TombEngine/TR5Main/Game/control.cpp

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#include "control.h"
#include "..\Global\global.h"
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#include "pickup.h"
#include "spotcam.h"
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#include "Camera.h"
#include "Lara.h"
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#include "hair.h"
#include "items.h"
#include "effect2.h"
#include "draw.h"
#include "inventory.h"
#include "gameflow.h"
#include "lot.h"
#include "pickup.h"
#include "draw.h"
#include "healt.h"
#include "savegame.h"
#include "sound.h"
#include "spotcam.h"
#include "box.h"
#include "objects.h"
#include "switch.h"
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#include "laramisc.h"
#include "rope.h"
#include "tomb4fx.h"
#include "traps.h"
#include "effects.h"
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#include "sphere.h"
#include "debris.h"
#include "larafire.h"
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#include "footprint.h"
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#include "..\Specific\roomload.h"
#include "..\Specific\input.h"
#include "..\Specific\init.h"
#include "..\Specific\winmain.h"
#include <process.h>
#include <stdio.h>
int KeyTriggerActive;
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int number_los_rooms;
short los_rooms[20];
int ClosestItem;
int ClosestDist;
PHD_VECTOR ClosestCoord;
int rand_1 = -747505337;
int rand_2 = -747505337;
int RumbleTimer = 0;
int InGameCnt = 0;
byte IsAtmospherePlaying = 0;
byte FlipStatus = 0;
int FlipStats[255];
int FlipMap[255];
bool InItemControlLoop;
short ItemNewRoomNo;
short ItemNewRooms[512];
short NextFxActive;
short NextFxFree;
short NextItemActive;
short NextItemFree;
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#define _NormalizeVector ((PHD_VECTOR* (__cdecl*)(PHD_VECTOR*)) 0x0046DE10)
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extern GameFlow* g_GameFlow;
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extern GameScript* g_GameScript;
extern Inventory* g_Inventory;
extern int SplashCount;
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extern void(*effect_routines[59])(ITEM_INFO* item);
extern short FXType;
extern vector<AudioTrack> g_AudioTracks;
extern std::deque<FOOTPRINT_STRUCT> footprints;
GAME_STATUS ControlPhase(int numFrames, int demoMode)
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{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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RegeneratePickups();
if (numFrames > 10)
numFrames = 10;
if (TrackCameraInit)
UseSpotCam = false;
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SetDebounce = true;
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for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2)
{
GlobalCounter++;
UpdateSky();
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// Poll the keyboard and update input variables
if (CurrentLevel != 0)
{
if (S_UpdateInput() == -1)
return GAME_STATUS_NONE;
}
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// Has Lara control been disabled?
if (DisableLaraControl || CurrentLevel == 0)
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{
if (CurrentLevel != 0)
DbInput = 0;
TrInput &= 0x200;
}
// If cutscene has been triggered then clear input
if (CutSeqTriggered)
TrInput = 0;
// Does the player want to enter inventory?
SetDebounce = false;
if (CurrentLevel != 0 && !g_Renderer->IsFading())
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{
if ((DbInput & IN_DESELECT || g_Inventory->GetEnterObject() != NO_ITEM) && !CutSeqTriggered && LaraItem->hitPoints > 0)
{
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// Stop all sounds
SOUND_Stop();
int inventoryResult = g_Inventory->DoInventory();
switch (inventoryResult)
{
case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
case INV_RESULT_EXIT_TO_TILE:
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return GAME_STATUS_EXIT_TO_TITLE;
}
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}
}
// Has level been completed?
if (CurrentLevel != 0 && LevelComplete)
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return GAME_STATUS_LEVEL_COMPLETED;
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int oldInput = TrInput;
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// Is Lara dead?
if (CurrentLevel != 0 && (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput))
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{
int inventoryResult = g_Inventory->DoInventory();
switch (inventoryResult)
{
case INV_RESULT_NEW_GAME:
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return GAME_STATUS_NEW_GAME;
case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
case INV_RESULT_EXIT_TO_TILE:
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return GAME_STATUS_EXIT_TO_TITLE;
}
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}
if (demoMode && TrInput == -1)
{
oldInput = 0;
TrInput = 0;
}
if (CurrentLevel == 0)
TrInput = 0;
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// Handle lasersight and binocular
if (CurrentLevel != 0)
{
if (!(TrInput & IN_LOOK) || SniperCameraActive || UseSpotCam || TrackCameraInit ||
((LaraItem->currentAnimState != STATE_LARA_STOP || LaraItem->animNumber != ANIMATION_LARA_STAY_IDLE)
&& (!Lara.isDucked
|| TrInput & IN_DUCK
|| LaraItem->animNumber != ANIMATION_LARA_CROUCH_IDLE
|| LaraItem->goalAnimState != STATE_LARA_CROUCH_IDLE)))
{
if (BinocularRange == 0)
{
if (SniperCameraActive || UseSpotCam || TrackCameraInit)
TrInput &= ~IN_LOOK;
}
else
{
if (LaserSight)
{
BinocularRange = 0;
LaserSight = false;
AlterFOV(ANGLE(80));
LaraItem->meshBits = 0xFFFFFFFF;
Lara.busy = false;
Camera.type = BinocularOldCamera;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.bounce = 0;
BinocularOn = -8;
TrInput &= ~IN_LOOK;
}
else
{
TrInput |= IN_LOOK;
}
}
Infrared = false;
}
else if (BinocularRange == 0)
{
if (Lara.gunStatus == LG_READY
&& ((Lara.gunType == WEAPON_REVOLVER && g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight)
|| (Lara.gunType == WEAPON_HK)
|| (Lara.gunType == WEAPON_CROSSBOW && g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight)))
{
BinocularRange = 128;
BinocularOldCamera = Camera.oldType;
Lara.busy = true;
LaserSight = true;
/*if (!(gfLevelFlags & GF_LVOP_TRAIN))
InfraRed = TRUE;
else*
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InfraRed = false;*/
Infrared = true;
}
else
Infrared = false;
}
else
{
if (LaserSight)
{
/*if (!(gfLevelFlags & GF_LVOP_TRAIN))
InfraRed = TRUE;
else
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InfraRed = false;*/
Infrared = true;
}
else
{
/*if ((gfLevelFlags & GF_LVOP_TRAIN) && (inputBusy & IN_ACTION))
InfraRed = TRUE;
else
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InfraRed = false;*/
Infrared = false;
}
}
}
// Clear dynamic lights
ClearDynamicLights();
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ClearFires();
g_Renderer->ClearDynamicLights();
GotLaraSpheres = false;
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// Update all items
InItemControlLoop = true;
short itemNum = NextItemActive;
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while (itemNum != NO_ITEM)
{
ITEM_INFO* item = &Items[itemNum];
short nextItem = item->nextActive;
if (item->afterDeath <= 128)
{
if (Objects[item->objectNumber].control)
Objects[item->objectNumber].control(itemNum);
if (item->afterDeath < 128 && item->afterDeath > 0 && !(Wibble & 3))
item->afterDeath++;
if (item->afterDeath == 128)
KillItem(itemNum);
}
else
{
KillItem(itemNum);
}
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itemNum = nextItem;
}
InItemControlLoop = false;
KillMoveItems();
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// Update all effects
InItemControlLoop = true;
short fxNum = NextFxActive;
while (fxNum != NO_ITEM)
{
short nextFx = Effects[fxNum].nextActive;
FX_INFO* fx = &Effects[fxNum];
if (Objects[fx->objectNumber].control)
Objects[fx->objectNumber].control(fxNum);
fxNum = nextFx;
}
InItemControlLoop = false;
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KillMoveEffects();
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// Update some effect timers
if (SmokeCountL)
SmokeCountL--;
if (SmokeCountR)
SmokeCountR--;
if (SplashCount)
SplashCount--;
if (WeaponDelay)
WeaponDelay--;
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if (WeaponEnemyTimer)
WeaponEnemyTimer--;
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if (CurrentLevel != 0)
{
if (Lara.hasFired)
{
AlertNearbyGuards(LaraItem);
Lara.hasFired = false;
}
// Is Lara poisoned?
if (Lara.poisoned)
{
if (Lara.poisoned <= 4096)
{
if (Lara.dpoisoned)
++Lara.dpoisoned;
}
else
{
Lara.poisoned = 4096;
}
if ((gfLevelFlags & 0x80u) != 0 && !Lara.gassed)
{
if (Lara.dpoisoned)
{
Lara.dpoisoned -= 8;
if (Lara.dpoisoned < 0)
Lara.dpoisoned = 0;
}
}
if (Lara.dpoisoned >= 256 && !(Wibble & 0xFF))
{
LaraItem->hitPoints -= Lara.poisoned >> (8 - Lara.gassed);
PoisonFlags = 16;
}
}
// Control Lara
InItemControlLoop = true;
Lara.skelebob = NULL;
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LaraControl(Lara.itemNumber);
InItemControlLoop = false;
KillMoveItems();
// Update Lara's ponytails
HairControl(0, 0, 0);
if (level->LaraType == LARA_YOUNG)
HairControl(0, 1, 0);
}
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if (UseSpotCam)
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{
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// Draw flyby cameras
//if (CurrentLevel != 0)
// g_Renderer->EnableCinematicBars(true);
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CalculateSpotCameras();
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}
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else
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{
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// Do the standard camera
//g_Renderer->EnableCinematicBars(false);
TrackCameraInit = false;
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CalculateCamera();
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}
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//WTF: what is this? It's used everywhere so it has to stay
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Wibble = (Wibble + 4) & 0xFC;
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// Update special effects
TriggerLaraDrips();
if (SmashedMeshCount)
{
do
{
SmashedMeshCount--;
FLOOR_INFO* floor = GetFloor(
SmashedMesh[SmashedMeshCount]->x,
SmashedMesh[SmashedMeshCount]->y,
SmashedMesh[SmashedMeshCount]->z,
&SmashedMeshRoom[SmashedMeshCount]);
int height = GetFloorHeight(
floor,
SmashedMesh[SmashedMeshCount]->x,
SmashedMesh[SmashedMeshCount]->y,
SmashedMesh[SmashedMeshCount]->z);
TestTriggers(TriggerIndex, 1, 0);
floor->stopper = false;
SmashedMesh[SmashedMeshCount] = 0;
} while (SmashedMeshCount != 0);
}
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UpdateSparks();
UpdateFireSparks();
UpdateSmoke();
UpdateBlood();
UpdateBubbles();
UpdateDebris();
UpdateGunShells();
updateFootprints();
UpdateSplashes();
UpdateDrips();
UpdateRats();
UpdateBats();
UpdateSpiders();
UpdateShockwaves();
UpdateLightning();
UpdatePulseColor();
AnimateWaterfalls();
if (level->Rumble)
RumbleScreen();
SoundEffects();
HealtBarTimer--;
GameTimer++;
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}
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return GAME_STATUS_NONE;
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}
unsigned __stdcall GameMain(void*)
{
DB_Log(2, "GameMain - DLL");
printf("GameMain\n");
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// We still need legacy matrices because control routines use them
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MatrixPtr = MatrixStack;
DxMatrixPtr = (byte*)malloc(48 * 40);
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// Initialise legacy memory buffer and game timer
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InitGameMalloc();
TIME_Init();
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// Do a fixed time title image
g_Renderer->DoTitleImage();
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// Execute the LUA gameflow and play the game
g_GameFlow->DoGameflow();
DoTheGame = false;
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// Finish the thread
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PostMessageA((HWND)WindowsHandle, 0x10u, 0, 0);
_endthreadex(1);
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return 1;
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}
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GAME_STATUS DoTitle(int index)
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{
DB_Log(2, "DoTitle - DLL");
printf("DoTitle\n");
CreditsDone = false;
CanLoad = false;
// Load the level
S_LoadLevelFile(index);
int inventoryResult;
if (g_GameFlow->TitleType == TITLE_FLYBY)
{
// Initialise items, effects, lots, camera
InitialiseFXArray(true);
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InitialisePickupDisplay();
InitialiseCamera();
SOUND_Stop();
RequiredStartPos = false;
if (InitialiseGame)
{
GameTimer = 0;
RequiredStartPos = false;
InitialiseGame = false;
}
Savegame.Level.Timer = 0;
if (CurrentLevel == 1)
Savegame.TLCount = 0;
LastInventoryItem = -1;
DelCutSeqPlayer = 0;
TitleControlsLockedOut = false;
GameMode = 1;
// Initialise flyby cameras
InitSpotCamSequences();
InitialiseSpotCam(2);
CurrentAtmosphere = 83;
UseSpotCam = true;
// Play background music
//CurrentAtmosphere = ambient;
S_CDPlay(CurrentAtmosphere, 1);
IsAtmospherePlaying = true;
// Initialise ponytails
InitialiseHair();
ControlPhase(2, 0);
inventoryResult = g_Inventory->DoTitleInventory();
}
else
{
inventoryResult = g_Inventory->DoTitleInventory();
}
UseSpotCam = false;
S_CDStop();
switch (inventoryResult)
{
case INV_RESULT_NEW_GAME:
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return GAME_STATUS_NEW_GAME;
case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
case INV_RESULT_EXIT_GAME:
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return GAME_STATUS_EXIT_GAME;
}
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return GAME_STATUS_NEW_GAME;
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}
GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame)
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{
CreditsDone = false;
CanLoad = false;
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// If not loading a savegame, then clear all the infos
if (!loadFromSavegame)
{
Savegame.Level.Timer = 0;
Savegame.Level.Distance = 0;
Savegame.Level.AmmoUsed = 0;
Savegame.Level.AmmoHits = 0;
Savegame.Level.Kills = 0;
}
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// Load the level
S_LoadLevelFile(index);
// Initialise items, effects, lots, camera
InitialiseFXArray(true);
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InitialisePickupDisplay();
InitialiseCamera();
SOUND_Stop();
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// Restore the game?
