TombEngine/TR5Main/Objects/Generic/Object/burning_torch.cpp

381 lines
11 KiB
C++

#include "framework.h"
#include "Objects/Generic/Object/burning_torch.h"
#include "Game/Lara/lara_flare.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara.h"
#include "Game/animation.h"
#include "Game/items.h"
#include "Specific/level.h"
#include "Specific/input.h"
#include "Sound/sound.h"
#include "Objects/Effects/flame_emitters.h"
#include "Game/effects/effects.h"
#include "Specific/setup.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/control/los.h"
using namespace TEN::Entities::Effects;
namespace TEN::Entities::Generic
{
void TriggerTorchFlame(char fxObj, char node)
{
auto* spark = &Sparks[GetFreeSpark()];
spark->on = true;
spark->sR = 255;
spark->sB = 48;
spark->sG = (GetRandomControl() & 0x1F) + 48;
spark->dR = (GetRandomControl() & 0x3F) - 64;
spark->dB = 32;
spark->dG = (GetRandomControl() & 0x3F) + -128;
spark->fadeToBlack = 8;
spark->colFadeSpeed = (GetRandomControl() & 3) + 12;
spark->transType = TransTypeEnum::COLADD;
spark->life = spark->sLife = (GetRandomControl() & 7) + 24;
spark->x = (GetRandomControl() & 0xF) - 8;
spark->y = 0;
spark->z = (GetRandomControl() & 0xF) - 8;
spark->xVel = (GetRandomControl() & 0xFF) - 128;
spark->yVel = -16 - (GetRandomControl() & 0xF);
spark->zVel = (GetRandomControl() & 0xFF) - 128;
spark->friction = 5;
spark->flags = SP_NODEATTACH | SP_EXPDEF | SP_ITEM | SP_ROTATE | SP_DEF | SP_SCALE;
spark->rotAng = GetRandomControl() & 0xFFF;
if (GetRandomControl() & 1)
spark->rotAdd = -16 - (GetRandomControl() & 0xF);
else
spark->rotAdd = (GetRandomControl() & 0xF) + 16;
spark->gravity = -16 - (GetRandomControl() & 0x1F);
spark->nodeNumber = node;
spark->maxYvel = -16 - (GetRandomControl() & 7);
spark->fxObj = fxObj;
spark->scalar = 1;
spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 80;
spark->dSize = spark->size / 8;
}
void DoFlameTorch()
{
switch (Lara.LeftArm.Locked)
{
case 0:
if (Lara.Control.Weapon.RequestGunType != Lara.Control.Weapon.GunType)
{
Lara.LeftArm.Locked = true;
Lara.LeftArm.FrameNumber = 31;
Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 2;
break;
}
if (TrInput & IN_DRAW &&
!LaraItem->VerticalVelocity &&
!LaraItem->Airborne &&
LaraItem->ActiveState != LS_JUMP_PREPARE &&
LaraItem->ActiveState != LS_JUMP_UP &&
LaraItem->ActiveState != LS_JUMP_FORWARD &&
LaraItem->ActiveState != LS_JUMP_BACK &&
LaraItem->ActiveState != LS_JUMP_LEFT &&
LaraItem->ActiveState != LS_JUMP_RIGHT ||
Lara.Control.WaterStatus == WaterStatus::Underwater)
{
Lara.LeftArm.Locked = true;
Lara.LeftArm.FrameNumber = 1;
Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 1;
if (Lara.Control.WaterStatus == WaterStatus::Underwater)
Lara.LitTorch = false;
}
break;
case 1:
if (Lara.LeftArm.FrameNumber < 12 && LaraItem->Airborne)
{
Lara.LeftArm.Locked = false;
Lara.LeftArm.FrameNumber = 0;
Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
}
else
{
Lara.LeftArm.FrameNumber++;
if (Lara.LeftArm.FrameNumber == 27)
{
Lara.LitTorch = false;
Lara.Flare.ControlLeft = false;
Lara.LeftArm.Locked = false;
Lara.Control.Weapon.GunType = Lara.Control.Weapon.LastGunType;
Lara.Control.Weapon.RequestGunType = WEAPON_NONE;
Lara.Control.HandStatus = HandStatus::Free;
