mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
812 lines
19 KiB
C++
812 lines
19 KiB
C++
#include "framework.h"
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#include "Game/control/control.h"
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#include <process.h>
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#include "Game/collision/collide_room.h"
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#include "Game/pickup/pickup.h"
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#include "Game/camera.h"
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#include "Game/Lara/lara.h"
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#include "Game/items.h"
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#include "Game/control/flipeffect.h"
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#include "Game/gui.h"
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#include "Game/control/volume.h"
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#include "Game/control/lot.h"
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#include "Game/health.h"
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#include "Game/savegame.h"
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#include "Game/room.h"
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#include "Game/effects/hair.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Game/effects/debris.h"
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#include "Game/effects/footprint.h"
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#include "Game/effects/smoke.h"
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#include "Game/effects/spark.h"
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#include "Game/effects/explosion.h"
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#include "Game/effects/drip.h"
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#include "Game/effects/weather.h"
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#include "Game/effects/lightning.h"
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#include "Game/spotcam.h"
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#include "Game/particle/SimpleParticle.h"
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#include "Game/collision/sphere.h"
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#include "Game/Lara/lara_one_gun.h"
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#include "Game/Lara/lara_cheat.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Objects/Effects/tr4_locusts.h"
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#include "Objects/Generic/Object/objects.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Objects/TR4/Entity/tr4_beetle_swarm.h"
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#include "Objects/TR5/Emitter/tr5_rats_emitter.h"
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#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
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#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
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#include "Sound/sound.h"
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#include "Specific/clock.h"
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#include "Specific/input.h"
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#include "Specific/level.h"
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#include "Specific/setup.h"
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#include "Specific/prng.h"
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#include "Specific/winmain.h"
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#include "Flow/ScriptInterfaceFlowHandler.h"
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#include "ScriptInterfaceGame.h"
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#include "Objects/ScriptInterfaceObjectsHandler.h"
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#include "Strings/ScriptInterfaceStringsHandler.h"
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using std::vector;
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using std::unordered_map;
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using std::string;
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using namespace TEN::Effects::Footprints;
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using namespace TEN::Effects::Explosion;
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using namespace TEN::Effects::Spark;
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using namespace TEN::Effects::Smoke;
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using namespace TEN::Effects::Drip;
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using namespace TEN::Effects::Lightning;
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using namespace TEN::Effects::Environment;
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using namespace TEN::Effects;
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using namespace TEN::Entities::Switches;
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using namespace TEN::Entities::TR4;
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using namespace TEN::Renderer;
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using namespace TEN::Math::Random;
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using namespace TEN::Floordata;
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int GameTimer = 0;
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int GlobalCounter = 0;
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int Wibble = 0;
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bool InitialiseGame;
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bool DoTheGame;
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bool JustLoaded;
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bool ThreadEnded;
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int RequiredStartPos;
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int CurrentLevel;
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int LevelComplete;
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bool InItemControlLoop;
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short ItemNewRoomNo;
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short ItemNewRooms[MAX_ROOMS];
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short NextItemFree;
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short NextFxFree;
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std::vector<short> ActiveItems;
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std::vector<short> ActiveEffects;
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int WeaponDelay;
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int WeaponEnemyTimer;
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int DrawPhase()
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{
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g_Renderer.Draw();
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Camera.numberFrames = g_Renderer.SyncRenderer();
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return Camera.numberFrames;
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}
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GameStatus ControlPhase(int numFrames, int demoMode)
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{
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short oldLaraFrame;
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ScriptInterfaceLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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RegeneratePickups();
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if (numFrames > 10)
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numFrames = 10;
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if (TrackCameraInit)
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UseSpotCam = false;
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SetDebounce = true;
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g_GameStringsHandler->ProcessDisplayStrings(DELTA_TIME);
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static int framesCount = 0;
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for (framesCount += numFrames; framesCount > 0; framesCount -= 2)
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{
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GlobalCounter++;
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// This might not be the exact amount of time that has passed, but giving it a
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// value of 1/30 keeps it in lock-step with the rest of the game logic,
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// which assumes 30 iterations per second.
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g_GameScript->OnControlPhase(DELTA_TIME);
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// Poll the keyboard and update input variables
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if (CurrentLevel != 0)
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{
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if (S_UpdateInput() == -1)
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return GameStatus::None;
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}
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// Has Lara control been disabled?
