TombEngine/TR5Main/Game/switch.cpp

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#include "framework.h"
#include "switch.h"
#include "laramisc.h"
#include "door.h"
#include "items.h"
#include "lot.h"
#include "objects.h"
#include "Lara.h"
#include "inventory.h"
#include "draw.h"
#include "sphere.h"
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#include "camera.h"
#include "setup.h"
#include "level.h"
#include "input.h"
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#include "sound.h"
byte SequenceUsed[6];
byte SequenceResults[3][3][3];
byte Sequences[3];
byte CurrentSequence;
int PulleyItemNumber = NO_ITEM;
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extern PHD_VECTOR OldPickupPos;
extern Inventory* g_Inventory;
short Switch2Bounds[12] =
{
0xFC00, 0x0400, 0xFC00, 0x0400, 0xFC00, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
0xC720, 0x38E0
};
PHD_VECTOR Switch2Position = { 0, 0, 108 };
short TurnSwitchBoundsA[12] = // offset 0xA14D8
{
0x0200, 0x0380, 0x0000, 0x0000, 0xFE00, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR TurnSwitchPos = { 650, 0, 138 }; // offset 0xA14F0
short TurnSwitchBoundsC[12] = // offset 0xA14FC
{
0x0200, 0x0380, 0x0000, 0x0000, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR TurnSwitchPosA = { 650, 0, -138 }; // offset 0xA1514
PHD_VECTOR RailSwitchPos = { 0, 0, -550 }; // offset 0xA1544
short RailSwitchBounds[12] = // offset 0xA1550
{
0xFF00, 0x0100, 0x0000, 0x0000, 0xFD00, 0xFE00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR RailSwitchPos2 = { 0, 0, 550 }; // offset 0xA1568
short RailSwitchBounds2[12] = // offset 0xA1574
{
0xFF00, 0x0100, 0x0000, 0x0000, 0x0200, 0x0300, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
short JumpSwitchBounds[12] = // offset 0xA158C
{
0xFF80, 0x0080, 0xFF00, 0x0100, 0x0180, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR JumpSwitchPos = { 0, -208, 256 }; // offset 0xA15A4
PHD_VECTOR CrowbarPos = { -89, 0, -328 }; // offset 0xA15B0
short CrowbarBounds[12] = // offset 0xA15BC
{
0xFF00, 0x0100, 0x0000, 0x0000, 0xFE00, 0xFF00, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR CrowbarPos2 = { 89, 0, 328 }; // offset 0xA15D4
short CrowbarBounds2[12] = // offset 0xA15E0
{
0xFF00, 0x0100, 0x0000, 0x0000, 0x0100, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
short FullBlockSwitchBounds[12] = // offset 0xA15F8
{
0xFE80, 0x0180, 0x0000, 0x0100, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR FullBlockSwitchPos = { 0, 0, 0 }; // offset 0xA1610
short PulleyBounds[12] = // offset 0xA161C
{
0xFF00, 0x0100, 0x0000, 0x0000, 0xFE00, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR PulleyPos = { 0, 0, -148 }; // offset 0xA1634
PHD_VECTOR CrowDovePos = { 0, 0, -400 }; // offset 0xA1640
short UnderwaterSwitchBounds[12] = // offset 0xA164C
{
0xFF00, 0x0100, 0xFB00, 0xFE00, 0xFE00, 0x0000, 0xC720, 0x38E0, 0xC720, 0x38E0,
0xC720, 0x38E0
};
short UnderwaterSwitchBounds2[12] = // offset 0xA1664
{
0xFF00, 0x0100, 0xFB00, 0xFE00, 0x0000, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
0xC720, 0x38E0
};
PHD_VECTOR UnderwaterSwitchPos = { 0, -736, -416 }; // offset 0xA167C
PHD_VECTOR UnderwaterSwitchPos2 = { 0, -736, 416 }; // offset 0xA1688
short SwitchBounds[12] = // offset 0xA1694
{
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR SwitchPos = { 0, 0, 0 }; // offset 0xA16AC
void ProcessExplodingSwitchType8(ITEM_INFO* item)
{
PHD_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetJointAbsPosition(item, &pos, 0);
TestTriggersAtXYZ(pos.x, pos.y, pos.z, item->roomNumber, 1, 0);
ExplodeItemNode(item, Objects[item->objectNumber].nmeshes - 1, 0, 64);
item->meshBits |= 1 << ((Objects[item->objectNumber].nmeshes & 0xFF) - 2);
}
void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (item->flags & 0x100
|| !(item->meshBits & 4)
