2020-08-21 10:56:03 +02:00
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#include "framework.h"
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#include "tr4_element_puzzle.h"
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2021-12-22 16:23:57 +03:00
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#include "Specific/level.h"
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#include "Game/control/control.h"
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2021-09-25 16:00:30 +03:00
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#include "Sound/sound.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/animation.h"
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#include "Game/Lara/lara.h"
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2022-02-24 21:55:14 +11:00
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#include "Game/Lara/lara_helpers.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/collision/sphere.h"
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#include "Game/effects/effects.h"
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#include "Game/effects/tomb4fx.h"
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#include "Specific/input.h"
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2021-12-24 03:32:19 +03:00
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#include "Objects/Generic/Switches/generic_switch.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/collision/collide_room.h"
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#include "Game/collision/collide_item.h"
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#include "Game/items.h"
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2021-09-25 11:27:47 +02:00
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OIS input system (#556)
* Work
* Add ois.lib
* Add OIS headers/libs to project
* Fix small mistakes
* Update input.cpp
* Update input.cpp
* Update input.cpp
* Remove unnecessary event handlers as we are using direct polling
* Fix numpad controls not polling
* Enclose all input code under namespace, provide debug OIS lib variation
* Fix incorrect inventory call binding, add pause to control dialog
* Deselect by pushing inventory button as well, fix crossbow ammo string draw
* Demagic NUM_CONTROLS
* Verbose input init logging
* Calibrate and properly register movement analog axis input
* Fix crash when empty string is being displayed
* Initialize vibration interface, if it exists
* Register keyboard directional input as analog axis input as well
* Fix statistics exiting
* Fix weird UpdateInput call
* Copy current layout to configuration
* Fix issues with saving controls
* Register axis values for POVs too
* Register several POV directions at once
* Increase deadzone a bit
* Simplify enums
* Update input.cpp
* Move includes out of input.h
* Bump deadzone even further as it seems xbox controllers have massive axis errors
* Prevent event spamming in case OIS polling failed
* Destroy input system on exit, cosmetic changes
* Take deadzone into account when normalizing axis values
* Update TombEngine.vcxproj
* Resolve small precision loss in axis normalizing
* Clean up unused control constants and enums
* Update input.h
* Demagic InputActions enum
* Render pause menu header
* Introduce helper functions to modulate Lara turn rates and begin replacements
* Make turn directions explicit
* Conduct remaining replacements of turn rate modulations
* Update lara_helpers.cpp
* Add smoothstep function to math library
* Use scaled axis value for true analog input
* Update input.cpp
* Add Joey's camera rotation from old branch
* Fix camera not going back to previous position when stick is released
* Simplify ModulateLaraTurnRate()
* Widen look angle
* Avoid collisions with actions bound to non-directional axis
* Small tidying
* Remove unused header
* Remove copypasted code
* Mask flare animation
* Rename 5th and 6th axis to LT/RT
* Prototype force feedback support
* Add directional rumble support (probably XInput-only)
* Shake controller on startup if supports vibration
* Update OIS libs to support XInput FF
* Simplify ModulateLaraTurnRate()
* Update player modulation functions; simplify turning, leaning, and flexing in state functions; lara.h cleanup
* Update Win32ForceFeedback.h
* Fix crawl flex function
* Revert "Update Win32ForceFeedback.h"
This reverts commit aa7099ed5bf2bc8402029aa2fcdece16ebabd5bf.
* Update OIS libs
* Add options for thumbstick camera and vibration
* Make use of autotarget option
* Display NON-SCREAMING names in controls, add hack to cancel axis value on both right+left input events
* Remove useless control hacks for simultaneous directional input
* Delete ten_itemdata_generated.h
* Add scroll lock to bindable controls
* Update input.cpp
* Update input.cpp
* Make input device namings consistent
* Bring back IN_SELECT override
* Fix crashing on startup and some other bugs
* Add rumble to some in-game events
* Add some more vibration events, stop them when going to menus
* Some changes to rumble power
* Add rumble for rocket/grenade launchers and explosive damage
* Add rumble for screen shake effect
* Fix 2 mistakes in inventory strings
* Rumble for camera more precisely
* Fix debounce in binocular mode
* Update camera.cpp
* Add HK lasersight rumble
* Simplify ModulateLaraLean()
* Update input.cpp
* Fix crawl flex modulation(?)
