TombEngine/TR5Main/Game/switch.cpp

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#include "framework.h"
#include "switch.h"
#include "door.h"
#include "items.h"
#include "lot.h"
#include "objects.h"
#include "Lara.h"
#ifdef NEW_INV
#include "newinv2.h"
#else
#include "inventory.h"
#endif
#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;
#ifndef NEW_INV
extern Inventory g_Inventory;
#endif
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OBJECT_COLLISION_BOUNDS Switch2Bounds =
{
0xFC00, 0x0400, 0xFC00, 0x0400, 0xFC00, 0x0200, 0xC720, 0x38E0, 0xC720, 0x38E0,
0xC720, 0x38E0
};
PHD_VECTOR Switch2Position = { 0, 0, 108 };
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OBJECT_COLLISION_BOUNDS TurnSwitchBoundsA = // offset 0xA14D8
{
0x0200, 0x0380, 0x0000, 0x0000, 0xFE00, 0x0000, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR TurnSwitchPos = { 650, 0, 138 }; // offset 0xA14F0
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OBJECT_COLLISION_BOUNDS TurnSwitchBoundsC = // offset 0xA14FC
{
0x0200, 0x0380, 0x0000, 0x0000, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR TurnSwitchPosA = { 650, 0, -138 }; // offset 0xA1514
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OBJECT_COLLISION_BOUNDS FullBlockSwitchBounds = // offset 0xA15F8
{
0xFE80, 0x0180, 0x0000, 0x0100, 0x0000, 0x0200, 0xF8E4, 0x071C, 0xEAAC, 0x1554,
0xF8E4, 0x071C
};
PHD_VECTOR FullBlockSwitchPos = { 0, 0, 0 }; // offset 0xA1610
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OBJECT_COLLISION_BOUNDS PulleyBounds = // 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
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 = &g_Level.Items[itemNum];
if (item->flags & 0x100
|| !(item->meshBits & 4)
|| (!(TrInput & IN_ACTION)
|| Lara.gunStatus
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_IDLE
|| l->gravityStatus)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
if (l->currentAnimState != LS_DOVESWITCH)
ObjectCollision(itemNum, l, coll);
}
else
{
int oldYrot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
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if (TestLaraPosition(&PulleyBounds, item, l))
{
if (MoveLaraPosition(&CrowDovePos, item, l))
{
l->animNumber = LA_DOVESWITCH_TURN;
l->currentAnimState = LS_DOVESWITCH;
l->frameNumber = g_Level.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 = &g_Level.Items[itemNumber];
if ((item->meshBits & 2))
{
ExplodeItemNode(item, 1, 0, 0x100);
SoundEffect(SFX_TR5_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 = &g_Level.Items[itemNum];
if ((!(TrInput & IN_ACTION)
|| item->status
|| item->flags & 0x100
|| CurrentSequence >= 3u
|| Lara.gunStatus
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_IDLE)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
ObjectCollision(itemNum, l, coll);
return;
}
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if (TestLaraPosition(&FullBlockSwitchBounds, item, l))
{
if (MoveLaraPosition(&FullBlockSwitchPos, item, l))
{
if (item->currentAnimState == 1)
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_BUTTON_GIANT_PUSH;
item->goalAnimState = 0;
}
l->goalAnimState = LS_STOP;
l->frameNumber = g_Level.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 = &g_Level.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 = &g_Level.Items[itemNum];
if ((!(TrInput & IN_ACTION) &&
#ifdef NEW_INV
GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM
#else
g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM
#endif
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_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);
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if (TestLaraPosition(&CrowbarBounds2, item, l))
{
if (Lara.isMoving ||
#ifdef NEW_INV
GLOBAL_inventoryitemchosen == ID_CROWBAR_ITEM
#else
g_Inventory.GetSelectedObject() == ID_CROWBAR_ITEM
#endif
)
{
if (MoveLaraPosition(&CrowbarPos2, item, l))
{
l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
doSwitch = 1;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->goalAnimState = 0;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
#ifdef NEW_INV
GLOBAL_inventoryitemchosen = NO_ITEM;
#else
g_Inventory.SetSelectedObject(NO_ITEM);
#endif
}
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
{
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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 &&
#ifdef NEW_INV
GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM)
#else
g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM)
#endif
)
{
if (Lara.Crowbar)
#ifdef NEW_INV
GLOBAL_inventoryitemchosen = ID_CROWBAR_ITEM;
#else
g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
#endif
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 = LA_CROWBAR_USE_ON_FLOOR;
doSwitch = 1;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->goalAnimState = 1;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
#ifdef NEW_INV
GLOBAL_inventoryitemchosen = NO_ITEM;
#else
g_Inventory.SetSelectedObject(NO_ITEM);
#endif
}
if (!doSwitch)
{
ObjectCollision(itemNum, l, coll);
return;
}
if (doSwitch != -1)
{
l->goalAnimState = LS_SWITCH_DOWN;
l->currentAnimState = LS_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)
#ifdef NEW_INV
GLOBAL_enterinventory = ID_CROWBAR_ITEM;
#else
g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
#endif
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 TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
int flag = 0;
if (item->currentAnimState
&& TrInput & IN_ACTION
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& !l->gravityStatus
&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
