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146 lines
4.6 KiB
C++
146 lines
4.6 KiB
C++
#include "framework.h"
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#include "Objects/TR5/Trap/MovingLaser.h"
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#include "Game/animation.h"
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#include "Game/collision/collide_item.h"
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#include "Game/collision/collide_room.h"
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#include "Game/collision/Point.h"
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#include "Game/collision/Sphere.h"
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#include "Game/control/control.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/light.h"
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#include "Game/items.h"
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#include "Game/Lara/lara.h"
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#include "Sound/sound.h"
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#include "Specific/level.h"
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using namespace TEN::Collision::Sphere;
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namespace TEN::Entities::Traps
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{
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constexpr auto MOVING_LASER_DAMAGE = 100;
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constexpr auto MOVING_LASER_VELOCITY_MIN = 1.0f;
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constexpr auto MOVING_LASER_ACCEL = 1.0f;
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constexpr auto MOVING_LASER_PAUSE_FRAME_COUNT = 30;
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enum class MovingLaserFlags
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{
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Velocity,
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PauseTimer,
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DirectionSign,
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DistanceTraveled,
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VelocityCalc
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};
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void InitializeMovingLaser(short itemNumber)
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{
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auto& item = g_Level.Items[itemNumber];
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item.ItemFlags[(int)MovingLaserFlags::DirectionSign] = 1;
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item.ItemFlags[(int)MovingLaserFlags::Velocity] = 10;
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// Offset by 1/4 block to make it dangerous at sector edges.
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item.Pose.Translate(item.Pose.Orientation, -BLOCK(0.25f));
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}
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void ControlMovingLaser(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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// Calculate distances.
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float moveDist = BLOCK(item.TriggerFlags) + BLOCK(0.5f);
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float distPerFrame = (BLOCK(item.ItemFlags[(int)MovingLaserFlags::Velocity]) * 0.25f) / (float)FPS;
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item.Animation.ActiveState = 0;
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// TODO: Use SpawnDynamicPointLight().
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SpawnDynamicLight(
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item.Pose.Position.x, item.Pose.Position.y - 64, item.Pose.Position.z, (Random::GenerateInt() % 2) + 8,
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(Random::GenerateInt() % 4) + 24, Random::GenerateInt() % 4, Random::GenerateInt() % 2);
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/*auto lightPos = item.Pose.Position.ToVector3() + Vector3(0.0f, -64, 0.0f);
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auto lightColor = Color(Random::GenerateFloat(0.1f, 0.2f), Random::GenerateFloat(0.0f, 0.01f), Random::GenerateFloat(Random::GenerateFloat(0.0f, 0.01f)));
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float lightFalloff = ??
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SpawnDynamicPointLight(lightPos, lightPos, lightFalloff);*/
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// TODO: Demagic.
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// Used for flicker.
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item.MeshBits = -1 - (GetRandomControl() & 20);
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if (item.TriggerFlags == 0)
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{
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AnimateItem(&item);
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return;
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}
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if (item.ItemFlags[(int)MovingLaserFlags::PauseTimer] > 0)
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{
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item.ItemFlags[(int)MovingLaserFlags::PauseTimer]--;
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if (item.ItemFlags[(int)MovingLaserFlags::PauseTimer] == 0)
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{
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item.ItemFlags[(int)MovingLaserFlags::DirectionSign] *= -1;
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item.ItemFlags[(int)MovingLaserFlags::DistanceTraveled] = 0;
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}
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AnimateItem(&item);
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return;
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}
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item.Pose.Translate(item.Pose.Orientation, (item.ItemFlags[(int)MovingLaserFlags::DirectionSign] * item.ItemFlags[(int)MovingLaserFlags::VelocityCalc]));
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item.ItemFlags[(int)MovingLaserFlags::DistanceTraveled] += item.ItemFlags[(int)MovingLaserFlags::VelocityCalc];
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if (item.ItemFlags[(int)MovingLaserFlags::DistanceTraveled] < (moveDist - BLOCK(0.5f)))
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{
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item.ItemFlags[(int)MovingLaserFlags::VelocityCalc] = std::min(distPerFrame, item.ItemFlags[(int)MovingLaserFlags::VelocityCalc] + MOVING_LASER_ACCEL);
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}
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else
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{
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item.ItemFlags[(int)MovingLaserFlags::VelocityCalc] = std::max(MOVING_LASER_VELOCITY_MIN, item.ItemFlags[(int)MovingLaserFlags::VelocityCalc] - MOVING_LASER_ACCEL);
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}
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if (item.ItemFlags[(int)MovingLaserFlags::DistanceTraveled] >= moveDist)
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{
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item.ItemFlags[(int)MovingLaserFlags::PauseTimer] = MOVING_LASER_PAUSE_FRAME_COUNT;
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}
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if (item.ItemFlags[(int)MovingLaserFlags::PauseTimer] == 0)
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{
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SoundEffect(SFX_TR5_MOVING_LASER_LOOP, &item.Pose, SoundEnvironment::Always);
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}
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// Update room if necessary.
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int roomNumber = GetPointCollision(item).GetRoomNumber();
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if (roomNumber != item.RoomNumber)
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ItemNewRoom(itemNumber, roomNumber);
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AnimateItem(&item);
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}
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void CollideMovingLaser(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll)
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{
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auto& item = g_Level.Items[itemNumber];
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// Collide with objects.
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if (item.Status == ITEM_ACTIVE)
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{
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if (!TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
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return;
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HandleItemSphereCollision(item, *playerItem);
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}
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else if (item.Status != ITEM_INVISIBLE)
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{
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ObjectCollision(itemNumber, playerItem, coll);
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}
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// Damage player.
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if (TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
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{
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DoDamage(playerItem, MOVING_LASER_DAMAGE);
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DoLotsOfBlood(playerItem->Pose.Position.x, playerItem->Pose.Position.y + CLICK(3), playerItem->Pose.Position.z, 4, playerItem->Pose.Orientation.y, playerItem->RoomNumber, 3);
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playerItem->TouchBits.ClearAll();
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}
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}
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}
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