TombEngine/TR5Main/Game/camera.cpp
2021-11-14 20:10:15 +11:00

1901 lines
46 KiB
C++

#include "framework.h"
#include "camera.h"
#include "animation.h"
#include "lara.h"
#include "effects/effects.h"
#include "effects/debris.h"
#include "lara_fire.h"
#include "effects/weather.h"
#include "level.h"
#include "setup.h"
#include "collide.h"
#include "Sound/sound.h"
#include "control/los.h"
#include "savegame.h"
#include "input.h"
#include "items.h"
#include "Objects/Generic/Object/burning_torch.h"
using TEN::Renderer::g_Renderer;
using namespace TEN::Entities::Generic;
using namespace TEN::Effects::Environment;
struct OLD_CAMERA
{
short currentAnimState;
short goalAnimState;
int targetDistance;
short actualElevation;
short targetElevation;
short actualAngle;
PHD_3DPOS pos;
PHD_3DPOS pos2;
PHD_VECTOR target;
};
float LfAspectCorrection;
GAME_VECTOR LastTarget;
byte SniperCamActive;
extern int KeyTriggerActive;
PHD_VECTOR CurrentCameraPosition;
SVECTOR CurrentCameraRotation;
GAME_VECTOR LastIdeal;
GAME_VECTOR Ideals[5];
OLD_CAMERA OldCam;
int CameraSnaps = 0;
int TargetSnaps = 0;
GAME_VECTOR LookCamPosition;
GAME_VECTOR LookCamTarget;
int LSHKTimer = 0;
int LSHKShotsFired = 0;
PHD_VECTOR CamOldPos;
CAMERA_INFO Camera;
GAME_VECTOR ForcedFixedCamera;
int UseForcedFixedCamera;
int NumberCameras;
int BinocularRange;
int BinocularOn;
CAMERA_TYPE BinocularOldCamera;
bool LaserSight;
int PhdPerspective;
short CurrentFOV;
int RumbleTimer = 0;
int RumbleCounter = 0;
void LookAt(CAMERA_INFO* cam, short roll)
{
Vector3 position = Vector3(cam->pos.x, cam->pos.y, cam->pos.z);
Vector3 target = Vector3(cam->target.x, cam->target.y, cam->target.z);
Vector3 up = Vector3(0.0f, -1.0f, 0.0f);
float fov = TO_RAD(CurrentFOV / 1.333333f);
float r = 0; TO_RAD(roll);
g_Renderer.UpdateCameraMatrices(cam, r, fov);
}
void AlterFOV(int value)
{
CurrentFOV = value;
PhdPerspective = g_Renderer.ScreenWidth / 2 * phd_cos(CurrentFOV / 2) / phd_sin(CurrentFOV / 2);
}
int mgLOS(GAME_VECTOR* start, GAME_VECTOR* target, int push)
{
int floorHeight, ceilingHeight;
FLOOR_INFO* floor;
auto x = start->x;
auto y = start->y;
auto z = start->z;
auto roomNum = start->roomNumber;
auto roomNum2 = roomNum;
auto dx = target->x - x >> 3;
auto dy = target->y - y >> 3;
auto dz = target->z - z >> 3;
auto flag = false;
auto result = false;
int i;
for (i = 0; i < 8; ++i)
{
roomNum2 = roomNum;
floor = GetFloor(x, y, z, &roomNum);
if (g_Level.Rooms[roomNum2].flags & ENV_FLAG_SWAMP)
{
flag = true;
break;
}
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if (floorHeight != NO_HEIGHT && ceilingHeight != NO_HEIGHT && ceilingHeight < floorHeight)
{
if (y > floorHeight)
{
if (y - floorHeight >= push)
{
flag = true;
break;
}
y = floorHeight;
}
if (y < ceilingHeight)
{
if (ceilingHeight - y >= push)
{
flag = true;
break;
}
y = ceilingHeight;
}
result = true;
}
else if (result)
{
flag = true;
break;
}
x += dx;
y += dy;
z += dz;
}
if (i)
{
x -= dx;
y -= dy;
z -= dz;
}
GetFloor(x, y, z, &roomNum2);
target->x = x;
target->y = y;
target->z = z;
target->roomNumber = roomNum2;
return !flag;
}
void InitialiseCamera()
{
Camera.shift = LaraItem->pos.yPos - WALL_SIZE;
LastTarget.x = LaraItem->pos.xPos;
LastTarget.y = Camera.shift;
LastTarget.z = LaraItem->pos.zPos;
LastTarget.roomNumber = LaraItem->roomNumber;
Camera.target.x = LastTarget.x;
Camera.target.y = Camera.shift;
Camera.target.z = LastTarget.z;
Camera.target.roomNumber = LaraItem->roomNumber;
Camera.pos.x = LastTarget.x;
Camera.pos.y = Camera.shift;
Camera.pos.z = LastTarget.z - 100;
Camera.pos.roomNumber = LaraItem->roomNumber;
Camera.targetDistance = WALL_SIZE + STEP_SIZE * 2;
Camera.item = NULL;
Camera.numberFrames = 1;
Camera.type = CAMERA_TYPE::CHASE_CAMERA;
Camera.speed = 1;
Camera.flags = CF_FOLLOW_CENTER;
Camera.bounce = 0;
Camera.number = -1;
Camera.fixedCamera = false;
AlterFOV(14560);
UseForcedFixedCamera = 0;
CalculateCamera();
}
void MoveCamera(GAME_VECTOR* ideal, int speed)
{
GAME_VECTOR from, to;
if (BinocularOn < 0)
{
speed = 1;
BinocularOn++;
}
if (OldCam.pos.xRot != LaraItem->pos.xRot ||
OldCam.pos.yRot != LaraItem->pos.yRot ||
OldCam.pos.zRot != LaraItem->pos.zRot ||
OldCam.pos2.xRot != Lara.headXrot ||
OldCam.pos2.yRot != Lara.headYrot ||
OldCam.pos2.xPos != Lara.torsoXrot ||
OldCam.pos2.yPos != Lara.torsoYrot ||
OldCam.pos.xPos != LaraItem->pos.xPos ||
OldCam.pos.yPos != LaraItem->pos.yPos ||
OldCam.pos.zPos != LaraItem->pos.zPos ||
OldCam.currentAnimState != LaraItem->currentAnimState ||
OldCam.goalAnimState != LaraItem->goalAnimState ||
OldCam.targetDistance != Camera.targetDistance ||
OldCam.targetElevation != Camera.targetElevation ||
OldCam.actualElevation != Camera.actualElevation ||
OldCam.actualAngle != Camera.actualAngle ||
OldCam.target.x != Camera.target.x ||
OldCam.target.y != Camera.target.y ||
OldCam.target.z != Camera.target.z ||
Camera.oldType != Camera.type ||
BinocularOn < 0)
{
OldCam.pos.xRot = LaraItem->pos.xRot;
OldCam.pos.yRot = LaraItem->pos.yRot;
OldCam.pos.zRot = LaraItem->pos.zRot;
OldCam.pos2.xRot = Lara.headXrot;
OldCam.pos2.yRot = Lara.headYrot;
OldCam.pos2.xPos = Lara.torsoXrot;
OldCam.pos2.yPos = Lara.torsoYrot;
OldCam.pos.xPos = LaraItem->pos.xPos;
OldCam.pos.yPos = LaraItem->pos.yPos;
OldCam.pos.zPos = LaraItem->pos.zPos;
OldCam.currentAnimState = LaraItem->currentAnimState;
OldCam.goalAnimState = LaraItem->goalAnimState;
OldCam.targetDistance = Camera.targetDistance;
OldCam.targetElevation = Camera.targetElevation;
OldCam.actualElevation = Camera.actualElevation;