|| (!(TrInput & IN_ACTION)
|| Lara.gunStatus
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE
|| l->gravityStatus)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
if (l->currentAnimState != STATE_LARA_DOVESWITCH)
ObjectCollision(itemNum, l, coll);
}
else
{
int oldYrot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
if (TestLaraPosition(PulleyBounds, item, l))
{
if (MoveLaraPosition(&CrowDovePos, item, l))
{
l->animNumber = ANIMATION_LARA_DOVESWITCH_TURN;
l->currentAnimState = STATE_LARA_DOVESWITCH;
l->frameNumber = Anims[l->animNumber].frameBase;
AddActiveItem(itemNum);
item->itemFlags[0] = 0; // This enables the switch again (in TR5 this switch was always triggered by heavy triggers)
item->status = ITEM_ACTIVE;
item->pos.yRot = oldYrot;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.generalPtr = (void*)item;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
item->pos.yRot = oldYrot;
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot = oldYrot;
}
}
}
void CrowDoveSwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if ((item->meshBits & 2))
{
ExplodeItemNode(item, 1, 0, 0x100);
SoundEffect(SFX_RAVENSWITCH_EXP, &item->pos, 0);
item->meshBits = 5;
RemoveActiveItem(itemNumber);
item->itemFlags[0] = 1; // I use this for not making it activable again by trigger
}
else if (!item->itemFlags[0])
{
if (item->currentAnimState == 0)
item->goalAnimState = 1;
AnimateItem(item);
if (item->currentAnimState == 0)
item->pos.yRot += ANGLE(90);
}
}
void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if ((!(TrInput & IN_ACTION)
|| item->status
|| item->flags & 0x100
|| CurrentSequence >= 3u
|| Lara.gunStatus
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
ObjectCollision(itemNum, l, coll);
return;
}
if (TestLaraPosition(FullBlockSwitchBounds, item, l))
{
if (MoveLaraPosition(&FullBlockSwitchPos, item, l))
{
if (item->currentAnimState == 1)
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_GIANT_BUTTON_PUSH;
item->goalAnimState = 0;
}
l->goalAnimState = STATE_LARA_STOP;
l->frameNumber = Anims[l->animNumber].frameBase;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
void FullBlockSwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->animNumber != Objects[item->objectNumber].animIndex + 2
|| CurrentSequence >= 3u
|| item->itemFlags[0])
{
if (CurrentSequence >= 4u)
{
item->itemFlags[0] = 0;
item->goalAnimState = 1;
item->status = ITEM_NOT_ACTIVE;
if (++CurrentSequence >= 7u)
CurrentSequence = 0;
}
}
else
{
item->itemFlags[0] = 1;
Sequences[CurrentSequence++] = item->triggerFlags;
}
AnimateItem(item);
}
void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int doSwitch = 0;
ITEM_INFO* item = &Items[itemNum];
if ((!(TrInput & IN_ACTION) && g_Inventory->GetSelectedObject() != ID_CROWBAR_ITEM
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE
|| Lara.gunStatus
|| item->itemFlags[0])
&& (!Lara.isMoving|| Lara.generalPtr != (void*)itemNum))
{
ObjectCollision(itemNum, l, coll);
return;
}
if (item->currentAnimState)
{
if (item->currentAnimState != 1)
{
ObjectCollision(itemNum, l, coll);
return;
}
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(CrowbarBounds2, item, l))
{
if (Lara.isMoving || g_Inventory->GetSelectedObject() == ID_CROWBAR_ITEM)
{
if (MoveLaraPosition(&CrowbarPos2, item, l))
{
l->animNumber = ANIMATION_LARA_CROWBAR_USE_ON_FLOOR;
doSwitch = 1;
l->frameNumber = Anims[l->animNumber].frameBase;
item->goalAnimState = 0;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
g_Inventory->SetSelectedObject(NO_ITEM);
}
else
{
doSwitch = -1;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
}
else
{
if (!TestLaraPosition(CrowbarBounds, item, l))
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
ObjectCollision(itemNum, l, coll);
return;
}
if (!(Lara.isMoving && g_Inventory->GetSelectedObject() != ID_CROWBAR_ITEM))
{
