#include "framework.h" #include #include "collide.h" #include "control.h" #include "pickup.h" #include "camera.h" #include "Lara.h" #include "effects/hair.h" #include "effects/flmtorch.h" #include "items.h" #include "flipeffect.h" #include "draw.h" #ifdef NEW_INV #include "newinv2.h" #else #include "inventory.h" #endif #include "lot.h" #include "health.h" #include "savegame.h" #include "Sound/sound.h" #include "spotcam.h" #include "box.h" #include "sphere.h" #include "level.h" #include "input.h" #include "winmain.h" #include "setup.h" #include "effects/effects.h" #include "effects/tomb4fx.h" #include "effects/debris.h" #include "effects/footprint.h" #include "effects/smoke.h" #include "effects/spark.h" #include "effects/explosion.h" #include "effects/drip.h" #include "effects/weather.h" #include "tr5_rats_emitter.h" #include "tr5_bats_emitter.h" #include "tr5_spider_emitter.h" #include "tr4_locusts.h" #include "tr4_littlebeetle.h" #include "particle/SimpleParticle.h" #include "Specific/prng.h" #include "control/flipmap.h" #include "Lara/lara_one_gun.h" #include "generic_switch.h" using std::vector; using std::unordered_map; using std::string; using namespace TEN::Effects::Footprints; using namespace TEN::Effects::Explosion; using namespace TEN::Effects::Spark; using namespace TEN::Effects::Smoke; using namespace TEN::Effects::Environment; using namespace TEN::Effects; using namespace TEN::Entities::Switches; using namespace TEN::Renderer; using namespace TEN::Math::Random; using namespace TEN::Floordata; int GameTimer = 0; int RumbleTimer = 0; int InGameCounter = 0; short GlobalCounter = 0; int Wibble = 0; bool InitialiseGame; bool DoTheGame; bool JustLoaded; bool ThreadEnded; int RequiredStartPos; int CurrentLevel; int LevelComplete; bool InItemControlLoop; short ItemNewRoomNo; short ItemNewRooms[512]; short NextItemActive; short NextItemFree; short NextFxActive; short NextFxFree; bool DisableLaraControl = false; bool OldLaraBusy; int WeatherType; int LaraDrawType; int WeaponDelay; int WeaponEnemyTimer; #ifndef NEW_INV int LastInventoryItem; extern Inventory g_Inventory; #endif short IsRoomOutsideNo; std::vector OutsideRoomTable[OUTSIDE_SIZE][OUTSIDE_SIZE]; extern GameFlow *g_GameFlow; extern GameScript *g_GameScript; // This might not be the exact amount of time that has passed, but giving it a // value of 1/30 keeps it in lock-step with the rest of the game logic, // which assumes 30 iterations per second. static constexpr float deltaTime = 1.0f / 30.0f; GAME_STATUS ControlPhase(int numFrames, int demoMode) { short oldLaraFrame; GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel); RegeneratePickups(); if (numFrames > 10) numFrames = 10; if (TrackCameraInit) UseSpotCam = false; SetDebounce = true; g_GameScript->ProcessDisplayStrings(deltaTime); static int FramesCount = 0; for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2) { GlobalCounter++; // This might not be the exact amount of time that has passed, but giving it a // value of 1/30 keeps it in lock-step with the rest of the game logic, // which assumes 30 iterations per second. g_GameScript->OnControlPhase(deltaTime); // Poll the keyboard and update input variables if (CurrentLevel != 0) { if (S_UpdateInput() == -1) return GAME_STATUS_NONE; } // Has Lara control been disabled? if (DisableLaraControl || CurrentLevel == 0) { if (CurrentLevel != 0) DbInput = 0; TrInput &= IN_LOOK; } // Does the player want to enter inventory? SetDebounce = false; #ifdef NEW_INV if (CurrentLevel != 0 && !g_Renderer.isFading()) { if (TrInput & IN_PAUSE && GLOBAL_invMode != IM_PAUSE && LaraItem->hitPoints > 0) { SOUND_Stop(); g_Renderer.DumpGameScene(); GLOBAL_invMode = IM_PAUSE; pause_menu_to_display = pause_main_menu; pause_selected_option = 1; } else if ((DbInput & IN_DESELECT || GLOBAL_enterinventory != NO_ITEM) && LaraItem->hitPoints > 0) { // Stop all sounds SOUND_Stop(); if (S_CallInventory2()) return GAME_STATUS_LOAD_GAME; } } while (GLOBAL_invMode == IM_PAUSE) { DrawInv(); g_Renderer.SyncRenderer(); int z = DoPauseMenu(); if (z == INV_RESULT_EXIT_TO_TILE) return GAME_STATUS_EXIT_TO_TITLE; } #else if (CurrentLevel != 0 && !g_Renderer.isFading()) { if ((DbInput & IN_DESELECT || g_Inventory.GetEnterObject() != NO_ITEM) && LaraItem->hitPoints > 0) { // Stop all sounds SOUND_Stop(); int inventoryResult = g_Inventory.DoInventory(); switch (inventoryResult) { case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_TO_TILE: return GAME_STATUS_EXIT_TO_TITLE; } } } #endif // Has level been completed? if (CurrentLevel != 0 && LevelComplete) return GAME_STATUS_LEVEL_COMPLETED; int oldInput = TrInput; // Is Lara dead? if (CurrentLevel != 0 && (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput)) { #ifdef NEW_INV return GAME_STATUS_EXIT_TO_TITLE;//maybe do game over menu like some PSX versions have?? #else int inventoryResult = g_Inventory.DoInventory(); switch (inventoryResult) { case INV_RESULT_NEW_GAME: return GAME_STATUS_NEW_GAME; case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_TO_TILE: return GAME_STATUS_EXIT_TO_TITLE; } #endif } if (demoMode && TrInput == -1) { oldInput = 0; TrInput = 0; } if (CurrentLevel == 0) TrInput = 0; // Handle lasersight and binocular if (CurrentLevel != 0) { if (!(TrInput & IN_LOOK) || SniperCameraActive || UseSpotCam || TrackCameraInit || ((LaraItem->currentAnimState != LS_STOP || LaraItem->animNumber != LA_STAND_IDLE) && (!Lara.isDucked || TrInput & IN_DUCK || LaraItem->animNumber != LA_CROUCH_IDLE || LaraItem->goalAnimState != LS_CROUCH_IDLE))) { if (BinocularRange == 0) { if (SniperCameraActive || UseSpotCam || TrackCameraInit) TrInput &= ~IN_LOOK; } else { // If any input but optic controls (directions + action), immediately exit binoculars mode. if (TrInput != IN_NONE && ((TrInput & ~IN_OPTIC_CONTROLS) != IN_NONE)) BinocularRange = 0; if (LaserSight) { BinocularRange = 0; LaserSight = false; AlterFOV(ANGLE(80)); LaraItem->meshBits = 0xFFFFFFFF; Lara.busy = false; Camera.type = BinocularOldCamera; Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Camera.bounce = 0; BinocularOn = -8; TrInput &= ~IN_LOOK; } else { TrInput |= IN_LOOK; DbInput = 0; } } } else if (BinocularRange == 0) { if (Lara.gunStatus == LG_READY && ((Lara.gunType == WEAPON_REVOLVER && Lara.Weapons[WEAPON_REVOLVER].HasLasersight) || (Lara.gunType == WEAPON_HK) || (Lara.gunType == WEAPON_CROSSBOW && Lara.Weapons[WEAPON_CROSSBOW].HasLasersight))) { BinocularRange = 128; BinocularOldCamera = Camera.oldType; Lara.busy = true; LaserSight = true; } } } GotLaraSpheres = false; // Update all items InItemControlLoop = true; short itemNum = NextItemActive; while (itemNum != NO_ITEM) { ITEM_INFO *item = &g_Level.Items[itemNum]; short nextItem = item->nextActive; if (item->afterDeath <= 128) { if (Objects[item->objectNumber].control) Objects[item->objectNumber].control(itemNum); if (item->afterDeath < 128 && item->afterDeath > 0 && !