TombEngine/TR5Main/Objects/trap.cpp

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#include "objects.h"
#include "..\Global\global.h"
#include "..\Game\Box.h"
#include "..\Game\items.h"
#include "..\Game\lot.h"
#include "..\Game\control.h"
#include "..\Game\effects.h"
#include "..\Game\draw.h"
#include "..\Game\sphere.h"
void __cdecl FourBladesControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (!TriggerActive(item))
{
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[0] = 0;
}
else
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if (frameNumber <= 5 || frameNumber >= 58 || frameNumber >= 8 && frameNumber <= 54)
item->itemFlags[0] = 0;
else
{
if (frameNumber >= 6 && frameNumber <= 7)
{
item->itemFlags[3] = 20;
item->itemFlags[0] = 30;
}
else
{
if (frameNumber >= 55 && frameNumber <= 57)
{
item->itemFlags[3] = 200;
item->itemFlags[0] = 30;
}
}
}
AnimateItem(item);
}
}
void __cdecl BirdBladeControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[3] = 100;
if (!TriggerActive(item))
{
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[0] = 0;
}
else
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if (frameNumber <= 14 || frameNumber >= 31)
item->itemFlags[0] = 0;
else
item->itemFlags[0] = 6;
AnimateItem(item);
}
}
void __cdecl CatwalkBlaldeControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (!TriggerActive(item))
{
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[0] = 0;
}
else
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if (item->frameNumber == Anims[item->animNumber].frameEnd || frameNumber < 38)
item->itemFlags[3] = 0;
else
item->itemFlags[3] = 100;
AnimateItem(item);
}
}
void __cdecl PlinthBladeControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (!TriggerActive(item))
{
item->frameNumber = Anims[item->animNumber].frameBase;
}
else
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if (item->frameNumber == Anims[item->animNumber].frameEnd)
item->itemFlags[3] = 0;
else
item->itemFlags[3] = 200;
AnimateItem(item);
}
}
void __cdecl InitialiseSethBlade(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->animNumber = Objects[ID_SETH_BLADE].animIndex + 1;
item->goalAnimState = 2;
item->currentAnimState = 2;
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[2] = abs(item->triggerFlags);
}
void __cdecl SethBladeControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[0] = 0;
if (TriggerActive(item))
{
if (item->currentAnimState == 2)
{
if (item->itemFlags[2] > 1)
{
item->itemFlags[2]--;
}
else if (item->itemFlags[2] == 1)
{
item->goalAnimState = 1;
item->itemFlags[2] = 0;
}
else if (!item->itemFlags[2])
{
if (item->triggerFlags > 0)
{
item->itemFlags[2] = item->triggerFlags;
}
}
}
else
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if (item->frameNumber != Anims[item->animNumber].frameBase && frameNumber <= 6)
{
item->itemFlags[0] = -1;
item->itemFlags[3] = 1000;
}
else if (frameNumber >= 7 && frameNumber <= 15)
{
item->itemFlags[0] = 448;
item->itemFlags[3] = 1000;
}
else
{
item->itemFlags[0] = 0;
item->itemFlags[3] = 1000;
}
}
AnimateItem(item);
}
}
void __cdecl ChainControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (item->triggerFlags)
{
item->itemFlags[2] = 1;
item->itemFlags[3] = 75;
if (TriggerActive(item))
{
item->itemFlags[0] = 30846;
AnimateItem(item);
return;
}
}
else
{
item->itemFlags[3] = 25;
if (TriggerActive(item))
{
item->itemFlags[0] = 1920;
AnimateItem(item);
return;
}
}
item->itemFlags[0] = 0;
}
void __cdecl PloughControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[3] = 50;
if (TriggerActive(item))
{
item->itemFlags[0] = 258048;
AnimateItem(item);
}
else
{
item->itemFlags[0] = 0;
}
}
void __cdecl CogControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (TriggerActive(item))
{
item->status = ITEM_ACTIVE;
// *(_DWORD *)&item->gap4C[5526] = *(_DWORD *)&item->gap4C[5526] & 0xFFFFFFFB | 2;
AnimateItem(item);
if (item->triggerFlags == 666)
{
PHD_VECTOR pos;
GetJointAbsPosition(item, &pos, 0);
SoundEffect(65, (PHD_3DPOS *)&pos, 0);
if (item->frameNumber == Anims[item->animNumber].frameEnd)
item->flags &= 0xC1;
}
}
else if (item->triggerFlags == 2)
{
item->status |= ITEM_INVISIBLE;
}
}
void __cdecl SpikeballControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
if (TriggerActive(item))
{
__int16 frameNumber = item->frameNumber - Anims[item->animNumber].frameBase;
if ((frameNumber <= 14 || frameNumber >= 24) && (frameNumber < 138 || frameNumber > 140))
{
if (frameNumber < 141)
item->itemFlags[0] = 0;
else
{
item->itemFlags[3] = 50;
item->itemFlags[0] = 0x7FF800;