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if (Lara.Control.Locked || CurrentLevel == 0)
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{
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if (CurrentLevel != 0)
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DbInput = 0;
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TrInput &= IN_LOOK;
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}
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// Does the player want to enter inventory?
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SetDebounce = false;
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if (CurrentLevel != 0)
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{
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if (TrInput & IN_SAVE && LaraItem->HitPoints > 0 && g_Gui.GetInventoryMode() != InventoryMode::Save)
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{
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StopAllSounds();
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g_Gui.SetInventoryMode(InventoryMode::Save);
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if (g_Gui.CallInventory(false))
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return GameStatus::LoadGame;
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}
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else if (TrInput & IN_LOAD && g_Gui.GetInventoryMode() != InventoryMode::Load)
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{
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StopAllSounds();
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g_Gui.SetInventoryMode(InventoryMode::Load);
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if (g_Gui.CallInventory(false))
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return GameStatus::LoadGame;
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}
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else if (TrInput & IN_PAUSE && g_Gui.GetInventoryMode() != InventoryMode::Pause && LaraItem->HitPoints > 0)
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{
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StopAllSounds();
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g_Renderer.DumpGameScene();
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g_Gui.SetInventoryMode(InventoryMode::Pause);
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g_Gui.SetMenuToDisplay(Menu::Pause);
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g_Gui.SetSelectedOption(0);
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}
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else if ((DbInput & IN_DESELECT || g_Gui.GetEnterInventory() != NO_ITEM) &&
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LaraItem->HitPoints > 0 && !BinocularOn)
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{
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// Stop all sounds
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StopAllSounds();
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if (g_Gui.CallInventory(true))
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return GameStatus::LoadGame;
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}
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}
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while (g_Gui.GetInventoryMode() == InventoryMode::Pause)
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{
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g_Gui.DrawInventory();
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g_Renderer.SyncRenderer();
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if (g_Gui.DoPauseMenu() == InventoryResult::ExitToTitle)
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return GameStatus::ExitToTitle;
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}
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// Has level been completed?
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if (CurrentLevel != 0 && LevelComplete)
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return GameStatus::LevelComplete;
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int oldInput = TrInput;
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// Is Lara dead?
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if (CurrentLevel != 0 && (Lara.Control.Count.Death > 300 || Lara.Control.Count.Death > 60 && TrInput))
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{
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return GameStatus::ExitToTitle; // Maybe do game over menu like some PSX versions have??
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}
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if (demoMode && TrInput == -1)
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{
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oldInput = 0;
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TrInput = 0;
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}
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if (CurrentLevel == 0)
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TrInput = 0;
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// Handle lasersight and binocular
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if (CurrentLevel != 0)
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{
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if (!(TrInput & IN_LOOK) || UseSpotCam || TrackCameraInit ||
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((LaraItem->Animation.ActiveState != LS_IDLE || LaraItem->Animation.AnimNumber != LA_STAND_IDLE) &&
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(!Lara.Control.IsLow || TrInput & IN_CROUCH || LaraItem->Animation.TargetState != LS_CROUCH_IDLE || LaraItem->Animation.AnimNumber != LA_CROUCH_IDLE)))
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{
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if (BinocularRange == 0)
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{
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if (UseSpotCam || TrackCameraInit)
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TrInput &= ~IN_LOOK;
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}
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else
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{
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// If any input but optic controls (directions + action), immediately exit binoculars mode.
