TombEngine/TR5Main/Objects/TR4/Object/tr4_element_puzzle.cpp

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#include "framework.h"
#include "tr4_element_puzzle.h"
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#include "Specific/level.h"
#include "Game/control/control.h"
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#include "Sound/sound.h"
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#include "Game/animation.h"
#include "Game/Lara/lara.h"
#include "Game/collision/sphere.h"
#include "Game/effects/effects.h"
#include "Game/effects/tomb4fx.h"
#include "Specific/input.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/items.h"
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using namespace TEN::Entities::Switches;
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namespace TEN::Entities::TR4
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{
OBJECT_COLLISION_BOUNDS ElementPuzzleBounds = {
0, 0,
-64, 0,
0, 0,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
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void ElementPuzzleControl(short itemNumber)
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{
ITEM_INFO* item = &g_Level.Items[itemNumber];
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if (!TriggerActive(item))
return;
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if (item->TriggerFlags == 1)
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{
SoundEffect(SFX_TR4_LOOP_FOR_SMALL_FIRES, &item->Position, 0);
byte r = (GetRandomControl() & 0x3F) + 192;
byte g = (GetRandomControl() & 0x1F) + 96;
byte b = 0;
int on = 0;
if (item->ItemFlags[3])
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{
item->ItemFlags[3]--;
on = 255 - GetRandomControl() % (4 * (91 - item->ItemFlags[3]));
if (on < 1)
{
on = 1;
r = (r * on) / 256;
g = (g * on) / 256;
}
else if (on <= 255)
{
r = (r * on) / 256;
g = (g * on) / 256;
}
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}
else
{
on = 0;
}
AddFire(item->Position.xPos, item->Position.yPos - 620, item->Position.zPos, 1, item->RoomNumber, on);
TriggerDynamicLight(item->Position.xPos, item->Position.yPos - 768, item->Position.zPos, 12, r, g, b);
return;
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}
if (item->TriggerFlags != 3)
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{
return;
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}
if (item->ItemFlags[1] > 90)
{
SoundEffect(SFX_TR4_JOBY_WIND, &item->Position, 0);
}
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if (item->ItemFlags[1] < 60)
{
item->ItemFlags[1]++;
return;
}
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item->ItemFlags[0]++;
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if (item->ItemFlags[0] == 90)
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{
short itemNos[256];
int sw = GetSwitchTrigger(item, itemNos, 0);
if (sw > 0)
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{
for (int i = 0; i < sw; i++)
{
AddActiveItem(itemNos[i]);
g_Level.Items[itemNos[i]].Status = ITEM_ACTIVE;
g_Level.Items[itemNos[i]].Flags |= 0x3E00;
}
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}
KillItem(itemNumber);
return;
}
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short currentItemNumber = g_Level.Rooms[item->RoomNumber].itemNumber;
if (currentItemNumber == NO_ITEM)
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{
return;
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}
while (currentItemNumber != NO_ITEM)
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{
ITEM_INFO* currentItem = &g_Level.Items[currentItemNumber];
if (currentItem->ObjectNumber != ID_FLAME_EMITTER2)
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{
if (currentItem->ObjectNumber == ID_ELEMENT_PUZZLE && currentItem->TriggerFlags == 1 && !currentItem->ItemFlags[3])
{
currentItem->ItemFlags[3] = 90;
}
currentItemNumber = currentItem->NextItem;
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continue;
}
if (item->ItemFlags[0] != 89)
{
currentItem->ItemFlags[3] = 255 - GetRandomControl() % (4 * item->ItemFlags[0]);
if (currentItem->ItemFlags[3] >= 2)
{
currentItemNumber = currentItem->NextItem;
continue;
}
currentItem->ItemFlags[3] = 2;
}
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RemoveActiveItem(currentItemNumber);
currentItem->Status = ITEM_NOT_ACTIVE;
}
}
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void ElementPuzzleDoCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
