2021-09-05 05:52:50 +02:00
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#include "framework.h"
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2021-12-24 03:32:19 +03:00
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#include "Objects/Generic/Doors/generic_doors.h"
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2021-12-22 16:23:57 +03:00
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#include "Specific/level.h"
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#include "Game/control/control.h"
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#include "Game/control/box.h"
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#include "Game/items.h"
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#include "Game/control/lot.h"
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#include "Game/gui.h"
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#include "Specific/input.h"
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#include "Game/pickup/pickup.h"
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#include "Sound/sound.h"
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#include "Game/animation.h"
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#include "Game/collision/sphere.h"
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2021-12-24 11:08:16 +03:00
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#include "Objects/Generic/Switches/cog_switch.h"
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2021-12-22 16:23:57 +03:00
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#include "Objects/objectslist.h"
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#include "Game/Lara/lara_struct.h"
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#include "Game/Lara/lara.h"
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#include "Specific/trmath.h"
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#include "Game/misc.h"
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#include "Game/itemdata/door_data.h"
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#include "Game/collision/collide_room.h"
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#include "Game/collision/collide_item.h"
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#include "Game/itemdata/itemdata.h"
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2021-09-05 05:52:50 +02:00
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namespace TEN::Entities::Doors
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{
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PHD_VECTOR CrowbarDoorPos(-412, 0, 256);
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OBJECT_COLLISION_BOUNDS CrowbarDoorBounds =
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{
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-512, 512,
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-1024, 0,
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0, 512,
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-ANGLE(80), ANGLE(80),
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-ANGLE(80), ANGLE(80),
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-ANGLE(80), ANGLE(80)
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};
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void InitialiseDoor(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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2022-02-09 16:55:46 +11:00
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if (item->ObjectNumber == ID_SEQUENCE_DOOR1)
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item->Flags &= 0xBFFFu;
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2021-09-05 05:52:50 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ObjectNumber == ID_LIFT_DOORS1 || item->ObjectNumber == ID_LIFT_DOORS2)
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item->ItemFlags[0] = 4096;
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2021-09-05 05:52:50 +02:00
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2022-02-09 16:55:46 +11:00
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item->Data = ITEM_DATA(DOOR_DATA());
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DOOR_DATA* door = item->Data;
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2021-09-05 05:52:50 +02:00
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door->opened = false;
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2021-09-11 22:43:29 +03:00
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door->dptr1 = nullptr;
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door->dptr2 = nullptr;
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door->dptr3 = nullptr;
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door->dptr4 = nullptr;
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2021-09-05 05:52:50 +02:00
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2021-09-17 15:32:55 +03:00
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short boxNumber, twoRoom;
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2021-09-05 05:52:50 +02:00
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2021-09-17 15:32:55 +03:00
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int xOffset = 0;
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int zOffset = 0;
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2021-09-05 05:52:50 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->Position.yRot == 0)
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2021-09-17 15:32:55 +03:00
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zOffset = -WALL_SIZE;
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2022-02-09 16:55:46 +11:00
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else if (item->Position.yRot == ANGLE(180))
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2021-09-17 15:32:55 +03:00
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zOffset = WALL_SIZE;
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2022-02-09 16:55:46 +11:00
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else if (item->Position.yRot == ANGLE(90))
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2021-09-17 15:32:55 +03:00
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xOffset = -WALL_SIZE;
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2021-09-05 05:52:50 +02:00
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else
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2021-09-17 15:32:55 +03:00
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xOffset = WALL_SIZE;