(Wibble & 3)) item->afterDeath++; if (item->afterDeath == 128) KillItem(itemNum); } else { KillItem(itemNum); } itemNum = nextItem; } InItemControlLoop = false; KillMoveItems(); // Update all effects InItemControlLoop = true; short fxNum = NextFxActive; while (fxNum != NO_ITEM) { short nextFx = EffectList[fxNum].nextActive; FX_INFO *fx = &EffectList[fxNum]; if (Objects[fx->objectNumber].control) Objects[fx->objectNumber].control(fxNum); fxNum = nextFx; } InItemControlLoop = false; KillMoveEffects(); // Update some effect timers if (SmokeCountL) SmokeCountL--; if (SmokeCountR) SmokeCountR--; if (SplashCount) SplashCount--; if (WeaponDelay) WeaponDelay--; if (WeaponEnemyTimer) WeaponEnemyTimer--; if (CurrentLevel != 0) { if (Lara.hasFired) { AlertNearbyGuards(LaraItem); Lara.hasFired = false; } // Is Lara poisoned? if (Lara.poisoned) { if (Lara.poisoned > 4096) Lara.poisoned = 4096; if (Lara.poisoned >= 256 && !(Wibble & 0xFF)) { LaraItem->hitPoints -= Lara.poisoned >> 8; } } // Control Lara InItemControlLoop = true; // Lara.skelebob = NULL; LaraControl(Lara.itemNumber); InItemControlLoop = false; KillMoveItems(); g_Renderer.updateLaraAnimations(true); #ifdef NEW_INV if (GLOBAL_inventoryitemchosen != -1) { SayNo(); GLOBAL_inventoryitemchosen = -1; } #endif // Update Lara's ponytails HairControl(0, 0, 0); if (level->LaraType == LARA_TYPE::YOUNG) HairControl(0, 1, 0); } if (UseSpotCam) { // Draw flyby cameras //if (CurrentLevel != 0) // g_Renderer->EnableCinematicBars(true); CalculateSpotCameras(); } else { // Do the standard camera //g_Renderer->EnableCinematicBars(false); TrackCameraInit = false; CalculateCamera(); } //WTF: what is this? It's used everywhere so it has to stay Wibble = (Wibble + 4) & 0xFC; // Update special effects TriggerLaraDrips(); if (SmashedMeshCount) { do { SmashedMeshCount--; FLOOR_INFO *floor = GetFloor( SmashedMesh[SmashedMeshCount]->pos.xPos, SmashedMesh[SmashedMeshCount]->pos.yPos, SmashedMesh[SmashedMeshCount]->pos.zPos, &SmashedMeshRoom[SmashedMeshCount]); TestTriggers(SmashedMesh[SmashedMeshCount]->pos.xPos, SmashedMesh[SmashedMeshCount]->pos.yPos, SmashedMesh[SmashedMeshCount]->pos.zPos, SmashedMeshRoom[SmashedMeshCount], true); floor->Stopper = false; SmashedMesh[SmashedMeshCount] = 0; } while (SmashedMeshCount != 0); } // Update weather Weather.Update(); // Update special FX UpdateSparks(); UpdateFireSparks(); UpdateSmoke(); UpdateBlood(); UpdateBubbles(); UpdateDebris(); UpdateGunShells(); UpdateFootprints(); UpdateSplashes(); UpdateEnergyArcs(); UpdateLightning(); UpdateDrips(); UpdateRats(); UpdateBats(); UpdateSpiders(); UpdateSparkParticles(); UpdateSmokeParticles(); updateSimpleParticles(); TEN::Effects::Drip::UpdateDrips(); UpdateExplosionParticles(); UpdateShockwaves(); TEN::Entities::TR4::UpdateScarabs(); TEN::Entities::TR4::UpdateLocusts(); //Legacy_UpdateLightning(); AnimateWaterfalls(); // Rumble screen (like in submarine level of TRC) if (level->Rumble) RumbleScreen(); PlaySoundSources(); DoFlipEffect(FlipEffect); // Clear savegame loaded flag JustLoaded = false; // Update timers HealthBarTimer--; GameTimer++; } return GAME_STATUS_NONE; } unsigned CALLBACK GameMain(void *) { try { printf("GameMain\n"); TIME_Init(); if (g_GameFlow->IntroImagePath.empty()) { throw TENScriptException("Intro image path is not set."); } // Do a fixed time title image g_Renderer.renderTitleImage(); // Execute the LUA gameflow and play the game g_GameFlow->DoGameflow(); DoTheGame = false; // Finish the thread PostMessage(WindowsHandle, WM_CLOSE, NULL, NULL); EndThread(); } catch (TENScriptException const& e) { std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what(); TENLog(msg, LogLevel::Error, LogConfig::All); throw; } return