mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-30 08:47:58 +03:00
2489 lines
No EOL
52 KiB
C++
2489 lines
No EOL
52 KiB
C++
#include "control.h"
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#include "..\Global\global.h"
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#include "pickup.h"
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#include "spotcam.h"
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#include "Camera.h"
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#include "Lara.h"
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#include "hair.h"
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#include "items.h"
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#include "effect2.h"
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#include "draw.h"
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#include "inventory.h"
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#include "gameflow.h"
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#include "lot.h"
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#include "pickup.h"
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#include "draw.h"
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#include "healt.h"
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#include "savegame.h"
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#include "sound.h"
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#include "spotcam.h"
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#include "box.h"
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#include "objects.h"
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#include "switch.h"
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#include "laramisc.h"
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#include "rope.h"
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#include "tomb4fx.h"
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#include "traps.h"
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#include "effects.h"
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#include "..\Specific\roomload.h"
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#include "..\Specific\input.h"
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#include "..\Specific\init.h"
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#include "..\Specific\winmain.h"
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#include <process.h>
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#include <stdio.h>
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int KeyTriggerActive;
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PENDULUM CurrentPendulum;
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int number_los_rooms;
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short los_rooms[20];
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extern GameFlow* g_GameFlow;
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extern GameScript* g_GameScript;
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extern Inventory* g_Inventory;
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extern int SplashCount;
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GAME_STATUS ControlPhase(int numFrames, int demoMode)
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{
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GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
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RegeneratePickups();
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if (numFrames > 10)
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numFrames = 10;
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if (TrackCameraInit)
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UseSpotCam = false;
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SetDebounce = true;
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for (FramesCount += numFrames; FramesCount > 0; FramesCount -= 2)
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{
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GlobalCounter++;
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UpdateSky();
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// Poll the keyboard and update input variables
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if (CurrentLevel != 0)
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{
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if (S_UpdateInput() == -1)
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return GAME_STATUS_NONE;
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}
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// Has Lara control been disabled?
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if (DisableLaraControl || CurrentLevel == 0)
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{
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if (CurrentLevel != 0)
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DbInput = 0;
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TrInput &= 0x200;
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}
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// If cutscene has been triggered then clear input
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if (CutSeqTriggered)
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TrInput = 0;
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// Does the player want to enter inventory?
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SetDebounce = false;
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if (CurrentLevel != 0 && !g_Renderer->IsFading())
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{
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if ((DbInput & IN_DESELECT || g_Inventory->GetEnterObject() != NO_ITEM) && !CutSeqTriggered && LaraItem->hitPoints > 0)
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{
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// Stop all sounds
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int inventoryResult = g_Inventory->DoInventory();
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switch (inventoryResult)
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{
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case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
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case INV_RESULT_EXIT_TO_TILE:
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return GAME_STATUS_EXIT_TO_TITLE;
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}
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}
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}
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// Has level been completed?
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if (CurrentLevel != 0 && LevelComplete)
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return GAME_STATUS_LEVEL_COMPLETED;
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int oldInput = TrInput;
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// Is Lara dead?
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if (CurrentLevel != 0 && (Lara.deathCount > 300 || Lara.deathCount > 60 && TrInput))
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{
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int inventoryResult = g_Inventory->DoInventory();
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switch (inventoryResult)
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{
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case INV_RESULT_NEW_GAME:
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return GAME_STATUS_NEW_GAME;
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case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
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case INV_RESULT_EXIT_TO_TILE:
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return GAME_STATUS_EXIT_TO_TITLE;
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}
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}
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if (demoMode && TrInput == -1)
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{
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oldInput = 0;
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TrInput = 0;
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}
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if (CurrentLevel == 0)
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TrInput = 0;
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// Handle lasersight and binocular
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if (CurrentLevel != 0)
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{
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if (!(TrInput & IN_LOOK) || SniperCameraActive || UseSpotCam || TrackCameraInit ||
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((LaraItem->currentAnimState != STATE_LARA_STOP || LaraItem->animNumber != ANIMATION_LARA_STAY_IDLE)
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&& (!Lara.isDucked
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|| TrInput & IN_DUCK
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|| LaraItem->animNumber != ANIMATION_LARA_CROUCH_IDLE
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|| LaraItem->goalAnimState != STATE_LARA_CROUCH_IDLE)))
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{
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if (BinocularRange == 0)
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{
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if (SniperCameraActive || UseSpotCam || TrackCameraInit)
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TrInput &= ~IN_LOOK;
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}
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else
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{
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if (LaserSight)
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{
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BinocularRange = 0;
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LaserSight = false;
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AlterFOV(ANGLE(80));
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LaraItem->meshBits = 0xFFFFFFFF;
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Lara.isDucked = false;
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Camera.type = BinocularOldCamera;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Camera.bounce = 0;
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BinocularOn = -8;
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TrInput &= ~IN_LOOK;
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}
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else
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{
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TrInput |= IN_LOOK;
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}
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}
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Infrared = false;
