TombEngine/TR5Main/Objects/Generic/generic_objects.cpp

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#include "framework.h"
#include "generic_objects.h"
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// objects
#include "generic_trapdoor.h"
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#include "generic_bridge.h"
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// switches
#include "cog_switch.h"
#include "rail_switch.h"
#include "jump_switch.h"
#include "generic_switch.h"
#include "crowbar_switch.h"
#include "underwater_switch.h"
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#include "pulley_switch.h"
#include "fullblock_switch.h"
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#include "turn_switch.h"
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// Doors
#include "generic_doors.h"
#include "double_doors.h"
#include "pushpull_kick_door.h"
#include "sequence_door.h"
#include "steel_door.h"
#include "underwater_door.h"
// Traps
#include "Objects/Generic/Traps/dart_emitter.h"
#include "Objects/Generic/Object/polerope.h"
#include "Objects/Generic/Object/rope.h"
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/// necessary import
#include "setup.h"
#include "Game/pickup/pickup.h"
#include "Objects/Generic/Object/burning_torch.h"
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using namespace TEN::Entities::Switches;
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using namespace TEN::Entities::Doors;
using namespace TEN::Entities::Traps;
using namespace TEN::Entities::Generic;
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static void StartObject()
{
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auto obj = &Objects[ID_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_TRAPDOOR3];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = TrapDoorCollision;
obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = FloorTrapDoorCollision;
obj->control = TrapDoorControl;
obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_FLOOR_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = FloorTrapDoorCollision;
obj->control = TrapDoorControl;
obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_TRAPDOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = CeilingTrapDoorCollision;
obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_CEILING_TRAPDOOR2];
if (obj->loaded)
{
obj->initialise = InitialiseTrapDoor;
obj->collision = CeilingTrapDoorCollision;
obj->control = TrapDoorControl;
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obj->floorBorder = TrapDoorFloorBorder;
obj->ceilingBorder = TrapDoorCeilingBorder;
obj->floor = TrapDoorFloor;
obj->ceiling = TrapDoorCeiling;
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obj->saveAnim = true;
obj->saveFlags = true;
}
obj = &Objects[ID_BRIDGE_FLAT];
if (obj->loaded)
{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<0>;
obj->ceiling = BridgeCeiling<0>;
obj->floorBorder = BridgeFloorBorder<0>;
obj->ceilingBorder = BridgeCeilingBorder<0>;
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}
obj = &Objects[ID_BRIDGE_TILT1];
if (obj->loaded)
{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<1>;
obj->ceiling = BridgeCeiling<1>;
obj->floorBorder = BridgeFloorBorder<1>;
obj->ceilingBorder = BridgeCeilingBorder<1>;
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}
obj = &Objects[ID_BRIDGE_TILT2];
if (obj->loaded)
{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<2>;
obj->ceiling = BridgeCeiling<2>;
obj->floorBorder = BridgeFloorBorder<2>;
obj->ceilingBorder = BridgeCeilingBorder<2>;
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}
obj = &Objects[ID_BRIDGE_TILT3];
if (obj->loaded)
{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<3>;
obj->ceiling = BridgeCeiling<3>;
obj->floorBorder = BridgeFloorBorder<3>;
obj->ceilingBorder = BridgeCeilingBorder<3>;
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}
obj = &Objects[ID_BRIDGE_TILT4];
if (obj->loaded)
{
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obj->initialise = InitialiseBridge;
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obj->floor = BridgeFloor<4>;
obj->ceiling = BridgeCeiling<4>;
obj->floorBorder = BridgeFloorBorder<4>;
obj->ceilingBorder = BridgeCeilingBorder<4>;
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}
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}
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void StartSwitches()
{
OBJECT_INFO* obj;
obj = &Objects[ID_COG_SWITCH];
if (obj->loaded)
{
obj->collision = CogSwitchCollision;
obj->control = CogSwitchControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_LEVER_SWITCH];
if (obj->loaded)
{
obj->collision = RailSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_JUMP_SWITCH];
if (obj->loaded)
{
obj->collision = JumpSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
