mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 09:47:58 +03:00
1107 lines
No EOL
31 KiB
C++
1107 lines
No EOL
31 KiB
C++
#include "framework.h"
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#include "boat.h"
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#include "lara.h"
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#include "items.h"
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#include "collide.h"
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#include "sphere.h"
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#include "camera.h"
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#include "setup.h"
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#include "level.h"
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#include "input.h"
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#include "sound.h"
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#include <Game\effect2.h>
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#include <Game\particle\SimpleParticle.h>
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struct BOAT_INFO
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{
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int boatTurn;
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int leftFallspeed;
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int rightFallspeed;
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int water;
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int pitch;
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short tiltAngle;
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short extraRotation;
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short propRot;
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};
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enum BOAT_STATE
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{
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STATE_BOAT_GETON,
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STATE_BOAT_STILL,
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BOAT_MOVING,
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STATE_BOAT_JUMPR,
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STATE_BOAT_JUMPL,
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STATE_BOAT_HIT,
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STATE_BOAT_FALL,
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STATE_BOAT_TURNR,
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STATE_BOAT_DEATH,
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STATE_BOAT_TURNL
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};
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#define IN_ACCELERATE IN_FORWARD
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#define IN_REVERSE IN_BACK
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#define IN_DISMOUNT IN_JUMP
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#define IN_TURBO (IN_ACTION)
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#define IN_TURNL (IN_LEFT|IN_LSTEP)
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#define IN_TURNR (IN_RIGHT|IN_RSTEP)
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#define BOAT_GETONLW_ANIM 0
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#define BOAT_GETONRW_ANIM 8
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#define BOAT_GETONJ_ANIM 6
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#define BOAT_GETON_START 1
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#define BOAT_FALL_ANIM 15
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#define BOAT_DEATH_ANIM 18
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#define BOAT_UNDO_TURN (ONE_DEGREE/4)
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#define BOAT_TURN (ONE_DEGREE/8)
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#define BOAT_MAX_TURN ANGLE(4)
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#define BOAT_MAX_SPEED 110
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#define BOAT_SLOW_SPEED (BOAT_MAX_SPEED/3)
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#define BOAT_FAST_SPEED (BOAT_MAX_SPEED+75)
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#define BOAT_MIN_SPEED 20
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#define BOAT_ACCELERATION 5
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#define BOAT_BRAKE 5
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#define BOAT_SLOWDOWN 1
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#define BOAT_REVERSE -2 // -5
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#define BOAT_MAX_BACK -20
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#define BOAT_MAX_KICK -80
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#define BOAT_SLIP 10
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#define BOAT_SIDE_SLIP 30
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#define BOAT_FRONT 750
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#define BOAT_SIDE 300
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#define BOAT_RADIUS 500
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#define BOAT_SNOW 500
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#define BOAT_MAX_HEIGHT (STEP_SIZE)
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#define GETOFF_DIST (1024)
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#define BOAT_WAKE 700
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#define BOAT_SOUND_CEILING (WALL_SIZE*5)
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#define BOAT_TIP (BOAT_FRONT+250)
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#define SKIDOO_HIT_LEFT 11
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#define SKIDOO_HIT_RIGHT 12
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#define SKIDOO_HIT_FRONT 13
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#define SKIDOO_HIT_BACK 14
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void DoBoatWakeEffect(ITEM_INFO* boat)
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{
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T5M::Effects::TriggerSpeedboatFoam(boat);
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/*int c = phd_cos(boat->pos.yRot);
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int s = phd_sin(boat->pos.yRot);
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int c = phd_cos(boat->pos.yRot);
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for (int i = 0; i < 3; i++)
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{
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int h = BOAT_WAKE;
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int w = (1 - i) * BOAT_SIDE;
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int x = boat->pos.xPos + (-(c * w) - (h * s) >> W2V_SHIFT);
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int y = boat->pos.yPos;
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int z = boat->pos.zPos + ((s * w) - (h * c) >> W2V_SHIFT);
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SPARKS* spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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spark->sR = 64;
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spark->sG = 64;
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spark->sB = 64;
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spark->dR = 64;
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spark->dG = 64;
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spark->dB = 64;
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spark->colFadeSpeed = 1;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 6;
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spark->fadeToBlack = spark->life - 4;
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spark->x = (BOAT_SIDE * phd_sin(boat->pos.yRot) >> W2V_SHIFT) + (GetRandomControl() & 128) + x - 8;
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spark->y = (GetRandomControl() & 0xF) + y - 8;
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spark->z = (BOAT_SIDE * phd_cos(boat->pos.yRot) >> W2V_SHIFT) + (GetRandomControl() & 128) + z - 8;
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spark->xVel = 0;
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spark->zVel = 0;
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spark->friction = 0;
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spark->flags = 538;
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spark->yVel = (GetRandomControl() & 0x7F) - 256;
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spark->rotAng = GetRandomControl() & 0xFFF;
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spark->scalar = 3;
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spark->maxYvel = 0;
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spark->rotAdd = (GetRandomControl() & 0x1F) - 16;
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spark->gravity = -spark->yVel >> 2;
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spark->sSize = spark->size = ((GetRandomControl() & 3) + 16) * 16;
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spark->dSize = 2 * spark->size;
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spark = &Sparks[GetFreeSpark()];
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spark->on = 1;
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spark->sR = 64;
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spark->sG = 64;
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spark->sB = 64;
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spark->dR = 64;
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spark->dG = 64;
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spark->dB = 64;
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spark->colFadeSpeed = 1;
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spark->transType = COLADD;
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spark->life = spark->sLife = (GetRandomControl() & 3) + 6;
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spark->fadeToBlack = spark->life - 4;
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spark->x = (BOAT_SIDE * phd_sin(boat->pos.yRot) >> W2V_SHIFT) + (GetRandomControl() & 128) + x - 8;
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spark->y = (GetRandomControl() & 0xF) + y - 8;
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spark->z = (BOAT_SIDE * phd_cos(boat->pos.yRot) >> W2V_SHIFT) + (GetRandomControl() & 128) + z - 8;
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spark->xVel = 0;
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spark->zVel = 0;
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spark->friction = 0;
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spark->flags = 538;