OldCam.actualAngle = Camera.actualAngle;
OldCam.target.x = Camera.target.x;
OldCam.target.y = Camera.target.y;
OldCam.target.z = Camera.target.z;
LastIdeal.x = ideal->x;
LastIdeal.y = ideal->y;
LastIdeal.z = ideal->z;
LastIdeal.roomNumber = ideal->roomNumber;
}
else
{
ideal->x = LastIdeal.x;
ideal->y = LastIdeal.y;
ideal->z = LastIdeal.z;
ideal->roomNumber = LastIdeal.roomNumber;
}
Camera.pos.x += (ideal->x - Camera.pos.x) / speed;
Camera.pos.y += (ideal->y - Camera.pos.y) / speed;
Camera.pos.z += (ideal->z - Camera.pos.z) / speed;
Camera.pos.roomNumber = ideal->roomNumber;
if (Camera.bounce)
{
if (Camera.bounce <= 0)
{
int bounce = -Camera.bounce;
int bounce2 = -Camera.bounce >> 2;
Camera.target.x += GetRandomControl() % bounce - bounce2;
Camera.target.y += GetRandomControl() % bounce - bounce2;
Camera.target.z += GetRandomControl() % bounce - bounce2;
Camera.bounce += 5;
}
else
{
Camera.pos.y += Camera.bounce;
Camera.target.y += Camera.bounce;
Camera.bounce = 0;
}
}
auto roomNum = Camera.pos.roomNumber;
auto yPos = Camera.pos.y;
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP)
yPos = g_Level.Rooms[roomNum].y - STEP_SIZE;
FLOOR_INFO* floor = GetFloor(Camera.pos.x, yPos, Camera.pos.z, &roomNum);
auto floorHeight = GetFloorHeight(floor, Camera.pos.x, yPos, Camera.pos.z);
if (yPos < GetCeiling(floor, Camera.pos.x, yPos, Camera.pos.z) ||
yPos > floorHeight)
{
mgLOS(&Camera.target, &Camera.pos, 0);
if (abs(Camera.pos.x - ideal->x) < (WALL_SIZE - STEP_SIZE) &&
abs(Camera.pos.y - ideal->y) < (WALL_SIZE - STEP_SIZE) &&
abs(Camera.pos.z - ideal->z) < (WALL_SIZE - STEP_SIZE))
{
to.x = Camera.pos.x;
to.y = Camera.pos.y;
to.z = Camera.pos.z;
to.roomNumber = Camera.pos.roomNumber;
from.x = ideal->x;
from.y = ideal->y;
from.z = ideal->z;
from.roomNumber = ideal->roomNumber;
if (!mgLOS(&from, &to, 0) &&
++CameraSnaps >= 8)
{
Camera.pos.x = ideal->x;
Camera.pos.y = ideal->y;
Camera.pos.z = ideal->z;
Camera.pos.roomNumber = ideal->roomNumber;
CameraSnaps = 0;
}
}
}
roomNum = Camera.pos.roomNumber;
floor = GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &roomNum);
floorHeight = GetFloorHeight(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z);
auto ceilingHeight = GetCeiling(floor, Camera.pos.x, Camera.pos.y, Camera.pos.z);
auto buffer = STEP_SIZE - 1;
if ((Camera.pos.y - buffer) < ceilingHeight &&
(Camera.pos.y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
Camera.pos.y = (floorHeight + ceilingHeight) >> 1;
}
else if ((Camera.pos.y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
Camera.pos.y = floorHeight - buffer;
}
else if ((Camera.pos.y - buffer) < ceilingHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
Camera.pos.y = ceilingHeight + buffer;
}
else if (ceilingHeight >= floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT)
{
Camera.pos.x = ideal->x;
Camera.pos.y = ideal->y;
Camera.pos.z = ideal->z;
Camera.pos.roomNumber = ideal->roomNumber;
}
GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber);
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.mikePos.x = LaraItem->pos.xPos;
Camera.mikePos.y = LaraItem->pos.yPos;
Camera.mikePos.z = LaraItem->pos.zPos;
Camera.oldType = Camera.type;
}
else
{
short angle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x);
Camera.mikePos.x = Camera.pos.x + PhdPerspective * phd_sin(angle);
Camera.mikePos.y = Camera.pos.y;
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(angle);
Camera.oldType = Camera.type;
}
}
void ChaseCamera(ITEM_INFO* item)
{
if (!Camera.targetElevation)
Camera.targetElevation = -ANGLE(10.0f);
Camera.targetElevation += item->pos.xRot;
UpdateCameraElevation();
if (Camera.actualElevation > ANGLE(85.0f))
Camera.actualElevation = ANGLE(85.0f);
else if (Camera.actualElevation < -ANGLE(85.0f))
Camera.actualElevation = -ANGLE(85.0f);
int distance = Camera.targetDistance * phd_cos(Camera.actualElevation);
short roomNum = Camera.target.roomNumber;
GetFloor(Camera.target.x, Camera.target.y + STEP_SIZE, Camera.target.z, &roomNum);
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP)
Camera.target.y = g_Level.Rooms[roomNum].y - STEP_SIZE;
auto x = Camera.target.x;
auto y = Camera.target.y;
auto z = Camera.target.z;
roomNum = Camera.target.roomNumber;
auto floor = GetFloor(x, y, z, &roomNum);
auto floorHeight = GetFloorHeight(floor, x, y, z);
auto ceilingHeight = GetCeiling(floor, x, y, z);
if (((y < ceilingHeight || floorHeight < y) || floorHeight <= ceilingHeight) ||
(floorHeight == NO_HEIGHT || ceilingHeight == NO_HEIGHT))
{
TargetSnaps++;
Camera.target.x = LastTarget.x;
Camera.target.y = LastTarget.y;
Camera.target.z = LastTarget.z;
Camera.target.roomNumber = LastTarget.roomNumber;
}
else
TargetSnaps = 0;
for (int i = 0; i < 5; i++)
Ideals[i].y = Camera.target.y + Camera.targetDistance * phd_sin(Camera.actualElevation);
int farthest = 0x7FFFFFFF;
int farthestnum = 0;
GAME_VECTOR temp[2];
for (int i = 0; i < 5; i++)
{
short angle;
if (i == 0)
angle = Camera.actualAngle;
else
angle = (i - 1) * ANGLE(90.0f);
Ideals[i].x = Camera.target.x - distance * phd_sin(angle);
Ideals[i].z = Camera.target.z - distance * phd_cos(angle);
Ideals[i].roomNumber = Camera.target.roomNumber;
if (mgLOS(&Camera.target, &Ideals[i], 200))
{
temp[0].x = Ideals[i].x;
temp[0].y = Ideals[i].y;
temp[0].z = Ideals[i].z;
temp[0].roomNumber = Ideals[i].roomNumber;
temp[1].x = Camera.pos.x;
temp[1].y = Camera.pos.y;
temp[1].z = Camera.pos.z;
temp[1].roomNumber = Camera.pos.roomNumber;
if (i == 0 || mgLOS(&temp[0], &temp[1], 0))
{
if (i == 0)
{
