TombEngine/TombEngine/Objects/Generic/Object/burning_torch.cpp

385 lines
12 KiB
C++

#include "framework.h"
#include "Objects/Generic/Object/burning_torch.h"
#include "Game/Lara/lara_flare.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara.h"
#include "Game/animation.h"
#include "Game/items.h"
#include "Specific/level.h"
#include "Specific/input.h"
#include "Sound/sound.h"
#include "Objects/Effects/flame_emitters.h"
#include "Game/effects/effects.h"
#include "Specific/setup.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/control/los.h"
#include "Renderer/Renderer11Enums.h"
using namespace TEN::Input;
using namespace TEN::Entities::Effects;
namespace TEN::Entities::Generic
{
void TriggerTorchFlame(char fxObject, char node)
{
auto* spark = GetFreeParticle();
spark->on = true;
spark->sR = 255;
spark->sB = 48;
spark->sG = (GetRandomControl() & 0x1F) + 48;
spark->dR = (GetRandomControl() & 0x3F) - 64;
spark->dB = 32;
spark->dG = (GetRandomControl() & 0x3F) + -128;
spark->fadeToBlack = 8;
spark->colFadeSpeed = (GetRandomControl() & 3) + 12;
spark->blendMode = BLEND_MODES::BLENDMODE_ADDITIVE;
spark->life = spark->sLife = (GetRandomControl() & 7) + 24;
spark->x = (GetRandomControl() & 0xF) - 8;
spark->y = 0;
spark->z = (GetRandomControl() & 0xF) - 8;
spark->xVel = (GetRandomControl() & 0xFF) - 128;
spark->yVel = -16 - (GetRandomControl() & 0xF);
spark->zVel = (GetRandomControl() & 0xFF) - 128;
spark->friction = 5;
spark->flags = SP_NODEATTACH | SP_EXPDEF | SP_ITEM | SP_ROTATE | SP_DEF | SP_SCALE;
spark->rotAng = GetRandomControl() & 0xFFF;
if (GetRandomControl() & 1)
spark->rotAdd = -16 - (GetRandomControl() & 0xF);
else
spark->rotAdd = (GetRandomControl() & 0xF) + 16;
spark->gravity = -16 - (GetRandomControl() & 0x1F);
spark->nodeNumber = node;
spark->maxYvel = -16 - (GetRandomControl() & 7);
spark->fxObj = fxObject;
spark->scalar = 1;
spark->sSize = spark->size = (GetRandomControl() & 0x1F) + 80;
spark->dSize = spark->size / 8;
}
void DoFlameTorch()
{
const int holdAnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
const int throwAnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 1;
const int dropAnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex + 2;
auto* laraItem = LaraItem;
auto* lara = GetLaraInfo(laraItem);
if (lara->Torch.State == TorchState::Holding)
{
if (lara->Control.Weapon.RequestGunType != lara->Control.Weapon.GunType)
{
lara->LeftArm.Locked = true;
lara->LeftArm.FrameNumber = 31;
lara->LeftArm.AnimNumber = dropAnimNumber;
lara->Torch.State = TorchState::Dropping;
}
else if (TrInput & IN_DRAW &&
!laraItem->Animation.IsAirborne &&
laraItem->Animation.Velocity.y == 0.0f &&
laraItem->Animation.ActiveState != LS_JUMP_PREPARE &&
laraItem->Animation.ActiveState != LS_JUMP_UP &&
laraItem->Animation.ActiveState != LS_JUMP_FORWARD &&
laraItem->Animation.ActiveState != LS_JUMP_BACK &&
laraItem->Animation.ActiveState != LS_JUMP_LEFT &&
laraItem->Animation.ActiveState != LS_JUMP_RIGHT ||
lara->Control.WaterStatus == WaterStatus::Underwater)
{
lara->LeftArm.Locked = true;
lara->LeftArm.FrameNumber = 1;
lara->LeftArm.AnimNumber = throwAnimNumber;
lara->Torch.State = TorchState::Throwing;
if (lara->Control.WaterStatus == WaterStatus::Underwater)
lara->Torch.IsLit = false;
}
}
else if (lara->Torch.State == TorchState::Throwing)
{
if (lara->LeftArm.FrameNumber < 12 && laraItem->Animation.IsAirborne)
{
lara->LeftArm.Locked = false;
lara->LeftArm.FrameNumber = 0;
lara->LeftArm.AnimNumber = holdAnimNumber;
lara->Torch.State = TorchState::Holding;
}
else
{
lara->LeftArm.FrameNumber++;
if (lara->LeftArm.FrameNumber == 27)
