TombEngine/TR5Main/Objects/TR3/Vehicles/biggun.cpp
2022-02-23 14:40:08 +11:00

302 lines
8.5 KiB
C++

#include "framework.h"
#include "Objects/TR3/Vehicles/biggun.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/effects/effects.h"
#include "Game/effects/tomb4fx.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_flare.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_struct.h"
#include "Objects/TR3/Vehicles/biggun_info.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/input.h"
#include "Specific/setup.h"
#define BGUN_TURN_RATE ANGLE(2.0f)
#define BGUN_TURN_MAX ANGLE(16.0f)
#define RECOIL_TIME 26
#define RECOIL_Z 25
#define BGUN_UP_DOWN_FRAMES 59
#define BGUN_DISMOUNT_FRAME 30
#define BGUN_IN_FIRE IN_ACTION
#define BGUN_IN_DISMOUNT (IN_ROLL | IN_JUMP)
#define BGUN_IN_UP IN_FORWARD
#define BGUN_IN_DOWN IN_BACK
#define BGUN_IN_LEFT IN_LEFT
#define BGUN_IN_RIGHT IN_RIGHT
enum BigGunState
{
BGUN_STATE_MOUNT = 0,
BGUN_STATE_DISMOUNT = 1,
BGUN_STATE_UP_DOWN = 2,
BGUN_STATE_RECOIL = 3
};
enum BigGunAnim
{
BGUN_ANIM_MOUNT = 0,
BGUN_ANIM_DISMOUNT = 1,
BGUN_ANIM_UP_DOWN = 2,
BGUN_ANIM_RECOIL = 3
};
enum BigGunFlags
{
BGUN_FLAG_NONE = 0,
BGUN_FLAG_UP_DOWN = 1,
BGUN_FLAG_AUTO_ROT = 2,
BGUN_FLAG_DISMOUNT = 4,
BGUN_FLAG_FIRE = 8
};
void BigGunInitialise(short itemNum)
{
auto* bGunItem = &g_Level.Items[itemNum];
bGunItem->Data = BigGunInfo();
auto* bGunInfo = (BigGunInfo*)bGunItem->Data;
bGunInfo->Rotation.xRot = BGUN_DISMOUNT_FRAME;
bGunInfo->Rotation.zRot = 0;
bGunInfo->StartYRot = bGunItem->Position.yRot;
bGunInfo->GunRotYAdd = 0;
bGunInfo->FireCount = 0;
bGunInfo->Flags = BGUN_FLAG_NONE;
bGunInfo->BarrelRotating = false;
}
static bool BigGunTestMount(ITEM_INFO* laraItem, ITEM_INFO* bGunItem)
{
//LaraInfo*& laraInfo = lara->data; // If Lara global is not used, the game crashes upon level load. Not sure why. @Sezz 2022.01.09
if (!(TrInput & IN_ACTION) ||
Lara.Control.HandStatus != HandStatus::Free ||
laraItem->Airborne)
{
return false;
}
int x = laraItem->Position.xPos - bGunItem->Position.xPos;
int y = laraItem->Position.yPos - bGunItem->Position.yPos;
int z = laraItem->Position.zPos - bGunItem->Position.zPos;
int distance = pow(x, 2) + pow(y, 2) + pow(z, 2);
if (distance > 30000)
return false;
short deltaAngle = abs(laraItem->Position.yRot - bGunItem->Position.yRot);
if (deltaAngle > ANGLE(35.0f) || deltaAngle < -ANGLE(35.0f))
return false;
return true;
}
void BigGunFire(ITEM_INFO* laraItem, ITEM_INFO* bGunItem)
{
auto* bGunInfo = (BigGunInfo*)bGunItem->Data;
short itemNumber = CreateItem();
auto* projectileItem = &g_Level.Items[itemNumber];
if (itemNumber != NO_ITEM)
{
projectileItem->ObjectNumber = ID_ROCKET;
projectileItem->RoomNumber = laraItem->RoomNumber;
PHD_VECTOR pos = { 0, 0, CLICK(1) }; // CLICK(1) or 520?
