TombEngine/TombEngine/Game/camera.cpp
Lwmte 8ef2351a7c Bugfixes (tier 2) (#539)
* Use spiky gunflash for MP5 if available

* Make order to Test/Touch/Mesh bits in ItemInfo and convert all to uint64 properly

* Fix TR4 sentry gun using wrong rotations after wad conversion

* Fix find and replace error

* Convert ExplodingDeath to also use all 64-bit range

* Fix stack overflow due to strange compiler quirks

* Fix gunflashes for TR4 enemies

* Reorganize sound condition checking to finally resolve all problems

* Remove weird sound play condition casts

* Update ten_savegame.fbs

* Update ten_savegame_generated.h

* Convert meshbits back to 32 bit

* Update Renderer11DrawEffect.cpp

* Enable multiple blend modes for particles, add poisoned particles support

* Reduce max poison potency

* Add debug box output for pathfinding

* Properly clean and restore game and level statistics

* Fix wrong condition in keyhole collision check which led to infinite inventory call

* Fix keyholes again

* Save particles in savegames

* Update tomb4fx.h

* Clean up particle code, save quadbike info in savegames

* Save UPV info in savegames

* Allow quadbike to ride through shallow water

* Update quad.cpp

* Make slowdown dependent on water depth

* Fix epic bug with calculating water depth

* Clean up quadbike water code

* Remove incorrect debug box drawing

* Tidy up current iteration of joint bit helpers

* Customize drag for water and quicksand separately

* Use auto* instead of auto to make code more readable

* Add quadbike hack for ending up in shallow underwater caverns

Co-authored-by: Sezz
2022-06-12 22:01:24 +10:00

2034 lines
53 KiB
C++

#include "framework.h"
#include "Game/camera.h"
#include "Game/animation.h"
#include "Game/collision/collide_room.h"
#include "Game/control/los.h"
#include "Game/effects/effects.h"
#include "Game/effects/debris.h"
#include "Game/effects/weather.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_fire.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/room.h"
#include "Game/savegame.h"
#include "Objects/Generic/Object/burning_torch.h"
#include "Sound/sound.h"
#include "Specific/input.h"
#include "Specific/level.h"
#include "Specific/setup.h"
using TEN::Renderer::g_Renderer;
using namespace TEN::Entities::Generic;
using namespace TEN::Effects::Environment;
constexpr auto COLL_CHECK_THRESHOLD = SECTOR(4);
constexpr auto COLL_CANCEL_THRESHOLD = SECTOR(2);
constexpr auto COLL_DISCARD_THRESHOLD = CLICK(0.5f);
constexpr auto CAMERA_RADIUS = CLICK(1);
struct OLD_CAMERA
{
short ActiveState;
short TargetState;
int targetDistance;
short actualElevation;
short targetElevation;
short actualAngle;
PHD_3DPOS pos;
PHD_3DPOS pos2;
Vector3Int target;
};
float LfAspectCorrection;
GameVector LastTarget;
byte SniperCamActive;
extern int KeyTriggerActive;
Vector3Int CurrentCameraPosition;
SVECTOR CurrentCameraRotation;
GameVector LastIdeal;
GameVector Ideals[5];
OLD_CAMERA OldCam;
int CameraSnaps = 0;
int TargetSnaps = 0;
GameVector LookCamPosition;
GameVector LookCamTarget;
int LSHKTimer = 0;
int LSHKShotsFired = 0;
Vector3Int CamOldPos;
CAMERA_INFO Camera;
GameVector ForcedFixedCamera;
int UseForcedFixedCamera;
int NumberCameras;
int BinocularRange;
bool BinocularOn;
CameraType BinocularOldCamera;
bool LaserSight;
int PhdPerspective;
short CurrentFOV;
int RumbleTimer = 0;
int RumbleCounter = 0;
bool ScreenFadedOut = false;
bool ScreenFading = false;
float ScreenFadeSpeed = 0;
float ScreenFadeStart = 0;
float ScreenFadeEnd = 0;
float ScreenFadeCurrent = 0;
float CinematicBarsHeight = 0;
float CinematicBarsDestinationHeight = 0;
float CinematicBarsSpeed = 0;
void LookAt(CAMERA_INFO* cam, short roll)
{
Vector3 position = Vector3(cam->pos.x, cam->pos.y, cam->pos.z);
Vector3 target = Vector3(cam->target.x, cam->target.y, cam->target.z);
Vector3 up = Vector3(0.0f, -1.0f, 0.0f);
float fov = TO_RAD(CurrentFOV / 1.333333f);
float r = TO_RAD(roll);
g_Renderer.UpdateCameraMatrices(cam, r, fov);
}
void AlterFOV(int value)
{
CurrentFOV = value;
PhdPerspective = g_Renderer.ScreenWidth / 2 * phd_cos(CurrentFOV / 2) / phd_sin(CurrentFOV / 2);
}
void InitialiseCamera()
{
Camera.shift = LaraItem->Pose.Position.y - SECTOR(1);
LastTarget.x = LaraItem->Pose.Position.x;
LastTarget.y = Camera.shift;
LastTarget.z = LaraItem->Pose.Position.z;
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 = SECTOR(1.5f);
Camera.item = NULL;
Camera.numberFrames = 1;
Camera.type = CameraType::Chase;
Camera.speed = 1;
Camera.flags = CF_FOLLOW_CENTER;
Camera.bounce = 0;
Camera.number = -1;
Camera.fixedCamera = false;
AlterFOV(ANGLE(80.0f));
UseForcedFixedCamera = 0;
CalculateCamera();
}
void MoveCamera(GameVector* ideal, int speed)
{
GameVector from, to;
if (BinocularOn)
speed = 1;
if (OldCam.pos.Orientation != LaraItem->Pose.Orientation ||
OldCam.pos2.Orientation.x != Lara.ExtraHeadRot.x ||
OldCam.pos2.Orientation.y != Lara.ExtraHeadRot.y ||
OldCam.pos2.Position.x != Lara.ExtraTorsoRot.x ||
OldCam.pos2.Position.y != Lara.ExtraTorsoRot.y ||
OldCam.pos.Position != LaraItem->Pose.Position ||
OldCam.ActiveState != LaraItem->Animation.ActiveState ||
OldCam.TargetState != LaraItem->Animation.TargetState ||
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 ||
BinocularOn)
{
OldCam.pos.Orientation = LaraItem->Pose.Orientation;
OldCam.pos2.Orientation.x = Lara.ExtraHeadRot.x;
OldCam.pos2.Orientation.y = Lara.ExtraHeadRot.y;