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if (TrInput != IN_NONE && ((TrInput & ~IN_OPTIC_CONTROLS) != IN_NONE))
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BinocularRange = 0;
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if (LaserSight)
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{
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BinocularRange = 0;
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BinocularOn = false;
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LaserSight = false;
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Camera.type = BinocularOldCamera;
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Camera.bounce = 0;
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AlterFOV(ANGLE(80.0f));
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LaraItem->MeshBits = 0xFFFFFFFF;
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Lara.Inventory.IsBusy = false;
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ResetLaraFlex(LaraItem);
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TrInput &= ~IN_LOOK;
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}
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else
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{
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TrInput |= IN_LOOK;
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DbInput = 0;
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}
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}
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}
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else if (BinocularRange == 0)
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{
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if (Lara.Control.HandStatus == HandStatus::WeaponReady &&
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((Lara.Control.Weapon.GunType == LaraWeaponType::Revolver && Lara.Weapons[(int)LaraWeaponType::Revolver].HasLasersight) ||
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Lara.Control.Weapon.GunType == LaraWeaponType::HK ||
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(Lara.Control.Weapon.GunType == LaraWeaponType::Crossbow && Lara.Weapons[(int)LaraWeaponType::Crossbow].HasLasersight)))
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{
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BinocularRange = 128;
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BinocularOldCamera = Camera.oldType;
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BinocularOn = true;
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LaserSight = true;
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Lara.Inventory.IsBusy = true;
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}
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}
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}
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// Update all items
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InItemControlLoop = true;
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for (short itemNumber : ActiveItems)
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{
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auto* item = &g_Level.Items[itemNumber];
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if (Objects[item->ObjectNumber].control)
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Objects[item->ObjectNumber].control(itemNumber);
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TEN::Control::Volumes::TestVolumes(itemNumber);
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}
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InItemControlLoop = false;
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KillMoveItems();
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// Update all effects
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InItemControlLoop = true;
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for (short fxNumber : ActiveEffects)
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{
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auto* fx = &EffectList[fxNumber];
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if (Objects[fx->objectNumber].control)
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Objects[fx->objectNumber].control(fxNumber);
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}
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InItemControlLoop = false;
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KillMoveEffects();
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// Update some effect timers
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if (SmokeCountL)
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SmokeCountL--;
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if (SmokeCountR)
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SmokeCountR--;
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if (SplashCount)
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SplashCount--;
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if (WeaponDelay)
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WeaponDelay--;
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if (WeaponEnemyTimer)
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WeaponEnemyTimer--;
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if (CurrentLevel != 0)
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{
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g_GameScriptEntities->TestCollidingObjects();
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// Control Lara
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InItemControlLoop = true;
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LaraControl(LaraItem, &LaraCollision);
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InItemControlLoop = false;
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KillMoveItems();
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g_Renderer.UpdateLaraAnimations(true);
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if (g_Gui.GetInventoryItemChosen() != NO_ITEM)
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{
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SayNo();
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g_Gui.SetInventoryItemChosen(NO_ITEM);
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}
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LaraCheatyBits(LaraItem);
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TriggerLaraDrips(LaraItem);
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// Update Lara's ponytails
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HairControl(LaraItem, level->GetLaraType() == LaraType::Young);
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}
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if (UseSpotCam)
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{
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// Draw flyby cameras
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//if (CurrentLevel != 0)
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// g_Renderer->EnableCinematicBars(true);
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CalculateSpotCameras();
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}
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else
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{
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// Do the standard camera
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//g_Renderer->EnableCinematicBars(false);
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TrackCameraInit = false;
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CalculateCamera();
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}
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// Update oscillator seed
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Wibble = (Wibble + WIBBLE_SPEED) & WIBBLE_MAX;
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// Smash shatters and clear stopper flags under them
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UpdateShatters();
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// Update weather
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Weather.Update();
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// Update special FX
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UpdateSparks();
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UpdateFireSparks();
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UpdateSmoke();
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UpdateBlood();
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UpdateBubbles();
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UpdateDebris();
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UpdateGunShells();
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UpdateFootprints();
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UpdateSplashes();
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UpdateLightning();
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UpdateDrips();
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UpdateRats();
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UpdateBats();
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UpdateSpiders();
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UpdateSparkParticles();
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UpdateSmokeParticles();
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updateSimpleParticles();
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UpdateDripParticles();
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UpdateExplosionParticles();
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UpdateShockwaves();
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UpdateBeetleSwarm();
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UpdateLocusts();
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AnimateWaterfalls();
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// Rumble screen (like in submarine level of TRC)
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if (level->Rumble)
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RumbleScreen();
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PlaySoundSources();
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DoFlipEffect(FlipEffect);
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UpdateFadeScreenAndCinematicBars();
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// Clear savegame loaded flag
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JustLoaded = false;
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// Update timers
