TombEngine/TR5Main/Objects/Generic/Object/generic_trapdoor.cpp

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#include "framework.h"
#include "generic_trapdoor.h"
#include "lara.h"
#include "input.h"
OBJECT_COLLISION_BOUNDS CeilingTrapDoorBounds = {-256, 256, 0, 900, -768, -256, -1820, 1820, -5460, 5460, -1820, 1820};
static PHD_VECTOR CeilingTrapDoorPos = {0, 1056, -480};
OBJECT_COLLISION_BOUNDS FloorTrapDoorBounds = {-256, 256, 0, 0, -1024, -256, -1820, 1820, -5460, 5460, -1820, 1820};
static PHD_VECTOR FloorTrapDoorPos = {0, 0, -655};
void InitialiseTrapDoor(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
CloseTrapDoor(item);
}
void TrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
if (item->currentAnimState == 1 && item->frameNumber == g_Level.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 = &g_Level.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 == LS_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 = LA_TRAPDOOR_CEILING_OPEN;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->currentAnimState = LS_FREEFALL_BIS;
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
item->goalAnimState = 1;
UseForcedFixedCamera = 1;
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ForcedFixedCamera.x = item->pos.xPos - phd_sin(item->pos.yRot) * 1024;
ForcedFixedCamera.y = item->pos.yPos + 1024;
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ForcedFixedCamera.z = item->pos.zPos - phd_cos(item->pos.yRot) * 1024;
ForcedFixedCamera.roomNumber = item->roomNumber;
}
else
{
if (item->currentAnimState == 1)
UseForcedFixedCamera = 0;
}
if (item->currentAnimState == 1 && item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
ObjectCollision(itemNumber, l, coll);
}
void FloorTrapDoorCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
if (TrInput & IN_ACTION && item->status != ITEM_DEACTIVATED && l->currentAnimState == LS_STOP && l->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void *)itemNumber)
{
if (TestLaraPosition(&FloorTrapDoorBounds, item, l))
{
if (MoveLaraPosition(&FloorTrapDoorPos, item, l))
{
l->animNumber = LA_TRAPDOOR_FLOOR_OPEN;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->currentAnimState = LS_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;
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ForcedFixedCamera.x = item->pos.xPos - phd_sin(item->pos.yRot) * 2048;
ForcedFixedCamera.y = item->pos.yPos - 2048;
if (ForcedFixedCamera.y < g_Level.Rooms[item->roomNumber].maxceiling)
ForcedFixedCamera.y = g_Level.Rooms[item->roomNumber].maxceiling;
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ForcedFixedCamera.z = item->pos.zPos - phd_cos(item->pos.yRot) * 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
}
else
{
Lara.generalPtr = (void *)itemNumber;
}
}
}
else
{
if (item->currentAnimState == 1)
UseForcedFixedCamera = 0;
}
if (item->currentAnimState == 1 && item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
ObjectCollision(itemNumber, l, coll);
}
void TrapDoorControl(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
if (TriggerActive(item))
{
if (!item->currentAnimState && item->triggerFlags >= 0)
{
item->goalAnimState = 1;
}
else if (item->frameNumber == g_Level.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 = &g_Level.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 = &g_Level.Rooms[pitsky];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
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pitsky |= floor->skyRoom * 256;
floor->skyRoom = NO_ROOM;
}
else if (item->pos.yPos == r->maxceiling)
{
pitsky = floor->skyRoom;
floor->skyRoom = NO_ROOM;
r = &g_Level.Rooms[pitsky];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
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pitsky = ((pitsky * 256) | 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 = &g_Level.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 = &g_Level.Rooms[floor->pitRoom];
floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
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floor->skyRoom = pitsky / 256;
}
else
{
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floor->skyRoom = pitsky / 256;
r = &g_Level.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;
}