* Add slight rumble to harpoon and crossbow fire
* Remove the confusing counteracting turn rate reset in favour of something simpler
* Simplify turn rate reset input checks; leanup
* Clamp turn rate axis coeff when airborne
* Remove empty line
* Simplify a function
* Cleanup
* Fix rumble being constant
* Use shorter rumble time for shooting guns
* Fix single arm shooting
* Fix leaning left with joystick; clamp crawl flex max; tweak walk lean max; cleanup
* Don't do too long splat and jump smash vibrations
* Cancel turn rate when exiting water, grabbing ledge, or doing a splat
* Rename function
* Move ModulateLaraTurnRateY() callsin crawl and crouch turn states
* Reset turn rate when performing crawl vault
* Convert all health decrease events to DoDamage calls
* Remove SpasmEffectCount and unify touching with DoDamage
* Give specific time delay before sprint jump is possible
* Don't rumble on zero damage
* Reorder input pipeline to prevent left+right collisions
* Rename shady global
* Rumble when breaking neck in swandive
* Update lara_jump.cpp
* Don't vibrate on soft splat
* Fix combine item text alignment
* Vibrate in settings only if setting was changed
* Pulse gamepad on critical health condition
* Don't get out of water into objects
* Add critical air constant
Co-authored-by: Sezz
2022-06-25 16:53:58 +03:00
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using namespace TEN::Input;
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2021-09-20 05:50:47 +02:00
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using namespace TEN::Entities::Switches;
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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namespace TEN::Entities::TR4
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2020-08-21 10:56:03 +02:00
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{
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OBJECT_COLLISION_BOUNDS ElementPuzzleBounds =
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{
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2021-09-20 05:50:47 +02:00
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0, 0,
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-64, 0,
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0, 0,
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2022-02-24 21:55:14 +11:00
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-ANGLE(10.0f), ANGLE(10.0f),
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-ANGLE(30.0f), ANGLE(30.0f),
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-ANGLE(10.0f), ANGLE(10.0f)
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2021-09-20 05:50:47 +02:00
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};
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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void ElementPuzzleControl(short itemNumber)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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auto* item = &g_Level.Items[itemNumber];
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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if (!TriggerActive(item))
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return;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags == 1)
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2020-08-21 10:56:03 +02:00
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{
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2022-05-29 16:33:56 +03:00
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SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Pose);
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2021-09-20 05:50:47 +02:00
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byte r = (GetRandomControl() & 0x3F) + 192;
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byte g = (GetRandomControl() & 0x1F) + 96;
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byte b = 0;
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2022-06-05 06:12:07 +03:00
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short fade = 0;
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2021-09-20 05:50:47 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[3])
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2020-08-21 10:56:03 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[3]--;
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2022-06-05 06:12:07 +03:00
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fade = 255 - GetRandomControl() % (4 * (91 - item->ItemFlags[3]));
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if (fade < 1)
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2021-09-20 05:50:47 +02:00
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{
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2022-06-05 06:12:07 +03:00
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fade = 1;
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r = (r * fade) / 256;
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g = (g * fade) / 256;
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2021-09-20 05:50:47 +02:00
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}
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2022-06-05 06:12:07 +03:00
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else if (fade <= 255)
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2021-09-20 05:50:47 +02:00
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{
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2022-06-05 06:12:07 +03:00
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r = (r * fade) / 256;
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g = (g * fade) / 256;
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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else
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2022-06-05 06:12:07 +03:00
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fade = 0;
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2021-09-20 05:50:47 +02:00
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2022-06-05 06:12:07 +03:00