if (loadFromSavegame)
{
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char fileName[255];
ZeroMemory(fileName, 255);
sprintf(fileName, "savegame.%d", g_GameFlow->SelectedSaveGame);
SaveGame::Load(fileName);
Camera.pos.x = LaraItem->pos.xPos + 256;
Camera.pos.y = LaraItem->pos.yPos + 256;
Camera.pos.z = LaraItem->pos.zPos + 256;
Camera.target.x = LaraItem->pos.xPos;
Camera.target.y = LaraItem->pos.yPos;
Camera.target.z = LaraItem->pos.zPos;
int x = Lara.weaponItem;
RequiredStartPos = false;
InitialiseGame = false;
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g_GameFlow->SelectedSaveGame = 0;
}
else
{
RequiredStartPos = false;
if (InitialiseGame)
{
GameTimer = 0;
RequiredStartPos = false;
InitialiseGame = false;
}
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Savegame.Level.Timer = 0;
if (CurrentLevel == 1)
Savegame.TLCount = 0;
}
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LastInventoryItem = -1;
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DelCutSeqPlayer = 0;
TitleControlsLockedOut = false;
g_Inventory->SetEnterObject(NO_ITEM);
g_Inventory->SetSelectedObject(NO_ITEM);
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// Initialise flyby cameras
InitSpotCamSequences();
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// Play background music
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CurrentAtmosphere = ambient;
S_CDPlay(CurrentAtmosphere, 1);
IsAtmospherePlaying = true;
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// Initialise ponytails
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InitialiseHair();
int nframes = 2;
GAME_STATUS result = ControlPhase(nframes, 0);
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g_Renderer->FadeIn();
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// The game loop, finally!
while (true)
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{
nframes = DrawPhaseGame();
result = ControlPhase(nframes, 0); //printf("LastSpotCam: %d\n", LastSpotCam);
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if (result == GAME_STATUS_EXIT_TO_TITLE ||
result == GAME_STATUS_LOAD_GAME ||
result == GAME_STATUS_LEVEL_COMPLETED)
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{
// Here is the only way for exiting from the loop
SOUND_Stop();
S_CDStop();
return result;
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}
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Sound_UpdateScene();
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}
}
void TestTriggers(short* data, int heavy, int HeavyFlags)
{
int flip = -1;
int flipAvailable = 0;
int newEffect = -1;
int switchOff = 0;
int switchFlag = 0;
short objectNumber = 0;
int keyResult = 0;
short cameraFlags = 0;
short cameraTimer = 0;
int spotCamIndex = 0;
HeavyTriggered = false;
if (!heavy)
{
Lara.canMonkeySwing = false;
Lara.climbStatus = false;
}
if (!data)
return;
// Burn Lara
if ((*data & 0x1F) == LAVA_TYPE)
{
if (!heavy && (LaraItem->pos.yPos == LaraItem->floor || Lara.waterStatus))
LavaBurn(LaraItem);
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if (*data & 0x8000)
return;
data++;
}
// Lara can climb
if ((*data & 0x1F) == CLIMB_TYPE)
{
if (!heavy)
{
short quad = (unsigned short)(LaraItem->pos.yRot + ANGLE(45)) / ANGLE(90);
if ((1 << (quad + 8)) & *data)
Lara.climbStatus = true;
}
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if (*data & 0x8000)
return;
data++;
}
// Lara can monkey
if ((*data & 0x1F) == MONKEY_TYPE)
{
if (!heavy)
Lara.canMonkeySwing = true;
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if (*data & 0x8000)
return;
data++;
}
// Trigger triggerer
if ((*data & 0x1F) == TRIGTRIGGER_TYPE)
{
if (!(*data & 0x20) || *data & 0x8000)
return;
data++;
}
short triggerType = (*(data++) >> 8) & 0x3F;
short flags = *(data++);
short timer = flags & 0xFF;
if (Camera.type != HEAVY_CAMERA)
RefreshCamera(triggerType, data);
if (heavy)
{
switch (triggerType)
{
case HEAVY:
case HEAVYANTITRIGGER:
break;
case HEAVYSWITCH:
if (!HeavyFlags)
return;
if (HeavyFlags >= 0)
{
flags &= 0x3E00u;
if (flags != HeavyFlags)
return;
}
else
{
flags |= 0x3E00u;
flags += HeavyFlags;
}
break;
default:
// Enemies can only activate heavy triggers
return;
}
}
short value = 0;
switch (triggerType)
{
case TRIGGER_TYPES::SWITCH:
value = *(data++) & 0x3FF;
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if (flags & 0x100)
Items[value].itemFlags[0] = 1;
if (!SwitchTrigger(value, timer))
return;
objectNumber = Items[value].objectNumber;
if (objectNumber >= ID_SWITCH_TYPE1 && objectNumber <= ID_SWITCH_TYPE6 && Items[value].triggerFlags == 5)
switchFlag = 1;
switchOff = (Items[value].currentAnimState == 1);
break;
case TRIGGER_TYPES::MONKEY:
if (LaraItem->currentAnimState >= 75 &&
(LaraItem->currentAnimState <= 79 ||
LaraItem->currentAnimState == 82 ||
LaraItem->currentAnimState == 83))
break;
return;
case TRIGGER_TYPES::TIGHTROPE_T:
if (LaraItem->currentAnimState >= 119 &&
LaraItem->currentAnimState <= 127 &&
LaraItem->currentAnimState != 126)
break;
return;
case TRIGGER_TYPES::CRAWLDUCK_T:
if (LaraItem->currentAnimState == 80 ||
LaraItem->currentAnimState == 81 ||
LaraItem->currentAnimState == 84 ||
LaraItem->currentAnimState == 85 ||
LaraItem->currentAnimState == 86 ||
LaraItem->currentAnimState == 71 ||
LaraItem->currentAnimState == 72 ||
LaraItem->currentAnimState == 105 ||
LaraItem->currentAnimState == 106)
break;
return;
case TRIGGER_TYPES::CLIMB_T:
if (LaraItem->currentAnimState == 10 ||
LaraItem->currentAnimState == 56 ||
LaraItem->currentAnimState == 57 ||
LaraItem->currentAnimState == 58 ||
LaraItem->currentAnimState == 59 ||
LaraItem->currentAnimState == 60 ||
LaraItem->currentAnimState == 61 ||
LaraItem->currentAnimState == 75)
break;
return;
case TRIGGER_TYPES::PAD:
case TRIGGER_TYPES::ANTIPAD:
if (LaraItem->pos.yPos == LaraItem->floor)
break;
return;
case TRIGGER_TYPES::KEY:
value = *(data++) & 0x3FF;
keyResult = KeyTrigger(value);
if (keyResult != -1)
2018-09-23 09:38:24 +02:00
break;
return;
case TRIGGER_TYPES::PICKUP:
value = *(data++) & 0x3FF;
if (!PickupTrigger(value))
return;
break;
case TRIGGER_TYPES::COMBAT:
if (Lara.gunStatus == LG_READY)
break;
return;
case TRIGGER_TYPES::SKELETON_T:
Lara.skelebob = 2;
break;
case TRIGGER_TYPES::HEAVY:
case TRIGGER_TYPES::DUMMY:
case TRIGGER_TYPES::HEAVYSWITCH:
case TRIGGER_TYPES::HEAVYANTITRIGGER:
return;
default:
break;
}
short targetType = 0;
short trigger = 0;
ITEM_INFO* item = NULL;
ITEM_INFO* cameraItem = NULL;
do
{
trigger = *(data++);
value = trigger & 0x3FF;
targetType = (trigger >> 10) & 0xF;
switch (targetType)
{
case TO_OBJECT:
item = &Items[value];
if (keyResult >= 2 ||
(triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) &&
item->flags & 0x80)
break;
if (triggerType == TRIGGER_TYPES::SWITCH)
{
if (item->flags & 0x40)
break;
if (item->objectNumber == ID_DART_EMITTER && item->active)
break;
}
item->timer = timer;
if (timer != 1)
item->timer = 30 * timer;
if (triggerType == TRIGGER_TYPES::SWITCH ||
triggerType == TRIGGER_TYPES::HEAVYSWITCH)
{
if (HeavyFlags >= 0)
{
if (switchFlag)
item->flags |= (flags & 0x3E00);
else
item->flags ^= (flags & 0x3E00);
if (flags & 0x100)
item->flags |= 0x40;
}
else
{
if (((flags ^ item->flags) & 0x3E00) == 0x3E00)
{
item->flags ^= (flags & 0x3E00);
if (flags & 0x100)
item->flags |= 0x40;
}
}
}
else if (triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
{
if (item->objectNumber == ID_EARTHQUAKE)
{
item->itemFlags[0] = 0;
item->itemFlags[1] = 100;
}
item->flags &= ~(0x3E00 | 0x4000);
if (flags & 0x100)
item->flags |= 0x80;
if (item->active && Objects[item->objectNumber].intelligent)
{
item->hitPoints = -16384;
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DisableBaddieAI(value);
KillItem(value);
}
}
else if (flags & 0x3E00)
{
item->flags |= flags & 0x3E00;
}
if ((item->flags & 0x3E00) == 0x3E00)
{
item->flags |= 0x20;
if (flags & 0x100)
item->flags |= 1;
if (!(item->active) && !(item->flags & IFLAG_KILLED))
{
if (Objects[item->objectNumber].intelligent)
{
if (item->status != ITEM_DEACTIVATED)
{
if (item->status == ITEM_INVISIBLE)
{
item->touchBits = 0;
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if (EnableBaddieAI(value, 0))
{
item->status = ITEM_ACTIVE;
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AddActiveItem(value);
}
else
{
item->status == ITEM_INVISIBLE;
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AddActiveItem(value);
}
}
}
else
{
item->touchBits = 0;
item->status = ITEM_ACTIVE;
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AddActiveItem(value);
EnableBaddieAI(value, 1);
}
}
else
{
item->touchBits = 0;
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AddActiveItem(value);
item->status = ITEM_ACTIVE;
HeavyTriggered = heavy;
}
