TombEngine/TR5Main/Game/flmtorch.cpp
2019-12-22 19:01:36 +01:00

336 lines
No EOL
8.7 KiB
C++

#include "flmtorch.h"
#include "..\Global\global.h"
#include "effect2.h"
#include "laraflar.h"
#include "lara.h"
#include "larafire.h"
#include "collide.h"
#include "laramisc.h"
#include "switch.h"
#include "items.h"
short FireBounds[12] =
{
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0xF8E4, 0x071C
};
void TriggerTorchFlame(char fxObj, char node)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
spark->on = 1;
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 = 2;
spark->life = spark->sLife = (GetRandomControl() & 7) + 24;
spark->y = 0;
spark->x = (GetRandomControl() & 0xF) - 8;
spark->z = (GetRandomControl() & 0xF) - 8;
spark->xVel = (GetRandomControl() & 0xFF) - 128;
spark->yVel = -16 - (GetRandomControl() & 0xF);
spark->friction = 5;
spark->flags = 4762;
spark->zVel = (GetRandomControl() & 0xFF) - 128;
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 >> 3;
}
void DoFlameTorch()
{
switch (Lara.leftArm.lock)
{
case 0:
if (Lara.requestGunType != Lara.gunType)
{
Lara.leftArm.lock = 2;
Lara.leftArm.frameNumber = 31;
Lara.leftArm.animNumber = Objects[ID_TORCH_ANIM].animIndex + 2;
break;
}
if (TrInput & IN_DRAW
&& !(LaraItem->gravityStatus)
&& !LaraItem->fallspeed
&& LaraItem->currentAnimState != STATE_LARA_JUMP_PREPARE
&& LaraItem->currentAnimState != STATE_LARA_JUMP_UP
&& LaraItem->currentAnimState != STATE_LARA_JUMP_FORWARD
&& LaraItem->currentAnimState != STATE_LARA_JUMP_BACK
&& LaraItem->currentAnimState != STATE_LARA_JUMP_LEFT
&& LaraItem->currentAnimState != STATE_LARA_JUMP_RIGHT
|| Lara.waterStatus == LW_UNDERWATER)
{
Lara.leftArm.lock = 1;
Lara.leftArm.frameNumber = 1;
Lara.leftArm.animNumber = Objects[ID_TORCH_ANIM].animIndex + 1;
if (Lara.waterStatus == LW_UNDERWATER)
Lara.litTorch = false;
}
break;
case 1:
if (Lara.leftArm.frameNumber < 12 && LaraItem->gravityStatus)
{
Lara.leftArm.lock = 0;
Lara.leftArm.frameNumber = 0;
Lara.leftArm.animNumber = Objects[ID_TORCH_ANIM].animIndex;
}
else
{
Lara.leftArm.frameNumber++;
if (Lara.leftArm.frameNumber == 27)
{
Lara.litTorch = false;
Lara.leftArm.lock = 0;
Lara.gunType = Lara.lastGunType;
Lara.requestGunType = WEAPON_NONE;
Lara.gunStatus = LG_NO_ARMS;
}
else if (Lara.leftArm.frameNumber == 12)
{
Lara.meshPtrs[LM_LHAND] = Meshes[Objects[ID_LARA].meshIndex + 26];
CreateFlare(ID_BURNING_TORCH_ITEM, 1);
}
}
break;
case 2:
Lara.leftArm.frameNumber++;
if (Lara.leftArm.frameNumber == 41)
{
Lara.litTorch = false;
Lara.leftArm.lock = 0;
Lara.lastGunType = WEAPON_NONE;
Lara.requestGunType = WEAPON_NONE;
Lara.gunStatus = LG_NO_ARMS;
}
else if (Lara.leftArm.frameNumber == 36)
{
Lara.meshPtrs[LM_LHAND] = Meshes[Objects[ID_LARA].meshIndex + 26];
CreateFlare(ID_BURNING_TORCH_ITEM, 0);
}
break;
case 3:
if (LaraItem->currentAnimState != STATE_LARA_MISC_CONTROL)
{
Lara.leftArm.lock = 0;
Lara.leftArm.frameNumber = 0;
Lara.flareControlLeft = true;
Lara.litTorch = LaraItem->itemFlags[3] & 1;
Lara.leftArm.animNumber = Objects[ID_TORCH_ANIM].animIndex;
}
break;
default:
break;
}
if (Lara.flareControlLeft)
Lara.gunStatus = LG_READY;
Lara.leftArm.frameBase = Anims[Lara.leftArm.animNumber].framePtr;
if (Lara.litTorch)
{
PHD_VECTOR pos;
pos.x = -32;
pos.y = 64;
pos.z = 256;
GetLaraJointPosition(&pos, LJ_LHAND);
TriggerDynamicLight(pos.x, pos.y, pos.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(LaraItem - Items, 0);
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0);
TorchRoom = LaraItem->roomNumber;
}
}
void GetFlameTorch()
{
if (Lara.gunType == WEAPON_FLARE)
CreateFlare(ID_FLARE_ITEM, 0);
Lara.requestGunType = WEAPON_TORCH;
Lara.gunType = WEAPON_TORCH;
Lara.flareControlLeft = true;
Lara.leftArm.animNumber = Objects[ID_TORCH_ANIM].animIndex;
