TombEngine/TR5Main/Game/door.cpp

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#include "door.h"
#include "items.h"
#include "lot.h"
#include "objects.h"
#include "collide.h"
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#include "Lara.h"
#include "inventory.h"
#include "draw.h"
#include "sphere.h"
#include "switch.h"
#include "misc.h"
PHD_VECTOR DoubleDoorPos = { 0, 0, 220 };
PHD_VECTOR PullDoorPos = { -201, 0, 322 };
PHD_VECTOR PushDoorPos = { 201, 0, -702 };
PHD_VECTOR KickDoorPos = { 0, 0, -917 };
PHD_VECTOR UnderwaterDoorPos = { -251, -540, -46 };
PHD_VECTOR CrowbarDoorPos = { -412, 0, 256 };
static short PushPullKickDoorBounds[12] =
{
0xFE80, 0x0180, 0x0000, 0x0000, 0xFC00, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0xF8E4, 0x071C
};
static short UnderwaterDoorBounds[12] =
{
0xFF00, 0x0100, 0xFC00, 0x0000, 0xFC00, 0x0000, 0xC720, 0x38E0, 0xC720, 0x38E0, 0xC720, 0x38E0
};
static short CrowbarDoorBounds[12] =
{
0xFE00, 0x0200, 0xFC00, 0x0000, 0x0000, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0, 0xC720, 0x38E0
};
int ClosedDoors[32];
byte LiftDoor;
extern byte SequenceUsed[6];
extern byte SequenceResults[3][3][3];
extern byte Sequences[3];
extern byte CurrentSequence;
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extern PHD_VECTOR OldPickupPos;
extern Inventory* g_Inventory;
void SequenceDoorControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
if (CurrentSequence == 3)
{
if (SequenceResults[Sequences[0]][Sequences[1]][Sequences[2]] == item->triggerFlags)
{
if (item->currentAnimState == 1)
item->goalAnimState = 1;
else
item->goalAnimState = 0;
TestTriggersAtXYZ(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, TRUE, 0);
}
CurrentSequence = 4;
}
if (item->currentAnimState == item->goalAnimState)
{
if (item->currentAnimState == 1)
{
if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = TRUE;
item->flags |= 0x3E;
}
}
else
{
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = FALSE;
item->flags &= 0xC1;
}
}
}
AnimateItem(item);
}
void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == STATE_LARA_UNDERWATER_STOP
&& !(item->status && item->gravityStatus)
&& Lara.waterStatus == LW_UNDERWATER
&& !Lara.gunStatus
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
l->pos.yRot ^= ANGLE(180);
if (TestLaraPosition(UnderwaterDoorBounds, item, l))
{
if (MoveLaraPosition(&UnderwaterDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_UNDERWATER_DOOR_OPEN;
l->frameNumber = GF(ANIMATION_LARA_UNDERWATER_DOOR_OPEN, 0);
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->fallspeed = 0;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
item->goalAnimState = STATE_LARA_RUN_FORWARD;
AnimateItem(item);
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
l->pos.yRot ^= ANGLE(180);
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= ANGLE(180);
}
}
else if (item->status == ITEM_ACTIVE)
{
ObjectCollision(itemNum, l, coll);
}
}
void DoubleDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == STATE_LARA_STOP
&& l->animNumber == ANIMATION_LARA_STAY_IDLE
&& !(item->status && item->gravityStatus)
&& !(l->hitStatus)
&& !Lara.gunStatus
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
item->pos.yRot ^= ANGLE(180);
if (TestLaraPosition(PushPullKickDoorBounds, item, l))
{
if (MoveLaraPosition(&DoubleDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_DOUBLEDOORS_PUSH;