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spark->yVel = (GetRandomControl() & 0x7F) - 256;
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spark->rotAng = GetRandomControl() & 0xFFF;
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spark->scalar = 3;
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spark->maxYvel = 0;
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spark->rotAdd = (GetRandomControl() & 0x1F) - 16;
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spark->gravity = -spark->yVel >> 2;
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spark->sSize = spark->size = ((GetRandomControl() & 3) + 16) * 4;
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spark->dSize = 2 * spark->size;
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spark->def = Objects[ID_DEFAULT_SPRITES].meshIndex + 17;
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}*/
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}
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void SpeedBoatGetOff(ITEM_INFO* boat)
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{
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// Wait for last frame of getoff anims before returning to normal Lara control
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if ((LaraItem->currentAnimState == STATE_BOAT_JUMPR
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|| LaraItem->currentAnimState == STATE_BOAT_JUMPL)
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&& LaraItem->frameNumber == g_Level.Anims[LaraItem->animNumber].frameEnd)
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{
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if (LaraItem->currentAnimState == STATE_BOAT_JUMPL)
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LaraItem->pos.yRot -= ANGLE(90);
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else
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LaraItem->pos.yRot += ANGLE(90);
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LaraItem->animNumber = LA_JUMP_FORWARD;
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LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
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LaraItem->currentAnimState = LaraItem->goalAnimState = LS_JUMP_FORWARD;
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LaraItem->gravityStatus = true;
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LaraItem->fallspeed = -40;
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LaraItem->speed = 20;
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LaraItem->pos.xRot = LaraItem->pos.zRot = 0;
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Lara.Vehicle = NO_ITEM;
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int x = LaraItem->pos.xPos + (360 * phd_sin(LaraItem->pos.yRot) >> W2V_SHIFT);
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int y = LaraItem->pos.yPos - 90;
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int z = LaraItem->pos.zPos + (360 * phd_cos(LaraItem->pos.yRot) >> W2V_SHIFT);
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short roomNumber = LaraItem->roomNumber;
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FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
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if (GetFloorHeight(floor, x, y, z) >= y - STEP_SIZE)
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{
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LaraItem->pos.xPos = x;
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LaraItem->pos.zPos = z;
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if (roomNumber != LaraItem->roomNumber)
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ItemNewRoom(Lara.itemNumber, roomNumber);
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}
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LaraItem->pos.yPos = y;
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// Set boat to still anim
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boat->animNumber = Objects[ID_SPEEDBOAT].animIndex;
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boat->frameNumber = g_Level.Anims[boat->animNumber].frameBase;
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}
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}
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bool SpeedBoatCanGetOff(int direction)
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{
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ITEM_INFO* v = &g_Level.Items[Lara.Vehicle];
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short angle;
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if (direction < 0)
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angle = v->pos.yRot - ANGLE(90);
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else
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angle = v->pos.yRot + ANGLE(90);
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int x = v->pos.xPos + (GETOFF_DIST * phd_sin(angle) >> W2V_SHIFT);
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int y = v->pos.yPos;
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int z = v->pos.zPos + (GETOFF_DIST * phd_cos(angle) >> W2V_SHIFT);
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short roomNumber = v->roomNumber;
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FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
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int height = GetFloorHeight(floor, x, y, z);
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if ((height - v->pos.yPos) < -(WALL_SIZE / 2))
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return false;
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if ((HeightType == BIG_SLOPE) || (HeightType == DIAGONAL))
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return false;
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int ceiling = GetCeiling(floor, x, y, z);
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if ((ceiling - v->pos.yPos > -LARA_HITE) || (height - ceiling < LARA_HITE))
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return false;
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return true;
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}
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int SpeedBoatCheckGeton(short itemNum, COLL_INFO* coll)
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{
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// Returns 0 if no get on, 1 if right get on and 2 if left get on and 3 if jump geton
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int geton = 0;
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if (Lara.gunStatus != LG_NO_ARMS)
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return 0;
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ITEM_INFO* boat = &g_Level.Items[itemNum];
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int dist = ((LaraItem->pos.zPos - boat->pos.zPos) * phd_cos(-boat->pos.yRot) -
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(LaraItem->pos.xPos - boat->pos.xPos) * phd_sin(-boat->pos.yRot)) >> W2V_SHIFT;
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if (dist > 200)
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return 0;
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// Check if Lara is close enough and in right position to get onto boat
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short rot = boat->pos.yRot - LaraItem->pos.yRot;
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if (Lara.waterStatus == LW_SURFACE || Lara.waterStatus == LW_WADE)
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{
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if (!(TrInput & IN_ACTION) || LaraItem->gravityStatus || boat->speed)
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return 0;
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if (rot > ANGLE(45) && rot < ANGLE(135))
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geton = 1; // Right
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else if (rot > -ANGLE(135) && rot < -ANGLE(45))
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geton = 2; // Left
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}
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else if (Lara.waterStatus == LW_ABOVE_WATER)
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{
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if (LaraItem->fallspeed > 0)
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{
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if (rot > -ANGLE(135) && rot < ANGLE(135) && (LaraItem->pos.yPos + 512) > boat->pos.yPos)
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geton = 3; // Jump
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}
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else if (LaraItem->fallspeed == 0)
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{
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if (rot > -ANGLE(135) && rot < ANGLE(135))
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{
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if (LaraItem->pos.xPos == boat->pos.xPos
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&& LaraItem->pos.yPos == boat->pos.yPos
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&& LaraItem->pos.zPos == boat->pos.zPos)
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geton = 4; // Must have started on same spot as boat
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else
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geton = 3; // Jump
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}
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}
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}
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if (!geton)
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return 0;
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// Is Lara actually close enough to get on the thing?
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if (!TestBoundsCollide(boat, LaraItem, coll->radius))
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return 0;
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if (!TestCollision(boat, LaraItem))
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return 0;
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return geton;
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}
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int SpeedBoatTestWaterHeight(ITEM_INFO* item, int zOff, int xOff, PHD_VECTOR* pos)
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{
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// Get water height at a position offset from the origin.