OldCam.pos2.Position.x = Lara.ExtraTorsoRot.x;
OldCam.pos2.Position.y = Lara.ExtraTorsoRot.y;
OldCam.pos.Position = LaraItem->Pose.Position;
OldCam.ActiveState = LaraItem->Animation.ActiveState;
OldCam.TargetState = LaraItem->Animation.TargetState;
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;
}
}
int y = Camera.pos.y;
if (TestEnvironment(ENV_FLAG_SWAMP, Camera.pos.roomNumber))
y = g_Level.Rooms[Camera.pos.roomNumber].y - CLICK(1);
auto probe = GetCollision(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
if (y < probe.Position.Ceiling ||
y > probe.Position.Floor)
{
LOSAndReturnTarget(&Camera.target, &Camera.pos, 0);
if (abs(Camera.pos.x - ideal->x) < SECTOR(0.5f) &&
abs(Camera.pos.y - ideal->y) < SECTOR(0.5f) &&
abs(Camera.pos.z - ideal->z) < SECTOR(0.5f))
{
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 (!LOSAndReturnTarget(&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;
}
}
}
probe = GetCollision(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.pos.roomNumber);
int buffer = CLICK(1) - 1;
if ((Camera.pos.y - buffer) < probe.Position.Ceiling &&
(Camera.pos.y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = (probe.Position.Floor + probe.Position.Ceiling) / 2;
}
else if ((Camera.pos.y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = probe.Position.Floor - buffer;
}
else if ((Camera.pos.y - buffer) < probe.Position.Ceiling &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = probe.Position.Ceiling + buffer;
}
else if (probe.Position.Ceiling >= probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT)
{
Camera.pos.x = ideal->x;
Camera.pos.y = ideal->y;
Camera.pos.z = ideal->z;
Camera.pos.roomNumber = ideal->roomNumber;
}
ItemsCollideCamera();
Camera.pos.roomNumber = GetCollision(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.pos.roomNumber).RoomNumber;
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.mikePos.x = LaraItem->Pose.Position.x;
Camera.mikePos.y = LaraItem->Pose.Position.y;
Camera.mikePos.z = LaraItem->Pose.Position.z;
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);
Camera.mikePos.y = Camera.pos.y;
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(angle);
Camera.oldType = Camera.type;
}
}
void ChaseCamera(ItemInfo* item)
{
if (!Camera.targetElevation)
Camera.targetElevation = -ANGLE(10.0f);
Camera.targetElevation += item->Pose.Orientation.x;
UpdateCameraElevation();
// Clamp x rotation.
if (Camera.actualElevation > ANGLE(85.0f))
Camera.actualElevation = ANGLE(85.0f);
else if (Camera.actualElevation < -ANGLE(85.0f))
Camera.actualElevation = -ANGLE(85.0f);
int distance = Camera.targetDistance * phd_cos(Camera.actualElevation);
auto probe = GetCollision(Camera.target.x, Camera.target.y + CLICK(1), Camera.target.z, Camera.target.roomNumber);
if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
Camera.target.y = g_Level.Rooms[probe.RoomNumber].y - CLICK(1);
int y = Camera.target.y;
probe = GetCollision(Camera.target.x, y, Camera.target.z, Camera.target.roomNumber);
if (((y < probe.Position.Ceiling || probe.Position.Floor < y) || probe.Position.Floor <= probe.Position.Ceiling) ||
(probe.Position.Floor == NO_HEIGHT || probe.Position.Ceiling == 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);
int farthest = INT_MAX;
int farthestnum = 0;
GameVector temp[2];
for (int i = 0; i < 5; i++)
{
short angle;
if (i == 0)
angle = Camera.actualAngle;
else
angle = (i - 1) * ANGLE(90.0f);
Ideals[i].x = Camera.target.x - distance * phd_sin(angle);
Ideals[i].z = Camera.target.z - distance * phd_cos(angle);
Ideals[i].roomNumber = Camera.target.roomNumber;
if (LOSAndReturnTarget(&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 || LOSAndReturnTarget(&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 || LOSAndReturnTarget(&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;
}
}
}
}
GameVector ideal = { Ideals[farthestnum].x , Ideals[farthestnum].y, Ideals[farthestnum].z };
ideal.roomNumber = Ideals[farthestnum].roomNumber;
CameraCollisionBounds(&ideal, CLICK(1.5f), 1);
MoveCamera(&ideal, Camera.speed);
}
void UpdateCameraElevation()
{
if (Camera.laraNode != -1)
{
Vector3Int pos = { 0, 0, 0 };
GetLaraJointPosition(&pos, Camera.laraNode);
Vector3Int pos1 = { 0, -CLICK(1), SECTOR(2) };
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->Pose.Orientation.y + Camera.targetAngle;
Camera.actualElevation += (Camera.targetElevation - Camera.actualElevation) / 8;
}
void CombatCamera(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
Camera.target.x = item->Pose.Position.x;
Camera.target.z = item->Pose.Position.z;
if (lara->TargetEntity)
{
Camera.targetAngle = lara->TargetArmOrient.y;
Camera.targetElevation = lara->TargetArmOrient.x + item->Pose.Orientation.x;
}
else
{
Camera.targetAngle = lara->ExtraHeadRot.y + lara->ExtraTorsoRot.y;
Camera.targetElevation = lara->ExtraHeadRot.x + lara->ExtraTorsoRot.x + item->Pose.Orientation.x - ANGLE(15.0f);
}
auto probe = GetCollision(Camera.target.x, Camera.target.y + CLICK(1), Camera.target.z, Camera.target.roomNumber);
if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
Camera.target.y = g_Level.Rooms[probe.RoomNumber].y - CLICK(1);
probe = GetCollision(Camera.target.x, Camera.target.y, Camera.target.z, Camera.target.roomNumber);
Camera.target.roomNumber = probe.RoomNumber;
int buffer = CLICK(0.25f);
if ((probe.Position.Ceiling + buffer) > (probe.Position.Floor - buffer) &&