if (Lara.Crowbar)
g_Inventory->SetEnterObject(ID_CROWBAR_ITEM);
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
{
OldPickupPos.x = l->pos.xPos;
OldPickupPos.y = l->pos.yPos;
OldPickupPos.z = l->pos.zPos;
SayNo();
}
}
return;
}
if (MoveLaraPosition(&CrowbarPos, item, l))
{
l->animNumber = ANIMATION_LARA_CROWBAR_USE_ON_FLOOR;
doSwitch = 1;
l->frameNumber = Anims[l->animNumber].frameBase;
item->goalAnimState = 1;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
g_Inventory->SetSelectedObject(NO_ITEM);
}
if (!doSwitch)
{
ObjectCollision(itemNum, l, coll);
return;
}
if (doSwitch != -1)
{
l->goalAnimState = STATE_LARA_SWITCH_DOWN;
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
return;
}
if (Lara.Crowbar)
g_Inventory->SetEnterObject(ID_CROWBAR_ITEM);
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
{
OldPickupPos.x = l->pos.xPos;
OldPickupPos.y = l->pos.yPos;
OldPickupPos.z = l->pos.zPos;
SayNo();
}
}
}
void JumpSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION)
{
if (!Lara.gunStatus)
{
if (l->currentAnimState == STATE_LARA_REACH || l->currentAnimState == STATE_LARA_JUMP_UP)
{
if (l->status || l->gravityStatus)
{
if (l->fallspeed > 0 && !item->currentAnimState)
{
if (TestLaraPosition(JumpSwitchBounds, item, l))
{
AlignLaraPosition(&JumpSwitchPos, item, l);
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_JUMPSWITCH;
l->fallspeed = 0;
l->frameNumber = Anims[l->animNumber].frameBase;
l->gravityStatus = false;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = 1;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
}
}
}
}
}
}
}
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int flag = 0;
ITEM_INFO* item = &Items[itemNum];
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if ((!(TrInput & IN_ACTION)
|| l->currentAnimState != STATE_LARA_STOP
|| l->animNumber != ANIMATION_LARA_STAY_IDLE
|| Lara.gunStatus)
&& (!Lara.isMoving
|| Lara.generalPtr != (void*)itemNum))
{
ObjectCollision(itemNum, l, coll);
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return;
}
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if (item->currentAnimState)
{
if (item->currentAnimState == 1)
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(RailSwitchBounds2, item, l))
{
if (MoveLaraPosition(&RailSwitchPos2, item, l))
{
item->goalAnimState = 0;
flag = 1;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
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l->pos.yRot ^= (short)ANGLE(180);
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if (flag)
{
l->animNumber = ANIMATION_LARA_LEVERSWITCH_PUSH;
l->frameNumber = Anims[l->animNumber].frameBase;
l->goalAnimState = STATE_LARA_LEVERSWITCH_PUSH;
l->currentAnimState = STATE_LARA_LEVERSWITCH_PUSH;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
return;
}
}
ObjectCollision(itemNum, l, coll);
}
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else
{
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if (TestLaraPosition(RailSwitchBounds, item, l))
{
if (MoveLaraPosition(&RailSwitchPos, item, l))
{
item->goalAnimState = 1;
l->animNumber = ANIMATION_LARA_LEVERSWITCH_PUSH;
l->frameNumber = Anims[l->animNumber].frameBase;
l->goalAnimState = STATE_LARA_LEVERSWITCH_PUSH;
l->currentAnimState = STATE_LARA_LEVERSWITCH_PUSH;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving)
{
if (Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
ObjectCollision(itemNum, l, coll);
}
}
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
int flag = 0;
if (item->currentAnimState
&& TrInput & IN_ACTION
&& l->currentAnimState == STATE_LARA_STOP
&& l->animNumber == ANIMATION_LARA_STAY_IDLE
&& !l->gravityStatus
&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
short ItemNos[8];
if (TestLaraPosition(TurnSwitchBoundsA, item, l))
{
if (MoveLaraPosition(&TurnSwitchPosA, item, l))
{
