mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 09:47:58 +03:00
302 lines
8.4 KiB
C++
302 lines
8.4 KiB
C++
#include "framework.h"
|
|
#include "Objects/TR3/Vehicles/biggun.h"
|
|
|
|
#include "Game/animation.h"
|
|
#include "Game/camera.h"
|
|
#include "Game/collision/collide_room.h"
|
|
#include "Game/collision/collide_item.h"
|
|
#include "Game/effects/effects.h"
|
|
#include "Game/effects/tomb4fx.h"
|
|
#include "Game/items.h"
|
|
#include "Game/Lara/lara.h"
|
|
#include "Game/Lara/lara_flare.h"
|
|
#include "Game/Lara/lara_helpers.h"
|
|
#include "Game/Lara/lara_struct.h"
|
|
#include "Objects/TR3/Vehicles/biggun_info.h"
|
|
#include "Sound/sound.h"
|
|
#include "Specific/level.h"
|
|
#include "Specific/input.h"
|
|
#include "Specific/setup.h"
|
|
|
|
#define BGUN_TURN_RATE ANGLE(2.0f)
|
|
#define BGUN_TURN_MAX ANGLE(16.0f)
|
|
|
|
#define RECOIL_TIME 26
|
|
#define RECOIL_Z 25
|
|
|
|
#define BGUN_UP_DOWN_FRAMES 59
|
|
#define BGUN_DISMOUNT_FRAME 30
|
|
|
|
#define BGUN_IN_FIRE IN_ACTION
|
|
#define BGUN_IN_DISMOUNT (IN_ROLL | IN_JUMP)
|
|
#define BGUN_IN_UP IN_FORWARD
|
|
#define BGUN_IN_DOWN IN_BACK
|
|
#define BGUN_IN_LEFT IN_LEFT
|
|
#define BGUN_IN_RIGHT IN_RIGHT
|
|
|
|
enum BigGunState
|
|
{
|
|
BGUN_STATE_MOUNT = 0,
|
|
BGUN_STATE_DISMOUNT = 1,
|
|
BGUN_STATE_UP_DOWN = 2,
|
|
BGUN_STATE_RECOIL = 3
|
|
};
|
|
|
|
enum BigGunAnim
|
|
{
|
|
BGUN_ANIM_MOUNT = 0,
|
|
BGUN_ANIM_DISMOUNT = 1,
|
|
BGUN_ANIM_UP_DOWN = 2,
|
|
BGUN_ANIM_RECOIL = 3
|
|
};
|
|
|
|
enum BigGunFlags
|
|
{
|
|
BGUN_FLAG_UP_DOWN = 1,
|
|
BGUN_FLAG_AUTO_ROT = 2,
|
|
BGUN_FLAG_DISMOUNT = 4,
|
|
BGUN_FLAG_FIRE = 8
|
|
};
|
|
|
|
void BigGunInitialise(short itemNumber)
|
|
{
|
|
auto* bigGunItem = &g_Level.Items[itemNumber];
|
|
bigGunItem->Data = BigGunInfo();
|
|
auto* bigGun = (BigGunInfo*)bigGunItem->Data;
|
|
|
|
bigGun->Rotation.xRot = BGUN_DISMOUNT_FRAME;
|
|
bigGun->Rotation.zRot = 0;
|
|
bigGun->StartYRot = bigGunItem->Position.yRot;
|
|
bigGun->GunRotYAdd = 0;
|
|
bigGun->FireCount = 0;
|
|
bigGun->Flags = 0;
|
|
bigGun->BarrelRotating = false;
|
|
}
|
|
|
|
static bool BigGunTestMount(ITEM_INFO* laraItem, ITEM_INFO* bigGunItem)
|
|
{
|
|
// TODO: If Lara global is not used, the game crashes upon level load. Not sure why. @Sezz 2022.01.09
|
|
auto* lara = &Lara/* GetLaraInfo(laraItem)*/;
|
|
|
|
if (!(TrInput & IN_ACTION) ||
|
|
lara->Control.HandStatus != HandStatus::Free ||
|
|
laraItem->Airborne)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int x = laraItem->Position.xPos - bigGunItem->Position.xPos;
|
|
int y = laraItem->Position.yPos - bigGunItem->Position.yPos;
|
|
int z = laraItem->Position.zPos - bigGunItem->Position.zPos;
|
|
|
|
int distance = pow(x, 2) + pow(y, 2) + pow(z, 2);
|
|
if (distance > 30000)
|
|
return false;
|
|
|
|
short deltaAngle = abs(laraItem->Position.yRot - bigGunItem->Position.yRot);
|
|
if (deltaAngle > ANGLE(35.0f) || deltaAngle < -ANGLE(35.0f))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
void BigGunFire(ITEM_INFO* laraItem, ITEM_INFO* bigGunItem)
|
|
{
|
|
auto* bigGun = (BigGunInfo*)bigGunItem->Data;
|
|
|
|
short itemNumber = CreateItem();
|
|
auto* projectileItem = &g_Level.Items[itemNumber];
|
|
|
|
if (itemNumber != NO_ITEM)
|
|
{
|
|
projectileItem->ObjectNumber = ID_ROCKET;
|
|
projectileItem->RoomNumber = laraItem->RoomNumber;
|
|
|
|
PHD_VECTOR pos = { 0, 0, CLICK(1) }; // CLICK(1) or 520?