farthestnum = 0;
break;
}
int dx = (Camera.pos.x - Ideals[i].x) * (Camera.pos.x - Ideals[i].x);
dx += (Camera.pos.z - Ideals[i].z) * (Camera.pos.z - Ideals[i].z);
if (dx < farthest)
{
farthest = dx;
farthestnum = i;
}
}
}
else if (i == 0)
{
temp[0].x = Ideals[i].x;
temp[0].y = Ideals[i].y;
temp[0].z = Ideals[i].z;
temp[0].roomNumber = Ideals[i].roomNumber;
temp[1].x = Camera.pos.x;
temp[1].y = Camera.pos.y;
temp[1].z = Camera.pos.z;
temp[1].roomNumber = Camera.pos.roomNumber;
if (i == 0 || mgLOS(&temp[0], &temp[1], 0))
{
int dx = (Camera.target.x - Ideals[i].x) * (Camera.target.x - Ideals[i].x);
int dz = (Camera.target.z - Ideals[i].z) * (Camera.target.z - Ideals[i].z);
if ((dx + dz) > 0x90000)
{
farthestnum = 0;
break;
}
}
}
}
GAME_VECTOR ideal = { Ideals[farthestnum].x , Ideals[farthestnum].y, Ideals[farthestnum].z };
ideal.roomNumber = Ideals[farthestnum].roomNumber;
CameraCollisionBounds(&ideal, (STEP_SIZE + STEP_SIZE / 2), 1);
MoveCamera(&ideal, Camera.speed);
}
void UpdateCameraElevation()
{
if (Camera.laraNode != -1)
{
PHD_VECTOR pos = { 0, 0, 0 };
GetLaraJointPosition(&pos, Camera.laraNode);
PHD_VECTOR pos1 = { 0, -STEP_SIZE, WALL_SIZE * 2 };
GetLaraJointPosition(&pos1, Camera.laraNode);
pos.z = pos1.z - pos.z;
pos.x = pos1.x - pos.x;
Camera.actualAngle = Camera.targetAngle + phd_atan(pos.z, pos.x);
}
else
Camera.actualAngle = LaraItem->pos.yRot + Camera.targetAngle;
Camera.actualElevation += (Camera.targetElevation - Camera.actualElevation) >> 3;
}
void CombatCamera(ITEM_INFO* item)
{
Camera.target.x = item->pos.xPos;
Camera.target.z = item->pos.zPos;
if (Lara.target)
{
Camera.targetAngle = Lara.targetAngles[0];
Camera.targetElevation = Lara.targetAngles[1] + item->pos.xRot;
}
else
{
Camera.targetAngle = Lara.headYrot + Lara.torsoYrot;
Camera.targetElevation = Lara.headXrot + Lara.torsoXrot + item->pos.xRot - ANGLE(15.0f);
}
auto roomNum = Camera.target.roomNumber;
GetFloor(Camera.target.x, Camera.target.y + STEP_SIZE, Camera.target.z, &roomNum);
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP)
Camera.target.y = g_Level.Rooms[roomNum].y - STEP_SIZE;
auto floor = GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &Camera.target.roomNumber);
auto floorHeight = GetFloorHeight(floor, Camera.target.x, Camera.target.y, Camera.target.z);
auto ceilingHeight = GetCeiling(floor, Camera.target.x, Camera.target.y, Camera.target.z);
auto buffer = STEP_SIZE / 4;
if ((ceilingHeight + buffer) > (floorHeight - buffer) &&
floorHeight != NO_HEIGHT &&
ceilingHeight != NO_HEIGHT)
{
Camera.target.y = (ceilingHeight + floorHeight) >> 1;
Camera.targetElevation = 0;
}
else if (Camera.target.y > (floorHeight - buffer) &&
floorHeight != NO_HEIGHT)
{
Camera.target.y = floorHeight - buffer;
Camera.targetElevation = 0;
}
else if (Camera.target.y < (ceilingHeight + buffer) &&
ceilingHeight != NO_HEIGHT)
{
Camera.target.y = ceilingHeight + buffer;
Camera.targetElevation = 0;
}
GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &Camera.target.roomNumber);
int x = Camera.target.x;
int y = Camera.target.y;
int z = Camera.target.z;
roomNum = Camera.target.roomNumber;
floor = GetFloor(Camera.target.x, Camera.target.y, Camera.target.z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if (y < ceilingHeight ||
y > floorHeight ||
ceilingHeight >= floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT)
{
TargetSnaps++;
Camera.target.x = LastTarget.x;
Camera.target.y = LastTarget.y;
Camera.target.z = LastTarget.z;
Camera.target.roomNumber = LastTarget.roomNumber;
}
else
TargetSnaps = 0;
UpdateCameraElevation();
Camera.targetDistance = WALL_SIZE + STEP_SIZE * 2;
int distance = Camera.targetDistance * phd_cos(Camera.actualElevation);
for (int i = 0; i < 5; i++)
Ideals[i].y = Camera.target.y + Camera.targetDistance * phd_sin(Camera.actualElevation);
int farthest = INT_MAX;
int farthestnum = 0;
GAME_VECTOR temp[2];
for (int i = 0; i < 5; i++)
{
short angle;
if (i == 0)
angle = Camera.actualAngle;
else
angle = (i - 1) * ANGLE(90.0f);
Ideals[i].x = Camera.target.x - distance * phd_sin(angle);
Ideals[i].z = Camera.target.z - distance * phd_cos(angle);
Ideals[i].roomNumber = Camera.target.roomNumber;
if (mgLOS(&Camera.target, &Ideals[i], 200))
{
temp[0].x = Ideals[i].x;
temp[0].y = Ideals[i].y;
temp[0].z = Ideals[i].z;
temp[0].roomNumber = Ideals[i].roomNumber;
temp[1].x = Camera.pos.x;
temp[1].y = Camera.pos.y;
temp[1].z = Camera.pos.z;
temp[1].roomNumber = Camera.pos.roomNumber;
if (i == 0 ||
mgLOS(&temp[0], &temp[1], 0))
{
if (i == 0)
{
farthestnum = 0;
break;
}
int dx = (Camera.pos.x - Ideals[i].x) * (Camera.pos.x - Ideals[i].x);
dx += (Camera.pos.z - Ideals[i].z) * (Camera.pos.z - Ideals[i].z);
if (dx < farthest)
{
farthest = dx;
farthestnum = i;
}
}
}
else if (i == 0)
{
temp[0].x = Ideals[i].x;
temp[0].y = Ideals[i].y;
temp[0].z = Ideals[i].z;
temp[0].roomNumber = Ideals[i].roomNumber;
temp[1].x = Camera.pos.x;
temp[1].y = Camera.pos.y;
temp[1].z = Camera.pos.z;
temp[1].roomNumber = Camera.pos.roomNumber;
if (i == 0 ||
mgLOS(&temp[0], &temp[1], 0))
{
int dx = (Camera.target.x - Ideals[i].x) * (Camera.target.x - Ideals[i].x);
int dz = (Camera.target.z - Ideals[i].z) * (Camera.target.z - Ideals[i].z);
if ((dx + dz) > 0x90000)
{
farthestnum = 0;
break;
}
}
}
}
GAME_VECTOR ideal = { Ideals[farthestnum].x, Ideals[farthestnum].y, Ideals[farthestnum].z };
ideal.roomNumber = Ideals[farthestnum].roomNumber;
CameraCollisionBounds(&ideal, (STEP_SIZE + STEP_SIZE / 2), 1);
if (Camera.oldType == CAMERA_TYPE::FIXED_CAMERA)
Camera.speed = 1;