}
else if (Lara.LeftArm.FrameNumber == 12)
{
Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, true);
}
}
break;
case 2:
Lara.LeftArm.FrameNumber++;
if (Lara.LeftArm.FrameNumber == 41)
{
Lara.LitTorch = false;
Lara.Flare.ControlLeft = false;
Lara.LeftArm.Locked = false;
Lara.Control.Weapon.LastGunType = WEAPON_NONE;
Lara.Control.Weapon.GunType = WEAPON_NONE;
Lara.Control.HandStatus = HandStatus::Free;
}
else if (Lara.LeftArm.FrameNumber == 36)
{
Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
CreateFlare(LaraItem, ID_BURNING_TORCH_ITEM, false);
}
break;
case 3:
if (LaraItem->ActiveState != LS_MISC_CONTROL)
{
Lara.LeftArm.Locked = false;
Lara.LeftArm.FrameNumber = 0;
Lara.Flare.ControlLeft = true;
Lara.LitTorch = LaraItem->ItemFlags[3] & 1;
Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
}
break;
default:
break;
}
if (Lara.Flare.ControlLeft)
Lara.Control.HandStatus = HandStatus::WeaponReady;
Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr;
if (Lara.LitTorch)
{
PHD_VECTOR pos = { -32, 64, 256 };
GetLaraJointPosition(&pos, LM_LHAND);
TriggerDynamicLight(pos.x, pos.y, pos.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(LaraItem - g_Level.Items.data(), 0);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, (PHD_3DPOS*)&pos, 0);
}
}
void GetFlameTorch()
{
if (Lara.Control.Weapon.GunType == WEAPON_FLARE)
CreateFlare(LaraItem, ID_FLARE_ITEM, false);
Lara.Control.Weapon.RequestGunType = WEAPON_TORCH;
Lara.Control.Weapon.GunType = WEAPON_TORCH;
Lara.Flare.ControlLeft = true;
Lara.LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
Lara.Control.HandStatus = HandStatus::WeaponReady;
Lara.LeftArm.Locked = false;
Lara.LeftArm.FrameNumber = 0;
Lara.LeftArm.FrameBase = g_Level.Anims[Lara.LeftArm.AnimNumber].framePtr;
Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_TORCH_ANIM].meshIndex + LM_LHAND;
}
void TorchControl(short itemNumber)
{
auto* item = &g_Level.Items[itemNumber];
int oldX = item->Position.xPos;
int oldY = item->Position.yPos;
int oldZ = item->Position.zPos;
if (item->VerticalVelocity)
item->Position.zRot += ANGLE(5);
else if (!item->Velocity)
{
item->Position.xRot = 0;
item->Position.zRot = 0;
}
int xv = item->Velocity * phd_sin(item->Position.yRot);
int zv = item->Velocity * phd_cos(item->Position.yRot);
item->Position.xPos += xv;
item->Position.zPos += zv;
if (g_Level.Rooms[item->RoomNumber].flags & ENV_FLAG_WATER)
{
item->VerticalVelocity += (5 - item->VerticalVelocity) / 2;
item->Velocity += (5 - item->Velocity) / 2;
if (item->ItemFlags[3] != 0)
item->ItemFlags[3] = 0;
}
else
{
item->VerticalVelocity += 6;
}
item->Position.yPos += item->VerticalVelocity;
DoProjectileDynamics(itemNumber, oldX, oldY, oldZ, xv, item->VerticalVelocity, zv);
if (GetCollidedObjects(item, 0, true, CollidedItems, CollidedMeshes, 0))
{
LaraCollision.Setup.EnableObjectPush = true;
if (CollidedItems)
{
if (!Objects[CollidedItems[0]->ObjectNumber].intelligent
&& CollidedItems[0]->ObjectNumber != ID_LARA)
ObjectCollision(CollidedItems[0] - g_Level.Items.data(), item, &LaraCollision);
}
else
{
ItemPushStatic(item, CollidedMeshes[0], &LaraCollision);
}
item->Velocity >>= 1;
}
if (item->ItemFlags[3])
{