Lara.gunStatus = LG_READY;
Lara.leftArm.lock = 0;
Lara.leftArm.frameNumber = 0;
Lara.leftArm.frameBase = Anims[Lara.leftArm.animNumber].framePtr;
Lara.meshPtrs[LM_LHAND] = Meshes[Objects[ID_LARA].meshIndex + 26];
}
void TorchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
int oldX = item->pos.xPos;
int oldY = item->pos.yPos;
int oldZ = item->pos.zPos;
if (item->fallspeed)
item->pos.zRot += ANGLE(1);
else if (!item->speed)
{
item->pos.xRot = 0;
item->pos.zRot = 0;
}
item->pos.xPos += item->speed * SIN(item->pos.yRot) >> W2V_SHIFT;
item->pos.zPos += item->speed * COS(item->pos.yRot) >> W2V_SHIFT;
if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
item->fallspeed += (5 - item->fallspeed) / 2;
item->speed += (5 - item->speed) >> 1;
if (item->itemFlags[3] != 0)
item->itemFlags[3] = 0;
}
else
{
item->fallspeed += 6;
}
item->pos.yPos += item->fallspeed;
DoProperDetection(itemNumber, oldX, oldY, oldZ, SIN(item->pos.yRot) >> W2V_SHIFT, item->fallspeed);
if (GetCollidedObjects(item, 0, 1, CollidedItems, CollidedMeshes, 0))
{
coll.enableBaddiePush = true;
if (CollidedItems)
{
if (!Objects[CollidedItems[0]->objectNumber].intelligent)
ObjectCollision((CollidedItems[0] - Items) / sizeof(ITEM_INFO), item, &coll);
}
else
{
STATIC_INFO* sobj = &StaticObjects[CollidedMeshes[0]->staticNumber];
PHD_3DPOS pos;
pos.xPos = CollidedMeshes[0]->x;
pos.yPos = CollidedMeshes[0]->y;
pos.zPos = CollidedMeshes[0]->z;
pos.yRot = CollidedMeshes[0]->yRot;
ItemPushLaraStatic(item, &sobj->xMinc, &pos, &coll);
}
item->speed >>= 1;
}
if (item->itemFlags[3])
{
TriggerDynamicLight(item->pos.xPos, item->pos.yPos, item->pos.zPos, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(itemNumber, 1);
TorchRoom = item->roomNumber;
SoundEffect(SFX_LOOP_FOR_SMALL_FIRES, &item->pos, 0);
}
}
void FireCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
if (Lara.gunType != WEAPON_TORCH
|| Lara.gunStatus != LG_READY
|| Lara.leftArm.lock
|| Lara.litTorch == (item->status == ITEM_ACTIVE)
|| item->timer == -1
|| !(TrInput & IN_ACTION)
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE
|| l->gravityStatus)
{
if (item->objectNumber == ID_BURNING_ROOTS)
ObjectCollision(itemNumber, l, coll);
}
else
{
short rot = item->pos.yRot;
switch (item->objectNumber)
{
case ID_FLAME_EMITTER:
FireBounds[0] = -256;
FireBounds[1] = 256;
FireBounds[2] = 0;
FireBounds[3] = 1024;
FireBounds[4] = -800;
FireBounds[5] = 800;
break;
case ID_FLAME_EMITTER2:
FireBounds[1] = -256;
FireBounds[2] = 256;
FireBounds[3] = 0;
FireBounds[4] = 1024;
FireBounds[5] = -600;
FireBounds[6] = 600;
break;
case ID_BURNING_ROOTS:
FireBounds[0] = -384;
FireBounds[1] = 384;
FireBounds[2] = 0;
FireBounds[3] = 2048;
FireBounds[4] = -384;
FireBounds[5] = 384;
break;
}
item->pos.yRot = l->pos.yRot;
if (TestLaraPosition(FireBounds, item, l))
{
if (item->objectNumber == ID_BURNING_ROOTS)
{
l->animNumber = ANIMATION_LARA_TORCH_LIGHT_5;
}
else
{
int dy = abs(l->pos.yPos - item->pos.yPos);
l->itemFlags[3] = 1;
l->animNumber = (dy >> 8) + ANIMATION_LARA_TORCH_LIGHT_1;
}
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->frameNumber = Anims[l->animNumber].frameBase;
Lara.flareControlLeft = false;
Lara.leftArm.lock = 3;
Lara.generalPtr = (void*)itemNumber;
}
item->pos.yRot = rot;
}
if ((short)Lara.generalPtr == itemNumber && item->status != ITEM_ACTIVE && l->currentAnimState == STATE_LARA_MISC_CONTROL)
{
if (l->animNumber >= ANIMATION_LARA_TORCH_LIGHT_1 && l->animNumber <= ANIMATION_LARA_TORCH_LIGHT_5)
{
if (l->frameNumber - Anims[l->animNumber].frameBase == 40)
{
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 1, item->flags & 0x3E00);
item->flags |= 0x3E00;
item->itemFlags[3] = 0;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNumber);
}
}
}
}