MoveCamera(&ideal, Camera.speed);
}
bool CameraCollisionBounds(GAME_VECTOR* ideal, int push, int yFirst)
{
auto x = ideal->x;
auto y = ideal->y;
auto z = ideal->z;
FLOOR_INFO* floor;
short roomNum;
int floorHeight, ceilingHeight;
if (yFirst)
{
roomNum = ideal->roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
auto buffer = STEP_SIZE - 1;
if ((y - buffer) < ceilingHeight &&
(y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = (floorHeight + ceilingHeight) >> 1;
}
else if ((y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = floorHeight - buffer;
}
else if ((y - buffer) < ceilingHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = ceilingHeight + buffer;
}
}
roomNum = ideal->roomNumber;
floor = GetFloor(x - push, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x - push, y, z);
ceilingHeight = GetCeiling(floor, x - push, y, z);
if (y > floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
y < ceilingHeight)
{
x = (x & (~1023)) + push;
}
roomNum = ideal->roomNumber;
floor = GetFloor(x, y, z - push, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z - push);
ceilingHeight = GetCeiling(floor, x, y, z - push);
if (y > floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
y < ceilingHeight)
{
z = (z & (~1023)) + push;
}
roomNum = ideal->roomNumber;
floor = GetFloor(x + push, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x + push, y, z);
ceilingHeight = GetCeiling(floor, x + push, y, z);
if (y > floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
y < ceilingHeight)
{
x = (x | 1023) - push;
}
roomNum = ideal->roomNumber;
floor = GetFloor(x, y, z + push, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z + push);
ceilingHeight = GetCeiling(floor, x, y, z + push);
if (y > floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
y < ceilingHeight)
{
z = (z | 1023) - push;
}
if (!yFirst)
{
roomNum = ideal->roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
auto buffer = STEP_SIZE - 1;
if ((y - buffer) < ceilingHeight &&
(y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = (floorHeight + ceilingHeight) >> 1;
}
else if ((y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = floorHeight - buffer;
}
else if ((y - buffer) < ceilingHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
y = ceilingHeight + buffer;
}
}
roomNum = ideal->roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if (y > floorHeight ||
y < ceilingHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight)
{
return true;
}
floor = GetFloor(x, y, z, &ideal->roomNumber);
ideal->x = x;
ideal->y = y;
ideal->z = z;
return false;
}
void FixedCamera(ITEM_INFO* item)
{
GAME_VECTOR from, to;
// Fixed cameras before TR3 had optional "movement" effect.
// Later for some reason it was forced to always be 1, and actual speed value
// from camera trigger was ignored. In TEN, we move speed value out of legacy
// floordata trigger to camera itself and make use of it again. Still, by default,
// value is 1 for UseForcedFixedCamera hack.
int moveSpeed = 1;
if (UseForcedFixedCamera)
{
from.x = ForcedFixedCamera.x;
from.y = ForcedFixedCamera.y;
from.z = ForcedFixedCamera.z;
from.roomNumber = ForcedFixedCamera.roomNumber;
}
else
{
LEVEL_CAMERA_INFO* camera = &g_Level.Cameras[Camera.number];
from.x = camera->x;
from.y = camera->y;
from.z = camera->z;
from.roomNumber = camera->roomNumber;
// Multiply original speed by 8 to comply with original bitshifted speed from TR1-2
moveSpeed = camera->speed * 8 + 1;
}
Camera.fixedCamera = true;
MoveCamera(&from, moveSpeed);
if (Camera.timer)
{
if (!--Camera.timer)
Camera.timer = -1;
}
}
void LookCamera(ITEM_INFO* item)
{
auto headXrot = Lara.headXrot;
auto headYrot = Lara.headYrot;
auto torsoXrot = Lara.torsoXrot;
auto torsoYrot = Lara.torsoYrot;
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
Lara.headXrot <<= 1;
Lara.headYrot <<= 1;
if (Lara.headXrot > ANGLE(55.0f))
Lara.headXrot = ANGLE(55.0f);
else if (Lara.headXrot < -ANGLE(75.0f))
Lara.headXrot = -ANGLE(75.0f);
if (Lara.headYrot < -ANGLE(80.0f))
Lara.headYrot = -ANGLE(80.0f);
else if (Lara.headYrot > ANGLE(80.0f))
Lara.headYrot = ANGLE(80.0f);
if (abs(Lara.headXrot - OldCam.pos.xRot) >= 16)
OldCam.pos.xRot = (Lara.headXrot + OldCam.pos.xRot) >> 1;
else
OldCam.pos.xRot = Lara.headXrot;
if (abs(Lara.headYrot - OldCam.pos.yRot) >= 16)
OldCam.pos.yRot = (Lara.headYrot + OldCam.pos.yRot) >> 1;
else
OldCam.pos.yRot = Lara.headYrot;
PHD_VECTOR pos = { 0, STEP_SIZE / 16, STEP_SIZE / 4 };
GetLaraJointPosition(&pos, LM_HEAD);
short roomNum = LaraItem->roomNumber;
FLOOR_INFO* floor = GetFloor(pos.x, pos.y, pos.z, &roomNum);
auto floorHeight = GetFloorHeight(floor, pos.x, pos.y, pos.z);
auto ceilingHeight = GetCeiling(floor, pos.x, pos.y, pos.z);
if (floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
pos.y > floorHeight ||
pos.y < ceilingHeight)
{
pos = { 0, STEP_SIZE / 16 , 0 };
GetLaraJointPosition(&pos, LM_HEAD);
roomNum = LaraItem->roomNumber;
floor = GetFloor(pos.x, pos.y + STEP_SIZE, pos.z, &roomNum);
if (g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP)
{
pos.y = g_Level.Rooms[roomNum].y - STEP_SIZE;
floor = GetFloor(pos.x, pos.y, pos.z, &roomNum);
}
else
floor = GetFloor(pos.x, pos.y, pos.z, &roomNum);
floorHeight = GetFloorHeight(floor, pos.x, pos.y, pos.z);
ceilingHeight = GetCeiling(floor, pos.x, pos.y, pos.z);
if (floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
pos.y > floorHeight ||
pos.y < ceilingHeight)
{
pos.x = 0;
pos.y = STEP_SIZE / 16;
pos.z = -(STEP_SIZE / 4);
GetLaraJointPosition(&pos, LM_HEAD);