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HealthBarTimer--;
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GameTimer++;
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}
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return GameStatus::None;
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}
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unsigned CALLBACK GameMain(void *)
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{
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try
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{
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TENLog("Starting GameMain...", LogLevel::Info);
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TimeInit();
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if (g_GameFlow->IntroImagePath.empty())
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throw TENScriptException("Intro image path is not set.");
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// Do a fixed time title image
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g_Renderer.RenderTitleImage();
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// Execute the LUA gameflow and play the game
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g_GameFlow->DoFlow();
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DoTheGame = false;
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// Finish the thread
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PostMessage(WindowsHandle, WM_CLOSE, NULL, NULL);
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EndThread();
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}
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catch (TENScriptException const& e)
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{
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std::string msg = std::string{ "An unrecoverable error occurred in " } + __func__ + ": " + e.what();
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TENLog(msg, LogLevel::Error, LogConfig::All);
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throw;
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}
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return true;
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}
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GameStatus DoTitle(int index, std::string const& ambient)
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{
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TENLog("DoTitle", LogLevel::Info);
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// Reset all the globals for the game which needs this
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CleanUp();
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// Load the level
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LoadLevelFile(index);
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InventoryResult inventoryResult;
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if (g_GameFlow->TitleType == TITLE_TYPE::FLYBY)
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{
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// Initialise items, effects, lots, camera
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InitialiseFXArray(true);
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InitialisePickupDisplay();
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InitialiseCamera();
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StopAllSounds();
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g_GameScript->ResetScripts(true);
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// Run the level script
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ScriptInterfaceLevel* level = g_GameFlow->GetLevel(index);
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if (!level->ScriptFileName.empty())
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{
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g_GameScript->ExecuteScriptFile(level->ScriptFileName);
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g_GameScript->InitCallbacks();
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g_GameStringsHandler->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags)
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{
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g_Renderer.DrawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags);
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});
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}
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RequiredStartPos = false;
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if (InitialiseGame)
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{
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GameTimer = 0;
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RequiredStartPos = false;
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InitialiseGame = false;
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}
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Statistics.Level.Timer = 0;
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// Initialise flyby cameras
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InitSpotCamSequences();
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InitialiseSpotCam(0);
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UseSpotCam = true;
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// Play background music
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// MERGE: PlaySoundTrack(index);
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// Initialize menu
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g_Gui.SetMenuToDisplay(Menu::Title);
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g_Gui.SetSelectedOption(0);
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// Initialise ponytails
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InitialiseHair();
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InitialiseItemBoxData();
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g_GameScript->OnStart();
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SetScreenFadeIn(FADE_SCREEN_SPEED);
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ControlPhase(2, 0);
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int frames = 0;
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auto status = InventoryResult::None;
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while (status == InventoryResult::None && DoTheGame)
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{
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g_Renderer.RenderTitle();
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SetDebounce = true;
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S_UpdateInput();
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SetDebounce = false;
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status = g_Gui.TitleOptions();
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if (status != InventoryResult::None)
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break;
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Camera.numberFrames = g_Renderer.SyncRenderer();
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frames = Camera.numberFrames;
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ControlPhase(frames, 0);
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}
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inventoryResult = status;
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}
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else
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inventoryResult = g_Gui.TitleOptions();
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StopSoundTracks();
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g_GameScript->OnEnd();
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g_GameScript->FreeLevelScripts();
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g_GameScriptEntities->FreeEntities();
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switch (inventoryResult)
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{
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case InventoryResult::NewGame:
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return GameStatus::NewGame;
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case InventoryResult::LoadGame:
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return GameStatus::LoadGame;
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case InventoryResult::ExitGame:
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return GameStatus::ExitGame;
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}
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return GameStatus::NewGame;
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}
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GameStatus DoLevel(int index, std::string const& ambient, bool loadFromSavegame)
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{
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// If not loading a savegame, then clear all the infos
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if (!loadFromSavegame)
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{
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Statistics.Level.Timer = 0;
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Statistics.Level.Distance = 0;
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Statistics.Level.AmmoUsed = 0;
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Statistics.Level.AmmoHits = 0;
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Statistics.Level.Kills = 0;
|
|
}
|
|
|
|
// Reset all the globals for the game which needs this
|
|
CleanUp();
|
|
|
|
// Load the level
|
|
LoadLevelFile(index);
|
|
|
|
// Initialise items, effects, lots, camera
|
|
InitialiseFXArray(true);
|
|
InitialisePickupDisplay();
|
|
InitialiseCamera();
|
|
StopAllSounds();
|
|
|
|
g_GameScript->ResetScripts(loadFromSavegame);
|
|
|
|
// Run the level script
|
|
ScriptInterfaceLevel* level = g_GameFlow->GetLevel(index);
|
|
|
|
if (!level->ScriptFileName.empty())
|
|
{
|
|
g_GameScript->ExecuteScriptFile(level->ScriptFileName);
|
|
g_GameScript->InitCallbacks();
|
|
g_GameStringsHandler->SetCallbackDrawString([](std::string const key, D3DCOLOR col, int x, int y, int flags)
|
|
{
|
|
g_Renderer.DrawString(float(x)/float(g_Configuration.Width) * ASSUMED_WIDTH_FOR_TEXT_DRAWING, float(y)/float(g_Configuration.Height) * ASSUMED_HEIGHT_FOR_TEXT_DRAWING, key.c_str(), col, flags);
|
|
});
|
|
}
|
|
|
|
// Play default background music
|
|
PlaySoundTrack(ambient, SOUNDTRACK_PLAYTYPE::BGM);
|
|
|
|
// Restore the game?
