TombEngine/TR5Main/Specific/setup.cpp

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#pragma once
#include "setup.h"
#include "..\Game\draw.h"
#include "..\Game\collide.h"
#include "..\Game\Box.h"
#include "..\Game\missile.h"
#include "..\Game\control.h"
#include "..\Objects\objects.h"
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#include <stdlib.h>
#include <stdio.h>
void __cdecl NewObjects()
{
OBJECT_INFO* obj;
obj = &Objects[ID_SMALL_SCORPION];
if (obj->loaded)
{
obj->initialise = InitialiseSmallScorpion;
obj->control = SmallScorpionControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 8;
obj->pivotLength = 20;
obj->radius = 128;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->hitEffect = true;
}
obj = &Objects[ID_WILD_BOAR];
if (obj->loaded)
{
obj->initialise = InitialiseWildBoar;
obj->control = WildBoarControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 192] |= 0x10;
Bones[obj->boneIndex + 192] |= 0x08;
Bones[obj->boneIndex + 208] |= 0x10;
Bones[obj->boneIndex + 208] |= 0x08;
}
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obj = &Objects[ID_BAT];
if (obj->loaded)
{
obj->initialise = InitialiseBat;
obj->control = BatControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 5;
obj->pivotLength = 10;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
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obj = &Objects[ID_CHAIN];
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if (obj->loaded)
{
obj->control = ChainControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_PLOUGH];
if (obj->loaded)
{
obj->control = PloughControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_4BLADES];
if (obj->loaded)
{
obj->control = FourBladesControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPIKEBALL];
if (obj->loaded)
{
obj->control = SpikeballControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_COG];
if (obj->loaded)
{
obj->control = CogControl;
obj->collision = GenericSphereBoxCollision;
obj->saveAnim = true;
obj->saveFlags = true;
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}
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obj = &Objects[ID_BADDY1];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 112] |= 0x08;
Bones[obj->boneIndex + 112] |= 0x04;
Bones[obj->boneIndex + 352] |= 0x08;
Bones[obj->boneIndex + 352] |= 0x04;
Meshes[obj->meshIndex + 36] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 32];
Meshes[obj->meshIndex + 60] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 56];
Meshes[obj->meshIndex + 36] = Meshes[Objects[ID_MESHSWAP1].meshIndex + 22];
}
obj = &Objects[ID_BADDY2];
if (obj->loaded)
{
obj->initialise = InitialiseBaddy;
obj->control = BaddyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 25;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 112] |= 0x08;
Bones[obj->boneIndex + 112] |= 0x04;
Bones[obj->boneIndex + 352] |= 0x08;
Bones[obj->boneIndex + 352] |= 0x04;
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}
obj = &Objects[ID_SAS_CAIRO];
if (obj->loaded)
{
obj->initialise = InitialiseSas;
obj->control = SasControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 40;
obj->pivotLength = 50;
obj->radius = 102;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex] |= 0x08;
Bones[obj->boneIndex] |= 0x04;
Bones[obj->boneIndex + 112] |= 0x08;
Bones[obj->boneIndex + 112] |= 0x04;
}
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obj = &Objects[ID_MUMMY];
if (obj->loaded)
{
obj->initialise = InitialiseMummy;
obj->control = MummyControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 15;
obj->radius = 170;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 112] |= 0x08;
Bones[obj->boneIndex + 112] |= 0x04;
Bones[obj->boneIndex + 288] |= 0x08;
}
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obj = &Objects[ID_QUAD];
if (obj->loaded)
{
obj->initialise = InitialiseQuadBike;
obj->collision = QuadBikeCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SHARK];
if (obj->loaded)
{
obj->control = SharkControl;
obj->collision = CreatureCollision;
obj->shadowSize = 128;
obj->hitPoints = 30;
obj->pivotLength = 200;
obj->radius = 340;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 9 * 4] |= ROT_Y;
}
obj = &Objects[ID_BARRACUDA];
if (obj->loaded)
{
obj->control = BarracudaControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = 12;
obj->pivotLength = 200;
obj->radius = 204;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
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obj = &Objects[ID_ROLLING_SPINDLE];
if (obj->loaded)
{
obj->initialise = InitialiseSpinningBlade;
obj->control = SpinningBlade;
obj->collision = ObjectCollision;
obj->savePosition = true;
obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_SPRINGBOARD];
if (obj->loaded)
{
obj->control = SpringBoardControl;
obj->saveAnim = true;
obj->saveFlags = true;;
}
/*
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obj = &Objects[ID_SPIKEY_WALL];
if (obj->loaded)
{
obj->control = ControlSpikeWall;
obj->collision = ObjectCollision;
obj->savePosition = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TIGER];
if (obj->loaded)
{
