TombEngine/TR5Main/Game/missile.cpp

238 lines
5.9 KiB
C++

#include "framework.h"
#include "Game/missile.h"
#include "Game/animation.h"
#include "Game/collision/collide_item.h"
#include "Game/collision/collide_room.h"
#include "Game/effects/effects.h"
#include "Game/Lara/lara.h"
#include "Game/items.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#define SHARD_DAMAGE 30
#define ROCKET_DAMAGE 100
#define DIVER_HARPOON_DAMAGE 50
#define SHARD_VELOCITY 250
#define ROCKET_VELOCITY 220
#define NATLA_GUN_VELOCITY 400
void ShootAtLara(FX_INFO *fx)
{
int x = LaraItem->Position.xPos - fx->pos.xPos;
int y = LaraItem->Position.yPos - fx->pos.yPos;
int z = LaraItem->Position.zPos - fx->pos.zPos;
auto* bounds = GetBoundsAccurate(LaraItem);
y += bounds->Y2 + (bounds->Y1 - bounds->Y2) * 0.75f;
int distance = sqrt(pow(x, 2) + pow(z, 2));
fx->pos.xRot = -phd_atan(distance, y);
fx->pos.yRot = phd_atan(z, x);
// Random scatter (only a little bit else it's too hard to avoid).
fx->pos.xRot += (GetRandomControl() - 0x4000) / 0x40;
fx->pos.yRot += (GetRandomControl() - 0x4000) / 0x40;
}
void ControlMissile(short fxNumber)
{
auto* fx = &EffectList[fxNumber];
printf("ControlMissile\n");
if (fx->objectNumber == ID_SCUBA_HARPOON &&
!TestEnvironment(ENV_FLAG_WATER, fx->roomNumber) &&
fx->pos.xRot > -0x3000);
{
fx->pos.xRot -= ANGLE(1.0f);
}
fx->pos.yPos += fx->speed * phd_sin(-fx->pos.xRot);
int velocity = fx->speed * phd_cos(fx->pos.xRot);
fx->pos.zPos += velocity * phd_cos(fx->pos.yRot);
fx->pos.xPos += velocity * phd_sin(fx->pos.yRot);
auto probe = GetCollision(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, fx->roomNumber);
// Check for hitting something.
if (fx->pos.yPos >= probe.Position.Floor ||
fx->pos.yPos <= probe.Position.Ceiling)
{
if (/*fx->objectNumber == KNIFE ||*/ fx->objectNumber == ID_SCUBA_HARPOON)
{
// Change shard into ricochet.
// fx->speed = 0;
// fx->frameNumber = -GetRandomControl()/11000;
// fx->counter = 6;
// fx->objectNumber = RICOCHET1;
SoundEffect((fx->objectNumber == ID_SCUBA_HARPOON) ? 10 : 258, &fx->pos, 0);
}
/*else if (fx->objectNumber == DRAGON_FIRE)
{
AddDynamicLight(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, 14, 11);
KillEffect(fx_number);
}*/
return;
}
if (probe.RoomNumber != fx->roomNumber)
EffectNewRoom(fxNumber, probe.RoomNumber);
// Check for hitting Lara.
/*if (fx->objectNumber == DRAGON_FIRE)
{
if (ItemNearLara(&fx->pos, 350))
{
LaraItem->HitPoints -= 3;
LaraItem->hitStatus = 1;
LaraBurn(LaraItem);
return;
}
}*/
else if (ItemNearLara(&fx->pos, 200))
{
/*if (fx->objectNumber == KNIFE)
{
LaraItem->HitPoints -= KNIFE_DAMAGE;
SoundEffect(317, &fx->pos, 0);
KillEffect(fx_number);
}
else*/ if (fx->objectNumber == ID_SCUBA_HARPOON)
{
LaraItem->HitPoints -= DIVER_HARPOON_DAMAGE;
SoundEffect(317, &fx->pos, 0);
KillEffect(fxNumber);
}
LaraItem->HitStatus = 1;
fx->pos.yRot = LaraItem->Position.yRot;
fx->speed = LaraItem->Animation.Velocity;
fx->frameNumber = fx->counter = 0;
}
// Create bubbles in wake of harpoon bolt.
