2020-12-21 13:16:29 -03:00
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#include "framework.h"
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#include "draw.h"
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#include "Lara.h"
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#include "camera.h"
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#include "level.h"
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#include "Renderer11.h"
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2021-09-09 13:30:49 +03:00
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2021-08-30 18:03:21 +03:00
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using TEN::Renderer::g_Renderer;
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2021-09-09 13:30:49 +03:00
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2020-12-21 13:16:29 -03:00
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BITE_INFO EnemyBites[9] =
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{
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{ 20, -95, 240, 13 },
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{ 48, 0, 180, -11 },
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{ -48, 0, 180, 14 },
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{ -48, 5, 225, 14 },
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{ 15, -60, 195, 13 },
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{ -30, -65, 250, 18 },
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{ 0, -110, 480, 13 },
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{ -20, -80, 190, -10 },
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{ 10, -60, 200, 13 }
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};
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BOUNDING_BOX InterpolatedBounds;
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int DrawPhaseGame()
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{
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g_Renderer.Draw();
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Camera.numberFrames = g_Renderer.SyncRenderer();
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return Camera.numberFrames;
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}
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BOUNDING_BOX* GetBoundsAccurate(ITEM_INFO* item)
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{
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int rate = 0;
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ANIM_FRAME* framePtr[2];
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int frac = GetFrame_D2(item, framePtr, &rate);
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if (frac == 0)
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return &framePtr[0]->boundingBox;
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else
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{
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2020-12-31 03:20:09 +01:00
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InterpolatedBounds.X1 = framePtr[0]->boundingBox.X1 + (framePtr[1]->boundingBox.X1 - framePtr[0]->boundingBox.X1) * frac / rate;
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InterpolatedBounds.X2 = framePtr[0]->boundingBox.X2 + (framePtr[1]->boundingBox.X2 - framePtr[0]->boundingBox.X2) * frac / rate;
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InterpolatedBounds.Y1 = framePtr[0]->boundingBox.Y1 + (framePtr[1]->boundingBox.Y1 - framePtr[0]->boundingBox.Y1) * frac / rate;
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InterpolatedBounds.Y2 = framePtr[0]->boundingBox.Y2 + (framePtr[1]->boundingBox.Y2 - framePtr[0]->boundingBox.Y2) * frac / rate;
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InterpolatedBounds.Z1 = framePtr[0]->boundingBox.Z1 + (framePtr[1]->boundingBox.Z1 - framePtr[0]->boundingBox.Z1) * frac / rate;
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InterpolatedBounds.Z2 = framePtr[0]->boundingBox.Z2 + (framePtr[1]->boundingBox.Z2 - framePtr[0]->boundingBox.Z2) * frac / rate;
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2020-12-21 13:16:29 -03:00
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return &InterpolatedBounds;
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}
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}
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ANIM_FRAME* GetBestFrame(ITEM_INFO* item)
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{
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int rate = 0;
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ANIM_FRAME* framePtr[2];
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int frac = GetFrame_D2(item, framePtr, &rate);
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2021-08-30 15:13:18 -05:00
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if (frac <= (rate >> 1))
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2020-12-21 13:16:29 -03:00
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return framePtr[0];
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else
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return framePtr[1];
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}
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int GetFrame_D2(ITEM_INFO* item, ANIM_FRAME* framePtr[], int* rate)
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{
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ANIM_STRUCT *anim;
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int frm;
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int first, second;
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int interp, rat;
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frm = item->frameNumber;
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anim = &g_Level.Anims[item->animNumber];
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framePtr[0] = framePtr[1] = &g_Level.Frames[anim->framePtr];
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rat = *rate = anim->interpolation & 0x00ff;
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frm -= anim->frameBase;
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first = frm / rat;
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interp = frm % rat;
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framePtr[0] += first; // Get Frame pointers
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framePtr[1] = framePtr[0] + 1; // and store away
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if (interp == 0)
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return(0);
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second = first * rat + rat;
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if (second>anim->frameEnd) // Clamp KeyFrame to End if need be
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*rate = anim->frameEnd - (second - rat);
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return(interp);
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}
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void DrawAnimatingItem(ITEM_INFO* item)
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{
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// TODO: to refactor
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// Empty stub because actually we disable items drawing when drawRoutine pointer is NULL in OBJECT_INFO
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}
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void GetLaraJointPosition(PHD_VECTOR* pos, int LM_enum)
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{
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if (LM_enum >= NUM_LARA_MESHES)
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LM_enum = LM_HEAD;
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Vector3 p = Vector3(pos->x, pos->y, pos->z);
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g_Renderer.getLaraAbsBonePosition(&p, LM_enum);
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pos->x = p.x;
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pos->y = p.y;
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pos->z = p.z;
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}
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void ClampRotation(PHD_3DPOS* pos, short angle, short rot)
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{
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if (angle <= rot)
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{
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if (angle >= -rot)
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pos->yRot += angle;
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else
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pos->yRot -= rot;
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}
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else
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{
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pos->yRot += rot;
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}
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}
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