}
}
break;
case TO_CAMERA:
trigger = *(data++);
if (keyResult == 1)
break;
if (Camera.fixed[value].flags & 0x100)
break;
Camera.number = value;
if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA && !(Camera.fixed[value].flags & 3))
break;
if (triggerType == TRIGGER_TYPES::COMBAT)
break;
if (triggerType == TRIGGER_TYPES::SWITCH && timer && switchOff)
break;
if (Camera.number != Camera.last || triggerType == TRIGGER_TYPES::SWITCH)
{
Camera.timer = (trigger & 0xFF) * 30;
if (trigger & 0x100)
Camera.fixed[Camera.number].flags |= 0x100;
Camera.speed = ((trigger & 0x3E00) >> 6) + 1;
Camera.type = heavy ? HEAVY_CAMERA : FIXED_CAMERA;
}
break;
case TO_FLYBY:
trigger = *(data++);
if (keyResult == 1)
break;
if (triggerType == TRIGGER_TYPES::ANTIPAD ||
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
UseSpotCam = false;
else
{
spotCamIndex = 0;
if (SpotCamRemap[value] != 0)
{
for (int i = 0; i < SpotCamRemap[value]; i++)
{
spotCamIndex += CameraCnt[i];
}
}
if (!(SpotCam[spotCamIndex].flags & SCF_CAMERA_ONE_SHOT))
{
if (trigger & 0x100)
SpotCam[spotCamIndex].flags |= SCF_CAMERA_ONE_SHOT;
if (!UseSpotCam || CurrentLevel == 0)
{
UseSpotCam = true;
if (LastSpotCam != value)
TrackCameraInit = false;
InitialiseSpotCam(value);
}
}
}
break;
case TO_TARGET:
cameraItem = &Items[value];
break;
case TO_SINK:
Lara.currentActive = value + 1;
break;
case TO_FLIPMAP:
flipAvailable = true;
if (FlipMap[value] & 0x100)
break;
if (triggerType == TRIGGER_TYPES::SWITCH)
FlipMap[value] ^= (flags & 0x3E00);
else if (flags & 0x3E00)
FlipMap[value] |= (flags & 0x3E00);
if ((FlipMap[value] & 0x3E00) == 0x3E00)
{
if (flags & 0x100)
FlipMap[value] |= 0x100;
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if (!FlipStats[value])
flip = value;
}
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else if (FlipStats[value])
flip = value;
break;
case TO_FLIPON:
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flipAvailable = true;
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FlipMap[value] |= 0x3E00;
if (!FlipStats[value])
flip = value;
break;
case TO_FLIPOFF:
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flipAvailable = true;
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FlipMap[value] &= ~0x3E00;
if (FlipStats[value])
flip = value;
break;
case TO_FLIPEFFECT:
TriggerTimer = timer;
newEffect = value;
break;
case TO_FINISH:
RequiredStartPos = false;
LevelComplete = CurrentLevel + 1;
break;
case TO_CD:
PlaySoundTrack(value, flags);
break;
case TO_CUTSCENE:
// TODO: not used for now
break;
case TO_LUA_SCRIPT:
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trigger = *(data++);
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g_GameScript->ExecuteTrigger(trigger & 0x7FFF);
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break;
default:
break;
}
} while (!(trigger & 0x8000));
if (cameraItem && (Camera.type == FIXED_CAMERA || Camera.type == HEAVY_CAMERA))
Camera.item = cameraItem;
if (flip != -1)
DoFlipMap(flip);
if (newEffect != -1 && (flip || !flipAvailable))
{
FlipEffect = newEffect;
FlipTimer = 0;
}
}
void UpdateSky()
{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
if (level->Layer1.Enabled)
{
SkyPos1 += level->Layer1.CloudSpeed;
if (SkyPos1 <= 9728)
{
if (SkyPos1 < 0)
SkyPos1 += 9728;
}
else
{
SkyPos1 -= 9728;
}
}
if (level->Layer1.Enabled)
{
SkyPos2 += level->Layer2.CloudSpeed;
if (SkyPos2 <= 9728)
{
if (SkyPos2 < 0)
SkyPos2 += 9728;
}
else
{
SkyPos2 -= 9728;
}
}
}
void ActivateKey()
2019-11-15 07:40:22 +01:00
{
KeyTriggerActive = 1;
}
short GetDoor(FLOOR_INFO* floor)
2019-12-01 08:13:19 +01:00
{
if (!floor->index)
return NO_ROOM;
2019-12-02 09:11:21 +01:00
short* data = &FloorData[floor->index];
short type = *(data++);
2019-12-01 08:13:19 +01:00
if (((type & DATA_TYPE) == TILT_TYPE)
|| ((type & DATA_TYPE) == SPLIT1)
|| ((type & DATA_TYPE) == SPLIT2)
|| ((type & DATA_TYPE) == NOCOLF1B)
|| ((type & DATA_TYPE) == NOCOLF1T)
|| ((type & DATA_TYPE) == NOCOLF2B)
|| ((type & DATA_TYPE) == NOCOLF2T))
{
if (type & END_BIT)
return NO_ROOM;
data++;
type = *(data++);
}
if (((type & DATA_TYPE) == ROOF_TYPE)
|| ((type & DATA_TYPE) == SPLIT3)
|| ((type & DATA_TYPE) == SPLIT4)
|| ((type & DATA_TYPE) == NOCOLC1B)
|| ((type & DATA_TYPE) == NOCOLC1T)
|| ((type & DATA_TYPE) == NOCOLC2B)
|| ((type & DATA_TYPE) == NOCOLC2T))
{
if (type & END_BIT)
return NO_ROOM;
data++;
type = *(data++);
}
if ((type & DATA_TYPE) == DOOR_TYPE)
return (*data);
return NO_ROOM;
}
void TranslateItem(ITEM_INFO* item, int x, int y, int z)
{
int c = COS(item->pos.yRot);
int s = SIN(item->pos.yRot);
item->pos.xPos += (c * x + s * z) >> W2V_SHIFT;
item->pos.yPos += y;
item->pos.zPos += (-s * x + c * z) >> W2V_SHIFT;
}
int GetWaterSurface(int x, int y, int z, short roomNumber)
{
ROOM_INFO* room = &Rooms[roomNumber];
FLOOR_INFO* floor = &XZ_GET_SECTOR(room, x - room->x, z - room->z);
if (room->flags & ENV_FLAG_WATER)
{
while (floor->skyRoom != NO_ROOM)
{
room = &Rooms[floor->skyRoom];
if (!(room->flags & ENV_FLAG_WATER))
return (floor->ceiling << 8);
floor = &XZ_GET_SECTOR(room, x - room->x, z - room->z);
}
return NO_HEIGHT;
}
else
{
while (floor->pitRoom != NO_ROOM)
{
room = &Rooms[floor->pitRoom];
if (room->flags & ENV_FLAG_WATER)
return (floor->floor << 8);
floor = &XZ_GET_SECTOR(room, x - room->x, z - room->z);
}
}
return NO_HEIGHT;
}
void KillMoveItems()
{
if (ItemNewRoomNo > 0)
{
for (int i = 0; i < ItemNewRoomNo; i++)
{
short itemNumber = ItemNewRooms[2 * i];
if (itemNumber >= 0)
ItemNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
else
KillItem(itemNumber & 0x7FFF);
}
}
ItemNewRoomNo = 0;
}
void KillMoveEffects()
{
if (ItemNewRoomNo > 0)
{
for (int i = 0; i < ItemNewRoomNo; i++)
{
short itemNumber = ItemNewRooms[2 * i];
if (itemNumber >= 0)
EffectNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
else
KillEffect(itemNumber & 0x7FFF);
}
}
ItemNewRoomNo = 0;
}
int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
{
if (item->currentAnimState == item->goalAnimState)
return 0;
if (anim->numberChanges <= 0)
return 0;
for (int i = 0; i < anim->numberChanges; i++)
{
CHANGE_STRUCT* change = &Changes[anim->changeIndex + i];
if (change->goalAnimState == item->goalAnimState)
{
for (int j = 0; j < change->numberRanges; j++)
{
RANGE_STRUCT* range = &Ranges[change->rangeIndex + j];
if (item->frameNumber >= range->startFrame && item->frameNumber <= range->endFrame)
{
item->animNumber = range->linkAnimNum;
item->frameNumber = range->linkFrameNum;
return 1;
}
}
}
}
return 0;
}
void AlterFloorHeight(ITEM_INFO* item, int height)
{
FLOOR_INFO* floor;
FLOOR_INFO* ceiling;
BOX_INFO* box;
short roomNumber;
int flag = 0;
if (abs(height))
{
flag = 1;
if (height >= 0)
height++;
else
height--;
}
roomNumber = item->roomNumber;
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - WALL_SIZE, item->pos.zPos, &roomNumber);
if (floor->floor == NO_HEIGHT / STEP_SIZE)
{
floor->floor = ceiling->ceiling + height / STEP_SIZE;
}
else
{
floor->floor += height / STEP_SIZE;
if (floor->floor == ceiling->ceiling && !flag)
floor->floor = NO_HEIGHT / STEP_SIZE;
}
box = &Boxes[floor->box];
if (box->overlapIndex & BLOCKABLE)
{
if (height >= 0)
box->overlapIndex &= ~BLOCKED;
else
box->overlapIndex |= BLOCKED;
}
}
FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber)
{
ROOM_INFO* r;
FLOOR_INFO* floor;
short data;
int xFloor = 0;
int yFloor = 0;
short roomDoor = 0;
int retval;
r = &Rooms[*roomNumber];
do
{
xFloor = (z - r->z) >> WALL_SHIFT;
yFloor = (x - r->x) >> WALL_SHIFT;
if (xFloor <= 0)
{
xFloor = 0;
if (yFloor < 1)
yFloor = 1;
else if (yFloor > r->ySize - 2)
yFloor = r->ySize - 2;
}
else if (xFloor >= r->xSize - 1)
{
xFloor = r->xSize - 1;
if (yFloor < 1)
yFloor = 1;
else if (yFloor > r->ySize - 2)
yFloor = r->ySize - 2;
}
else if (yFloor >= 0)
{
if (yFloor >= r->ySize)
yFloor = r->ySize - 1;
}
else
{
yFloor = 0;
}
floor = &r->floor[xFloor + (yFloor * r->xSize)];
data = GetDoor(floor);
if (data != NO_ROOM)
{
*roomNumber = data;
r = &Rooms[data];
}
} while (data != NO_ROOM);
if (y < floor->floor * 256)
{
if (y < floor->ceiling * 256 && floor->skyRoom != NO_ROOM)
{
do
{
int noCollision = CheckNoColCeilingTriangle(floor, x, z);
if (noCollision == 1 || noCollision == -1 && y >= r->maxceiling)
break;
*roomNumber = floor->skyRoom;
r = &Rooms[floor->skyRoom];
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
if (y >= floor->ceiling * 256)
break;
} while (floor->skyRoom != NO_ROOM);
}
}
else if (floor->pitRoom != NO_ROOM)
{
do
{
int noCollision = CheckNoColFloorTriangle(floor, x, z);
if (noCollision == 1 || noCollision == -1 && y < r->minfloor)
break;
*roomNumber = floor->pitRoom;
r = &Rooms[floor->pitRoom];
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
if (y < floor->floor * 256)
