TombEngine/TR5Main/Game/items.cpp

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#include "framework.h"
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#include "Game/items.h"
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#include "Game/control/control.h"
#include "Game/collision/floordata.h"
#include "Game/effects/effects.h"
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#include "Game/Lara/lara.h"
#include "Specific/setup.h"
#include "Specific/level.h"
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using namespace TEN::Floordata;
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void ClearItem(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
ROOM_INFO* room = &g_Level.Rooms[item->RoomNumber];
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item->Collidable = true;
item->Data = nullptr;
item->StartPosition = item->Position;
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}
void KillItem(short itemNum)
{
if (InItemControlLoop)
{
ItemNewRooms[2 * ItemNewRoomNo] = itemNum | 0x8000;
ItemNewRoomNo++;
}
else// if (NextItemActive != NO_ITEM)
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{
ITEM_INFO* item = &g_Level.Items[itemNum];
DetatchSpark(itemNum, SP_ITEM);
item->Active = false;
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if (NextItemActive == itemNum)
{
NextItemActive = item->NextActive;
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}
else
{
short linknum;
for (linknum = NextItemActive; linknum != NO_ITEM; linknum = g_Level.Items[linknum].NextActive)
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{
if (g_Level.Items[linknum].NextActive == itemNum)
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{
g_Level.Items[linknum].NextActive = item->NextActive;
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break;
}
}
}
if (item->RoomNumber != NO_ROOM)
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{
if (g_Level.Rooms[item->RoomNumber].itemNumber == itemNum)
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{
g_Level.Rooms[item->RoomNumber].itemNumber = item->NextItem;
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}
else
{
short linknum;
for (linknum = g_Level.Rooms[item->RoomNumber].itemNumber; linknum != NO_ITEM; linknum = g_Level.Items[linknum].NextItem)
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{
if (g_Level.Items[linknum].NextItem == itemNum)
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{
g_Level.Items[linknum].NextItem = item->NextItem;
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break;
}
}
}
}
if (item == Lara.target)
Lara.target = NULL;
if (Objects[item->ObjectNumber].floor != nullptr)
UpdateBridgeItem(itemNum, true);
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if (itemNum >= g_Level.NumItems)
{
item->NextItem = NextItemFree;
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NextItemFree = itemNum;
}
else
{
item->Flags |= IFLAG_KILLED;
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}
}
}
void RemoveAllItemsInRoom(short roomNumber, short objectNumber)
{
ROOM_INFO* room = &g_Level.Rooms[roomNumber];
short currentItemNum = room->itemNumber;
while (currentItemNum != NO_ITEM)
{
ITEM_INFO* item = &g_Level.Items[currentItemNum];
if (item->ObjectNumber == objectNumber)
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{
RemoveActiveItem(currentItemNum);
item->Status = ITEM_NOT_ACTIVE;
item->Flags &= 0xC1;
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}
currentItemNum = item->NextItem;
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}
}
void AddActiveItem(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->Flags |= 0x20;
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if (Objects[item->ObjectNumber].control == NULL)
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{
item->Status = ITEM_NOT_ACTIVE;
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return;
}
if (!item->Active)
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{
item->Active = true;
item->NextActive = NextItemActive;
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NextItemActive = itemNumber;
}
}
void ItemNewRoom(short itemNumber, short roomNumber)
{
if (InItemControlLoop)
{
ItemNewRooms[2 * ItemNewRoomNo] = itemNumber;
ItemNewRooms[2 * ItemNewRoomNo + 1] = roomNumber;
ItemNewRoomNo++;
}
else
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->RoomNumber != NO_ROOM)
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{
ROOM_INFO* r = &g_Level.Rooms[item->RoomNumber];
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if (r->itemNumber == itemNumber)
{
r->itemNumber = item->NextItem;
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}
else
{
for (short linknum = r->itemNumber; linknum != -1; linknum = g_Level.Items[linknum].NextItem)
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{
if (g_Level.Items[linknum].NextItem == itemNumber)
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{
g_Level.Items[linknum].NextItem = item->NextItem;
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break;
}
}
}
}
item->RoomNumber = roomNumber;
item->NextItem = g_Level.Rooms[roomNumber].itemNumber;
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g_Level.Rooms[roomNumber].itemNumber = itemNumber;
}
}
void EffectNewRoom(short fxNumber, short roomNumber)
{
if (InItemControlLoop)
{
ItemNewRooms[2 * ItemNewRoomNo] = fxNumber;
