TombEngine/TR5Main/Game/control.h

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#pragma once
#include "..\Global\global.h"
#define TRIG_BITS(T) ((T & 0x3fff) >> 10)
extern int KeyTriggerActive;
extern byte IsAtmospherePlaying;
extern byte FlipStatus;
extern int FlipStats[255];
extern int FlipMap[255];
extern bool InItemControlLoop;
extern short ItemNewRoomNo;
extern short ItemNewRooms[512];
extern short NextFxActive;
extern short NextFxFree;
extern short NextItemActive;
extern short NextItemFree;
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extern short* TriggerIndex;
extern int DisableLaraControl;
extern int WeatherType;
extern int LaraDrawType;
extern int NumberSoundSources;
extern OBJECT_VECTOR* SoundSources;
extern int NumAnimatedTextures;
extern short* AnimTextureRanges;
extern int nAnimUVRanges;
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extern int Wibble;
extern int SetDebounce;
extern int CurrentAtmosphere;
GAME_STATUS DoTitle(int index);
GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame);
GAME_STATUS ControlPhase(int numFrames, int demoMode);
void UpdateSky();
void AnimateWaterfalls();
void ActivateKey();
short GetDoor(FLOOR_INFO* floor);
void TranslateItem(ITEM_INFO* item, int x, int y, int z);
void TestTriggers(short* data, int heavy, int HeavyFlags);
int GetWaterSurface(int x, int y, int z, short roomNumber);
void KillMoveItems();
void KillMoveEffects();
int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim);
void AlterFloorHeight(ITEM_INFO* item, int height);
int CheckNoColCeilingTriangle(FLOOR_INFO* floor, int x, int z);
int CheckNoColFloorTriangle(FLOOR_INFO* floor, int x, int z);
int GetFloorHeight(FLOOR_INFO* floor, int x, int y, int z);
FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber);
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//void UpdateDebris();
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int LOS(GAME_VECTOR* start, GAME_VECTOR* end);
int xLOS(GAME_VECTOR* start, GAME_VECTOR* end);
int zLOS(GAME_VECTOR* start, GAME_VECTOR* end);
int ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target);
int GetTargetOnLOS(GAME_VECTOR* src, GAME_VECTOR* dest, int DrawTarget, int firing);
int ObjectOnLOS2(GAME_VECTOR* start, GAME_VECTOR* end, PHD_VECTOR* vec, MESH_INFO** mesh);
int GetRandomControl();
void SeedRandomControl(int seed);
int GetRandomDraw();
void SeedRandomDraw(int seed);
int GetCeiling(FLOOR_INFO* floor, int x, int y, int z);
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int DoRayBox(GAME_VECTOR* start, GAME_VECTOR* end, short* box, PHD_3DPOS* itemOrStaticPos, PHD_VECTOR* hitPos, short closesItemNumber);
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void AnimateItem(ITEM_INFO* item);
void DoFlipMap(short group);
void AddRoomFlipItems(ROOM_INFO* r);
void RemoveRoomFlipItems(ROOM_INFO* r);
void PlaySoundTrack(short track, short flags);
void RumbleScreen();
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void RefreshCamera(short type, short* data);
int ExplodeItemNode(ITEM_INFO* item, int Node, int NoXZVel, int bits);
int TriggerActive(ITEM_INFO* item);
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int GetWaterHeight(int x, int y, int z, short roomNumber);
int is_object_in_room(short roomNumber, short objectNumber);
void InterpolateAngle(short angle, short* rotation, short* outAngle, int shift);
int IsRoomOutside(int x, int y, int z);
unsigned __stdcall GameMain(void*);
void Inject_Control();