true; } GAME_STATUS DoTitle(int index) { //DB_Log(2, "DoTitle - DLL"); printf("DoTitle\n"); // Reset all the globals for the game which needs this ResetGlobals(); // Load the level S_LoadLevelFile(index); int inventoryResult; if (g_GameFlow->TitleType == TITLE_TYPE::FLYBY) { // Initialise items, effects, lots, camera InitialiseFXArray(true); InitialisePickupDisplay(); InitialiseCamera(); SOUND_Stop(); // Run the level script GameScriptLevel* level = g_GameFlow->Levels[index]; std::string err; if (!level->ScriptFileName.empty()) { g_GameScript->ExecuteScript(level->ScriptFileName); g_GameScript->InitCallbacks(); g_GameScript->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags) { g_Renderer.drawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags); }); } RequiredStartPos = false; if (InitialiseGame) { GameTimer = 0; RequiredStartPos = false; InitialiseGame = false; } Savegame.Level.Timer = 0; if (CurrentLevel == 1) Savegame.TLCount = 0; #ifndef NEW_INV LastInventoryItem = -1; #endif // Initialise flyby cameras InitSpotCamSequences(); InitialiseSpotCam(2); CurrentLoopedSoundTrack = "083_horus"; UseSpotCam = true; // Play background music //CurrentLoopedSoundTrack = ambient; S_CDPlay(CurrentLoopedSoundTrack, 1); // Initialise ponytails InitialiseHair(); g_GameScript->OnStart(); ControlPhase(2, 0); #ifdef NEW_INV int status = 0, frames; while (!status) { g_Renderer.renderTitle(); SetDebounce = true; S_UpdateInput(); SetDebounce = false; status = TitleOptions(); if (status) break; Camera.numberFrames = g_Renderer.SyncRenderer(); frames = Camera.numberFrames; ControlPhase(frames, 0); } inventoryResult = status; #else inventoryResult = g_Inventory.DoTitleInventory(); #endif } else { #ifdef NEW_INV inventoryResult = TitleOptions(); #else inventoryResult = g_Inventory.DoTitleInventory(); #endif } UseSpotCam = false; S_CDStop(); g_GameScript->OnEnd(); g_GameScript->FreeLevelScripts(); switch (inventoryResult) { case INV_RESULT_NEW_GAME: return GAME_STATUS_NEW_GAME; case INV_RESULT_LOAD_GAME: return GAME_STATUS_LOAD_GAME; case INV_RESULT_EXIT_GAME: return GAME_STATUS_EXIT_GAME; } return GAME_STATUS_NEW_GAME; } GAME_STATUS DoLevel(int index, std::string ambient, bool loadFromSavegame) { // If not loading a savegame, then clear all the infos if (!loadFromSavegame) { Savegame.Level.Timer = 0; Savegame.Level.Distance = 0; Savegame.Level.AmmoUsed = 0; Savegame.Level.AmmoHits = 0; Savegame.Level.Kills = 0; } // Reset all the globals for the game which needs this ResetGlobals(); // Load the level S_LoadLevelFile(index); // Initialise items, effects, lots, camera InitialiseFXArray(true); InitialisePickupDisplay(); InitialiseCamera(); SOUND_Stop(); // Run the level script GameScriptLevel* level = g_GameFlow->Levels[index]; if (!level->ScriptFileName.empty()) { g_GameScript->ExecuteScript(level->ScriptFileName); g_GameScript->InitCallbacks(); g_GameScript->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags) { g_Renderer.drawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags); }); } // Restore the game? if (loadFromSavegame) { char fileName[255]; ZeroMemory(fileName, 255); sprintf(fileName, "savegame.