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// Moves the vector in 'pos' to the required test position too
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// Get y pos correctly, but don't bother changing zOff and xOff using x_rot and z_rot
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pos->y = item->pos.yPos - (zOff * phd_sin(item->pos.xRot) >> W2V_SHIFT) +
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(xOff * phd_sin(item->pos.zRot) >> W2V_SHIFT);
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int s = phd_sin(item->pos.yRot);
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int c = phd_cos(item->pos.yRot);
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pos->x = item->pos.xPos + ((zOff * s + xOff * c) >> W2V_SHIFT);
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pos->z = item->pos.zPos + ((zOff * c - xOff * s) >> W2V_SHIFT);
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// Try to get water height; if none get ground height instead
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short roomNumber = item->roomNumber;
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GetFloor(pos->x, pos->y, pos->z, &roomNumber); // get correct room (as GetWaterHeight doesn't)
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int height = GetWaterHeight(pos->x, pos->y, pos->z, roomNumber);
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if (height == NO_HEIGHT)
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{
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FLOOR_INFO* floor = GetFloor(pos->x, pos->y, pos->z, &roomNumber);
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height = GetFloorHeight(floor, pos->x, pos->y, pos->z);
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if (height == NO_HEIGHT)
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return height;
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}
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return height - 5; // make sure boat is above water line else all sorts of weirdness results
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}
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void SpeedBoatDoBoatShift(int itemNum)
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{
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ITEM_INFO* item, * boat;
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int item_number, distance, x, z, radius;
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boat = &g_Level.Items[itemNum];
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// Check if hit something in the water
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item_number = g_Level.Rooms[boat->roomNumber].itemNumber;
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while (item_number != NO_ITEM)
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{
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item = &g_Level.Items[item_number];
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if (item->objectNumber == ID_SPEEDBOAT && item_number != itemNum && Lara.Vehicle != item_number)
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{
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// other boat
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x = item->pos.xPos - boat->pos.xPos;
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z = item->pos.zPos - boat->pos.zPos;
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radius = SQUARE(BOAT_RADIUS * 2);
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distance = SQUARE(x) + SQUARE(z);
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if (distance < radius)
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{
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boat->pos.xPos = item->pos.xPos - x * radius / distance;
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boat->pos.zPos = item->pos.zPos - z * radius / distance;
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}
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return;
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}
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// TODO: adding mine and gondola ! (boat)
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item_number = item->nextItem;
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}
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}
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short SpeedBoatDoShif(ITEM_INFO* skidoo, PHD_VECTOR* pos, PHD_VECTOR* old)
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{
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int x = pos->x >> WALL_SHIFT;
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int z = pos->z >> WALL_SHIFT;
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int xOld = old->x >> WALL_SHIFT;
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int zOld = old->z >> WALL_SHIFT;
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int shiftX = pos->x & (WALL_SIZE - 1);
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int shiftZ = pos->z & (WALL_SIZE - 1);
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if (x == xOld)
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{
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if (z == zOld)
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{
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// Neither shift; may have hit a very steep slope, so need to push back to old position
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skidoo->pos.zPos += (old->z - pos->z);
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skidoo->pos.xPos += (old->x - pos->x);
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}
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else if (z > zOld)
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{
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// Z shift left
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skidoo->pos.zPos -= shiftZ + 1;
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return (pos->x - skidoo->pos.xPos);
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}
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else
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{
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// Z shift right
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skidoo->pos.zPos += WALL_SIZE - shiftZ;
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return (skidoo->pos.xPos - pos->x);
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}
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}
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else if (z == zOld)
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{
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if (x > xOld)
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{
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// X shift up
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skidoo->pos.xPos -= shiftX + 1;
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return (skidoo->pos.zPos - pos->z);
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}
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else
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{
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// X shift down
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skidoo->pos.xPos += WALL_SIZE - shiftX;
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return (pos->z - skidoo->pos.zPos);
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}
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}
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else
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{
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// A diagonal hit; means a barrage of tests needed to determine best shift
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x = z = 0;
