#include "framework.h" #include "Objects/Generic/Object/burning_torch.h" #include "Game/Lara/lara_flare.h" #include "Game/Lara/lara_helpers.h" #include "Game/Lara/lara.h" #include "Game/animation.h" #include "Game/items.h" #include "Specific/level.h" #include "Specific/input.h" #include "Sound/sound.h" #include "Objects/Effects/flame_emitters.h" #include "Game/effects/effects.h" #include "Specific/setup.h" #include "Game/collision/collide_room.h" #include "Game/collision/collide_item.h" #include "Game/control/los.h" using namespace TEN::Entities::Effects; namespace TEN::Entities::Generic { void TriggerTorchFlame(char fxObj, char node) { auto* spark = &Sparks[GetFreeSpark()]; spark->on = true; spark->sR = 255; spark->sB = 48; spark->sG = (GetRandomControl() & 0x1F) + 48; spark->dR = (GetRandomControl() & 0x3F) - 64; spark->dB = 32; spark->dG = (GetRandomControl() & 0x3F) + -128; spark->fadeToBlack = 8; spark->colFadeSpeed = (GetRandomControl() & 3) + 12; spark->transType = TransTypeEnum::COLADD; spark->life = spark->sLife = (GetRandomControl() & 7) + 24; spark->x = (GetRandomControl() & 0xF) - 8; spark->y = 0; spark->z = (GetRandomControl() & 0xF) - 8; spark->xVel = (GetRandomControl() & 0xFF) - 128; spark->yVel = -16 - (GetRandomControl() & 0xF); spark->zVel = (GetRandomControl() & 0xFF) - 128; spark->friction = 5; spark->flags = SP_NODEATTACH | SP_EXPDEF | SP_ITEM | SP_ROTATE | SP_DEF | SP_SCALE; spark->rotAng = GetRandomControl() & 0xFFF; if (GetRandomControl() & 1) spark->rotAdd = -16 - (GetRandomControl() & 0xF); else spark->rotAdd = (GetRandomControl() & 0xF) + 16; spark->gravity = -16 - (GetRandomControl() & 0x1F); spark->nodeNumber = node; spark->maxYvel = -16 - (GetRandomControl() & 7); spark->fxObj = fxObj; spark->scalar = 1; spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 80; spark->dSize = spark->size / 8; } void DoFlameTorch() { switch (Lara.LeftArm.Locked) { case 0: if (Lara.Control.Weapon.RequestGunType != Lara.Control.Weapon.GunType) { Lara.LeftArm.Locked = true; Lara.LeftArm.FrameNumber = 31; Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 2; break; } if (TrInput & IN_DRAW && !LaraItem->VerticalVelocity && !LaraItem->Airborne && LaraItem->ActiveState != LS_JUMP_PREPARE && LaraItem->ActiveState != LS_JUMP_UP && LaraItem->ActiveState != LS_JUMP_FORWARD && LaraItem->ActiveState != LS_JUMP_BACK && LaraItem->ActiveState != LS_JUMP_LEFT && LaraItem->ActiveState != LS_JUMP_RIGHT || Lara.Control.WaterStatus == WaterStatus::Underwater) { Lara.LeftArm.Locked = true; Lara.LeftArm.FrameNumber = 1; Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 1; if (Lara.Control.WaterStatus == WaterStatus::Underwater) Lara.LitTorch = false; } break; case 1: if (Lara.LeftArm.FrameNumber < 12 && LaraItem->Airborne) { Lara.LeftArm.Locked = false; Lara.LeftArm.FrameNumber = 0; Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex; } else { Lara.LeftArm.FrameNumber++; if (Lara.LeftArm.FrameNumber == 27) { Lara.LitTorch = false; Lara.Flare.ControlLeft = false; Lara.LeftArm.Locked = false; Lara.Control.Weapon.GunType = Lara.Control.Weapon.LastGunType; Lara.Control.Weapon.RequestGunType = WEAPON_NONE; Lara.Control.HandStatus = HandStatus::Free; } else if (Lara.LeftArm.FrameNumber == 12) { Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND; CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, true); } } break; case 2: Lara.LeftArm.FrameNumber++; if (Lara.LeftArm.FrameNumber == 41) { Lara.LitTorch = false; Lara.Flare.ControlLeft = false; Lara.LeftArm.Locked = false; Lara.Control.Weapon.LastGunType = WEAPON_NONE; Lara.Control.Weapon.GunType = WEAPON_NONE; Lara.Control.HandStatus = HandStatus::Free; } else if (Lara.LeftArm.FrameNumber == 36) { Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND; CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, false); } break; case 3: if (LaraItem->ActiveState != LS_MISC_CONTROL) { Lara.LeftArm.Locked = false; Lara.LeftArm.FrameNumber = 0; Lara.Flare.ControlLeft = true; Lara.LitTorch = LaraItem->ItemFlags[3] & 1; Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex; } break; default: break; } if (Lara.Flare.ControlLeft) Lara.Control.HandStatus = HandStatus::WeaponReady; Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr; if (Lara.LitTorch) { PHD_VECTOR pos = { -32, 64, 256 }; GetLaraJointPosition(&pos, LM_LHAND); TriggerDynamicLight(pos.x, pos.y, pos.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0); if (!(Wibble & 7)) TriggerTorchFlame(LaraItem - g_Level.Items.data(), 0); SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0); } } void GetFlameTorch() { if (Lara.Control.Weapon.GunType == WEAPON_FLARE) CreateFlare(LaraItem, ID_FLARE_ITEM, false); Lara.Control.Weapon.RequestGunType = WEAPON_TORCH; Lara.Control.Weapon.GunType = WEAPON_TORCH; Lara.Flare.ControlLeft = true; Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex; Lara.Control.HandStatus = HandStatus::WeaponReady; Lara.LeftArm.Locked = false; Lara.LeftArm.FrameNumber = 0; Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr; Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_TORCH_ANIM].meshIndex + LM_LHAND; } void TorchControl(short itemNumber) { auto* item = &g_Level.Items[itemNumber]; int oldX = item->Position.xPos; int oldY = item->Position.yPos; int oldZ = item->Position.zPos; if (item->VerticalVelocity) item->Position.zRot += ANGLE(5); else if (!item->Velocity) { item->Position.xRot = 0; item->Position.zRot = 0; } int xv = item->Velocity * phd_sin(item->Position.yRot); int zv = item->Velocity * phd_cos(item->Position.yRot); item->Position.xPos += xv; item->Position.zPos += zv; if (g_Level.Rooms[item->RoomNumber].flags & ENV_FLAG_WATER) { item->VerticalVelocity += (5 - item->VerticalVelocity) / 2; item->Velocity += (5 - item->Velocity) / 2; if (item->ItemFlags[3] != 0) item->ItemFlags[3] = 0; } else { item->VerticalVelocity += 6; } item->Position.yPos += item->VerticalVelocity; DoProjectileDynamics(itemNumber, oldX, oldY, oldZ, xv, item->VerticalVelocity, zv); if (GetCollidedObjects(item, 0, true, CollidedItems, CollidedMeshes, 0)) { LaraCollision.Setup.EnableObjectPush = true; if (CollidedItems) { if (!Objects[CollidedItems[0]->ObjectNumber].intelligent && CollidedItems[0]->ObjectNumber != ID_LARA) ObjectCollision(CollidedItems[0] - g_Level.Items.data(), item, &LaraCollision); } else { ItemPushStatic(item, CollidedMeshes[0], &LaraCollision); } item->Velocity >>= 1; } if (item->ItemFlags[3]) { TriggerDynamicLight(item->Position.xPos, item->Position.yPos, item->Position.zPos, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0); if (!