Minor refactors to moving laser

This commit is contained in:
Sezz 2025-03-19 16:20:26 +11:00
parent b07ee8eed7
commit e0927a9415

View file

@ -12,99 +12,111 @@
#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 auto MOVING_LASER_VELOCITY_MIN = 1.0f;
constexpr auto MOVING_LASER_ACCEL = 1.0f;
constexpr auto MOVING_LASER_PAUSE_FRAME_COUNT = 30;
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;
enum class MovingLaserProperty
{
Velocity,
PauseTimer,
DirectionSign,
DistanceTraveled,
VelocityCalc
};
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.
item.ItemFlags[(int)MovingLaserProperty::DirectionSign] = 1;
item.ItemFlags[(int)MovingLaserProperty::Velocity] = 10;
// Offset by 1/4 block to make it dangerous at sector edges.
item.Pose.Translate(item.Pose.Orientation, -BLOCK(0.25f));
}
void ControlMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
void ControlMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
if (!TriggerActive(&item))
return;
if (!TriggerActive(&item))
return;
float moveDistance = (BLOCK(1) * item.TriggerFlags) + CLICK(2); // Use OCB to calculate the distance and add 2 clicks.
// Calculate distances.
float moveDist = BLOCK(item.TriggerFlags) + BLOCK(0.5f);
float distPerFrame = (BLOCK(item.ItemFlags[(int)MovingLaserProperty::Velocity]) * 0.25f) / (float)FPS;
float distancePerFrame = ((float)(CLICK(1)) * item.ItemFlags[MovingLaserFlags::Speed]) / FPS; // Calculate distance per frame
item.Animation.ActiveState = 0;
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
// TODO: Use SpawnDynamicPointLight().
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);
/*auto lightPos = item.Pose.Position.ToVector3() + Vector3(0.0f, -64, 0.0f);
auto lightColor = Color(Random::GenerateFloat(0.1f, 0.2f), Random::GenerateFloat(0.0f, 0.01f), Random::GenerateFloat(Random::GenerateFloat(0.0f, 0.01f)));
float lightFalloff = ??
SpawnDynamicPointLight(lightPos, lightPos, lightFalloff);*/
if (item.TriggerFlags == 0)
{
AnimateItem(&item);
return;
}
// TODO: Demagic.
// Used for flicker.
item.MeshBits = -1 - (GetRandomControl() & 20);
if (item.ItemFlags[MovingLaserFlags::PauseCounter] > 0)
{
item.ItemFlags[MovingLaserFlags::PauseCounter]--;
if (item.TriggerFlags == 0)
{
AnimateItem(&item);
return;
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
item.ItemFlags[MovingLaserFlags::Direction] *= -1;
item.ItemFlags[MovingLaserFlags::DistanceTravelled] = 0;
}
if (item.ItemFlags[(int)MovingLaserProperty::PauseTimer] > 0)
{
item.ItemFlags[(int)MovingLaserProperty::PauseTimer]--;
if (item.ItemFlags[(int)MovingLaserProperty::PauseTimer] == 0)
{
item.ItemFlags[(int)MovingLaserProperty::DirectionSign] *= -1;
item.ItemFlags[(int)MovingLaserProperty::DistanceTraveled] = 0;
}
AnimateItem(&item);
return;
}
AnimateItem(&item);
return;
}
item.Pose.Translate(item.Pose.Orientation, (item.ItemFlags[MovingLaserFlags::Direction] * item.ItemFlags[MovingLaserFlags::SpeedCalc]));
item.Pose.Translate(item.Pose.Orientation, (item.ItemFlags[(int)MovingLaserProperty::DirectionSign] * item.ItemFlags[(int)MovingLaserProperty::VelocityCalc]));
item.ItemFlags[MovingLaserFlags::DistanceTravelled] += item.ItemFlags[MovingLaserFlags::SpeedCalc];
item.ItemFlags[(int)MovingLaserProperty::DistanceTraveled] += item.ItemFlags[(int)MovingLaserProperty::VelocityCalc];
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[(int)MovingLaserProperty::DistanceTraveled] < (moveDist - BLOCK(0.5f)))
{
item.ItemFlags[(int)MovingLaserProperty::VelocityCalc] = std::min(distPerFrame, item.ItemFlags[(int)MovingLaserProperty::VelocityCalc] + MOVING_LASER_ACCEL);
}
else
{
item.ItemFlags[(int)MovingLaserProperty::VelocityCalc] = std::max(MOVING_LASER_VELOCITY_MIN, item.ItemFlags[(int)MovingLaserProperty::VelocityCalc] - MOVING_LASER_ACCEL);
}
if (item.ItemFlags[(int)MovingLaserProperty::DistanceTraveled] >= moveDist)
{
item.ItemFlags[(int)MovingLaserProperty::PauseTimer] = MOVING_LASER_PAUSE_FRAME_COUNT;
}
if (item.ItemFlags[MovingLaserFlags::DistanceTravelled] >= moveDistance)
{
item.ItemFlags[MovingLaserFlags::PauseCounter] = PAUSE_FRAMES;
}
if (item.ItemFlags[(int)MovingLaserProperty::PauseTimer] == 0)
{
SoundEffect(SFX_TR5_MOVING_LASER_LOOP, &item.Pose, SoundEnvironment::Always);
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
SoundEffect(SFX_TR5_MOVING_LASER_LOOP, &item.Pose, SoundEnvironment::Always);
}
// Update room if necessary.
int roomNumber = GetPointCollision(item).GetRoomNumber();
if (roomNumber != item.RoomNumber)
ItemNewRoom(itemNumber, roomNumber);
// Update room if necessary.
short new_room = item.RoomNumber;
GetPointCollision(item).GetRoomNumber();
if (new_room != item.RoomNumber)
ItemNewRoom(itemNumber, new_room);
AnimateItem(&item);
}
AnimateItem(&item);
}
void CollideMovingLaser(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll)
{
@ -123,7 +135,7 @@ namespace TEN::Entities::Traps
ObjectCollision(itemNumber, playerItem, coll);
}
// Damage entity.
// Damage player.
if (TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
{
DoDamage(playerItem, MOVING_LASER_DAMAGE);