TombEngine/TR5Main/Game/effects/footprint.cpp

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#include "framework.h"
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#include "control/control.h"
#include "lara.h"
#include "animation.h"
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#include "collide.h"
#include "sound.h"
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#include "effects/footprint.h"
#include "level.h"
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#include "items.h"
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namespace TEN {
namespace Effects {
namespace Footprints {
std::deque<FOOTPRINT_STRUCT> footprints = std::deque<FOOTPRINT_STRUCT>();
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bool CheckFootOnFloor(ITEM_INFO const & item, int mesh, Vector3& outFootprintPosition)
{
int x = item.pos.xPos;
int y = item.pos.yPos;
int z = item.pos.zPos;
short roomNumber = item.roomNumber;
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auto floor = GetFloor(x, y, z, &roomNumber);
auto pos = PHD_VECTOR(0, FOOT_HEIGHT_OFFSET, 0);
GetLaraJointPosition(&pos, mesh);
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int height = GetFloorHeight(floor, pos.x, pos.y - STEP_SIZE, pos.z);
outFootprintPosition.x = pos.x;
outFootprintPosition.y = height - 8;
outFootprintPosition.z = pos.z;
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return abs(pos.y - height) < 64;
}
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void AddFootprint(ITEM_INFO* item, bool rightFoot)
{
if (item != LaraItem)
return;
auto foot = rightFoot ? LM_RFOOT : LM_LFOOT;
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// Don't process actual footprint placement if foot isn't on floor
auto footPos = Vector3();
if (!CheckFootOnFloor(*item, foot, footPos))
return;
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// Randomize foot position slightly to avoid patterns
footPos.x += (GetRandomControl() & 10) - 5;
footPos.z += (GetRandomControl() & 10) - 5;
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auto result = GetCollisionResult(footPos.x, footPos.y - STEP_SIZE, footPos.z, item->roomNumber);
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auto floor = result.BottomBlock;
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// Don't process material if foot has hit bridge object
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if (result.Position.Bridge >= 0)
return;
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auto fx = SOUND_EFFECTS::SFX_TR4_LARA_FEET;
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// Choose material for footstep sound
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switch (floor->Material)
{
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case FLOOR_MATERIAL::Concrete:
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fx = SOUND_EFFECTS::SFX_TR4_LARA_FEET;
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break;
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case FLOOR_MATERIAL::Grass:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_SAND__AND__GRASS;
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break;
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case FLOOR_MATERIAL::Gravel:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_GRAVEL;
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break;
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case FLOOR_MATERIAL::Ice:
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fx = SOUND_EFFECTS::SFX_TR3_FOOTSTEPS_ICE;
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break;
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case FLOOR_MATERIAL::Marble:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_MARBLE;
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break;
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case FLOOR_MATERIAL::Metal:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_METAL;
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break;
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case FLOOR_MATERIAL::Mud:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_MUD;
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break;
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case FLOOR_MATERIAL::OldMetal:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_METAL;
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break;
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case FLOOR_MATERIAL::OldWood:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_WOOD;
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break;
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case FLOOR_MATERIAL::Sand:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_SAND__AND__GRASS;
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break;
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case FLOOR_MATERIAL::Snow:
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fx = SOUND_EFFECTS::SFX_TR3_FOOTSTEPS_SNOW;
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break;
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case FLOOR_MATERIAL::Stone:
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fx = SOUND_EFFECTS::SFX_TR4_LARA_FEET;
