TombEngine/TR5Main/Objects/TR3/Trap/train.cpp
2021-09-08 18:19:06 +03:00

146 lines
3.5 KiB
C++

#include "framework.h"
#include "items.h"
#include "floordata.h"
#include "control.h"
#include "level.h"
#include "effects\effects.h"
#include "Sound\sound.h"
#include "camera.h"
#include "sphere.h"
#include "lara.h"
#define TRAIN_VEL 260
#define LARA_TRAIN_DEATH_ANIM 3;
long TrainTestHeight(ITEM_INFO *item, long x, long z, short *room_number)
{
float s, c;
PHD_VECTOR pos;
FLOOR_INFO *floor;
c = phd_cos(item->pos.yRot);
s = phd_sin(item->pos.yRot);
pos.x = item->pos.xPos + z * s + x * c;
pos.y = item->pos.yPos - z * phd_sin(item->pos.xRot) + x * phd_sin(item->pos.zRot);
pos.z = item->pos.zPos + z * c - x * s;
*room_number = item->roomNumber;
floor = GetFloor(pos.x, pos.y, pos.z, room_number);
return GetFloorHeight(floor, pos.x, pos.y, pos.z);
}
void TrainControl(short trainNum)
{
ITEM_INFO *train;
long fh, rh;
FLOOR_INFO *floor;
short roomNum;
float s, c;
train = &g_Level.Items[trainNum];
if (!TriggerActive(train))
return;
if (train->itemFlags[0] == 0)
train->itemFlags[0] = train->itemFlags[1] = TRAIN_VEL;
c = phd_cos(train->pos.yRot);
s = phd_sin(train->pos.yRot);
train->pos.xPos += train->itemFlags[1] * s;
train->pos.zPos += train->itemFlags[1] * c;
rh = TrainTestHeight(train, 0, 5120, &roomNum);
train->pos.yPos = fh = TrainTestHeight(train, 0, 0, &roomNum);
if (fh == NO_HEIGHT)
{
KillItem(trainNum);
return;
}
train->pos.yPos -= 32;// ?
roomNum = train->roomNumber;
GetFloor(train->pos.xPos, train->pos.yPos, train->pos.zPos, &roomNum);
if (roomNum != train->roomNumber)
ItemNewRoom(trainNum, roomNum);
train->pos.xRot = -(rh - fh) * 2;
TriggerDynamicLight(train->pos.xPos + 3072 * s, train->pos.yPos, train->pos.zPos + 3072 * c, 16, 31, 31, 31);
if (train->itemFlags[1] != TRAIN_VEL)
{
if ((train->itemFlags[1] -= 48) < 0)
train->itemFlags[1] = 0;
if (!UseForcedFixedCamera)
{
ForcedFixedCamera.x = train->pos.xPos + 8192 * s;
ForcedFixedCamera.z = train->pos.zPos + 8192 * c;
roomNum = train->roomNumber;
floor = GetFloor(ForcedFixedCamera.x, train->pos.yPos - 512, ForcedFixedCamera.z, &roomNum);
ForcedFixedCamera.y = GetFloorHeight(floor, ForcedFixedCamera.x, train->pos.yPos - 512, ForcedFixedCamera.z);
ForcedFixedCamera.roomNumber = roomNum;
UseForcedFixedCamera = 1;
}
}
else
SoundEffect(SFX_TR3_TUBE_LOOP, &train->pos, SFX_ALWAYS);
}
void TrainCollision(short trainNum, ITEM_INFO *larA, COLL_INFO *coll)
{
ITEM_INFO *train;
long x, z;
float s, c;
train = &g_Level.Items[trainNum];
if (!TestBoundsCollide(train, larA, coll->radius))
return;
if (!TestCollision(train, larA))
return;
SoundEffect(SFX_TR3_LARA_GENERAL_DEATH, &larA->pos, SFX_ALWAYS);
SoundEffect(SFX_TR3_LARA_FALLDETH, &larA->pos, SFX_ALWAYS);
StopSoundEffect(SFX_TR3_TUBE_LOOP);
larA->animNumber = Objects[ID_LARA_EXTRA_ANIMS].animIndex + LARA_TRAIN_DEATH_ANIM;
larA->frameNumber = g_Level.Anims[larA->animNumber].frameBase;
// larA->currentAnimState = EXTRA_TRAINKILL;
// larA->goalAnimState = EXTRA_TRAINKILL;
larA->hitPoints = 0;
larA->pos.yRot = train->pos.yRot;
larA->fallspeed = 0;
larA->gravityStatus = false;
larA->speed = 0;
AnimateItem(larA);
Lara.ExtraAnim = 1;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.gunType = WEAPON_NONE;
Lara.hitDirection = -1;
Lara.air = -1;
train->itemFlags[1] = 160;
c = phd_cos(train->pos.yRot);
s = phd_sin(train->pos.yRot);
x = larA->pos.xPos + 256 * s;
z = larA->pos.zPos + 256 * c;
DoLotsOfBlood(x, larA->pos.yPos - 512, z, 1024, train->pos.yRot, larA->roomNumber, 15);
}