TombEngine/TR5Main/Objects/TR4/Entity/tr4_wraith.cpp
2020-10-17 23:36:06 -05:00

582 lines
14 KiB
C++

#include "framework.h"
#include "tr4_wraith.h"
#include "level.h"
#include "effect2.h"
#include "control.h"
#include "objectslist.h"
#include "trmath.h"
#include <sound.h>
#include <lara.h>
#include <traps.h>
#include <tomb4fx.h>
constexpr auto WRAITH_COUNT = 8;
short WraithSpeed = 64;
void InitialiseWraith(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
WRAITH_INFO* wraithData;
wraithData = game_malloc<WRAITH_INFO>(WRAITH_COUNT);
item->data = wraithData;
item->itemFlags[0] = 0;
item->itemFlags[6] = 0;
item->speed = WraithSpeed;
for (int i = 0; i < WRAITH_COUNT; i++)
{
wraithData->xPos = item->pos.xPos;
wraithData->yPos = item->pos.yPos;
wraithData->zPos = item->pos.zPos;
wraithData->zRot = 0;
wraithData->yPos = 0;
wraithData->xPos = 0;
wraithData->r = 0;
wraithData->g = 0;
wraithData->b = 0;
wraithData++;
}
}
void WraithControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
SoundEffect(SFX_TR4_WRAITH_WHISPERS, &item->pos, 0);
// hitPoints stores the target of wraith
ITEM_INFO* target;
if (item->itemFlags[6])
target = &g_Level.Items[item->itemFlags[6]];
else
target = LaraItem;
int x, y, z, distance, dx, dy, dz, oldX, oldY, oldZ;
if (target == LaraItem || target->objectNumber == ID_ANIMATING10)
{
x = target->pos.xPos - item->pos.xPos;
y = target->pos.yPos;
z = target->pos.zPos - item->pos.zPos;
distance = SQUARE(x) + SQUARE(z);
dy = abs((distance / 8192) - 512);
}
else
{
ROOM_INFO* room = &g_Level.Rooms[LaraItem->roomNumber];
x = room->x + room->ySize * 1024 / 2 - item->pos.xPos;
z = room->z + room->xSize * 1024 / 2 - item->pos.zPos;
distance = SQUARE(x) + SQUARE(z);
dy = abs((distance / 8192) - 768);
y = room->y + ((room->minfloor - room->maxceiling) / 2);
}
dy = y - item->pos.yPos - dy - 128;
short angleH = phd_atan(z, x) - item->pos.yRot;
short angleV = 0;
if (abs(x) <= abs(z))
angleV = phd_atan(abs(x) + (abs(z) / 2), dy);
else
angleV = phd_atan(abs(z) + (abs(x) / 2), dy);
angleV -= item->pos.xRot;
int speed = 8 * WraithSpeed / item->speed;
if (abs(angleH) >= item->itemFlags[2] || angleH > 0 != item->itemFlags[2] > 0)
{
if (angleH >= 0)
{
if (item->itemFlags[2] <= 0)
{
item->itemFlags[2] = 1;
}
else
{
item->itemFlags[2] += speed;
item->pos.yRot += item->itemFlags[2];
}
}
else if (item->itemFlags[2] >= 0)
{
item->itemFlags[2] = -1;
}
else
{
item->itemFlags[2] -= speed;
item->pos.yRot += item->itemFlags[2];
}
}
else
{
item->pos.yRot += angleH;
}
if (abs(angleV) >= item->itemFlags[3] || angleV > 0 != item->itemFlags[3] > 0)
{
if (angleV >= 0)
{
if (item->itemFlags[3] <= 0)
{
item->itemFlags[3] = 1;
}
else
{
item->itemFlags[3] += speed;
item->pos.xRot += item->itemFlags[3];
}
}
else if (item->itemFlags[3] >= 0)
{
item->itemFlags[3] = -1;
}
else
{
item->itemFlags[3] -= speed;
item->pos.xRot += item->itemFlags[3];
}
}
else
{
item->pos.xRot += angleV;
}
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
int height = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
int ceiling = GetCeiling(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
bool hitWall = false;
if (height < item->pos.yPos || ceiling > item->pos.yPos)
hitWall = true;
oldX = item->pos.xPos;
oldY = item->pos.yPos;
oldZ = item->pos.zPos;