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AddFire(item->Pose.Position.x, item->Pose.Position.y - 620, item->Pose.Position.z, item->RoomNumber, 0.5f, fade);
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2022-03-31 23:55:54 +11:00
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TriggerDynamicLight(item->Pose.Position.x, item->Pose.Position.y - 768, item->Pose.Position.z, 12, r, g, b);
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2021-09-20 05:50:47 +02:00
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return;
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->TriggerFlags != 3)
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2021-09-20 05:50:47 +02:00
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return;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[1] > 90)
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2022-06-06 00:03:32 +01:00
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SoundEffect(SFX_TR4_WIND, &item->Pose);
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[1] < 60)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[1]++;
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2021-09-20 05:50:47 +02:00
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return;
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}
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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item->ItemFlags[0]++;
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[0] == 90)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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short itemNos[256];
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int sw = GetSwitchTrigger(item, itemNos, 0);
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if (sw > 0)
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 05:50:47 +02:00
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for (int i = 0; i < sw; i++)
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{
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AddActiveItem(itemNos[i]);
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2022-02-09 16:55:46 +11:00
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g_Level.Items[itemNos[i]].Status = ITEM_ACTIVE;
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g_Level.Items[itemNos[i]].Flags |= 0x3E00;
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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KillItem(itemNumber);
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return;
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}
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2020-08-21 10:56:03 +02:00
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2022-02-09 16:55:46 +11:00
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short currentItemNumber = g_Level.Rooms[item->RoomNumber].itemNumber;
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2021-09-20 05:50:47 +02:00
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if (currentItemNumber == NO_ITEM)
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return;
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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while (currentItemNumber != NO_ITEM)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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auto* currentItem = &g_Level.Items[currentItemNumber];
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2021-09-20 05:50:47 +02:00
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2022-02-09 16:55:46 +11:00
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if (currentItem->ObjectNumber != ID_FLAME_EMITTER2)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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if (currentItem->ObjectNumber == ID_ELEMENT_PUZZLE &&
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currentItem->TriggerFlags == 1 &&
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!currentItem->ItemFlags[3])
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 90;
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2021-09-20 05:50:47 +02:00
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}
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2022-02-24 21:55:14 +11:00
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2022-02-09 16:55:46 +11:00
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currentItemNumber = currentItem->NextItem;
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2020-08-21 10:56:03 +02:00
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continue;
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}
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2022-02-09 16:55:46 +11:00
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if (item->ItemFlags[0] != 89)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 255 - GetRandomControl() % (4 * item->ItemFlags[0]);
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if (currentItem->ItemFlags[3] >= 2)
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2021-09-20 05:50:47 +02:00
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{
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2022-02-09 16:55:46 +11:00
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currentItemNumber = currentItem->NextItem;
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2021-09-20 05:50:47 +02:00
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continue;
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}
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2022-02-24 21:55:14 +11:00
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2022-02-09 16:55:46 +11:00
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currentItem->ItemFlags[3] = 2;
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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2021-09-20 05:50:47 +02:00
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RemoveActiveItem(currentItemNumber);
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2022-02-09 16:55:46 +11:00
