TombEngine/TR5Main/Objects/TR5/tr5_misc_objects.cpp

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#include "../newobjects.h"
#include "../oldobjects.h"
#include "../../Game/lara.h"
#include "../../Game/draw.h"
#include "../../Global/global.h"
#include "../../Game/items.h"
#include "../../Game/collide.h"
#include "../../Game/effects.h"
#include "../../Game/laramisc.h"
#include "../../Game/Box.h"
#include "../../Game/sphere.h"
#include "../../Game/effect2.h"
void InitialiseRaisingBlock(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
short roomNumber = item->roomNumber;
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
short boxIndex = floor->box;
Boxes[boxIndex].overlapIndex &= ~BLOCKED;
if (item->triggerFlags < 0)
{
item->aiBits |= (GUARD | FOLLOW | AMBUSH | PATROL1 | MODIFY);
AddActiveItem(itemNumber);
item->status = ITEM_ACTIVE;
}
}
void ControlRaisingBlock(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
{
if (!item->itemFlags[2])
{
if (item->objectNumber == ID_RAISING_BLOCK1)
{
if (item->triggerFlags == -1)
{
AlterFloorHeight(item, -255);
}
else if (item->triggerFlags == -3)
{
AlterFloorHeight(item, -1023);
}
else
{
AlterFloorHeight(item, -1024);
}
}
else
{
AlterFloorHeight(item, -2048);
}
item->itemFlags[2] = 1;
}
if (item->triggerFlags < 0)
{
item->itemFlags[1] = 1;
}
else if (item->itemFlags[1] < 4096)
{
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
item->itemFlags[1] += 64;
if (item->triggerFlags > 0)
{
if (abs(item->pos.xPos - Camera.pos.x) < 10240 &&
abs(item->pos.xPos - Camera.pos.x) < 10240 &&
abs(item->pos.xPos - Camera.pos.x) < 10240)
{
if (item->itemFlags[1] == 64 || item->itemFlags[1] == 4096)
Camera.bounce = -32;
else
Camera.bounce = -16;
}
}
}
}
else if (item->itemFlags[1] <= 0 || item->triggerFlags < 0)
{
if (item->itemFlags[2])
{
item->itemFlags[1] = 0;
if (item->objectNumber == ID_RAISING_BLOCK1)
{
if (item->triggerFlags == -1)
{
AlterFloorHeight(item, 255);
item->itemFlags[2] = 0;
}
else if (item->triggerFlags == -3)
{
AlterFloorHeight(item, 1023);
item->itemFlags[2] = 0;
}
else
{
AlterFloorHeight(item, 1024);
}
}
else
{
AlterFloorHeight(item, 2048);
}
item->itemFlags[2] = 0;
}
}
else
{
SoundEffect(SFX_BLK_PLAT_RAISE_LOW, &item->pos, 0);
if (item->triggerFlags >= 0)
{
if (abs(item->pos.xPos - Camera.pos.x) < 10240 &&
abs(item->pos.xPos - Camera.pos.x) < 10240 &&
abs(item->pos.xPos - Camera.pos.x) < 10240)
{
if (item->itemFlags[1] == 64 || item->itemFlags[1] == 4096)
Camera.bounce = -32;
else
Camera.bounce = -16;
}
}
item->itemFlags[1] -= 64;
}
}
void PulseLightControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
{
item->itemFlags[0] -= 1024;
long pulse = 256 * SIN(item->itemFlags[0] + 4 * (item->pos.yPos & 0x3FFF)) >> W2V_SHIFT;
pulse = (HIDWORD(pulse) ^ pulse) - HIDWORD(pulse);
if (pulse > 255)
pulse = 255;
TriggerDynamicLight(
item->pos.xPos,
item->pos.yPos,
item->pos.zPos,
24,
pulse * 8 * (item->triggerFlags & 0x1F) >> 9,
pulse* ((item->triggerFlags >> 2) & 0xF8) >> 9,
pulse* ((item->triggerFlags >> 7) & 0xF8) >> 9);
}
}
void TriggerAlertLight(int x, int y, int z, int r, int g, int b, int rot, __int16 roomNumber, __int16 falloff)