GetJointAbsPosition(bGunItem, &pos, 2);
projectileItem->Position.xPos = pos.x;
projectileItem->Position.yPos = pos.y;
projectileItem->Position.zPos = pos.z;
InitialiseItem(itemNumber);
projectileItem->Position.xRot = -((bGunInfo->Rotation.xRot - 32) * ANGLE(1.0f));
projectileItem->Position.yRot = bGunItem->Position.yRot;
projectileItem->Position.zRot = 0;
projectileItem->Velocity = 16;
projectileItem->ItemFlags[0] = BGUN_FLAG_UP_DOWN;
AddActiveItem(itemNumber);
SmokeCountL = 32;
SmokeWeapon = WEAPON_ROCKET_LAUNCHER;
for (int i = 0; i < 5; i++)
TriggerGunSmoke(pos.x, pos.y, pos.z, 0, 0, 0, 1, WEAPON_ROCKET_LAUNCHER, 32);
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
}
}
void BigGunCollision(short itemNum, ITEM_INFO* laraItem, COLL_INFO* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* bGunItem = &g_Level.Items[itemNum];
auto* bGunInfo = (BigGunInfo*)bGunItem->Data;
if (laraItem->HitPoints <= 0 || laraInfo->Vehicle != NO_ITEM)
return;
if (BigGunTestMount(bGunItem, laraItem))
{
laraInfo->Vehicle = itemNum;
if (laraInfo->Control.WeaponControl.GunType == WEAPON_FLARE)
{
CreateFlare(laraItem, ID_FLARE_ITEM, false);
UndrawFlareMeshes(laraItem);
laraInfo->Flare.ControlLeft = false;
laraInfo->Control.WeaponControl.RequestGunType = WEAPON_NONE;
laraInfo->Control.WeaponControl.GunType = WEAPON_NONE;
}
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_MOUNT;
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_MOUNT].frameBase;
laraItem->TargetState = BGUN_STATE_MOUNT;
laraItem->ActiveState = BGUN_STATE_MOUNT;
laraItem->Position = bGunItem->Position;
laraItem->Airborne = false;
laraInfo->Control.HandStatus = HandStatus::Busy;
bGunItem->HitPoints = 1;
bGunInfo->Flags = BGUN_FLAG_NONE;
bGunInfo->Rotation.xRot = BGUN_DISMOUNT_FRAME;
}
else
ObjectCollision(itemNum, laraItem, coll);
}
bool BigGunControl(ITEM_INFO* laraItem, COLL_INFO* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* bGunItem = &g_Level.Items[laraInfo->Vehicle];
auto* bGunInfo = (BigGunInfo*)bGunItem->Data;
if (bGunInfo->Flags & BGUN_FLAG_UP_DOWN)
{
if (bGunInfo->BarrelRotating)
bGunInfo->BarrelZRotation--;
if (!bGunInfo->BarrelZRotation)
bGunInfo->BarrelRotating = false;
if (TrInput & BGUN_IN_DISMOUNT || laraItem->HitPoints <= 0)
bGunInfo->Flags = BGUN_FLAG_AUTO_ROT;
else
{
if (TrInput & BGUN_IN_FIRE && bGunInfo->FireCount == 0)
{
BigGunFire(laraItem, bGunItem);
bGunInfo->FireCount = RECOIL_TIME;
bGunInfo->BarrelZRotation = RECOIL_Z;
bGunInfo->BarrelRotating = true;
}
if (TrInput & BGUN_IN_LEFT)
{
if (bGunInfo->GunRotYAdd > 0)
bGunInfo->GunRotYAdd /= 2;
bGunInfo->GunRotYAdd -= BGUN_TURN_RATE;
if (bGunInfo->GunRotYAdd < -BGUN_TURN_MAX)
bGunInfo->GunRotYAdd = -BGUN_TURN_MAX;