}
}
PHD_VECTOR pos2 = { 0, 0, -WALL_SIZE };
GetLaraJointPosition(&pos2, LM_HEAD);
PHD_VECTOR pos3 = { 0, 0, WALL_SIZE * 2 };
GetLaraJointPosition(&pos3, LM_HEAD);
int dx = (pos2.x - pos.x) >> 3;
int dy = (pos2.y - pos.y) >> 3;
int dz = (pos2.z - pos.z) >> 3;
int x = pos.x;
int y = pos.y;
int z = pos.z;
short roomNumber2 = LaraItem->roomNumber;
int i = 0;
for (i = 0; i < 8; i++)
{
roomNum = roomNumber2;
floor = GetFloor(x, y + STEP_SIZE, z, &roomNumber2);
if (g_Level.Rooms[roomNumber2].flags & ENV_FLAG_SWAMP)
{
y = g_Level.Rooms[roomNumber2].y - STEP_SIZE;
break;
}
else
floor = GetFloor(x, y, z, &roomNumber2);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if (floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
ceilingHeight >= floorHeight ||
y > floorHeight ||
y < ceilingHeight)
{
break;
}
x += dx;
y += dy;
z += dz;
}
if (i)
{
x -= dx;
y -= dy;
z -= dz;
}
GAME_VECTOR ideal = { x, y, z };
ideal.roomNumber = roomNum;
if (OldCam.pos.xRot == Lara.headXrot &&
OldCam.pos.yRot == Lara.headYrot &&
OldCam.pos.xPos == LaraItem->pos.xPos &&
OldCam.pos.yPos == LaraItem->pos.yPos &&
OldCam.pos.zPos == LaraItem->pos.zPos &&
OldCam.currentAnimState == LaraItem->currentAnimState &&
OldCam.goalAnimState == LaraItem->goalAnimState &&
Camera.oldType == CAMERA_TYPE::LOOK_CAMERA)
{
ideal.x = LookCamPosition.x;
ideal.y = LookCamPosition.y;
ideal.z = LookCamPosition.z;
ideal.roomNumber = LookCamPosition.roomNumber;
pos3.x = LookCamTarget.x;
pos3.y = LookCamTarget.y;
pos3.z = LookCamTarget.z;
}
else
{
OldCam.pos.xRot = Lara.headXrot;
OldCam.pos.yRot = Lara.headYrot;
OldCam.pos.xPos = LaraItem->pos.xPos;
OldCam.pos.yPos = LaraItem->pos.yPos;
OldCam.pos.zPos = LaraItem->pos.zPos;
OldCam.currentAnimState = LaraItem->currentAnimState;
OldCam.goalAnimState = LaraItem->goalAnimState;
LookCamPosition.x = ideal.x;
LookCamPosition.y = ideal.y;
LookCamPosition.z = ideal.z;
LookCamPosition.roomNumber = ideal.roomNumber;
LookCamTarget.x = pos3.x;
LookCamTarget.y = pos3.y;
LookCamTarget.z = pos3.z;
}
CameraCollisionBounds(&ideal, (STEP_SIZE - STEP_SIZE / 8), 1);
if (Camera.oldType == CAMERA_TYPE::FIXED_CAMERA)
{
Camera.pos.x = ideal.x;
Camera.pos.y = ideal.y;
Camera.pos.z = ideal.z;
Camera.target.x = pos3.x;
Camera.target.y = pos3.y;
Camera.target.z = pos3.z;
Camera.target.roomNumber = LaraItem->roomNumber;
}
else
{
Camera.pos.x += (ideal.x - Camera.pos.x) >> 2;
Camera.pos.y += (ideal.y - Camera.pos.y) >> 2;
Camera.pos.z += (ideal.z - Camera.pos.z) >> 2;
Camera.target.x += (pos3.x - Camera.target.x) >> 2;
Camera.target.y += (pos3.y - Camera.target.y) >> 2;
Camera.target.z += (pos3.z - Camera.target.z) >> 2;
Camera.target.roomNumber = LaraItem->roomNumber;
}
if (Camera.bounce && Camera.type == Camera.oldType)
{
if (Camera.bounce <= 0)
{
Camera.target.x += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1);
Camera.target.y += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1);
Camera.target.z += GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1);
Camera.bounce += 5;
}
else
{
Camera.pos.y += Camera.bounce;
Camera.target.y += Camera.bounce;
Camera.bounce = 0;
}
}
x = Camera.pos.x;
y = Camera.pos.y;
z = Camera.pos.z;
roomNum = Camera.pos.roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
auto buffer = STEP_SIZE - 1;
if ((y - buffer) < ceilingHeight &&
(y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT && floorHeight != NO_HEIGHT)
{
Camera.pos.y = (floorHeight + ceilingHeight) >> 1;
}
else if ((y + buffer) > floorHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
Camera.pos.y = floorHeight - buffer;
}
else if ((y - buffer) < ceilingHeight &&
ceilingHeight < floorHeight &&
ceilingHeight != NO_HEIGHT &&
floorHeight != NO_HEIGHT)
{
Camera.pos.y = ceilingHeight + buffer;
}
x = Camera.pos.x;
y = Camera.pos.y;
z = Camera.pos.z;
roomNum = Camera.pos.roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if ((g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP))
Camera.pos.y = g_Level.Rooms[roomNum].y - STEP_SIZE;
else if (y < ceilingHeight ||
y > floorHeight ||
ceilingHeight >= floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT)
{
mgLOS(&Camera.target, &Camera.pos, 0);
}
x = Camera.pos.x;
y = Camera.pos.y;
z = Camera.pos.z;
roomNum = Camera.pos.roomNumber;
floor = GetFloor(x, y, z, &roomNum);
floorHeight = GetFloorHeight(floor, x, y, z);
ceilingHeight = GetCeiling(floor, x, y, z);
if (y < ceilingHeight ||
y > floorHeight ||
ceilingHeight >= floorHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT ||
g_Level.Rooms[roomNum].flags & ENV_FLAG_SWAMP)
{
Camera.pos.x = pos.x;
Camera.pos.y = pos.y;
Camera.pos.z = pos.z;
Camera.pos.roomNumber = LaraItem->roomNumber;
}
GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber);
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.actualAngle = LaraItem->pos.yRot + Lara.headYrot + Lara.torsoYrot;
Camera.mikePos.x = LaraItem->pos.xPos;
Camera.mikePos.y = LaraItem->pos.yPos;
Camera.mikePos.z = LaraItem->pos.zPos;
}
else
{
Camera.actualAngle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x);
Camera.mikePos.x = Camera.pos.x + PhdPerspective * phd_sin(Camera.actualAngle);
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(Camera.actualAngle);
Camera.mikePos.y = Camera.pos.y;
}
Camera.oldType = Camera.type;
Lara.headXrot = headXrot;
Lara.headYrot = headYrot;
Lara.torsoXrot = torsoXrot;
Lara.torsoYrot = torsoYrot;
}
void BounceCamera(ITEM_INFO* item, short bounce, short maxDistance)
{
int distance = sqrt(
SQUARE(item->pos.xPos - Camera.pos.x) +