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short roomNumber = skidoo->roomNumber;
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FLOOR_INFO* floor = GetFloor(old->x, pos->y, pos->z, &roomNumber);
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int height = GetFloorHeight(floor, old->x, pos->y, pos->z);
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if (height < old->y - STEP_SIZE)
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{
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if (pos->z > old->z)
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z = -shiftZ - 1;
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else
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z = WALL_SIZE - shiftZ;
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}
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roomNumber = skidoo->roomNumber;
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floor = GetFloor(pos->x, pos->y, old->z, &roomNumber);
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height = GetFloorHeight(floor, pos->x, pos->y, old->z);
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if (height < old->y - STEP_SIZE)
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{
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if (pos->x > old->x)
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x = -shiftX - 1;
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else
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x = WALL_SIZE - shiftX;
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}
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if (x && z)
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{
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// Corner or side collision
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skidoo->pos.zPos += z;
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skidoo->pos.xPos += x;
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}
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else if (z)
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{
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skidoo->pos.zPos += z;
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if (z > 0)
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return (skidoo->pos.xPos - pos->x);
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else
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return (pos->x - skidoo->pos.xPos);
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}
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else if (x)
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{
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skidoo->pos.xPos += x;
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if (x > 0)
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return (pos->z - skidoo->pos.zPos);
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else
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return (skidoo->pos.zPos - pos->z);
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}
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else
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{
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// Pure diagonal collision
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skidoo->pos.zPos += (old->z - pos->z);
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skidoo->pos.xPos += (old->x - pos->x);
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}
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}
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return 0;
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}
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int SpeedBoatGetCollisionAnim(ITEM_INFO* skidoo, PHD_VECTOR* moved)
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{
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moved->x = skidoo->pos.xPos - moved->x;
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moved->z = skidoo->pos.zPos - moved->z;
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|
|
if (moved->x || moved->z)
|
|
{
|
|
// Get direction of movement relative to facing
|
|
int s = phd_sin(skidoo->pos.yRot);
|
|
int c = phd_cos(skidoo->pos.yRot);
|
|
|
|
int front = (moved->z * c + moved->x * s) >> W2V_SHIFT;
|
|
int side = (-moved->z * s + moved->x * c) >> W2V_SHIFT;
|
|
|
|
if (abs(front) > abs(side))
|
|
{
|
|
if (front > 0)
|
|
return SKIDOO_HIT_BACK;
|
|
else
|
|
return SKIDOO_HIT_FRONT;
|
|
}
|
|
else
|
|
{
|
|
if (side > 0)
|
|
return SKIDOO_HIT_LEFT;
|
|
else
|
|
return SKIDOO_HIT_RIGHT;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int SpeedBoatDoBoatDynamics(int height, int fallspeed, int* y)
|
|
{
|
|
if (height > * y)
|
|
{
|
|
// In air
|
|
*y += fallspeed;
|
|
if (*y > height)
|
|
{
|
|
*y = height;
|
|
fallspeed = 0;
|
|
}
|
|
else
|
|
fallspeed += GRAVITY;
|
|
}
|
|
else
|
|
{
|
|
// On ground: get up push from height change (if not a closed door and so NO_HEIGHT)
|
|
fallspeed += ((height - *y - fallspeed) >> 3);
|
|
if (fallspeed < BOAT_MAX_BACK)
|
|
fallspeed = BOAT_MAX_BACK;
|
|
|
|
if (*y > height)
|
|
*y = height;
|
|
}
|
|
|
|
return fallspeed;
|
|
}
|
|
|
|
int SpeedBoatDynamics(short itemNum)
|
|
{
|
|
ITEM_INFO* boat;
|
|
BOAT_INFO* binfo;
|
|
PHD_VECTOR moved, fl, fr, br, bl, f;
|
|
PHD_VECTOR old, fl_old, fr_old, bl_old, br_old, f_old;
|
|
int hfl, hfr, hbr, hbl, hf;
|
|
int hfr_old, hfl_old, hbr_old, hbl_old, hf_old;
|
|
FLOOR_INFO* floor;
|
|
int height, slip, collide;
|
|
short roomNumber, rot;
|
|
int newspeed;
|
|
|
|
boat = &g_Level.Items[itemNum];
|
|
binfo = (BOAT_INFO*)boat->data;
|
|
|
|
// Remove tilt angle (and add again at the end) as effects control
|
|
boat->pos.zRot -= binfo->tiltAngle;
|
|
|
|
// First get positions and heights of boat's corners + centre
|
|
hfl_old = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, -BOAT_SIDE, &fl_old);
|
|
hfr_old = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, BOAT_SIDE, &fr_old);
|
|
hbl_old = SpeedBoatTestWaterHeight(boat, -BOAT_FRONT, -BOAT_SIDE, &bl_old);
|
|
hbr_old = SpeedBoatTestWaterHeight(boat, -BOAT_FRONT, BOAT_SIDE, &br_old);
|
|
hf_old = SpeedBoatTestWaterHeight(boat, BOAT_TIP, 0, &f_old);
|
|
old.x = boat->pos.xPos;
|
|
old.y = boat->pos.yPos;
|
|
old.z = boat->pos.zPos;
|
|
|
|
// Back left/right may be slightly below ground, so correct for this
|
|
if (bl_old.y > hbl_old)
|
|
bl_old.y = hbl_old;
|
|
if (br_old.y > hbr_old)
|
|
br_old.y = hbr_old;
|
|
if (fl_old.y > hfl_old)
|
|
fl_old.y = hfl_old;
|
|
if (fr_old.y > hfr_old)
|
|
fr_old.y = hfr_old;
|
|
if (f_old.y > hf_old)
|
|
f_old.y = hf_old;
|
|
|
|
boat->pos.yRot += binfo->boatTurn + binfo->extraRotation;
|
|
binfo->tiltAngle = binfo->boatTurn * 6;
|
|
|
|
// Move boat according to speed
|
|
boat->pos.xPos += boat->speed * phd_sin(boat->pos.yRot) >> W2V_SHIFT;
|
|
boat->pos.zPos += boat->speed * phd_cos(boat->pos.yRot) >> W2V_SHIFT;
|
|
|
|
/*if (boat->speed >= 0)
|
|
binfo->propRot += (boat->speed * ANGLE(3));
|
|
else
|
|
binfo->propRot += ANGLE(33);*/
|
|
|
|
// Slide boat according to tilts (to avoid getting stuck on slopes)
|
|
slip = BOAT_SIDE_SLIP * phd_sin(boat->pos.zRot) >> W2V_SHIFT;
|
|
if (!slip && boat->pos.zRot)
|
|
slip = (boat->pos.zRot > 0) ? 1 : -1;
|
|
boat->pos.xPos += slip * phd_sin(boat->pos.yRot) >> W2V_SHIFT;
|
|
boat->pos.zPos -= slip * phd_cos(boat->pos.yRot) >> W2V_SHIFT;
|
|
|
|
slip = BOAT_SLIP * phd_sin(boat->pos.xRot) >> W2V_SHIFT;
|
|
if (!slip && boat->pos.xRot)
|
|
slip = (boat->pos.xRot > 0) ? 1 : -1;
|
|
boat->pos.xPos -= slip * phd_sin(boat->pos.yRot) >> W2V_SHIFT;
|
|
boat->pos.zPos -= slip * phd_cos(boat->pos.yRot) >> W2V_SHIFT;
|
|
|
|
// Remember desired position in case of collisions moving us about
|
|
moved.x = boat->pos.xPos;
|
|
moved.z = boat->pos.zPos;
|
|
|
|
// Collision with other boat?
