TR5 Moving Laser (#1598)

* First

* First

* Finished

* Update CHANGELOG.md

* Change default speed to 10

* SimplifyLogic

* Revert "SimplifyLogic"

This reverts commit be0aeefaa4.

* Reapply "SimplifyLogic"

This reverts commit c7b8e1442e.

* Add moving sound.

* Add acceleration

* Update tr5_movinglaser.cpp

* Fix merge

---------

Co-authored-by: Lwmte <3331699+Lwmte@users.noreply.github.com>
This commit is contained in:
TrainWrack 2025-03-09 00:08:06 -05:00 committed by GitHub
parent e0b50439b3
commit 9b119d03a2
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7 changed files with 163 additions and 3 deletions

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@ -27,9 +27,11 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
- You must update your Lara object: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Lara/TEN_Lara.wad2
* Added a particle based waterfall emitter object and associated sprite slots.
- You must use this version: https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Interactables/TEN_Waterfall_Emitter.wad2
* Added TR4 statue plinth.
* Added TR1 hammer.
* Added TR1 Hammer.
- You must use this version: <insert address here>
* Added TR3 Moving Laser.
- You must use this version: <insert address here>
* Added TR4 Statue Plinth.
### Lua API changes

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@ -0,0 +1,134 @@
#include "framework.h"
#include "Objects/TR5/Trap/tr5_movinglaser.h"
#include "Game/animation.h"
#include "Game/collision/collide_item.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/Point.h"
#include "Game/collision/Sphere.h"
#include "Game/control/control.h"
#include "Game/effects/effects.h"
#include "Game/effects/light.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Sound/sound.h"
#include "Math/Utils.h"
#include "Specific/level.h"
using namespace TEN::Collision::Sphere;
namespace TEN::Entities::Traps
{
enum MovingLaserFlags
{
Speed,
PauseCounter,
Direction,
DistanceTravelled,
SpeedCalc
};
constexpr auto MOVING_LASER_DAMAGE = 100;
constexpr int PAUSE_FRAMES = 30;
constexpr float MAX_SPEED_THRESHOLD = 0.9f;
constexpr float MIN_SPEED = 1.0f;
constexpr float ACCELERATION = 1.0f;
void InitializeMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
item.ItemFlags[MovingLaserFlags::Direction] = 1;
item.ItemFlags[MovingLaserFlags::Speed] = 10;
item.Pose.Translate(item.Pose.Orientation, -CLICK(1)); // Offset by one click to make it dangerous at the edges of the block.
}
void ControlMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
if (!TriggerActive(&item))
return;
float moveDistance = (BLOCK(1) * item.TriggerFlags) + CLICK(2); // Use OCB to calculate the distance and add 2 clicks.
float distancePerFrame = ((float)(CLICK(1)) * item.ItemFlags[MovingLaserFlags::Speed]) / FPS; // Calculate distance per frame
item.Animation.ActiveState = 0;
SpawnDynamicLight(item.Pose.Position.x, item.Pose.Position.y - 64, item.Pose.Position.z, (Random::GenerateInt() % 2) + 8, (Random::GenerateInt() % 4) + 24, Random::GenerateInt() % 4, Random::GenerateInt() % 2);
item.MeshBits = -1 - (GetRandomControl() & 0x14); // To make lasers flicker
if (item.TriggerFlags == 0)
{
AnimateItem(&item);
return;
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] > 0)
{
item.ItemFlags[MovingLaserFlags::PauseCounter]--;
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
item.ItemFlags[MovingLaserFlags::Direction] *= -1;
item.ItemFlags[MovingLaserFlags::DistanceTravelled] = 0;
}
AnimateItem(&item);
return;
}
item.Pose.Translate(item.Pose.Orientation, (item.ItemFlags[MovingLaserFlags::Direction] * item.ItemFlags[MovingLaserFlags::SpeedCalc]));
item.ItemFlags[MovingLaserFlags::DistanceTravelled] += item.ItemFlags[MovingLaserFlags::SpeedCalc];
if (item.ItemFlags[DistanceTravelled] < (moveDistance -BLOCK(0.5f)))
item.ItemFlags[SpeedCalc] = std::min(distancePerFrame, item.ItemFlags[MovingLaserFlags::SpeedCalc] + ACCELERATION);
else
item.ItemFlags[SpeedCalc] = std::max(MIN_SPEED, item.ItemFlags[MovingLaserFlags::SpeedCalc] - ACCELERATION);
if (item.ItemFlags[MovingLaserFlags::DistanceTravelled] >= moveDistance)
{
item.ItemFlags[MovingLaserFlags::PauseCounter] = PAUSE_FRAMES;
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
SoundEffect(SFX_TR5_MOVING_LASER_LOOP, &item.Pose, SoundEnvironment::Always);
}
// Update room if necessary.
short new_room = item.RoomNumber;
GetPointCollision(item).GetRoomNumber();
if (new_room != item.RoomNumber)
ItemNewRoom(itemNumber, new_room);
AnimateItem(&item);
}
void CollideMovingLaser(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll)
{
auto& item = g_Level.Items[itemNumber];
// Collide with objects.
if (item.Status == ITEM_ACTIVE)
{
if (!TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
return;
HandleItemSphereCollision(item, *playerItem);
}
else if (item.Status != ITEM_INVISIBLE)
{
ObjectCollision(itemNumber, playerItem, coll);
}
// Damage entity.
if (TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
{
DoDamage(playerItem, MOVING_LASER_DAMAGE);
DoLotsOfBlood(playerItem->Pose.Position.x, playerItem->Pose.Position.y + CLICK(3), playerItem->Pose.Position.z, 4, playerItem->Pose.Orientation.y, playerItem->RoomNumber, 3);
playerItem->TouchBits.ClearAll();
}
}
}