l->animNumber = ANIMATION_LARA_ROUND_HANDLE_GRAB_COUNTERCLOCKWISE;
l->frameNumber = Anims[ANIMATION_LARA_ROUND_HANDLE_GRAB_COUNTERCLOCKWISE].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = Anims[item->animNumber].frameBase;
item->itemFlags[0] = 1;
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ForcedFixedCamera.x = item->pos.xPos - (1024 * phd_sin(item->pos.yRot) >> W2V_SHIFT);
ForcedFixedCamera.z = item->pos.zPos - (1024 * phd_cos(item->pos.yRot) >> W2V_SHIFT);
Lara.isMoving = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = ANIMATION_LARA_TRY_HANG_SOLID;
UseForcedFixedCamera = true;
ForcedFixedCamera.y = item->pos.yPos - 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
item->itemFlags[1] = 0;
if (GetSwitchTrigger(item, ItemNos, 0))
{
if (!TriggerActive(&Items[ItemNos[0]]))
{
Items[ItemNos[0]].animNumber = Objects[Items[ItemNos[0]].objectNumber].animIndex;
Items[ItemNos[0]].frameNumber = Anims[Items[ItemNos[0]].animNumber].frameBase;
}
}
return;
}
Lara.generalPtr = (void*)itemNum;
}
else
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(TurnSwitchBoundsC, item, l))
{
if (MoveLaraPosition(&TurnSwitchPos, item, l))
{
l->animNumber = 319;
flag = 1;
l->frameNumber = Anims[319].frameBase;
item->itemFlags[0] = 2;
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ForcedFixedCamera.x = item->pos.xPos + (1024 * phd_sin(item->pos.yRot) >> W2V_SHIFT);
ForcedFixedCamera.z = item->pos.zPos + (1024 * phd_cos(item->pos.yRot) >> W2V_SHIFT);
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
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Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
if (flag)
{
Lara.isMoving = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = ANIMATION_LARA_TRY_HANG_SOLID;
UseForcedFixedCamera = TRUE;
ForcedFixedCamera.y = item->pos.yPos - 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
item->itemFlags[1] = 0;
if (GetSwitchTrigger(item, ItemNos, 0))
{
if (!TriggerActive(&Items[ItemNos[0]]))
{
Items[ItemNos[0]].animNumber = Objects[Items[ItemNos[0]].objectNumber].animIndex + 4;
Items[ItemNos[0]].frameNumber = Anims[Items[ItemNos[0]].animNumber].frameBase;
}
}
return;
}
}
}
if (coll->enableBaddiePush && TestBoundsCollide(item, l, coll->radius))
{
GlobalCollisionBounds.X1 = -512;
GlobalCollisionBounds.X2 = 512;
GlobalCollisionBounds.Y1 = -512;
GlobalCollisionBounds.Y2 = 0;
GlobalCollisionBounds.Z1 = -512;
GlobalCollisionBounds.Z2 = 512;
ItemPushLara(item, l, coll, 0, 2);
GlobalCollisionBounds.X1 = 256;
GlobalCollisionBounds.X2 = 1024;
GlobalCollisionBounds.Z1 = -128;
GlobalCollisionBounds.Z2 = 128;
ItemPushLara(item, l, coll, 0, 2);
}
}
void TurnSwitchControl(short itemNum)
{
ITEM_INFO* l = LaraItem;
ITEM_INFO* item = &Items[itemNum];
if (Items[itemNum].itemFlags[0] == 2)
{
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 2)
{
item->pos.yRot += ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_BEGIN;
l->frameNumber = Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 1;
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_END && l->frameNumber == Anims[l->animNumber].frameEnd && !item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_BEGIN].frameBase &&
l->frameNumber <= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_BEGIN].frameBase + 43
||
l->frameNumber >= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_BEGIN].frameBase + 58 &&
l->frameNumber <= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_RIGHT_BEGIN].frameBase + 115)
{
SoundEffect(SFX_PUSHABLE_SOUND, &item->pos, 2);
}
}
else
{
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 6)
{
item->pos.yRot -= ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_BEGIN;
l->frameNumber = Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 5;