%d", g_GameFlow->SelectedSaveGame); SaveGame::Load(fileName); Camera.pos.x = LaraItem->pos.xPos + 256; Camera.pos.y = LaraItem->pos.yPos + 256; Camera.pos.z = LaraItem->pos.zPos + 256; Camera.target.x = LaraItem->pos.xPos; Camera.target.y = LaraItem->pos.yPos; Camera.target.z = LaraItem->pos.zPos; int x = Lara.weaponItem; RequiredStartPos = false; InitialiseGame = false; g_GameFlow->SelectedSaveGame = 0; } else { RequiredStartPos = false; if (InitialiseGame) { GameTimer = 0; RequiredStartPos = false; InitialiseGame = false; } Savegame.Level.Timer = 0; if (CurrentLevel == 1) Savegame.TLCount = 0; } #ifndef NEW_INV LastInventoryItem = -1; #endif #ifdef NEW_INV GLOBAL_inventoryitemchosen = NO_ITEM; GLOBAL_enterinventory = NO_ITEM; #else g_Inventory.SetEnterObject(NO_ITEM); g_Inventory.SetSelectedObject(NO_ITEM); #endif // Initialise flyby cameras InitSpotCamSequences(); // Play background music CurrentLoopedSoundTrack = ambient; S_CDPlay(CurrentLoopedSoundTrack, 1); // Initialise ponytails InitialiseHair(); g_GameScript->OnStart(); if (loadFromSavegame) { g_GameScript->OnLoad(); } int nframes = 2; // First control phase g_Renderer.resetAnimations(); GAME_STATUS result = ControlPhase(nframes, 0); // Fade in screen g_Renderer.fadeIn(); // The game loop, finally! while (true) { result = ControlPhase(nframes, 0); nframes = DrawPhaseGame(); Sound_UpdateScene(); if (result == GAME_STATUS_EXIT_TO_TITLE || result == GAME_STATUS_LOAD_GAME || result == GAME_STATUS_LEVEL_COMPLETED) { g_GameScript->OnEnd(); g_GameScript->FreeLevelScripts(); // Here is the only way for exiting from the loop SOUND_Stop(); S_CDStop(); DisableBubbles(); DisableDebris(); return result; } } } void TranslateItem(ITEM_INFO *item, int x, int y, int z) { float c = phd_cos(item->pos.yRot); float s = phd_sin(item->pos.yRot); item->pos.xPos += c * x + s * z; item->pos.yPos += y; item->pos.zPos += -s * x + c * z; } int GetWaterSurface(int x, int y, int z, short roomNumber) { ROOM_INFO *room = &g_Level.Rooms[roomNumber]; FLOOR_INFO *floor = XZ_GET_SECTOR(room, x - room->x, z - room->z); if (room->flags & ENV_FLAG_WATER) { while (floor->RoomAbove() != NO_ROOM) { room = &g_Level.Rooms[floor->RoomAbove()]; if (!(room->flags & ENV_FLAG_WATER)) return (floor->CeilingHeight(x, z)); floor = XZ_GET_SECTOR(room, x - room->x, z - room->z); } return NO_HEIGHT; } else { while (floor->RoomBelow() != NO_ROOM) { room = &g_Level.Rooms[floor->RoomBelow()]; if (room->flags & ENV_FLAG_WATER) return (floor->FloorHeight(x, z)); floor = XZ_GET_SECTOR(room, x - room->x, z - room->z); } } return NO_HEIGHT; } void KillMoveItems() { if (ItemNewRoomNo > 0) { for (int i = 0; i < ItemNewRoomNo; i++) { short itemNumber = ItemNewRooms[2 * i]; if (itemNumber >= 0) ItemNewRoom(itemNumber, ItemNewRooms[2 * i + 1]); else KillItem(itemNumber & 0x7FFF); } } ItemNewRoomNo = 0; } void KillMoveEffects() { if (ItemNewRoomNo > 0) { for (int i = 0; i < ItemNewRoomNo; i++) { short itemNumber = ItemNewRooms[2 * i]; if (itemNumber >= 0) EffectNewRoom(itemNumber, ItemNewRooms[2 * i + 1]); else KillEffect(itemNumber & 0x7FFF); } } ItemNewRoomNo = 0; } int GetChange(ITEM_INFO *item, ANIM_STRUCT *anim) { if (item->currentAnimState == item->goalAnimState) return 0; if (anim->numberChanges <= 0) return 0; for (int i = 0; i < anim->numberChanges; i++) { CHANGE_STRUCT *change = &g_Level.Changes[anim->changeIndex + i]; if (change->goalAnimState == item->goalAnimState) { for (int j = 0; j < change->numberRanges; j++) { RANGE_STRUCT *range = &g_Level.Ranges[change->rangeIndex + j]; if (item->frameNumber >= range->startFrame && item->frameNumber <= range->endFrame) { item->animNumber = range->linkAnimNum; item->frameNumber = range->linkFrameNum; return 1; } } } } return 0; } void AlterFloorHeight(ITEM_INFO *item, int height) { FLOOR_INFO *floor; FLOOR_INFO *ceiling; BOX_INFO *box; short roomNumber; int flag = 0; if (abs(height)) { flag = 1; if (height >= 0) height++; else height--; } roomNumber = item->roomNumber; floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber); ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - WALL_SIZE, item->pos.zPos, &roomNumber); /*if (floor->AverageFloor == NO_HEIGHT / STEP_SIZE) { floor->AverageFloor = ceiling->ceiling + height / STEP_SIZE; } else { floor->AverageFloor += height / STEP_SIZE; if (floor->AverageFloor == ceiling->ceiling && !flag) floor->AverageFloor = NO_HEIGHT / STEP_SIZE; }*/ floor->FloorCollision.Planes[0].z += height; floor->FloorCollision.Planes[1].z += height; box = &g_Level.Boxes[floor->Box]; if (box->flags & BLOCKABLE) { if (height >= 0) box->flags &= ~BLOCKED; else box->flags |= BLOCKED; } } FLOOR_INFO *GetFloor(int x, int y, int z, short *roomNumber) { const auto location = GetRoom(ROOM_VECTOR{*roomNumber, y}, x, y, z); *roomNumber = location.roomNumber; return &GetFloor(*roomNumber, x, z); } int GetFloorHeight(FLOOR_INFO *floor, int x, int y, int z) { return GetFloorHeight(ROOM_VECTOR{floor->Room, y}, x, z).value_or(NO_HEIGHT); } int GetRandomControl() { return generateInt(); } int GetRandomDraw() { return generateInt(); } int GetCeiling(FLOOR_INFO *floor, int x, int y, int z) { return GetCeilingHeight(ROOM_VECTOR{floor->Room, y}, x, z).value_or(NO_HEIGHT); } void AnimateItem(ITEM_INFO *item) { item->touchBits = 0; item->hitStatus = false; item->frameNumber++; ANIM_STRUCT *anim = &g_Level.Anims[item->animNumber]; if (anim->numberChanges > 0 && GetChange(item, anim)) { anim = &g_Level.Anims[item->animNumber]; item->currentAnimState = anim->currentAnimState; if (item->requiredAnimState == item->currentAnimState) item->requiredAnimState = 0; } if (item->frameNumber > anim->frameEnd) { if (anim->numberCommands > 0) { short *cmd = &g_Level.Commands[anim->commandIndex]; for (int i = anim->numberCommands; i > 0; i--) { switch (*(cmd++)) { case COMMAND_MOVE_ORIGIN: TranslateItem(item, cmd[0], cmd[1], cmd[2]); cmd += 3; break; case COMMAND_JUMP_VELOCITY: item->fallspeed = *(cmd++); item->speed = *(cmd++); item->gravityStatus = true; break; case COMMAND_DEACTIVATE: if (Objects[item->objectNumber].intelligent && !item->afterDeath) item->afterDeath = 1; item->status = ITEM_DEACTIVATED; break; case COMMAND_SOUND_FX: case COMMAND_EFFECT: cmd += 2; break; default: break; } } } item->animNumber = anim->jumpAnimNum; item->frameNumber = anim->jumpFrameNum; anim = &g_Level.Anims[item->animNumber]; if (item->currentAnimState != anim->currentAnimState) { item->currentAnimState = anim->currentAnimState; item->goalAnimState = anim->currentAnimState; } if (item->requiredAnimState == item->currentAnimState) item->requiredAnimState = 0; } if (anim->numberCommands > 0) { short *cmd = &g_Level.Commands[anim->commandIndex]; int flags; int effectID = 0; for (int i = anim->numberCommands; i > 0; i--) { switch (*(cmd++)) { case COMMAND_MOVE_ORIGIN: cmd += 3; break; case COMMAND_JUMP_VELOCITY: cmd += 2; break; case COMMAND_SOUND_FX: if (item->frameNumber != *cmd) { cmd += 2; break; } flags = cmd[1] & 0xC000; if (!Objects[item->objectNumber].waterCreature) { if (item->roomNumber == NO_ROOM) { item->pos.xPos = LaraItem->pos.xPos; item->pos.yPos = LaraItem->pos.yPos - 762; item->pos.zPos = LaraItem->pos.zPos; SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2); } else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER) { if (!flags || flags == SFX_WATERONLY && (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER || Objects[item->objectNumber].intelligent)) { SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2); } } else if (!flags || flags == SFX_LANDONLY && !