mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-12 21:47:03 +03:00
202 lines
4.8 KiB
C++
202 lines
4.8 KiB
C++
![]() |
#include "framework.h"
|
||
|
#include "tr4_wheel_of_fortune.h"
|
||
|
#include "sound.h"
|
||
|
#include "items.h"
|
||
|
#include "control.h"
|
||
|
#include "setup.h"
|
||
|
|
||
|
short SenetPiecesNumber[6];
|
||
|
char ActivePiece, SenetDisplacement, ActiveSenetPieces[6], SenetBoard[17];
|
||
|
int SenetTargetX, SenetTargetZ;
|
||
|
|
||
|
void InitialiseGameStix(short itemNumber)
|
||
|
{
|
||
|
ITEM_INFO* item;
|
||
|
|
||
|
item = &g_Level.Items[itemNumber];
|
||
|
item->triggerFlags = -1;
|
||
|
item->data = &item->itemFlags;
|
||
|
}
|
||
|
|
||
|
void GameStixControl(short itemNumber)
|
||
|
{
|
||
|
ITEM_INFO* item, *item2, *item3;
|
||
|
int i, number, x, z;
|
||
|
bool flag;
|
||
|
short piece, roomNumber;
|
||
|
|
||
|
item = &g_Level.Items[itemNumber];
|
||
|
if (item->triggerFlags > -1)
|
||
|
{
|
||
|
if (item->hitPoints == 100)
|
||
|
SoundEffect(SFX_TR4_SPINNING_PUZZLE, &item->pos, 0);
|
||
|
for (i = 0; i < 4; ++i)
|
||
|
{
|
||
|
if (item->hitPoints < 100 - 2 * i)
|
||
|
{
|
||
|
item->itemFlags[i] -= 128 * item->hitPoints;
|
||
|
if (item->hitPoints < 40 - 2 * i)
|
||
|
{
|
||
|
if (abs(item->itemFlags[i]) < 4096 && item->triggerFlags & 1 << i)
|
||
|
{
|
||
|
item->itemFlags[i] = 0;
|
||
|
}
|
||
|
else if ((item->itemFlags[i] > 28672 || item->itemFlags[i] < -28672) && !(item->triggerFlags & 1 << i))
|
||
|
{
|
||
|
item->itemFlags[i] = -32768;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
--item->hitPoints;
|
||
|
if (!item->hitPoints)
|
||
|
{
|
||
|
for (i = 0; i < 3; ++i)
|
||
|
g_Level.Items[SenetPiecesNumber[i]].triggerFlags = 0;
|
||
|
item->triggerFlags = -1;
|
||
|
if (ActivePiece == -1 && !SenetDisplacement)
|
||
|
{
|
||
|
RemoveActiveItem(itemNumber);
|
||
|
item->status = ITEM_NOT_ACTIVE;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else if (ActivePiece > -1)
|
||
|
{
|
||
|
number = ActivePiece >= 3 ? 2 : 1;
|
||
|
item2 = &g_Level.Items[SenetPiecesNumber[ActivePiece]];
|
||
|
item2->flags |= 32;
|
||
|
item2->afterDeath = 48;
|
||
|
piece = ActiveSenetPieces[ActivePiece];
|
||
|
if (piece == -1 || piece >= 5)
|
||
|
{
|
||
|
if (piece == -1)
|
||
|
piece = 16;
|
||
|
x = SenetTargetX + SECTOR(1);
|
||
|
z = SenetTargetZ + SECTOR(piece - 5);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
x = SenetTargetX + SECTOR(2 * number - 2);
|
||
|
z = SenetTargetZ + SECTOR(4 - piece);
|
||
|
}
|
||
|
if (abs(x - item2->pos.xPos) < 128)
|
||
|
{
|
||
|
item2->pos.xPos = x;
|
||
|
}
|
||
|
else if (x > item2->pos.xPos)
|
||
|
{
|
||
|
item2->pos.xPos += 128;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
item2->pos.xPos -= 128;
|
||
|
}
|
||
|
if (abs(z - item2->pos.zPos) < 128)
|
||
|
{
|
||
|
item2->pos.zPos = z;
|
||
|
}
|
||
|
else if (z > item2->pos.zPos)
|
||
|
{
|
||
|