item->frameNumber = Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_END && l->frameNumber == Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_END].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_BEGIN].frameBase &&
l->frameNumber <= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_BEGIN].frameBase + 43
||
l->frameNumber >= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_BEGIN].frameBase + 58 &&
l->frameNumber <= Anims[ANIMATION_LARA_ROUND_HANDLE_PUSH_LEFT_BEGIN].frameBase + 115)
{
SoundEffect(SFX_PUSHABLE_SOUND, &item->pos, 2);
}
}
AnimateItem(item);
if (item->itemFlags[1] == 1)
{
l->animNumber = ANIMATION_LARA_STAY_IDLE;
l->currentAnimState = STATE_LARA_STOP;
l->frameNumber = Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = Anims[item->animNumber].frameBase;
item->status = ITEM_NOT_ACTIVE;
RemoveActiveItem(itemNum);
Lara.gunStatus = LG_NO_ARMS;
UseForcedFixedCamera = 0;
item->itemFlags[1] = 2;
}
}
void PulleyCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (item->flags & 0x100
|| (!(TrInput & IN_ACTION) || Lara.gunStatus || l->currentAnimState != STATE_LARA_STOP || l->animNumber != ANIMATION_LARA_STAY_IDLE ||
item->status || item->gravityStatus)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
if (l->currentAnimState != STATE_LARA_PULLEY)
ObjectCollision(itemNum, l, coll);
}
else
{
short oldYrot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
if (TestLaraPosition(PulleyBounds, item, l))
{
if (MoveLaraPosition(&PulleyPos, item, l))
{
l->animNumber = ANIMATION_LARA_PULLEY_GRAB;
l->currentAnimState = STATE_LARA_PULLEY;
l->frameNumber = Anims[l->animNumber].frameBase;
AddActiveItem(itemNum);
item->pos.yRot = oldYrot;
item->status = ITEM_ACTIVE;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.generalPtr = item;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
item->pos.yRot = oldYrot;
}
else
{
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot = oldYrot;
}
}
}
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
int flag = 0;
if (TrInput & IN_ACTION
&& Lara.waterStatus == LW_UNDERWATER
&& l->currentAnimState == STATE_LARA_UNDERWATER_STOP
&& l->animNumber == ANIMATION_LARA_UNDERWATER_IDLE
&& !Lara.gunStatus
&& !item->currentAnimState
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
flag = 0;
if (TestLaraPosition(UnderwaterSwitchBounds, item, l))
{
if (!MoveLaraPosition(&UnderwaterSwitchPos, item, l))
{
Lara.generalPtr = (void*)itemNum;
return ;
}
LABEL_17:
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_UNDERWATER_PULLEY;
l->frameNumber = Anims[l->animNumber].frameBase;
l->fallspeed = 0;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = 1;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
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ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
ForcedFixedCamera.y = item->pos.yPos - 1024;
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ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
ForcedFixedCamera.roomNumber = item->roomNumber;
return;
}
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(UnderwaterSwitchBounds2, item, l))
{
if (MoveLaraPosition(&UnderwaterSwitchPos2, item, l))
flag = 1;
else
Lara.generalPtr = (void*)itemNum;
}
l->pos.yRot ^= (short)ANGLE(180);
if (flag)
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_UNDERWATER_PULLEY;
l->frameNumber = Anims[l->animNumber].frameBase;
l->fallspeed = 0;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = 1;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
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ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
ForcedFixedCamera.y = item->pos.yPos - 1024;
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ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90)) >> W2V_SHIFT;
ForcedFixedCamera.roomNumber = item->roomNumber;
}
}
}
void SwitchCollision2(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION)