{
GAME_VECTOR from;
from.x = x;
from.y = y;
from.z = z;
GetFloor(x, y, z, &roomNumber);
from.roomNumber = roomNumber;
GAME_VECTOR to;
to.x = x + rcossin_tbl[2 * rot];
to.y = y;
to.z = z + rcossin_tbl[2 * rot + 1];
if (!LOS(&from, &to))
TriggerDynamicLight(to.x, to.y, to.z, falloff, r, g, b);
}
void StrobeLightControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
{
item->pos.yRot += ANGLE(16);
byte r = 8 * (item->triggerFlags & 0x1F);
byte g = (item->triggerFlags >> 2) & 0xF8;
byte b = (item->triggerFlags >> 7) & 0xF8;
TriggerAlertLight(
item->pos.xPos,
item->pos.yPos - 512,
item->pos.zPos,
r, g, b,
((item->pos.yRot + 22528) >> 4) & 0xFFF,
item->roomNumber,
12);
TriggerDynamicLight(
item->pos.xPos + 256 * SIN(item->pos.yRot + 22528) >> W2V_SHIFT,
item->pos.yPos - 768,
item->pos.zPos + 256 * COS(item->pos.yRot + 22528) >> W2V_SHIFT,
8,
r, g, b);
}
}
void ColorLightControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
{
TriggerDynamicLight(
item->pos.xPos,
item->pos.yPos,
item->pos.zPos,
24,
8 * (item->triggerFlags & 0x1F),
(item->triggerFlags >> 2) & 0xF8,
(item->triggerFlags >> 7) & 0xF8);
}
}
void ElectricalLightControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (!TriggerActive(item))
{
item->itemFlags[0] = 0;
return;
}
int intensity = 0;
if (item->triggerFlags > 0)
{
if (item->itemFlags[0] < 16)
{
intensity = 4 * (GetRandomControl() & 0x3F);
item->itemFlags[0]++;
}
else if (item->itemFlags[0] >= 96)
{
if (item->itemFlags[0] >= 160)
{
intensity = 255 - (GetRandomControl() & 0x1F);
}
else
{
intensity = 96 - (GetRandomControl() & 0x1F);
if (!(GetRandomControl() & 0x1F) && item->itemFlags[0] > 128)
{
item->itemFlags[0] = 160;
}
else
{
item->itemFlags[0]++;
}
}
}
else
{
if (Wibble & 0x3F && GetRandomControl() & 7)
{
intensity = GetRandomControl() & 0x3F;
item->itemFlags[0]++;
}
else
{
intensity = 192 - (GetRandomControl() & 0x3F);
item->itemFlags[0]++;
}
}
}
else
{
if (item->itemFlags[0] <= 0)
{
item->itemFlags[0] = (GetRandomControl() & 3) + 4;
item->itemFlags[1] = (GetRandomControl() & 0x7F) + 128;
item->itemFlags[2] = GetRandomControl() & 1;
}
item->itemFlags[0]--;
if (!item->itemFlags[2])
{
item->itemFlags[0]--;
intensity = item->itemFlags[1] - (GetRandomControl() & 0x7F);
if (intensity > 64)
SoundEffect(SFX_ELEC_LIGHT_CRACKLES, &item->pos, 32 * (intensity & 0xFFFFFFF8) | 8);
}
else
{
return;
}
}
TriggerDynamicLight(
item->pos.xPos,
item->pos.yPos,
item->pos.zPos,
24,
intensity * 8 * (item->triggerFlags & 0x1F) >> 8,
intensity * ((item->triggerFlags >> 2) & 0xF8) >> 8,
intensity * ((item->triggerFlags >> 7) & 0xF8) >> 8);
}
void BlinkingLightControl(short itemNumber)
{
ITEM_INFO* item = &Items[itemNumber];
if (TriggerActive(item))
{
item->itemFlags[0]--;
if (item->itemFlags[0] >= 3)
{
item->meshBits = 1;
}
else
{
PHD_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetJointAbsPosition(item, &pos, 0);
TriggerDynamicLight(
pos.x,
pos.y,
pos.z,
16,
8 * (item->triggerFlags & 0x1F),
(item->triggerFlags >> 2) & 0xF8,
(item->triggerFlags >> 7) & 0xF8);
item->meshBits = 2;
if (item->itemFlags[0] < 0)
item->itemFlags[0] = 30;
}
}
}