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