{
if (item->status == ITEM_NOT_ACTIVE && Lara.waterStatus == LW_UNDERWATER && !Lara.gunStatus && l->currentAnimState == STATE_LARA_UNDERWATER_STOP)
{
if (TestLaraPosition(Switch2Bounds, item, l))
{
if (item->currentAnimState == 1 || !item->currentAnimState)
{
if (MoveLaraPosition(&Switch2Position, item, l))
{
l->fallspeed = 0;
l->goalAnimState = STATE_LARA_SWITCH_DOWN;
do
AnimateLara(l);
while (l->goalAnimState != STATE_LARA_SWITCH_DOWN);
l->goalAnimState = STATE_LARA_UNDERWATER_STOP;
Lara.gunStatus = LG_HANDS_BUSY;
item->goalAnimState = item->currentAnimState != 1;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
}
}
}
}
}
}
void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == STATE_LARA_STOP
&& l->animNumber == ANIMATION_LARA_STAY_IDLE
&& !Lara.gunStatus
&& item->status == ITEM_NOT_ACTIVE
&& !(item->flags & 0x100)
&& item->triggerFlags >= 0
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
short* bounds = GetBoundsAccurate(item);
if (item->triggerFlags == 3 && item->currentAnimState == 1 || item->triggerFlags >= 5 && item->triggerFlags <= 7 && !item->currentAnimState)
return;
SwitchBounds[0] = bounds[0] - 256;
SwitchBounds[1] = bounds[1] + 256;
if (item->triggerFlags)
{
SwitchBounds[4] = bounds[4] - 512;
SwitchBounds[5] = bounds[5] + 512;
if (item->triggerFlags == 3)
{
SwitchPos.z = bounds[4] - 256;
}
else if (item->triggerFlags == 4)
{
SwitchPos.z = bounds[4] - 88;
}
else if (item->triggerFlags < 5 || item->triggerFlags > 7)
{
if (item->triggerFlags < 8)
SwitchPos.z = bounds[4] - 128;
else
SwitchPos.z = bounds[4] - 96;
}
else
{
SwitchPos.z = bounds[4] - 160;
}
}
else
{
SwitchBounds[4] = bounds[4] - 200;
SwitchBounds[5] = bounds[5] + 200;
SwitchPos.z = bounds[4] - 64;
}
if (TestLaraPosition(SwitchBounds, item, l))
{
if (MoveLaraPosition(&SwitchPos, item, l))
{
if (item->currentAnimState == 1) /* Switch down */
{
if (item->triggerFlags)
{
if (item->triggerFlags >= 3)
{
if (item->triggerFlags == 4)
{
l->currentAnimState = STATE_LARA_SWITCH_UP;
l->animNumber = ANIMATION_LARA_SWITCH_SMALL_DOWN;
item->goalAnimState = 0;
}
else
{
if (item->triggerFlags >= 5 && item->triggerFlags <= 7)
{
if (item->triggerFlags == 6)
DisableLaraControl = true;
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_BUTTON_PUSH;
}
item->goalAnimState = 0;
}
}
else
{
l->animNumber = ANIMATION_LARA_HOLE_GRAB;
l->currentAnimState = STATE_LARA_HOLE;
item->goalAnimState = 0;
}
}
else
{
l->currentAnimState = STATE_LARA_SWITCH_UP;
l->animNumber = ANIMATION_LARA_PULL_SWITCH_DOWN;
item->goalAnimState = 0;
}
}
else /* Switch up */
{
if (item->triggerFlags)
{
if (item->triggerFlags == 3)
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_BIG_BUTTON_PUSH;
}
else if (item->triggerFlags == 4)
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_SWITCH_SMALL_UP;
}
else if (item->triggerFlags < 8)
{
l->currentAnimState = STATE_LARA_HOLE;
l->animNumber = ANIMATION_LARA_HOLE_GRAB;
}
else
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_VALVE_TURN;
}
}
else
{
l->currentAnimState = STATE_LARA_SWITCH_DOWN;
l->animNumber = ANIMATION_LARA_PULL_SWITCH_UP;
}
item->goalAnimState = 1;
}
l->frameNumber = Anims[l->animNumber].frameBase;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
AnimateItem(item);
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
return;
}
if (l->currentAnimState != STATE_LARA_SWITCH_DOWN && l->currentAnimState != STATE_LARA_SWITCH_UP)
ObjectCollision(itemNum, l, coll);
}
void SwitchControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->objectNumber != ID_AIRLOCK_SWITCH || item->triggerFlags < 8)
{
item->flags |= 0x3E00;
if (!TriggerActive(item) && !(item->flags & 0x100))
{
if (item->objectNumber == ID_JUMP_SWITCH)
{
item->goalAnimState = 0;
item->timer = 0;
AnimateItem(item);
return;
}
item->goalAnimState = 1;
item->timer = 0;
}
}
else
{