//if (fx->objectNumber == ID_SCUBA_HARPOON && g_Level.Rooms[fx->roomNumber].flags & 1)
// CreateBubble(&fx->pos, fx->roomNumber, 1, 0);
/*else if (fx->objectNumber == DRAGON_FIRE && !fx->counter--)
{
AddDynamicLight(fx->pos.xPos, fx->pos.yPos, fx->pos.zPos, 14, 11);
SoundEffect(305, &fx->pos, 0);
KillEffect(fx_number);
}
else if (fx->objectNumber == KNIFE)
fx->pos.zRot += 30 * ONE_DEGREE;*/
}
void ControlNatlaGun(short fxNumber)
{
auto* fx = &EffectList[fxNumber];
auto* object = &Objects[fx->objectNumber];
fx->frameNumber--;
if (fx->frameNumber <= Objects[fx->objectNumber].nmeshes)
KillEffect(fxNumber);
/* If first frame, then start another explosion at next position */
if (fx->frameNumber == -1)
{
int z = fx->pos.zPos + fx->speed * phd_cos(fx->pos.yRot);
int x = fx->pos.xPos + fx->speed * phd_sin(fx->pos.yRot);
int y = fx->pos.yPos;
auto probe = GetCollision(x, y, z, fx->roomNumber);
// Don't create one if hit a wall.
if (y >= probe.Position.Floor ||
y <= probe.Position.Ceiling)
{
return;
}
fxNumber = CreateNewEffect(probe.RoomNumber);
if (fxNumber != NO_ITEM)
{
auto* fxNew = &EffectList[fxNumber];
fxNew->pos.xPos = x;
fxNew->pos.yPos = y;
fxNew->pos.zPos = z;
fxNew->pos.yRot = fx->pos.yRot;
fxNew->roomNumber = probe.RoomNumber;
fxNew->speed = fx->speed;
fxNew->frameNumber = 0;
fxNew->objectNumber = ID_PROJ_NATLA;
}
}
}
short ShardGun(int x, int y, int z, short velocity, short yRot, short roomNumber)
{
short fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != NO_ITEM)
{
auto* fx = &EffectList[fxNumber];
fx->pos.xPos = x;
fx->pos.yPos = y;
fx->pos.zPos = z;
fx->roomNumber = roomNumber;
fx->pos.xRot = fx->pos.zRot = 0;
fx->pos.yRot = yRot;
fx->speed = SHARD_VELOCITY;
fx->frameNumber = 0;
fx->objectNumber = ID_PROJ_SHARD;
fx->shade = 14 * 256;
ShootAtLara(fx);
}
return fxNumber;
}
short BombGun(int x, int y, int z, short velocity, short yRot, short roomNumber)
{
short fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != NO_ITEM)
{
auto* fx = &EffectList[fxNumber];
fx->pos.xPos = x;
fx->pos.yPos = y;
fx->pos.zPos = z;
fx->roomNumber = roomNumber;
fx->pos.xRot = fx->pos.zRot = 0;
fx->pos.yRot = yRot;
fx->speed = ROCKET_VELOCITY;
fx->frameNumber = 0;
fx->objectNumber = ID_PROJ_BOMB;
fx->shade = 16 * 256;
ShootAtLara(fx);
}
return fxNumber;
}
short NatlaGun(int x, int y, int z, short velocity, short yRot, short roomNumber)
{
short fxNumber = CreateNewEffect(roomNumber);
if (fxNumber != NO_ITEM)
{
auto* fx = &EffectList[fxNumber];
fx->pos.xPos = x;
fx->pos.yPos = y;
fx->pos.zPos = z;
fx->roomNumber = roomNumber;
fx->pos.xRot = fx->pos.zRot = 0;
fx->pos.yRot = yRot;
fx->speed = NATLA_GUN_VELOCITY;
fx->frameNumber = 0;
fx->objectNumber = ID_PROJ_NATLA;
fx->shade = 16 * 256;
ShootAtLara(fx);
}
return fxNumber;
}