l->frameNumber = GF(ANIMATION_LARA_DOUBLEDOORS_PUSH, 0);
l->currentAnimState = STATE_LARA_DOUBLEDOORS_PUSH;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
item->pos.yRot ^= ANGLE(180);
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot ^= ANGLE(180);
}
}
}
void PushPullKickDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == STATE_LARA_STOP
&& l->animNumber == ANIMATION_LARA_STAY_IDLE
&& item->status != ITEM_ACTIVE
&& !(l->hitStatus)
&& !Lara.gunStatus
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
bool applyRot = false;
if (l->roomNumber == item->roomNumber)
{
item->pos.yRot ^= ANGLE(180);
applyRot = true;
}
if (!TestLaraPosition(PushPullKickDoorBounds, item, l))
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
if (applyRot)
item->pos.yRot ^= ANGLE(180);
return;
}
if (applyRot)
{
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if (!MoveLaraPosition(&PullDoorPos, item, l))
{
Lara.generalPtr = (void*)itemNum;
item->pos.yRot ^= ANGLE(180);
return;
}
l->animNumber = ANIMATION_LARA_DOOR_OPEN_BACK;
l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_BACK, 0);
item->goalAnimState = 3;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->goalAnimState = STATE_LARA_STOP;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
if (applyRot)
item->pos.yRot ^= ANGLE(180);
return;
}
if (item->objectNumber >= ID_KICK_DOOR1)
{
if (MoveLaraPosition(&KickDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_DOOR_KICK;
l->frameNumber = GF(ANIMATION_LARA_DOOR_KICK, 0);
item->goalAnimState = 2;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->goalAnimState = STATE_LARA_STOP;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
if (applyRot)
item->pos.yRot ^= ANGLE(180);
return;
}
}
else if (item->objectNumber == ID_PUSHPULL_DOOR1 || item->objectNumber == ID_PUSHPULL_DOOR2)
{
if (MoveLaraPosition(&PushDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_DOOR_OPEN_FORWARD;
l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_FORWARD, 0);
item->goalAnimState = 2;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
l->currentAnimState = STATE_LARA_MISC_CONTROL;
l->goalAnimState = STATE_LARA_STOP;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
if (applyRot)
item->pos.yRot ^= ANGLE(180);
}
return;
}
Lara.generalPtr = (void*)itemNum;
return;
}
if (!item->currentAnimState)
DoorCollision(itemNum, l, coll);
}
void PushPullKickDoorControl(short itemNumber)
{
ITEM_INFO* item;
DOOR_DATA* door;
item = &Items[itemNumber];
door = (DOOR_DATA*)item->data;
if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = TRUE;
}
AnimateItem(item);
}
void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (item->triggerFlags == 2
&& item->status == ITEM_INACTIVE && !item->gravityStatus // CHECK
&& ((TrInput & IN_ACTION || g_Inventory->GetSelectedObject() == ID_CROWBAR_ITEM)
&& l->currentAnimState == STATE_LARA_STOP
&& l->animNumber == ANIMATION_LARA_STAY_IDLE
&& !l->hitStatus
&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum))
{
item->pos.yRot ^= ANGLE(180);
if (TestLaraPosition(CrowbarDoorBounds, item, l))
{
if (!Lara.isMoving)
{
if (g_Inventory->GetSelectedObject() == NO_ITEM)
{
if (g_Inventory->IsObjectPresentInInventory(ID_CROWBAR_ITEM))
{
g_Inventory->SetEnterObject(ID_CROWBAR_ITEM);
item->pos.yRot ^= ANGLE(180);
}
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
{
OldPickupPos.x = l->pos.xPos;