probe.Position.Floor != NO_HEIGHT &&
probe.Position.Ceiling != NO_HEIGHT)
{
Camera.target.y = (probe.Position.Ceiling + probe.Position.Floor) >> 1;
Camera.targetElevation = 0;
}
else if (Camera.target.y > (probe.Position.Floor - buffer) &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.target.y = probe.Position.Floor - buffer;
Camera.targetElevation = 0;
}
else if (Camera.target.y < (probe.Position.Ceiling + buffer) &&
probe.Position.Ceiling != NO_HEIGHT)
{
Camera.target.y = probe.Position.Ceiling + buffer;
Camera.targetElevation = 0;
}
int y = Camera.target.y;
probe = GetCollision(Camera.target.x, y, Camera.target.z, Camera.target.roomNumber);
Camera.target.roomNumber = probe.RoomNumber;
if (y < probe.Position.Ceiling ||
y > probe.Position.Floor ||
probe.Position.Ceiling >= probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == 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 = SECTOR(1.5f);
int distance = Camera.targetDistance * phd_cos(Camera.actualElevation);
for (int i = 0; i < 5; i++)
Ideals[i].y = Camera.target.y + Camera.targetDistance * phd_sin(Camera.actualElevation);
int farthest = INT_MAX;
int farthestnum = 0;
GameVector temp[2];
for (int i = 0; i < 5; i++)
{
short angle;
if (i == 0)
angle = Camera.actualAngle;
else
angle = (i - 1) * ANGLE(90.0f);
Ideals[i].x = Camera.target.x - distance * phd_sin(angle);
Ideals[i].z = Camera.target.z - distance * phd_cos(angle);
Ideals[i].roomNumber = Camera.target.roomNumber;
if (LOSAndReturnTarget(&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 ||
LOSAndReturnTarget(&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 ||
LOSAndReturnTarget(&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;
}
}
}
}
GameVector ideal = { Ideals[farthestnum].x, Ideals[farthestnum].y, Ideals[farthestnum].z };
ideal.roomNumber = Ideals[farthestnum].roomNumber;
CameraCollisionBounds(&ideal, CLICK(1.5f), 1);
if (Camera.oldType == CameraType::Fixed)
Camera.speed = 1;
MoveCamera(&ideal, Camera.speed);
}
bool CameraCollisionBounds(GameVector* ideal, int push, int yFirst)
{
int x = ideal->x;
int y = ideal->y;
int z = ideal->z;
CollisionResult probe;
if (yFirst)
{
probe = GetCollision(x, y, z, ideal->roomNumber);
int buffer = CLICK(1) - 1;
if ((y - buffer) < probe.Position.Ceiling &&
(y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = (probe.Position.Floor + probe.Position.Ceiling) / 2;
}
else if ((y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = probe.Position.Floor - buffer;
}
else if ((y - buffer) < probe.Position.Ceiling &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = probe.Position.Ceiling + buffer;
}
}
probe = GetCollision(x - push, y, z, ideal->roomNumber);
if (y > probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
y < probe.Position.Ceiling)
{
x = (x & (~1023)) + push;
}
probe = GetCollision(x, y, z - push, ideal->roomNumber);
if (y > probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
y < probe.Position.Ceiling)
{
z = (z & (~1023)) + push;
}
probe = GetCollision(x + push, y, z, ideal->roomNumber);
if (y > probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
y < probe.Position.Ceiling)
{
x = (x | 1023) - push;
}
probe = GetCollision(x, y, z + push, ideal->roomNumber);
if (y > probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
y < probe.Position.Ceiling)
{
z = (z | 1023) - push;
}
if (!yFirst)
{
probe = GetCollision(x, y, z, ideal->roomNumber);
int buffer = CLICK(1) - 1;
if ((y - buffer) < probe.Position.Ceiling &&
(y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = (probe.Position.Floor + probe.Position.Ceiling) / 2;
}
else if ((y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = probe.Position.Floor - buffer;
}
else if ((y - buffer) < probe.Position.Ceiling &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
y = probe.Position.Ceiling + buffer;
}
}
probe = GetCollision(x, y, z, ideal->roomNumber);
if (y > probe.Position.Floor ||
y < probe.Position.Ceiling ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor)
{
return true;
}
ideal->roomNumber = probe.RoomNumber;
ideal->x = x;
ideal->y = y;
ideal->z = z;
return false;
}
void FixedCamera(ItemInfo* item)
{
GameVector from, to;
// Fixed cameras before TR3 had optional "movement" effect.
// Later for some reason it was forced to always be 1, and actual speed value
// from camera trigger was ignored. In TEN, we move speed value out of legacy
// floordata trigger to camera itself and make use of it again. Still, by default,
// value is 1 for UseForcedFixedCamera hack.
int moveSpeed = 1;
if (UseForcedFixedCamera)
{
from.x = ForcedFixedCamera.x;
from.y = ForcedFixedCamera.y;
from.z = ForcedFixedCamera.z;
from.roomNumber = ForcedFixedCamera.roomNumber;
}
else
{
LEVEL_CAMERA_INFO* camera = &g_Level.Cameras[Camera.number];
from.x = camera->x;
from.y = camera->y;
from.z = camera->z;
from.roomNumber = camera->roomNumber;
// Multiply original speed by 8 to comply with original bitshifted speed from TR1-2
moveSpeed = camera->speed * 8 + 1;
}
Camera.fixedCamera = true;
MoveCamera(&from, moveSpeed);
if (Camera.timer)
{
if (!--Camera.timer)
Camera.timer = -1;
}
}
void LookCamera(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
short headXRot = lara->ExtraHeadRot.x;
short headYRot = lara->ExtraHeadRot.y;
short torsoXRot = lara->ExtraTorsoRot.x;
short torsoYRot = lara->ExtraTorsoRot.y;
lara->ExtraTorsoRot.x = 0;