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2021-09-05 05:52:50 +02:00
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2022-02-09 16:55:46 +11:00
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auto r = &g_Level.Rooms[item->RoomNumber];
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door->d1.floor = GetSector(r, item->Position.xPos - r->x + xOffset, item->Position.zPos - r->z + zOffset);
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2021-09-05 05:52:50 +02:00
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2021-09-17 15:32:55 +03:00
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auto roomNumber = door->d1.floor->WallPortal;
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2021-09-05 05:52:50 +02:00
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if (roomNumber == NO_ROOM)
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2021-09-13 02:46:48 +03:00
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boxNumber = door->d1.floor->Box;
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2021-09-05 05:52:50 +02:00
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else
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{
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2021-09-17 15:32:55 +03:00
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auto b = &g_Level.Rooms[roomNumber];
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2022-02-09 16:55:46 +11:00
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boxNumber = GetSector(b, item->Position.xPos - b->x + xOffset, item->Position.zPos - b->z + zOffset)->Box;
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2021-09-05 05:52:50 +02:00
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}
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2021-09-11 22:43:29 +03:00
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door->d1.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
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door->d1.data = *door->d1.floor;
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2021-09-05 05:52:50 +02:00
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if (r->flippedRoom != -1)
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{
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r = &g_Level.Rooms[r->flippedRoom];
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2022-02-09 16:55:46 +11:00
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door->d1flip.floor = GetSector(r, item->Position.xPos - r->x + xOffset, item->Position.zPos - r->z + zOffset);
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2021-09-17 01:46:06 +03:00
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2021-09-11 22:43:29 +03:00
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roomNumber = door->d1flip.floor->WallPortal;
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2021-09-05 05:52:50 +02:00
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if (roomNumber == NO_ROOM)
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2021-09-13 02:46:48 +03:00
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boxNumber = door->d1flip.floor->Box;
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2021-09-05 05:52:50 +02:00
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else
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{
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2021-09-17 15:32:55 +03:00
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auto b = &g_Level.Rooms[roomNumber];
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2022-02-09 16:55:46 +11:00
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boxNumber = GetSector(b, item->Position.xPos - b->x + xOffset, item->Position.zPos - b->z + zOffset)->Box;
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2021-09-05 05:52:50 +02:00
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}
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2021-09-11 22:43:29 +03:00
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door->d1flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
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door->d1flip.data = *door->d1flip.floor;
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2021-09-05 05:52:50 +02:00
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}
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else
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door->d1flip.floor = NULL;
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2021-09-11 22:43:29 +03:00
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twoRoom = door->d1.floor->WallPortal;
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2021-09-05 05:52:50 +02:00
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ShutThatDoor(&door->d1, door);
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ShutThatDoor(&door->d1flip, door);
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if (twoRoom == NO_ROOM)
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{
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door->d2.floor = NULL;
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door->d2flip.floor = NULL;
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}
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else
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{
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r = &g_Level.Rooms[twoRoom];
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2022-02-09 16:55:46 +11:00
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door->d2.floor = GetSector(r, item->Position.xPos - r->x, item->Position.zPos - r->z);
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2021-09-05 05:52:50 +02:00
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2021-09-11 22:43:29 +03:00
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roomNumber = door->d2.floor->WallPortal;
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2021-09-05 05:52:50 +02:00
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if (roomNumber == NO_ROOM)
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2021-09-13 02:46:48 +03:00
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boxNumber = door->d2.floor->Box;
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2021-09-05 05:52:50 +02:00
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else
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{
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2021-09-17 15:32:55 +03:00