ItemNewRooms[2 * ItemNewRoomNo + 1] = roomNumber;
ItemNewRoomNo++;
}
else
{
FX_INFO* fx = &EffectList[fxNumber];
ROOM_INFO* r = &g_Level.Rooms[fx->roomNumber];
if (r->fxNumber == fxNumber)
{
r->fxNumber = fx->nextFx;
}
else
{
short linknum;
for (linknum = r->fxNumber; linknum != -1; linknum = EffectList[linknum].nextFx)
{
if (EffectList[linknum].nextFx == fxNumber)
{
EffectList[linknum].nextFx = fx->nextFx;
break;
}
}
}
fx->roomNumber = roomNumber;
fx->nextFx = g_Level.Rooms[roomNumber].fxNumber;
g_Level.Rooms[roomNumber].fxNumber = fxNumber;
}
}
void KillEffect(short fxNumber)
{
if (InItemControlLoop)
{
ItemNewRooms[2 * ItemNewRoomNo] = fxNumber | 0x8000;
ItemNewRoomNo++;
}
else
{
FX_INFO* fx = &EffectList[fxNumber];
DetatchSpark(fxNumber, SP_FX);
if (NextFxActive == fxNumber)
{
NextFxActive = fx->nextActive;
}
else
{
for (short linknum = NextFxActive; linknum != NO_ITEM; linknum = EffectList[linknum].nextActive)
{
if (EffectList[linknum].nextActive == fxNumber)
{
EffectList[linknum].nextActive = fx->nextActive;
break;
}
}
}
if (g_Level.Rooms[fx->roomNumber].fxNumber == fxNumber)
{
g_Level.Rooms[fx->roomNumber].fxNumber = fx->nextFx;
}
else
{
for (short linknum = g_Level.Rooms[fx->roomNumber].fxNumber; linknum != NO_ITEM; linknum = EffectList[linknum].nextFx)
{
if (EffectList[linknum].nextFx == fxNumber)
{
EffectList[linknum].nextFx = fx->nextFx;
break;
}
}
}
fx->nextFx = NextFxFree;
NextFxFree = fxNumber;
}
}
short CreateNewEffect(short roomNum)
{
short fxNumber = NextFxFree;
if (NextFxFree != NO_ITEM)
{
FX_INFO* fx = &EffectList[NextFxFree];
NextFxFree = fx->nextFx;
ROOM_INFO* r = &g_Level.Rooms[roomNum];
fx->roomNumber = roomNum;
fx->nextFx = r->fxNumber;
r->fxNumber = fxNumber;
fx->nextActive = NextFxActive;
NextFxActive = fxNumber;
fx->shade = GRAY555;
}
return fxNumber;
}
void InitialiseFXArray(int allocmem)
{
FX_INFO* fx;
NextFxActive = NO_ITEM;
NextFxFree = 0;
for (int i = 0; i < NUM_EFFECTS; i++)
{
fx = &EffectList[i];
fx->nextFx = i + 1;
}
EffectList[NUM_EFFECTS - 1].nextFx = NO_ITEM;
}
void RemoveDrawnItem(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (g_Level.Rooms[item->RoomNumber].itemNumber == itemNum)
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{
g_Level.Rooms[item->RoomNumber].itemNumber = item->NextItem;
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}
else
{
for (short linknum = g_Level.Rooms[item->RoomNumber].itemNumber; linknum != NO_ITEM; linknum = g_Level.Items[linknum].NextItem)
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{
if (g_Level.Items[linknum].NextItem == itemNum)
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{
g_Level.Items[linknum].NextItem = item->NextItem;
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break;
}
}
}
}
void RemoveActiveItem(short itemNum)
{
if (g_Level.Items[itemNum].Active)
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{
g_Level.Items[itemNum].Active = false;
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if (NextItemActive == itemNum)
{
NextItemActive = g_Level.Items[itemNum].NextActive;
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}
else
{
for (short linknum = NextItemActive; linknum != NO_ITEM; linknum = g_Level.Items[linknum].NextActive)
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{
if (g_Level.Items[linknum].NextActive == itemNum)
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{
g_Level.Items[linknum].NextActive = g_Level.Items[itemNum].NextActive;
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break;
}
}
}
}
}
void InitialiseItem(short itemNum)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
item->AnimNumber = Objects[item->ObjectNumber].animIndex;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
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item->RequiredState = 0;
item->TargetState = g_Level.Anims[item->AnimNumber].ActiveState;
item->ActiveState = g_Level.Anims[item->AnimNumber].ActiveState;
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item->Position.zRot = 0;
item->Position.xRot = 0;
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item->VerticalVelocity = 0;
item->Velocity = 0;
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item->ItemFlags[3] = 0;
item->ItemFlags[2] = 0;
item->ItemFlags[1] = 0;
item->ItemFlags[0] = 0;
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item->Active = false;
item->Status = ITEM_NOT_ACTIVE;
item->Airborne = false;
item->HitStatus = false;
item->Collidable = true;
item->LookedAt = false;
item->Poisoned = false;
item->AIBits = 0;
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item->Timer = 0;
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item->HitPoints = Objects[item->ObjectNumber].HitPoints;
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if (item->ObjectNumber == ID_HK_ITEM ||
item->ObjectNumber == ID_HK_AMMO_ITEM ||
item->ObjectNumber == ID_CROSSBOW_ITEM ||
item->ObjectNumber == ID_REVOLVER_ITEM)
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{
item->MeshBits = 1;
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}
else
{
item->MeshBits = -1;
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}
item->TouchBits = 0;
item->AfterDeath = 0;
item->FiredWeapon = 0;
item->SwapMeshFlags = 0;
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if (item->Flags & IFLAG_INVISIBLE)
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{