lara->ExtraTorsoRot.y = 0;
lara->ExtraHeadRot.x *= 2;
lara->ExtraHeadRot.y *= 2;
// Clamp head rotation.
if (lara->ExtraHeadRot.x > ANGLE(55.0f))
lara->ExtraHeadRot.x = ANGLE(55.0f);
else if (lara->ExtraHeadRot.x < -ANGLE(75.0f))
lara->ExtraHeadRot.x = -ANGLE(75.0f);
if (lara->ExtraHeadRot.y < -ANGLE(80.0f))
lara->ExtraHeadRot.y = -ANGLE(80.0f);
else if (lara->ExtraHeadRot.y > ANGLE(80.0f))
lara->ExtraHeadRot.y = ANGLE(80.0f);
if (abs(lara->ExtraHeadRot.x - OldCam.pos.Orientation.x) >= 16)
OldCam.pos.Orientation.x = (lara->ExtraHeadRot.x + OldCam.pos.Orientation.x) / 2;
else
OldCam.pos.Orientation.x = lara->ExtraHeadRot.x;
if (abs(lara->ExtraHeadRot.y - OldCam.pos.Orientation.y) >= 16)
OldCam.pos.Orientation.y = (lara->ExtraHeadRot.y + OldCam.pos.Orientation.y) / 2;
else
OldCam.pos.Orientation.y = lara->ExtraHeadRot.y;
Vector3Int pos = { 0, (int)CLICK(0.25f) / 4, (int)CLICK(0.25f) };
GetLaraJointPosition(&pos, LM_HEAD);
auto probe = GetCollision(pos.x, pos.y, pos.z, item->RoomNumber);
if (probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
pos.y > probe.Position.Floor ||
pos.y < probe.Position.Ceiling)
{
pos = { 0, (int)CLICK(0.25f) / 4 , 0 };
GetLaraJointPosition(&pos, LM_HEAD);
probe = GetCollision(pos.x, pos.y + CLICK(1), pos.z, item->RoomNumber);
if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
{
pos.y = g_Level.Rooms[probe.RoomNumber].y - CLICK(1);
probe = GetCollision(pos.x, pos.y, pos.z, probe.RoomNumber);
}
else
probe = GetCollision(pos.x, pos.y, pos.z, probe.RoomNumber);
if (probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
pos.y > probe.Position.Floor ||
pos.y < probe.Position.Ceiling)
{
pos.x = 0;
pos.y = CLICK(0.25f) / 4;
pos.z = -CLICK(0.25f);
GetLaraJointPosition(&pos, LM_HEAD);
}
}
Vector3Int pos2 = { 0, 0, -SECTOR(1) };
GetLaraJointPosition(&pos2, LM_HEAD);
Vector3Int pos3 = { 0, 0, CLICK(8) };
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;
int roomNum;
probe.RoomNumber = item->RoomNumber;
int i = 0;
for (i = 0; i < 8; i++)
{
roomNum = probe.RoomNumber;
probe = GetCollision(x, y + CLICK(1), z, probe.RoomNumber);
if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
{
y = g_Level.Rooms[probe.RoomNumber].y - CLICK(1);
break;
}
else
probe = GetCollision(x, y, z, probe.RoomNumber);
if (probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
probe.Position.Ceiling >= probe.Position.Floor ||
y > probe.Position.Floor ||
y < probe.Position.Ceiling)
{
break;
}
x += dx;
y += dy;
z += dz;
}
if (i)
{
x -= dx;
y -= dy;
z -= dz;
}
GameVector ideal = { x, y, z };
ideal.roomNumber = roomNum;
if (OldCam.pos.Orientation.x == lara->ExtraHeadRot.x &&
OldCam.pos.Orientation.y == lara->ExtraHeadRot.y &&
OldCam.pos.Position.x == item->Pose.Position.x &&
OldCam.pos.Position.y == item->Pose.Position.y &&
OldCam.pos.Position.z == item->Pose.Position.z &&
OldCam.ActiveState == item->Animation.ActiveState &&
OldCam.TargetState == item->Animation.TargetState &&
Camera.oldType == CameraType::Look)
{
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.Orientation.x = lara->ExtraHeadRot.x;
OldCam.pos.Orientation.y = lara->ExtraHeadRot.y;
OldCam.pos.Position.x = item->Pose.Position.x;
OldCam.pos.Position.y = item->Pose.Position.y;
OldCam.pos.Position.z = item->Pose.Position.z;
OldCam.ActiveState = item->Animation.ActiveState;
OldCam.TargetState = item->Animation.TargetState;
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, CLICK(1) - CLICK(0.25f) / 2, 1);
if (Camera.oldType == CameraType::Fixed)
{
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 = item->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 = item->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;
}
}
y = Camera.pos.y;
probe = GetCollision(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
int buffer = CLICK(1) - 1;
if ((y - buffer) < probe.Position.Ceiling &&
(y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT && probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = (probe.Position.Floor + probe.Position.Ceiling) / 2;
}
else if ((y + buffer) > probe.Position.Floor &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = probe.Position.Floor - buffer;
}
else if ((y - buffer) < probe.Position.Ceiling &&
probe.Position.Ceiling < probe.Position.Floor &&
probe.Position.Ceiling != NO_HEIGHT &&
probe.Position.Floor != NO_HEIGHT)
{
Camera.pos.y = probe.Position.Ceiling + buffer;
}
y = Camera.pos.y;
probe = GetCollision(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
if (TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
Camera.pos.y = g_Level.Rooms[probe.RoomNumber].y - CLICK(1);
else if (y < probe.Position.Ceiling ||
y > probe.Position.Floor ||
probe.Position.Ceiling >= probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT)
{
LOSAndReturnTarget(&Camera.target, &Camera.pos, 0);
}
y = Camera.pos.y;
probe = GetCollision(Camera.pos.x, y, Camera.pos.z, Camera.pos.roomNumber);
if (y < probe.Position.Ceiling ||
y > probe.Position.Floor ||
probe.Position.Ceiling >= probe.Position.Floor ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT ||
TestEnvironment(ENV_FLAG_SWAMP, probe.RoomNumber))
{
Camera.pos.x = pos.x;
Camera.pos.y = pos.y;
Camera.pos.z = pos.z;
Camera.pos.roomNumber = item->RoomNumber;
}
ItemsCollideCamera();
GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber);
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.actualAngle = item->Pose.Orientation.y + lara->ExtraHeadRot.y + lara->ExtraTorsoRot.y;