short ItemNos[8];
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if (TestLaraPosition(&TurnSwitchBoundsA, item, l))
{
if (MoveLaraPosition(&TurnSwitchPosA, item, l))
{
l->animNumber = LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE;
l->frameNumber = g_Level.Anims[LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->itemFlags[0] = 1;
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ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot);
Lara.isMoving = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = LA_REACH;
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(&g_Level.Items[ItemNos[0]]))
{
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex;
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
}
}
return;
}
Lara.generalPtr = (void*)itemNum;
}
else
{
l->pos.yRot ^= (short)ANGLE(180);
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if (TestLaraPosition(&TurnSwitchBoundsC, item, l))
{
if (MoveLaraPosition(&TurnSwitchPos, item, l))
{
l->animNumber = 319;
flag = 1;
l->frameNumber = g_Level.Anims[319].frameBase;
item->itemFlags[0] = 2;
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ForcedFixedCamera.x = item->pos.xPos + 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos + 1024 * phd_cos(item->pos.yRot);
}
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 = LA_REACH;
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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(&g_Level.Items[ItemNos[0]]))
{
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex + 4;
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.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 = &g_Level.Items[itemNum];
if (g_Level.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 = LA_TURNSWITCH_PUSH_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 1;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_END && l->frameNumber == g_Level.Anims[l->animNumber].frameEnd && !item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_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 = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 5;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END && l->frameNumber == g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
}
}
AnimateItem(item);
if (item->itemFlags[1] == 1)
{
l->animNumber = LA_STAND_IDLE;
l->currentAnimState = LS_STOP;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = g_Level.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 = &g_Level.Items[itemNum];
if (item->flags & 0x100
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|| (!(TrInput & IN_ACTION)
|| Lara.gunStatus
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_IDLE
|| item->gravityStatus)
&& (!Lara.isMoving
|| Lara.generalPtr != (void*)itemNum))
{
if (l->currentAnimState != LS_PULLEY)
ObjectCollision(itemNum, l, coll);
}
else
{
short oldYrot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
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if (TestLaraPosition(&PulleyBounds, item, l))
{
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if (item->itemFlags[1])
{
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();
}
}
else if (MoveLaraPosition(&PulleyPos, item, l))
{
l->animNumber = LA_PULLEY_GRAB;
l->currentAnimState = LS_PULLEY;
l->frameNumber = g_Level.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;
}
}
}
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)
{
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for (short* j = &trigger[2]; (*j / 256) & 0x3C || item != &g_Level.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)
{
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short* trigger;
for (trigger = TriggerIndex; (*trigger & DATA_TYPE) != TRIGGER_TYPE; trigger++)
{
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if (*trigger & END_BIT)
break;
}
if (*trigger & 4)
{
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trigger += 2;
short* current = itemNos;
int k = 0;
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do
{
if (TRIG_BITS(*trigger) == TO_OBJECT && item != &g_Level.Items[*trigger & VALUE_BITS])
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{
current[k] = *trigger & VALUE_BITS;
++k;
}
if (*trigger & END_BIT)
break;
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++trigger;
}
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while (true);
return k;
}
}
return 0;
}
int SwitchTrigger(short itemNum, short timer)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->status == ITEM_DEACTIVATED)
{
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)
{
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return ((item->flags & 0x100u) / 256);
}
else
{
return 0;
}
return 0;
}
void InitialiseShootSwitch(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->triggerFlags == 444)
item->meshBits &= ~(1 << (Objects[item->objectNumber].nmeshes - 2));
}
void InitialisePulleySwitch(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->itemFlags[3] = item->triggerFlags;
item->triggerFlags = abs(item->triggerFlags);
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if (item->status == ITEM_INVISIBLE)
{
item->itemFlags[1] = 1;
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item->status = ITEM_NOT_ACTIVE;
}
}
void InitialiseCrowDoveSwitch(short itemNumber)
{
g_Level.Items[itemNumber].meshBits = 3;
}
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void ShootSwitchCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
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if (item->objectNumber == ID_SHOOT_SWITCH1 && !(item->meshBits & 1))
item->status = ITEM_INVISIBLE;
}