SQUARE(item->pos.yPos - Camera.pos.y) +
SQUARE(item->pos.zPos - Camera.pos.z));
if (distance < maxDistance)
{
if (maxDistance == -1)
Camera.bounce = bounce;
else
Camera.bounce = -(bounce * (maxDistance - distance) / maxDistance);
}
else if (maxDistance == -1)
Camera.bounce = bounce;
}
void BinocularCamera(ITEM_INFO* item)
{
static int exittingBinos = 0;
if (LSHKTimer)
--LSHKTimer;
if (!LaserSight)
{
if (InputBusy & IN_DRAW)
exittingBinos = 1;
else if (exittingBinos)
{
exittingBinos = 0;
BinocularRange = 0;
AlterFOV(14560);
LaraItem->meshBits = -1;
Lara.busy = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.type = BinocularOldCamera;
return;
}
}
LaraItem->meshBits = 0;
AlterFOV(7 * (2080 - BinocularRange));
short headXrot = Lara.headXrot * 2;
short headYrot = Lara.headYrot;
if (headXrot > ANGLE(75.0f))
headXrot = ANGLE(75.0f);
else if (headXrot < -ANGLE(75.0f))
headXrot = -ANGLE(75.0f);
if (headYrot > ANGLE(80.0f))
headYrot = ANGLE(80.0f);
else if (headYrot < -ANGLE(80.0f))
headYrot = -ANGLE(80.0f);
auto x = LaraItem->pos.xPos;
auto y = LaraItem->pos.yPos - (WALL_SIZE / 2);
auto z = LaraItem->pos.zPos;
short roomNum = LaraItem->roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNum);
auto ceilingHeight = GetCeiling(floor, x, y, z);
if (ceilingHeight <= (y - STEP_SIZE))
y -= STEP_SIZE;
else
y = ceilingHeight + (STEP_SIZE / 4);
Camera.pos.x = x;
Camera.pos.y = y;
Camera.pos.z = z;
Camera.pos.roomNumber = roomNum;
int l = (WALL_SIZE * 20 + STEP_SIZE) * phd_cos(headXrot);
int tx = x + l * phd_sin(LaraItem->pos.yRot + headYrot);
int ty = y - (WALL_SIZE * 20 + STEP_SIZE) * phd_sin(headXrot);
int tz = z + l * phd_cos(LaraItem->pos.yRot + headYrot);
if (Camera.oldType == CAMERA_TYPE::FIXED_CAMERA)
{
Camera.target.x = tx;
Camera.target.y = ty;
Camera.target.z = tz;
Camera.target.roomNumber = LaraItem->roomNumber;
}
else
{
Camera.target.x += (tx - Camera.target.x) >> 2;
Camera.target.y += (ty - Camera.target.y) >> 2;
Camera.target.z += (tz - Camera.target.z) >> 2;
Camera.target.roomNumber = LaraItem->roomNumber;
}
if (Camera.bounce && Camera.type == Camera.oldType)
{
if (Camera.bounce <= 0)
{
Camera.target.x += (STEP_SIZE / 16) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.target.y += (STEP_SIZE / 16) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.target.z += (STEP_SIZE / 16) * (GetRandomControl() % (-Camera.bounce) - (-Camera.bounce >> 1));
Camera.bounce += 5;
}
else
{
Camera.bounce = 0;
Camera.target.y += Camera.bounce;
}
}
GetFloor(Camera.pos.x, Camera.pos.y, Camera.pos.z, &Camera.pos.roomNumber);
LookAt(&Camera, 0);
if (Camera.mikeAtLara)
{
Camera.actualAngle = LaraItem->pos.yRot + Lara.headYrot + Lara.torsoYrot;
Camera.mikePos.x = LaraItem->pos.xPos;
Camera.mikePos.y = LaraItem->pos.yPos;
Camera.mikePos.z = LaraItem->pos.zPos;
}
else
{
Camera.actualAngle = phd_atan(Camera.target.z - Camera.pos.z, Camera.target.x - Camera.pos.x);
Camera.mikePos.x = Camera.pos.x + PhdPerspective * phd_sin(Camera.actualAngle);
Camera.mikePos.z = Camera.pos.z + PhdPerspective * phd_cos(Camera.actualAngle);
Camera.mikePos.y = Camera.pos.y;
}
Camera.oldType = Camera.type;
int range = 0;
int flags = 0;
if (!(InputBusy & IN_WALK))
{
range = 64;
flags = 0x10000;
}
else
{
range = 32;
flags = 0x8000;
}
if (InputBusy & IN_SPRINT)
{
BinocularRange -= range;
if (BinocularRange < 128)
BinocularRange = 128;
else
SoundEffect(SFX_TR5_ZOOM_VIEW_WHIRR, 0, (flags << 8) | 6);
}
else if (InputBusy & IN_DUCK)
{
BinocularRange += range;
if (BinocularRange > 1536)
BinocularRange = 1536;
else
SoundEffect(SFX_TR5_ZOOM_VIEW_WHIRR, 0, (flags << 8) | 6);
}
PHD_VECTOR src = { Camera.pos.x, Camera.pos.y, Camera.pos.z };
PHD_VECTOR target = { Camera.target.x, Camera.target.y, Camera.target.z };
if (LaserSight)
{
int firing = 0;
Ammo& ammo = GetAmmo(Lara.gunType);
if (!(InputBusy & IN_ACTION) ||
WeaponDelay ||
!ammo)
{
if (!(InputBusy & IN_ACTION))
{
if (Lara.gunType != WEAPON_CROSSBOW)
WeaponDelay = 0;
LSHKShotsFired = 0;
Camera.bounce = 0;
}
}
else
{
if (Lara.gunType == WEAPON_REVOLVER)
{
firing = 1;
WeaponDelay = 16;
Statistics.Game.AmmoUsed++;
if (!ammo.hasInfinite())
(ammo)--;
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
}
else if (Lara.gunType == WEAPON_CROSSBOW)
{
firing = 1;
WeaponDelay = 32;
}
else
{
if (Lara.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO1)
{
WeaponDelay = 12;
firing = 1;
if (Lara.Weapons[WEAPON_HK].HasSilencer)
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
}
}
else if (Lara.Weapons[WEAPON_HK].SelectedAmmo == WEAPON_AMMO2)
{
if (!LSHKTimer)
{
if (++LSHKShotsFired == 5)
{
LSHKShotsFired = 0;
WeaponDelay = 12;
}
LSHKTimer = 4;
firing = 1;
if (Lara.Weapons[WEAPON_HK].HasSilencer)
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
}
}
else
{
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
if (Lara.Weapons[WEAPON_HK].HasSilencer)
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
}
}
}
else
{
if (LSHKTimer)
{
if (Lara.Weapons[WEAPON_HK].HasSilencer)
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
}
}
else
{
LSHKTimer = 4;
firing = 1;
if (Lara.Weapons[WEAPON_HK].HasSilencer)
SoundEffect(SFX_TR5_HK_SILENCED, 0, 0);
else
{
SoundEffect(SFX_TR4_EXPLOSION1, 0, 83888140);
SoundEffect(SFX_TR5_HK_FIRE, 0, 0);
}
}
Camera.bounce = -16 - (GetRandomControl() & 0x1F);
}
if (!ammo.hasInfinite())
(ammo)--;
}
}
GetTargetOnLOS(&Camera.pos, &Camera.target, 1, firing);
}
else
{
GetTargetOnLOS(&Camera.pos, &Camera.target, 0, 0);
if (!(InputBusy & IN_ACTION))
{
// Reimplement this mode?