(g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)) { SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2); } } else { if (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER) SoundEffect(cmd[1] & 0x3FFF, &item->pos, 1); else SoundEffect(cmd[1] & 0x3FFF, &item->pos, 0); } break; case COMMAND_EFFECT: if (item->frameNumber != *cmd) { cmd += 2; break; } FXType = cmd[1] & 0xC000; effectID = cmd[1] & 0x3FFF; DoFlipEffect(effectID, item); cmd += 2; break; default: break; } } } int lateral = 0; if (item->gravityStatus) { item->fallspeed += (item->fallspeed >= 128 ? 1 : 6); item->pos.yPos += item->fallspeed; } else { int velocity = anim->velocity; if (anim->acceleration) velocity += anim->acceleration * (item->frameNumber - anim->frameBase); item->speed = velocity >> 16; lateral = anim->Xvelocity; if (anim->Xacceleration) lateral += anim->Xacceleration * (item->frameNumber - anim->frameBase); lateral >>= 16; } item->pos.xPos += item->speed * phd_sin(item->pos.yRot); item->pos.zPos += item->speed * phd_cos(item->pos.yRot); item->pos.xPos += lateral * phd_sin(item->pos.yRot + ANGLE(90)); item->pos.zPos += lateral * phd_cos(item->pos.yRot + ANGLE(90)); // Update matrices short itemNumber = item - g_Level.Items.data(); g_Renderer.updateItemAnimations(itemNumber, true); } void RumbleScreen() { if (!(GlobalCounter & 0x1FF)) SoundEffect(SFX_TR5_KLAXON, 0, 4104); if (RumbleTimer >= 0) RumbleTimer++; if (RumbleTimer > 450) { if (!(GetRandomControl() & 0x1FF)) { InGameCounter = 0; RumbleTimer = -32 - (GetRandomControl() & 0x1F); return; } } if (RumbleTimer < 0) { if (InGameCounter >= abs(RumbleTimer)) { Camera.bounce = -(GetRandomControl() % abs(RumbleTimer)); RumbleTimer++; } else { InGameCounter++; Camera.bounce = -(GetRandomControl() % InGameCounter); } } } void RefreshCamera(short type, short *data) { short trigger, value, targetOk; targetOk = 2; do { trigger = *(data++); value = trigger & VALUE_BITS; switch (TRIG_BITS(trigger)) { case TO_CAMERA: data++; if (value == Camera.last) { Camera.number = value; if ((Camera.timer < 0) || (Camera.type == LOOK_CAMERA) || (Camera.type == COMBAT_CAMERA)) { Camera.timer = -1; targetOk = 0; break; } Camera.type = FIXED_CAMERA; targetOk = 1; } else targetOk = 0; break; case TO_TARGET: if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA) break; Camera.item = &g_Level.Items[value]; break; } } while (!(trigger & END_BIT)); if (Camera.item) if (!targetOk || (targetOk == 2 && Camera.item->lookedAt && Camera.item != Camera.lastItem)) Camera.item = NULL; if (Camera.number == -1 && Camera.timer > 0) Camera.timer = -1; } int ExplodeItemNode(ITEM_INFO *item, int Node, int NoXZVel, int bits) { if (1 << Node & item->meshBits) { auto num = bits; if (item->objectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7)) // TODO: remove hardcoded think ! { SoundEffect(SFX_TR5_SMASH_METAL, &item->pos, 0); } else if (num == 256) { num = -64; } GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD | SPHERES_SPACE_BONE_ORIGIN, Matrix::Identity); ShatterItem.yRot = item->pos.yRot; ShatterItem.bit = 1 << Node; ShatterItem.meshp = &g_Level.Meshes[Objects[item->objectNumber].meshIndex + Node]; ShatterItem.sphere.x = CreatureSpheres[Node].x; ShatterItem.sphere.y = CreatureSpheres[Node].y; ShatterItem.sphere.z = CreatureSpheres[Node].z; ShatterItem.flags = item->objectNumber == ID_CROSSBOW_BOLT ? 