TombEngine/TombEngine/Objects/TR5/Trap/MovingLaser.cpp
2025-03-19 15:36:42 +11:00

134 lines
4.4 KiB
C++

#include "framework.h"
#include "Objects/TR5/Trap/MovingLaser.h"
#include "Game/animation.h"
#include "Game/collision/collide_item.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/Point.h"
#include "Game/collision/Sphere.h"
#include "Game/control/control.h"
#include "Game/effects/effects.h"
#include "Game/effects/light.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Sound/sound.h"
#include "Math/Utils.h"
#include "Specific/level.h"
using namespace TEN::Collision::Sphere;
namespace TEN::Entities::Traps
{
enum MovingLaserFlags
{
Speed,
PauseCounter,
Direction,
DistanceTravelled,
SpeedCalc
};
constexpr auto MOVING_LASER_DAMAGE = 100;
constexpr int PAUSE_FRAMES = 30;
constexpr float MAX_SPEED_THRESHOLD = 0.9f;
constexpr float MIN_SPEED = 1.0f;
constexpr float ACCELERATION = 1.0f;
void InitializeMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
item.ItemFlags[MovingLaserFlags::Direction] = 1;
item.ItemFlags[MovingLaserFlags::Speed] = 10;
item.Pose.Translate(item.Pose.Orientation, -CLICK(1)); // Offset by one click to make it dangerous at the edges of the block.
}
void ControlMovingLaser(short itemNumber)
{
auto& item = g_Level.Items[itemNumber];
if (!TriggerActive(&item))
return;
float moveDistance = (BLOCK(1) * item.TriggerFlags) + CLICK(2); // Use OCB to calculate the distance and add 2 clicks.
float distancePerFrame = ((float)(CLICK(1)) * item.ItemFlags[MovingLaserFlags::Speed]) / FPS; // Calculate distance per frame
item.Animation.ActiveState = 0;
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);
item.MeshBits = -1 - (GetRandomControl() & 0x14); // To make lasers flicker
if (item.TriggerFlags == 0)
{
AnimateItem(&item);
return;
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] > 0)
{
item.ItemFlags[MovingLaserFlags::PauseCounter]--;
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
item.ItemFlags[MovingLaserFlags::Direction] *= -1;
item.ItemFlags[MovingLaserFlags::DistanceTravelled] = 0;
}
AnimateItem(&item);
return;
}
item.Pose.Translate(item.Pose.Orientation, (item.ItemFlags[MovingLaserFlags::Direction] * item.ItemFlags[MovingLaserFlags::SpeedCalc]));
item.ItemFlags[MovingLaserFlags::DistanceTravelled] += item.ItemFlags[MovingLaserFlags::SpeedCalc];
if (item.ItemFlags[DistanceTravelled] < (moveDistance -BLOCK(0.5f)))
item.ItemFlags[SpeedCalc] = std::min(distancePerFrame, item.ItemFlags[MovingLaserFlags::SpeedCalc] + ACCELERATION);
else
item.ItemFlags[SpeedCalc] = std::max(MIN_SPEED, item.ItemFlags[MovingLaserFlags::SpeedCalc] - ACCELERATION);
if (item.ItemFlags[MovingLaserFlags::DistanceTravelled] >= moveDistance)
{
item.ItemFlags[MovingLaserFlags::PauseCounter] = PAUSE_FRAMES;
}
if (item.ItemFlags[MovingLaserFlags::PauseCounter] == 0)
{
SoundEffect(SFX_TR5_MOVING_LASER_LOOP, &item.Pose, SoundEnvironment::Always);
}
// Update room if necessary.
short new_room = item.RoomNumber;
GetPointCollision(item).GetRoomNumber();
if (new_room != item.RoomNumber)
ItemNewRoom(itemNumber, new_room);
AnimateItem(&item);
}
void CollideMovingLaser(short itemNumber, ItemInfo* playerItem, CollisionInfo* coll)
{
auto& item = g_Level.Items[itemNumber];
// Collide with objects.
if (item.Status == ITEM_ACTIVE)
{
if (!TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
return;
HandleItemSphereCollision(item, *playerItem);
}
else if (item.Status != ITEM_INVISIBLE)
{
ObjectCollision(itemNumber, playerItem, coll);
}
// Damage entity.
if (TestBoundsCollide(&item, playerItem, coll->Setup.Radius))
{
DoDamage(playerItem, MOVING_LASER_DAMAGE);
DoLotsOfBlood(playerItem->Pose.Position.x, playerItem->Pose.Position.y + CLICK(3), playerItem->Pose.Position.z, 4, playerItem->Pose.Orientation.y, playerItem->RoomNumber, 3);
playerItem->TouchBits.ClearAll();
}
}
}