}
else
LaraTorch(&src, &target, Lara.headYrot, 192);
}
}
void ConfirmCameraTargetPos()
{
PHD_VECTOR pos = { 0, 0, 0 };
GetLaraJointPosition(&pos, LM_TORSO);
if (Camera.laraNode != -1)
{
Camera.target.x = pos.x;
Camera.target.y = pos.y;
Camera.target.z = pos.z;
}
else
{
Camera.target.x = LaraItem->pos.xPos;
Camera.target.y = (Camera.target.y + pos.y) >> 1;
Camera.target.z = LaraItem->pos.zPos;
}
auto x = Camera.target.x;
auto y = Camera.target.y;
auto z = Camera.target.z;
short roomNumber = Camera.target.roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
auto floorHeight = GetFloorHeight(floor, x, y, z);
auto ceilingHeight = GetCeiling(floor, x, y, z);
if (y < ceilingHeight ||
floorHeight < y ||
floorHeight <= ceilingHeight ||
floorHeight == NO_HEIGHT ||
ceilingHeight == NO_HEIGHT)
{
Camera.target.x = pos.x;
Camera.target.y = pos.y;
Camera.target.z = pos.z;
}
}
void CalculateCamera()
{
CamOldPos.x = Camera.pos.x;
CamOldPos.y = Camera.pos.y;
CamOldPos.z = Camera.pos.z;
if (BinocularRange != 0)
{
BinocularOn = 1;
BinocularCamera(LaraItem);
if (BinocularRange != 0)
return;
}
if (BinocularOn == 1)
BinocularOn = -8;
if (UseForcedFixedCamera != 0)
{
Camera.type = CAMERA_TYPE::FIXED_CAMERA;
if (Camera.oldType != CAMERA_TYPE::FIXED_CAMERA)
Camera.speed = 1;
}
// Camera is in a water room, play water sound effect.
if (g_Level.Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)
{
SoundEffect(SFX_TR4_UNDERWATER, NULL, SFX_ALWAYS);
if (Camera.underwater == false)
Camera.underwater = true;
}
else
{
if (Camera.underwater == true)
Camera.underwater = false;
}
ITEM_INFO* item;
bool fixedCamera = false;
if (Camera.item != NULL &&
(Camera.type == CAMERA_TYPE::FIXED_CAMERA || Camera.type == CAMERA_TYPE::HEAVY_CAMERA))
{
item = Camera.item;
fixedCamera = true;
}
else
{
item = LaraItem;
fixedCamera = false;
}
BOUNDING_BOX* bounds = GetBoundsAccurate(item);
int x;
int y = ((bounds->Y1 + bounds->Y2) / 2) + item->pos.yPos - STEP_SIZE;
int z;
if (Camera.item)
{
if (!fixedCamera)
{
auto dx = Camera.item->pos.xPos - item->pos.xPos;
auto dz = Camera.item->pos.zPos - item->pos.zPos;
int shift = sqrt(SQUARE(dx) + SQUARE(dz));
short angle = phd_atan(dz, dx) - item->pos.yRot;
short tilt = phd_atan(shift, y - (bounds->Y1 + bounds->Y2) / 2 - Camera.item->pos.yPos);
bounds = GetBoundsAccurate(Camera.item);
angle >>= 1;
tilt >>= 1;
if (angle > -ANGLE(50.0f) && angle < ANGLE(50.0f) && tilt > -ANGLE(85.0f) && tilt < ANGLE(85.0f))
{
short change = angle - Lara.headYrot;
if (change > ANGLE(4.0f))
Lara.headYrot += ANGLE(4.0f);
else if (change < -ANGLE(4.0f))
Lara.headYrot -= ANGLE(4.0f);
else
Lara.headYrot += change;
Lara.torsoYrot = Lara.headYrot;
change = tilt - Lara.headXrot;
if (change > ANGLE(4.0f))
Lara.headXrot += ANGLE(4.0f);
else if (change < -ANGLE(4.0f))
Lara.headXrot -= ANGLE(4.0f);
else
Lara.headXrot += change;
Lara.torsoXrot = Lara.headXrot;
Camera.type = CAMERA_TYPE::LOOK_CAMERA;
Camera.item->lookedAt = 1;
}
}
}
if (Camera.type == CAMERA_TYPE::LOOK_CAMERA ||
Camera.type == CAMERA_TYPE::COMBAT_CAMERA)
{
if (Camera.type == CAMERA_TYPE::COMBAT_CAMERA)
{
LastTarget.x = Camera.target.x;
LastTarget.y = Camera.target.y;
LastTarget.z = Camera.target.z;
LastTarget.roomNumber = Camera.target.roomNumber;
}
Camera.target.roomNumber = item->roomNumber;
if (Camera.fixedCamera || BinocularOn < 0)
{
Camera.target.y = y;
Camera.speed = 1;
}
else
{
Camera.target.y += (y - Camera.target.y) >> 2;
Camera.speed = Camera.type != CAMERA_TYPE::LOOK_CAMERA ? 8 : 4;
}
Camera.fixedCamera = false;
if (Camera.type == CAMERA_TYPE::LOOK_CAMERA)
LookCamera(item);
else
CombatCamera(item);
}
else
{
LastTarget.x = Camera.target.x;
LastTarget.y = Camera.target.y;
LastTarget.z = Camera.target.z;
LastTarget.roomNumber = Camera.target.roomNumber;
Camera.target.roomNumber = item->roomNumber;
Camera.target.y = y;
if (Camera.type != CAMERA_TYPE::CHASE_CAMERA &&
Camera.flags != CF_CHASE_OBJECT &&
(Camera.number != -1 &&(SniperCamActive = g_Level.Cameras[Camera.number].flags & 3, g_Level.Cameras[Camera.number].flags & 2)))
{
PHD_VECTOR pos = { 0, 0, 0 };
GetLaraJointPosition(&pos, LM_TORSO);