Camera.mikePos.x = item->Pose.Position.x;
Camera.mikePos.y = item->Pose.Position.y;
Camera.mikePos.z = item->Pose.Position.z;
}
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);
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(Camera.actualAngle);
Camera.mikePos.y = Camera.pos.y;
}
Camera.oldType = Camera.type;
lara->ExtraHeadRot.x = headXRot;
lara->ExtraHeadRot.y = headYRot;
lara->ExtraTorsoRot.x = torsoXRot;
lara->ExtraTorsoRot.y = torsoYRot;
}
void BounceCamera(ItemInfo* item, short bounce, short maxDistance)
{
int distance = sqrt(
pow(item->Pose.Position.x - Camera.pos.x, 2) +
pow(item->Pose.Position.y - Camera.pos.y, 2) +
pow(item->Pose.Position.z - Camera.pos.z, 2));
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(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
if (LSHKTimer)
--LSHKTimer;
if (!LaserSight)
{
// TODO: Some of these inputs should ideally be blocked. @Sezz 2022.05.19
if (InputBusy & (IN_DESELECT | IN_LOOK | IN_DRAW | IN_FLARE | IN_WALK | IN_JUMP))
{
item->MeshBits = ALL_JOINT_BITS;
lara->Inventory.IsBusy = false;
lara->ExtraHeadRot = Vector3Shrt();
lara->ExtraTorsoRot = Vector3Shrt();
Camera.type = BinocularOldCamera;
BinocularOn = false;
BinocularRange = 0;
AlterFOV(ANGLE(80.0f));
return;
}
}
item->MeshBits = NO_JOINT_BITS;
AlterFOV(7 * (ANGLE(11.5f) - BinocularRange));
short headXRot = lara->ExtraHeadRot.x * 2;
short headYRot = lara->ExtraHeadRot.y;
if (headXRot > ANGLE(75.0f))
headXRot = ANGLE(75.0f);
else if (headXRot < -ANGLE(75.0f))
headXRot = -ANGLE(75.0f);
if (headYRot > ANGLE(80.0f))
headYRot = ANGLE(80.0f);
else if (headYRot < -ANGLE(80.0f))
headYRot = -ANGLE(80.0f);
int x = item->Pose.Position.x;
int y = item->Pose.Position.y - CLICK(2);
int z = item->Pose.Position.z;
auto probe = GetCollision(x, y, z, item->RoomNumber);
if (probe.Position.Ceiling <= (y - CLICK(1)))
y -= CLICK(1);
else
y = probe.Position.Ceiling + CLICK(0.25f);
Camera.pos.x = x;
Camera.pos.y = y;
Camera.pos.z = z;
Camera.pos.roomNumber = probe.RoomNumber;
int l = SECTOR(20.25f) * phd_cos(headXRot);
int tx = x + l * phd_sin(item->Pose.Orientation.y + headYRot);
int ty = y - SECTOR(20.25f) * phd_sin(headXRot);
int tz = z + l * phd_cos(item->Pose.Orientation.y + headYRot);
if (Camera.oldType == CameraType::Fixed)
{
Camera.target.x = tx;
Camera.target.y = ty;
Camera.target.z = tz;
Camera.target.roomNumber = item->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 = item->RoomNumber;
}
if (Camera.bounce &&
Camera.type == Camera.oldType)
{
if (Camera.bounce <= 0)
{
Camera.target.x += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.target.y += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.target.z += (CLICK(0.25f) / 4) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.bounce += 5;
}
else
{
Camera.bounce = 0;
Camera.target.y += Camera.bounce;
}
}
Camera.target.roomNumber = GetCollision(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.target.roomNumber).RoomNumber;
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.actualAngle = item->Pose.Orientation.y + lara->ExtraHeadRot.y + lara->ExtraTorsoRot.y;
Camera.mikePos = item->Pose.Position;
}
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);
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(Camera.actualAngle);
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 < ANGLE(0.7f))
BinocularRange = ANGLE(0.7f);
else
SoundEffect(SFX_TR4_BINOCULARS_ZOOM, nullptr, SoundEnvironment::Land, 0.9f);
}
else if (InputBusy & IN_CROUCH)
{
BinocularRange += range;
if (BinocularRange > ANGLE(8.5f))
BinocularRange = ANGLE(8.5f);
else
SoundEffect(SFX_TR4_BINOCULARS_ZOOM, nullptr, SoundEnvironment::Land, 1.0f);
}
auto src = Vector3Int(Camera.pos.x, Camera.pos.y, Camera.pos.z);
auto target = Vector3Int(Camera.target.x, Camera.target.y, Camera.target.z);
if (LaserSight)
{
bool firing = false;
auto& ammo = GetAmmo(item, lara->Control.Weapon.GunType);
if (!(InputBusy & IN_ACTION) ||
WeaponDelay || !ammo)
{
if (!(InputBusy & IN_ACTION))
{
LSHKShotsFired = 0;
Camera.bounce = 0;
}
}
else
{
if (lara->Control.Weapon.GunType == LaraWeaponType::Revolver)
{
firing = true;
WeaponDelay = 16;
Statistics.Game.AmmoUsed++;
if (!ammo.hasInfinite())
(ammo)--;
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
}
else if (lara->Control.Weapon.GunType == LaraWeaponType::Crossbow)
{
firing = true;
WeaponDelay = 32;
}
else
{
if (lara->Weapons[(int)LaraWeaponType::HK].SelectedAmmo == WeaponAmmoType::Ammo1)
{
WeaponDelay = 12;
firing = true;
if (lara->Weapons[(int)LaraWeaponType::HK].HasSilencer)
SoundEffect(SFX_TR4_HK_SILENCED, nullptr);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, nullptr, SoundEnvironment::Land, 1.0f, 0.4f);
//SoundEffect(SFX_TR4_HK_FIRE, nullptr);
}
}
else if (lara->Weapons[(int)LaraWeaponType::HK].SelectedAmmo == WeaponAmmoType::Ammo2)
{
if (!LSHKTimer)
{
if (++LSHKShotsFired == 5)
{
LSHKShotsFired = 0;
WeaponDelay = 12;
}
LSHKTimer = 4;
firing = true;
if (lara->Weapons[(int)LaraWeaponType::HK].HasSilencer)
SoundEffect(SFX_TR4_HK_SILENCED, nullptr);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, nullptr, SoundEnvironment::Land, 1.0f, 0.4f);
SoundEffect(SFX_TR4_HK_FIRE, nullptr);
}
}
else
{
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
if (lara->Weapons[(int)LaraWeaponType::HK].HasSilencer)