OldPickupPos.y = l->pos.yPos;
OldPickupPos.z = l->pos.zPos;
SayNo();
}
item->pos.yRot ^= ANGLE(180);
}
return;
}
if (g_Inventory->GetSelectedObject() != ID_CROWBAR_ITEM)
{
item->pos.yRot ^= ANGLE(180);
return;
}
}
g_Inventory->SetSelectedObject(NO_ITEM);
if (MoveLaraPosition(&CrowbarDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_DOOR_OPEN_CROWBAR;
l->frameNumber = GF(ANIMATION_LARA_DOOR_OPEN_CROWBAR, 0);
l->currentAnimState = STATE_LARA_MISC_CONTROL;
item->pos.yRot ^= ANGLE(180);
AddActiveItem(itemNum);
item->flags |= IFLAG_ACTIVATION_MASK;
item->status = ITEM_ACTIVE;
item->goalAnimState = STATE_LARA_RUN_FORWARD;
Lara.isMoving = 0;
Lara.gunStatus = LG_HANDS_BUSY;
return;
}
Lara.generalPtr = (void*)itemNum;
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = 0;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot ^= ANGLE(180);
}
if (TestBoundsCollide(item, l, coll->radius))
{
if (TestCollision(item, l))
{
if (coll->enableBaddiePush)
{
if (!(item->objectNumber >= ID_LIFT_DOORS1 && item->objectNumber <= ID_LIFT_DOORS2) || item->itemFlags[0])
{
ItemPushLara(item, l, coll, FALSE, TRUE);
}
}
}
}
}
void DoorControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
if (item->triggerFlags == 1)
{
if (item->itemFlags[0])
{
short* bounds = GetBoundsAccurate(item);
--item->itemFlags[0];
item->pos.yPos -= 12;
int y = bounds[2] + item->itemFlags[2] - STEP_SIZE;
if (item->pos.yPos < y)
{
item->pos.yPos = y;
item->itemFlags[0] = 0;
}
if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = TRUE;
}
}
else
{
if (item->pos.yPos < item->itemFlags[2])
item->pos.yPos += 2;
if (item->pos.yPos >= item->itemFlags[2])
{
item->pos.yPos = item->itemFlags[2];
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = FALSE;
}
}
}
return;
}
if (item->objectNumber < ID_LIFT_DOORS1 || item->objectNumber > ID_LIFT_DOORS2)
{
if (TriggerActive(item))
{
if (!item->currentAnimState)
{
item->goalAnimState = 1;
AnimateItem(item);
return;
}
if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = TRUE;
}
/*if (item->frameNumber == Anims[item->animNumber].frameEnd)
{
if (gfCurrentLevel == 11)
{
v9 = item->object_number;
if (v9 != 302 && v9 != 304)
{
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LOBYTE(v5) = AnimateItem((int)item);
return v5;
}
LABEL_40:
v10 = item->_bf15ea;
LOBYTE(v10) = v10 | 6;
item->_bf15ea = v10;
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LOBYTE(v5) = AnimateItem((int)item);
return v5;
}
if (gfCurrentLevel >= 0xCu && gfCurrentLevel <= 0xEu && item->object_number == 300)
goto LABEL_40;
}*/
}
else
{
item->status = ITEM_ACTIVE;
if (item->currentAnimState == 1)
{
item->goalAnimState = 0;
AnimateItem(item);
return;
}
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = false;
}
}
AnimateItem(item);
return;
}
if (!TriggerActive(item))
{
if (item->itemFlags[0] >= SECTOR(4))
{
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = FALSE;
}
}
else
{
if (!item->itemFlags[0])
SoundEffect(SFX_LIFT_DOORS, &item->pos, 0);
item->itemFlags[0] += STEP_SIZE;
}
}
else
{
if (item->itemFlags[0] > 0)
{
if (item->itemFlags[0] == SECTOR(4))
SoundEffect(SFX_LIFT_DOORS, &item->pos, 0);
item->itemFlags[0] -= STEP_SIZE;
}
if (!door->opened)
{
DontUnlockBox = TRUE;
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
DontUnlockBox = FALSE;
door->opened = TRUE;
}
}
}
void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;
if (floor)
{