break;
} while (floor->pitRoom != NO_ROOM);
}
return floor;
}
int CheckNoColFloorTriangle(FLOOR_INFO* floor, int x, int z)
{
if (!floor->index)
return 0;
short* data = &FloorData[floor->index];
short type = *(data) & DATA_TYPE;
if (type == NOCOLF1T || type == NOCOLF1B || type == NOCOLF2T || type == NOCOLF2B)
{
int dx = x & 1023;
int dz = z & 1023;
if (type == NOCOLF1T && dx <= (SECTOR(1) - dz))
return -1;
else if (type == NOCOLF1B && dx > (SECTOR(1) - dz))
return -1;
else if (type == NOCOLF2T && dx <= dz)
return -1;
else if (type == NOCOLF2B && dx > dz)
return -1;
else
return 1;
}
return 0;
}
int CheckNoColCeilingTriangle(FLOOR_INFO * floor, int x, int z)
{
if (!floor->index)
return 0;
short* data = &FloorData[floor->index];
short type = *(data) & DATA_TYPE;
if (type == TILT_TYPE || type == SPLIT1 || type == SPLIT2 || type == NOCOLF1T || type == NOCOLF1B || type == NOCOLF2T || type == NOCOLF2B) // gibby
{
if (*(data) & END_BIT)
return 0;
type = *(data + 2) & DATA_TYPE;
}
if (type == NOCOLC1T || type == NOCOLC1B || type == NOCOLC2T || type == NOCOLC2B)
{
int dx = x & 1023;
int dz = z & 1023;
if (type == NOCOLC1T && dx <= (SECTOR(1) - dz))
return -1;
else if (type == NOCOLC1B && dx > (SECTOR(1) - dz))
return -1;
else if (type == NOCOLC2T && dx <= dz)
return -1;
else if (type == NOCOLC2B && dx > dz)
return -1;
else
return 1;
}
return 0;
}
int GetFloorHeight(FLOOR_INFO* floor, int x, int y, int z)
{
TiltYOffset = 0;
TiltXOffset = 0;
OnObject = 0;
HeightType = WALL;
ROOM_INFO* r;
while (floor->pitRoom != NO_ROOM)
{
if (CheckNoColFloorTriangle(floor, x, z) == 1)
break;
r = &Rooms[floor->pitRoom];
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
}
int height = floor->floor * 256;
if (height == NO_HEIGHT)
return height;
TriggerIndex = NULL;
if (floor->index == 0)
return height;
short* data = &FloorData[floor->index];
2019-12-21 18:32:48 -03:00
short type, hadj;
int xOff, yOff, trigger;
ITEM_INFO* item;
OBJECT_INFO* obj;
2019-12-21 18:32:48 -03:00
int tilts, t0, t1, t2, t3, t4, dx, dz, h1, h2;
do
{
type = *(data++);
switch (type & DATA_TYPE)
{
case DOOR_TYPE:
case ROOF_TYPE:
case SPLIT3:
case SPLIT4:
case NOCOLC1T:
case NOCOLC1B:
case NOCOLC2T:
case NOCOLC2B:
data++;
break;
case TILT_TYPE:
2019-12-15 00:14:02 -03:00
TiltXOffset = xOff = (*data >> 8);
TiltYOffset = yOff = *(char *) data;
if ((abs(xOff)) > 2 || (abs(yOff)) > 2)
HeightType = BIG_SLOPE;
else
HeightType = SMALL_SLOPE;
if (xOff >= 0)
height += (xOff * ((-1 - z) & 1023) >> 2);
else
height -= (xOff * (z & 1023) >> 2);
if (yOff >= 0)
height += yOff * ((-1 - x) & 1023) >> 2;
else
height -= yOff * (x & 1023) >> 2;
data++;
break;
case TRIGGER_TYPE:
if (!TriggerIndex)
TriggerIndex = data - 1;
data++;
do
{
trigger = *(data++);
if (TRIG_BITS(trigger) != TO_OBJECT)
{
if (TRIG_BITS(trigger) == TO_CAMERA ||
TRIG_BITS(trigger) == TO_FLYBY)
{
trigger = *(data++);
}
}
else
{
item = &Items[trigger & VALUE_BITS];
obj = &Objects[item->objectNumber];
if (obj->floor && !(item->flags & 0x8000))
{
(obj->floor)(item, x, y, z, &height);
}
}
} while (!(trigger& END_BIT));
break;
case LAVA_TYPE:
TriggerIndex = data - 1;
break;
case CLIMB_TYPE:
case MONKEY_TYPE:
case TRIGTRIGGER_TYPE:
if (!TriggerIndex)
TriggerIndex = data - 1;
break;
case SPLIT1:
case SPLIT2:
case NOCOLF1T:
case NOCOLF1B:
case NOCOLF2T:
case NOCOLF2B:
tilts = *data;
t0 = tilts & 15;
t1 = (tilts >> 4) & 15;
t2 = (tilts >> 8) & 15;
t3 = (tilts >> 12) & 15;
dx = x & 1023;
dz = z & 1023;
xOff = yOff = 0;
HeightType = SPLIT_TRI;
if ((type & DATA_TYPE) == SPLIT1 ||
(type & DATA_TYPE) == NOCOLF1T ||
(type & DATA_TYPE) == NOCOLF1B)
{
if (dx <= (1024 - dz))
{
hadj = (type >> 10) & 0x1F;
if (hadj & 0x10)
hadj |= 0xfff0;
height += 256 * hadj;
xOff = t2 - t1;
yOff = t0 - t1;
}
else
{
hadj = (type >> 5) & 0x1F;
if (hadj & 0x10)
hadj |= 0xFFF0;
height += 256 * hadj;
xOff = t3 - t0;
yOff = t3 - t2;
}
}
else
{
if (dx <= dz)
{
hadj = (type >> 10) & 0x1f;
if (hadj & 0x10)
hadj |= 0xfff0;
height += 256 * hadj;
xOff = t2 - t1;
yOff = t3 - t2;
}
else
{
hadj = (type >> 5) & 0x1f;
if (hadj & 0x10)
hadj |= 0xfff0;
height += 256 * hadj;
xOff = t3 - t0;
yOff = t0 - t1;
}
}
TiltXOffset = xOff;
TiltYOffset = yOff;
if ((abs(xOff)) > 2 || (abs(yOff)) > 2)
HeightType = DIAGONAL;
else if (HeightType != SPLIT_TRI)
HeightType = SMALL_SLOPE;
if (xOff >= 0)
height += xOff * ((-1 - z) & 1023) >> 2;
else
height -= xOff * (z & 1023) >> 2;
if (yOff >= 0)
height += yOff * ((-1 - x) & 1023) >> 2;
else
height -= yOff * (x & 1023) >> 2;
data++;
break;
default:
break;
}
} while (!(type & END_BIT));
return height;
}
void UpdateBats()
{
if (!Objects[ID_BATS].loaded)
return;
short* bounds = GetBoundsAccurate(LaraItem);
int x1 = LaraItem->pos.xPos + bounds[0] - (bounds[0] >> 2);
int x2 = LaraItem->pos.xPos + bounds[1] - (bounds[1] >> 2);
int y1 = LaraItem->pos.yPos + bounds[2] - (bounds[2] >> 2);
int y2 = LaraItem->pos.yPos + bounds[3] - (bounds[3] >> 2);
int z1 = LaraItem->pos.zPos + bounds[4] - (bounds[4] >> 2);
int z2 = LaraItem->pos.zPos + bounds[5] - (bounds[5] >> 2);
int minDistance = 0xFFFFFFF; // v40
int minIndex = -1;
for (int i=0;i<64;i++)
{
BAT_STRUCT* bat = &Bats[i];
if (!bat->on)
continue;
if ((Lara.burn || LaraItem->hitPoints <= 0)
&& bat->counter > 90
&& !(GetRandomControl() & 7))
bat->counter = 90;
if (!(--bat->counter))
{
bat->on = 0;
continue;
}
if (!(GetRandomControl() & 7))
{
bat->laraTarget = GetRandomControl() % 640 + 128;
bat->xTarget = (GetRandomControl() & 0x7F) - 64;
bat->zTarget = (GetRandomControl() & 0x7F) - 64;
}
short angles[2];
phd_GetVectorAngles(
LaraItem->pos.xPos + 8 * bat->xTarget - bat->pos.xPos,
LaraItem->pos.yPos - bat->laraTarget - bat->pos.yPos,
LaraItem->pos.zPos + 8 * bat->zTarget - bat->pos.zPos,
angles);
int distance = SQUARE(LaraItem->pos.zPos - bat->pos.zPos) + SQUARE(LaraItem->pos.xPos - bat->pos.xPos);
if (distance < minDistance)
{
minDistance = distance;
minIndex = i;
}
distance = SQRT_ASM(distance) / 8;
if (distance <= 128)
{
if (distance < 48)
distance = 48;
}
else
{
distance = 128;
}
if (bat->speed < distance)
bat->speed++;
else if (bat->speed > distance)
bat->speed--;
if (bat->counter > 90)
{
int speed = bat->speed * 128;
short xAngle = abs(angles[1] - bat->pos.yRot) >> 3;
short yAngle = abs(angles[0] - bat->pos.yRot) >> 3;
if (xAngle <= -speed)
xAngle = -speed;
else if (xAngle >= speed)
xAngle = speed;
if (yAngle <= -speed)
yAngle = -speed;
else if (yAngle >= speed)
yAngle = speed;
bat->pos.yRot += yAngle;
bat->pos.xRot += xAngle;
}
int sp = bat->speed * SIN(bat->pos.xRot) >> W2V_SHIFT;
bat->pos.xPos += sp * SIN(bat->pos.yRot) >> W2V_SHIFT;
bat->pos.yPos += bat->speed * SIN(-bat->pos.xRot) >> W2V_SHIFT;
bat->pos.zPos += sp * COS(bat->pos.yRot) >> W2V_SHIFT;
if ((i % 2 == 0)
&& bat->pos.xPos > x1
&& bat->pos.xPos < x2
&& bat->pos.yPos > y1
&& bat->pos.yPos < y2
&& bat->pos.zPos > z1
&& bat->pos.zPos < z2)
{
TriggerBlood(bat->pos.xPos, bat->pos.yPos, bat->pos.zPos, 2 * GetRandomControl(), 2);
if (LaraItem->hitPoints > 0)
LaraItem->hitPoints -= 2;
}
}
if (minIndex != -1)
{
BAT_STRUCT* bat = &Bats[minIndex];
if (!(GetRandomControl() & 4))
SoundEffect(SFX_BATS_1, &bat->pos, 0);
}
}
void UpdateDebris()
{
for (int i = 0; i < 256; i++)
{
DEBRIS_STRUCT* debris = &Debris[i];
if (debris->on)
{
debris->yVel += debris->gravity;
if (debris->yVel > 4096)
debris->yVel = 4096;
debris->speed -= debris->speed >> 4;
debris->x += debris->speed * SIN(debris->dir) >> W2V_SHIFT;
debris->y += debris->yVel >> 4;
debris->z += debris->speed * COS(debris->dir) >> W2V_SHIFT;
FLOOR_INFO* floor = GetFloor(debris->x, debris->y, debris->z, &debris->roomNumber);
int height = GetFloorHeight(floor, debris->x, debris->y, debris->z);
int ceiling = GetCeiling(floor, debris->x, debris->y, debris->z);
if (debris->y >= height || debris->y < ceiling)
debris->on--;
else
{
debris->xRot += debris->yVel >> 6;
if (debris->yVel)
debris->yRot += debris->speed >> 5;
if (Rooms[debris->roomNumber].flags & ENV_FLAG_WATER)
debris->yVel -= debris->yVel >> 2;
}
}
}
}
void UpdateRats()
{
if (Objects[ID_RATS].loaded)
{
for (int i = 0; i < 32; i++)
{
RAT_STRUCT* rat = &Rats[i];
if (rat->on)
{
int oldX = rat->pos.xPos;
int oldY = rat->pos.yPos;
int oldZ = rat->pos.zPos;
rat->pos.xPos += rat->speed * SIN(rat->pos.yRot) >> W2V_SHIFT;
rat->pos.yPos += rat->fallspeed;
rat->pos.zPos += rat->speed * COS(rat->pos.yRot) >> W2V_SHIFT;
rat->fallspeed += 6;
int dx = LaraItem->pos.xPos - rat->pos.xPos;
int dy = LaraItem->pos.yPos - rat->pos.yPos;
int dz = LaraItem->pos.zPos - rat->pos.zPos;
short angle;
if (rat->flags >= 170)
angle = rat->pos.yRot - ATAN(dz, dx);
else
angle = ATAN(dz, dx) - rat->pos.yRot;
if (abs(dx) < 85 && abs(dy) < 85 && abs(dz) < 85)
{
LaraItem->hitPoints--;
LaraItem->hitStatus = true;