obj->control = TigerControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = TIGER_hitPoints;
obj->pivotLength = 200;
obj->radius = TIGER_RADIUS;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
}
obj = &Objects[ID_COBRA];
if (obj->loaded)
{
obj->initialise = InitialiseCobra;
obj->control = CobraControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = COBRA_hitPoints;
obj->radius = COBRA_RADIUS;
obj->intelligent = true;
obj->nonLot = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 0 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_TREX];
if (obj->loaded)
{
OBJECT_INFO* obj = &Objects[ID_TREX];
obj->control = DinoControl;
obj->collision = CreatureCollision;
obj->hitPoints = DINO_hitPoints;
obj->shadowSize = UNIT_SHADOW / 4;
obj->pivotLength = 1800;
obj->radius = DINO_RADIUS;
obj->intelligent = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
Bones[obj->boneIndex + 11 * 4] |= ROT_Y;
}
obj = &Objects[ID_FROGMAN];
if (obj->loaded)
{
obj->control = FrogManControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = DIVER_hitPoints;
obj->radius = DIVER_RADIUS;
obj->intelligent = true;
obj->waterCreature = true;
obj->savePosition = true;
obj->saveHitpoints = true;
obj->saveAnim = true;
obj->saveFlags = true;
obj->pivotLength = 50;
Bones[obj->boneIndex + 10 * 4] |= ROT_Y;
Bones[obj->boneIndex + 14 * 4] |= ROT_Z;
}
obj = &Objects[ID_FROGMAN_HARPOON];
if (obj->loaded)
{
obj->control = HarpoonControl;
obj->collision = ObjectCollision;
obj->savePosition = true;
printf("nmeshes: %d\n", obj->nmeshes);
printf("meshIndex: %d\n", obj->meshIndex);
printf("boneIndex: %d\n", obj->boneIndex);
printf("frameBase: %d\n", obj->frameBase);
printf("initialise: %d\n", obj->initialise);
printf("control: %d\n", obj->control);
printf("floor: %d\n", obj->floor);
printf("ceiling: %d\n", obj->ceiling);
printf("collision: %d\n", obj->collision);
printf("drawRoutine: %d\n", obj->drawRoutine);
printf("drawRoutineExtra: %d\n", obj->drawRoutineExtra);
printf("objectMip: %d\n", obj->objectMip);
}
obj = &Objects[ID_TRIBESMAN_AX];
if (obj->loaded)
{
obj->control = TribeAxeControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = TRIBEAXE_hitPoints;
obj->radius = TRIBEAXE_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 0;
Bones[obj->boneIndex + 13 * 4] |= ROT_Y;
Bones[obj->boneIndex + 6 * 4] |= ROT_Y;
}
obj = &Objects[ID_EAGLE];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = EAGLE_hitPoints;
obj->radius = EAGLE_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 0;
}
obj = &Objects[ID_CROW];
if (obj->loaded)
{
obj->initialise = InitialiseEagle;
obj->control = EagleControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = CROW_hitPoints;
obj->radius = CROW_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 0;
}
obj = &Objects[ID_RAPTOR];
if (obj->loaded)
{
obj->control = RaptorControl;
obj->collision = CreatureCollision;
obj->shadowSize = UNIT_SHADOW / 2;
obj->hitPoints = RAPTOR_hitPoints;
obj->radius = RAPTOR_RADIUS;
obj->intelligent = 1;
obj->savePosition = obj->saveHitpoints = obj->saveAnim = obj->saveFlags = 1;
obj->pivotLength = 600;
Bones[obj->boneIndex + 20 * 4] |= ROT_Y;
Bones[obj->boneIndex + 21 * 4] |= ROT_Y;
Bones[obj->boneIndex + 23 * 4] |= ROT_Y;
Bones[obj->boneIndex + 25 * 4] |= ROT_Y;
}
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obj = &Objects[ID_BELL_SWITCH];
obj->control = BellControl;
obj->collision = ObjectCollision;
obj->saveAnim = obj->saveFlags = 1;
obj = &Objects[ID_ROLLING_SPINDLE];
obj->initialise = InitialiseSpinningBlade; // just conveniently needs same start state and anim type
obj->control = SpinningBlade;
obj->collision = ObjectCollision;
obj->savePosition = obj->saveAnim = obj->saveFlags = 1;
obj = &Objects[ID_SPRING_BOARD];
obj->control = SpringBoardControl;
obj->saveAnim = obj->saveFlags = 1;*/
}
void __cdecl CustomObjects()
{
}
void __cdecl InitialiseObjects()
{
for (__int32 i = 0; i < NUM_OBJECTS; i++)
{
Objects[i].drawRoutine = DrawAnimatingItem;
Objects[i].floor = NULL;
Objects[i].ceiling = NULL;
Objects[i].pivotLength = 0;
Objects[i].radius = 10;
Objects[i].shadowSize = 0;
Objects[i].hitPoints = -16384;
Objects[i].explodableMeshbits = 0;
Objects[i].intelligent = 0;
Objects[i].waterCreature = 0;
Objects[i].saveMesh = 0;
Objects[i].saveAnim = 0;
Objects[i].saveFlags = 0;
Objects[i].saveHitpoints = 0;
Objects[i].savePosition = 0;
Objects[i].frameBase += (ptrdiff_t)Frames;
}
// Standard TR5 objects
BaddyObjects();
ObjectObjects();
TrapObjects();
// Reset MIP flag so we can reuse slots
for (__int16 i = 0; i < NUM_OBJECTS; i++)
Objects[i].objectMip = 0;
// New objects imported from old TRs
NewObjects();
// User defined objects
CustomObjects();
InitialiseHairs();
InitialiseSpecialEffects();
CurrentSequence = 0;
OldPickupPos.roomNumber = 0;
// TODO: with the new renderer this can be safely deleted
for (__int32 i = 0; i < 6; i++)
{
SequenceUsed[i] = 0;
}
for (__int32 i = 0; i < gfNumMips; i++)
{
}
if (Objects[ID_BATS].loaded)
Bats = GameMalloc(1920);
if (Objects[ID_SPIDER].loaded)
Spiders = GameMalloc(1664);
if (Objects[ID_RATS].loaded)
Rats = GameMalloc(832);
}
void Inject_Setup()
{
INJECT(0x00473600, InitialiseObjects);
}