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https://github.com/TombEngine/TombEngine.git
synced 2025-05-08 11:38:08 +03:00
Minor refactoring, cleanup
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parent
fc0d7611b4
commit
64a57cad92
8 changed files with 74 additions and 68 deletions
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@ -36,8 +36,8 @@ void lara_as_crouch_idle(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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// TODO: Dispatch pickups from within states.
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@ -144,8 +144,8 @@ void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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info->look = false;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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if (TrInput & IN_LEFT)
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@ -348,8 +348,8 @@ void lara_as_crawl_idle(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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// TODO: Dispatch pickups from within states.
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@ -487,8 +487,8 @@ void lara_as_crawl_forward(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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if (item->hitPoints <= 0)
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@ -592,8 +592,8 @@ void lara_as_crawl_back(ITEM_INFO* item, COLL_INFO* coll)
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info->look = false;
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info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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if (item->hitPoints <= 0)
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@ -688,8 +688,8 @@ void lara_as_crawl_turn_left(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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if (item->hitPoints <= 0)
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@ -748,8 +748,8 @@ void lara_as_crawl_turn_right(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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info->gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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Camera.targetElevation = -ANGLE(24.0f);
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if (item->hitPoints <= 0)
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@ -805,8 +805,8 @@ void lara_col_crawl_to_hang(ITEM_INFO* item, COLL_INFO* coll)
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{
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LaraInfo*& info = item->data;
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coll->Setup.EnableObjectPush = true;
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coll->Setup.EnableSpasm = false;
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coll->Setup.EnableObjectPush = false;
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Camera.targetAngle = 0;
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Camera.targetElevation = -ANGLE(45.0f);
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@ -246,8 +246,6 @@ void SetLaraFallBackState(ITEM_INFO* item)
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void SetLaraMonkeyFallState(ITEM_INFO* item)
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{
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LaraInfo*& info = item->data;
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// Hack.
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if (item->activeState == LS_MONKEY_TURN_180)
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return;
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@ -340,14 +338,9 @@ void HandleLaraMovementParameters(ITEM_INFO* item, COLL_INFO* coll)
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LaraInfo*& info = item->data;
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// Reset running jump timer.
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if (item->activeState != LS_RUN_FORWARD &&
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item->activeState != LS_WALK_FORWARD &&
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item->activeState != LS_JUMP_FORWARD &&
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item->activeState != LS_SPRINT &&
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item->activeState != LS_SPRINT_DIVE)
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{
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if (!IsRunJumpCountState((LARA_STATE)item->activeState))
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info->runJumpCount = 0;
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}
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// Reset running jump action queue.
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if (item->activeState != LS_RUN_FORWARD)
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@ -1369,6 +1369,20 @@ bool IsJumpState(LARA_STATE state)
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return false;
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}
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bool IsRunJumpCountState(LARA_STATE state)
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{
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if (state == LS_RUN_FORWARD ||
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state == LS_WALK_FORWARD ||
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state == LS_JUMP_FORWARD ||
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state == LS_SPRINT ||
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state == LS_SPRINT_DIVE)
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{
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return true;
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}
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return false;
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}
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bool TestLaraSplat(ITEM_INFO* item, int dist, int height, int side)
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{
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auto start = GAME_VECTOR(
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@ -51,6 +51,7 @@ void GetTighRopeFallOff(int Regularity);
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bool IsStandingWeapon(LARA_WEAPON_TYPE gunType);
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bool IsJumpState(LARA_STATE state);
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bool IsRunJumpCountState(LARA_STATE state);
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bool TestLaraSplat(ITEM_INFO* item, int dist, int height, int side = 0);
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bool TestLaraPose(ITEM_INFO* item, COLL_INFO* coll);
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@ -121,21 +121,17 @@ void AnimateItem(ITEM_INFO* item)
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SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
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}
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else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
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{
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if (!flags || flags == (int)SOUND_PLAYCONDITION::Water && (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER || Objects[item->objectNumber].intelligent))
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else if (TestEnvironment(ENV_FLAG_WATER, item))
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{
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if (!flags || flags == (int)SOUND_PLAYCONDITION::Water && (TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber) || Objects[item->objectNumber].intelligent))
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SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
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}
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}
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else if (!flags || flags == (int)SOUND_PLAYCONDITION::Land && !(g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER))
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{
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else if (!flags || flags == (int)SOUND_PLAYCONDITION::Land && !TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber))
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SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
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}
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}
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else
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{
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if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
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if (TestEnvironment(ENV_FLAG_WATER, item))
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SoundEffect(cmd[1] & 0x3FFF, &item->pos, 1);
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else
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SoundEffect(cmd[1] & 0x3FFF, &item->pos, 0);
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@ -224,7 +224,7 @@ void MoveCamera(GAME_VECTOR* ideal, int speed)
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}
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int y = Camera.pos.y;
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if (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_SWAMP)
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if (TestEnvironment(ENV_FLAG_SWAMP, Camera.pos.roomNumber))
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y = g_Level.Rooms[Camera.pos.roomNumber].y - STEP_SIZE;
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auto probe = GetCollisionResult(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
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@ -334,7 +334,7 @@ void ChaseCamera(ITEM_INFO* item)