}
if (rat->flags & 1)
{
if (abs(dz) + abs(dx) <= 1024)
{
if (rat->speed & 1)
rat->pos.yRot += 512;
else
rat->pos.yRot -= 512;
rat->speed = 48 - (abs(angle) >> 10);
}
else
{
if (rat->speed < (i & 0x1F) + 24)
rat->speed++;
if (abs(angle) >= 2048)
{
if (angle >= 0)
rat->pos.yRot += 1024;
else
rat->pos.yRot -= 1024;
}
else
{
rat->pos.yRot += 8 * (Wibble - i);
}
}
}
__int16 oldRoomNumber = rat->roomNumber;
FLOOR_INFO* floor = GetFloor(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos, &rat->roomNumber);
int height = GetFloorHeight(floor, rat->pos.xPos, rat->pos.yPos, rat->pos.zPos);
if (height < rat->pos.yPos - 1280 || height == NO_HEIGHT)
{
if (rat->flags > 170)
{
rat->on = false;
NextRat = 0;
}
if (angle <= 0)
rat->pos.yRot -= ANGLE(90);
else
rat->pos.yRot += ANGLE(90);
rat->pos.xPos = oldX;
rat->pos.yPos = oldY;
rat->pos.zPos = oldZ;
rat->fallspeed = 0;
}
else
{
if (height >= rat->pos.yPos - 64)
{
if (rat->pos.yPos <= height)
{
if (rat->fallspeed >= 500 || rat->flags >= 200)
{
rat->on = 0;
NextRat = 0;
}
else
{
rat->pos.xRot = -128 * rat->fallspeed;
}
}
else
{
rat->pos.yPos = height;
rat->fallspeed = 0;
rat->flags |= 1;
}
}
else
{
rat->pos.xRot = 14336;
rat->pos.xPos = oldX;
rat->pos.yPos = oldY - 24;
rat->pos.zPos = oldZ;
rat->fallspeed = 0;
}
}
if (!(Wibble & 0x3C))
rat->flags += 2;
ROOM_INFO* r = &Rooms[rat->roomNumber];
if (r->flags & ENV_FLAG_WATER)
{
rat->fallspeed = 0;
rat->speed = 16;
rat->pos.yPos = r->maxceiling + 50;
if (Rooms[oldRoomNumber].flags & ENV_FLAG_WATER)
{
if (!(GetRandomControl() & 0xF))
{
SetupRipple(rat->pos.xPos, r->maxceiling, rat->pos.zPos, (GetRandomControl() & 3) + 48, 2);
}
}
else
{
AddWaterSparks(rat->pos.xPos, r->maxceiling, rat->pos.zPos, 16);
SetupRipple(rat->pos.xPos, r->maxceiling, rat->pos.zPos, (GetRandomControl() & 3) + 48, 2);
SoundEffect(SFX_RATSPLASH, &rat->pos, 0);
}
}
if (!i && !(GetRandomControl() & 4))
SoundEffect(SFX_RATS_1, &rat->pos, 0);
}
}
}
}
/*char __usercall UpdateSpiders@<al > (signed int a1@<eax > )
{
if (Objects[ID_SPIDER].loaded)
{
for (int i = 0; i < 64; i++)
{
SPIDER_STRUCT* spider = &Spiders[i];
if (spider->on)
{
}
}
}
LOBYTE(a1) = *(&objects[95] + 50);
if (*(&objects[95] + 50) & 1)
{
v1 = Spiders;
v23 = 0;
do
{
if (BYTE2(v1[1].yPos))
{
LOWORD(a1) = v1->yRot;
v2 = SHIWORD(v1[1].xPos);
v3 = v1->yPos;
v4 = (a1 >> 3) & 0x1FFE;
v25 = v1->xPos;
v5 = v1->zPos;
v6 = v1[1].yPos;
v1->xPos += v2 * 4 * rcossin_tbl[v4] >> 14;
v26 = v3;
v1->yPos = v3 + v6;
v27 = v5;
v7 = v5 + (v2 * 4 * rcossin_tbl[v4 + 1] >> 14);
LOWORD(v1[1].yPos) = v6 + 6;
v1->zPos = v7;
v8 = v3 + v6;
v9 = LaraItem->pos.zPos - v1->zPos;
v10 = LaraItem->pos.xPos - v1->xPos;
v11 = LaraItem->pos.yPos - v8;
v12 = phd_atan(v9, v10) - v1->yRot;
v24 = v12;
v13 = abs(v9);
if (v13 < 85 && abs(v11) < 85 && abs(v10) < 85)
{
LaraItem->hit_points -= 3;
LaraItem->_bf15ea |= 0x10u;
TriggerBlood(v1->xPos, v1->yPos, v1->zPos, v1->yRot, 1);
v12 = v24;
}
if (HIBYTE(v1[1].yPos))
{
if (v13 + abs(v10) <= 768)
{
if (v1[1].xPos & 0x10000)
v1->yRot += 512;
else
v1->yRot -= 512;
HIWORD(v1[1].xPos) = 48 - (abs(v12) >> 10);
}
else
{
v14 = HIWORD(v1[1].xPos);
if (v14 < (v23 & 0x1F) + 24)
HIWORD(v1[1].xPos) = v14 + 1;
if (abs(v12) >= 2048)
{
if (v12 >= 0)
v1->yRot += 1024;
else
v1->yRot -= 1024;
}
else
{
v1->yRot += 8 * (wibble - v23);
}
}
}
v15 = v1 + 1;
v16 = GetFloor(v1->xPos, v1->yPos, v1->zPos, &v1[1]);
v17 = GetHeight(v16, v1->xPos, v1->yPos, v1->zPos);
v18 = v1->yPos;
if (v17 >= v18 - 1280 || v17 == -32512)
{
if (v17 >= v18 - 64)
{
if (v18 <= v17)
{
if (SLOWORD(v1[1].yPos) >= 500)
{
BYTE2(v1[1].yPos) = 0;
NextSpider = 0;
}
else
{
v1->xRot = -128 * LOWORD(v1[1].yPos);
}
}
else
{
v1->yPos = v17;
LOWORD(v1[1].yPos) = 0;
HIBYTE(v1[1].yPos) = 1;
}
}
else
{
v1->xRot = 14336;
v1->xPos = v25;
v1->yPos = v26 - 8;
if (!(GetRandomControl() & 0x1F))
v1->yRot += -32768;
LOWORD(v1[1].yPos) = 0;
v1->zPos = v27;
}
}
else
{
if (v24 <= 0)
v1->yRot -= 0x4000;
else
v1->yRot += 0x4000;
v1->xPos = v25;
v1->yPos = v26;
v1->zPos = v27;
LOWORD(v1[1].yPos) = 0;
}
if (v1->yPos < room[SLOWORD(v15->xPos)].maxceiling + 50)
{
v19 = room[SLOWORD(v15->xPos)].maxceiling;
LOWORD(v1[1].yPos) = 1;
v1->yRot += -32768;
v1->yPos = v19 + 50;
}
if (!v23 && !(GetRandomControl() & 4))
SoundEffect(276, v1, 0);
}
v1 = (v1 + 26);
a1 = v23 + 1;
v21 = __OFSUB__(v23 + 1, 64);
v20 = v23++ - 63 < 0;
} while (v20 ^ v21);
}
return a1;
}*/
2019-12-27 23:54:40 -03:00
int LOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int result1, result2;
end->roomNumber = start->roomNumber;
if (abs(end->z - start->z) > abs(end->x - start->x))
{
result1 = xLOS(start, end);
result2 = zLOS(start, end);
}
else
{
result1 = zLOS(start, end);
result2 = xLOS(start, end);
}
if (result2)
{
GetFloor(end->x, end->y, end->z, &end->roomNumber);
if (ClipTarget(start, end) && result1 == 1 && result2 == 1)
{
return 1;
}
}
return 0;
}
int xLOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int dx, dy, dz, x, y, z, flag;
short room, room2;
FLOOR_INFO* floor;
dx = end->x - start->x;
if (!dx)
return 1;
dy = (end->y - start->y << 10) / dx;
dz = (end->z - start->z << 10) / dx;
number_los_rooms = 1;
los_rooms[0] = start->roomNumber;
room = start->roomNumber;
room2 = start->roomNumber;
flag = 1;
if (dx < 0)
{
x = start->x & 0xFFFFFC00;
y = ((x - start->x) * dy >> 10) + start->y;
z = ((x - start->x) * dz >> 10) + start->z;
while (x > end->x)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x - 1, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x - 1, y, z) || y < GetCeiling(floor, x - 1, y, z))
{
flag = 0;
break;
}
x -= 1024;
y -= dy;
z -= dz;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
else
{
x = start->x | 0x3FF;
y = ((x - start->x) * dy >> 10) + start->y;
z = ((x - start->x) * dz >> 10) + start->z;
while (x < end->x)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x + 1, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x + 1, y, z) || y < GetCeiling(floor, x + 1, y, z))
{
flag = 0;
break;
}
x += 1024;
y += dy;
z += dz;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
return flag;
}
int zLOS(GAME_VECTOR* start, GAME_VECTOR* end)
{
int dx, dy, dz, x, y, z, flag;
short room, room2;
FLOOR_INFO* floor;
dz = end->z - start->z;
if (!dz)
return 1;
dx = (end->x - start->x << 10) / dz;
dy = (end->y - start->y << 10) / dz;
number_los_rooms = 1;
los_rooms[0] = start->roomNumber;
room = start->roomNumber;
room2 = start->roomNumber;
flag = 1;
if (dz < 0)
{
z = start->z & 0xFFFFFC00;
x = ((z - start->z) * dx >> 10) + start->x;
y = ((z - start->z) * dy >> 10) + start->y;
while (z > end->z)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z - 1, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z - 1) || y < GetCeiling(floor, x, y, z - 1))
{
flag = 0;
break;
}
z -= 1024;
x -= dx;
y -= dy;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
else
{
z = start->z | 0x3FF;
x = ((z - start->z) * dx >> 10) + start->x;
y = ((z - start->z) * dy >> 10) + start->y;
while (z < end->z)
{
floor = GetFloor(x, y, z, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
{
flag = -1;
break;
}
floor = GetFloor(x, y, z + 1, &room);
if (room != room2)
{
room2 = room;
los_rooms[number_los_rooms] = room;
++number_los_rooms;
}
if (y > GetFloorHeight(floor, x, y, z + 1) || y < GetCeiling(floor, x, y, z + 1))
{
flag = 0;
break;
}
z += 1024;
x += dx;
y += dy;
}
if (flag != 1)
{
end->x = x;
end->y = y;
end->z = z;
}
end->roomNumber = flag ? room : room2;
}
return flag;
}
int ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target)
{
short room;
int x, y, z, wx, wy, wz;
room = target->roomNumber;
if (target->y > GetFloorHeight(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
{
x = (7 * (target->x - start->x) >> 3) + start->x;
y = (7 * (target->y - start->y) >> 3) + start->y;
z = (7 * (target->z - start->z) >> 3) + start->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy < GetFloorHeight(GetFloor(wx, wy, wz, &room), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->roomNumber = room;
return 0;
}
room = target->roomNumber;
if (target->y < GetCeiling(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
{
x = (7 * (target->x - start->x) >> 3) + start->x;
y = (7 * (target->y - start->y) >> 3) + start->y;
z = (7 * (target->z - start->z) >> 3) + start->z;
for (int i = 3; i > 0; --i)
{
wx = ((target->x - x) * i >> 2) + x;
wy = ((target->y - y) * i >> 2) + y;
wz = ((target->z - z) * i >> 2) + z;
if (wy > GetCeiling(GetFloor(wx, wy, wz, &room), wx, wy, wz))
break;
}
target->x = wx;
target->y = wy;
target->z = wz;
target->roomNumber = room;
return 0;
}
return 1;
}
int GetTargetOnLOS(GAME_VECTOR* src, GAME_VECTOR* dest, int DrawTarget, int firing)
{
GAME_VECTOR target;
int result, flag, itemNumber, count;
MESH_INFO* mesh;
