mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-13 14:07:04 +03:00

* Enhance big gun rotation; vehicle cleanup * Determine defaults for vehicle info members; keep camera elevation aligned with line of sight on big gun * Organise constants * Fix jeep/bike floor tilts * Unify vehicle height calcs, fix bridges for vehicles * Fix water vehicles * Fix typo * Introduce unified vehicle mounting mechanism and use it for the skidoo * Ensure vehicle mounting occurs from correct side; modify skidoo and speedboat control inputs * Update VehicleHelpers.cpp * Fix kayak * Standardise vehicle inputs * Update vehicle acceleration input * Make vehicle inputs constants * Rename Airborne to IsAirborne * Move generic vehicle functions to VehicleHelpers.cpp * Also move constants * Remove inaccurate vehicle mount condition * Move vehicle constants to header; redo quad bike input replacement (further adjustment required) * Establish vehicle mount constants for later; convert vehicle macros to constants * Add condition to level start mount * Organise and demagic some vehicle constants * More cleanup and demagicking of vehicle constants * Demagic and simplify UPV garbage * Organise UPV angle macros and constants to make sense * Organise a little more * Final cleanup of UPV constants * Add temporary vehicle velocity scale constant for easier removal later; demagic rubber boat velocity and turn rate values * Cleanup, demagicking * Cleanup * Organisation * Prototype vehicle turn rate modulation with skidoo and UPV * Tentatively simplify UPV turn rate deceleration * Fix UPV turning * Tweak UPV turn rate macros * Tweak UPV turn rate macros * Complete vehicle mount function * Use new vehicle mount function with quad bike * Use new vehicle mount function with motorbike * Add oneshot check to GetVehicleMountType() * Prepare mechanism to allow starting a level already mounted on any vehicle * Fix typo * Cleanup and organisation * Remove use of Lara global * Use new vehicle mount function with minecart * Fix spike deaths on vehicles * Use new vehicle mount function with jeep * Assess 2D distance for vehicle mounts instead of 3D for better fidelity around steps * Cleanup * Use new vehicle mount function with speedboat * Fix mounts on boats * Use new vehicle mount function with rubber boat * Use new vehicle mount function with kayak * Cleanup * Use new mount function with UPV * Fix motorbike nitro and remove useless flag checks * Fix bike nitro, rotate wheels for vehicles * Fix ItemPushStatic not to corrupt non-Lara items room number * Remove unneeded clamps * Fix typo * Jeep: comply to tomb4 decompilation order * Uncomment drift code for jeep, rename unknown2 to Gear * Fix flag meanings * Further backport of jeep from tomb4 project * Use JeepBrakeLightJoints * Update jeep.cpp * Fix vehicle static collisions * Add disabled option to insert nitro into motorbike * Simplify UPV collision check * Update comment * Make vehicle function parameter ordering consistent * Rotate UPV rudders when turning the vehicle * Lean UPV when turning * Simplify condition * Simplify skidoo turn rate modulation * Fix UPV turbine rotation * Fix merge error * Tentatively invert turning when moving in reverse on skidoo * Add function to discard flares on vehicles to avoid copy-paste * Add big reminder comment for savegames * Fix another "epic" typo by me, convert enum hex values to shifts * lara_struct.h cleanup * UPV cleanup * #include cleanup in vehicle headers * Also brake quadbike with brake button Co-authored-by: Sezz <seb.zych@outlook.com>
302 lines
10 KiB
C++
302 lines
10 KiB
C++
#include "framework.h"
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#include "tr4_element_puzzle.h"
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#include "Specific/level.h"
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#include "Game/control/control.h"
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#include "Sound/sound.h"
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#include "Game/animation.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 "Game/collision/sphere.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Specific/input.h"
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#include "Objects/Generic/Switches/generic_switch.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/items.h"
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using namespace TEN::Input;
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using namespace TEN::Entities::Switches;
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namespace TEN::Entities::TR4
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{
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OBJECT_COLLISION_BOUNDS ElementPuzzleBounds =
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{
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0, 0,
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-64, 0,
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0, 0,
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-ANGLE(10.0f), ANGLE(10.0f),
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-ANGLE(30.0f), ANGLE(30.0f),
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-ANGLE(10.0f), ANGLE(10.0f)
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};
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void ElementPuzzleControl(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->TriggerFlags == 1)
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{
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
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byte r = (GetRandomControl() & 0x3F) + 192;
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byte g = (GetRandomControl() & 0x1F) + 96;
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byte b = 0;
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short fade = 0;
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if (item->ItemFlags[3])
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{
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item->ItemFlags[3]--;
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fade = 255 - GetRandomControl() % (4 * (91 - item->ItemFlags[3]));
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if (fade < 1)
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{
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fade = 1;
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r = (r * fade) / 256;
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g = (g * fade) / 256;
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}
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else if (fade <= 255)
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{
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r = (r * fade) / 256;
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g = (g * fade) / 256;
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}
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}
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else
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fade = 0;
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AddFire(item->Pose.Position.x, item->Pose.Position.y - 620, item->Pose.Position.z, item->RoomNumber, 0.5f, fade);
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TriggerDynamicLight(item->Pose.Position.x, item->Pose.Position.y - 768, item->Pose.Position.z, 12, r, g, b);
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return;
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}
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if (item->TriggerFlags != 3)
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return;