(Wibble & 7)) TriggerTorchFlame(itemNumber, 1); SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0); } } void LaraTorch(PHD_VECTOR* src, PHD_VECTOR* target, int rot, int color) { GAME_VECTOR pos1; pos1.x = src->x; pos1.y = src->y; pos1.z = src->z; pos1.roomNumber = LaraItem->RoomNumber; GAME_VECTOR pos2; pos2.x = target->x; pos2.y = target->y; pos2.z = target->z; TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 12, color, color, color >> 1); if (!LOS(&pos1, &pos2)) { int l = sqrt(pow(pos1.x - pos2.x, 2) + pow(pos1.y - pos2.y, 2) + pow(pos1.z - pos2.z, 2)) * CLICK(1); if (l + 8 > 31) l = 31; if (color - l >= 0) TriggerDynamicLight(pos2.x, pos2.y, pos2.z, l + 8, color - l, color - l, (color - l) * 2); } } void FireCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll) { auto* laraInfo = GetLaraInfo(laraItem); auto* torchItem = &g_Level.Items[itemNumber]; if ( !(TrInput & IN_ACTION) || laraItem->ActiveState != LS_IDLE || laraItem->AnimNumber != LA_STAND_IDLE || laraItem->Airborne || laraInfo->Control.Weapon.GunType != WEAPON_TORCH || laraInfo->Control.HandStatus != HandStatus::WeaponReady || laraInfo->LeftArm.Locked || laraInfo->LitTorch == (torchItem->Status == ITEM_ACTIVE) || torchItem->Timer == -1) { if (torchItem->ObjectNumber == ID_BURNING_ROOTS) ObjectCollision(itemNumber, laraItem, coll); } else { short rot = torchItem->Position.yRot; switch (torchItem->ObjectNumber) { case ID_FLAME_EMITTER: FireBounds.boundingBox.X1 = -256; FireBounds.boundingBox.X2 = 256; FireBounds.boundingBox.Y1 = 0; FireBounds.boundingBox.Y2 = 1024; FireBounds.boundingBox.Z1 = -800; FireBounds.boundingBox.Z2 = 800; break; case ID_FLAME_EMITTER2: FireBounds.boundingBox.X1 = -256; FireBounds.boundingBox.X2 = 256; FireBounds.boundingBox.Y1 = 0; FireBounds.boundingBox.Y2 = 1024; FireBounds.boundingBox.Z1 = -600; FireBounds.boundingBox.Z2 = 600; break; case ID_BURNING_ROOTS: FireBounds.boundingBox.X1 = -384; FireBounds.boundingBox.X2 = 384; FireBounds.boundingBox.Y1 = 0; FireBounds.boundingBox.Y2 = 2048; FireBounds.boundingBox.Z1 = -384; FireBounds.boundingBox.Z2 = 384; break; } torchItem->Position.yRot = laraItem->Position.yRot; if (TestLaraPosition(&FireBounds, torchItem, laraItem)) { if (torchItem->ObjectNumber == ID_BURNING_ROOTS) laraItem->AnimNumber = LA_TORCH_LIGHT_5; else { int dy = abs(laraItem->Position.yPos - torchItem->Position.yPos); laraItem->ItemFlags[3] = 1; laraItem->AnimNumber = (dy >> 8) + LA_TORCH_LIGHT_1; } laraItem->ActiveState = LS_MISC_CONTROL; laraItem->FrameNumber = g_Level.Anims[laraItem->AnimNumber].frameBase; laraInfo->Flare.ControlLeft = false; laraInfo->LeftArm.Locked = true; laraInfo->InteractedItem = itemNumber; } torchItem->Position.yRot = rot; } if (laraItem->ActiveState == LS_MISC_CONTROL && laraInfo->InteractedItem == itemNumber && torchItem->Status != ITEM_ACTIVE) { if (laraItem->AnimNumber >= LA_TORCH_LIGHT_1 && laraItem->AnimNumber <= LA_TORCH_LIGHT_5) { if (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase == 40) { TestTriggers(torchItem, true, torchItem->Flags & IFLAG_ACTIVATION_MASK); torchItem->Flags |= 0x3E00; torchItem->ItemFlags[3] = 0; torchItem->Status = ITEM_ACTIVE; AddActiveItem(itemNumber); } } } } }