SoundEffect(SFX_TR4_HK_SILENCED, nullptr);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, nullptr, SoundEnvironment::Land, 1.0f, 0.4f);
SoundEffect(SFX_TR4_HK_FIRE, nullptr);
}
}
}
else
{
if (LSHKTimer)
{
if (lara->Weapons[(int)LaraWeaponType::HK].HasSilencer)
SoundEffect(SFX_TR4_HK_SILENCED, nullptr);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, nullptr, SoundEnvironment::Land, 1.0f, 0.4f);
SoundEffect(SFX_TR4_HK_FIRE, nullptr);
}
}
else
{
LSHKTimer = 4;
firing = true;
if (lara->Weapons[(int)LaraWeaponType::HK].HasSilencer)
SoundEffect(SFX_TR4_HK_SILENCED, nullptr);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, nullptr, SoundEnvironment::Land, 1.0f, 0.4f);
SoundEffect(SFX_TR4_HK_FIRE, nullptr);
}
}
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
}
if (!ammo.hasInfinite())
(ammo)--;
}
}
GetTargetOnLOS(&Camera.pos, &Camera.target, true, firing);
}
else
{
GetTargetOnLOS(&Camera.pos, &Camera.target, false, false);
if (!(InputBusy & IN_ACTION))
{
// Reimplement this mode?
}
else
LaraTorch(&src, &target, lara->ExtraHeadRot.y, 192);
}
}
void ConfirmCameraTargetPos()
{
auto pos = Vector3Int();
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->Pose.Position.x;
Camera.target.y = (Camera.target.y + pos.y) >> 1;
Camera.target.z = LaraItem->Pose.Position.z;
}
int y = Camera.target.y;
auto probe = GetCollision(Camera.target.x, y, Camera.target.z, Camera.target.roomNumber);
if (y < probe.Position.Ceiling ||
probe.Position.Floor < y ||
probe.Position.Floor <= probe.Position.Ceiling ||
probe.Position.Floor == NO_HEIGHT ||
probe.Position.Ceiling == NO_HEIGHT)
{
Camera.target.x = pos.x;
Camera.target.y = pos.y;
Camera.target.z = pos.z;
}
}
void CalculateCamera()
{
CamOldPos.x = Camera.pos.x;
CamOldPos.y = Camera.pos.y;
CamOldPos.z = Camera.pos.z;
if (BinocularOn)
{
BinocularCamera(LaraItem);
return;
}
if (UseForcedFixedCamera != 0)
{
Camera.type = CameraType::Fixed;
if (Camera.oldType != CameraType::Fixed)
Camera.speed = 1;
}
// Camera is in a water room, play water sound effect.
if (TestEnvironment(ENV_FLAG_WATER, Camera.pos.roomNumber))
{
SoundEffect(SFX_TR4_UNDERWATER, nullptr, SoundEnvironment::Always);
if (Camera.underwater == false)
Camera.underwater = true;
}
else
{
if (Camera.underwater == true)
Camera.underwater = false;
}
ItemInfo* item;
bool fixedCamera = false;
if (Camera.item != NULL &&
(Camera.type == CameraType::Fixed || Camera.type == CameraType::Heavy))
{
item = Camera.item;
fixedCamera = true;
}
else
{
item = LaraItem;
fixedCamera = false;
}
auto* bounds = GetBoundsAccurate(item);
int x;
int y = ((bounds->Y1 + bounds->Y2) / 2) + item->Pose.Position.y - CLICK(1);
int z;
if (Camera.item)
{
if (!fixedCamera)
{
auto dx = Camera.item->Pose.Position.x - item->Pose.Position.x;
auto dz = Camera.item->Pose.Position.z - item->Pose.Position.z;
int shift = sqrt(pow(dx, 2) + pow(dz, 2));
short angle = phd_atan(dz, dx) - item->Pose.Orientation.y;
short tilt = phd_atan(shift, y - (bounds->Y1 + bounds->Y2) / 2 - Camera.item->Pose.Position.y);
bounds = GetBoundsAccurate(Camera.item);
angle /= 2;
tilt /= 2;
if (angle > -ANGLE(50.0f) && angle < ANGLE(50.0f) && tilt > -ANGLE(85.0f) && tilt < ANGLE(85.0f))
{
short change = angle - Lara.ExtraHeadRot.y;
if (change > ANGLE(4.0f))
Lara.ExtraHeadRot.y += ANGLE(4.0f);
else if (change < -ANGLE(4.0f))
Lara.ExtraHeadRot.y -= ANGLE(4.0f);
else
Lara.ExtraHeadRot.y += change;
Lara.ExtraTorsoRot.y = Lara.ExtraHeadRot.y;
change = tilt - Lara.ExtraHeadRot.x;
if (change > ANGLE(4.0f))
Lara.ExtraHeadRot.x += ANGLE(4.0f);
else if (change < -ANGLE(4.0f))
Lara.ExtraHeadRot.x -= ANGLE(4.0f);
else
Lara.ExtraHeadRot.x += change;
Lara.ExtraTorsoRot.x = Lara.ExtraHeadRot.x;
Camera.type = CameraType::Look;
Camera.item->LookedAt = 1;
}
}
}
if (Camera.type == CameraType::Look ||
Camera.type == CameraType::Combat)
{
if (Camera.type == CameraType::Combat)
{
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)
{
Camera.target.y = y;
Camera.speed = 1;
}
else
{
Camera.target.y += (y - Camera.target.y) >> 2;
Camera.speed = Camera.type != CameraType::Look ? 8 : 4;
}
Camera.fixedCamera = false;
if (Camera.type == CameraType::Look)
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 != CameraType::Chase &&
Camera.flags != CF_CHASE_OBJECT &&
(Camera.number != -1 && (SniperCamActive = g_Level.Cameras[Camera.number].flags & 3, g_Level.Cameras[Camera.number].flags & 2)))
{
Vector3Int pos = { 0, 0, 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
{
auto shift = (bounds->X1 + bounds->X2 + bounds->Z1 + bounds->Z2) / 4;
x = item->Pose.Position.x + shift * phd_sin(item->Pose.Orientation.y);
z = item->Pose.Position.z + shift * phd_cos(item->Pose.Orientation.y);
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 = false;
if (Camera.speed != 1 &&
Camera.oldType != CameraType::Look &&
!BinocularOn)
{
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
{
Camera.fixedCamera = true;
Camera.speed = 1;
}
Camera.target.roomNumber = GetCollision(x, y, z, Camera.target.roomNumber).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 != CameraType::Chase && Camera.flags != CF_CHASE_OBJECT)
FixedCamera(item);
else
ChaseCamera(item);
}
Camera.fixedCamera = fixedCamera;
Camera.last = Camera.number;
if (Camera.type != CameraType::Heavy ||
Camera.timer == -1)
{
Camera.type = CameraType::Chase;
Camera.speed = 10;
Camera.number = -1;
Camera.lastItem = Camera.item;
Camera.item = NULL;
Camera.targetElevation = 0;
Camera.targetAngle = 0;