}
else if (TrInput & BGUN_IN_RIGHT)
{
if (bGunInfo->GunRotYAdd < 0)
bGunInfo->GunRotYAdd /= 2;
bGunInfo->GunRotYAdd += BGUN_TURN_RATE;
if (bGunInfo->GunRotYAdd > BGUN_TURN_MAX)
bGunInfo->GunRotYAdd = BGUN_TURN_MAX;
}
else
{
bGunInfo->GunRotYAdd -= bGunInfo->GunRotYAdd / 4;
if (abs(bGunInfo->GunRotYAdd) < BGUN_TURN_RATE)
bGunInfo->GunRotYAdd = 0;
}
bGunInfo->Rotation.zRot += bGunInfo->GunRotYAdd / 4;
if (TrInput & BGUN_IN_UP && bGunInfo->Rotation.xRot < BGUN_UP_DOWN_FRAMES)
bGunInfo->Rotation.xRot++;
else if (TrInput & BGUN_IN_DOWN && bGunInfo->Rotation.xRot)
bGunInfo->Rotation.xRot--;
}
}
if (bGunInfo->Flags & BGUN_FLAG_AUTO_ROT)
{
if (bGunInfo->Rotation.xRot == BGUN_DISMOUNT_FRAME)
{
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_DISMOUNT;
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN].animIndex + BGUN_ANIM_DISMOUNT].frameBase;
laraItem->ActiveState = BGUN_STATE_DISMOUNT;
laraItem->TargetState = BGUN_STATE_DISMOUNT;
bGunInfo->GunRotYAdd = 0;
bGunInfo->BarrelRotating = false;
bGunInfo->Flags = BGUN_FLAG_DISMOUNT;
}
else if (bGunInfo->Rotation.xRot > BGUN_DISMOUNT_FRAME)
bGunInfo->Rotation.xRot--;
else if (bGunInfo->Rotation.xRot < BGUN_DISMOUNT_FRAME)
bGunInfo->Rotation.xRot++;
}
switch (laraItem->ActiveState)
{
case BGUN_STATE_MOUNT:
case BGUN_STATE_DISMOUNT:
AnimateItem(laraItem);
bGunItem->AnimNumber = Objects[ID_BIGGUN].animIndex + (laraItem->AnimNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
bGunItem->FrameNumber = g_Level.Anims[bGunItem->AnimNumber].frameBase + (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase);
if (bGunInfo->Flags & BGUN_FLAG_DISMOUNT && TestLastFrame(laraItem))
{
SetAnimation(laraItem, LA_STAND_IDLE);
laraInfo->Vehicle = NO_ITEM;
laraInfo->Control.HandStatus = HandStatus::Free;
bGunItem->HitPoints = 0;
}
break;
case BGUN_STATE_UP_DOWN:
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_UP_DOWN;
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN].animIndex + BGUN_ANIM_UP_DOWN].frameBase + bGunInfo->Rotation.xRot;
bGunItem->AnimNumber = Objects[ID_BIGGUN].animIndex + (laraItem->AnimNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
bGunItem->FrameNumber = g_Level.Anims[bGunItem->AnimNumber].frameBase + (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase);
if (bGunInfo->FireCount > 0)
bGunInfo->FireCount--;
else
bGunInfo->FireCount = 0;
bGunInfo->Flags = BGUN_FLAG_UP_DOWN;
break;
}
Camera.targetElevation = -ANGLE(15.0f);
bGunItem->Position.yRot = bGunInfo->StartYRot + bGunInfo->Rotation.zRot;
laraItem->Position.yRot = bGunItem->Position.yRot;
coll->Setup.EnableSpasm = false;
coll->Setup.EnableObjectPush = false;
DoObjectCollision(laraItem, coll);
return true;
}