item->pos.xPos += item->speed * phd_sin(item->pos.yRot);
item->pos.yPos += item->speed * phd_sin(item->pos.xRot);
item->pos.zPos += item->speed * phd_cos(item->pos.yRot);
IsRoomOutsideNo = NO_ROOM;
IsRoomOutside(item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (item->roomNumber != IsRoomOutsideNo && IsRoomOutsideNo != NO_ROOM)
{
ItemNewRoom(itemNumber, IsRoomOutsideNo);
ROOM_INFO* r = &g_Level.Rooms[IsRoomOutsideNo];
short linkNum = NO_ITEM;
for (linkNum = r->itemNumber; linkNum != NO_ITEM; linkNum = g_Level.Items[linkNum].nextItem)
{
ITEM_INFO* target = &g_Level.Items[linkNum];
if (target->active)
{
if (item->objectNumber == ID_WRAITH1 && target->objectNumber == ID_WRAITH2 ||
item->objectNumber == ID_WRAITH2 && target->objectNumber == ID_WRAITH1 ||
item->objectNumber == ID_WRAITH3 && target->objectNumber == ID_ANIMATING10)
{
break;
}
}
}
if (linkNum != NO_ITEM)
{
item->itemFlags[6] = linkNum;
}
}
if (item->objectNumber != ID_WRAITH3)
{
// WRAITH1 AND WRAITH2 can die on contact with water
// WRAITH1 dies because it's fire and it dies on contact with water, WRAITH2 instead triggers a flipmap for making icy water
if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
TriggerExplosionSparks(item->pos.xPos, item->pos.yPos, item->pos.zPos, 2, -2, 1, item->roomNumber);
item->itemFlags[1]--;
if (item->itemFlags[1] < -1)
{
if (item->itemFlags[1] < 30)
{
if (item->objectNumber == ID_WRAITH2)
{
if (item->triggerFlags)
{
if (!FlipStats[item->triggerFlags])
{
DoFlipMap(item->triggerFlags);
FlipStats[item->triggerFlags] = 1;
}
}
}
KillItem(itemNumber);
}
}
else
{
item->itemFlags[1] = -1;
}
}
else
{
item->itemFlags[1]--;
if (item->itemFlags[1] < 0)
{
item->itemFlags[1] = 0;
}
}
}
if (distance >= 28900 || abs(item->pos.yPos - target->pos.yPos + 384) >= 256)
{
if (Wibble & 16)
{
if (item->speed < WraithSpeed)
{
item->speed++;
}
if (item->itemFlags[6])
{
if (item->itemFlags[7])
{
item->itemFlags[7]--;
}
}
}
}
else
{
if (item->speed > 32)
{
item->speed -= 12;
}
if (target == LaraItem)
{
target->hitPoints -= distance / 1024;
// WRAITH1 can burn Lara
if (item->objectNumber == ID_WRAITH1)
{
item->itemFlags[1] += 400;
if (item->itemFlags[1] > 8000)
{
LaraBurn();
}
}
}
else if (target->objectNumber == ID_ANIMATING10)
{
// ANIMATING10 is the sacred pedistal that can kill WRAITH
item->itemFlags[7]++;
if (item->itemFlags[7] > 10)
{
item->pos.xPos = target->pos.xPos;
item->pos.yPos = target->pos.yPos - 384;
item->pos.zPos = target->pos.zPos;
WraithExplosionEffect(item, 96, 96, 96, -32);
WraithExplosionEffect(item, 48, 48, 48, 48);
target->triggerFlags--;
target->hitPoints = 0;
if (target->triggerFlags > 0)
{
target->frameNumber = g_Level.Anims[target->animNumber].frameBase;
}
KillItem(itemNumber);
}
}
else
{
// Target is another WRAITH (fire vs ice), they kill both themselves
target->itemFlags[7] = target->itemFlags[7] & 0x6A | 0xA;
if (item->itemFlags[7])
{
TriggerExplosionSparks(item->pos.xPos, item->pos.yPos, item->pos.zPos, 2, -2, 1, item->roomNumber);
target->hitPoints = 0;
KillItem(item->itemFlags[6]);
KillItem(itemNumber);
}
}
}
// Check if WRAITH is going below floor or above ceiling and trigger sparks
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
if (GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos) < item->pos.yPos