for (int objNum = ID_SWITCH_TYPE1; objNum <= ID_SWITCH_TYPE16; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->collision = SwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
obj->saveMesh = true;
}
}
obj = &Objects[ID_CROWBAR_SWITCH];
if (obj->loaded)
{
obj->collision = CrowbarSwitchCollision;
obj->control = SwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
for (int objNum = ID_UNDERWATER_SWITCH1; objNum <= ID_UNDERWATER_SWITCH4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->control = SwitchControl;
obj->collision = UnderwaterSwitchCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
}
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obj = &Objects[ID_PULLEY];
if (obj->loaded)
{
obj->initialise = InitialisePulleySwitch;
obj->control = SwitchControl;
obj->collision = PulleySwitchCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
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obj = &Objects[ID_TURN_SWITCH];
if (obj->loaded)
{
obj->control = TurnSwitchControl;
obj->collision = TurnSwitchCollision;
obj->saveFlags = true;
obj->saveAnim = true;
}
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obj = &Objects[ID_SEQUENCE_SWITCH1];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_SEQUENCE_SWITCH2];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
obj = &Objects[ID_SEQUENCE_SWITCH3];
if (obj->loaded)
{
obj->collision = FullBlockSwitchCollision;
obj->control = FullBlockSwitchControl;
obj->saveFlags = true;
obj->saveAnim = true;
}
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}
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void StartDoors()
{
OBJECT_INFO* obj;
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for (int objNum = ID_DOOR_TYPE1; objNum <= ID_DOOR_TYPE30; objNum++)
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{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->collision = DoorCollision;
obj->hitEffect = HIT_RICOCHET;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveMesh = true;
}
}
obj = &Objects[ID_LIFT_DOORS1];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveFlags = true;
}
obj = &Objects[ID_LIFT_DOORS2];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->control = DoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveFlags = true;
}
obj = &Objects[ID_SEQUENCE_DOOR1];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = DoorCollision;
obj->control = SequenceDoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveAnim = true;
obj->saveFlags = true;
}
for (int i = ID_DOUBLE_DOORS1; i <= ID_DOUBLE_DOORS4; i++)
{
obj = &Objects[i];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = DoubleDoorCollision;
obj->control = PushPullKickDoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveAnim = true;
obj->saveFlags = true;
}
}
for (int i = ID_UNDERWATER_DOOR1; i <= ID_UNDERWATER_DOOR4; i++)
{
obj = &Objects[i];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = UnderwaterDoorCollision;
obj->control = PushPullKickDoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveAnim = true;
obj->saveFlags = true;
}
}
for (int objNum = ID_PUSHPULL_DOOR1; objNum <= ID_KICK_DOOR4; objNum++)
{
obj = &Objects[objNum];
if (obj->loaded)
{
obj->initialise = InitialiseDoor;
obj->collision = PushPullKickDoorCollision;
obj->control = PushPullKickDoorControl;
obj->hitEffect = HIT_RICOCHET;
obj->saveAnim = true;
obj->saveFlags = true;
}
}
obj = &Objects[ID_STEEL_DOOR];
if (obj->loaded)
{
obj->initialise = InitialiseSteelDoor;
obj->collision = SteelDoorCollision;
obj->saveAnim = true;
obj->saveFlags = true;
obj->saveMesh = true;
obj->savePosition = true;
}
}
void StartTraps()
{
OBJECT_INFO* obj;
obj = &Objects[ID_DARTS];
if (obj->loaded)
{
obj->shadowSize = UNIT_SHADOW / 2;
//obj->drawRoutine = DrawDart;
obj->collision = ObjectCollision;
obj->control = DartControl;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_DART_EMITTER];
if (obj->loaded)
{
obj->control = DartEmitterControl;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_HOMING_DART_EMITTER];
if (obj->loaded)
{
obj->control = DartEmitterControl;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_ROPE];
if (obj->loaded)
{
obj->initialise = InitialiseRope;
obj->control = RopeControl;
obj->collision = RopeCollision;
obj->drawRoutine = nullptr;
obj->saveFlags = true;
obj->usingDrawAnimatingItem = false;
}
obj = &Objects[ID_POLEROPE];
if (obj->loaded)
{
obj->collision = PoleCollision;
obj->saveFlags = true;
}
obj = &Objects[ID_BURNING_TORCH_ITEM];
if (obj->loaded)
{
obj->control = TorchControl;
obj->collision = PickupCollision;
obj->saveFlags = true;
obj->savePosition = true;
obj->usingDrawAnimatingItem = true;
}
}
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void InitialiseGenericObjects()
{
StartTraps();
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StartObject();
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StartSwitches();
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StartDoors();
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}