PHD_VECTOR vector;
ITEM_INFO* item;
short angle, room, triggerItems[8];
target.x = dest->x;
target.y = dest->y;
target.z = dest->z;
2020-01-08 08:06:33 +01:00
result = LOS(src, &target);
2020-01-08 08:06:33 +01:00
GetFloor(target.x, target.y, target.z, &target.roomNumber);
2020-01-08 08:06:33 +01:00
if (firing && LaserSight)
{
Lara.hasFired = true;
Lara.fired = true;
2020-01-08 08:06:33 +01:00
if (Lara.gunType == WEAPON_REVOLVER)
{
SoundEffect(SFX_REVOLVER, NULL, 0);
}
}
2020-01-08 08:06:33 +01:00
flag = 0;
itemNumber = ObjectOnLOS2(src, dest, &vector, &mesh);
2020-01-08 08:06:33 +01:00
if (itemNumber != 999)
{
target.x = vector.x - (vector.x - src->x >> 5);
target.y = vector.y - (vector.y - src->y >> 5);
target.z = vector.z - (vector.z - src->z >> 5);
2020-01-08 08:06:33 +01:00
GetFloor(target.x, target.y, target.z, &target.roomNumber);
2020-01-08 08:06:33 +01:00
if (itemNumber >= 0)
Lara.target = &Items[itemNumber];
2020-01-08 08:06:33 +01:00
if (firing)
{
if (Lara.gunType != WEAPON_CROSSBOW)
{
if (itemNumber < 0)
{
if (mesh->staticNumber >= 50 && mesh->staticNumber < 58)
{
ShatterObject(NULL, mesh, 128, target.roomNumber, 0);
SmashedMeshRoom[SmashedMeshCount] = target.roomNumber;
SmashedMesh[SmashedMeshCount] = mesh;
++SmashedMeshCount;
mesh->Flags &= ~0x1;
SoundEffect(ShatterSounds[CurrentLevel - 5][mesh->staticNumber], (PHD_3DPOS *) mesh, 0);
}
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
else
{
item = &Items[itemNumber];
if (item->objectNumber != ID_SHOOT_SWITCH1 && item->objectNumber != ID_SHOOT_SWITCH2)
{
if (Objects[item->objectNumber].explodableMeshbits & TargetMesh && LaserSight)
{
if (!Objects[item->objectNumber].intelligent)
{
ShatterObject(&ShatterItem, 0, 128, target.roomNumber, 0);
item->meshBits &= ~TargetMesh;
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
else
{
if (item->objectNumber != ID_TWOGUN)
{
item->hitPoints -= 30;
if (item->hitPoints < 0)
item->hitPoints = 0;
HitTarget(item, &target, WeaponsArray[Lara.gunType].damage, 0);
}
else
{
angle = ATAN(LaraItem->pos.zPos - item->pos.zPos, LaraItem->pos.xPos - item->pos.xPos) - item->pos.yRot;
if (angle > -ANGLE(90) && angle < ANGLE(90))
{
item->hitPoints = 0;
HitTarget(item, &target, WeaponsArray[Lara.gunType].damage, 0);
}
}
}
}
else
{
if (DrawTarget && (Lara.gunType == WEAPON_REVOLVER || Lara.gunType == WEAPON_HK))
{
if (Objects[item->objectNumber].intelligent)
{
HitTarget(item, &target, WeaponsArray[Lara.gunType].damage, 0);
}
else
{
if (Objects[item->objectNumber].hitEffect == 3)
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
}
else
{
if (item->objectNumber >= ID_SMASH_OBJECT1 && item->objectNumber <= ID_SMASH_OBJECT8)
{
SmashObject(itemNumber);
}
else
{
if (Objects[item->objectNumber].hitEffect == 1)
{
DoBloodSplat(target.x, target.y, target.z, (GetRandomControl() & 3) + 3, item->pos.yRot, item->roomNumber);
}
else if (Objects[item->objectNumber].hitEffect == 2)
{
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, -5);
}
else if (Objects[item->objectNumber].hitEffect == 3)
{
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
item->hitStatus = true;
if (!Objects[item->objectNumber].undead)
{
item->hitPoints -= WeaponsArray[Lara.gunType].damage;
}
}
}
}
}
else
{
if (TargetMesh == 1 << Objects[item->objectNumber].nmeshes - 1)
{
if (!(item->flags & 0x40))
{
if (item->objectNumber == ID_SHOOT_SWITCH1)
ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
if (item->triggerFlags == 444 && item->objectNumber == ID_SHOOT_SWITCH2)
{
ProcessExplodingSwitchType8(item);
}
else
{
if (item->flags & IFLAG_ACTIVATION_MASK && (item->flags & IFLAG_ACTIVATION_MASK) != IFLAG_ACTIVATION_MASK)
{
room = item->roomNumber;
GetFloorHeight(GetFloor(item->pos.xPos, item->pos.yPos - 256, item->pos.zPos, &room), item->pos.xPos, item->pos.yPos - 256, item->pos.zPos);
TestTriggers(TriggerIndex, 1, item->flags & IFLAG_ACTIVATION_MASK);
}
else
{
for (count = GetSwitchTrigger(item, triggerItems, 1); count > 0; --count)
{
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AddActiveItem(triggerItems[count - 1]);
Items[triggerItems[count - 1]].status = ITEM_ACTIVE;
Items[triggerItems[count - 1]].flags |= IFLAG_ACTIVATION_MASK;
}
}
}
}
if (item->status != ITEM_DEACTIVATED)
{
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
item->flags |= IFLAG_ACTIVATION_MASK | 0x40;
}
}
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 3, 0);
}
}
}
else
{
if (LaserSight && itemNumber >= 0)
{
item = &Items[itemNumber];
if (item->objectNumber == ID_ENEMY_JEEP && item->meshBits & 1)
{
/* @FIXME This turns the LaserSight sprite of the Grappling Gun green and calls FireGrapplingBoltFromLasersight() */
}
}
}
}
else
{
if (itemNumber >= 0)
{
item = &Items[itemNumber];
if (item->objectNumber == ID_ENEMY_JEEP && Lara.gunType == WEAPON_CROSSBOW && item->meshBits & 1)
{
/* @FIXME This turns the LaserSight sprite of the Grappling Gun green */
}
}
}
flag = 1;
}
else
{
if (Lara.gunType != WEAPON_CROSSBOW)
{
target.x -= target.x - src->x >> 5;
target.y -= target.y - src->y >> 5;
target.z -= target.z - src->z >> 5;
if (firing && !result)
TriggerRicochetSpark(&target, LaraItem->pos.yRot, 8, 0);
}
else
{
if (firing && LaserSight)
{
/* @FIXME This calls FireGrapplingBoltFromLasersight() */
}
}
}
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if (DrawTarget && (flag || !result))
{
TriggerDynamicLight(target.x, target.y, target.z, 64, 255, 0, 0);
LaserSightActive = 1;
LaserSightX = target.x;
LaserSightY = target.y;
LaserSightZ = target.z;
}
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return flag;
}
int ObjectOnLOS2(GAME_VECTOR* start, GAME_VECTOR* end, PHD_VECTOR* vec, MESH_INFO** mesh)
{
int r, m;
ROOM_INFO* room;
short linknum, *box;
ITEM_INFO* item;
PHD_3DPOS pos;
MESH_INFO* meshp;
ClosestItem = 999;
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ClosestDist = SQUARE(end->x - start->x)
+ SQUARE(end->y - start->y)
+ SQUARE(end->z - start->z);
for (r = 0; r < number_los_rooms; ++r)
{
room = &Rooms[los_rooms[r]];
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for (m = 0; m < room->numMeshes; m++)
{
meshp = &room->mesh[m];
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if (meshp->Flags & 1)
{
pos.xPos = meshp->x;
pos.yPos = meshp->y;
pos.zPos = meshp->z;
pos.yRot = meshp->yRot;
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if (DoRayBox(start, end, &StaticObjects[meshp->staticNumber].xMinc, &pos, vec, -1 - meshp->staticNumber))
{
*mesh = meshp;
end->roomNumber = los_rooms[r];
}
}
}
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for (linknum = room->itemNumber; linknum != NO_ITEM; linknum = Items[linknum].nextItem)
{
item = &Items[linknum];
if (item->status != ITEM_DEACTIVATED
&& item->status != ITEM_INVISIBLE
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&& (item->objectNumber != ID_LARA && Objects[item->objectNumber].collision != NULL
|| item->objectNumber == ID_LARA && GetLaraOnLOS))
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{
box = GetBoundsAccurate(item);
pos.xPos = item->pos.xPos;
pos.yPos = item->pos.yPos;
pos.zPos = item->pos.zPos;
pos.yRot = item->pos.yRot;
if (DoRayBox(start, end, box, &pos, vec, linknum))
{
end->roomNumber = los_rooms[r];
}
}
}
}
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vec->x = ClosestCoord.x;
vec->y = ClosestCoord.y;
vec->z = ClosestCoord.z;
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return ClosestItem;
}
int GetRandomControl()
{
rand_1 = 1103515245 * rand_1 + 12345;
return rand_1 >> 10 & 0x7FFF;
}
void SeedRandomControl(int seed)
{
rand_1 = seed;
}
int GetRandomDraw()
{
rand_2 = 1103515245 * rand_2 + 12345;
return rand_2 >> 10 & 0x7FFF;
}
void SeedRandomDraw(int seed)
{
rand_2 = seed;
}
int GetCeiling(FLOOR_INFO* floor, int x, int y, int z)
{
ROOM_INFO* room;
FLOOR_INFO* floor2;
int ceiling, t0, t1, t2, t3, dx, dz, xOff, yOff;
short type, type2, function, cadj, trigger, *data;
bool end;
ITEM_INFO* item;
floor2 = floor;
while (floor2->skyRoom != NO_ROOM)
{
if (CheckNoColCeilingTriangle(floor2, x, z) == 1)
break;
room = &Rooms[floor2->skyRoom];
floor2 = &XZ_GET_SECTOR(room, x - room->x, z - room->z);
}
ceiling = 256 * floor2->ceiling;
if (ceiling != NO_HEIGHT)
{
if (floor2->index)
{
data = &FloorData[floor2->index];
type = *data;
function = type & DATA_TYPE;
++data;
end = false;
if (function == TILT_TYPE || function == SPLIT1 || function == SPLIT2 || function == NOCOLF1T || function == NOCOLF1B || function == NOCOLF2T || function == NOCOLF2B)
{
++data;
if (type & END_BIT)
end = true;
type = *data;
function = type & DATA_TYPE;
++data;
}
if (!end)
{
xOff = 0;
yOff = 0;
if (function != ROOF_TYPE)
{
if (function == SPLIT3 || function == SPLIT4 || function == NOCOLC1T || function == NOCOLC1B || function == NOCOLC2T || function == NOCOLC2B)