{
lara->Torch.IsLit = false;
lara->Flare.ControlLeft = false;
lara->LeftArm.Locked = false;
lara->Torch.State = TorchState::Holding;
lara->Control.Weapon.GunType = lara->Control.Weapon.LastGunType;
lara->Control.Weapon.RequestGunType = LaraWeaponType::None;
lara->Control.HandStatus = HandStatus::Free;
}
else if (lara->LeftArm.FrameNumber == 12)
{
lara->MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
CreateFlare(laraItem, ID_BURNING_TORCH_ITEM, true);
}
}
}
else if (lara->Torch.State == TorchState::Dropping)
{
lara->LeftArm.FrameNumber++;
if (lara->LeftArm.FrameNumber == 41)
{
lara->Torch.IsLit = false;
lara->Flare.ControlLeft = false;
lara->LeftArm.Locked = false;
lara->Torch.State = TorchState::Holding;
lara->Control.Weapon.LastGunType = LaraWeaponType::None;
lara->Control.Weapon.GunType = LaraWeaponType::None;
lara->Control.HandStatus = HandStatus::Free;
}
else if (lara->LeftArm.FrameNumber == 36)
{
lara->MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
CreateFlare(laraItem, ID_BURNING_TORCH_ITEM, false);
}
}
else if (lara->Torch.State == TorchState::JustLit)
{
if (laraItem->Animation.ActiveState != LS_MISC_CONTROL)
{
lara->LeftArm.Locked = false;
lara->Torch.State = TorchState::Holding;
lara->LeftArm.FrameNumber = 0;
lara->Flare.ControlLeft = true;
lara->Torch.IsLit = laraItem->ItemFlags[3] & 1;
lara->LeftArm.AnimNumber = holdAnimNumber;
}
}
if (lara->Flare.ControlLeft)
lara->Control.HandStatus = HandStatus::WeaponReady;
lara->LeftArm.FrameBase = g_Level.Anims[lara->LeftArm.AnimNumber].framePtr;
if (lara->Torch.IsLit)
{
auto pos = GetJointPosition(laraItem, LM_LHAND, Vector3i(-32, 64, 256));
TriggerDynamicLight(pos.x, pos.y, pos.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(laraItem - g_Level.Items.data(), 0);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, (PoseData*)&pos);
}
}
void GetFlameTorch()
{
auto* laraItem = LaraItem;
auto* lara = GetLaraInfo(laraItem);
if (lara->Control.Weapon.GunType == LaraWeaponType::Flare)
CreateFlare(laraItem, ID_FLARE_ITEM, false);
lara->Control.HandStatus = HandStatus::WeaponReady;
lara->Control.Weapon.RequestGunType = LaraWeaponType::Torch;
lara->Control.Weapon.GunType = LaraWeaponType::Torch;
lara->Flare.ControlLeft = true;
lara->LeftArm.AnimNumber = Objects[ID_LARA_TORCH_ANIM].animIndex;
lara->LeftArm.Locked = false;
lara->LeftArm.FrameNumber = 0;
lara->LeftArm.FrameBase = g_Level.Anims[lara->LeftArm.AnimNumber].framePtr;
lara->MeshPtrs[LM_LHAND] = Objects[ID_LARA_TORCH_ANIM].meshIndex + LM_LHAND;
}
void TorchControl(short itemNumber)
{
auto* item = &g_Level.Items[itemNumber];
if (item->Animation.Velocity.y)
{
item->Pose.Orientation.x -= ANGLE(5.0f);
item->Pose.Orientation.z += ANGLE(5.0f);
}
else if (!item->Animation.Velocity.z)
{
item->Pose.Orientation.x = 0;
item->Pose.Orientation.z = 0;
}
auto velocity = Vector3i(
item->Animation.Velocity.z * phd_sin(item->Pose.Orientation.y),
item->Animation.Velocity.y,
item->Animation.Velocity.z * phd_cos(item->Pose.Orientation.y)
);
auto prevPos = item->Pose.Position;
item->Pose.Position += Vector3i(velocity.x, 0, velocity.z);
if (TestEnvironment(ENV_FLAG_WATER, item) ||
TestEnvironment(ENV_FLAG_SWAMP, item))
{
item->Animation.Velocity.y += (5 - item->Animation.Velocity.y) / 2;
item->Animation.Velocity.z += (5 - item->Animation.Velocity.z) / 2;
if (item->ItemFlags[3] != 0)
item->ItemFlags[3] = 0;
}
else
item->Animation.Velocity.y += 6;
item->Pose.Position.y += item->Animation.Velocity.y;
DoProjectileDynamics(itemNumber, prevPos.x, prevPos.y, prevPos.z, velocity.x, velocity.y, velocity.z);
// Collide with entities.