|| GetCeiling(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos) > item->pos.yPos)
{
if (!hitWall)
{
WraithWallsEffect(oldX, oldY, oldZ, item->pos.yRot + -ANGLE(180), item->objectNumber);
}
}
else if (hitWall)
{
WraithWallsEffect(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->pos.yRot, item->objectNumber);
}
// Update WRAITH nodes
WRAITH_INFO* creature = (WRAITH_INFO*)item->data;
int j = 0;
for (int i = WRAITH_COUNT - 1; i > 0; i--)
{
creature[i - 1].xPos += (creature[i - 1].xRot / 16);
creature[i - 1].yPos += (creature[i - 1].yRot / 16);
creature[i - 1].zPos += (creature[i - 1].zRot / 16);
creature[i - 1].xRot -= (creature[i - 1].xRot / 16);
creature[i - 1].yRot -= (creature[i - 1].yRot / 16);
creature[i - 1].zRot -= (creature[i - 1].zRot / 16);
creature[i].xPos = creature[i - 1].xPos;
creature[i].yPos = creature[i - 1].yPos;
creature[i].zPos = creature[i - 1].zPos;
creature[i].xRot = creature[i - 1].xRot;
creature[i].yRot = creature[i - 1].yRot;
creature[i].zRot = creature[i - 1].zRot;
if (item->objectNumber == ID_WRAITH1)
{
creature[i].r = (GetRandomControl() & 0x3F) - 64;
creature[i].g = 16 * (j + 1) + (GetRandomControl() & 0x3F);
creature[i].b = GetRandomControl() & 0xF;
}
else if (item->objectNumber == ID_WRAITH2)
{
creature[i].r = GetRandomControl() & 0xF;
creature[i].g = 16 * (j + 1) + (GetRandomControl() & 0x3F);
creature[i].b = (GetRandomControl() & 0x3F) - 64;
}
else
{
creature[i].r = 8 * (j + 2) + (GetRandomControl() & 0x3F);
creature[i].g = creature[i].r;
creature[i].b = creature[i].r + (GetRandomControl() & 0xF);
}
j++;
}
creature[0].xPos = item->pos.xPos;
creature[0].yPos = item->pos.yPos;
creature[0].zPos = item->pos.zPos;
creature[0].xRot = 4 * (item->pos.xPos - oldX);
creature[0].yRot = 4 * (item->pos.yPos - oldY);
creature[0].zRot = 4 * (item->pos.zPos - oldZ);
// Standard WRAITH drawing code
DrawWraith(
item->pos.xPos,
item->pos.yPos,
item->pos.zPos,
creature[0].xRot,
creature[0].yRot,
creature[0].zRot,
item->objectNumber);
DrawWraith(
(oldX + item->pos.xPos) / 2,
(oldY + item->pos.yPos) / 2,
(oldZ + item->pos.zPos) / 2,
creature[0].xRot,
creature[0].yRot,
creature[0].zRot,
item->objectNumber);
// Lighting for WRAITH
byte r, g, b;
if (item->objectNumber == ID_WRAITH3)
{
r = creature[5].r;
g = creature[5].g;
b = creature[5].b;
}
else
{
r = creature[1].r;
g = creature[1].g;
b = creature[1].b;
}
TriggerDynamicLight(
creature[0].xPos,
creature[0].yPos,
creature[0].zPos,
16,
r, g, b);
}
void WraithExplosionEffect(ITEM_INFO* item, byte r, byte g, byte b, int speed)
{
short inner = speed >= 0 ? 32 : 640;
short outer = speed >= 0 ? 160 : 512;
item->pos.yPos -= 384;
TriggerShockwave(&item->pos, inner, outer, speed, r, g, b, 24, 0, 0);
TriggerShockwave(&item->pos, inner, outer, speed, r, g, b, 24, ANGLE(45), 0);
TriggerShockwave(&item->pos, inner, outer, speed, r, g, b, 24, ANGLE(90), 0);
TriggerShockwave(&item->pos, inner, outer, speed, r, g, b, 24, ANGLE(135), 0);
item->pos.yPos += 384;
}
void DrawWraith(int x, int y, int z, short xVel, short yVel, short zVel, int objNumber)
{
unsigned char size, life;
BYTE color;
SPARKS* spark;
spark = &Sparks[GetFreeSpark()];
spark->on = 1;
if (objNumber == ID_WRAITH1)
{
spark->sR = (GetRandomControl() & 0x1F) + -128;
