TombEngine/TR5Main/Objects/TR3/Trap/train.cpp

137 lines
4 KiB
C++

#include "framework.h"
#include "Objects/TR3/Trap/train.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/control/control.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/collision/floordata.h"
#include "Game/collision/sphere.h"
#include "Game/effects/effects.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#define TRAIN_VEL 260
#define LARA_TRAIN_DEATH_ANIM 3;
long TrainTestHeight(ITEM_INFO* item, long x, long z, short* roomNumber)
{
float s = phd_sin(item->Position.yRot);
float c = phd_cos(item->Position.yRot);
PHD_VECTOR pos;
pos.x = item->Position.xPos + z * s + x * c;
pos.y = item->Position.yPos - z * phd_sin(item->Position.xRot) + x * phd_sin(item->Position.zRot);
pos.z = item->Position.zPos + z * c - x * s;
auto probe = GetCollisionResult(pos.x, pos.y, pos.z, item->RoomNumber);
*roomNumber = probe.RoomNumber;
return probe.Position.Floor;
}
void TrainControl(short itemNumber)
{
auto* item = &g_Level.Items[itemNumber];
if (!TriggerActive(item))
return;
if (item->ItemFlags[0] == 0)
item->ItemFlags[0] = item->ItemFlags[1] = TRAIN_VEL;
float s = phd_sin(item->Position.yRot);
float c = phd_cos(item->Position.yRot);
item->Position.xPos += item->ItemFlags[1] * s;
item->Position.zPos += item->ItemFlags[1] * c;
short roomNumber;
long rh = TrainTestHeight(item, 0, SECTOR(5), &roomNumber);
long floorHeight = TrainTestHeight(item, 0, 0, &roomNumber);
item->Position.yPos = floorHeight;
if (floorHeight == NO_HEIGHT)
{
KillItem(itemNumber);
return;
}
item->Position.yPos -= 32;// ?
short probedRoomNumber = GetCollisionResult(item).RoomNumber;
if (probedRoomNumber != item->RoomNumber)
ItemNewRoom(itemNumber, probedRoomNumber);
item->Position.xRot = -(rh - floorHeight) * 2;
TriggerDynamicLight(item->Position.xPos + SECTOR(3) * s, item->Position.yPos, item->Position.zPos + SECTOR(3) * c, 16, 31, 31, 31);
if (item->ItemFlags[1] != TRAIN_VEL)
{
item->ItemFlags[1] -= 48;
if (item->ItemFlags[1] < 0)
item->ItemFlags[1] = 0;
if (!UseForcedFixedCamera)
{
ForcedFixedCamera.x = item->Position.xPos + SECTOR(8) * s;
ForcedFixedCamera.z = item->Position.zPos + SECTOR(8) * c;
ForcedFixedCamera.y = GetCollisionResult(ForcedFixedCamera.x, item->Position.yPos - CLICK(2), ForcedFixedCamera.z, item->RoomNumber).Position.Floor;
ForcedFixedCamera.roomNumber = roomNumber;
UseForcedFixedCamera = 1;
}
}
else
SoundEffect(SFX_TR3_TUBE_LOOP, &item->Position, SFX_ALWAYS);
}
void TrainCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* trainItem = &g_Level.Items[itemNumber];
if (!TestBoundsCollide(trainItem, laraItem, coll->Setup.Radius))
return;
if (!TestCollision(trainItem, laraItem))
return;
SoundEffect(SFX_TR3_LARA_GENERAL_DEATH, &laraItem->Position, SFX_ALWAYS);
SoundEffect(SFX_TR3_LARA_FALLDETH, &laraItem->Position, SFX_ALWAYS);
StopSoundEffect(SFX_TR3_TUBE_LOOP);
laraItem->AnimNumber = Objects[ID_LARA_EXTRA_ANIMS].animIndex + LARA_TRAIN_DEATH_ANIM;
laraItem->FrameNumber = g_Level.Anims[laraItem->AnimNumber].frameBase;
// larA->ActiveState = EXTRA_TRAINKILL;
// larA->TargetState = EXTRA_TRAINKILL;
laraItem->HitPoints = 0;
laraItem->Position.yRot = trainItem->Position.yRot;
laraItem->Velocity = 0;
laraItem->VerticalVelocity = 0;
laraItem->Airborne = false;
AnimateItem(laraItem);
laraInfo->ExtraAnim = 1;
laraInfo->Control.HandStatus = HandStatus::Busy;
laraInfo->Control.Weapon.GunType = WEAPON_NONE;
laraInfo->HitDirection = -1;
laraInfo->Air = -1;
trainItem->ItemFlags[1] = 160;
float s = phd_sin(trainItem->Position.yRot);
float c = phd_cos(trainItem->Position.yRot);
long x = laraItem->Position.xPos + CLICK(1) * s;
long z = laraItem->Position.zPos + CLICK(1) * c;
DoLotsOfBlood(x, laraItem->Position.yPos - CLICK(2), z, SECTOR(1), trainItem->Position.yRot, laraItem->RoomNumber, 15);
}