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break;
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case FLOOR_MATERIAL::Water:
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fx = SOUND_EFFECTS::SFX_TR4_LARA_WET_FEET;
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break;
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case FLOOR_MATERIAL::Wood:
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fx = SOUND_EFFECTS::SFX_TR4_FOOTSTEPS_WOOD;
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break;
}
// HACK: must be here until reference wad2 is revised
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if (fx != SOUND_EFFECTS::SFX_TR4_LARA_FEET)
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SoundEffect(fx, &item->pos, 0);
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if (floor->Material != FLOOR_MATERIAL::Sand &&
floor->Material != FLOOR_MATERIAL::Snow &&
floor->Material != FLOOR_MATERIAL::Gravel &&
floor->Material != FLOOR_MATERIAL::Mud)
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return;
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// Calculate footprint tilts
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auto plane = floor->FloorCollision.Planes[floor->SectorPlane(footPos.x, footPos.z)];
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auto c = phd_cos(item->pos.yRot + ANGLE(180));
auto s = phd_sin(item->pos.yRot + ANGLE(180));
auto yRot = TO_RAD(item->pos.yRot);
auto xRot = plane.x * s + plane.y * c;
auto zRot = plane.y * s - plane.x * c;
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// Calculate footprint positions
auto p0 = Vector3( FOOTPRINT_SIZE, 0, FOOTPRINT_SIZE);
auto p1 = Vector3(-FOOTPRINT_SIZE, 0, FOOTPRINT_SIZE);
auto p2 = Vector3(-FOOTPRINT_SIZE, 0, -FOOTPRINT_SIZE);
auto p3 = Vector3( FOOTPRINT_SIZE, 0, -FOOTPRINT_SIZE);
auto rot = Matrix::CreateFromYawPitchRoll(yRot, xRot, zRot);
p0 = XMVector3Transform(p0, rot);
p1 = XMVector3Transform(p1, rot);
p2 = XMVector3Transform(p2, rot);
p3 = XMVector3Transform(p3, rot);
p0 += Vector3(footPos.x, footPos.y, footPos.z);
p1 += Vector3(footPos.x, footPos.y, footPos.z);
p2 += Vector3(footPos.x, footPos.y, footPos.z);
p3 += Vector3(footPos.x, footPos.y, footPos.z);
// Get blocks for every footprint corner
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auto c0 = GetCollisionResult(p0.x, footPos.y - STEP_SIZE, p0.z, item->roomNumber);
auto c1 = GetCollisionResult(p1.x, footPos.y - STEP_SIZE, p1.z, item->roomNumber);
auto c2 = GetCollisionResult(p2.x, footPos.y - STEP_SIZE, p2.z, item->roomNumber);
auto c3 = GetCollisionResult(p3.x, footPos.y - STEP_SIZE, p3.z, item->roomNumber);
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// Don't process footprint placement if all foot corners aren't on the same tilt level
if ((c0.TiltX != c1.TiltX) || (c1.TiltX != c2.TiltX) || (c2.TiltX != c3.TiltX))
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return;
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if ((c0.TiltZ != c1.TiltZ) || (c1.TiltZ != c2.TiltZ) || (c2.TiltZ != c3.TiltZ))
return;
// Don't process footprint placement if all foot corners aren't on the same height
if ((abs(c0.Position.Floor - c1.Position.Floor) > STEP_SIZE / 2) ||
(abs(c1.Position.Floor - c2.Position.Floor) > STEP_SIZE / 2) ||
(abs(c2.Position.Floor - c3.Position.Floor) > STEP_SIZE / 2) ||
(abs(c3.Position.Floor - c0.Position.Floor) > STEP_SIZE / 2))
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return;
// Construct footprint
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FOOTPRINT_STRUCT footprint = {};
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footprint.Position[0] = p0;
footprint.Position[1] = p1;
footprint.Position[2] = p2;
footprint.Position[3] = p3;
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footprint.LifeStartFading = 30 * 10;
footprint.StartOpacity = 0.25f;
footprint.Life = 30 * 20;
footprint.Active = true;
footprint.RightFoot = rightFoot;
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// Add footprint
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if (footprints.size() >= MAX_FOOTPRINTS)
footprints.pop_back();
footprints.push_front(footprint);
}
void UpdateFootprints()
{
if (footprints.size() == 0)
return;
int numInvalidFootprints = 0;
for (auto i = footprints.begin(); i != footprints.end(); i++)
{
FOOTPRINT_STRUCT& footprint = *i;
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footprint.Life--;
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if (footprint.Life <= 0)
{
numInvalidFootprints++;
continue;
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}
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if (footprint.Life > footprint.LifeStartFading)
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{
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footprint.Opacity = footprint.StartOpacity;
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}
else
{
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float opacity = lerp(0, footprint.StartOpacity, fmax(0, fmin(1, footprint.Life / (float)footprint.LifeStartFading)));
footprint.Opacity = opacity;
}
}
for (int i = 0; i < numInvalidFootprints; i++)
{
footprints.pop_back();
}
}
}
}
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}