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if (item->ItemFlags[1] > 90)
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SoundEffect(SFX_TR4_WIND, &item->Pose);
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if (item->ItemFlags[1] < 60)
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{
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item->ItemFlags[1]++;
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return;
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}
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item->ItemFlags[0]++;
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if (item->ItemFlags[0] == 90)
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{
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short itemNos[256];
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int sw = GetSwitchTrigger(item, itemNos, 0);
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if (sw > 0)
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{
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for (int i = 0; i < sw; i++)
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{
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AddActiveItem(itemNos[i]);
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g_Level.Items[itemNos[i]].Status = ITEM_ACTIVE;
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g_Level.Items[itemNos[i]].Flags |= 0x3E00;
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}
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}
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KillItem(itemNumber);
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return;
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}
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short currentItemNumber = g_Level.Rooms[item->RoomNumber].itemNumber;
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if (currentItemNumber == NO_ITEM)
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return;
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while (currentItemNumber != NO_ITEM)
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{
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auto* currentItem = &g_Level.Items[currentItemNumber];
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if (currentItem->ObjectNumber != ID_FLAME_EMITTER2)
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{
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if (currentItem->ObjectNumber == ID_ELEMENT_PUZZLE &&
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currentItem->TriggerFlags == 1 &&
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!currentItem->ItemFlags[3])
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{
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currentItem->ItemFlags[3] = 90;
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}
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currentItemNumber = currentItem->NextItem;
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continue;
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}
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if (item->ItemFlags[0] != 89)
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{
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currentItem->ItemFlags[3] = 255 - GetRandomControl() % (4 * item->ItemFlags[0]);
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if (currentItem->ItemFlags[3] >= 2)
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{
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currentItemNumber = currentItem->NextItem;
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continue;
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}
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currentItem->ItemFlags[3] = 2;
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}
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RemoveActiveItem(currentItemNumber);
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currentItem->Status = ITEM_NOT_ACTIVE;
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}
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}
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void ElementPuzzleDoCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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{
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auto* item = &g_Level.Items[itemNumber];
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if (TestBoundsCollide(item, laraItem, coll->Setup.Radius))
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{
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if (TestCollision(item, laraItem))
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{
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if (coll->Setup.EnableObjectPush)
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ItemPushItem(item, laraItem, coll, 0, 0);
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}
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}
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}
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void ElementPuzzleCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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{
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auto* laraInfo = GetLaraInfo(laraItem);
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auto* puzzleItem = &g_Level.Items[itemNumber];
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int flags = 0;
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if (puzzleItem->TriggerFlags)
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{
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if (puzzleItem->TriggerFlags == 1)
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flags = 26;
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else
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{
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if (puzzleItem->TriggerFlags != 2)
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return;
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flags = 27;
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}
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}
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else
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flags = 25;
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if ((laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW ||
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laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_HIGH) &&
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!puzzleItem->ItemFlags[0])
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{
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auto* box = GetBoundsAccurate(puzzleItem);
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
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ElementPuzzleBounds.boundingBox.X2 = box->X2;
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ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
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ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = puzzleItem->Pose.Orientation.y;
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puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
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if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
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{
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if (laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW && LaraItem->ItemFlags[2] == flags)
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{