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auto b = &g_Level.Rooms[roomNumber];
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2022-02-09 16:55:46 +11:00
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boxNumber = GetSector(b, item->Position.xPos - b->x, item->Position.zPos - b->z)->Box;
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2021-09-05 05:52:50 +02:00
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}
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2021-09-11 22:43:29 +03:00
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door->d2.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
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door->d2.data = *door->d2.floor;
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2021-09-05 05:52:50 +02:00
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if (r->flippedRoom != -1)
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{
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r = &g_Level.Rooms[r->flippedRoom];
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2022-02-09 16:55:46 +11:00
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door->d2flip.floor = GetSector(r, item->Position.xPos - r->x, item->Position.zPos - r->z);
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2021-09-05 05:52:50 +02:00
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2021-09-11 22:43:29 +03:00
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roomNumber = door->d2flip.floor->WallPortal;
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2021-09-05 05:52:50 +02:00
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if (roomNumber == NO_ROOM)
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2021-09-13 02:46:48 +03:00
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boxNumber = door->d2flip.floor->Box;
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2021-09-05 05:52:50 +02:00
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else
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{
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2021-09-17 15:32:55 +03:00
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auto b = &g_Level.Rooms[roomNumber];
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2022-02-09 16:55:46 +11:00
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boxNumber = GetSector(b, item->Position.xPos - b->x, item->Position.zPos - b->z)->Box;
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2021-09-05 05:52:50 +02:00
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}
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2021-09-11 22:43:29 +03:00
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door->d2flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
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door->d2flip.data = *door->d2flip.floor;
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2021-09-05 05:52:50 +02:00
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}
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else
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door->d2flip.floor = NULL;
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ShutThatDoor(&door->d2, door);
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ShutThatDoor(&door->d2flip, door);
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2022-02-09 16:55:46 +11:00
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roomNumber = item->RoomNumber;
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2021-09-05 05:52:50 +02:00
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ItemNewRoom(itemNumber, twoRoom);
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2022-02-09 16:55:46 +11:00
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item->RoomNumber = roomNumber;
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item->InDrawRoom = true;
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2021-09-05 05:52:50 +02:00
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}
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}
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void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags == 2
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&& item->Status == ITEM_NOT_ACTIVE && !item->Airborne // CHECK
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2021-11-16 15:51:50 +03:00
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&& ((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
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2022-02-09 16:55:46 +11:00
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&& l->ActiveState == LS_IDLE
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&& l->AnimNumber == LA_STAND_IDLE
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&& !l->HitStatus
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2022-02-11 01:31:54 +11:00
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&& Lara.Control.HandStatus == HandStatus::Free
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2022-02-10 01:38:32 +11:00
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|| Lara.Control.IsMoving && Lara.interactedItem == itemNum))
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2021-09-05 05:52:50 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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if (TestLaraPosition(&CrowbarDoorBounds, item, l))
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{
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2022-02-10 01:38:32 +11:00
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if (!Lara.Control.IsMoving)
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2021-09-05 05:52:50 +02:00
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{
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2021-11-16 15:51:50 +03:00
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if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
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2021-09-05 05:52:50 +02:00
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{
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2021-11-16 15:51:50 +03:00
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if (g_Gui.IsObjectInInventory(ID_CROWBAR_ITEM))
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2021-09-05 05:52:50 +02:00
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{
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2021-11-16 15:51:50 +03:00
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g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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}