TriggerDynamicLight(item->Position.xPos, item->Position.yPos, item->Position.zPos, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(itemNumber, 1);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
}
}
void LaraTorch(PHD_VECTOR* src, PHD_VECTOR* target, int rot, int color)
{
GAME_VECTOR pos1;
pos1.x = src->x;
pos1.y = src->y;
pos1.z = src->z;
pos1.roomNumber = LaraItem->RoomNumber;
GAME_VECTOR pos2;
pos2.x = target->x;
pos2.y = target->y;
pos2.z = target->z;
TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 12, color, color, color >> 1);
if (!LOS(&pos1, &pos2))
{
int l = sqrt(pow(pos1.x - pos2.x, 2) + pow(pos1.y - pos2.y, 2) + pow(pos1.z - pos2.z, 2)) * CLICK(1);
if (l + 8 > 31)
l = 31;
if (color - l >= 0)
TriggerDynamicLight(pos2.x, pos2.y, pos2.z, l + 8, color - l, color - l, (color - l) * 2);
}
}
void FireCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* torchItem = &g_Level.Items[itemNumber];
if (
!(TrInput & IN_ACTION) ||
laraItem->ActiveState != LS_IDLE ||
laraItem->AnimNumber != LA_STAND_IDLE ||
laraItem->Airborne ||
laraInfo->Control.Weapon.GunType != WEAPON_TORCH ||
laraInfo->Control.HandStatus != HandStatus::WeaponReady ||
laraInfo->LeftArm.Locked ||
laraInfo->LitTorch == (torchItem->Status == ITEM_ACTIVE) ||
torchItem->Timer == -1)
{
if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
ObjectCollision(itemNumber, laraItem, coll);
}
else
{
short rot = torchItem->Position.yRot;
switch (torchItem->ObjectNumber)
{
case ID_FLAME_EMITTER:
FireBounds.boundingBox.X1 = -256;
FireBounds.boundingBox.X2 = 256;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 1024;
FireBounds.boundingBox.Z1 = -800;
FireBounds.boundingBox.Z2 = 800;
break;
case ID_FLAME_EMITTER2:
FireBounds.boundingBox.X1 = -256;
FireBounds.boundingBox.X2 = 256;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 1024;
FireBounds.boundingBox.Z1 = -600;
FireBounds.boundingBox.Z2 = 600;
break;
case ID_BURNING_ROOTS:
FireBounds.boundingBox.X1 = -384;
FireBounds.boundingBox.X2 = 384;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 2048;
FireBounds.boundingBox.Z1 = -384;
FireBounds.boundingBox.Z2 = 384;
break;
}
torchItem->Position.yRot = laraItem->Position.yRot;
if (TestLaraPosition(&FireBounds, torchItem, laraItem))
{
if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
laraItem->AnimNumber = LA_TORCH_LIGHT_5;
else
{
int dy = abs(laraItem->Position.yPos - torchItem->Position.yPos);
laraItem->ItemFlags[3] = 1;
laraItem->AnimNumber = (dy >> 8) + LA_TORCH_LIGHT_1;
}
laraItem->ActiveState = LS_MISC_CONTROL;
laraItem->FrameNumber = g_Level.Anims[laraItem->AnimNumber].frameBase;
laraInfo->Flare.ControlLeft = false;
laraInfo->LeftArm.Locked = true;
laraInfo->InteractedItem = itemNumber;
}
torchItem->Position.yRot = rot;
}
if (laraItem->ActiveState == LS_MISC_CONTROL &&
laraInfo->InteractedItem == itemNumber &&
torchItem->Status != ITEM_ACTIVE)
{
if (laraItem->AnimNumber >= LA_TORCH_LIGHT_1 &&
laraItem->AnimNumber <= LA_TORCH_LIGHT_5)
{
if (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase == 40)
{
TestTriggers(torchItem, true, torchItem->Flags & IFLAG_ACTIVATION_MASK);
torchItem->Flags |= 0x3E00;
torchItem->ItemFlags[3] = 0;
torchItem->Status = ITEM_ACTIVE;
AddActiveItem(itemNumber);
}
}
}
}
}