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laraItem->Animation.AnimNumber = LA_WATERSKIN_POUR_HIGH;
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laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
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}
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if (laraItem->Animation.FrameNumber == g_Level.Anims[LA_WATERSKIN_POUR_HIGH].frameBase + 74 &&
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LaraItem->ItemFlags[2] == flags)
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{
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if (!puzzleItem->TriggerFlags)
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{
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puzzleItem->MeshBits = 48;
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TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
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puzzleItem->ItemFlags[0] = 1;
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puzzleItem->Pose.Orientation.y = oldRot;
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return;
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}
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if (puzzleItem->TriggerFlags == 1)
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{
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puzzleItem->MeshBits = 3;
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laraInfo->Inventory.Pickups[1]--;
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puzzleItem->ItemFlags[0] = 1;
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puzzleItem->Pose.Orientation.y = oldRot;
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return;
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}
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puzzleItem->MeshBits = 12;
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TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
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laraInfo->Inventory.Pickups[0]--;
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puzzleItem->ItemFlags[0] = 1;
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}
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}
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puzzleItem->Pose.Orientation.y = oldRot;
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}
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else
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{
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if (laraInfo->Control.Weapon.GunType != LaraWeaponType::Torch ||
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laraInfo->Control.HandStatus != HandStatus::WeaponReady ||
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laraInfo->LeftArm.Locked ||
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!(TrInput & IN_ACTION) ||
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puzzleItem->TriggerFlags != 1 ||
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puzzleItem->ItemFlags[0] != 1 ||
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laraItem->Animation.ActiveState != LS_IDLE ||
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laraItem->Animation.AnimNumber != LA_STAND_IDLE ||
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!laraInfo->Torch.IsLit ||
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laraItem->Animation.IsAirborne)
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{
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if (laraItem->Animation.AnimNumber != LA_TORCH_LIGHT_3 ||
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g_Level.Anims[LA_TORCH_LIGHT_3].frameBase + 16 ||
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puzzleItem->ItemFlags[0] != 2)
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{
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ElementPuzzleDoCollision(itemNumber, laraItem, coll);
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}
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else
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{
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TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
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AddActiveItem(itemNumber);
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puzzleItem->Status = ITEM_ACTIVE;
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puzzleItem->ItemFlags[0] = 3;
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puzzleItem->Flags |= 0x3E00;
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}
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}
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else
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{
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auto* box = GetBoundsAccurate(puzzleItem);
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
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ElementPuzzleBounds.boundingBox.X2 = box->X2;
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ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
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ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = puzzleItem->Pose.Orientation.y;
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puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
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if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
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{
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laraItem->Animation.AnimNumber = (abs(puzzleItem->Pose.Position.y - laraItem->Pose.Position.y) >> 8) + LA_TORCH_LIGHT_3;
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laraItem->Animation.FrameNumber = g_Level.Anims[puzzleItem->Animation.AnimNumber].frameBase;
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laraItem->Animation.ActiveState = LS_MISC_CONTROL;
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laraInfo->Flare.ControlLeft = false;
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laraInfo->LeftArm.Locked = true;
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puzzleItem->ItemFlags[0] = 2;
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}
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puzzleItem->Pose.Orientation.y = oldRot;
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}
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}
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}
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void InitialiseElementPuzzle(short itemNumber)
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{
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auto* item = &g_Level.Items[itemNumber];
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if (item->TriggerFlags)
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{
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if (item->TriggerFlags == 1)
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item->MeshBits = 65;
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else if (item->TriggerFlags == 2)
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item->MeshBits = 68;
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else
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item->MeshBits = 0;
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}
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else
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item->MeshBits = 80;
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}
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}
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