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else
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{
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2022-02-09 16:55:46 +11:00
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if (OldPickupPos.x != l->Position.xPos || OldPickupPos.y != l->Position.yPos || OldPickupPos.z != l->Position.zPos)
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2021-09-05 05:52:50 +02:00
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{
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2022-02-09 16:55:46 +11:00
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OldPickupPos.x = l->Position.xPos;
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OldPickupPos.y = l->Position.yPos;
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OldPickupPos.z = l->Position.zPos;
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2021-09-05 05:52:50 +02:00
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SayNo();
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}
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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}
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return;
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}
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2021-10-12 00:26:46 -05:00
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2021-11-16 15:51:50 +03:00
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if (g_Gui.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
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2021-09-05 05:52:50 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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return;
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}
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}
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2021-10-12 00:26:46 -05:00
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2021-11-16 15:51:50 +03:00
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g_Gui.SetInventoryItemChosen(NO_ITEM);
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2021-10-12 00:26:46 -05:00
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2021-09-05 05:52:50 +02:00
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if (MoveLaraPosition(&CrowbarDoorPos, item, l))
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{
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2021-11-10 11:59:54 +03:00
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SetAnimation(l, LA_DOOR_OPEN_CROWBAR);
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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AddActiveItem(itemNum);
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2022-02-09 16:55:46 +11:00
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item->Flags |= IFLAG_ACTIVATION_MASK;
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item->Status = ITEM_ACTIVE;
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item->TargetState = LS_RUN_FORWARD;
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2022-02-10 01:38:32 +11:00
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Lara.Control.IsMoving = 0;
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2022-02-11 01:31:54 +11:00
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Lara.Control.HandStatus = HandStatus::Busy;
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2021-09-05 05:52:50 +02:00
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return;
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}
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2021-09-11 05:38:26 +02:00
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Lara.interactedItem = itemNum;
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2021-09-05 05:52:50 +02:00
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}
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2022-02-10 01:38:32 +11:00
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else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
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2021-09-05 05:52:50 +02:00
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{
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2022-02-10 01:38:32 +11:00
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Lara.Control.IsMoving = 0;
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2022-02-11 01:31:54 +11:00
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Lara.Control.HandStatus = HandStatus::Free;
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2021-09-05 05:52:50 +02:00
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}
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2022-02-09 16:55:46 +11:00
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item->Position.yRot ^= ANGLE(180);
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2021-09-05 05:52:50 +02:00
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}
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2021-09-11 22:40:35 +03:00
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if (TestBoundsCollide(item, l, coll->Setup.Radius))
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2021-09-05 05:52:50 +02:00
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{
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if (TestCollision(item, l))
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{
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2021-09-11 22:40:35 +03:00
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if (coll->Setup.EnableObjectPush)
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2021-09-05 05:52:50 +02:00
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{
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2022-02-09 16:55:46 +11:00
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if (!(item->ObjectNumber >= ID_LIFT_DOORS1 && item->ObjectNumber <= ID_LIFT_DOORS2) || item->ItemFlags[0])
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2021-09-05 05:52:50 +02:00
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{
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ItemPushItem(item, l, coll, FALSE, TRUE);
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}
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}
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}
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}
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}