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}
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else if (BinocularRange == 0)
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{
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if (Lara.gunStatus == LG_READY
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&& ((Lara.gunType == WEAPON_REVOLVER && g_LaraExtra.Weapons[WEAPON_REVOLVER].HasLasersight)
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|| (Lara.gunType == WEAPON_HK)
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|| (Lara.gunType == WEAPON_CROSSBOW && g_LaraExtra.Weapons[WEAPON_CROSSBOW].HasLasersight)))
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{
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BinocularRange = 128;
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BinocularOldCamera = Camera.oldType;
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Lara.busy = true;
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LaserSight = true;
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/*if (!(gfLevelFlags & GF_LVOP_TRAIN))
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InfraRed = TRUE;
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else*
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InfraRed = false;*/
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Infrared = true;
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}
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else
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Infrared = false;
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}
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else
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{
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if (LaserSight)
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{
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/*if (!(gfLevelFlags & GF_LVOP_TRAIN))
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InfraRed = TRUE;
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else
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InfraRed = false;*/
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Infrared = true;
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}
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else
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{
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/*if ((gfLevelFlags & GF_LVOP_TRAIN) && (inputBusy & IN_ACTION))
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InfraRed = TRUE;
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else
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InfraRed = false;*/
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Infrared = false;
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}
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}
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}
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// Clear dynamic lights
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ClearDynamicLights();
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ClearFires();
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g_Renderer->ClearDynamicLights();
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GotLaraSpheres = false;
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// Update all items
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InItemControlLoop = true;
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short itemNum = NextItemActive;
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while (itemNum != NO_ITEM)
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{
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ITEM_INFO* item = &Items[itemNum];
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short nextItem = item->nextActive;
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if (item->afterDeath <= 128)
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{
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if (Objects[item->objectNumber].control)
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Objects[item->objectNumber].control(itemNum);
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}
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else
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{
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KillItem(itemNum);
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}
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itemNum = nextItem;
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}
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InItemControlLoop = false;
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KillMoveItems();
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// Update all effects
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InItemControlLoop = true;
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short fxNum = NextFxActive;
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while (fxNum != NO_ITEM)
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{
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short nextFx = Effects[fxNum].nextActive;
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if (Objects[Effects[fxNum].objectNumber].control)
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Objects[Effects[fxNum].objectNumber].control(fxNum);
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fxNum = nextFx;
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}
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InItemControlLoop = false;
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KillMoveEffects();
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// Update some effect timers
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if (SmokeCountL)
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SmokeCountL--;
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if (SmokeCountR)
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SmokeCountR--;
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if (SplashCount)
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SplashCount--;
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if (WeaponDelay)
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WeaponDelay--;
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if (WeaponEnemyTimer)
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WeaponEnemyTimer--;
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if (CurrentLevel != 0)
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{
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if (Lara.hasFired)
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{
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AlertNearbyGuards(LaraItem);
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Lara.hasFired = false;
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}
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// Is Lara poisoned?
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if (Lara.poisoned)
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{
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if (Lara.poisoned <= 4096)
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{
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if (Lara.dpoisoned)
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++Lara.dpoisoned;
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}
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else
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{
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Lara.poisoned = 4096;
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}
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if ((gfLevelFlags & 0x80u) != 0 && !Lara.gassed)
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{
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if (Lara.dpoisoned)
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{
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Lara.dpoisoned -= 8;
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if (Lara.dpoisoned < 0)
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Lara.dpoisoned = 0;
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}
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}
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if (Lara.dpoisoned >= 256 && !(Wibble & 0xFF))
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{
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LaraItem->hitPoints -= Lara.poisoned >> (8 - Lara.gassed);
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PoisonFlags = 16;
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}
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}
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// Control Lara
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InItemControlLoop = true;
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Lara.skelebob = NULL;
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LaraControl(Lara.itemNumber);
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InItemControlLoop = false;
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KillMoveItems();
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// Update Lara's ponytails
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HairControl(0, 0, 0);
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if (level->LaraType == LARA_YOUNG)
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HairControl(0, 1, 0);
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}
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if (UseSpotCam)
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{
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// Draw flyby cameras
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//if (CurrentLevel != 0)
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// g_Renderer->EnableCinematicBars(true);
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CalculateSpotCameras();
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}
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else
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{
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// Do the standard camera
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//g_Renderer->EnableCinematicBars(false);
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TrackCameraInit = false;
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CalculateCamera();
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}
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//WTF: what is this? It's used everywhere so it has to stay
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Wibble = (Wibble + 4) & 0xFC;
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// Update special effects
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TriggerLaraDrips();
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if (SmashedMeshCount)
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{
