TombEngine/TR5Main/Game/control.cpp

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#include "control.h"
#include "..\Global\global.h"
#include "pickup.h"
#include "spotcam.h"
#include "camera.h"
#include "lara.h"
#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"
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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>
extern GameFlow* g_GameFlow;
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extern GameScript* g_GameScript;
GAME_STATUS __cdecl ControlPhase(__int32 numFrames, __int32 demoMode)
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{
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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RegeneratePickups();
if (numFrames > 10)
numFrames = 10;
if (TrackCameraInit)
UseSpotCam = 0;
SetDebounce = 1;
for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2)
{
GlobalCounter++;
UpdateSky();
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// Poll the keyboard and update input variables
if (S_UpdateInput() == -1)
return GAME_STATUS::GAME_STATUS_NONE;
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// Has Lara control been disabled?
if (DisableLaraControl && false)
{
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 = 0;
if (CurrentLevel != 0)
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{
if ((DbInput & 0x200000 || GlobalEnterInventory != -1) && !CutSeqTriggered && LaraItem->hitPoints > 0)
{
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// Stop all sounds
INVENTORY_RESULT inventoryResult = g_Inventory->DoInventory();
switch (inventoryResult)
{
case INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME:
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
case INVENTORY_RESULT::INVENTORY_RESULT_EXIT_TO_TILE:
return GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE;
}
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}
}
// Has level been completed?
if (LevelComplete)
return GAME_STATUS::GAME_STATUS_LEVEL_COMPLETED;
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__int32 oldInput = TrInput;
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// Is Lara dead?
if (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput)
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{
INVENTORY_RESULT inventoryResult = g_Inventory->DoInventory();
switch (inventoryResult)
{
case INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME:
return GAME_STATUS::GAME_STATUS_NEW_GAME;
case INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME:
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
case INVENTORY_RESULT::INVENTORY_RESULT_EXIT_TO_TILE:
return GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE;
}
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}
if (demoMode && TrInput == -1)
{
oldInput = 0;
TrInput = 0;
}
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// CLear dynamic lights
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ClearDynamics();
ClearFires();
g_Renderer->ClearDynamicLights();
GotLaraSpheres = false;
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// Update all items
InItemControlLoop = true;
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__int16 itemNum = NextItemActive;
while (itemNum != NO_ITEM)
{
ITEM_INFO* item = &Items[itemNum];
__int16 nextItem = item->nextActive;
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//printf("Num: %d Next: %d Death: %d Hitpoints: %d Status: %d\n", itemNum, item->nextActive, item->afterDeath, item->hitPoints, item->status);
//printf("NextItemActive: %d\n", NextItemActive);
if (item->afterDeath < 128)
{
if (Objects[item->objectNumber].control)
Objects[item->objectNumber].control(itemNum);
}
else
{
KillItem(itemNum);
}
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itemNum = nextItem;
}
InItemControlLoop = false;
KillMoveItems();
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// Update all effects
InItemControlLoop = true;
__int16 fxNum = NextFxActive;
while (fxNum != NO_ITEM)
{
__int16 nextFx = Effects[fxNum].nextActive;
if (Objects[Effects[fxNum].objectNumber].control)
(*Objects[Effects[fxNum].objectNumber].control)(fxNum);
fxNum = nextFx;
}
InItemControlLoop = false;
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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// Control Lara
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InItemControlLoop = true;
Lara.skelebob = NULL;
LaraControl();
InItemControlLoop = false;
KillMoveItems();
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// Update Lara's ponytails
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HairControl(0, 0, 0);
if (level->LaraType == LARA_DRAW_TYPE::LARA_YOUNG)
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HairControl(0, 1, 0);
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if (UseSpotCam)
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{
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// Draw flyby cameras
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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
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g_Renderer->EnableCinematicBars(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
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UpdateSparks();
UpdateFireSparks();
UpdateSmoke();
UpdateBlood();
UpdateBubbles();
UpdateDebris();
UpdateGunShells();
UpdateSplashes();
UpdateDrips();
UpdateRats();
UpdateBats();
UpdateSpiders();
UpdateShockwaves();
UpdateLightning();
HealtBarTimer--;
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}
return GAME_STATUS::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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// TODO: deprecated, to remove because now we have LUA