spark->sB = 24;
spark->sG = (GetRandomControl() & 0x1F) + 48;
spark->dR = (GetRandomControl() & 0x1F) + -128;
spark->dB = 24;
spark->dG = (GetRandomControl() & 0x1F) + 64;
}
else if (objNumber == ID_WRAITH2) {
spark->sB = (GetRandomControl() & 0x1F) + -128;
spark->sR = 24;
spark->sG = (GetRandomControl() & 0x1F) + -128;
spark->dB = (GetRandomControl() & 0x1F) + -128;
spark->dR = 24;
spark->dG = (GetRandomControl() & 0x1F) + 64;
}
else {
color = (GetRandomControl() & 0x1F) + 64;
spark->dG = color;
spark->dR = color;
spark->sB = color;
spark->sG = color;
spark->sR = color;
spark->dB = spark->sB + (GetRandomControl() & 0x1F);
}
spark->colFadeSpeed = 4;
spark->fadeToBlack = 7;
spark->transType = COLADD;
life = (GetRandomControl() & 7) + 12;
spark->life = life;
spark->sLife = life;
spark->x = (GetRandomControl() & 0x1F) + x - 16;
spark->y = y;
spark->friction = 85;
spark->flags = SP_EXPDEF | SP_DEF | SP_SCALE;
spark->z = (GetRandomControl() & 0x1F) + z - 16;
spark->xVel = xVel;
spark->yVel = yVel;
spark->zVel = zVel;
spark->gravity = 0;
spark->maxYvel = 0;
spark->scalar = 2;
spark->dSize = 2;
size = (GetRandomControl() & 0x1F) + 48;
spark->sSize = size;
spark->size = size;
}
void WraithWallsEffect(int x, int y, int z, short yrot, short objNumber)
{
byte sR, sG, sB, dR, dG, dB;
short color;
if (objNumber == ID_WRAITH1)
{
sR = (GetRandomControl() & 0x1F) + -128;
sB = 24;
sG = (GetRandomControl() & 0x1F) + 48;
dR = (GetRandomControl() & 0x1F) + -128;
dB = 24;
dG = (GetRandomControl() & 0x1F) + 64;
}
else if (objNumber == ID_WRAITH2) {
sB = (GetRandomControl() & 0x1F) + -128;
sR = 24;
sG = (GetRandomControl() & 0x1F) + -128;
dB = (GetRandomControl() & 0x1F) + -128;
dR = 24;
dG = (GetRandomControl() & 0x1F) + 64;
}
else {
color = (GetRandomControl() & 0x1F) + 64;
dG = color;
dR = color;
sB = color;
sG = color;
sR = color;
dB = sB + (GetRandomControl() & 0x1F);
}
for (int i = 0; i < 15; i++)
{
SPARKS* spark = &Sparks[GetFreeSpark()];
spark->on = true;
spark->sR = dR;
spark->sG = dG;
spark->sB = dB;
spark->dR = dR;
spark->dG = dG;
spark->dB = dB;
spark->colFadeSpeed = 4;
spark->fadeToBlack = 7;
spark->transType = COLADD;
short life = (GetRandomControl() & 7) + 32;
spark->life = life;
spark->sLife = life;
spark->x = (GetRandomControl() & 0x1F) + x - 16;
spark->y = (GetRandomControl() & 0x1F) + y - 16;
spark->z = (GetRandomControl() & 0x1F) + z - 16;
short rot = yrot + GetRandomControl() - ANGLE(90);
short velocity = ((GetRandomControl() & 0x3FF) + 1024);
spark->xVel = velocity * phd_sin(rot);
spark->yVel = (GetRandomControl() & 0x7F) - 64;
spark->zVel = velocity * phd_cos(rot);
spark->friction = 4;
spark->flags = SP_EXPDEF | SP_DEF | SP_SCALE;
spark->maxYvel = 0;
spark->scalar = 3;
spark->gravity = (GetRandomControl() & 0x7F) - 64;
short size = (GetRandomControl() & 0x1F) + 48;
spark->sSize = size;
spark->size = size;
spark->dSize = size / 4;
}
}
void KillWraith(ITEM_INFO* item)
{
ITEM_INFO* item2;
item2 = nullptr;
if (NextItemActive != NO_ITEM)
{
for (;NextItemActive != NO_ITEM;)
{
item2 = &g_Level.Items[NextItemActive];
if (item2->objectNumber == ID_WRAITH3 && !item2->hitPoints)
{
break;
}
if (item2->nextActive == NO_ITEM)
{
FlipEffect = -1;
return;
}
}
item2->hitPoints = item - g_Level.Items.data();
}
FlipEffect = -1;
}