#include "framework.h" #include "camera.h" #include "draw.h" #include "lara.h" #include "effect.h" #include "effect2.h" #include "debris.h" #include "larafire.h" #include "lara.h" #include "flmtorch.h" #include "sphere.h" #include "level.h" #include "collide.h" #include "sound.h" #include "savegame.h" #include "input.h" struct OLD_CAMERA { short currentAnimState; short goalAnimState; int targetDistance; short actualElevation; short targetElevation; short actualAngle; PHD_3DPOS pos; PHD_3DPOS pos2; PHD_VECTOR target; }; float LfAspectCorrection; GAME_VECTOR LastTarget; byte SniperCamActive; extern int KeyTriggerActive; PHD_VECTOR CurrentCameraPosition; SVECTOR CurrentCameraRotation; GAME_VECTOR LastIdeal; GAME_VECTOR Ideals[5]; OLD_CAMERA OldCam; int CameraSnaps = 0; int TargetSnaps = 0; GAME_VECTOR LookCamPosition; GAME_VECTOR LookCamTarget; int LSHKTimer = 0; int ExittingBinos = 0; int LSHKShotsFired = 0; PHD_VECTOR CamOldPos; int TLFlag = 0; CAMERA_INFO Camera; GAME_VECTOR ForcedFixedCamera; int UseForcedFixedCamera; int NumberCameras; int SniperCameraActive; int BinocularRange; int BinocularOn; CAMERA_TYPE BinocularOldCamera; int LaserSight; int SniperCount; int ExitingBinocular; int PhdPerspective; short CurrentFOV; int GetLaraOnLOS; int SniperOverlay; void ActivateCamera() { KeyTriggerActive = 2; } void LookAt(int posX, int posY, int posZ, int targetX, int targetY, int targetZ, short roll) { Vector3 position = Vector3(posX, posY, posZ); Vector3 target = Vector3(targetX, targetY, targetZ); Vector3 up = Vector3(0.0f, -1.0f, 0.0f); float fov = TO_RAD(CurrentFOV / 1.333333f); float r = TO_RAD(roll); // This should not be needed but it seems to solve our issues if (posX == targetX && posY == targetY && posZ == targetZ) return; g_Renderer->UpdateCameraMatrices(posX, posY, posZ, targetX, targetY, targetZ, r, fov); } void AlterFOV(int value) { CurrentFOV = value; PhdPerspective = g_Renderer->ScreenWidth / 2 * phd_cos(CurrentFOV / 2) / phd_sin(CurrentFOV / 2); } int mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, int push) { int x, y, z, dx, dy, dz, i, h, c; short room, room2; FLOOR_INFO* floor; int flag, result; x = start->x; y = start->y; z = start->z; room = start->roomNumber; dx = target->x - x >> 3; dy = target->y - y >> 3; dz = target->z - z >> 3; flag = 0; result = 0; for (i = 0; i < 8; ++i) { room2 = room; floor = GetFloor(x, y, z, &room); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (h != NO_HEIGHT && c != NO_HEIGHT && c < h) { if (y > h) { if (y - h >= push) { flag = 1; break; } y = h; } if (y < c) { if (c - y >= push) { flag = 1; break; } y = c; } result = 1; } else if (result) { flag = 1; break; } x += dx; y += dy; z += dz; } if (i) { x -= dx; y -= dy; z -= dz; } GetFloor(x, y, z, &room2); target->x = x; target->y = y; target->z = z; target->roomNumber = room2; return flag == 0; } void InitialiseCamera() { Camera.shift = LaraItem->pos.yPos - 1024; LastTarget.x = LaraItem->pos.xPos; LastTarget.y = Camera.shift; LastTarget.z = LaraItem->pos.zPos; LastTarget.roomNumber = LaraItem->roomNumber; Camera.target.x = LastTarget.x; Camera.target.y = Camera.shift; Camera.target.z = LastTarget.z; Camera.target.roomNumber = LaraItem->roomNumber; Camera.pos.x = LastTarget.x; Camera.pos.y = Camera.shift; Camera.pos.z = LastTarget.z - 100; Camera.pos.roomNumber = LaraItem->roomNumber; Camera.targetDistance = 1536; Camera.item = NULL; Camera.numberFrames = 1; Camera.type = CHASE_CAMERA; Camera.speed = 1; Camera.flags = CF_FOLLOW_CENTER; Camera.bounce = 0; Camera.number = -1; Camera.fixedCamera = 0; AlterFOV(14560); UseForcedFixedCamera = 0; CalculateCamera(); } void MoveCamera(GAME_VECTOR* ideal, int speed) { GAME_VECTOR from, to; if (BinocularOn < 0) { speed = 1; BinocularOn++; } if (OldCam.pos.xRot != LaraItem->pos.xRot || OldCam.pos.yRot != LaraItem->pos.yRot || OldCam.pos.zRot != LaraItem->pos.zRot || OldCam.pos2.xRot != Lara.headXrot || OldCam.pos2.yRot != Lara.headYrot || OldCam.pos2.xPos != Lara.torsoXrot || OldCam.pos2.yPos != Lara.torsoYrot || OldCam.pos.xPos != LaraItem->pos.xPos || OldCam.pos.yPos != LaraItem->pos.yPos || OldCam.pos.zPos != LaraItem->pos.zPos || OldCam.currentAnimState != LaraItem->currentAnimState || OldCam.goalAnimState != LaraItem->goalAnimState || OldCam.targetDistance != Camera.targetDistance || OldCam.targetElevation != Camera.targetElevation || OldCam.actualElevation != Camera.actualElevation || OldCam.actualAngle != Camera.actualAngle || OldCam.target.x != Camera.target.x || OldCam.target.y != Camera.target.y || OldCam.target.z != Camera.target.z || Camera.oldType != Camera.type || SniperOverlay || BinocularOn < 0) { OldCam.pos.xRot = LaraItem->pos.xRot; OldCam.pos.yRot = LaraItem->pos.yRot; OldCam.pos.zRot = LaraItem->pos.zRot; OldCam.pos2.xRot = Lara.headXrot; OldCam.pos2.yRot = Lara.headYrot; OldCam.pos2.xPos = Lara.torsoXrot; OldCam.pos2.yPos = Lara.torsoYrot; OldCam.pos.xPos = LaraItem->pos.xPos; OldCam.pos.yPos = LaraItem->pos.yPos; OldCam.pos.zPos = LaraItem->pos.zPos; OldCam.currentAnimState = LaraItem->currentAnimState; OldCam.goalAnimState = LaraItem->goalAnimState; OldCam.targetDistance = Camera.targetDistance; OldCam.targetElevation = Camera.targetElevation; OldCam.actualElevation = Camera.actualElevation; OldCam.actualAngle = Camera.actualAngle; OldCam.target.x = Camera.target.x; OldCam.target.y = Camera.target.y; OldCam.target.z = Camera.target.z; LastIdeal.x = ideal->x; LastIdeal.y = ideal->y; LastIdeal.z = ideal->z; LastIdeal.roomNumber = ideal->roomNumber; } else { ideal->x = LastIdeal.x; ideal->y = LastIdeal.y; ideal->z = LastIdeal.z; ideal->roomNumber = LastIdeal.roomNumber; } Camera.pos.x += (ideal->x - Camera.pos.x) / speed; Camera.pos.y += (ideal->y - Camera.pos.y) / speed; Camera.pos.z += (ideal->z - Camera.pos.z) / speed; Camera.pos.roomNumber = ideal->roomNumber; if (Camera.bounce) { if (Camera.bounce <= 0) { int bounce = -Camera.bounce; int bounce2 = -Camera.bounce >> 2; Camera.target.x += GetRandomControl() % bounce - bounce2; Camera.target.y += GetRandomControl() % bounce - bounce2; Camera.target.z += GetRandomControl() % bounce - bounce2; Camera.bounce += 5; } else { Camera.pos.y += Camera.bounce; Camera.target.y += Camera.bounce; Camera.bounce = 0; } } short roomNumber = Camera.pos.roomNumber; FLOOR_INFO* floor = GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &roomNumber); int height = GetFloorHeight(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z); if (Camera.pos.y < GetCeiling(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z) || Camera.pos.y > height) { mgLOS(&Camera.target, &Camera.pos, 0); if (abs(Camera.pos.x - ideal->x) < 768 && abs(Camera.pos.y - ideal->y) < 768 && abs(Camera.pos.z - ideal->z) < 768) { to.x = Camera.pos.x; to.y = Camera.pos.y; to.z = Camera.pos.z; to.roomNumber = Camera.pos.roomNumber; from.x = ideal->x; from.y = ideal->y; from.z = ideal->z; from.roomNumber = ideal->roomNumber; if (!mgLOS(&from, &to, 0) && ++CameraSnaps >= 8) { Camera.pos.x = ideal->x; Camera.pos.y = ideal->y; Camera.pos.z = ideal->z; Camera.pos.roomNumber = ideal->roomNumber; CameraSnaps = 0; } } } roomNumber = Camera.pos.roomNumber; floor = GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &roomNumber); height = GetFloorHeight(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z); int ceiling = GetCeiling(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z); if (Camera.pos.y - 255 < ceiling && Camera.pos.y + 255 > height && ceiling < height && ceiling != NO_HEIGHT && height != NO_HEIGHT) Camera.pos.y = (height + ceiling) >> 1; else if (Camera.pos.y + 255 > height && ceiling < height && ceiling != NO_HEIGHT && height != NO_HEIGHT) Camera.pos.y = height - 255; else if (Camera.pos.y - 255 < ceiling && ceiling < height && ceiling != NO_HEIGHT && height != NO_HEIGHT) Camera.pos.y = ceiling + 255; else if (ceiling >= height || height == NO_HEIGHT || ceiling == NO_HEIGHT) { Camera.pos.x = ideal->x; Camera.pos.y = ideal->y; Camera.pos.z = ideal->z; Camera.pos.roomNumber = ideal->roomNumber; } GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber); LookAt(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.target.x, Camera.target.y, Camera.target.z, 0); if (Camera.mikeAtLara) { Camera.mikePos.x = LaraItem->pos.xPos; Camera.mikePos.y = LaraItem->pos.yPos; Camera.mikePos.z = LaraItem->pos.zPos; Camera.oldType = Camera.type; } else { short angle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x); Camera.mikePos.x = Camera.pos.x + (PhdPerspective * phd_sin(angle) >> W2V_SHIFT); Camera.mikePos.y = Camera.pos.y; Camera.mikePos.z = Camera.pos.z + (PhdPerspective * phd_cos(angle) >> W2V_SHIFT); Camera.oldType = Camera.type; } } void ChaseCamera(ITEM_INFO* item) { if (!Camera.targetElevation) { Camera.targetElevation = -ANGLE(10); } Camera.targetElevation += item->pos.xRot; UpdateCameraElevation(); if (Camera.actualElevation > ANGLE(85)) Camera.actualElevation = ANGLE(85); else if (Camera.actualElevation < -ANGLE(85)) Camera.actualElevation = -ANGLE(85); int distance = Camera.targetDistance * phd_cos(Camera.actualElevation) >> W2V_SHIFT; GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &Camera.target.roomNumber); if (Rooms[Camera.target.roomNumber].flags & ENV_FLAG_SWAMP) Camera.target.y = Rooms[Camera.target.roomNumber].y - 256; int x = Camera.target.x; int y = Camera.target.y; int z = Camera.target.z; short roomNumber = Camera.target.roomNumber; FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber); int h = GetFloorHeight(floor, x, y, z); int c = GetCeiling(floor, x, y, z); if ((((y < c) || (h < y)) || (h <= c)) || ((h == NO_HEIGHT || (c == NO_HEIGHT)))) { TargetSnaps++; Camera.target.x = LastTarget.x; Camera.target.y = LastTarget.y; Camera.target.z = LastTarget.z; Camera.target.roomNumber = LastTarget.roomNumber; } else { TargetSnaps = 0; } for (int i = 0; i < 5; i++) { Ideals[i].y = Camera.target.y + (Camera.targetDistance * phd_sin(Camera.actualElevation) >> W2V_SHIFT); } int farthest = 0x7FFFFFFF; int farthestnum = 0; GAME_VECTOR temp[2]; for (int i = 0; i < 5; i++) { short angle; if (i == 0) { angle = Camera.actualAngle; } else { angle = (i - 1) * ANGLE(90); } Ideals[i].x = Camera.target.x - ((distance * phd_sin(angle)) >> W2V_SHIFT); Ideals[i].z = Camera.target.z - ((distance * phd_cos(angle)) >> W2V_SHIFT); Ideals[i].roomNumber = Camera.target.roomNumber; if (mgLOS(&Camera.target, &Ideals[i], 200)) { temp[0].x = Ideals[i].x; temp[0].y = Ideals[i].y; temp[0].z = Ideals[i].z; temp[0].roomNumber = Ideals[i].roomNumber; temp[1].x = Camera.pos.x; temp[1].y = Camera.pos.y; temp[1].z = Camera.pos.z; temp[1].roomNumber = Camera.pos.roomNumber; if (i == 0 || mgLOS(&temp[0], &temp[1], 0)) { if (i == 0) { farthestnum = 0; break; } int dx = (Camera.pos.x - Ideals[i].x) * (Camera.pos.x - Ideals[i].x); dx += (Camera.pos.z - Ideals[i].z) * (Camera.pos.z - Ideals[i].z); if (dx < farthest) { farthest = dx; farthestnum = i; } } } else if (i == 0) { temp[0].x = Ideals[i].x; temp[0].y = Ideals[i].y; temp[0].z = Ideals[i].z; temp[0].roomNumber = Ideals[i].roomNumber; temp[1].x = Camera.pos.x; temp[1].y = Camera.pos.y; temp[1].z = Camera.pos.z; temp[1].roomNumber = Camera.pos.roomNumber; if (i == 0 || mgLOS(&temp[0], &temp[1], 0)) { int dx = (Camera.target.x - Ideals[i].x) * (Camera.target.x - Ideals[i].x); int dz = (Camera.target.z - Ideals[i].z) * (Camera.target.z - Ideals[i].z); if ((dx + dz) > 0x90000) { farthestnum = 0; break; } } } } GAME_VECTOR ideal; ideal.x = Ideals[farthestnum].x; ideal.y = Ideals[farthestnum].y; ideal.z = Ideals[farthestnum].z; ideal.roomNumber = Ideals[farthestnum].roomNumber; CameraCollisionBounds(&ideal, 384, 1); if (Camera.oldType == FIXED_CAMERA) { Camera.speed = 1; } MoveCamera(&ideal, Camera.speed); } void UpdateCameraElevation() { PHD_VECTOR pos; PHD_VECTOR pos1; if (Camera.laraNode != -1) { pos.z = 0; pos.y = 0; pos.x = 0; GetLaraJointPosition(&pos, Camera.laraNode); pos1.x = 0; pos1.y = -256; pos1.z = 2048; GetLaraJointPosition(&pos1, Camera.laraNode); pos.z = pos1.z - pos.z; pos.x = pos1.x - pos.x; Camera.actualAngle = Camera.targetAngle + phd_atan(pos.z, pos.x); } else { Camera.actualAngle = LaraItem->pos.yRot + Camera.targetAngle; } Camera.actualElevation += (Camera.targetElevation - Camera.actualElevation) >> 3; } void CombatCamera(ITEM_INFO* item) { Camera.target.x = item->pos.xPos; Camera.target.z = item->pos.zPos; if (Lara.target) { Camera.targetAngle = Lara.targetAngles[0]; Camera.targetElevation = Lara.targetAngles[1] + item->pos.xRot; } else { Camera.targetAngle = Lara.headYrot + Lara.torsoYrot; Camera.targetElevation = Lara.headXrot + Lara.torsoXrot + item->pos.xRot - ANGLE(15); } FLOOR_INFO* floor = GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &Camera.target.roomNumber); int h = GetFloorHeight(floor, Camera.target.x, Camera.target.y, Camera.target.z); int c = GetCeiling(floor, Camera.target.x, Camera.target.y, Camera.target.z); if (c + 64 > h - 64 && h != NO_HEIGHT && c != NO_HEIGHT) { Camera.target.y = (c + h) >> 1; Camera.targetElevation = 0; } else if (Camera.target.y > h - 64 && h != NO_HEIGHT) { Camera.target.y = h - 64; Camera.targetElevation = 0; } else if (Camera.target.y < c + 64 && c != NO_HEIGHT) { Camera.target.y = c + 64; Camera.targetElevation = 0; } GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &Camera.target.roomNumber); int x = Camera.target.x; int y = Camera.target.y; int z = Camera.target.z; short roomNumber = Camera.target.roomNumber; floor = GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y < c || y > h || c >= h || h == NO_HEIGHT || c == NO_HEIGHT) { TargetSnaps++; Camera.target.x = LastTarget.x; Camera.target.y = LastTarget.y; Camera.target.z = LastTarget.z; Camera.target.roomNumber = LastTarget.roomNumber; } else { TargetSnaps = 0; } UpdateCameraElevation(); Camera.targetDistance = 1536; int distance = Camera.targetDistance * phd_cos(Camera.actualElevation) >> W2V_SHIFT; for (int i = 0; i < 5; i++) { Ideals[i].y = Camera.target.y + (Camera.targetDistance * phd_sin(Camera.actualElevation) >> W2V_SHIFT); } int farthest = 0x7FFFFFFF; int farthestnum = 0; GAME_VECTOR temp[2]; for (int i = 0; i < 5; i++) { short angle; if (i == 0) { angle = Camera.actualAngle; } else { angle = (i - 1) * ANGLE(90); } Ideals[i].x = Camera.target.x - ((distance * phd_sin(angle)) >> W2V_SHIFT); Ideals[i].z = Camera.target.z - ((distance * phd_cos(angle)) >> W2V_SHIFT); Ideals[i].roomNumber = Camera.target.roomNumber; if (mgLOS(&Camera.target, &Ideals[i], 200)) { temp[0].x = Ideals[i].x; temp[0].y = Ideals[i].y; temp[0].z = Ideals[i].z; temp[0].roomNumber = Ideals[i].roomNumber; temp[1].x = Camera.pos.x; temp[1].y = Camera.pos.y; temp[1].z = Camera.pos.z; temp[1].roomNumber = Camera.pos.roomNumber; if (i == 0 || mgLOS(&temp[0], &temp[1], 0)) { if (i == 0) { farthestnum = 0; break; } int dx = (Camera.pos.x - Ideals[i].x) * (Camera.pos.x - Ideals[i].x); dx += (Camera.pos.z - Ideals[i].z) * (Camera.pos.z - Ideals[i].z); if (dx < farthest) { farthest = dx; farthestnum = i; } } } else if (i == 0) { temp[0].x = Ideals[i].x; temp[0].y = Ideals[i].y; temp[0].z = Ideals[i].z; temp[0].roomNumber = Ideals[i].roomNumber; temp[1].x = Camera.pos.x; temp[1].y = Camera.pos.y; temp[1].z = Camera.pos.z; temp[1].roomNumber = Camera.pos.roomNumber; if (i == 0 || mgLOS(&temp[0], &temp[1], 0)) { int dx = (Camera.target.x - Ideals[i].x) * (Camera.target.x - Ideals[i].x); int dz = (Camera.target.z - Ideals[i].z) * (Camera.target.z - Ideals[i].z); if ((dx + dz) > 0x90000) { farthestnum = 0; break; } } } } GAME_VECTOR ideal; ideal.x = Ideals[farthestnum].x; ideal.y = Ideals[farthestnum].y; ideal.z = Ideals[farthestnum].z; ideal.roomNumber = Ideals[farthestnum].roomNumber; CameraCollisionBounds(&ideal, 384, 1); if (Camera.oldType == FIXED_CAMERA) { Camera.speed = 1; } MoveCamera(&ideal, Camera.speed); } int CameraCollisionBounds(GAME_VECTOR* ideal, int push, int yFirst) { int x = ideal->x; int y = ideal->y; int z = ideal->z; short roomNumber; FLOOR_INFO* floor; int h; int c; if (yFirst) { roomNumber = ideal->roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y - 255 < c && y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = (h + c) >> 1; else if (y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = h - 255; else if (y - 255 < c && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = c + 255; } roomNumber = ideal->roomNumber; floor = GetFloor(x - push, y, z, &roomNumber); h = GetFloorHeight(floor, x - push, y, z); c = GetCeiling(floor, x - push, y, z); if (y > h || h == NO_HEIGHT || c == NO_HEIGHT || c >= h || y < c) x = (x & (~1023)) + push; roomNumber = ideal->roomNumber; floor = GetFloor(x, y, z - push, &roomNumber); h = GetFloorHeight(floor, x, y, z - push); c = GetCeiling(floor, x, y, z - push); if (y > h || h == NO_HEIGHT || c == NO_HEIGHT || c >= h || y < c) z = (z & (~1023)) + push; roomNumber = ideal->roomNumber; floor = GetFloor(x + push, y, z, &roomNumber); h = GetFloorHeight(floor, x + push, y, z); c = GetCeiling(floor, x + push, y, z); if (y > h || h == NO_HEIGHT || c == NO_HEIGHT || c >= h || y < c) x = (x | 1023) - push; roomNumber = ideal->roomNumber; floor = GetFloor(x, y, z + push, &roomNumber); h = GetFloorHeight(floor, x, y, z + push); c = GetCeiling(floor, x, y, z + push); if (y > h || h == NO_HEIGHT || c == NO_HEIGHT || c >= h || y < c) z = (z | 1023) - push; if (!yFirst) { roomNumber = ideal->roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y - 255 < c && y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = (h + c) >> 1; else if (y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = h - 255; else if (y - 255 < c && c < h && c != NO_HEIGHT && h != NO_HEIGHT) y = c + 255; } roomNumber = ideal->roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y > h || y < c || h == NO_HEIGHT || c == NO_HEIGHT || c >= h) return 1; floor = GetFloor(x, y, z, &ideal->roomNumber); ideal->x = x; ideal->y = y; ideal->z = z; return 0; } void FixedCamera(ITEM_INFO* item) { GAME_VECTOR from, to; if (UseForcedFixedCamera) { from.x = ForcedFixedCamera.x; from.y = ForcedFixedCamera.y; from.z = ForcedFixedCamera.z; from.roomNumber = ForcedFixedCamera.roomNumber; } else { OBJECT_VECTOR* camera = &Camera.fixed[Camera.number]; from.x = camera->x; from.y = camera->y; from.z = camera->z; from.roomNumber = camera->data; if (camera->flags & 2) { if (FlashFader > 2) { FlashFader = (FlashFader >> 1) & 0xFE; } SniperOverlay = 1; Camera.target.x = (Camera.target.x + 2 * LastTarget.x) / 3; Camera.target.y = (Camera.target.y + 2 * LastTarget.y) / 3; Camera.target.z = (Camera.target.z + 2 * LastTarget.z) / 3; if (SniperCount) { SniperCount--; } else { to.x = Camera.target.x + ((Camera.target.x - Camera.pos.x) >> 1); to.y = Camera.target.y + ((Camera.target.y - Camera.pos.y) >> 1); to.z = Camera.target.z + ((Camera.target.z - Camera.pos.z) >> 1); int los = LOS(&from, &to); GetLaraOnLOS = 1; PHD_VECTOR pos; int objLos = ObjectOnLOS2(&from, &to, &pos, &CollidedMeshes[0]); objLos = (objLos != 999 && objLos >= 0 && Items[objLos].objectNumber != ID_LARA); if (!(GetRandomControl() & 0x3F) || !(GlobalCounter & 0x3F) || objLos && !