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LoadNewStrings();
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// Execute the LUA gameflow and play the game
g_GameFlow->DoGameflow();
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// End the game and release some resources
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GameClose();
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// Finish the thread
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PostMessageA((HWND)WindowsHandle, 0x10u, 0, 0);
_endthreadex(1);
return 1;
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}
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GAME_STATUS __cdecl DoTitle(__int32 index)
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{
DB_Log(2, "DoTitle - DLL");
printf("DoTitle\n");
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// Load the title level
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S_LoadLevelFile(0);
INVENTORY_RESULT inventoryResult = g_Inventory->DoTitleInventory();
switch (inventoryResult)
{
case INVENTORY_RESULT::INVENTORY_RESULT_NEW_GAME:
return GAME_STATUS::GAME_STATUS_NEW_GAME;
case INVENTORY_RESULT::INVENTORY_RESULT_LOAD_GAME:
return GAME_STATUS::GAME_STATUS_LOAD_GAME;
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case INVENTORY_RESULT::INVENTORY_RESULT_EXIT_GAME:
return GAME_STATUS::GAME_STATUS_EXIT_GAME;
}
return GAME_STATUS::GAME_STATUS_NEW_GAME;
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}
GAME_STATUS __cdecl DoLevel(__int32 index, __int32 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.Game.Timer = 0;
Savegame.Level.Distance = 0;
Savegame.Game.Distance = 0;
Savegame.Level.AmmoUsed = 0;
Savegame.Game.AmmoUsed = 0;
Savegame.Level.AmmoHits = 0;
Savegame.Game.AmmoHits = 0;
Savegame.Level.Kills = 0;
Savegame.Game.Kills = 0;
}
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// If load from savegame, then restore the game
if (loadFromSavegame)
{
RestoreGame();
gfRequiredStartPos = false;
gfInitialiseGame = false;
}
else
{
gfRequiredStartPos = false;
if (gfInitialiseGame)
{
GameTimer = 0;
gfRequiredStartPos = false;
gfInitialiseGame = false;
}
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Savegame.Level.Timer = 0;
if (CurrentLevel == 1)
Savegame.TLCount = 0;
}
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// Load the level
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S_LoadLevelFile(index);
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// TODO: deprecated?
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GlobalLastInventoryItem = -1;
DelCutSeqPlayer = 0;
TitleControlsLockedOut = false;
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// Initialise flyby cameras
InitSpotCamSequences();
// Play background music
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CurrentAtmosphere = ambient;
S_CDPlay(CurrentAtmosphere, 1);
IsAtmospherePlaying = true;
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// Initialise items, effects, lots, camera
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InitialiseFXArray(true);
InitialiseLOTarray(true);
InitialisePickUpDisplay();
InitialiseCamera();
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// Initialise ponytails
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InitialiseHair();
__int32 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);
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if (result == GAME_STATUS::GAME_STATUS_EXIT_TO_TITLE ||
result == GAME_STATUS::GAME_STATUS_LOAD_GAME ||
result == GAME_STATUS::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 __cdecl TestTriggers(__int16* data, __int32 heavy, __int32 HeavyFlags)
{
__int32 flip = -1;
__int32 flipAvailable = 0;
__int32 newEffect = -1;
__int32 switchOff = 0;
__int32 switchFlag = 0;
__int16 objectNumber = 0;
__int32 keyResult = 0;
__int16 cameraFlags = 0;
__int16 cameraTimer = 0;
__int32 spotCamIndex = 0;
HeavyTriggered = false;
if (!heavy)
{
Lara.canMonkeySwing = false;
Lara.climbStatus = true;
}
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)
{
__int16 quad = (__int16)(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++;
}
__int16 triggerType = (*(data++) >> 8) & 0x3F;
__int16 flags = *(data++);
__int16 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;
}
}
__int16 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)
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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;
}
__int16 targetType = 0;
__int16 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))
{
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 (__int32 i = 0; i < SpotCamRemap[value]; i++)
{
spotCamIndex += CameraCnt[i];
}
}
if (SpotCam[spotCamIndex].flags & 0x8000)
{
if (trigger & 0x100)
SpotCam[spotCamIndex].flags |= 0x8000;
if (!UseSpotCam)
{
UseSpotCam = true;
if (LastSpotCam != value)
TrackCameraInit = false;
InitialiseSpotCameras(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;
if (!FlipStatus)
flip = value;
}
else if (FlipStatus)
flip = value;
break;
case TO_FLIPON:
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flipAvailable = true;
if ((FlipMap[value] & 0x3E00) == 0x3E00 && !FlipStatus)
flip = value;
break;
case TO_FLIPOFF:
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flipAvailable = true;
if ((FlipMap[value] & 0x3E00) == 0x3E00 && FlipStatus)
flip = value;
break;
case TO_FLIPEFFECT:
TriggerTimer = timer;
newEffect = value;
break;
case TO_FINISH:
gfRequiredStartPos = 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;
}
}
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void Inject_Control()
{
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}