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@ -0,0 +1,11 @@
#pragma once
struct CollisionInfo;
struct ItemInfo;
namespace TEN::Entities::Traps
{
void InitializeMovingLaser(short itemNumber);
void ControlMovingLaser(short itemNumber);
void CollideMovingLaser(short itemNumber, ItemInfo* item, CollisionInfo* coll);
}

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@ -65,6 +65,7 @@
#include "Objects/TR5/Trap/tr5_ventilator.h"
#include "Objects/TR5/Trap/tr5_romehammer.h"
#include "Objects/TR5/Trap/tr5_fallingceiling.h"
#include "Objects/TR5/Trap/tr5_movinglaser.h"
#include "Objects/TR5/Trap/tr5_explosion.h"
#include "Objects/TR5/Trap/tr5_wreckingball.h"
@ -963,6 +964,15 @@ static void StartTrap(ObjectInfo *obj)
obj->drawRoutine = nullptr;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_MOVING_LASER];
if (obj->loaded)
{
obj->Initialize = InitializeMovingLaser;
obj->control = ControlMovingLaser;
obj->collision = CollideMovingLaser;
obj->SetHitEffect(true);
}
}
static void StartSwitch(ObjectInfo *obj)

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@ -373,6 +373,7 @@ enum GAME_OBJECT_ID : short
ID_ELECTRIC_BALL_IMPACT_POINT,
ID_HAMMER_HANDLE,
ID_HAMMER_HEAD,
ID_MOVING_LASER,
ID_PUZZLE_ITEM1 = 500,
ID_PUZZLE_ITEM2,

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@ -1163,7 +1163,7 @@ enum SOUND_EFFECTS
SFX_TR1_SLAMDOOR_CLOSE = 1144,
SFX_TR2_DRAGON_FALL = 1145,
SFX_TR2_MARCO_BARTOLLI_TRANSFORM = 1146,
SFX_TR5_MOVING_LASER_LOOP = 1147,
// TombEngine sounds
SFX_TEN_CUSTOM_FOOTSTEPS_1 = 1150,

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@ -786,6 +786,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
<ClInclude Include="Objects\TR5\Switch\tr5_raisingcog.h" />
<ClInclude Include="Objects\TR5\Trap\LaserBarrier.h" />
<ClInclude Include="Objects\TR5\Trap\LaserBeam.h" />
<ClInclude Include="Objects\TR5\Trap\tr5_movinglaser.h" />
<ClInclude Include="Objects\TR5\Trap\tr5_explosion.h" />
<ClInclude Include="Objects\TR5\Trap\tr5_fallingceiling.h" />
<ClInclude Include="Objects\TR5\Trap\tr5_romehammer.h" />
@ -1311,6 +1312,7 @@ if not exist "%ScriptsDir%\Strings.lua" xcopy /Y "$(SolutionDir)Scripts\Strings.
<ClCompile Include="Objects\TR5\tr5_objects.cpp" />
<ClCompile Include="Objects\TR5\Trap\LaserBarrier.cpp" />
<ClCompile Include="Objects\TR5\Trap\LaserBeam.cpp" />
<ClCompile Include="Objects\TR5\Trap\tr5_movinglaser.cpp" />
<ClCompile Include="Objects\TR5\Trap\tr5_explosion.cpp" />
<ClCompile Include="Objects\TR5\Trap\tr5_fallingceiling.cpp" />
<ClCompile Include="Objects\TR5\Trap\tr5_romehammer.cpp" />