|
|
SpeedBoatDoBoatShift(itemNum);
|
|
|
|
// Test new positions of points (one at a time) and shift boat accordingly
|
|
rot = 0;
|
|
hbl = SpeedBoatTestWaterHeight(boat, -BOAT_FRONT, -BOAT_SIDE, &bl);
|
|
if (hbl < bl_old.y - STEP_SIZE / 2)
|
|
rot = SpeedBoatDoShif(boat, &bl, &bl_old);
|
|
|
|
hbr = SpeedBoatTestWaterHeight(boat, -BOAT_FRONT, BOAT_SIDE, &br);
|
|
if (hbr < br_old.y - STEP_SIZE / 2)
|
|
rot += SpeedBoatDoShif(boat, &br, &br_old);
|
|
|
|
hfl = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, -BOAT_SIDE, &fl);
|
|
if (hfl < fl_old.y - STEP_SIZE / 2)
|
|
rot += SpeedBoatDoShif(boat, &fl, &fl_old);
|
|
|
|
hfr = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, BOAT_SIDE, &fr);
|
|
if (hfr < fr_old.y - STEP_SIZE / 2)
|
|
rot += SpeedBoatDoShif(boat, &fr, &fr_old);
|
|
|
|
if (!slip)
|
|
{
|
|
hf = SpeedBoatTestWaterHeight(boat, BOAT_TIP, 0, &f);
|
|
if (hf < f_old.y - STEP_SIZE / 2)
|
|
SpeedBoatDoShif(boat, &f, &f_old);
|
|
}
|
|
|
|
roomNumber = boat->roomNumber;
|
|
floor = GetFloor(boat->pos.xPos, boat->pos.yPos, boat->pos.zPos, &roomNumber);
|
|
height = GetWaterHeight(boat->pos.xPos, boat->pos.yPos - 5, boat->pos.zPos, roomNumber);
|
|
|
|
if (height == NO_HEIGHT)
|
|
height = GetFloorHeight(floor, boat->pos.xPos, boat->pos.yPos - 5, boat->pos.zPos);
|
|
|
|
if (height < boat->pos.yPos - (STEP_SIZE / 2))
|
|
SpeedBoatDoShif(boat, (PHD_VECTOR*)&boat->pos, &old);
|
|
|
|
binfo->extraRotation = rot;
|
|
|
|
// Get collision anim if boat has been moved from desired position by collisions
|
|
collide = SpeedBoatGetCollisionAnim(boat, &moved);
|
|
|
|
// Check final movement if slipped or collided and adjust speed
|
|
if (slip || collide)
|
|
{
|
|
newspeed = ((boat->pos.zPos - old.z) * phd_cos(boat->pos.yRot) + (boat->pos.xPos - old.x) * phd_sin(boat->pos.yRot)) >> W2V_SHIFT;
|
|
|
|
if (boat->speed > BOAT_MAX_SPEED + BOAT_ACCELERATION && newspeed < boat->speed - 10)
|
|
{
|
|
LaraItem->hitPoints -= boat->speed;
|
|
LaraItem->hitStatus = 1;
|
|
SoundEffect(SFX_TR2_LARA_GETTING_HURT, &LaraItem->pos, 0);
|
|
newspeed >>= 1;
|
|
boat->speed >>= 1;
|
|
}
|
|
|
|
// Adjust speed if serious change
|
|
if (slip)
|
|
{
|
|
// Only if slip is above certain amount, and boat is not in FAST speed range
|
|
if (boat->speed <= BOAT_MAX_SPEED + 10)
|
|
boat->speed = newspeed;
|
|
}
|
|
else
|
|
{
|
|
if (boat->speed > 0 && newspeed < boat->speed)
|
|
boat->speed = newspeed;
|
|
else if (boat->speed < 0 && newspeed > boat->speed)
|
|
boat->speed = newspeed;
|
|
}
|
|
|
|
if (boat->speed < BOAT_MAX_BACK)
|
|
boat->speed = BOAT_MAX_BACK;
|
|
}
|
|
|
|
return collide;
|
|
}
|
|
|
|
bool SpeedBoatUserControl(ITEM_INFO* boat)
|
|
{
|
|
// Return whether to straighten up or not
|
|
int no_turn = 1, max_speed;
|
|
|
|
BOAT_INFO* binfo = (BOAT_INFO*)boat->data;
|
|
|
|
if (boat->pos.yPos >= binfo->water - STEP_SIZE / 2 && binfo->water != NO_HEIGHT)
|
|
{
|
|
// If on the water surface, user has control; allow for reversing!
|
|
if ((!(TrInput & IN_DISMOUNT) && !(TrInput & IN_LOOK)) || boat->speed)
|
|
{
|
|
if (((TrInput & IN_TURNL) && !(TrInput & IN_REVERSE)) || ((TrInput & IN_TURNR) && (TrInput & IN_REVERSE)))
|
|
{
|
|
if (binfo->boatTurn > 0)
|
|
binfo->boatTurn -= BOAT_UNDO_TURN;
|
|
else
|
|
{
|
|
binfo->boatTurn -= BOAT_TURN;
|
|
if (binfo->boatTurn < -BOAT_MAX_TURN)
|
|
binfo->boatTurn = -BOAT_MAX_TURN;
|
|
}
|
|
no_turn = 0;
|
|
}
|
|
else if (((TrInput & IN_TURNR) && !(TrInput & IN_REVERSE)) || ((TrInput & IN_TURNL) && (TrInput & IN_REVERSE)))
|
|
{
|
|
if (binfo->boatTurn < 0)
|
|
binfo->boatTurn += BOAT_UNDO_TURN;
|
|
else
|
|
{
|
|
binfo->boatTurn += BOAT_TURN;
|
|
if (binfo->boatTurn > BOAT_MAX_TURN)
|
|
binfo->boatTurn = BOAT_MAX_TURN;
|
|
}
|
|
no_turn = 0;
|
|
}
|
|
|
|
if (TrInput & IN_REVERSE)
|
|
{
|
|
if (boat->speed > 0)
|
|
boat->speed -= BOAT_BRAKE;
|
|
else if (boat->speed > BOAT_MAX_BACK)
|
|
boat->speed += BOAT_REVERSE;
|
|
}
|
|
else if (TrInput & IN_ACCELERATE)
|
|
{
|
|
if (TrInput & IN_TURBO)
|
|
max_speed = BOAT_FAST_SPEED;
|
|
else
|
|
max_speed = (TrInput & IN_STEPSHIFT) ? BOAT_SLOW_SPEED : BOAT_MAX_SPEED;