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currentItem->Status = ITEM_NOT_ACTIVE;
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2021-09-20 06:15:39 +02:00
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}
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2021-09-20 05:50:47 +02:00
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}
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2020-08-21 10:56:03 +02:00
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2022-05-05 07:08:14 +02:00
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void ElementPuzzleDoCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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auto* item = &g_Level.Items[itemNumber];
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2021-09-20 05:50:47 +02:00
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2022-02-24 21:55:14 +11:00
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if (TestBoundsCollide(item, laraItem, coll->Setup.Radius))
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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if (TestCollision(item, laraItem))
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2020-08-21 10:56:03 +02:00
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{
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2021-09-20 06:15:39 +02:00
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if (coll->Setup.EnableObjectPush)
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2022-02-24 21:55:14 +11:00
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ItemPushItem(item, laraItem, coll, 0, 0);
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2020-08-21 10:56:03 +02:00
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}
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}
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}
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2022-05-05 07:08:14 +02:00
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void ElementPuzzleCollision(short itemNumber, ItemInfo* laraItem, CollisionInfo* coll)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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auto* laraInfo = GetLaraInfo(laraItem);
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auto* puzzleItem = &g_Level.Items[itemNumber];
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2021-09-20 05:50:47 +02:00
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int flags = 0;
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2022-02-24 21:55:14 +11:00
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if (puzzleItem->TriggerFlags)
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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if (puzzleItem->TriggerFlags == 1)
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2021-09-20 05:50:47 +02:00
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flags = 26;
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else
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{
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2022-02-24 21:55:14 +11:00
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if (puzzleItem->TriggerFlags != 2)
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2021-09-20 05:50:47 +02:00
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return;
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2022-02-24 21:55:14 +11:00
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2021-09-20 05:50:47 +02:00
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flags = 27;
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}
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2020-08-21 10:56:03 +02:00
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}
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else
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2021-09-20 05:50:47 +02:00
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flags = 25;
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2020-08-21 10:56:03 +02:00
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2022-03-13 02:04:24 +11:00
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if ((laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW ||
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laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_HIGH) &&
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2022-02-24 21:55:14 +11:00
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!puzzleItem->ItemFlags[0])
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2020-08-21 10:56:03 +02:00
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{
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2022-02-24 21:55:14 +11:00
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auto* box = GetBoundsAccurate(puzzleItem);
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2021-09-20 05:50:47 +02:00
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
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ElementPuzzleBounds.boundingBox.X2 = box->X2;
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ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
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ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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2020-08-21 10:56:03 +02:00
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2022-03-31 23:55:54 +11:00
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short oldRot = puzzleItem->Pose.Orientation.y;
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puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
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2021-09-20 05:50:47 +02:00
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2022-02-24 21:55:14 +11:00
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if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
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2020-08-21 10:56:03 +02:00
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{
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2022-03-13 02:04:24 +11:00