{
dx = x & 0x3FF;
dz = z & 0x3FF;
t0 = -(*data & DATA_TILT);
t1 = -(*data >> 4 & DATA_TILT);
t2 = -(*data >> 8 & DATA_TILT);
t3 = -(*data >> 12 & DATA_TILT);
if (function == SPLIT3 || function == NOCOLC1T || function == NOCOLC1B)
{
if (dx <= 1024 - dz)
{
cadj = type >> 10 & DATA_TYPE;
if (cadj & 0x10)
cadj |= 0xFFF0;
ceiling += 256 * cadj;
xOff = t2 - t1;
yOff = t3 - t2;
}
else
{
cadj = type >> 5 & DATA_TYPE;
if (cadj & 0x10)
cadj |= 0xFFF0;
ceiling += 256 * cadj;
xOff = t3 - t0;
yOff = t0 - t1;
}
}
else
{
if (dx <= dz)
{
cadj = type >> 10 & DATA_TYPE;
if (cadj & 0x10)
cadj |= 0xFFF0;
ceiling += 256 * cadj;
xOff = t2 - t1;
yOff = t0 - t1;
}
else
{
cadj = type >> 5 & DATA_TYPE;
if (cadj & 0x10)
cadj |= 0xFFF0;
ceiling += 256 * cadj;
xOff = t3 - t0;
yOff = t3 - t2;
}
}
}
}
else
{
xOff = *data >> 8;
yOff = *(char *)data;
}
if (xOff < 0)
{
ceiling += (z & 0x3FF) * xOff >> 2;
}
else
{
ceiling -= (-1 - z & 0x3FF) * xOff >> 2;
}
if (yOff < 0)
{
ceiling += (-1 - x & 0x3FF) * yOff >> 2;
}
else
{
ceiling -= (x & 0x3FF) * yOff >> 2;
}
}
}
while (floor->pitRoom != NO_ROOM)
{
if (CheckNoColFloorTriangle(floor, x, z) == 1)
break;
room = &Rooms[floor->pitRoom];
floor = &XZ_GET_SECTOR(room, x - room->x, z - room->z);
}
if (floor->index)
{
data = &FloorData[floor->index];
do
{
type = *data;
function = type & DATA_TYPE;
++data;
switch (function)
{
case DOOR_TYPE:
case TILT_TYPE:
case ROOF_TYPE:
case SPLIT1:
case SPLIT2:
case SPLIT3:
case SPLIT4:
case NOCOLF1T:
case NOCOLF1B:
case NOCOLF2T:
case NOCOLF2B:
case NOCOLC1T:
case NOCOLC1B:
case NOCOLC2T:
case NOCOLC2B:
++data;
break;
case TRIGGER_TYPE:
++data;
do
{
type2 = *data;
trigger = TRIG_BITS(type2);
++data;
if (trigger != TO_OBJECT)
{
if (trigger == TO_CAMERA || trigger == TO_FLYBY)
{
type2 = *data;
++data;
}
}
else
{
item = &Items[type2 & VALUE_BITS];
if (Objects[item->objectNumber].ceiling && !(item->flags & 0x8000))
{
Objects[item->objectNumber].ceiling(item, x, y, z, &ceiling);
}
}
}
while (!(type2 & END_BIT));
}
}
while (!(type & END_BIT));
}
}
return ceiling;
}
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PHD_VECTOR* NormalizeVector(PHD_VECTOR* vec)
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{
int x = vec->x >> 16;
int y = vec->y >> 16;
int z = vec->z >> 16;
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Vector3 v = Vector3(x, y, z);
v.Normalize();
vec->x = (int)(v.x * 16384);
vec->y = (int)(v.y * 16384);
vec->z = (int)(v.z * 16384);
/*
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if (!x && !y && !z)
return vec;
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int length = abs(SQUARE(x) + SQUARE(y) + SQUARE(z));
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length = 0x1000000 / (SQRT_ASM(length) << 16 >> 8) << 8 >> 8;
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vec->x = vec->x * length >> 16;
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vec->y = vec->y * length >> 16;
vec->z = vec->z * length >> 16;
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*/
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return vec;
}
int DoRayBox(GAME_VECTOR* start, GAME_VECTOR* end, short* box, PHD_3DPOS* itemOrStaticPos, PHD_VECTOR* hitPos, short closesItemNumber)
{
PHD_VECTOR p1, p2;
p1.x = box[0] << 16;
p2.x = box[1] << 16;
p1.y = box[2] << 16;
p2.y = box[3] << 16;
p1.z = box[4] << 16;
p2.z = box[5] << 16;
int dx2 = end->x - itemOrStaticPos->xPos;
int dy2 = end->y - itemOrStaticPos->yPos;
int dz2 = end->z - itemOrStaticPos->zPos;
phd_PushUnitMatrix();
phd_RotY(-itemOrStaticPos->yRot);
int a1 = MatrixPtr[M00] * dx2 +
MatrixPtr[M01] * dy2 +
MatrixPtr[M02] * dz2;
int a2 = MatrixPtr[M10] * dx2 +
MatrixPtr[M11] * dy2 +
MatrixPtr[M12] * dz2;
int a3 = MatrixPtr[M20] * dx2 +
MatrixPtr[M21] * dy2 +
MatrixPtr[M22] * dz2;
int dx1 = start->x - itemOrStaticPos->xPos;
int dy1 = start->y - itemOrStaticPos->yPos;
int dz1 = start->z - itemOrStaticPos->zPos;
int b1 = MatrixPtr[M00] * dx1 +
MatrixPtr[M01] * dy1 +
MatrixPtr[M02] * dz1;
int b2 = MatrixPtr[M10] * dx1 +
MatrixPtr[M11] * dy1 +
MatrixPtr[M12] * dz1;
int b3 = MatrixPtr[M20] * dx1 +
MatrixPtr[M21] * dy1 +
MatrixPtr[M22] * dz1;
phd_PopMatrix();
PHD_VECTOR vec;
vec.x = ((a1 >> W2V_SHIFT) - (b1 >> W2V_SHIFT)) << 16;
vec.y = ((a2 >> W2V_SHIFT) - (b2 >> W2V_SHIFT)) << 16;
vec.z = ((a3 >> W2V_SHIFT) - (b3 >> W2V_SHIFT)) << 16;
2020-01-07 12:17:55 +01:00
NormalizeVector(&vec);
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PHD_VECTOR pb;
pb.x = b1 >> W2V_SHIFT << 16;
pb.y = b2 >> W2V_SHIFT << 16;
pb.z = b3 >> W2V_SHIFT << 16;
vec.x <<= 8;
vec.y <<= 8;
vec.z <<= 8;
if (!DoRayBox_sub_401523(&p1, &p2, &pb, &vec, hitPos))
return 0;
if (hitPos->x < box[0]
|| hitPos->y < box[2]
|| hitPos->z < box[4]
|| hitPos->x > box[1]
|| hitPos->y > box[3]
|| hitPos->z > box[5])
return 0;
phd_PushUnitMatrix();
phd_RotY(itemOrStaticPos->yRot);
int c1 = MatrixPtr[M00] * hitPos->x +
MatrixPtr[M01] * hitPos->y +
MatrixPtr[M02] * hitPos->z;
int c2 = MatrixPtr[M10] * hitPos->x +
MatrixPtr[M11] * hitPos->y +
MatrixPtr[M12] * hitPos->z;
int c3 = MatrixPtr[M20] * hitPos->x +
MatrixPtr[M21] * hitPos->y +
MatrixPtr[M22] * hitPos->z;
hitPos->x = (c1 >> W2V_SHIFT);
hitPos->y = (c2 >> W2V_SHIFT);
hitPos->z = (c3 >> W2V_SHIFT);
phd_PopMatrix();
short* meshPtr = NULL;
int bit = 1;
int sp = -2;
int minDistance = 0x7FFFFFFF;
if (closesItemNumber < 0)
{
sp = -1;
}
else
{
ITEM_INFO* item = &Items[closesItemNumber];
OBJECT_INFO* obj = &Objects[item->objectNumber];
GetSpheres(item, SphereList, 1);
if (obj->nmeshes <= 0)
return 0;
meshPtr = Meshes[obj->meshIndex];
for (int i = 0; i < obj->nmeshes; i++)
{
if (item->meshBits & (1 << i))
{
SPHERE* sphere = &SphereList[i];
if (item->meshBits & (1 << i))
{
SPHERE* sphere = &SphereList[i];
int dx = end->x - start->x;
int dy = end->y - start->y;
int dz = end->z - start->z;
int d1 = dx * (sphere->x - start->x) + dy * (sphere->y - start->y) + dz * (sphere->z - start->z);
int d2 = SQUARE(dx) + SQUARE(dy) + SQUARE(dz);
if ((d1 < 0 && d2 < 0) || (d1 > 0 && d2 > 0) || abs(d1) <= abs(d2))
{
int l;
if (d2 >> 16)
l = d1 / (d2 >> 16);
else
l = 0;
int x = start->x + (l * dx >> 16);
int y = start->y + (l * dy >> 16);
int z = start->z + (l * dz >> 16);
int d = SQUARE(x - sphere->x) + SQUARE(y - sphere->y) + SQUARE(z - sphere->z);
if (d <= SQUARE(sphere->r))
{
int newDist = SQUARE(sphere->x - start->x) + SQUARE(sphere->y - start->y) + SQUARE(sphere->z - start->z);
if (newDist < minDistance)
{
minDistance = newDist;
meshPtr = Meshes[obj->meshIndex + 2 * i];
bit = 1 << i;
sp = i;
}
}
}
}
}
}
if (sp < -1)
return 0;
}
int distance = SQUARE(hitPos->x + itemOrStaticPos->xPos - start->x)
+ SQUARE(hitPos->y + itemOrStaticPos->yPos - start->y)
+ SQUARE(hitPos->z + itemOrStaticPos->zPos - start->z);
if (distance >= ClosestDist)
return 0;
ClosestCoord.x = hitPos->x + itemOrStaticPos->xPos;
ClosestCoord.y = hitPos->y + itemOrStaticPos->yPos;
ClosestCoord.z = hitPos->z + itemOrStaticPos->zPos;
ClosestDist = distance;
ClosestItem = closesItemNumber;
if (sp >= 0)
{
ITEM_INFO* item = &Items[closesItemNumber];
GetSpheres(item, SphereList, 3);
ShatterItem.yRot = item->pos.yRot;
ShatterItem.meshp = meshPtr;
ShatterItem.sphere.x = SphereList[sp].x;
ShatterItem.sphere.y = SphereList[sp].y;
ShatterItem.sphere.z = SphereList[sp].z;
ShatterItem.bit = bit;
ShatterItem.flags = 0;
}
return 1;
}
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void AnimateItem(ITEM_INFO* item)
{
item->touchBits = 0;
item->hitStatus = false;
item->frameNumber++;
ANIM_STRUCT* anim = &Anims[item->animNumber];
if (anim->numberChanges > 0 && GetChange(item, anim))
{
anim = &Anims[item->animNumber];
item->currentAnimState = anim->currentAnimState;
if (item->requiredAnimState == item->currentAnimState)
item->requiredAnimState = 0;
}
if (item->frameNumber > anim->frameEnd)
{
if (anim->numberCommands > 0)
{
short* cmd = &Commands[anim->commandIndex];
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
TranslateItem(item, cmd[0], cmd[1], cmd[2]);
cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
item->fallspeed = *(cmd++);
item->speed = *(cmd++);
item->gravityStatus = true;
break;
case COMMAND_DEACTIVATE:
if (Objects[item->objectNumber].intelligent && !item->afterDeath)
item->afterDeath = 1;
item->status = ITEM_DEACTIVATED;
break;
case COMMAND_SOUND_FX:
case COMMAND_EFFECT:
cmd += 2;
break;
default:
break;
}
}
}
item->animNumber = anim->jumpAnimNum;
item->frameNumber = anim->jumpFrameNum;
anim = &Anims[item->animNumber];
if (item->currentAnimState != anim->currentAnimState)
{
item->currentAnimState = anim->currentAnimState;
item->goalAnimState = anim->currentAnimState;
}
if (item->requiredAnimState == item->currentAnimState)
