TombEngine/TR5Main/Game/flipeffect.cpp

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#include "framework.h"
#include "flipeffect.h"
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#include "Lara.h"
#include "lot.h"
#include "hair.h"
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#include "draw.h"
#include "sphere.h"
#include "level.h"
#include "setup.h"
#include "camera.h"
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#include "savegame.h"
#include "sound.h"
#include "tr5_rats_emitter.h"
#include "tr5_bats_emitter.h"
#include "tr5_spider_emitter.h"
#include "tr5_pushableblock.h"
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#include "pickup.h"
#include "puzzles_keys.h"
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#include "lara_fire.h"
#include "effects\effects.h"
#include "effects\tomb4fx.h"
#include "effects\footprint.h"
#include "effects\debris.h"
using std::function;
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using namespace TEN::Effects::Footprints;
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function<EffectFunction> effect_routines[59] =
{
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Turn180, //0
FloorShake, //1
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PoseidonSFX, //2
LaraBubbles, //3
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FinishLevel, //4
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ActivateCamera, //5
ActivateKey, //6
RubbleFX, //7
SwapCrowbar, //8
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Pickup, //9
PlaySoundEffect, //10
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ExplosionFX, //11
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LaraHandsFree, //12
Puzzle, //13
DrawRightPistol, //14
DrawLeftPistol, //15
ShootRightGun, //16
ShootLeftGun, //17
PushLoop, //18
PushEnd, //19
VoidEffect, //20
InvisibilityOn, //21
InvisibilityOff, //22
VoidEffect, //23
VoidEffect, //24
VoidEffect, //25
ResetHair, //26
VoidEffect, //27
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SetFog, //28
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VoidEffect, //29
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LaraLocation, //30
ClearSpidersPatch, //31
AddFootprint, //32
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VoidEffect, //33
VoidEffect, //34
VoidEffect, //35
VoidEffect, //36
VoidEffect, //37
VoidEffect, //38
VoidEffect, //39
VoidEffect, //40
VoidEffect, //41
VoidEffect, //42
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MeshSwapToPour, //43
MeshSwapFromPour, //44
LaraLocationPad, //45
KillActiveBaddies //46
};
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void MeshSwapToPour(ITEM_INFO* item)
{
Lara.meshPtrs[LM_LHAND] = Objects[item->itemFlags[2]].meshIndex + LM_LHAND;
}
void MeshSwapFromPour(ITEM_INFO* item)
{
Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
}
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void Pickup(ITEM_INFO* item)
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{
do_pickup();
}
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void Puzzle(ITEM_INFO* item)
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{
do_puzzle();
}
// TODO: here are sound for lara footstep too !
void AddFootprint(ITEM_INFO* item)
{
if (item != LaraItem)
return;
FOOTPRINT_STRUCT footprint;
PHD_3DPOS footprintPosition;
if (CheckFootOnFloor(*item, LM_LFOOT, footprintPosition))
{
if (footprints.size() >= MAX_FOOTPRINTS)
footprints.pop_back();
memset(&footprint, 0, sizeof(FOOTPRINT_STRUCT));
footprint.pos = footprintPosition;
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footprint.lifeStartFading = 30 * 10;
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footprint.startOpacity = 64;
footprint.life = 30 * 20;
footprint.active = true;
footprints.push_front(footprint);
}
if (CheckFootOnFloor(*item, LM_RFOOT, footprintPosition))
{
if (footprints.size() >= MAX_FOOTPRINTS)
footprints.pop_back();
memset(&footprint, 0, sizeof(FOOTPRINT_STRUCT));
footprint.pos = footprintPosition;
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footprint.lifeStartFading = 30*10;
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footprint.startOpacity = 64;
footprint.life = 30 * 20;
footprint.active = true;
footprints.push_front(footprint);
}
}
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void ResetHair(ITEM_INFO* item)
{
InitialiseHair();
}
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void InvisibilityOff(ITEM_INFO* item)
{
item->status = ITEM_ACTIVE;
}
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void InvisibilityOn(ITEM_INFO* item)
{
item->status = ITEM_INVISIBLE;
}
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void SetFog(ITEM_INFO* item)
{
FlipEffect = -1;
}
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void DrawLeftPistol(ITEM_INFO* item)
{
if (Lara.meshPtrs[LM_LHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_LHAND)
{