/*if (item->animNumber == Objects[ID_AIRLOCK_SWITCH].animIndex + 1 && item->frameNumber == Anims[item->animNumber].frameEnd - 1)
{
if (GetSwitchTrigger(&item, &ItemNos, 1) > 0)
{
v4 = (short*)((char*)& v15 + 2 * v3 + 2);
v11 = v3;
do
{
v5 = *v4;
v6 = items;
v6[v5].flags ^= 0x3E00u;
v7 = & v6[v5];
if ((v6[v5].flags & 0x3E00) == 15872 && (*(_BYTE*)(v7 + 5610) & 6) != 2)
{
AddActiveItem(*v4);
v8 = *(_DWORD*)(v7 + 5610);
LOBYTE(v8) = v8 & 0xFB | 2;
*(_DWORD*)(v7 + 5610) = v8;
}
--v4;
--v11;
} while (v11);
}
}*/
if (item->triggerFlags == 8)
{
PHD_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetJointAbsPosition(item, &pos, 0);
short roomNumber = item->roomNumber;
GetFloor(pos.x, pos.y, pos.z, &roomNumber);
if (roomNumber != item->roomNumber)
{
ItemNewRoom(itemNumber, roomNumber);
AnimateItem(item);
}
}
}
AnimateItem(item);
}
void TestTriggersAtXYZ(int x, int y, int z, short roomNumber, int heavy, int flags)
{
GetFloorHeight(GetFloor(x, y, z, &roomNumber), x, y, z);
TestTriggers(TriggerIndex, heavy, flags);
}
int GetKeyTrigger(ITEM_INFO* item)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (TriggerIndex)
{
short* trigger = TriggerIndex;
for (short i = *TriggerIndex; (i & 0x1F) != 4; trigger++)
{
if (i < 0)
break;
i = trigger[1];
}
if (*trigger & 4)
{
for (short* j = &trigger[2]; (*j >> 8) & 0x3C || item != &Items[*j & 0x3FF]; j++)
{
if (*j & 0x8000)
return 0;
}
return 1;
}
}
return 0;
}
int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (TriggerIndex)
{
2020-01-08 16:01:57 -03:00
short* trigger;
for (trigger = TriggerIndex; (*trigger & DATA_TYPE) != TRIGGER_TYPE; trigger++)
{
2020-01-08 16:01:57 -03:00
if (*trigger & END_BIT)
break;
}
if (*trigger & 4)
{
2020-01-08 16:01:57 -03:00
trigger += 2;
short* current = itemNos;
int k = 0;
2020-01-08 16:01:57 -03:00
do
{
2020-01-08 16:01:57 -03:00
if (TRIG_BITS(*trigger) == TO_OBJECT && item != &Items[*trigger & VALUE_BITS])
{
current[k] = *trigger & VALUE_BITS;
++k;
}
if (*trigger & END_BIT)
break;
2020-01-08 16:01:57 -03:00
++trigger;
}
2020-01-08 16:01:57 -03:00
while (true);
return k;
}
}
return 0;
}
int SwitchTrigger(short itemNum, short timer)
{
ITEM_INFO* item = &Items[itemNum];
if (item->status == ITEM_DESACTIVATED)
{
if ((!item->currentAnimState && item->objectNumber != ID_JUMP_SWITCH || item->currentAnimState == 1 && item->objectNumber == ID_JUMP_SWITCH) && timer > 0)
{
item->timer = timer;
item->status = ITEM_ACTIVE;
if (timer != 1)
item->timer = 30 * timer;
return 1;
}
if (item->triggerFlags != 6 || item->currentAnimState)
{
RemoveActiveItem(itemNum);
item->status = ITEM_NOT_ACTIVE;
if (!item->itemFlags[0] == 0)
item->flags |= 0x100;
if (item->currentAnimState != 1)
return 1;
if (item->triggerFlags != 5 && item->triggerFlags != 6)
return 1;
}
else
{
item->status = ITEM_ACTIVE;
return 1;
}
}
else if (item->status)
{
return (item->flags & 0x100u) >> 8;
}
else
{
return 0;
}
return 0;
}
void InitialiseSwitch(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->triggerFlags >= 1000)
{
item->itemFlags[3] = ((item->triggerFlags - 1000) % 10) | 16 * ((item->triggerFlags - 1000) / 10);
item->triggerFlags = 6;
}
}
void InitialiseShootSwitch(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->triggerFlags == 444)
item->meshBits &= ~(1 << (Objects[item->objectNumber].nmeshes - 2));
}
void InitialisePulleySwitch(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
item->itemFlags[3] = item->triggerFlags;
item->triggerFlags = abs(item->triggerFlags);
if (itemNumber == PulleyItemNumber)
item->itemFlags[1] = 1;
}
void InitialiseCrowDoveSwitch(short itemNumber)
{
Items[itemNumber].meshBits = 3;
}
2020-01-11 12:58:12 -03:00
void ShootSwitchCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &Items[itemNumber];
if (item->objectNumber == ID_SHOOT_SWITCH1 && !(item->meshBits & 1))
item->status = ITEM_INVISIBLE;
}