|
|
|
|
if (boat->speed < max_speed)
|
|
boat->speed += BOAT_ACCELERATION / 2 + BOAT_ACCELERATION * boat->speed / (2 * max_speed);
|
|
else if (boat->speed > max_speed + BOAT_SLOWDOWN)
|
|
boat->speed -= BOAT_SLOWDOWN;
|
|
}
|
|
else if (boat->speed >= 0 && boat->speed < BOAT_MIN_SPEED && (TrInput & (IN_TURNL | IN_TURNR)))
|
|
{
|
|
if (boat->speed == 0 && !(TrInput & IN_DISMOUNT))
|
|
boat->speed = BOAT_MIN_SPEED; // If user wants to turn, boat will move forward
|
|
}
|
|
else if (boat->speed > BOAT_SLOWDOWN)
|
|
boat->speed -= BOAT_SLOWDOWN;
|
|
else
|
|
boat->speed = 0;
|
|
}
|
|
else
|
|
{
|
|
if (boat->speed >= 0 && boat->speed < BOAT_MIN_SPEED && (TrInput & (IN_TURNL | IN_TURNR)))
|
|
{
|
|
if (boat->speed == 0 && !(TrInput & IN_DISMOUNT))
|
|
boat->speed = BOAT_MIN_SPEED; // If user wants to turn, boat will move forward
|
|
}
|
|
else if (boat->speed > BOAT_SLOWDOWN)
|
|
boat->speed -= BOAT_SLOWDOWN;
|
|
else
|
|
boat->speed = 0;
|
|
|
|
if ((TrInput & IN_LOOK) && boat->speed == 0)
|
|
LookUpDown();
|
|
}
|
|
}
|
|
|
|
return no_turn;
|
|
}
|
|
|
|
void SpeedBoatAnimation(ITEM_INFO* boat, int collide)
|
|
{
|
|
BOAT_INFO* binfo;
|
|
|
|
binfo = (BOAT_INFO*)boat->data;
|
|
|
|
// Do animation stuff
|
|
if (LaraItem->hitPoints <= 0)
|
|
{
|
|
if (LaraItem->currentAnimState != STATE_BOAT_DEATH)
|
|
{
|
|
LaraItem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_DEATH_ANIM;
|
|
LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
|
|
LaraItem->currentAnimState = LaraItem->goalAnimState = STATE_BOAT_DEATH;
|
|
}
|
|
}
|
|
else if (boat->pos.yPos < binfo->water - (STEP_SIZE / 2) && boat->fallspeed > 0)
|
|
{
|
|
if (LaraItem->currentAnimState != STATE_BOAT_FALL)
|
|
{
|
|
LaraItem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_FALL_ANIM;
|
|
LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
|
|
LaraItem->currentAnimState = LaraItem->goalAnimState = STATE_BOAT_FALL;
|
|
}
|
|
}
|
|
else if (collide)
|
|
{
|
|
if (LaraItem->currentAnimState != STATE_BOAT_HIT)
|
|
{
|
|
LaraItem->animNumber = (short)(Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + collide);
|
|
LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
|
|
LaraItem->currentAnimState = LaraItem->goalAnimState = STATE_BOAT_HIT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (LaraItem->currentAnimState)
|
|
{
|
|
case STATE_BOAT_STILL:
|
|
if (TrInput & IN_JUMP)
|
|
{
|
|
if (boat->speed == 0)
|
|
{
|
|
if ((TrInput & IN_TURNR) && SpeedBoatCanGetOff(boat->pos.yRot + ANGLE(90)))
|
|
LaraItem->goalAnimState = STATE_BOAT_JUMPR;
|
|
else if (TrInput & IN_TURNL && SpeedBoatCanGetOff(boat->pos.yRot - ANGLE(90)))
|
|
LaraItem->goalAnimState = STATE_BOAT_JUMPL;
|
|
}
|
|
}
|
|
if (boat->speed > 0)
|
|
LaraItem->goalAnimState = BOAT_MOVING;
|
|
break;
|
|
case BOAT_MOVING:
|
|
if (TrInput & IN_JUMP)
|
|
{
|
|
if (TrInput & IN_RIGHT)
|
|
LaraItem->goalAnimState = STATE_BOAT_JUMPR;
|
|
else if (TrInput & IN_LEFT)
|
|
LaraItem->goalAnimState = STATE_BOAT_JUMPL;
|
|
}
|
|
else if (boat->speed <= 0)
|
|
LaraItem->goalAnimState = STATE_BOAT_STILL;
|
|
break;
|
|
|
|
case STATE_BOAT_FALL:
|
|
LaraItem->goalAnimState = BOAT_MOVING;
|
|
break;
|
|
//case BOAT_TURNR:
|
|
if (boat->speed <= 0)
|
|
LaraItem->goalAnimState = STATE_BOAT_STILL;
|
|
else if (!(TrInput & IN_TURNR))
|
|
LaraItem->goalAnimState = BOAT_MOVING;
|
|
break;
|
|
case STATE_BOAT_TURNL:
|
|
if (boat->speed <= 0)
|
|
LaraItem->goalAnimState = STATE_BOAT_STILL;
|
|
else if (!(TrInput & IN_TURNL))
|
|
LaraItem->goalAnimState = BOAT_MOVING;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpeedBoatSplash(ITEM_INFO* item, long fallspeed, long water)
|
|
{
|
|
/*
|
|
splash_setup.x = item->pos.x_pos;
|
|
splash_setup.y = water;
|
|
splash_setup.z = item->pos.z_pos;
|
|
splash_setup.InnerXZoff = 16 << 2;
|
|
splash_setup.InnerXZsize = 12 << 2;
|
|
splash_setup.InnerYsize = -96 << 2;
|
|
splash_setup.InnerXZvel = 0xa0;
|
|
splash_setup.InnerYvel = -fallspeed << 7;
|
|
splash_setup.InnerGravity = 0x80;
|
|
splash_setup.InnerFriction = 7;
|
|
splash_setup.MiddleXZoff = 24 << 2;