|
|
if (loadFromSavegame)
|
|
{
|
|
SaveGame::Load(g_GameFlow->SelectedSaveGame);
|
|
|
|
Camera.pos.x = LaraItem->Pose.Position.x + 256;
|
|
Camera.pos.y = LaraItem->Pose.Position.y + 256;
|
|
Camera.pos.z = LaraItem->Pose.Position.z + 256;
|
|
|
|
Camera.target.x = LaraItem->Pose.Position.x;
|
|
Camera.target.y = LaraItem->Pose.Position.y;
|
|
Camera.target.z = LaraItem->Pose.Position.z;
|
|
|
|
int x = Lara.Control.Weapon.WeaponItem;
|
|
|
|
RequiredStartPos = false;
|
|
InitialiseGame = false;
|
|
g_GameFlow->SelectedSaveGame = 0;
|
|
}
|
|
else
|
|
{
|
|
RequiredStartPos = false;
|
|
if (InitialiseGame)
|
|
{
|
|
GameTimer = 0;
|
|
RequiredStartPos = false;
|
|
InitialiseGame = false;
|
|
}
|
|
|
|
Statistics.Level.Timer = 0;
|
|
}
|
|
|
|
g_Gui.SetInventoryItemChosen(NO_ITEM);
|
|
g_Gui.SetEnterInventory(NO_ITEM);
|
|
|
|
// Initialise flyby cameras
|
|
InitSpotCamSequences();
|
|
|
|
// Initialise ponytails
|
|
InitialiseHair();
|
|
|
|
InitialiseItemBoxData();
|
|
|
|
g_GameScript->OnStart();
|
|
if (loadFromSavegame)
|
|
g_GameScript->OnLoad();
|
|
|
|
int nFrames = 2;
|
|
|
|
// First control phase
|
|
g_Renderer.ResetAnimations();
|
|
GameStatus result = ControlPhase(nFrames, 0);
|
|
|
|
// Fade in screen
|
|
SetScreenFadeIn(FADE_SCREEN_SPEED);
|
|
|
|
// The game loop, finally!
|
|
while (DoTheGame)
|
|
{
|
|
result = ControlPhase(nFrames, 0);
|
|
nFrames = DrawPhase();
|
|
Sound_UpdateScene();
|
|
|
|
if (result == GameStatus::ExitToTitle ||
|
|
result == GameStatus::LoadGame ||
|
|
result == GameStatus::LevelComplete)
|
|
{
|
|
g_GameScript->OnEnd();
|
|
g_GameScript->FreeLevelScripts();
|
|
g_GameScriptEntities->FreeEntities();
|
|
|
|
// Here is the only way for exiting from the loop
|
|
StopAllSounds();
|
|
StopSoundTracks();
|
|
|
|
return result;
|
|
}
|
|
}
|
|
|
|
g_GameScript->ResetScripts(true);
|
|
return GameStatus::ExitGame;
|
|
}
|
|
|
|
void UpdateShatters()
|
|
{
|
|
if (!SmashedMeshCount)
|
|
return;
|
|
|
|
do
|
|
{
|
|
SmashedMeshCount--;
|
|
|
|
FloorInfo* floor = GetFloor(
|
|
SmashedMesh[SmashedMeshCount]->pos.Position.x,
|
|
SmashedMesh[SmashedMeshCount]->pos.Position.y,
|
|
SmashedMesh[SmashedMeshCount]->pos.Position.z,
|
|
&SmashedMeshRoom[SmashedMeshCount]);
|
|
|
|
TestTriggers(SmashedMesh[SmashedMeshCount]->pos.Position.x,
|
|
SmashedMesh[SmashedMeshCount]->pos.Position.y,
|
|
SmashedMesh[SmashedMeshCount]->pos.Position.z,
|
|
SmashedMeshRoom[SmashedMeshCount], true);
|
|
|
|
floor->Stopper = false;
|
|
SmashedMesh[SmashedMeshCount] = 0;
|
|
} while (SmashedMeshCount != 0);
|
|
}
|
|
|
|
void KillMoveItems()
|
|
{
|
|
if (ItemNewRoomNo > 0)
|
|
{
|
|
for (int i = 0; i < ItemNewRoomNo; i++)
|
|
{
|
|