memcpy(doorPos->floor, &doorPos->data, sizeof(FLOOR_INFO));
short boxIndex = doorPos->block;
if (boxIndex != NO_BOX)
{
if (!DontUnlockBox)
Boxes[boxIndex].overlapIndex &= ~BLOCKED;
for (int i = 0; i < NUM_SLOTS; i++)
{
BaddieSlots[i].LOT.targetBox = NO_BOX;
}
}
}
if (dd->dptr1)
{
short n = dd->dn1 < 0 ? -1 : 1;
if (dd->dn1 & 1)
{
dd->dptr1[0] = n;
}
else if (dd->dn1 & 2)
{
dd->dptr1[1] = n;
}
else
{
dd->dptr1[2] = n;
}
n = dd->dn3 < 0 ? -1 : 1;
if (dd->dn3 & 1)
{
dd->dptr3[0] = n;
}
else if (dd->dn3 & 2)
{
dd->dptr3[1] = n;
}
else
{
dd->dptr3[2] = n;
}
if (dd->dptr2)
{
n = dd->dn2 < 0 ? -1 : 1;
if (dd->dn2 & 1)
{
dd->dptr2[0] = n;
}
else if (dd->dn2 & 2)
{
dd->dptr2[1] = n;
}
else
{
dd->dptr2[2] = n;
}
}
if (dd->dptr4)
{
n = dd->dn4 < 0 ? -1 : 1;
if (dd->dn4 & 1)
{
dd->dptr4[0] = n;
}
else if (dd->dn4 & 2)
{
dd->dptr4[1] = n;
}
else
{
dd->dptr4[2] = n;
}
}
}
}
void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;
if (floor)
{
floor->box = NO_BOX;
floor->ceiling = -127;
floor->floor = -127;
floor->index = 0;
floor->skyRoom = NO_ROOM;
floor->pitRoom = NO_ROOM;
short boxIndex = doorPos->block;
if (boxIndex != NO_BOX)
{
Boxes[boxIndex].overlapIndex |= BLOCKED;
for (int i = 0; i < NUM_SLOTS; i++)
{
BaddieSlots[i].LOT.targetBox = NO_BOX;
}
}
}
if (dd->dptr1)
{
dd->dptr1[0] = 0;
dd->dptr1[1] = 0;
dd->dptr1[2] = 0;
dd->dptr3[0] = 0;
dd->dptr3[1] = 0;
dd->dptr3[2] = 0;
if (dd->dptr2)
{
dd->dptr2[0] = 0;
dd->dptr2[1] = 0;
dd->dptr2[2] = 0;
}
if (dd->dptr4)
{
dd->dptr4[0] = 0;
dd->dptr4[1] = 0;
dd->dptr4[2] = 0;
}
}
}
void InitialiseDoor(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->objectNumber == ID_SEQUENCE_DOOR1)
item->flags &= 0xBFFFu;
if (item->objectNumber == ID_LIFT_DOORS1 || item->objectNumber == ID_LIFT_DOORS2)
item->itemFlags[0] = 4096;
DOOR_DATA * door = (DOOR_DATA*)GameMalloc(sizeof(DOOR_DATA));
item->data = door;
door->opened = false;
door->dptr1 = NULL;
door->dptr2 = NULL;
door->dptr3 = NULL;
door->dptr4 = NULL;
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int dz, dx;
ROOM_INFO* r;
ROOM_INFO* b;
short boxNumber, twoRoom, roomNumber;
dz = dx = 0;
if (item->pos.yRot == 0)
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dz--;
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else if (item->pos.yRot == -0x8000)
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dz++;
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else if (item->pos.yRot == 0x4000)
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dx--;
else
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dx++;
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r = &Rooms[item->roomNumber];
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door->d1.floor = &r->floor[(((item->pos.zPos - r->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - r->x) >> WALL_SHIFT) + dx) * r->xSize];
roomNumber = GetDoor(door->d1.floor);
if (roomNumber == NO_ROOM)
boxNumber = door->d1.floor->box;
else
{
b = &Rooms[roomNumber];
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boxNumber = b->floor[(((item->pos.zPos - b->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - b->x) >> WALL_SHIFT) + dx) * b->xSize].box;
}
door->d1.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX;
memcpy(&door->d1.data, door->d1.floor, sizeof(FLOOR_INFO));
if (r->flippedRoom != -1)
{
r = &Rooms[r->flippedRoom];