item->requiredAnimState = 0;
}
if (anim->numberCommands > 0)
{
short* cmd = &Commands[anim->commandIndex];
int flags;
for (int i = anim->numberCommands; i > 0; i--)
{
switch (*(cmd++))
{
case COMMAND_MOVE_ORIGIN:
cmd += 3;
break;
case COMMAND_JUMP_VELOCITY:
cmd += 2;
break;
case COMMAND_SOUND_FX:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
flags = cmd[1] & 0xC000;
if (!Objects[item->objectNumber].waterCreature)
{
if (item->roomNumber == NO_ROOM)
{
item->pos.xPos = LaraItem->pos.xPos;
item->pos.yPos = LaraItem->pos.yPos - 762;
item->pos.zPos = LaraItem->pos.zPos;
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
else if (Rooms[item->roomNumber].flags & ENV_FLAG_WATER)
{
if (!flags
|| flags == SFX_WATERONLY
&& (Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER
|| Objects[item->objectNumber].intelligent))
{
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
}
else if (!flags || flags == SFX_LANDONLY && !(Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER))
{
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 2);
}
}
else
{
if (Rooms[Camera.pos.roomNumber].flags & ENV_FLAG_WATER)
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 1);
else
SoundEffect(cmd[1] & 0x3FFF, &item->pos, 0);
}
break;
case COMMAND_EFFECT:
if (item->frameNumber != *cmd)
{
cmd += 2;
break;
}
FXType = cmd[1] & 0xC000;
(*effect_routines[(int)(cmd[1] & 0x3fff)])(item);
cmd += 2;
break;
default:
break;
}
}
}
int lateral = 0;
if (item->gravityStatus)
{
item->fallspeed += (item->fallspeed >= 128 ? 1 : 6);
item->pos.yPos += item->fallspeed;
}
else
{
int velocity = anim->velocity;
if (anim->acceleration)
velocity += anim->acceleration * (item->frameNumber - anim->frameBase);
item->speed = velocity >> 16;
lateral = anim->Xvelocity;
if (anim->Xacceleration)
lateral += anim->Xacceleration * (item->frameNumber - anim->frameBase);
lateral >>= 16;
}
item->pos.xPos += item->speed * SIN(item->pos.yRot) >> W2V_SHIFT;
item->pos.zPos += item->speed * COS(item->pos.yRot) >> W2V_SHIFT;
item->pos.xPos += lateral * SIN(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
item->pos.zPos += lateral * COS(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
}
void DoFlipMap(short group)
{
ROOM_INFO temp ;
for (int i = 0; i < NumberRooms; i++)
{
ROOM_INFO* r = &Rooms[i];
if (r->flippedRoom >= 0 && r->flipNumber == group)
{
RemoveRoomFlipItems(r);
ROOM_INFO* flipped = &Rooms[r->flippedRoom];
memcpy(&temp, r, sizeof(temp));
memcpy(r, flipped, sizeof(ROOM_INFO));
memcpy(flipped, &temp, sizeof(ROOM_INFO));
r->flippedRoom = flipped->flippedRoom;
flipped->flippedRoom = -1;
r->itemNumber = flipped->itemNumber;
r->fxNumber = flipped->fxNumber;
AddRoomFlipItems(r);
2020-01-14 14:39:24 -03:00
g_Renderer->FlipRooms(i, r->flippedRoom);
}
}
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int status = FlipStats[group] == 0;
FlipStats[group] = status;
FlipStatus = status;
for (int i = 0; i < NUM_SLOTS; i++)
{
BaddieSlots[i].LOT.targetBox = NO_BOX;
}
}
void AddRoomFlipItems(ROOM_INFO* r)
{
for (short linkNum = r->itemNumber; linkNum != NO_ITEM; linkNum = Items[linkNum].nextItem)
{
ITEM_INFO* item = &Items[linkNum];
if (item->objectNumber == ID_RAISING_BLOCK1 && item->itemFlags[1])
AlterFloorHeight(item, -1024);
if (item->objectNumber == ID_RAISING_BLOCK2)
{
if (item->itemFlags[1])
AlterFloorHeight(item, -2048);
}
}
}
void RemoveRoomFlipItems(ROOM_INFO* r)
{
for (short linkNum = r->itemNumber; linkNum != NO_ITEM; linkNum = Items[linkNum].nextItem)
{
ITEM_INFO* item = &Items[linkNum];
if (item->flags & 0x100
&& Objects[item->objectNumber].intelligent
&& item->hitPoints <= 0
&& item->hitPoints != -16384)
{
KillItem(linkNum);
}
}
}
void PlaySoundTrack(short track, short flags)
{
S_CDPlayEx(track, flags, 0);
}
void RumbleScreen()
{
if (!(GlobalCounter & 0x1FF))
SoundEffect(SFX_KLAXON, 0, 4104);
if (RumbleTimer >= 0)
RumbleTimer++;
if (RumbleTimer > 450)
{
if (!(GetRandomControl() & 0x1FF))
{
InGameCnt = 0;
RumbleTimer = -32 - (GetRandomControl() & 0x1F);
return;
}
}
if (RumbleTimer < 0)
{
if (InGameCnt >= abs(RumbleTimer))
{
Camera.bounce = -(GetRandomControl() % abs(RumbleTimer));
RumbleTimer++;
}
else
{
InGameCnt++;
Camera.bounce = -(GetRandomControl() % InGameCnt);
}
}
}
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void RefreshCamera(short type, short* data)
{
short trigger, value, targetOk;
targetOk = 2;
do
{
trigger = *(data++);
value = trigger & VALUE_BITS;
switch (TRIG_BITS(trigger))
{
case TO_CAMERA:
data++;
if (value == Camera.last)
{
Camera.number = value;
if ((Camera.timer < 0)
|| (Camera.type == LOOK_CAMERA)
|| (Camera.type == COMBAT_CAMERA))
{
Camera.timer = -1;
targetOk = 0;
break;
}
Camera.type = FIXED_CAMERA;
targetOk = 1;
}
else
targetOk = 0;
break;
case TO_TARGET:
if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA)
break;
Camera.item = &Items[value];
break;
}
} while (!(trigger & END_BIT));
if (Camera.item)
if (!targetOk || (targetOk == 2 && Camera.item->lookedAt && Camera.item != Camera.lastItem))
Camera.item = NULL;
if (Camera.number == -1 && Camera.timer > 0)
Camera.timer = -1;
}
int ExplodeItemNode(ITEM_INFO* item, int Node, int NoXZVel, int bits)
{
short Num;
if (1 << Node & item->meshBits)
{
Num = bits;
if (item->objectNumber == ID_SHOOT_SWITCH1 && (CurrentLevel == 4 || CurrentLevel == 7))
{
SoundEffect(SFX_SMASH_METAL, &item->pos, 0);
}
else if (Num == 256)
{
Num = -64;
}
GetSpheres(item, SphereList, 3);
ShatterItem.yRot = item->pos.yRot;
ShatterItem.bit = 1 << Node;
ShatterItem.meshp = Meshes[Objects[item->objectNumber].meshIndex + 2 * Node];
ShatterItem.sphere.x = SphereList[Node].x;
ShatterItem.sphere.y = SphereList[Node].y;
ShatterItem.sphere.z = SphereList[Node].z;
ShatterItem.il = (ITEM_LIGHT *) &item->legacyLightData;
ShatterItem.flags = item->objectNumber == ID_CROSSBOW_BOLT ? 0x400 : 0;
ShatterObject(&ShatterItem, 0, Num, item->roomNumber, NoXZVel);
item->meshBits &= ~ShatterItem.bit;
return 1;
}
return 0;
}
int TriggerActive(ITEM_INFO* item)
{
int flag;
flag = item->flags & IFLAG_REVERSE ? 0 : 1;
if ((item->flags & IFLAG_ACTIVATION_MASK) != IFLAG_ACTIVATION_MASK)
{
flag = !flag;
}
else
{
if (item->timer)
{
if (item->timer > 0)
{
--item->timer;
if (!item->timer)
item->timer = -1;
}
else if (item->timer < -1)
{
++item->timer;
if (item->timer == -1)
item->timer = 0;
}
if (item->timer <= -1)
flag = !flag;
}
}
return flag;
}
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int GetWaterHeight(int x, int y, int z, short roomNumber)
{
ROOM_INFO* r = &Rooms[roomNumber];
FLOOR_INFO* floor;
short adjoiningRoom = NO_ROOM;
do
{
int xBlock = (x - r->x) >> WALL_SHIFT;
int zBlock = (z - r->z) >> WALL_SHIFT;
if (zBlock <= 0)
{
zBlock = 0;
if (xBlock < 1)
xBlock = 1;
else if (xBlock > r->ySize - 2)
xBlock = r->ySize - 2;
}
else if (zBlock >= r->xSize - 1)
{
zBlock = r->xSize - 1;
if (xBlock < 1)
xBlock = 1;
else if (xBlock > r->ySize - 2)
xBlock = r->ySize - 2;
}
else if (xBlock < 0)
xBlock = 0;
else if (xBlock >= r->ySize)
xBlock = r->ySize - 1;
floor = &r->floor[zBlock + xBlock * r->xSize];
adjoiningRoom = GetDoor(floor);
if (adjoiningRoom != NO_ROOM)
{
roomNumber = adjoiningRoom;
r = &Rooms[adjoiningRoom];
}
} while (adjoiningRoom != NO_ROOM);
if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
{
while (floor->skyRoom != NO_ROOM)
2020-01-14 13:14:52 +01:00
{
if (CheckNoColCeilingTriangle(floor, x, z) == 1)
break;
r = &Rooms[floor->skyRoom];
if (!(r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP)))
return r->minfloor;
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
if (floor->skyRoom == NO_ROOM)
break;
2020-01-14 13:14:52 +01:00
}
return r->maxceiling;
}
else
{
while (floor->pitRoom != NO_ROOM)
2020-01-14 13:14:52 +01:00
{
if (CheckNoColFloorTriangle(floor, x, z) == 1)
break;
r = &Rooms[floor->pitRoom];
if (r->flags & (ENV_FLAG_WATER | ENV_FLAG_SWAMP))
return r->maxceiling;
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
if (floor->pitRoom == NO_ROOM)
break;
2020-01-14 13:14:52 +01:00
}
}
return NO_HEIGHT;
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}
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void Inject_Control()
{
INJECT(0x00416760, TestTriggers);
INJECT(0x004167B0, TestTriggers);
INJECT(0x00415960, TranslateItem);
INJECT(0x00415B20, GetFloor);
INJECT(0x00417640, GetCeiling);
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INJECT(0x004A7C10, GetRandomControl);
INJECT(0x004A7C40, GetRandomDraw);
INJECT(0x004A7C70, SeedRandomControl);
INJECT(0x004A7C90, SeedRandomDraw);
INJECT(0x00415300, AnimateItem);
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INJECT(0x0041A170, GetTargetOnLOS);
INJECT(0x00415DA0, GetWaterHeight);
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}