}
}
else
{
item->itemFlags[3] = 150;
item->itemFlags[0] = 0x7FF800;
}
AnimateItem(item);
}
else
{
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[0] = 0;
}
}
void __cdecl StargateControl(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
item->itemFlags[3] = 50;
if (TriggerActive(item))
{
SoundEffect(23, &item->pos, 0);
item->itemFlags[0] = 57521664;
AnimateItem(item);
}
else
item->itemFlags[0] = 0;
}
void __cdecl ControlSpikeWall(__int16 itemNum)
{
ITEM_INFO* item = &Items[itemNum];
/* Move wall */
if (TriggerActive(item) && item->status != ITEM_DEACTIVATED)
{
__int32 x = item->pos.xPos + SIN(item->pos.yRot) >> WALL_SHIFT;
__int32 z = item->pos.zPos + COS(item->pos.yRot) >> WALL_SHIFT;
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
if (GetFloorHeight(floor, x, item->pos.yPos, z) != item->pos.yPos)
{
item->status = ITEM_DEACTIVATED;
StopSoundEffect(147);
}
else
{
item->pos.xPos = x;
item->pos.zPos = z;
if (roomNumber != item->roomNumber)
ItemNewRoom(itemNum, roomNumber);
SoundEffect(147, &item->pos, 0);
}
}
if (item->touchBits)
{
LaraItem->hitPoints -= 15;
LaraItem->hitStatus = true;
DoLotsOfBlood(LaraItem->pos.xPos, LaraItem->pos.yPos - 512, LaraItem->pos.zPos, 4, item->pos.yRot, LaraItem->roomNumber, 3);
item->touchBits = 0;
SoundEffect(56, &item->pos, 0);
}
}
void __cdecl InitialiseSpinningBlade(__int16 item_number)
{
ITEM_INFO* item = &Items[item_number];
item->animNumber = Objects[item->objectNumber].animIndex + 3;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 1;
}
void __cdecl SpinningBlade(__int16 item_number)
{
bool spinning = false;
ITEM_INFO* item = &Items[item_number];
if (item->currentAnimState == 2)
{
if (item->goalAnimState != 1)
{
__int32 x = item->pos.xPos + (WALL_SIZE * 3 / 2 * SIN(item->pos.yRot) >> W2V_SHIFT);
__int32 z = item->pos.zPos + (WALL_SIZE * 3 / 2 * COS(item->pos.yRot) >> W2V_SHIFT);
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(x, item->pos.yPos, z, &roomNumber);
__int32 height = GetFloorHeight(floor, x, item->pos.yPos, z);
if (height == NO_HEIGHT)
item->goalAnimState = 1;
}
spinning = true;
if (item->touchBits)
{
LaraItem->hitStatus = true;
LaraItem->hitPoints -= 100;
DoLotsOfBlood(LaraItem->pos.xPos, LaraItem->pos.yPos - STEP_SIZE * 2, LaraItem->pos.zPos, (__int16)(item->speed * 2), LaraItem->pos.yRot, LaraItem->roomNumber, 2);
}
SoundEffect(231, &item->pos, 0);
}
else
{
if (TriggerActive(item))
item->goalAnimState = 2;
spinning = false;
}
AnimateItem(item);
__int16 roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
item->floor = item->pos.yPos = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (roomNumber != item->roomNumber)
ItemNewRoom(item_number, roomNumber);
if (spinning && item->currentAnimState == 1)
item->pos.yRot += -ANGLE(180);
}
void __cdecl InitialiseKillerStatue(__int16 item_number)
{
ITEM_INFO* item = &Items[item_number];
item->animNumber = Objects[item->objectNumber].animIndex + 3;
item->frameNumber = Anims[item->animNumber].frameBase;
item->currentAnimState = 1;
}
void __cdecl KillerStatueControl(__int16 item_number)
{
ITEM_INFO *item;
__int32 x, y, z;
__int16 d;
item = &Items[item_number];
if (TriggerActive(item) && item->currentAnimState == 1)
item->goalAnimState = 2;
else
item->goalAnimState = 1;
if ((item->touchBits & 0x80) && item->currentAnimState == 2)
{
LaraItem->hitStatus = 1;
LaraItem->hitPoints -= 20;
__int32 x = LaraItem->pos.xPos + (GetRandomControl() - 16384) / 256;
__int32 z = LaraItem->pos.zPos + (GetRandomControl() - 16384) / 256;
__int32 y = LaraItem->pos.yPos - GetRandomControl() / 44;
__int32 d = (GetRandomControl() - 16384) / 8 + LaraItem->pos.yRot;
DoBloodSplat(x, y, z, LaraItem->speed, d, LaraItem->roomNumber);
}
AnimateItem(item);
}
void __cdecl SpringBoardControl(__int16 item_number)
{
ITEM_INFO* item = &Items[item_number];
if (item->currentAnimState == 0 && LaraItem->pos.yPos == item->pos.yPos &&
(LaraItem->pos.xPos >> WALL_SHIFT) == (item->pos.xPos >> WALL_SHIFT) &&
(LaraItem->pos.zPos >> WALL_SHIFT) == (item->pos.zPos >> WALL_SHIFT))
{
if (LaraItem->hitPoints <= 0)
return;
if (LaraItem->currentAnimState == STATE_LARA_WALK_BACK || LaraItem->currentAnimState == STATE_LARA_RUN_BACK)
LaraItem->speed = -LaraItem->speed;
LaraItem->fallspeed = -240;
LaraItem->gravityStatus = true;
LaraItem->animNumber = ANIMATION_LARA_FREE_FALL_FORWARD;
LaraItem->frameNumber = GF2(ID_LARA, ANIMATION_LARA_FREE_FALL_FORWARD, 0);
LaraItem->currentAnimState = STATE_LARA_JUMP_FORWARD;
LaraItem->goalAnimState = STATE_LARA_JUMP_FORWARD;
item->goalAnimState = 1;
}
AnimateItem(item);
}