short itemNumber = ItemNewRooms[2 * i];
|
|
if (itemNumber >= 0)
|
|
ItemNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
|
|
else
|
|
KillItem(itemNumber & 0x7FFF);
|
|
}
|
|
}
|
|
|
|
ItemNewRoomNo = 0;
|
|
}
|
|
|
|
void KillMoveEffects()
|
|
{
|
|
if (ItemNewRoomNo > 0)
|
|
{
|
|
for (int i = 0; i < ItemNewRoomNo; i++)
|
|
{
|
|
short itemNumber = ItemNewRooms[2 * i];
|
|
if (itemNumber >= 0)
|
|
EffectNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
|
|
else
|
|
KillEffect(itemNumber & 0x7FFF);
|
|
}
|
|
}
|
|
|
|
ItemNewRoomNo = 0;
|
|
}
|
|
|
|
int GetRandomControl()
|
|
{
|
|
return GenerateInt();
|
|
}
|
|
|
|
int GetRandomDraw()
|
|
{
|
|
return GenerateInt();
|
|
}
|
|
|
|
bool ExplodeItemNode(ItemInfo *item, int node, int noXZVel, int bits)
|
|
{
|
|
if (1 << node & item->MeshBits)
|
|
{
|
|
int number = bits;
|
|
if (item->ObjectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7)) // TODO: remove hardcoded think !
|
|
SoundEffect(SFX_TR5_SMASH_METAL, &item->Pose, 0);
|
|
else if (number == 256)
|
|
number = -64;
|
|
|
|
GetSpheres(item, CreatureSpheres, SPHERES_SPACE_WORLD | SPHERES_SPACE_BONE_ORIGIN, Matrix::Identity);
|
|
ShatterItem.yRot = item->Pose.Orientation.y;
|
|
ShatterItem.bit = 1 << node;
|
|
ShatterItem.meshIndex = Objects[item->ObjectNumber].meshIndex + node;
|
|
ShatterItem.sphere.x = CreatureSpheres[node].x;
|
|
ShatterItem.sphere.y = CreatureSpheres[node].y;
|
|
ShatterItem.sphere.z = CreatureSpheres[node].z;
|
|
ShatterItem.flags = item->ObjectNumber == ID_CROSSBOW_BOLT ? 0x400 : 0;
|
|
ShatterImpactData.impactDirection = Vector3(0, -1, 0);
|
|
ShatterImpactData.impactLocation = {(float)ShatterItem.sphere.x, (float)ShatterItem.sphere.y, (float)ShatterItem.sphere.z};
|
|
ShatterObject(&ShatterItem, NULL, number, item->RoomNumber, noXZVel);
|
|
item->MeshBits &= ~ShatterItem.bit;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CleanUp()
|
|
{
|
|
// Reset oscillator seed
|
|
Wibble = 0;
|
|
|
|
// Needs to be cleared or otherwise controls will lockup if user will exit to title
|
|
// while playing flyby with locked controls
|
|
Lara.Control.Locked = false;
|
|
|
|
// Weather.Clear resets lightning and wind parameters so user won't see prev weather in new level
|
|
Weather.Clear();
|
|
|
|
// Needs to be cleared because otherwise a list of active creatures from previous level
|
|
// will spill into new level
|
|
ActiveCreatures.clear();
|
|
|
|
// Clear spotcam array
|
|
ClearSpotCamSequences();
|
|
|
|
// Clear all kinds of particles
|
|
DisableSmokeParticles();
|
|
DisableDripParticles();
|
|
DisableBubbles();
|
|
DisableDebris();
|
|
|
|
// Clear soundtrack masks
|
|
ClearSoundTrackMasks();
|
|
}
|