|
|
GetJointAbsPosition(bigGunItem, &pos, 2);
|
|
|
|
projectileItem->Position.xPos = pos.x;
|
|
projectileItem->Position.yPos = pos.y;
|
|
projectileItem->Position.zPos = pos.z;
|
|
|
|
InitialiseItem(itemNumber);
|
|
|
|
projectileItem->Position.xRot = -((bigGun->Rotation.xRot - 32) * ANGLE(1.0f));
|
|
projectileItem->Position.yRot = bigGunItem->Position.yRot;
|
|
projectileItem->Position.zRot = 0;
|
|
projectileItem->Velocity = 16;
|
|
projectileItem->ItemFlags[0] = BGUN_FLAG_UP_DOWN;
|
|
|
|
AddActiveItem(itemNumber);
|
|
|
|
SmokeCountL = 32;
|
|
SmokeWeapon = WEAPON_ROCKET_LAUNCHER;
|
|
|
|
for (int i = 0; i < 5; i++)
|
|
TriggerGunSmoke(pos.x, pos.y, pos.z, 0, 0, 0, 1, WEAPON_ROCKET_LAUNCHER, 32);
|
|
|
|
SoundEffect(SFX_TR4_EXPLOSION1, 0, 0);
|
|
}
|
|
}
|
|
|
|
void BigGunCollision(short itemNum, ITEM_INFO* laraItem, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(laraItem);
|
|
auto* bigGunItem = &g_Level.Items[itemNum];
|
|
auto* bigGun = (BigGunInfo*)bigGunItem->Data;
|
|
|
|
if (laraItem->HitPoints <= 0 || lara->Vehicle != NO_ITEM)
|
|
return;
|
|
|
|
if (BigGunTestMount(bigGunItem, laraItem))
|
|
{
|
|
lara->Vehicle = itemNum;
|
|
|
|
if (lara->Control.Weapon.GunType == WEAPON_FLARE)
|
|
{
|
|
CreateFlare(laraItem, ID_FLARE_ITEM, false);
|
|
UndrawFlareMeshes(laraItem);
|
|
|
|
lara->Flare.ControlLeft = false;
|
|
lara->Control.Weapon.RequestGunType = WEAPON_NONE;
|
|
lara->Control.Weapon.GunType = WEAPON_NONE;
|
|
}
|
|
|
|
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_MOUNT;
|
|
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_MOUNT].frameBase;
|
|
laraItem->TargetState = BGUN_STATE_MOUNT;
|
|
laraItem->ActiveState = BGUN_STATE_MOUNT;
|
|
laraItem->Position = bigGunItem->Position;
|
|
laraItem->Airborne = false;
|
|
lara->Control.HandStatus = HandStatus::Busy;
|
|
bigGunItem->HitPoints = 1;
|
|
bigGun->Flags = 0;
|
|
bigGun->Rotation.xRot = BGUN_DISMOUNT_FRAME;
|
|
|
|
}
|
|
else
|
|
ObjectCollision(itemNum, laraItem, coll);
|
|
}
|
|
|
|
bool BigGunControl(ITEM_INFO* laraItem, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(laraItem);
|
|
auto* bigGunItem = &g_Level.Items[lara->Vehicle];
|
|
auto* bigGun = (BigGunInfo*)bigGunItem->Data;
|
|
|
|
if (bigGun->Flags & BGUN_FLAG_UP_DOWN)
|
|
{
|
|
if (bigGun->BarrelRotating)
|
|
bigGun->BarrelZRotation--;
|
|
|
|
if (!bigGun->BarrelZRotation)
|
|
bigGun->BarrelRotating = false;
|
|
|
|
if (TrInput & BGUN_IN_DISMOUNT || laraItem->HitPoints <= 0)
|
|
bigGun->Flags = BGUN_FLAG_AUTO_ROT;
|
|
else
|
|
{
|
|
if (TrInput & BGUN_IN_FIRE && bigGun->FireCount == 0)
|
|
{
|
|
BigGunFire(laraItem, bigGunItem);
|
|
bigGun->FireCount = RECOIL_TIME;
|
|
bigGun->BarrelZRotation = RECOIL_Z;
|
|
bigGun->BarrelRotating = true;
|
|
}
|
|
|
|
if (TrInput & BGUN_IN_LEFT)
|
|
{
|
|
if (bigGun->GunRotYAdd > 0)
|
|
bigGun->GunRotYAdd /= 2;
|
|
|
|
bigGun->GunRotYAdd -= BGUN_TURN_RATE;
|
|
if (bigGun->GunRotYAdd < -BGUN_TURN_MAX)
|
|
bigGun->GunRotYAdd = -BGUN_TURN_MAX;
|
|
}
|