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void DoorControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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2022-02-09 16:55:46 +11:00
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DOOR_DATA* door = (DOOR_DATA*)item->Data;
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2021-09-05 05:52:50 +02:00
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2021-09-06 05:41:03 +02:00
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// Doors with OCB = 1 are raisable with cog switchs
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->TriggerFlags == 1)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->ItemFlags[0])
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
|
|
|
BOUNDING_BOX* bounds = GetBoundsAccurate(item);
|
2021-09-06 05:41:03 +02:00
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
item->ItemFlags[0]--;
|
|
|
|
item->Position.yPos -= TEN::Entities::Switches::COG_DOOR_SPEED;
|
2021-09-06 05:41:03 +02:00
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
int y = bounds->Y1 + item->ItemFlags[2] - STEP_SIZE;
|
|
|
|
if (item->Position.yPos < y)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->Position.yPos = y;
|
|
|
|
item->ItemFlags[0] = 0;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
if (!door->opened)
|
|
|
|
{
|
|
|
|
OpenThatDoor(&door->d1, door);
|
|
|
|
OpenThatDoor(&door->d2, door);
|
|
|
|
OpenThatDoor(&door->d1flip, door);
|
|
|
|
OpenThatDoor(&door->d2flip, door);
|
|
|
|
door->opened = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->Position.yPos < item->StartPosition.yPos)
|
|
|
|
item->Position.yPos += 4;
|
|
|
|
if (item->Position.yPos >= item->StartPosition.yPos)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->Position.yPos = item->StartPosition.yPos;
|
2021-09-05 05:52:50 +02:00
|
|
|
if (door->opened)
|
|
|
|
{
|
|
|
|
ShutThatDoor(&door->d1, door);
|
|
|
|
ShutThatDoor(&door->d2, door);
|
|
|
|
ShutThatDoor(&door->d1flip, door);
|
|
|
|
ShutThatDoor(&door->d2flip, door);
|
|
|
|
door->opened = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-09-06 05:41:03 +02:00
|
|
|
|
|
|
|
return;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->ObjectNumber < ID_LIFT_DOORS1 || item->ObjectNumber > ID_LIFT_DOORS2)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
|
|
|
if (TriggerActive(item))
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->ActiveState == 0)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->TargetState = 1;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
2021-09-06 05:27:27 +02:00
|
|
|
else if (!door->opened)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
|
|
|
OpenThatDoor(&door->d1, door);
|
|
|
|
OpenThatDoor(&door->d2, door);
|
|
|
|
OpenThatDoor(&door->d1flip, door);
|
|
|
|
OpenThatDoor(&door->d2flip, door);
|
|
|
|
door->opened = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->Status = ITEM_ACTIVE;
|
2021-09-05 05:52:50 +02:00
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->ActiveState == 1)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
item->TargetState = 0;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
2021-09-06 05:27:27 +02:00
|
|
|
else if (door->opened)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
|
|
|
ShutThatDoor(&door->d1, door);
|
|
|
|
ShutThatDoor(&door->d2, door);
|
|
|
|
ShutThatDoor(&door->d1flip, door);
|
|
|
|
ShutThatDoor(&door->d2flip, door);
|
|
|
|
door->opened = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2021-09-06 05:27:27 +02:00
|
|
|
else
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2021-09-06 05:27:27 +02:00
|
|
|
// TR5 lift doors
|
|
|
|
/*if (!TriggerActive(item))
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2021-09-06 05:27:27 +02:00
|
|
|
if (item->itemFlags[0] >= SECTOR(4))
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2021-09-06 05:27:27 +02:00
|
|
|
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_TR5_LIFT_DOORS, &item->pos, 0);
|
|
|
|
item->itemFlags[0] += STEP_SIZE;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2021-09-06 05:27:27 +02:00
|
|
|
if (item->itemFlags[0] > 0)
|
|
|
|
{
|
|
|
|
if (item->itemFlags[0] == SECTOR(4))
|
|
|
|
SoundEffect(SFX_TR5_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;
|
|
|
|
}
|
|
|
|
}*/
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
2021-09-06 05:27:27 +02:00
|
|
|
|
|
|
|
AnimateItem(item);
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
|
|
|
|
{
|
|
|
|
FLOOR_INFO* floor = doorPos->floor;
|
|
|
|
|
|
|
|
if (floor != NULL)
|
|
|
|
{
|
2021-09-11 05:38:26 +02:00
|
|
|
*doorPos->floor = doorPos->data;
|
2021-09-05 05:52:50 +02:00
|
|
|
|
|
|
|
short boxIndex = doorPos->block;
|
|
|
|
if (boxIndex != NO_BOX)
|
|
|
|
{
|
2021-09-11 05:38:26 +02:00
|
|
|
g_Level.Boxes[boxIndex].flags &= ~BLOCKED;
|
2021-09-05 05:52:50 +02:00
|
|
|
|
2021-09-11 05:38:26 +02:00
|
|
|
for (int i = 0; i < ActiveCreatures.size(); i++)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2021-09-11 05:38:26 +02:00
|
|
|
ActiveCreatures[i]->LOT.targetBox = NO_BOX;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
|
|
|
|
{
|
|
|
|
FLOOR_INFO* floor = doorPos->floor;
|
|
|
|
|
|
|
|
if (floor)
|
|
|
|
{
|
2021-09-13 02:46:48 +03:00
|
|
|
floor->Box = NO_BOX;
|
2021-09-13 02:07:42 +03:00
|
|
|
floor->TriggerIndex = 0;
|
2021-09-11 23:50:54 +03:00
|
|
|
|
|
|
|
// FIXME: HACK!!!!!!!
|
2021-09-14 11:09:29 +03:00
|
|
|
// We should find a better way of dealing with doors using new floordata.
|
|
|
|
|
2021-09-14 10:59:09 +03:00
|
|
|
floor->WallPortal = -1;
|
2021-09-15 10:12:42 +03:00
|
|
|
floor->FloorCollision.Portals[0] = NO_ROOM;
|
|
|
|
floor->FloorCollision.Portals[1] = NO_ROOM;
|
2021-09-11 23:50:54 +03:00
|
|
|
floor->CeilingCollision.Portals[0] = NO_ROOM;
|
|
|
|
floor->CeilingCollision.Portals[1] = NO_ROOM;
|
2021-09-15 10:12:42 +03:00
|
|
|
floor->FloorCollision.Planes[0] = WALL_PLANE;
|
|
|
|
floor->FloorCollision.Planes[1] = WALL_PLANE;
|
|
|
|
floor->CeilingCollision.Planes[0] = WALL_PLANE;
|
|
|
|
floor->CeilingCollision.Planes[1] = WALL_PLANE;
|
2021-09-05 05:52:50 +02:00
|
|
|
|
|
|
|
short boxIndex = doorPos->block;
|
|
|
|
if (boxIndex != NO_BOX)
|
|
|
|
{
|
|
|
|
g_Level.Boxes[boxIndex].flags |= BLOCKED;
|
2021-09-11 05:38:26 +02:00
|
|
|
|
|
|
|
for (int i = 0; i < ActiveCreatures.size(); i++)
|
2021-09-05 05:52:50 +02:00
|
|
|
{
|
2021-09-11 05:38:26 +02:00
|
|
|
ActiveCreatures[i]->LOT.targetBox = NO_BOX;
|
2021-09-05 05:52:50 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|