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auto probe = GetCollisionResult(Camera.target.x, Camera.target.y + STEP_SIZE, Camera.target.z, Camera.target.roomNumber);
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if (g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP)
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if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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Camera.target.y = g_Level.Rooms[probe.RoomNumber].y - STEP_SIZE;
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int y = Camera.target.y;
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@ -470,7 +470,7 @@ void CombatCamera(ITEM_INFO* item)
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}
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auto probe = GetCollisionResult(Camera.target.x, Camera.target.y + STEP_SIZE, Camera.target.z, Camera.target.roomNumber);
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if (g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP)
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if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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Camera.target.y = g_Level.Rooms[probe.RoomNumber].y - STEP_SIZE;
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probe = GetCollisionResult(Camera.target.x, Camera.target.y, Camera.target.z, Camera.target.roomNumber);
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@ -823,7 +823,7 @@ void LookCamera(ITEM_INFO* item)
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GetLaraJointPosition(&pos, LM_HEAD);
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probe = GetCollisionResult(pos.x, pos.y + STEP_SIZE, pos.z, item->roomNumber);
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if (g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP)
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if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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{
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pos.y = g_Level.Rooms[probe.RoomNumber].y - STEP_SIZE;
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probe = GetCollisionResult(pos.x, pos.y, pos.z, probe.RoomNumber);
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@ -864,7 +864,7 @@ void LookCamera(ITEM_INFO* item)
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{
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roomNum = probe.RoomNumber;
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probe = GetCollisionResult(x, y + STEP_SIZE, z, probe.RoomNumber);
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if (g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP)
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if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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{
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y = g_Level.Rooms[probe.RoomNumber].y - STEP_SIZE;
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break;
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@ -999,7 +999,7 @@ void LookCamera(ITEM_INFO* item)
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y = Camera.pos.y;
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probe = GetCollisionResult(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
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if ((g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP))
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if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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Camera.pos.y = g_Level.Rooms[probe.RoomNumber].y - STEP_SIZE;
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else if (y < probe.Position.Ceiling ||
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y > probe.Position.Floor ||
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@ -1017,7 +1017,7 @@ void LookCamera(ITEM_INFO* item)
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probe.Position.Ceiling >= probe.Position.Floor ||
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probe.Position.Floor == NO_HEIGHT ||
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probe.Position.Ceiling == NO_HEIGHT ||
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g_Level.Rooms[probe.RoomNumber].flags & ENV_FLAG_SWAMP)
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TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
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{
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Camera.pos.x = pos.x;
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Camera.pos.y = pos.y;
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@ -1416,8 +1416,7 @@ void CalculateCamera()
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}
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// Camera is in a water room, play water sound effect.
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if (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)
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if (TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber))
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{
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SoundEffect(SFX_TR4_UNDERWATER, NULL, SFX_ALWAYS);
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if (Camera.underwater == false)
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@ -4,6 +4,7 @@
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#include "Game/animation.h"
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#include "Game/camera.h"
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#include "Game/collision/sphere.h"
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#include "Game/collision/collide_room.h"
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#include "Game/control/control.h"
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#include "Game/control/lot.h"
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#include "Game/effects/tomb4fx.h"
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@ -706,7 +707,8 @@ int CreatureAnimation(short itemNumber, short angle, short tilt)
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else
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{
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floor = GetFloor(item->pos.xPos, y + STEP_SIZE, item->pos.zPos, &roomNumber);
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if (g_Level.Rooms[roomNumber].flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
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if (TestEnvironment(ENV_FLAG_WATER, roomNumber) ||
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TestEnvironment(ENV_FLAG_SWAMP, roomNumber))
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{
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dy = -LOT->fly;
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}
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@ -2,6 +2,7 @@
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#include "Game/effects/effects.h"
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#include "Game/animation.h"
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#include "Game/collision/collide_room.h"
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#include "Game/effects/lara_fx.h"
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#include "Game/effects/drip.h"
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#include "Game/effects/bubble.h"
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@ -1221,7 +1222,7 @@ void WadeSplash(ITEM_INFO* item, int wh, int wd)
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GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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ROOM_INFO* room = &g_Level.Rooms[roomNumber];
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if (!(room->flags & ENV_FLAG_WATER))
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if (!TestEnvironment(ENV_FLAG_WATER, room))
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return;
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short roomNumber2 = item->roomNumber;
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@ -1229,7 +1230,7 @@ void WadeSplash(ITEM_INFO* item, int wh, int wd)
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ROOM_INFO* room2 = &g_Level.Rooms[roomNumber2];
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if (room2->flags & ENV_FLAG_WATER)
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if (TestEnvironment(ENV_FLAG_WATER, room2))
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return;
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ANIM_FRAME* frame = GetBestFrame(item);
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@ -1270,10 +1271,10 @@ void Splash(ITEM_INFO* item)
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GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
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ROOM_INFO* room = &g_Level.Rooms[roomNumber];
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if (room->flags & ENV_FLAG_WATER)
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if (TestEnvironment(ENV_FLAG_WATER, room))
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{
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int wh = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, roomNumber);
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SplashSetup.y = wh - 1;
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int waterHeight = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, roomNumber);
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SplashSetup.y = waterHeight - 1;
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SplashSetup.x = item->pos.xPos;
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SplashSetup.z = item->pos.zPos;
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SplashSetup.splashPower = item->fallspeed;
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