL) && (!sub->WeaponTimer))
{
if (l->currentAnimState != SUBS_GETOFF
&& l->currentAnimState != SUBS_GETOFFS
&& l->currentAnimState != SUBS_GETON)
FireSubHarpoon(v);
sub->WeaponTimer = HARPOON_RELOAD;
}
if (roomNumber != v->roomNumber)
{
ItemNewRoom(Lara.Vehicle, roomNumber);
ItemNewRoom(Lara.itemNumber, roomNumber);
}
l->pos.xPos = v->pos.xPos;
l->pos.yPos = v->pos.yPos;// +SUB_DRAW_SHIFT;
l->pos.zPos = v->pos.zPos;
l->pos.xRot = v->pos.xRot;
l->pos.yRot = v->pos.yRot;
l->pos.zRot = v->pos.zRot;
AnimateItem(l);
BackgroundCollision(v, l, sub);
if (sub->Flags & UPV_CONTROL)
SoundEffect(346, (PHD_3DPOS*)&v->pos.xPos, 2 | 4 | 0x1000000 | (v->speed << 16));
v->animNumber = Objects[ID_UPV].animIndex + (l->animNumber - Objects[ID_UPV_LARA_ANIMS].animIndex);
v->frameNumber = g_Level.Anims[v->animNumber].frameBase + (l->frameNumber - g_Level.Anims[l->animNumber].frameBase);
if (sub->Flags & UPV_SURFACE)
Camera.targetElevation = -ANGLE(60);
else
Camera.targetElevation = 0;
return 1;
}
else if (sub->Flags & UPV_DEAD)
{
AnimateItem(l);
if (roomNumber != v->roomNumber)
ItemNewRoom(Lara.Vehicle, roomNumber);
BackgroundCollision(v, l, sub);
sub->RotX = 0;
v->animNumber = 5;
v->frameNumber = GF2(ID_UPV, 5, 0);
v->goalAnimState = v->currentAnimState = SUBS_POSE;
v->fallspeed = 0;
v->speed = 0;
v->gravityStatus = true;
AnimateItem(v);
return 1;
}
else
{
return 0;
}
}