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if (laraItem->Animation.AnimNumber == LA_WATERSKIN_POUR_LOW && LaraItem->ItemFlags[2] == flags)
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2020-08-21 10:56:03 +02:00
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{
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2022-03-13 02:04:24 +11:00
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laraItem->Animation.AnimNumber = LA_WATERSKIN_POUR_HIGH;
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laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
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2020-08-21 10:56:03 +02:00
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}
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2021-09-20 05:50:47 +02:00
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2022-03-13 02:04:24 +11:00
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if (laraItem->Animation.FrameNumber == g_Level.Anims[LA_WATERSKIN_POUR_HIGH].frameBase + 74 &&
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2022-02-24 21:55:14 +11:00
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LaraItem->ItemFlags[2] == flags)
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2020-08-21 10:56:03 +02:00
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{
|
2022-02-24 21:55:14 +11:00
|
|
|
if (!puzzleItem->TriggerFlags)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->MeshBits = 48;
|
|
|
|
TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
|
|
|
|
puzzleItem->ItemFlags[0] = 1;
|
2022-03-31 23:55:54 +11:00
|
|
|
puzzleItem->Pose.Orientation.y = oldRot;
|
2021-09-20 05:50:47 +02:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2022-02-24 21:55:14 +11:00
|
|
|
if (puzzleItem->TriggerFlags == 1)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->MeshBits = 3;
|
2022-03-10 00:29:28 +11:00
|
|
|
laraInfo->Inventory.Pickups[1]--;
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->ItemFlags[0] = 1;
|
2022-03-31 23:55:54 +11:00
|
|
|
puzzleItem->Pose.Orientation.y = oldRot;
|
2021-09-20 05:50:47 +02:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->MeshBits = 12;
|
|
|
|
TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
|
2022-03-10 00:29:28 +11:00
|
|
|
laraInfo->Inventory.Pickups[0]--;
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->ItemFlags[0] = 1;
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2022-03-31 23:55:54 +11:00
|
|
|
puzzleItem->Pose.Orientation.y = oldRot;
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-03-09 20:37:26 +11:00
|
|
|
if (laraInfo->Control.Weapon.GunType != LaraWeaponType::Torch ||
|
2022-02-24 21:55:14 +11:00
|
|
|
laraInfo->Control.HandStatus != HandStatus::WeaponReady ||
|
|
|
|
laraInfo->LeftArm.Locked ||
|
|
|
|
!(TrInput & IN_ACTION) ||
|
|
|
|
puzzleItem->TriggerFlags != 1 ||
|
|
|
|
puzzleItem->ItemFlags[0] != 1 ||
|
2022-03-13 02:04:24 +11:00
|
|
|
laraItem->Animation.ActiveState != LS_IDLE ||
|
|
|
|
laraItem->Animation.AnimNumber != LA_STAND_IDLE ||
|
2022-05-26 15:54:30 +10:00
|
|
|
!laraInfo->Torch.IsLit ||
|
2022-07-02 21:12:40 +03:00
|
|
|
laraItem->Animation.IsAirborne)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-03-13 02:04:24 +11:00
|
|
|
if (laraItem->Animation.AnimNumber != LA_TORCH_LIGHT_3 ||
|
2022-02-24 21:55:14 +11:00
|
|
|
g_Level.Anims[LA_TORCH_LIGHT_3].frameBase + 16 ||
|
|
|
|
puzzleItem->ItemFlags[0] != 2)
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
ElementPuzzleDoCollision(itemNumber, laraItem, coll);
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
TestTriggers(puzzleItem, true, puzzleItem->Flags & IFLAG_ACTIVATION_MASK);
|
2021-09-20 05:50:47 +02:00
|
|
|
AddActiveItem(itemNumber);
|
2022-02-24 21:55:14 +11:00
|
|
|
puzzleItem->Status = ITEM_ACTIVE;
|
|
|
|
puzzleItem->ItemFlags[0] = 3;
|
|
|
|
puzzleItem->Flags |= 0x3E00;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
auto* box = GetBoundsAccurate(puzzleItem);
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2021-09-20 05:50:47 +02:00
|
|
|
ElementPuzzleBounds.boundingBox.X1 = box->X1;
|
|
|
|
ElementPuzzleBounds.boundingBox.X2 = box->X2;
|
|
|
|
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
|
|
|
|
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2022-03-31 23:55:54 +11:00
|
|
|
short oldRot = puzzleItem->Pose.Orientation.y;
|
|
|
|
puzzleItem->Pose.Orientation.y = laraItem->Pose.Orientation.y;
|
2020-08-21 10:56:03 +02:00
|
|
|
|
2022-02-24 21:55:14 +11:00
|
|
|
if (TestLaraPosition(&ElementPuzzleBounds, puzzleItem, laraItem))
|
2021-09-20 05:50:47 +02:00
|
|
|
{
|
2022-04-02 17:21:48 +11:00
|
|
|
laraItem->Animation.AnimNumber = (abs(puzzleItem->Pose.Position.y- laraItem->Pose.Position.y) >> 8) + LA_TORCH_LIGHT_3;
|
2022-03-13 02:04:24 +11:00
|
|
|
laraItem->Animation.FrameNumber = g_Level.Anims[puzzleItem->Animation.AnimNumber].frameBase;
|
|
|
|
laraItem->Animation.ActiveState = LS_MISC_CONTROL;
|
2022-02-24 21:55:14 +11:00
|
|
|
laraInfo->Flare.ControlLeft = false;
|
|
|
|
laraInfo->LeftArm.Locked = true;
|
|
|
|
puzzleItem->ItemFlags[0] = 2;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2022-02-24 21:55:14 +11:00
|
|
|
|
2022-03-31 23:55:54 +11:00
|
|
|
puzzleItem->Pose.Orientation.y = oldRot;
|
2021-09-20 05:50:47 +02:00
|
|
|
}
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-09-20 05:50:47 +02:00
|
|
|
void InitialiseElementPuzzle(short itemNumber)
|
2020-08-21 10:56:03 +02:00
|
|
|
{
|
2022-02-24 21:55:14 +11:00
|
|
|
auto* item = &g_Level.Items[itemNumber];
|
2021-09-20 05:50:47 +02:00
|
|
|
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->TriggerFlags)
|
2020-08-21 10:56:03 +02:00
|
|
|
{
|
2022-02-09 16:55:46 +11:00
|
|
|
if (item->TriggerFlags == 1)
|
|
|
|
item->MeshBits = 65;
|
|
|
|
else if (item->TriggerFlags == 2)
|
|
|
|
item->MeshBits = 68;
|
2021-09-20 05:50:47 +02:00
|
|
|
else
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 0;
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
|
|
|
else
|
2022-02-09 16:55:46 +11:00
|
|
|
item->MeshBits = 80;
|
2020-08-21 10:56:03 +02:00
|
|
|
}
|
2022-02-24 21:55:14 +11:00
|
|
|
}
|