Lara.meshPtrs[LM_LHAND] = Objects[WeaponObjectMesh(WEAPON_PISTOLS)].meshIndex + LM_LHAND;
Lara.holsterInfo.leftHolster = HOLSTER_SLOT::Empty;
}
else
{
Lara.meshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
Lara.holsterInfo.leftHolster = HolsterSlotForWeapon(static_cast<LARA_WEAPON_TYPE>(WEAPON_PISTOLS));
}
}
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void DrawRightPistol(ITEM_INFO* item)
{
if (Lara.meshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
{
Lara.meshPtrs[LM_RHAND] = Objects[WeaponObjectMesh(WEAPON_PISTOLS)].meshIndex + LM_RHAND;
Lara.holsterInfo.rightHolster = HOLSTER_SLOT::Empty;
}
else
{
Lara.meshPtrs[LM_RHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_RHAND;
Lara.holsterInfo.rightHolster = HolsterSlotForWeapon(static_cast<LARA_WEAPON_TYPE>(WEAPON_PISTOLS));
}
}
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void ShootLeftGun(ITEM_INFO* item)
{
Lara.leftArm.flash_gun = 3;
}
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void ShootRightGun(ITEM_INFO* item)
{
Lara.rightArm.flash_gun = 3;
}
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void LaraHandsFree(ITEM_INFO* item)
{
Lara.gunStatus = LG_NO_ARMS;
}
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void KillActiveBaddies(ITEM_INFO* item)
{
if (NextItemActive != NO_ITEM)
{
short itemNum = NextItemActive;
ITEM_INFO* targetItem;
do
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{
targetItem = &g_Level.Items[itemNum];
if (Objects[targetItem->objectNumber].intelligent)
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{
targetItem->status = ITEM_INVISIBLE;
if (*(int*)&item != 0xABCDEF)
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{
RemoveActiveItem(itemNum);
DisableBaddieAI(itemNum);
targetItem->flags |= IFLAG_INVISIBLE;
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}
}
itemNum = targetItem->nextActive;
} while (itemNum != NO_ITEM);
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}
FlipEffect = -1;
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}
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void LaraLocationPad(ITEM_INFO* item)
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{
FlipEffect = -1;
Lara.location = TriggerTimer;
Lara.locationPad = TriggerTimer;
}
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void LaraLocation(ITEM_INFO* item)
{
FlipEffect = -1;
Lara.location = TriggerTimer;
if (Lara.highestLocation < TriggerTimer)
Lara.highestLocation = TriggerTimer;
}
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void ExplosionFX(ITEM_INFO* item)
{
SoundEffect(SFX_TR4_EXPLOSION1, NULL, 0);
Camera.bounce = -75;
FlipEffect = -1;
}
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void SwapCrowbar(ITEM_INFO* item)
{
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if (Lara.meshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
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Lara.meshPtrs[LM_RHAND] = Objects[ID_LARA_CROWBAR_ANIM].meshIndex + LM_RHAND;
else
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Lara.meshPtrs[LM_RHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_RHAND;
}
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void ActivateKey(ITEM_INFO* item)
{
KeyTriggerActive = 1;
}
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void ActivateCamera(ITEM_INFO* item)
{
KeyTriggerActive = 2;
}
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void PoseidonSFX(ITEM_INFO* item)
{
SoundEffect(SFX_TR4_WATER_FLUSHES, NULL, 0);
FlipEffect = -1;
}
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void RubbleFX(ITEM_INFO* item)
{
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const auto itemList = FindItem(ID_EARTHQUAKE);
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if (itemList.size() > 0)
{
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ITEM_INFO* eq = &g_Level.Items[itemList[0]];
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AddActiveItem(itemList[0]);
eq->status = ITEM_ACTIVE;
eq->flags |= IFLAG_ACTIVATION_MASK;
}
else
{
Camera.bounce = -150;
}
FlipEffect = -1;
}
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void PlaySoundEffect(ITEM_INFO* item)
{
SoundEffect(TriggerTimer, NULL, 0);
FlipEffect = -1;
}
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void FloorShake(ITEM_INFO* item)
{
int x = abs(item->pos.xPos - Camera.pos.x);
int y = abs(item->pos.yPos - Camera.pos.y);
int z = abs(item->pos.zPos - Camera.pos.z);
if (x < SECTOR(16) && y < SECTOR(16) && z < SECTOR(16))
{
Camera.bounce = 66 * ((SQUARE(x) + SQUARE(y) + SQUARE(z)) / 256 - SQUARE(1024)) / SQUARE(1024);
}
}
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void Turn180(ITEM_INFO* item)
{
item->pos.yRot -= ANGLE(180);
item->pos.xRot = -item->pos.xRot;
}
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void FinishLevel(ITEM_INFO* item)
{
LevelComplete = CurrentLevel + 1;
}
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void VoidEffect(ITEM_INFO* item)
{
}