if (GetCollidedObjects(item, 0, true, CollidedItems, CollidedMeshes, true))
{
LaraCollision.Setup.EnableObjectPush = true;
if (CollidedItems[0])
{
if (!Objects[CollidedItems[0]->ObjectNumber].intelligent &&
CollidedItems[0]->ObjectNumber != ID_LARA)
{
ObjectCollision(CollidedItems[0] - g_Level.Items.data(), item, &LaraCollision);
}
}
else if (CollidedMeshes[0])
ItemPushStatic(item, CollidedMeshes[0], &LaraCollision);
item->Animation.Velocity.z = -int(item->Animation.Velocity.z / 1.5f);
}
if (item->ItemFlags[3])
{
TriggerDynamicLight(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, 12 - (GetRandomControl() & 1), (GetRandomControl() & 0x3F) + 192, (GetRandomControl() & 0x1F) + 96, 0);
if (!(Wibble & 7))
TriggerTorchFlame(itemNumber, 1);
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
}
}
void LaraTorch(Vector3i* origin, Vector3i* target, int rot, int color)
{
auto pos1 = GameVector(*origin, LaraItem->RoomNumber);
auto pos2 = GameVector(*target);
TriggerDynamicLight(pos1.x, pos1.y, pos1.z, 12, color, color, color >> 1);
if (!LOS(&pos1, &pos2))
{
int l = sqrt(pow(pos1.x - pos2.x, 2) + pow(pos1.y - pos2.y, 2) + pow(pos1.z - pos2.z, 2)) * CLICK(1);
if (l + 8 > 31)
l = 31;
if (color - l >= 0)
TriggerDynamicLight(pos2.x, pos2.y, pos2.z, l + 8, color - l, color - l, (color - l) * 2);
}
}
void FireCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
{
auto* torchItem = &g_Level.Items[itemNumber];
auto* lara = GetLaraInfo(laraItem);
if (!(TrInput & IN_ACTION) ||
laraItem->Animation.ActiveState != LS_IDLE ||
laraItem->Animation.AnimNumber != LA_STAND_IDLE ||
laraItem->Animation.IsAirborne ||
lara->Control.Weapon.GunType != LaraWeaponType::Torch ||
lara->Control.HandStatus != HandStatus::WeaponReady ||
lara->LeftArm.Locked ||
lara->Torch.IsLit == (torchItem->Status == ITEM_ACTIVE) ||
torchItem->Timer == -1)
{
if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
ObjectCollision(itemNumber, laraItem, coll);
}
else
{
short yOrient = torchItem->Pose.Orientation.y;
switch (torchItem->ObjectNumber)
{
case ID_FLAME_EMITTER:
FireBounds.boundingBox.X1 = -256;
FireBounds.boundingBox.X2 = 256;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 1024;
FireBounds.boundingBox.Z1 = -800;
FireBounds.boundingBox.Z2 = 800;
break;
case ID_FLAME_EMITTER2:
FireBounds.boundingBox.X1 = -256;
FireBounds.boundingBox.X2 = 256;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 1024;
FireBounds.boundingBox.Z1 = -600;
FireBounds.boundingBox.Z2 = 600;
break;
case ID_BURNING_ROOTS:
FireBounds.boundingBox.X1 = -384;
FireBounds.boundingBox.X2 = 384;
FireBounds.boundingBox.Y1 = 0;
FireBounds.boundingBox.Y2 = 2048;
FireBounds.boundingBox.Z1 = -384;
FireBounds.boundingBox.Z2 = 384;
break;
}
torchItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
if (TestLaraPosition(&FireBounds, torchItem, laraItem))
{
if (torchItem->ObjectNumber == ID_BURNING_ROOTS)
laraItem->Animation.AnimNumber = LA_TORCH_LIGHT_5;
else
{
int dy = abs(laraItem->Pose.Position.y - torchItem->Pose.Position.y);
laraItem->ItemFlags[3] = 1;
laraItem->Animation.AnimNumber = (dy >> 8) + LA_TORCH_LIGHT_1;
}
laraItem->Animation.ActiveState = LS_MISC_CONTROL;
laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
lara->Flare.ControlLeft = false;
lara->LeftArm.Locked = true;
lara->InteractedItem = itemNumber;
}
torchItem->Pose.Orientation.y = yOrient;
}
if (laraItem->Animation.ActiveState == LS_MISC_CONTROL &&
lara->InteractedItem == itemNumber &&
torchItem->Status != ITEM_ACTIVE)
{
if (laraItem->Animation.AnimNumber >= LA_TORCH_LIGHT_1 &&
laraItem->Animation.AnimNumber <= LA_TORCH_LIGHT_5)
{
if ((laraItem->Animation.FrameNumber - g_Level.Anims[laraItem->Animation.AnimNumber].frameBase) == 40)
{
TestTriggers(torchItem, true, torchItem->Flags & IFLAG_ACTIVATION_MASK);
torchItem->Flags |= 0x3E00;
torchItem->ItemFlags[3] = 0;
torchItem->Status = ITEM_ACTIVE;
AddActiveItem(itemNumber);
}
}
}
}
}