TombEngine/TR5Main/Game/traps.cpp

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#include "traps.h"
#include "..\Global\global.h"
#include "items.h"
#include "collide.h"
static short CeilingTrapDoorBounds[12] = {-256, 256, 0, 900, -768, -256, -1820, 1820, -5460, 5460, -1820, 1820};
static PHD_VECTOR CeilingTrapDoorPos = {0, 1056, -480};
static short FloorTrapDoorBounds[12] = {-256, 256, 0, 0, -1024, -256, -1820, 1820, -5460, 5460, -1820, 1820};
static PHD_VECTOR FloorTrapDoorPos = {0, 0, -655};
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void LaraBurn()
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{
if (!Lara.burn && !Lara.burnSmoke)
{
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short fxNum = CreateNewEffect(LaraItem->roomNumber);
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if (fxNum != NO_ITEM)
{
Effects[fxNum].objectNumber = ID_FLAME;
Lara.burn = true;
}
}
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}
void InitialiseTrapDoor(short itemNumber)
{
ITEM_INFO* item;
item = &Items[itemNumber];
CloseTrapDoor(item);
}
void TrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item;
item = &Items[itemNumber];
if (item->currentAnimState == 1 && item->frameNumber == Anims[item->animNumber].frameEnd)
ObjectCollision(itemNumber, l, coll);
}
void CeilingTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item;
int result, result2;
item = &Items[itemNumber];
result = TestLaraPosition(CeilingTrapDoorBounds, item, l);
l->pos.yRot += ANGLE(180);
result2 = TestLaraPosition(CeilingTrapDoorBounds, item, l);
l->pos.yRot += ANGLE(180);
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == STATE_LARA_JUMP_UP && l->gravityStatus && Lara.gunStatus == LG_NO_ARMS && (result || result2))
{
AlignLaraPosition(&CeilingTrapDoorPos, item, l);
if (result2)
l->pos.yRot += ANGLE(180);
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->gravityStatus = false;
l->fallspeed = 0;
l->animNumber = ANIMATION_LARA_CEILING_TRAPDOOR_OPEN;
l->frameNumber = Anims[l->animNumber].frameBase;
l->currentAnimState = STATE_LARA_FREEFALL_BIS;
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
item->goalAnimState = 1;
UseForcedFixedCamera = 1;
ForcedFixedCamera.x = item->pos.xPos - SIN(item->pos.yRot) / 16;
ForcedFixedCamera.y = item->pos.yPos + 1024;
ForcedFixedCamera.z = item->pos.zPos - COS(item->pos.yRot) / 16;
ForcedFixedCamera.roomNumber = item->roomNumber;
}
else
{
if (item->currentAnimState == 1)
UseForcedFixedCamera = 0;
}
if (item->currentAnimState == 1 && item->frameNumber == Anims[item->animNumber].frameEnd)
ObjectCollision(itemNumber, l, coll);
}
void FloorTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item;
item = &Items[itemNumber];
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == STATE_LARA_STOP && l->animNumber == ANIMATION_LARA_STAY_IDLE && Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void *) itemNumber)
{
if (TestLaraPosition(FloorTrapDoorBounds, item, l))
{
if (MoveLaraPosition(&FloorTrapDoorPos, item, l))
{
l->animNumber = ANIMATION_LARA_FLOOR_TRAPDOOR_OPEN;
l->frameNumber = Anims[l->animNumber].frameBase;
l->currentAnimState = STATE_LARA_TRAPDOOR_FLOOR_OPEN;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
item->goalAnimState = 1;
UseForcedFixedCamera = 1;
ForcedFixedCamera.x = item->pos.xPos - SIN(item->pos.yRot) / 8;
ForcedFixedCamera.y = item->pos.yPos - 2048;
if (ForcedFixedCamera.y < Rooms[item->roomNumber].maxceiling)
ForcedFixedCamera.y = Rooms[item->roomNumber].maxceiling;
ForcedFixedCamera.z = item->pos.zPos - COS(item->pos.yRot) / 8;
ForcedFixedCamera.roomNumber = item->roomNumber;
}
else
{
Lara.generalPtr = (void *) itemNumber;
}
}
}
else
{
if (item->currentAnimState == 1)
UseForcedFixedCamera = 0;
}
if (item->currentAnimState == 1 && item->frameNumber == Anims[item->animNumber].frameEnd)
ObjectCollision(itemNumber, l, coll);
}
void TrapDoorControl(short itemNumber)
{
ITEM_INFO* item;
item = &Items[itemNumber];
if (TriggerActive(item))
{
if (!item->currentAnimState && item->triggerFlags >= 0)
{
item->goalAnimState = 1;
}
else if (item->frameNumber == Anims[item->animNumber].frameEnd && CurrentLevel == 14 && item->objectNumber == ID_TRAPDOOR1)
{
item->status = ITEM_INVISIBLE;
}
}
else
{
item->status = ITEM_ACTIVE;
if (item->currentAnimState == 1)
{
item->goalAnimState = 0;
}
}
AnimateItem(item);
if (item->currentAnimState == 1 && (item->itemFlags[2] || JustLoaded))
{
OpenTrapDoor(item);
}
else if (!item->currentAnimState && !item->itemFlags[2])
{
CloseTrapDoor(item);
}
}
void CloseTrapDoor(ITEM_INFO* item)
{
ROOM_INFO* r;
FLOOR_INFO* floor;
unsigned short pitsky;
r = &Rooms[item->roomNumber];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
pitsky = 0;
if (item->pos.yPos == r->minfloor)
{
pitsky = floor->pitRoom;
floor->pitRoom = NO_ROOM;
r = &Rooms[pitsky];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
pitsky |= floor->skyRoom << 8;
floor->skyRoom = NO_ROOM;
}
else if (item->pos.yPos == r->maxceiling)
{
pitsky = floor->skyRoom;
floor->skyRoom = NO_ROOM;
r = &Rooms[pitsky];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
pitsky = pitsky << 8 | floor->pitRoom;
floor->pitRoom = NO_ROOM;
}
item->itemFlags[2] = 1;
item->itemFlags[3] = pitsky;
}
void OpenTrapDoor(ITEM_INFO* item)
{
ROOM_INFO* r;
FLOOR_INFO* floor;
unsigned short pitsky;
r = &Rooms[item->roomNumber];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
pitsky = item->itemFlags[3];
if (item->pos.yPos == r->minfloor)
{
floor->pitRoom = (unsigned char) pitsky;
r = &Rooms[floor->pitRoom];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
floor->skyRoom = pitsky >> 8;
}
else
{
floor->skyRoom = pitsky >> 8;
r = &Rooms[floor->skyRoom];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
floor->pitRoom = (unsigned char) pitsky;
}
item->itemFlags[2] = 0;
}