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https://github.com/TombEngine/TombEngine.git
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134 lines
4.4 KiB
C++
134 lines
4.4 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 "Math/Utils.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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enum MovingLaserFlags
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{
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Speed,
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PauseCounter,
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Direction,
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DistanceTravelled,
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SpeedCalc
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};
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constexpr auto MOVING_LASER_DAMAGE = 100;
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constexpr int PAUSE_FRAMES = 30;
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constexpr float MAX_SPEED_THRESHOLD = 0.9f;
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constexpr float MIN_SPEED = 1.0f;
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constexpr float ACCELERATION = 1.0f;
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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[MovingLaserFlags::Direction] = 1;
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item.ItemFlags[MovingLaserFlags::Speed] = 10;
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item.Pose.Translate(item.Pose.Orientation, -CLICK(1)); // Offset by one click to make it dangerous at the edges of the block.
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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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float moveDistance = (BLOCK(1) * item.TriggerFlags) + CLICK(2); // Use OCB to calculate the distance and add 2 clicks.
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float distancePerFrame = ((float)(CLICK(1)) * item.ItemFlags[MovingLaserFlags::Speed]) / FPS; // Calculate distance per frame
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item.Animation.ActiveState = 0;
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SpawnDynamicLight(item.Pose.Position.x, item.Pose.Position.y - 64, item.Pose.Position.z, (Random::GenerateInt() % 2) + 8, (Random::GenerateInt() % 4) + 24, Random::GenerateInt() % 4, Random::GenerateInt() % 2);
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item.MeshBits = -1 - (GetRandomControl() & 0x14); // To make lasers flicker
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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[MovingLaserFlags::PauseCounter] > 0)
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{
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item.ItemFlags[MovingLaserFlags::PauseCounter]--;
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if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
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{
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item.ItemFlags[MovingLaserFlags::Direction] *= -1;
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item.ItemFlags[MovingLaserFlags::DistanceTravelled] = 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[MovingLaserFlags::Direction] * item.ItemFlags[MovingLaserFlags::SpeedCalc]));
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item.ItemFlags[MovingLaserFlags::DistanceTravelled] += item.ItemFlags[MovingLaserFlags::SpeedCalc];
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if (item.ItemFlags[DistanceTravelled] < (moveDistance -BLOCK(0.5f)))
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item.ItemFlags[SpeedCalc] = std::min(distancePerFrame, item.ItemFlags[MovingLaserFlags::SpeedCalc] + ACCELERATION);
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else
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item.ItemFlags[SpeedCalc] = std::max(MIN_SPEED, item.ItemFlags[MovingLaserFlags::SpeedCalc] - ACCELERATION);
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if (item.ItemFlags[MovingLaserFlags::DistanceTravelled] >= moveDistance)
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{
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item.ItemFlags[MovingLaserFlags::PauseCounter] = PAUSE_FRAMES;
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}
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if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 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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short new_room = item.RoomNumber;
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GetPointCollision(item).GetRoomNumber();
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if (new_room != item.RoomNumber)
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ItemNewRoom(itemNumber, new_room);
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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 entity.
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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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