Camera.targetDistance = SECTOR(1.5f);
Camera.flags = 0;
Camera.laraNode = -1;
}
}
void LookLeftRight(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
Camera.type = CameraType::Look;
if (TrInput & IN_LEFT)
{
TrInput &= ~IN_LEFT;
if (lara->ExtraHeadRot.y > -ANGLE(44.0f))
{
if (BinocularRange)
lara->ExtraHeadRot.y += ANGLE(2.0f) * (BinocularRange - ANGLE(10.0f)) / ANGLE(8.5f);
else
lara->ExtraHeadRot.y -= ANGLE(2.0f);
}
}
else if (TrInput & IN_RIGHT)
{
TrInput &= ~IN_RIGHT;
if (lara->ExtraHeadRot.y < ANGLE(44.0f))
{
if (BinocularRange)
lara->ExtraHeadRot.y += ANGLE(2.0f) * (ANGLE(10.0f) - BinocularRange) / ANGLE(8.5f);
else
lara->ExtraHeadRot.y += ANGLE(2.0f);
}
}
if (lara->Control.HandStatus != HandStatus::Busy &&
lara->Vehicle == NO_ITEM &&
!lara->LeftArm.Locked &&
!lara->RightArm.Locked)
{
lara->ExtraTorsoRot.y = lara->ExtraHeadRot.y;
}
}
void LookUpDown(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
Camera.type = CameraType::Look;
if (TrInput & IN_FORWARD)
{
TrInput &= ~IN_FORWARD;
if (lara->ExtraHeadRot.x > -ANGLE(35.0f))
{
if (BinocularRange)
lara->ExtraHeadRot.x += ANGLE(2.0f) * (BinocularRange - ANGLE(10.0f)) / ANGLE(17.0f);
else
lara->ExtraHeadRot.x -= ANGLE(2.0f);
}
}
else if (TrInput & IN_BACK)
{
TrInput &= ~IN_BACK;
if (lara->ExtraHeadRot.x < ANGLE(30.0f))
{
if (BinocularRange)
lara->ExtraHeadRot.x += ANGLE(2.0f) * (ANGLE(10.0f) - BinocularRange) / ANGLE(17.0f);
else
lara->ExtraHeadRot.x += ANGLE(2.0f);
}
}
if (lara->Control.HandStatus != HandStatus::Busy &&
lara->Vehicle == NO_ITEM &&
!lara->LeftArm.Locked &&
!lara->RightArm.Locked)
{
lara->ExtraTorsoRot.x = lara->ExtraHeadRot.x;
}
}
void ResetLook(ItemInfo* item)
{
auto* lara = GetLaraInfo(item);
if (Camera.type != CameraType::Look)
{
if (abs(lara->ExtraHeadRot.x) > ANGLE(0.1f))
lara->ExtraHeadRot.x += lara->ExtraHeadRot.x / -8;
else
lara->ExtraHeadRot.x = 0;
if (abs(lara->ExtraHeadRot.y) > ANGLE(0.1f))
lara->ExtraHeadRot.y += lara->ExtraHeadRot.y / -8;
else
lara->ExtraHeadRot.y = 0;
if (abs(lara->ExtraHeadRot.z) > ANGLE(0.1f))
lara->ExtraHeadRot.z += lara->ExtraHeadRot.z / -8;
else
lara->ExtraHeadRot.z = 0;
if (lara->Control.HandStatus != HandStatus::Busy &&
!lara->LeftArm.Locked &&
!lara->RightArm.Locked &&
lara->Vehicle == NO_ITEM)
{
lara->ExtraTorsoRot = lara->ExtraHeadRot;
}
else
{
if (!lara->ExtraHeadRot.x)
lara->ExtraTorsoRot.x = 0;
if (!lara->ExtraHeadRot.y)
lara->ExtraTorsoRot.y = 0;
if (!lara->ExtraHeadRot.z)
lara->ExtraTorsoRot.z = 0;
}
}
}
bool TestBoundsCollideCamera(BOUNDING_BOX* bounds, PHD_3DPOS* pos, short radius)
{
auto dxBox = TO_DX_BBOX(*pos, bounds);
auto sphere = BoundingSphere(Vector3(Camera.pos.x, Camera.pos.y, Camera.pos.z), radius);
return sphere.Intersects(dxBox);
}
void ItemPushCamera(BOUNDING_BOX* bounds, PHD_3DPOS* pos, short radius)
{
int dx = Camera.pos.x - pos->Position.x;
int dz = Camera.pos.z - pos->Position.z;
auto sin = phd_sin(pos->Orientation.y);
auto cos = phd_cos(pos->Orientation.y);
auto x = dx * cos - dz * sin;
auto z = dx * sin + dz * cos;
int xmin = bounds->X1 - radius;
int xmax = bounds->X2 + radius;
int zmin = bounds->Z1 - radius;
int zmax = bounds->Z2 + radius;
if (x <= xmin || x >= xmax || z <= zmin || z >= zmax)
return;
auto left = x - xmin;
auto right = xmax - x;
auto top = zmax - z;
auto bottom = z - zmin;
if (left <= right && left <= top && left <= bottom) // Left is closest
x -= left;
else if (right <= left && right <= top && right <= bottom) // Right is closest
x += right;
else if (top <= left && top <= right && top <= bottom) // Top is closest
z += top;
else
z -= bottom; // Bottom
Camera.pos.x = pos->Position.x + (cos * x + sin * z);
Camera.pos.z = pos->Position.z + (cos * z - sin * x);
auto coll = GetCollision(Camera.pos.x, Camera.pos.y, Camera.pos.z, Camera.pos.roomNumber);
if (coll.Position.Floor == NO_HEIGHT || Camera.pos.y > coll.Position.Floor || Camera.pos.y < coll.Position.Ceiling)
{
Camera.pos.x = CamOldPos.x;
Camera.pos.y = CamOldPos.y;
Camera.pos.z = CamOldPos.z;
Camera.pos.roomNumber = coll.RoomNumber;
}
}
static bool CheckItemCollideCamera(ItemInfo* item)
{
auto dx = Camera.pos.x - item->Pose.Position.x;
auto dy = Camera.pos.y - item->Pose.Position.y;
auto dz = Camera.pos.z - item->Pose.Position.z;
bool closeEnough = dx > -COLL_CHECK_THRESHOLD && dx < COLL_CHECK_THRESHOLD &&
dz > -COLL_CHECK_THRESHOLD && dz < COLL_CHECK_THRESHOLD &&
dy > -COLL_CHECK_THRESHOLD && dy < COLL_CHECK_THRESHOLD;
if (!closeEnough || !item->Collidable || !Objects[item->ObjectNumber].usingDrawAnimatingItem)
return false;
// TODO: Find a better way to define objects which are collidable with camera.
auto obj = &Objects[item->ObjectNumber];
if (obj->intelligent || obj->isPickup || obj->isPuzzleHole || obj->collision == nullptr)
return false;
// Check extents, if any 2 bounds are smaller than threshold, discard.
Vector3 extents = TO_DX_BBOX(item->Pose, GetBoundsAccurate(item)).Extents;
if ((abs(extents.x) < COLL_DISCARD_THRESHOLD && abs(extents.y) < COLL_DISCARD_THRESHOLD) ||
(abs(extents.x) < COLL_DISCARD_THRESHOLD && abs(extents.z) < COLL_DISCARD_THRESHOLD) ||
(abs(extents.y) < COLL_DISCARD_THRESHOLD && abs(extents.z) < COLL_DISCARD_THRESHOLD))
return false;
return true;
}
std::vector<short> FillCollideableItemList()
{
std::vector<short> itemList;
auto roomList = GetRoomList(Camera.pos.roomNumber);
for (short i = 0; i < g_Level.NumItems; i++)
{
auto item = &g_Level.Items[i];