|
|
splash_setup.MiddleXZsize = 24 << 2;
|
|
splash_setup.MiddleYsize = -64 << 2;
|
|
splash_setup.MiddleXZvel = 0xe0;
|
|
splash_setup.MiddleYvel = -fallspeed << 6;
|
|
splash_setup.MiddleGravity = 0x48;
|
|
splash_setup.MiddleFriction = 8;
|
|
splash_setup.OuterXZoff = 32 << 2;
|
|
splash_setup.OuterXZsize = 32 << 2;
|
|
splash_setup.OuterXZvel = 0x110;
|
|
splash_setup.OuterFriction = 9;
|
|
SetupSplash(&splash_setup);
|
|
SplashCount = 16;
|
|
*/
|
|
}
|
|
|
|
void InitialiseSpeedBoat(short itemNum)
|
|
{
|
|
ITEM_INFO* boat;
|
|
BOAT_INFO* binfo;
|
|
|
|
boat = &g_Level.Items[itemNum];
|
|
binfo = game_malloc<BOAT_INFO>();
|
|
boat->data = (void*)binfo;
|
|
binfo->boatTurn = 0;
|
|
binfo->leftFallspeed = 0;
|
|
binfo->rightFallspeed = 0;
|
|
binfo->tiltAngle = 0;
|
|
binfo->extraRotation = 0;
|
|
binfo->water = 0;
|
|
binfo->pitch = 0;
|
|
}
|
|
|
|
void SpeedBoatCollision(short itemNum, ITEM_INFO* litem, COLL_INFO* coll)
|
|
{
|
|
// This routine is only for when Lara is not on the boat and she would like to be
|
|
int geton;
|
|
ITEM_INFO* boat;
|
|
|
|
// If Lara dead or already on the boat, then no collision
|
|
if (litem->hitPoints < 0 || Lara.Vehicle != NO_ITEM)
|
|
return;
|
|
|
|
boat = &g_Level.Items[itemNum];
|
|
|
|
// If player isn't pressing control or Lara is busy, then do normal object collision
|
|
geton = SpeedBoatCheckGeton(itemNum, coll);
|
|
if (!geton)
|
|
{
|
|
coll->enableBaddiePush = true;
|
|
ObjectCollision(itemNum, litem, coll);
|
|
return;
|
|
}
|
|
|
|
if (geton == 2)
|
|
litem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_GETONLW_ANIM;
|
|
else if (geton == 1)
|
|
litem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_GETONRW_ANIM;
|
|
else if (geton == 3)
|
|
litem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_GETONJ_ANIM;
|
|
else
|
|
litem->animNumber = Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex + BOAT_GETON_START;
|
|
|
|
Lara.waterStatus = LW_ABOVE_WATER;
|
|
litem->pos.xPos = boat->pos.xPos;
|
|
litem->pos.yPos = boat->pos.yPos - 5;
|
|
litem->pos.zPos = boat->pos.zPos;
|
|
litem->pos.yRot = boat->pos.yRot;
|
|
litem->pos.xRot = litem->pos.zRot = 0;
|
|
litem->gravityStatus = false;
|
|
litem->speed = 0;
|
|
litem->fallspeed = 0;
|
|
litem->frameNumber = g_Level.Anims[litem->animNumber].frameBase;
|
|
litem->currentAnimState = litem->goalAnimState = STATE_BOAT_GETON;
|
|
|
|
if (litem->roomNumber != boat->roomNumber)
|
|
ItemNewRoom(Lara.itemNumber, boat->roomNumber);
|
|
|
|
AnimateItem(litem);
|
|
|
|
// Add to active item list from this point onward
|
|
if (g_Level.Items[itemNum].status != ITEM_ACTIVE)
|
|
{
|
|
AddActiveItem(itemNum);
|
|
g_Level.Items[itemNum].status = ITEM_ACTIVE;
|
|
}
|
|
|
|
// TODO: play a cd when starting ! (boat)
|
|
//S_CDPlay(12, 0);
|
|
|
|
// Yeeha! Get in that boat girly
|
|
Lara.Vehicle = itemNum;
|
|
}
|
|
|
|
void SpeedBoatControl(short itemNumber)
|
|
{
|
|
ITEM_INFO* boat;
|
|
BOAT_INFO* binfo;
|
|
PHD_VECTOR fl, fr, prop;
|
|
int hfl, hfr, no_turn = 1, drive = 0;
|
|
FLOOR_INFO* floor;
|
|
int height, collide, water, ceiling, pitch, h, ofs, nowake;
|
|
short roomNumber, x_rot, z_rot;
|
|
|
|
boat = &g_Level.Items[itemNumber];
|
|
binfo = (BOAT_INFO*)boat->data;
|
|
collide = SpeedBoatDynamics(itemNumber);
|
|
|
|
// Now got final position, so get heights under middle and corners (will only have changed
|
|
// from above if collision occurred, but recalc anyway as hardly big maths)
|
|
hfl = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, -BOAT_SIDE, &fl);
|
|
hfr = SpeedBoatTestWaterHeight(boat, BOAT_FRONT, BOAT_SIDE, &fr);
|
|
|
|
roomNumber = boat->roomNumber;
|
|
floor = GetFloor(boat->pos.xPos, boat->pos.yPos, boat->pos.zPos, &roomNumber);
|
|
height = GetFloorHeight(floor, boat->pos.xPos, boat->pos.yPos, boat->pos.zPos);
|
|
ceiling = GetCeiling(floor, boat->pos.xPos, boat->pos.yPos, boat->pos.zPos);
|
|
|
|
if (Lara.Vehicle == itemNumber)
|
|
{
|
|
TestTriggers(TriggerIndex, 0, 0);
|
|
TestTriggers(TriggerIndex, 1, 0); // HEAVY too
|
|
}
|
|
|
|
binfo->water = water = GetWaterHeight(boat->pos.xPos, boat->pos.yPos, boat->pos.zPos, roomNumber);