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door->d1flip.floor = &r->floor[(((item->pos.zPos - r->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - r->x) >> WALL_SHIFT) + dx) * r->xSize];
roomNumber = GetDoor(door->d1flip.floor);
if (roomNumber == NO_ROOM)
boxNumber = door->d1flip.floor->box;
else
{
b = &Rooms[roomNumber];
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boxNumber = b->floor[(((item->pos.zPos - b->z) >> WALL_SHIFT) + dz) + (((item->pos.xPos - b->x) >> WALL_SHIFT) + dx) * b->xSize].box;
}
door->d1flip.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX;
memcpy(&door->d1flip.data, door->d1flip.floor, sizeof(FLOOR_INFO));
}
else
door->d1flip.floor = NULL;
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twoRoom = GetDoor(door->d1.floor);
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d1flip, door);
if (twoRoom == NO_ROOM)
{
door->d2.floor = NULL;
door->d2flip.floor = NULL;
}
else
{
r = &Rooms[twoRoom];
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door->d2.floor = &r->floor[((item->pos.zPos - r->z) >> WALL_SHIFT) + ((item->pos.xPos - r->x) >> WALL_SHIFT) * r->xSize];
roomNumber = GetDoor(door->d2.floor);
if (roomNumber == NO_ROOM)
boxNumber = door->d2.floor->box;
else
{
b = &Rooms[roomNumber];
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boxNumber = b->floor[((item->pos.zPos - b->z) >> WALL_SHIFT) + ((item->pos.xPos - b->x) >> WALL_SHIFT) * b->xSize].box;
}
door->d2.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX;
memcpy(&door->d2.data, door->d2.floor, sizeof(FLOOR_INFO));
if (r->flippedRoom != -1)
{
r = &Rooms[r->flippedRoom];
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door->d2flip.floor = &r->floor[((item->pos.zPos - r->z) >> WALL_SHIFT) + ((item->pos.xPos - r->x) >> WALL_SHIFT) * r->xSize];
roomNumber = GetDoor(door->d2flip.floor);
if (roomNumber == NO_ROOM)
boxNumber = door->d2flip.floor->box;
else
{
b = &Rooms[roomNumber];
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boxNumber = b->floor[((item->pos.zPos - b->z) >> WALL_SHIFT) + ((item->pos.xPos - b->x) >> WALL_SHIFT) * b->xSize].box;
}
door->d2flip.block = (Boxes[boxNumber].overlapIndex & BLOCKABLE) ? boxNumber : NO_BOX;
memcpy(&door->d2flip.data, door->d2flip.floor, sizeof(FLOOR_INFO));
}
else
door->d2flip.floor = NULL;
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d2flip, door);
roomNumber = item->roomNumber;
ItemNewRoom(itemNumber, twoRoom);
item->roomNumber = roomNumber;
item->InDrawRoom = true;
}
// TODO: we'll rewrite this maybe
/*if (item->objectNumber >= ID_LIFT_DOORS1 && item->objectNumber <= ID_LIFT_DOORS2)
{
sub_401BB8(v4, item, twoRoom, v54, v53);
v49 = *(v4 + 58);
*v49 = 0;
v49[1] = 0;
v49[2] = 0;
v50 = *(v4 + 66);
*v50 = 0;
v50[1] = 0;
v50[2] = 0;
if (Rooms[item->roomNumber].flippedRoom != -1)
{
v51 = *(v4 + 62);
if (!v51)
MEMORY[1] = 1;
*v51 = 0;
v51[1] = 0;
v51[2] = 0;
}
if (Rooms[*&item->pad2[4]].flippedRoom != -1)
{
v52 = *(v4 + 70);
if (!v52)
MEMORY[1] = 1;
*v52 = 0;
v52[1] = 0;
v52[2] = 0;
}
*(v4 + 78) = item;
result = sub_401CF8(item);
}*/
}
void Inject_Door()
{
INJECT(0x00429EC0, SequenceDoorControl);
INJECT(0x00429CF0, UnderwaterDoorCollision);
INJECT(0x00429B30, DoubleDoorCollision);
INJECT(0x004298D0, PushPullKickDoorCollision);
INJECT(0x00429840, PushPullKickDoorControl);
INJECT(0x00429550, DoorCollision);
INJECT(0x00429140, DoorControl);
INJECT(0x00428FD0, OpenThatDoor);
INJECT(0x00428EF0, ShutThatDoor);
}