0x400 : 0; ShatterImpactData.impactDirection = Vector3(0, -1, 0); ShatterImpactData.impactLocation = {(float)ShatterItem.sphere.x, (float)ShatterItem.sphere.y, (float)ShatterItem.sphere.z}; ShatterObject(&ShatterItem, NULL, num, item->roomNumber, NoXZVel); item->meshBits &= ~ShatterItem.bit; return 1; } return 0; } int GetWaterHeight(int x, int y, int z, short roomNumber) { ROOM_INFO *r = &g_Level.Rooms[roomNumber]; FLOOR_INFO *floor; short adjoiningRoom = NO_ROOM; do { int xBlock = (x - r->x) / SECTOR(1); int zBlock = (z - r->z) / SECTOR(1); if (zBlock <= 0) { zBlock = 0; if (xBlock < 1) xBlock = 1; else if (xBlock > r->ySize - 2) xBlock = r->ySize - 2; } else if (zBlock >= r->xSize - 1) { zBlock = r->xSize - 1; if (xBlock < 1) xBlock = 1; else if (xBlock > r->ySize - 2) xBlock = r->ySize - 2; } else if (xBlock < 0) xBlock = 0; else if (xBlock >= r->ySize) xBlock = r->ySize - 1; floor = &r->floor[zBlock + xBlock * r->xSize]; adjoiningRoom = floor->WallPortal; if (adjoiningRoom != NO_ROOM) { roomNumber = adjoiningRoom; r = &g_Level.Rooms[adjoiningRoom]; } } while (adjoiningRoom != NO_ROOM); if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP)) { while (floor->RoomAbove() != NO_ROOM) { if (CheckNoColCeilingTriangle(floor, x, z) == SPLIT_SOLID) break; r = &g_Level.Rooms[floor->RoomAbove()]; if (!(r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))) return r->minfloor; floor = XZ_GET_SECTOR(r, x - r->x, z - r->z); if (floor->RoomAbove() == NO_ROOM) break; } return r->maxceiling; } else { while (floor->RoomBelow() != NO_ROOM) { if (CheckNoColFloorTriangle(floor, x, z) == SPLIT_SOLID) break; r = &g_Level.Rooms[floor->RoomBelow()]; if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP)) return r->maxceiling; floor = XZ_GET_SECTOR(r, x - r->x, z - r->z); if (floor->RoomBelow() == NO_ROOM) break; } } return NO_HEIGHT; } int IsObjectInRoom(short roomNumber, short objectNumber) { short itemNumber = g_Level.Rooms[roomNumber].itemNumber; if (itemNumber == NO_ITEM) return 0; while (true) { ITEM_INFO *item = &g_Level.Items[itemNumber]; if (item->objectNumber == objectNumber) break; itemNumber = item->nextItem; if (itemNumber == NO_ITEM) return 0; } return 1; } int IsRoomOutside(int x, int y, int z) { if (x < 0 || z < 0) return -2; int xTable = x / 1024; int zTable = z / 1024; if (OutsideRoomTable[xTable][zTable].size() == 0) return -2; for (size_t i = 0; i < OutsideRoomTable[xTable][zTable].size(); i++) { short roomNumber = OutsideRoomTable[xTable][zTable][i]; ROOM_INFO* r = &g_Level.Rooms[roomNumber]; if ((y > r->maxceiling) && (y < r->minfloor) && ((z > (r->z + 1024)) && (z < (r->z + ((r->xSize - 1) * 1024)))) && ((x > (r->x + 1024)) && (x < (r->x + ((r->ySize - 1) * 1024))))) { IsRoomOutsideNo = roomNumber; FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber); int height = GetFloorHeight(floor, x, y, z); if (height == NO_HEIGHT || y > height) return -2; height = GetCeiling(floor, x, y, z); if (y < height) return -2; return ((r->flags & (ENV_FLAG_WIND | ENV_FLAG_WATER)) != 0 ? 1 : -3); } } return -2; } void ResetGlobals() { // Reset oscillator seed Wibble = 0; // Needs to be cleared or otherwise controls will lockup if user will exit to title // while playing flyby with locked controls DisableLaraControl = false; // Weather.Clear resets lightning and wind parameters so user won't see prev weather in new level Weather.Clear(); // Needs to be cleared because otherwise a list of active creatures from previous level // will spill into new level ActiveCreatures.clear(); // Clear spotcam array ClearSpotCamSequences(); }