|
|
|
|
// Deal with user input; will effect next frame, but relies on info calced this frame
|
|
if (Lara.Vehicle == itemNumber && LaraItem->hitPoints > 0)
|
|
{
|
|
switch (LaraItem->currentAnimState)
|
|
{
|
|
case STATE_BOAT_GETON:
|
|
case STATE_BOAT_JUMPR:
|
|
case STATE_BOAT_JUMPL:
|
|
break;
|
|
|
|
default:
|
|
drive = 1;
|
|
no_turn = SpeedBoatUserControl(boat);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Boat has no driver
|
|
if (boat->speed > BOAT_SLOWDOWN)
|
|
boat->speed -= BOAT_SLOWDOWN;
|
|
else
|
|
boat->speed = 0;
|
|
}
|
|
|
|
if (no_turn)
|
|
{
|
|
// Straighten up if not under control
|
|
if (binfo->boatTurn < -BOAT_UNDO_TURN)
|
|
binfo->boatTurn += BOAT_UNDO_TURN;
|
|
else if (binfo->boatTurn > BOAT_UNDO_TURN)
|
|
binfo->boatTurn -= BOAT_UNDO_TURN;
|
|
else
|
|
binfo->boatTurn = 0;
|
|
}
|
|
|
|
// Get floor height (keep slightly above water surface)
|
|
boat->floor = height - 5;
|
|
if (binfo->water == NO_HEIGHT)
|
|
binfo->water = height;
|
|
else
|
|
binfo->water -= 5;
|
|
|
|
// Do fallspeed effects on boat
|
|
binfo->leftFallspeed = SpeedBoatDoBoatDynamics(hfl, binfo->leftFallspeed, (int*)&fl.y);
|
|
binfo->rightFallspeed = SpeedBoatDoBoatDynamics(hfr, binfo->rightFallspeed, (int*)&fr.y);
|
|
ofs = boat->fallspeed;
|
|
boat->fallspeed = SpeedBoatDoBoatDynamics(binfo->water, boat->fallspeed, (int*)&boat->pos.yPos);
|
|
if (ofs - boat->fallspeed > 32 && boat->fallspeed == 0 && water != NO_HEIGHT)
|
|
SpeedBoatSplash(boat, ofs - boat->fallspeed, water);
|
|
|
|
// Rotate boat to match these heights
|
|
height = (fl.y + fr.y);
|
|
if (height < 0)
|
|
height = -(abs(height) >> 1);
|
|
else
|
|
height = height >> 1;
|
|
|
|
x_rot = phd_atan(BOAT_FRONT, boat->pos.yPos - height);
|
|
z_rot = phd_atan(BOAT_SIDE, height - fl.y);
|
|
|
|
boat->pos.xRot += (x_rot - boat->pos.xRot) >> 1;
|
|
boat->pos.zRot += (z_rot - boat->pos.zRot) >> 1;
|
|
|
|
// Auto level the boat on flat water (to stop evil shifts)
|
|
if (!x_rot && abs(boat->pos.xRot) < 4)
|
|
boat->pos.xRot = 0;
|
|
if (!z_rot && abs(boat->pos.zRot) < 4)
|
|
boat->pos.zRot = 0;
|
|
|
|
// If Lara is on the boat, do all her animation and move her to same position as boat, etc
|
|
if (Lara.Vehicle == itemNumber)
|
|
{
|
|
SpeedBoatAnimation(boat, collide);
|
|
|
|
if (roomNumber != boat->roomNumber)
|
|
{
|
|
ItemNewRoom(Lara.Vehicle, roomNumber);
|
|
ItemNewRoom(Lara.itemNumber, roomNumber);
|
|
}
|
|
|
|
// Move Lara to the boat position
|
|
boat->pos.zRot += binfo->tiltAngle;
|
|
LaraItem->pos.xPos = boat->pos.xPos;
|
|
LaraItem->pos.yPos = boat->pos.yPos;
|
|
LaraItem->pos.zPos = boat->pos.zPos;
|
|
LaraItem->pos.xRot = boat->pos.xRot;
|
|
LaraItem->pos.yRot = boat->pos.yRot;
|
|
LaraItem->pos.zRot = boat->pos.zRot;
|
|
|
|
AnimateItem(LaraItem);
|
|
|
|
// Set boat on the exact same anim frame
|
|
if (LaraItem->hitPoints > 0)
|
|
{
|
|
boat->animNumber = Objects[ID_SPEEDBOAT].animIndex + (LaraItem->animNumber - Objects[ID_SPEEDBOAT_LARA_ANIMS].animIndex);
|
|
boat->frameNumber = g_Level.Anims[boat->animNumber].frameBase + (LaraItem->frameNumber - g_Level.Anims[LaraItem->animNumber].frameBase);
|
|
}
|
|
|
|
// Set camera
|
|
Camera.targetElevation = -ANGLE(20);
|
|
Camera.targetDistance = WALL_SIZE * 2;
|
|
}
|
|
else
|
|
{
|
|
// If Lara isn't in the boat, then just move the boat
|
|
if (roomNumber != boat->roomNumber)
|
|
ItemNewRoom(itemNumber, roomNumber);
|
|
boat->pos.zRot += binfo->tiltAngle;
|
|
}
|
|
|
|
// Do sound effect
|
|
pitch = boat->speed;
|
|
binfo->pitch += (pitch - binfo->pitch) >> 2;
|
|
|
|
if (boat->speed > 8)
|
|
SoundEffect(SFX_TR2_BOAT_HIGH_ENGINE_RPM, &boat->pos, 4 + ((0x10000 - (BOAT_MAX_SPEED - binfo->pitch) * 100) << 8));
|
|
else if (drive)
|
|
SoundEffect(SFX_TR2_BOAT_IDLE, &boat->pos, 4 + ((0x10000 - (BOAT_MAX_SPEED - binfo->pitch) * 100) << 8));
|
|
|
|
// If boat is moving, then do wake
|
|
if (boat->speed && water - 5 == boat->pos.yPos)
|
|
DoBoatWakeEffect(boat);
|
|
|
|
if (Lara.Vehicle != itemNumber)
|
|
return;
|
|
|
|
SpeedBoatGetOff(boat);
|
|
} |