item2->pos.zPos += 128;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
item2->pos.zPos -= 128;
|
||
|
}
|
||
|
roomNumber = item2->roomNumber;
|
||
|
GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
|
||
|
if (item2->roomNumber != roomNumber)
|
||
|
ItemNewRoom(SenetPiecesNumber[ActivePiece], roomNumber);
|
||
|
if (x != item2->pos.xPos || z != item2->pos.zPos)
|
||
|
{
|
||
|
item2->afterDeath = 0;
|
||
|
if (piece == 16)
|
||
|
{
|
||
|
if (number == 1)
|
||
|
{
|
||
|
_0x0041CE70(item2, 0x6060E0, -32);
|
||
|
_0x0041CE70(item2, 0x6060E0, 48);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
_0x0041CE70(item2, 0xFF8020, -32);
|
||
|
_0x0041CE70(item2, 0xFF8020, 48);
|
||
|
}
|
||
|
KillItem(SenetPiecesNumber[ActivePiece]);
|
||
|
if (CheckSenetWinner(number))
|
||
|
{
|
||
|
for (i = 0; i < g_Level.NumItems; ++i)
|
||
|
{
|
||
|
item3 = &g_Level.Items[i];
|
||
|
if (item3->objectNumber >= ID_GAME_PIECE1 && item3->objectNumber <= ID_GAME_PIECE3 || item3->objectNumber == ID_ENEMY_PIECE || item3->objectNumber == ID_WHEEL_OF_FORTUNE)
|
||
|
{
|
||
|
item3->flags |= IFLAG_INVISIBLE | IFLAG_ACTIVATION_MASK;
|
||
|
RemoveActiveItem(i);
|
||
|
item3->status = ITEM_NOT_ACTIVE;
|
||
|
item3->afterDeath = 1;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (i = 0; i < 6; ++i)
|
||
|
{
|
||
|
if (ActivePiece != i)
|
||
|
{
|
||
|
item2 = &g_Level.Items[SenetPiecesNumber[i]];
|
||
|
if (x == item2->pos.xPos && z == item2->pos.zPos)
|
||
|
{
|
||
|
_0x0041CE70(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
|
||
|
item2->pos.xPos = SenetTargetX - SECTOR(4 * number) + SECTOR(7);
|
||
|
item2->pos.zPos = SenetTargetZ + SECTOR(i % 3);
|
||
|
roomNumber = item2->roomNumber;
|
||
|
GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
|
||
|
if (item2->roomNumber != roomNumber)
|
||
|
ItemNewRoom(SenetPiecesNumber[i], roomNumber);
|
||
|
_0x0041CE70(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
if (!SenetDisplacement)
|
||
|
{
|
||
|
RemoveActiveItem(itemNumber);
|
||
|
item2->status = ITEM_NOT_ACTIVE;
|
||
|
}
|
||
|
ActivePiece = -1;
|
||
|
}
|
||
|
}
|
||
|
else if (SenetDisplacement == -1)
|
||
|
{
|
||
|
_0x0040FAE0(item);
|
||
|
for (i = 3; i < 6; ++i)
|
||
|
{
|
||
|
MakeMove(i, SenetDisplacement);
|
||
|
if (SenetDisplacement == -1 || !SenetDisplacement)
|
||
|
break;
|
||
|
}
|
||
|
if (SenetDisplacement && SenetDisplacement != 6)
|
||
|
{
|
||
|
SenetDisplacement = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SenetDisplacement = -1;
|
||
|
}
|
||
|
}
|
||
|
else if (!SenetDisplacement)
|
||
|
{
|
||
|
_0x0040FAE0(item);
|
||
|
for (i = 0; i < 3; ++i)
|
||
|
{
|
||
|
flag = false;
|
||
|
if (ActiveSenetPieces[i] != -1 && SenetDisplacement && ActiveSenetPieces[i] + SenetDisplacement < 17 && !(SenetBoard[ActiveSenetPieces[i] + SenetDisplacement] & 1))
|
||
|
flag = true;
|
||
|
if (!flag)
|
||
|
SenetDisplacement = SenetDisplacement == 6 ? 0 : -1;
|
||
|
}
|
||
|
}
|
||
|
}
|