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{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (TestBoundsCollide(item, l, coll->Setup.Radius))
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{
if (TestCollision(item, l))
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{
if (coll->Setup.EnableObjectPush)
{
ItemPushItem(item, l, coll, 0, 0);
}
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}
}
}
void ElementPuzzleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c)
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{
ITEM_INFO* item = &g_Level.Items[itemNumber];
int flags = 0;
if (item->TriggerFlags)
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{
if (item->TriggerFlags == 1)
{
flags = 26;
}
else
{
if (item->TriggerFlags != 2)
{
return;
}
flags = 27;
}
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}
else
{
flags = 25;
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}
if ((l->AnimNumber == LA_WATERSKIN_POUR_LOW
|| l->AnimNumber == LA_WATERSKIN_POUR_HIGH)
&& !item->ItemFlags[0])
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{
BOUNDING_BOX* box = GetBoundsAccurate(item);
ElementPuzzleBounds.boundingBox.X1 = box->X1;
ElementPuzzleBounds.boundingBox.X2 = box->X2;
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = item->Position.yRot;
item->Position.yRot = l->Position.yRot;
if (TestLaraPosition(&ElementPuzzleBounds, item, l))
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{
if (l->AnimNumber == LA_WATERSKIN_POUR_LOW && LaraItem->ItemFlags[2] == flags)
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{
l->AnimNumber = LA_WATERSKIN_POUR_HIGH;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
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}
if (l->FrameNumber == g_Level.Anims[LA_WATERSKIN_POUR_HIGH].frameBase + 74
&& LaraItem->ItemFlags[2] == flags)
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{
if (!item->TriggerFlags)
{
item->MeshBits = 48;
TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
item->ItemFlags[0] = 1;
item->Position.yRot = oldRot;
return;
}
if (item->TriggerFlags == 1)
{
item->MeshBits = 3;
Lara.Pickups[1]--;
item->ItemFlags[0] = 1;
item->Position.yRot = oldRot;
return;
}
item->MeshBits = 12;
TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
Lara.Pickups[0]--;
item->ItemFlags[0] = 1;
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}
}
item->Position.yRot = oldRot;
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}
else
{
if (Lara.Control.WeaponControl.GunType != WEAPON_TORCH
|| Lara.Control.HandStatus != HandStatus::WeaponReady
|| Lara.LeftArm.Locked
|| !(TrInput & IN_ACTION)
|| item->TriggerFlags != 1
|| item->ItemFlags[0] != 1
|| l->ActiveState != LS_IDLE
|| l->AnimNumber != LA_STAND_IDLE
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|| !Lara.LitTorch
|| l->Airborne)
{
if (l->AnimNumber != LA_TORCH_LIGHT_3
|| g_Level.Anims[LA_TORCH_LIGHT_3].frameBase + 16
|| item->ItemFlags[0] != 2)
{
ElementPuzzleDoCollision(itemNumber, l, c);
}
else
{
TestTriggers(item, true, item->Flags & IFLAG_ACTIVATION_MASK);
AddActiveItem(itemNumber);
item->Status = ITEM_ACTIVE;
item->ItemFlags[0] = 3;
item->Flags |= 0x3E00;
}
}
else
{
BOUNDING_BOX* box = GetBoundsAccurate(item);
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ElementPuzzleBounds.boundingBox.X1 = box->X1;
ElementPuzzleBounds.boundingBox.X2 = box->X2;
ElementPuzzleBounds.boundingBox.Z1 = box->Z1 - 200;
ElementPuzzleBounds.boundingBox.Z2 = box->Z2 + 200;
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short oldRot = item->Position.yRot;
item->Position.yRot = l->Position.yRot;
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if (TestLaraPosition(&ElementPuzzleBounds, item, l))
{
l->AnimNumber = (abs(item->Position.yPos - l->Position.yPos) >> 8) + LA_TORCH_LIGHT_3;
l->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
l->ActiveState = LS_MISC_CONTROL;
Lara.Flare.ControlLeft = false;
Lara.LeftArm.Locked = true;
item->ItemFlags[0] = 2;
}
item->Position.yRot = oldRot;
}
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}
}
void InitialiseElementPuzzle(short itemNumber)
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{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->TriggerFlags)
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{
if (item->TriggerFlags == 1)
{
item->MeshBits = 65;
}
else if (item->TriggerFlags == 2)
{
item->MeshBits = 68;
}
else
{
item->MeshBits = 0;
}
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}
else
{
item->MeshBits = 80;
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}
}
}