|
else if (TrInput & BGUN_IN_RIGHT)
|
|
{
|
|
if (bigGun->GunRotYAdd < 0)
|
|
bigGun->GunRotYAdd /= 2;
|
|
|
|
bigGun->GunRotYAdd += BGUN_TURN_RATE;
|
|
if (bigGun->GunRotYAdd > BGUN_TURN_MAX)
|
|
bigGun->GunRotYAdd = BGUN_TURN_MAX;
|
|
}
|
|
else
|
|
{
|
|
bigGun->GunRotYAdd -= bigGun->GunRotYAdd / 4;
|
|
if (abs(bigGun->GunRotYAdd) < BGUN_TURN_RATE)
|
|
bigGun->GunRotYAdd = 0;
|
|
}
|
|
|
|
bigGun->Rotation.zRot += bigGun->GunRotYAdd / 4;
|
|
|
|
if (TrInput & BGUN_IN_UP && bigGun->Rotation.xRot < BGUN_UP_DOWN_FRAMES)
|
|
bigGun->Rotation.xRot++;
|
|
else if (TrInput & BGUN_IN_DOWN && bigGun->Rotation.xRot)
|
|
bigGun->Rotation.xRot--;
|
|
}
|
|
}
|
|
|
|
if (bigGun->Flags & BGUN_FLAG_AUTO_ROT)
|
|
{
|
|
if (bigGun->Rotation.xRot == BGUN_DISMOUNT_FRAME)
|
|
{
|
|
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_DISMOUNT;
|
|
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN].animIndex + BGUN_ANIM_DISMOUNT].frameBase;
|
|
laraItem->ActiveState = BGUN_STATE_DISMOUNT;
|
|
laraItem->TargetState = BGUN_STATE_DISMOUNT;
|
|
bigGun->GunRotYAdd = 0;
|
|
bigGun->BarrelRotating = false;
|
|
bigGun->Flags = BGUN_FLAG_DISMOUNT;
|
|
}
|
|
else if (bigGun->Rotation.xRot > BGUN_DISMOUNT_FRAME)
|
|
bigGun->Rotation.xRot--;
|
|
else if (bigGun->Rotation.xRot < BGUN_DISMOUNT_FRAME)
|
|
bigGun->Rotation.xRot++;
|
|
}
|
|
|
|
switch (laraItem->ActiveState)
|
|
{
|
|
case BGUN_STATE_MOUNT:
|
|
case BGUN_STATE_DISMOUNT:
|
|
AnimateItem(laraItem);
|
|
bigGunItem->AnimNumber = Objects[ID_BIGGUN].animIndex + (laraItem->AnimNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
|
|
bigGunItem->FrameNumber = g_Level.Anims[bigGunItem->AnimNumber].frameBase + (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase);
|
|
|
|
if (bigGun->Flags & BGUN_FLAG_DISMOUNT && TestLastFrame(laraItem))
|
|
{
|
|
SetAnimation(laraItem, LA_STAND_IDLE);
|
|
lara->Vehicle = NO_ITEM;
|
|
lara->Control.HandStatus = HandStatus::Free;
|
|
bigGunItem->HitPoints = 0;
|
|
}
|
|
|
|
break;
|
|
|
|
case BGUN_STATE_UP_DOWN:
|
|
laraItem->AnimNumber = Objects[ID_BIGGUN_ANIMS].animIndex + BGUN_ANIM_UP_DOWN;
|
|
laraItem->FrameNumber = g_Level.Anims[Objects[ID_BIGGUN].animIndex + BGUN_ANIM_UP_DOWN].frameBase + bigGun->Rotation.xRot;
|
|
bigGunItem->AnimNumber = Objects[ID_BIGGUN].animIndex + (laraItem->AnimNumber - Objects[ID_BIGGUN_ANIMS].animIndex);
|
|
bigGunItem->FrameNumber = g_Level.Anims[bigGunItem->AnimNumber].frameBase + (laraItem->FrameNumber - g_Level.Anims[laraItem->AnimNumber].frameBase);
|
|
|
|
if (bigGun->FireCount > 0)
|
|
bigGun->FireCount--;
|
|
else
|
|
bigGun->FireCount = 0;
|
|
|
|
bigGun->Flags = BGUN_FLAG_UP_DOWN;
|
|
break;
|
|
}
|
|
|
|
Camera.targetElevation = -ANGLE(15.0f);
|
|
|
|
bigGunItem->Position.yRot = bigGun->StartYRot + bigGun->Rotation.zRot;
|
|
laraItem->Position.yRot = bigGunItem->Position.yRot;
|
|
coll->Setup.EnableSpasm = false;
|
|
coll->Setup.EnableObjectPush = false;
|
|
|
|
DoObjectCollision(laraItem, coll);
|
|
|
|
return true;
|
|
}
|