x = pos.x;
y = pos.y;
z = pos.z;
Camera.target.x = pos.x;
Camera.target.y = pos.y;
Camera.target.z = pos.z;
}
else
{
auto shift = (bounds->X1 + bounds->X2 + bounds->Z1 + bounds->Z2) / 4;
x = item->pos.xPos + shift * phd_sin(item->pos.yRot);
z = item->pos.zPos + shift * phd_cos(item->pos.yRot);
Camera.target.x = x;
Camera.target.z = z;
if (item->objectNumber == ID_LARA)
{
ConfirmCameraTargetPos();
x = Camera.target.x;
y = Camera.target.y;
z = Camera.target.z;
}
}
if (fixedCamera == Camera.fixedCamera)
{
Camera.fixedCamera = false;
if (Camera.speed != 1 &&
Camera.oldType != CAMERA_TYPE::LOOK_CAMERA &&
BinocularOn >= 0)
{
if (TargetSnaps <= 8)
{
x = LastTarget.x + ((x - LastTarget.x) >> 2);
Camera.target.x = x;
y = LastTarget.y + ((y - LastTarget.y) >> 2);
Camera.target.y = y;
z = LastTarget.z + ((z - LastTarget.z) >> 2);
Camera.target.z = z;
}
else
TargetSnaps = 0;
}
}
else
{
Camera.fixedCamera = true;
Camera.speed = 1;
}
GetFloor(x, y, z, &Camera.target.roomNumber);
if (abs(LastTarget.x - Camera.target.x) < 4 &&
abs(LastTarget.y - Camera.target.y) < 4 &&
abs(LastTarget.z - Camera.target.z) < 4)
{
Camera.target.x = LastTarget.x;
Camera.target.y = LastTarget.y;
Camera.target.z = LastTarget.z;
}
if (Camera.type != CAMERA_TYPE::CHASE_CAMERA && Camera.flags != CF_CHASE_OBJECT)
FixedCamera(item);
else
ChaseCamera(item);
}
Camera.fixedCamera = fixedCamera;
Camera.last = Camera.number;
if (Camera.type != CAMERA_TYPE::HEAVY_CAMERA ||
Camera.timer == -1)
{
Camera.type = CAMERA_TYPE::CHASE_CAMERA;
Camera.speed = 10;
Camera.number = -1;
Camera.lastItem = Camera.item;
Camera.item = NULL;
Camera.targetElevation = 0;
Camera.targetAngle = 0;
Camera.targetDistance = 1536;
Camera.flags = 0;
Camera.laraNode = -1;
}
}
void LookLeftRight()
{
Camera.type = CAMERA_TYPE::LOOK_CAMERA;
if (TrInput & IN_LEFT)
{
TrInput &= ~IN_LEFT;
if (Lara.headYrot > -ANGLE(44.0f))
{
if (BinocularRange)
Lara.headYrot += ANGLE(2.0f) * (BinocularRange - 1792) / 1536;
else
Lara.headYrot -= ANGLE(2.0f);
}
}
else if (TrInput & IN_RIGHT)
{
TrInput &= ~IN_RIGHT;
if (Lara.headYrot < ANGLE(44.0f))
{
if (BinocularRange)
Lara.headYrot += ANGLE(2.0f) * (1792 - BinocularRange) / 1536;
else
Lara.headYrot += ANGLE(2.0f);
}
}
if (Lara.gunStatus != LG_HANDS_BUSY &&
Lara.Vehicle == NO_ITEM &&
!Lara.leftArm.lock &&
!Lara.rightArm.lock)
{
Lara.torsoYrot = Lara.headYrot;
}
}
void LookUpDown()
{
Camera.type = CAMERA_TYPE::LOOK_CAMERA;
if (TrInput & IN_FORWARD)
{
TrInput &= ~IN_FORWARD;
if (Lara.headXrot > -ANGLE(35.0f))
{
if (BinocularRange)
Lara.headXrot += ANGLE(2.0f) * (BinocularRange - 1792) / 3072;
else
Lara.headXrot -= ANGLE(2.0f);
}
}
else if (TrInput & IN_BACK)
{
TrInput &= ~IN_BACK;
if (Lara.headXrot < ANGLE(30.0f))
{
if (BinocularRange)
Lara.headXrot += ANGLE(2.0f) * (1792 - BinocularRange) / 3072;
else
Lara.headXrot += ANGLE(2.0f);
}
}
if (Lara.gunStatus != LG_HANDS_BUSY &&
Lara.Vehicle == NO_ITEM &&
!Lara.leftArm.lock &&
!Lara.rightArm.lock)
{
Lara.torsoXrot = Lara.headXrot;
}
}
void ResetLook()
{
if (Camera.type != CAMERA_TYPE::LOOK_CAMERA)
{
if (Lara.headXrot <= -ANGLE(2.0f) || Lara.headXrot >= ANGLE(2.0f))
Lara.headXrot = Lara.headXrot / -8 + Lara.headXrot;
else
Lara.headXrot = 0;
if (Lara.headYrot <= -ANGLE(2.0f) || Lara.headYrot >= ANGLE(2.0f))
Lara.headYrot = Lara.headYrot / -8 + Lara.headYrot;
else
Lara.headYrot = 0;
if (Lara.gunStatus != LG_HANDS_BUSY &&
!Lara.leftArm.lock &&
!Lara.rightArm.lock &&
Lara.Vehicle == NO_ITEM)
{
Lara.torsoYrot = Lara.headYrot;
Lara.torsoXrot = Lara.headXrot;
}
else
{
if (!Lara.headXrot)
Lara.torsoXrot = 0;
if (!Lara.headYrot)
Lara.torsoYrot = 0;
}
}
}
void RumbleScreen()
{
if (!(GlobalCounter & 0x1FF))
SoundEffect(SFX_TR5_KLAXON, 0, 4104);
if (RumbleTimer >= 0)
RumbleTimer++;
if (RumbleTimer > 450)
{
if (!(GetRandomControl() & 0x1FF))
{
RumbleCounter = 0;
RumbleTimer = -32 - (GetRandomControl() & 0x1F);
return;
}
}
if (RumbleTimer < 0)
{
if (RumbleCounter >= abs(RumbleTimer))
{
Camera.bounce = -(GetRandomControl() % abs(RumbleTimer));
RumbleTimer++;
}
else
{
RumbleCounter++;
Camera.bounce = -(GetRandomControl() % RumbleCounter);
}
}
}