(GlobalCounter & 0xF) && GetRandomControl() & 1) { SoundEffect(SFX_EXPLOSION1, 0, 83886084); SoundEffect(SFX_HK_FIRE, 0, 0); FlashFadeR = 192; FlashFadeB = 0; FlashFader = 24; FlashFadeG = (GetRandomControl() & 0x1F) + 160; SniperCount = 15; if (objLos && GetRandomControl() & 3) { DoBloodSplat(pos.x, pos.y, pos.z, (GetRandomControl() & 3) + 3, 2 * GetRandomControl(), LaraItem->roomNumber); LaraItem->hitPoints -= 100; GetLaraOnLOS = 0; } else if (objLos < 0) { MESH_INFO* mesh = CollidedMeshes[0]; if (mesh->staticNumber >= 50 && mesh->staticNumber < 58) { ShatterObject(0, mesh, 128, to.roomNumber, 0); mesh->Flags &= ~1; SoundEffect(ShatterSounds[CurrentLevel - 5][mesh->staticNumber], (PHD_3DPOS*)mesh, 0); } TriggerRicochetSpark(&to, 2 * GetRandomControl(), 3, 0); TriggerRicochetSpark(&to, 2 * GetRandomControl(), 3, 0); GetLaraOnLOS = 0; } else if (!los) { TriggerRicochetSpark(&to, 2 * GetRandomControl(), 3, 0); } } GetLaraOnLOS = 0; } } } Camera.fixedCamera = 1; MoveCamera(&from, 1); if (Camera.timer) { if (!--Camera.timer) Camera.timer = -1; } } void LookCamera(ITEM_INFO* item) { short headXrot = Lara.headXrot; short headYrot = Lara.headYrot; short torsoXrot = Lara.torsoXrot; short torsoYrot = Lara.torsoYrot; Lara.torsoXrot = 0; Lara.torsoYrot = 0; Lara.headXrot <<= 1; Lara.headYrot <<= 1; if (Lara.headXrot > ANGLE(55)) Lara.headXrot = ANGLE(55); else if (Lara.headXrot < -ANGLE(75)) Lara.headXrot = -ANGLE(75); if (Lara.headYrot < -ANGLE(80)) Lara.headYrot = -ANGLE(80); else if (Lara.headYrot > ANGLE(80)) Lara.headYrot = ANGLE(80); if (abs(Lara.headXrot - OldCam.pos.xRot) >= 16) OldCam.pos.xRot = (Lara.headXrot + OldCam.pos.xRot) >> 1; else OldCam.pos.xRot = Lara.headXrot; if (abs(Lara.headYrot - OldCam.pos.yRot) >= 16) OldCam.pos.yRot = (Lara.headYrot + OldCam.pos.yRot) >> 1; else OldCam.pos.yRot = Lara.headYrot; PHD_VECTOR pos; pos.x = 0; pos.y = 16; pos.z = 64; GetLaraJointPosition(&pos, LM_HEAD); short roomNumber = LaraItem->roomNumber; FLOOR_INFO* floor = GetFloor(pos.x, pos.y, pos.z, &roomNumber); int h = GetFloorHeight(floor, pos.x, pos.y, pos.z); int c = GetCeiling(floor, pos.x, pos.y, pos.z); if (h == NO_HEIGHT || c == NO_HEIGHT || c >= h || pos.y > h || pos.y < c) { pos.x = 0; pos.y = 16; pos.z = 0; GetLaraJointPosition(&pos, LM_HEAD); roomNumber = LaraItem->roomNumber; floor = GetFloor(pos.x, pos.y + 256, pos.z, &roomNumber); if (Rooms[roomNumber].flags & ENV_FLAG_SWAMP) { pos.y = Rooms[roomNumber].y - 256; floor = GetFloor(pos.x, pos.y, pos.z, &roomNumber); } else floor = GetFloor(pos.x, pos.y, pos.z, &roomNumber); h = GetFloorHeight(floor, pos.x, pos.y, pos.z); c = GetCeiling(floor, pos.x, pos.y, pos.z); if (h == NO_HEIGHT || c == NO_HEIGHT || c >= h || pos.y > h || pos.y < c) { pos.x = 0; pos.y = 16; pos.z = -64; GetLaraJointPosition(&pos, LM_HEAD); } } PHD_VECTOR pos2; pos2.x = 0; pos2.y = 0; pos2.z = -1024; GetLaraJointPosition(&pos2, LM_HEAD); PHD_VECTOR pos3; pos3.x = 0; pos3.y = 0; pos3.z = 2048; GetLaraJointPosition(&pos3, LM_HEAD); int dx = (pos2.x - pos.x) >> 3; int dy = (pos2.y - pos.y) >> 3; int dz = (pos2.z - pos.z) >> 3; int x = pos.x; int y = pos.y; int z = pos.z; short roomNumber2 = LaraItem->roomNumber; int i = 0; for (i = 0; i < 8; i++) { roomNumber = roomNumber2; floor = GetFloor(x, y + 256, z, &roomNumber2); if (Rooms[roomNumber2].flags & ENV_FLAG_SWAMP) { y = Rooms[roomNumber2].y - 256; break; } else floor = GetFloor(x, y, z, &roomNumber2); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (h == NO_HEIGHT || c == NO_HEIGHT || c >= h || y > h || y < c) break; x += dx; y += dy; z += dz; } if (i) { x -= dx; y -= dy; z -= dz; } GAME_VECTOR ideal; ideal.x = x; ideal.y = y; ideal.z = z; ideal.roomNumber = roomNumber; if (OldCam.pos.xRot == Lara.headXrot && OldCam.pos.yRot == Lara.headYrot && OldCam.pos.xPos == LaraItem->pos.xPos && OldCam.pos.yPos == LaraItem->pos.yPos && OldCam.pos.zPos == LaraItem->pos.zPos && OldCam.currentAnimState == LaraItem->currentAnimState && OldCam.goalAnimState == LaraItem->goalAnimState && Camera.oldType == LOOK_CAMERA) { ideal.x = LookCamPosition.x; ideal.y = LookCamPosition.y; ideal.z = LookCamPosition.z; ideal.roomNumber = LookCamPosition.roomNumber; pos3.x = LookCamTarget.x; pos3.y = LookCamTarget.y; pos3.z = LookCamTarget.z; } else { OldCam.pos.xRot = Lara.headXrot; OldCam.pos.yRot = Lara.headYrot; OldCam.pos.xPos = LaraItem->pos.xPos; OldCam.pos.yPos = LaraItem->pos.yPos; OldCam.pos.zPos = LaraItem->pos.zPos; OldCam.currentAnimState = LaraItem->currentAnimState; OldCam.goalAnimState = LaraItem->goalAnimState; LookCamPosition.x = ideal.x; LookCamPosition.y = ideal.y; LookCamPosition.z = ideal.z; LookCamPosition.roomNumber = ideal.roomNumber; LookCamTarget.x = pos3.x; LookCamTarget.y = pos3.y; LookCamTarget.z = pos3.z; } CameraCollisionBounds(&ideal, 224, 1); if (Camera.oldType == FIXED_CAMERA) { Camera.pos.x = ideal.x; Camera.pos.y = ideal.y; Camera.pos.z = ideal.z; Camera.target.x = pos3.x; Camera.target.y = pos3.y; Camera.target.z = pos3.z; Camera.target.roomNumber = LaraItem->roomNumber; } else { Camera.pos.x += (ideal.x - Camera.pos.x) >> 2; Camera.pos.y += (ideal.y - Camera.pos.y) >> 2; Camera.pos.z += (ideal.z - Camera.pos.z) >> 2; Camera.target.x += (pos3.x - Camera.target.x) >> 2; Camera.target.y += (pos3.y - Camera.target.y) >> 2; Camera.target.z += (pos3.z - Camera.target.z) >> 2; Camera.target.roomNumber = LaraItem->roomNumber; } if (Camera.bounce && Camera.type == Camera.oldType) { if (Camera.bounce <= 0) { Camera.target.x += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1); Camera.target.y += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1); Camera.target.z += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1); Camera.bounce += 5; } else { Camera.pos.y += Camera.bounce; Camera.target.y += Camera.bounce; Camera.bounce = 0; } } x = Camera.pos.x; y = Camera.pos.y; z = Camera.pos.z; roomNumber = Camera.pos.roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y - 255 < c && y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) Camera.pos.y = (h + c) >> 1; else if (y + 255 > h && c < h && c != NO_HEIGHT && h != NO_HEIGHT) Camera.pos.y = h - 255; else if (y - 255 < c && c < h && c != NO_HEIGHT && h != NO_HEIGHT) Camera.pos.y = c + 255; x = Camera.pos.x; y = Camera.pos.y; z = Camera.pos.z; roomNumber = Camera.pos.roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if ((Rooms[roomNumber].flags & ENV_FLAG_SWAMP)) Camera.pos.y = Rooms[roomNumber].y - 256; else if (y < c || y > h || c >= h || h == NO_HEIGHT || c == NO_HEIGHT) mgLOS(&Camera.target, &Camera.pos, 0); x = Camera.pos.x; y = Camera.pos.y; z = Camera.pos.z; roomNumber = Camera.pos.roomNumber; floor = GetFloor(x, y, z, &roomNumber); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (y < c || y > h || c >= h || h == NO_HEIGHT || c == NO_HEIGHT || (Rooms[roomNumber].flags & ENV_FLAG_SWAMP)) { Camera.pos.x = pos.x; Camera.pos.y = pos.y; Camera.pos.z = pos.z; Camera.pos.roomNumber = LaraItem->roomNumber; } GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber); LookAt(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.target.x, Camera.target.y, Camera.target.z, 0); if (Camera.mikeAtLara) { Camera.actualAngle = LaraItem->pos.yRot + Lara.headYrot + Lara.torsoYrot; Camera.mikePos.x = LaraItem->pos.xPos; Camera.mikePos.y = LaraItem->pos.yPos; Camera.mikePos.z = LaraItem->pos.zPos; } else { Camera.actualAngle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x); Camera.mikePos.x = Camera.pos.x + ((PhdPerspective * phd_sin(Camera.actualAngle)) >> W2V_SHIFT); Camera.mikePos.z = Camera.pos.z + ((PhdPerspective * phd_cos(Camera.actualAngle)) >> W2V_SHIFT); Camera.mikePos.y = Camera.pos.y; } Camera.oldType = Camera.type; Lara.headXrot = headXrot; Lara.headYrot = headYrot; Lara.torsoXrot = torsoXrot; Lara.torsoYrot = torsoYrot; } void BounceCamera(ITEM_INFO* item, short bounce, short maxDistance) { int distance; distance = sqrt(SQUARE(item->pos.xPos - Camera.pos.x) + SQUARE(item->pos.yPos - Camera.pos.y) + SQUARE(item->pos.zPos - Camera.pos.z)); if (distance < maxDistance) { if (maxDistance == -1) { Camera.bounce = bounce; } else { Camera.bounce = -(bounce * (maxDistance - distance) / maxDistance); } } else if (maxDistance == -1) { Camera.bounce = bounce; } } void BinocularCamera(ITEM_INFO* item) { if (LSHKTimer) --LSHKTimer; if (!LaserSight) { if (InputBusy & IN_DRAW) { ExittingBinos = 1; } else if (ExittingBinos) { ExittingBinos = 0; BinocularRange = 0; AlterFOV(14560); LaraItem->meshBits = -1; Lara.busy = false; Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; //dword_87B0F8 = 0; Camera.type = BinocularOldCamera; return; } } LaraItem->meshBits = 0; AlterFOV(7 * (2080 - BinocularRange)); short headXrot = Lara.headXrot * 2; short headYrot = Lara.headYrot; if (headXrot > ANGLE(75)) headXrot = ANGLE(75); else if (headXrot < -ANGLE(75)) headXrot = -ANGLE(75); if (headYrot > ANGLE(80)) headYrot = ANGLE(80); else if (headYrot < -ANGLE(80)) headYrot = -ANGLE(80); int x = LaraItem->pos.xPos; int y = LaraItem->pos.yPos - 512; int z = LaraItem->pos.zPos; short roomNumber = LaraItem->roomNumber; FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber); int c = GetCeiling(floor, x, y, z); if (c <= y - 256) y -= 256; else y = c + 64; Camera.pos.x = x; Camera.pos.y = y; Camera.pos.z = z; Camera.pos.roomNumber = roomNumber; int l = 20736 * phd_cos(headXrot) >> W2V_SHIFT; int tx = x + (l * phd_sin(LaraItem->pos.yRot + headYrot) >> W2V_SHIFT); int ty = y - (20736 * phd_sin(headXrot) >> W2V_SHIFT); int tz = z + (l * phd_cos(LaraItem->pos.yRot + headYrot) >> W2V_SHIFT); if (Camera.oldType == FIXED_CAMERA) { Camera.target.x = tx; Camera.target.y = ty; Camera.target.z = tz; Camera.target.roomNumber = LaraItem->roomNumber; } else { Camera.target.x += (tx - Camera.target.x) >> 2; Camera.target.y += (ty - Camera.target.y) >> 2; Camera.target.z += (tz - Camera.target.z) >> 2; Camera.target.roomNumber = LaraItem->roomNumber; } if (Camera.bounce && Camera.type == Camera.oldType) { if (Camera.bounce <= 0) { Camera.target.x += 16 * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1)); Camera.target.y += 16 * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1)); Camera.target.z += 16 * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1)); Camera.bounce += 5; } else { Camera.bounce = 0; Camera.target.y += Camera.bounce; } } GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber); LookAt(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.target.x, Camera.target.y, Camera.target.z, 0); if (Camera.mikeAtLara) { Camera.actualAngle = LaraItem->pos.yRot + Lara.headYrot + Lara.torsoYrot; Camera.mikePos.x = LaraItem->pos.xPos; Camera.mikePos.y = LaraItem->pos.yPos; Camera.mikePos.z = LaraItem->pos.zPos; } else { Camera.actualAngle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x); Camera.mikePos.x = Camera.pos.x + ((PhdPerspective * phd_sin(Camera.actualAngle)) >> W2V_SHIFT); Camera.mikePos.z = Camera.pos.z + ((PhdPerspective * phd_cos(Camera.actualAngle)) >> W2V_SHIFT); Camera.mikePos.y = Camera.pos.y; } Camera.oldType = Camera.type; int range = 0; int flags = 0; if (!(InputBusy & IN_WALK)) { range = 64; flags = 0x10000; } else { range = 32; flags = 0x8000; } if (InputBusy & IN_SPRINT) { BinocularRange -= range; if (BinocularRange < 128) BinocularRange = 128; else SoundEffect(SFX_ZOOM_VIEW_WHIRR, 0, (flags << 8) | 6); } else if (InputBusy & IN_DUCK) { BinocularRange += range; if (BinocularRange > 1536) BinocularRange = 1536; else SoundEffect(SFX_ZOOM_VIEW_WHIRR, 0, (flags << 8) | 6); } PHD_VECTOR src; src.x = Camera.pos.x; src.y = Camera.pos.y; src.z = Camera.pos.z; PHD_VECTOR target; target.x = Camera.target.x; target.y = Camera.target.y; target.z = Camera.target.z; if (LaserSight) { int firing = 0; short* ammo = GetAmmo(Lara.gunType); if (!(InputBusy & IN_ACTION) || WeaponDelay || !*ammo) { if (!(InputBusy & IN_ACTION)) { if (Lara.gunType != WEAPON_CROSSBOW) WeaponDelay = 0; LSHKShotsFired = 0; Camera.bounce = 0; } } else { if (Lara.gunType == WEAPON_REVOLVER) { firing = 1; WeaponDelay = 16; Savegame.Game.AmmoUsed++; if (*ammo != -1) (*ammo)--; } else if (Lara.gunType == WEAPON_CROSSBOW) { firing = 1; WeaponDelay = 32; } else { if (Lara.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO1) { WeaponDelay = 12; firing = 1; if (Lara.Weapons[WEAPON_HK].HasSilencer) { SoundEffect(SFX_HK_SILENCED, 0, 0); } else { SoundEffect(SFX_EXPLOSION1, 0, 83888140); SoundEffect(SFX_HK_FIRE, 0, 0); } } else if (Lara.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO2) { if (!LSHKTimer) { if (++LSHKShotsFired == 5) { LSHKShotsFired = 0; WeaponDelay = 12; } LSHKTimer = 4; firing = 1; if (Lara.Weapons[WEAPON_HK].HasSilencer) { SoundEffect(SFX_HK_SILENCED, 0, 0); } else { SoundEffect(SFX_EXPLOSION1, 0, 83888140); SoundEffect(SFX_HK_FIRE, 0, 0); } } else { Camera.bounce = -16 - (GetRandomControl() & 0x1F); if (Lara.Weapons[WEAPON_HK].HasSilencer) { SoundEffect(SFX_HK_SILENCED, 0, 0); } else { SoundEffect(SFX_EXPLOSION1, 0, 83888140); SoundEffect(SFX_HK_FIRE, 0, 0); } } } else { if (LSHKTimer) { if (Lara.Weapons[WEAPON_HK].HasSilencer) { SoundEffect(SFX_HK_SILENCED, 0, 0); } else { SoundEffect(SFX_EXPLOSION1, 0, 83888140); SoundEffect(SFX_HK_FIRE, 0, 0); } } else { LSHKTimer = 4; firing = 1; if (Lara.Weapons[WEAPON_HK].HasSilencer) { SoundEffect(SFX_HK_SILENCED, 0, 0); } else { SoundEffect(SFX_EXPLOSION1, 0, 83888140); SoundEffect(SFX_HK_FIRE, 0, 0); } } Camera.bounce = -16 - (GetRandomControl() & 0x1F); } if (*ammo != -1) (*ammo)--; } } GetTargetOnLOS(&Camera.pos, &Camera.target, 1, firing); } else { GetTargetOnLOS(&Camera.pos, &Camera.target, 0, 0); if (!(InputBusy & IN_ACTION) || Infrared) { //dword_87B0F8 = 0; } else { LaraTorch(&src, &target, Lara.headYrot, 192); } } } 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(SQUARE(pos1.x - pos2.x) + SQUARE(pos1.y - pos2.y) + SQUARE(pos1.z - pos2.z)) * 256; 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 ConfirmCameraTargetPos() { PHD_VECTOR pos; pos.x = 0; pos.y = 0; pos.z = 0; GetLaraJointPosition(&pos, LM_TORSO); if (Camera.laraNode != -1) { Camera.target.x = pos.x; Camera.target.y = pos.y; Camera.target.z = pos.z; } else { Camera.target.x = LaraItem->pos.xPos; Camera.target.y = (Camera.target.y + pos.y) >> 1; Camera.target.z = LaraItem->pos.zPos; } int x = Camera.target.x; int y = Camera.target.y; int z = Camera.target.z; short roomNumber = Camera.target.roomNumber; FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber); int h = GetFloorHeight(floor, x, y, z); int c = GetCeiling(floor, x, y, z); if (y < c || h < y || h <= c || h == NO_HEIGHT || c == NO_HEIGHT) { Camera.target.x = pos.x; Camera.target.y = pos.y; Camera.target.z = pos.z; } } void CalculateCamera() { SniperOverlay = 0; // FIXME //SniperCamActive = 0; CamOldPos.x = Camera.pos.x; CamOldPos.y = Camera.pos.y; CamOldPos.z = Camera.pos.z; if (BinocularRange != 0) { BinocularOn = 1; BinocularCamera(LaraItem); if (BinocularRange != 0) { return; } } if (BinocularOn == 1) { BinocularOn = -8; } if (UseForcedFixedCamera != 0) { Camera.type = FIXED_CAMERA; if (Camera.oldType != FIXED_CAMERA) { Camera.speed = 1; } } if (TLFlag == 1 && Camera.underwater != 0) { Camera.underwater = 0; } TLFlag = 0; //if (gfCurrentLevel != LVL5_DEEPSEA_DIVE) //{ //Camera is in a water room, play water sound effect. if ((Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)) { SoundEffect(SFX_UNDERWATER, NULL, SFX_ALWAYS); if (Camera.underwater == 0) { /*if (GLOBAL_playing_cutseq == 0 && TLFlag == 0) { CDDA_SetMasterVolume(savegame.VolumeCD >> 2); }*/ Camera.underwater = 1; } } else { if (Camera.underwater != 0) { /*if (GLOBAL_playing_cutseq == 0 && TLFlag == 0 && savegame.VolumeCD > 0) { CDDA_SetMasterVolume(savegame.VolumeCD); }*/ Camera.underwater = 0; } } //} if (Camera.type == CINEMATIC_CAMERA) { //Legacy_do_new_cutscene_camera(); return; } ITEM_INFO* item; int fixedCamera = 0; if (Camera.item != NULL && (Camera.type == FIXED_CAMERA || Camera.type == HEAVY_CAMERA)) { item = Camera.item; fixedCamera = 1; } else { item = LaraItem; fixedCamera = 0; } short* bounds = GetBoundsAccurate(item); int x; int y = ((bounds[2] + bounds[3]) >> 1) + item->pos.yPos - 256; int z; if (Camera.item) { if (!fixedCamera) { int dx = Camera.item->pos.xPos - item->pos.xPos; int dz = Camera.item->pos.zPos - item->pos.zPos; int shift = sqrt(SQUARE(dx) + SQUARE(dz)); short angle = phd_atan(dz, dx) - item->pos.yRot; short tilt = phd_atan(shift, y - (bounds[2] + bounds[3]) / 2 - Camera.item->pos.yPos); bounds = GetBoundsAccurate(Camera.item); angle >>= 1; tilt >>= 1; if (angle > -ANGLE(50) && angle < ANGLE(50) && tilt > -ANGLE(85) && tilt < ANGLE(85)) { short change = angle - Lara.headYrot; if (change > ANGLE(4)) Lara.headYrot += ANGLE(4); else if (change < -ANGLE(4)) Lara.headYrot -= ANGLE(4); else Lara.headYrot += change; Lara.torsoYrot = Lara.headYrot; change = tilt - Lara.headXrot; if (change > ANGLE(4)) Lara.headXrot += ANGLE(4); else if (change < -ANGLE(4)) Lara.headXrot -= ANGLE(4); else Lara.headXrot += change; Lara.torsoXrot = Lara.headXrot; Camera.type = LOOK_CAMERA; Camera.item->lookedAt = 1; } } } if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA) { if (Camera.type == COMBAT_CAMERA) { LastTarget.x = Camera.target.x; LastTarget.y = Camera.target.y; LastTarget.z = Camera.target.z; LastTarget.roomNumber = Camera.target.roomNumber; } Camera.target.roomNumber = item->roomNumber; if (Camera.fixedCamera || BinocularOn < 0) { Camera.target.y = y; Camera.speed = 1; } else { Camera.target.y += (y - Camera.target.y) >> 2; Camera.speed = Camera.type != LOOK_CAMERA ? 8 : 4; } Camera.fixedCamera = 0; if (Camera.type == LOOK_CAMERA) LookCamera(item); else CombatCamera(item); } else { LastTarget.x = Camera.target.x; LastTarget.y = Camera.target.y; LastTarget.z = Camera.target.z; LastTarget.roomNumber = Camera.target.roomNumber; Camera.target.roomNumber = item->roomNumber; Camera.target.y = y; if (Camera.type && Camera.flags != CF_CHASE_OBJECT && (Camera.number != -1 &&(SniperCamActive = Camera.fixed[Camera.number].flags & 3, Camera.fixed[Camera.number].flags & 2))) { PHD_VECTOR pos; pos.x = 0; pos.y = 0; pos.z = 0; GetLaraJointPosition(&pos, LM_TORSO); x = pos.x; y = pos.y; z = pos.z; Camera.target.x = pos.x; Camera.target.y = pos.y; Camera.target.z = pos.z; } else { int shift = (bounds[0] + bounds[1] + bounds[4] + bounds[5]) >> 2; x = item->pos.xPos + (shift * phd_sin(item->pos.yRot) >> W2V_SHIFT); z = item->pos.zPos + (shift * phd_cos(item->pos.yRot) >> W2V_SHIFT); Camera.target.x = x; Camera.target.z = z; if (item->objectNumber == ID_LARA) { ConfirmCameraTargetPos(); x = Camera.target.x; y = Camera.target.y; z = Camera.target.z; } } if (fixedCamera == Camera.fixedCamera) { Camera.fixedCamera = 0; if (Camera.speed != 1 && Camera.oldType != LOOK_CAMERA && BinocularOn >= 0) { if (TargetSnaps <= 8) { x = LastTarget.x + ((x - LastTarget.x) >> 2); Camera.target.x = x; y = LastTarget.y + ((y - LastTarget.y) >> 2); Camera.target.y = y; z = LastTarget.z + ((z - LastTarget.z) >> 2); Camera.target.z = z; } else { TargetSnaps = 0; } } } else { SniperCount = 30; Camera.fixedCamera = 1; Camera.speed = 1; } GetFloor(x, y, z, &Camera.target.roomNumber); if (abs(LastTarget.x - Camera.target.x) < 4 && abs(LastTarget.y - Camera.target.y) < 4 && abs(LastTarget.z - Camera.target.z) < 4) { Camera.target.x = LastTarget.x; Camera.target.y = LastTarget.y; Camera.target.z = LastTarget.z; } if (Camera.type && Camera.flags != CF_CHASE_OBJECT) FixedCamera(item); else ChaseCamera(item); } Camera.fixedCamera = fixedCamera; Camera.last = Camera.number; if (Camera.type != HEAVY_CAMERA || Camera.timer == -1) { Camera.type = CHASE_CAMERA; Camera.speed = 10; Camera.number = -1; Camera.lastItem = Camera.item; Camera.item = NULL; Camera.targetElevation = 0; Camera.targetAngle = 0; Camera.targetDistance = 1536; Camera.flags = 0; Camera.laraNode = -1; } }