item->Flags &= ~IFLAG_INVISIBLE;
item->Status = ITEM_INVISIBLE;
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}
else if (Objects[item->ObjectNumber].intelligent)
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{
item->Status = ITEM_INVISIBLE;
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}
if ((item->Flags & IFLAG_ACTIVATION_MASK) == IFLAG_ACTIVATION_MASK)
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{
item->Flags &= ~IFLAG_ACTIVATION_MASK;
item->Flags |= IFLAG_REVERSE;
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AddActiveItem(itemNum);
item->Status = ITEM_ACTIVE;
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}
ROOM_INFO* r = &g_Level.Rooms[item->RoomNumber];
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item->NextItem = r->itemNumber;
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r->itemNumber = itemNum;
FLOOR_INFO* floor = GetSector(r, item->Position.xPos - r->x, item->Position.zPos - r->z);
item->Floor = floor->FloorHeight(item->Position.xPos, item->Position.zPos);
item->BoxNumber = floor->Box;
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if (Objects[item->ObjectNumber].nmeshes > 0)
{
item->Mutator.resize(Objects[item->ObjectNumber].nmeshes);
for (int i = 0; i < item->Mutator.size(); i++)
item->Mutator[i] = {};
}
else
item->Mutator.clear();
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if (Objects[item->ObjectNumber].initialise != NULL)
Objects[item->ObjectNumber].initialise(itemNum);
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}
short CreateItem()
{
short itemNum = 0;
if (NextItemFree == -1) return NO_ITEM;
itemNum = NextItemFree;
g_Level.Items[NextItemFree].Flags = 0;
g_Level.Items[NextItemFree].LuaName = "";
NextItemFree = g_Level.Items[NextItemFree].NextItem;
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return itemNum;
}
void InitialiseItemArray(int numitems)
{
ITEM_INFO* item = &g_Level.Items[g_Level.NumItems];
NextItemActive = NO_ITEM;
NextItemFree = g_Level.NumItems;
if (g_Level.NumItems + 1 < numitems)
{
for (int i = g_Level.NumItems + 1; i < numitems; i++, item++)
{
item->NextItem = i;
item->Active = false;
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}
}
item->NextItem = NO_ITEM;
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}
short SpawnItem(ITEM_INFO* item, GAME_OBJECT_ID objectNumber)
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{
short itemNumber = CreateItem();
if (itemNumber != NO_ITEM)
{
ITEM_INFO* spawn = &g_Level.Items[itemNumber];
spawn->ObjectNumber = objectNumber;
spawn->RoomNumber = item->RoomNumber;
memcpy(&spawn->Position, &item->Position, sizeof(PHD_3DPOS));
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InitialiseItem(itemNumber);
spawn->Status = ITEM_NOT_ACTIVE;
spawn->Shade = 0x4210;
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}
return itemNumber;
}
int GlobalItemReplace(short search, GAME_OBJECT_ID replace)
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{
int changed = 0;
for (int i = 0; i < g_Level.Rooms.size(); i++)
{
ROOM_INFO* room = &g_Level.Rooms[i];
for (short itemNumber = room->itemNumber; itemNumber != NO_ITEM; itemNumber = g_Level.Items[itemNumber].NextItem)
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{
if (g_Level.Items[itemNumber].ObjectNumber == search)
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{
g_Level.Items[itemNumber].ObjectNumber = replace;
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changed++;
}
}
}
return changed;
}
// Offset values are used to account for the fact that room traversal can ONLY occur at portals.
// TODO: There is one edge case offsets don't fix. @Sezz 2022.02.02
void UpdateItemRoom(ITEM_INFO* item, int height, int xOffset, int zOffset)
{
float c = phd_cos(item->Position.yRot);
float s = phd_sin(item->Position.yRot);
int x = item->Position.xPos + roundf(c * xOffset + s * zOffset);
int y = height + item->Position.yPos;
int z = item->Position.zPos + roundf(-s * xOffset + c * zOffset);
item->Location = GetRoom(item->Location, x, y, z);
item->Floor = GetFloorHeight(item->Location, x, z).value_or(NO_HEIGHT);
if (item->RoomNumber != item->Location.roomNumber)
ItemNewRoom(FindItem(item), item->Location.roomNumber);
}
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std::vector<int> FindAllItems(short objectNumber)
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{
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std::vector<int> itemList;
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for (int i = 0; i < g_Level.NumItems; i++)
{
if (g_Level.Items[i].ObjectNumber == objectNumber)
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itemList.push_back(i);
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}
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return itemList;
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}
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ITEM_INFO* FindItem(int object_number)
{
ITEM_INFO* item;
for (int i = 0; i < g_Level.NumItems; i++)
{
item = &g_Level.Items[i];
if (item->ObjectNumber == object_number)
return item;
}
return 0;
}
int FindItem(ITEM_INFO* item)
{
if (item == LaraItem)
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return Lara.ItemNumber;
for (int i = 0; i < g_Level.NumItems; i++)
if (item == &g_Level.Items[i])
return i;
return -1;
}