if (!roomList.count(item->RoomNumber))
continue;
if (!CheckItemCollideCamera(&g_Level.Items[i]))
continue;
itemList.push_back(i);
}
return itemList;
}
static bool CheckStaticCollideCamera(MESH_INFO* mesh)
{
auto dx = Camera.pos.x - mesh->pos.Position.x;
auto dy = Camera.pos.y - mesh->pos.Position.y;
auto dz = Camera.pos.z - mesh->pos.Position.z;
bool closeEnough = dx > -COLL_CHECK_THRESHOLD && dx < COLL_CHECK_THRESHOLD &&
dz > -COLL_CHECK_THRESHOLD && dz < COLL_CHECK_THRESHOLD &&
dy > -COLL_CHECK_THRESHOLD && dy < COLL_CHECK_THRESHOLD;
if (!closeEnough)
return false;
if (!(mesh->flags & StaticMeshFlags::SM_VISIBLE))
return false;
auto stat = &StaticObjects[mesh->staticNumber];
auto extents = Vector3(abs(stat->collisionBox.X1 - stat->collisionBox.X2),
abs(stat->collisionBox.Y1 - stat->collisionBox.Y2),
abs(stat->collisionBox.Z1 - stat->collisionBox.Z2));
// Check extents, if any 2 bounds are smaller than threshold, discard.
if ((abs(extents.x) < COLL_DISCARD_THRESHOLD && abs(extents.y) < COLL_DISCARD_THRESHOLD) ||
(abs(extents.x) < COLL_DISCARD_THRESHOLD && abs(extents.z) < COLL_DISCARD_THRESHOLD) ||
(abs(extents.y) < COLL_DISCARD_THRESHOLD && abs(extents.z) < COLL_DISCARD_THRESHOLD))
return false;
return true;
}
std::vector<MESH_INFO*> FillCollideableStaticsList()
{
std::vector<MESH_INFO*> staticList;
auto roomList = GetRoomList(Camera.pos.roomNumber);
for (auto i : roomList)
{
auto room = &g_Level.Rooms[i];
for (short j = 0; j < room->mesh.size(); j++)
{
if (!CheckStaticCollideCamera(&room->mesh[j]))
continue;
staticList.push_back(&room->mesh[j]);
}
}
return staticList;
}
void ItemsCollideCamera()
{
auto rad = 128;
auto itemList = FillCollideableItemList();
// Collide with the items list
for (int i = 0; i < itemList.size(); i++)
{
auto item = &g_Level.Items[itemList[i]];
if (!item)
return;
auto dx = abs(LaraItem->Pose.Position.x - item->Pose.Position.x);
auto dy = abs(LaraItem->Pose.Position.y - item->Pose.Position.y);
auto dz = abs(LaraItem->Pose.Position.z - item->Pose.Position.z);
// If camera is stuck behind some item, and Lara runs off somewhere
if (dx > COLL_CANCEL_THRESHOLD || dz > COLL_CANCEL_THRESHOLD || dy > COLL_CANCEL_THRESHOLD)
continue;
auto bounds = GetBoundsAccurate(item);
if (TestBoundsCollideCamera(bounds, &item->Pose, CAMERA_RADIUS))
ItemPushCamera(bounds, &item->Pose, rad);
#ifdef _DEBUG
TEN::Renderer::g_Renderer.AddDebugBox(TO_DX_BBOX(item->Pose, bounds),
Vector4(1.0f, 0.0f, 0.0f, 1.0f), RENDERER_DEBUG_PAGE::DIMENSION_STATS);
#endif
}
itemList.clear(); // Done
// Collide with static meshes
auto staticList = FillCollideableStaticsList();
for (int i = 0; i < staticList.size(); i++)
{
auto mesh = staticList[i];
auto stat = &StaticObjects[mesh->staticNumber];
if (!mesh || !stat)
return;
auto dx = abs(LaraItem->Pose.Position.x - mesh->pos.Position.x);
auto dy = abs(LaraItem->Pose.Position.y - mesh->pos.Position.y);
auto dz = abs(LaraItem->Pose.Position.z - mesh->pos.Position.z);
if (dx > COLL_CANCEL_THRESHOLD || dz > COLL_CANCEL_THRESHOLD || dy > COLL_CANCEL_THRESHOLD)
continue;
auto bounds = &stat->collisionBox;
if (TestBoundsCollideCamera(bounds, &mesh->pos, CAMERA_RADIUS))
ItemPushCamera(bounds, &mesh->pos, rad);
#ifdef _DEBUG
TEN::Renderer::g_Renderer.AddDebugBox(TO_DX_BBOX(mesh->pos, bounds),
Vector4(1.0f, 0.0f, 0.0f, 1.0f), RENDERER_DEBUG_PAGE::DIMENSION_STATS);
#endif
}
staticList.clear(); // Done
}
void RumbleScreen()
{
if (!(GlobalCounter & 0x1FF))
SoundEffect(SFX_TR5_KLAXON, nullptr, SoundEnvironment::Land, 0.25f);
if (RumbleTimer >= 0)
RumbleTimer++;
if (RumbleTimer > 450)
{
if (!(GetRandomControl() & 0x1FF))
{
RumbleCounter = 0;
RumbleTimer = -32 - (GetRandomControl() & 0x1F);
return;
}
}
if (RumbleTimer < 0)
{
if (RumbleCounter >= abs(RumbleTimer))
{
Camera.bounce = -(GetRandomControl() % abs(RumbleTimer));
RumbleTimer++;
}
else
{
RumbleCounter++;
Camera.bounce = -(GetRandomControl() % RumbleCounter);
}
}
}
void SetScreenFadeOut(float speed)
{
if (!ScreenFading)
{
ScreenFading = true;
ScreenFadeStart = 1.0f;
ScreenFadeEnd = 0;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
}
void SetScreenFadeIn(float speed)
{
if (!ScreenFading)
{
ScreenFading = true;
ScreenFadeStart = 0;
ScreenFadeEnd = 1.0f;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
}
void SetCinematicBars(float height, float speed)
{
CinematicBarsDestinationHeight = height;
CinematicBarsSpeed = speed;
}
void UpdateFadeScreenAndCinematicBars()
{
if (CinematicBarsDestinationHeight < CinematicBarsHeight)
{
CinematicBarsHeight -= CinematicBarsSpeed;
if (CinematicBarsDestinationHeight > CinematicBarsHeight)
CinematicBarsHeight = CinematicBarsDestinationHeight;
}
else if (CinematicBarsDestinationHeight > CinematicBarsHeight)
{
CinematicBarsHeight += CinematicBarsSpeed;
if (CinematicBarsDestinationHeight < CinematicBarsHeight)
CinematicBarsHeight = CinematicBarsDestinationHeight;
}
int oldScreenFadeCurrent = ScreenFadeCurrent;
if (ScreenFadeEnd != 0 && ScreenFadeEnd >= ScreenFadeCurrent)
{
ScreenFadeCurrent += ScreenFadeSpeed;
if (ScreenFadeCurrent > ScreenFadeEnd)
{
ScreenFadeCurrent = ScreenFadeEnd;
if (oldScreenFadeCurrent >= ScreenFadeCurrent)
{
ScreenFadedOut = true;
ScreenFading = false;
}
}
}
else if (ScreenFadeEnd < ScreenFadeCurrent)
{
ScreenFadeCurrent -= ScreenFadeSpeed;
if (ScreenFadeCurrent < ScreenFadeEnd)
{
ScreenFadeCurrent = ScreenFadeEnd;
ScreenFading = false;
}
}
}