mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-01 09:18:00 +03:00

- No more enums.h, constants.h, macro.h, etc... - moved all structure in types.h to there respective file.
177 lines
3.9 KiB
C++
177 lines
3.9 KiB
C++
#include "framework.h"
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#include "draw.h"
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#include "Lara.h"
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#include "camera.h"
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#include "level.h"
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#include "Renderer11.h"
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BITE_INFO EnemyBites[9] =
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{
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{ 0x14, 0xFFFFFFA1, 0xF0, 0xD },
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{ 0x30, 0, 0xB4, 0xFFFFFFF5 },
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{ 0xFFFFFFD0, 0, 0xB4, 0xE },
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{ 0xFFFFFFC9, 5, 0xE1, 0xE },
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{ 0xF, 0xFFFFFFC4, 0xC3, 0xD },
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{ 0xFFFFFFE2, 0xFFFFFFBF, 0xFA, 0x12 },
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{ 0, 0xFFFFFF92, 0x1E0, 0xD },
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{ 0xFFFFFFEC, 0xFFFFFFB0, 0xBE, 0xFFFFFFF6 },
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{ 0xA, 0xFFFFFFC4, 0xC8, 0xD }
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};
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int LightningCount;
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int LightningRand;
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int StormTimer;
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int dLightningRand;
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byte SkyStormColor[3];
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byte SkyStormColor2[3];
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short InterpolatedBounds[6];
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LARGE_INTEGER PerformanceCount;
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double LdFreq;
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double LdSync;
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int GnFrameCounter;
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int DrawPhaseGame()
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{
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g_Renderer->Draw();
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Camera.numberFrames = g_Renderer->SyncRenderer();
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return Camera.numberFrames;
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}
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void UpdateStorm()
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{
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if (LightningCount <= 0)
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{
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if (LightningRand < 4)
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LightningRand = 0;
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else
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LightningRand = LightningRand - (LightningRand >> 2);
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}
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else if (--LightningCount)
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{
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dLightningRand = rand() & 0x1FF;
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LightningRand = ((dLightningRand - LightningRand) >> 1) + LightningRand;
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}
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else
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{
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dLightningRand = 0;
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LightningRand = (rand() & 0x7F) + 400;
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}
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for (int i = 0; i < 3; i++)
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{
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SkyStormColor2[i] += LightningRand * SkyStormColor2[i] >> 8;
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SkyStormColor[i] = SkyStormColor2[i];
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if (SkyStormColor[i] > 255)
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SkyStormColor[i] = 255;
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}
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}
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short* GetBoundsAccurate(ITEM_INFO* item)
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{
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int rate = 0;
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short* framePtr[2];
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int frac = GetFrame_D2(item, framePtr, &rate);
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if (frac == 0)
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return framePtr[0];
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else
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{
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for (int i = 0; i < 6; i++)
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{
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InterpolatedBounds[i] = *(framePtr[0]) + ((*(framePtr[1]) - *(framePtr[0])) * frac) / rate;
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framePtr[0]++;
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framePtr[1]++;
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}
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return InterpolatedBounds;
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}
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}
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short* GetBestFrame(ITEM_INFO* item)
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{
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int rate = 0;
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short* framePtr[2];
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int frac = GetFrame_D2(item, framePtr, &rate);
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if (frac <= (rate >> 1))
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return framePtr[0];
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else
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return framePtr[1];
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}
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int GetFrame_D2(ITEM_INFO* item, short* framePtr[], int* rate)
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{
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ANIM_STRUCT *anim;
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int frm;
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int first, second;
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int frame_size;
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int interp, rat;
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frm = item->frameNumber;
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anim = &Anims[item->animNumber];
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framePtr[0] = framePtr[1] = anim->framePtr;
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rat = *rate = anim->interpolation & 0x00ff;
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frame_size = anim->interpolation >> 8;
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frm -= anim->frameBase;
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first = frm / rat;
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interp = frm % rat;
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framePtr[0] += first * frame_size; // Get Frame pointers
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framePtr[1] = framePtr[0] + frame_size; // and store away
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if (interp == 0)
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return(0);
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second = first * rat + rat;
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if (second>anim->frameEnd) // Clamp KeyFrame to End if need be
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*rate = anim->frameEnd - (second - rat);
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return(interp);
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}
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bool TIME_Reset()
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{
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LARGE_INTEGER fq;
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QueryPerformanceCounter(&fq);
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LdSync = (double)fq.LowPart + (double)fq.HighPart * (double)0xffffffff;
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LdSync /= LdFreq;
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return true;
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}
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bool TIME_Init()
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{
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LARGE_INTEGER fq;
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if (!QueryPerformanceFrequency(&fq))
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return false;
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LdFreq = (double)fq.LowPart + (double)fq.HighPart * (double)0xFFFFFFFF;
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LdFreq /= 60.0;
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TIME_Reset();
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return true;
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}
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int Sync()
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{
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LARGE_INTEGER ct;
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double dCounter;
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QueryPerformanceCounter(&ct);
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dCounter = (double)ct.LowPart + (double)ct.HighPart * (double)0xFFFFFFFF;
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dCounter /= LdFreq;
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long nFrames = long(dCounter) - long(LdSync);
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LdSync = dCounter;
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return nFrames;
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}
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void DrawAnimatingItem(ITEM_INFO* item)
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{
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// TODO: to refactor
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// Empty stub because actually we disable items drawing when drawRoutine pointer is NULL in ObjectInfo
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}
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void GetLaraJointPosition(PHD_VECTOR* pos, int LM_enum)
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{
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if (LM_enum >= NUM_LARA_MESHES)
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LM_enum = LM_HEAD;
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Vector3 p = Vector3(pos->x, pos->y, pos->z);
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g_Renderer->GetLaraAbsBonePosition(&p, LM_enum);
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pos->x = p.x;
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pos->y = p.y;
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pos->z = p.z;
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}
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