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do
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{
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SmashedMeshCount--;
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FLOOR_INFO* floor = GetFloor(
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SmashedMesh[SmashedMeshCount]->x,
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SmashedMesh[SmashedMeshCount]->y,
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SmashedMesh[SmashedMeshCount]->z,
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&SmashedMeshRoom[SmashedMeshCount]);
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int height = GetFloorHeight(
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floor,
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SmashedMesh[SmashedMeshCount]->x,
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SmashedMesh[SmashedMeshCount]->y,
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SmashedMesh[SmashedMeshCount]->z);
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TestTriggers(TriggerIndex, 1, 0);
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floor->stopper = false;
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SmashedMesh[SmashedMeshCount] = 0;
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} while (SmashedMeshCount != 0);
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}
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UpdateSparks();
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UpdateFireSparks();
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UpdateSmoke();
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UpdateBlood();
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UpdateBubbles();
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UpdateDebris();
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UpdateGunShells();
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UpdateSplashes();
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UpdateDrips();
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UpdateRats();
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UpdateBats();
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UpdateSpiders();
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UpdateShockwaves();
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UpdateLightning();
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UpdatePulseColor();
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AnimateWaterfalls();
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if (level->Rumble)
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RumbleScreen();
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SoundEffects();
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HealtBarTimer--;
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GameTimer++;
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}
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return GAME_STATUS_NONE;
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}
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unsigned __stdcall GameMain(void*)
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{
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DB_Log(2, "GameMain - DLL");
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printf("GameMain\n");
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// We still need legacy matrices because control routines use them
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MatrixPtr = MatrixStack;
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DxMatrixPtr = (byte*)malloc(48 * 40);
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// Initialise legacy memory buffer and game timer
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InitGameMalloc();
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TIME_Init();
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// Do a fixed time title image
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g_Renderer->DoTitleImage();
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// Execute the LUA gameflow and play the game
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g_GameFlow->DoGameflow();
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DoTheGame = false;
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// Finish the thread
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PostMessageA((HWND)WindowsHandle, 0x10u, 0, 0);
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_endthreadex(1);
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return 1;
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}
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GAME_STATUS DoTitle(int index)
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{
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DB_Log(2, "DoTitle - DLL");
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printf("DoTitle\n");
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CreditsDone = false;
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CanLoad = false;
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// Load the level
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S_LoadLevelFile(index);
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int inventoryResult;
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if (g_GameFlow->TitleType == TITLE_FLYBY)
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{
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// Initialise items, effects, lots, camera
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InitialiseFXArray(true);
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InitialisePickupDisplay();
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InitialiseCamera();
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SOUND_Stop();
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RequiredStartPos = false;
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if (InitialiseGame)
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{
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GameTimer = 0;
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RequiredStartPos = false;
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InitialiseGame = false;
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}
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Savegame.Level.Timer = 0;
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if (CurrentLevel == 1)
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Savegame.TLCount = 0;
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LastInventoryItem = -1;
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DelCutSeqPlayer = 0;
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TitleControlsLockedOut = false;
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GameMode = 1;
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// Initialise flyby cameras
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InitSpotCamSequences();
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InitialiseSpotCam(2);
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CurrentAtmosphere = 83;
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UseSpotCam = true;
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// Play background music
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//CurrentAtmosphere = ambient;
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S_CDPlay(CurrentAtmosphere, 1);
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IsAtmospherePlaying = true;
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// Initialise ponytails
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InitialiseHair();
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ControlPhase(2, 0);
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inventoryResult = g_Inventory->DoTitleInventory();
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}
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else
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{
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inventoryResult = g_Inventory->DoTitleInventory();
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}
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UseSpotCam = false;
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S_CDStop();
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switch (inventoryResult)
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{
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case INV_RESULT_NEW_GAME:
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return GAME_STATUS_NEW_GAME;
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case INV_RESULT_LOAD_GAME:
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return GAME_STATUS_LOAD_GAME;
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case INV_RESULT_EXIT_GAME:
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return GAME_STATUS_EXIT_GAME;
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}
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return GAME_STATUS_NEW_GAME;
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}
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GAME_STATUS DoLevel(int index, int ambient, bool loadFromSavegame)
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{
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CreditsDone = false;
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CanLoad = false;
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// If not loading a savegame, then clear all the infos
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if (!loadFromSavegame)
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{
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Savegame.Level.Timer = 0;
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Savegame.Level.Distance = 0;
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Savegame.Level.AmmoUsed = 0;
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Savegame.Level.AmmoHits = 0;
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Savegame.Level.Kills = 0;
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}
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// Load the level
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S_LoadLevelFile(index);
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// Initialise items, effects, lots, camera
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InitialiseFXArray(true);
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InitialisePickupDisplay();
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InitialiseCamera();
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SOUND_Stop();
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// Restore the game?
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if (loadFromSavegame)
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{
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char fileName[255];
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ZeroMemory(fileName, 255);
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sprintf(fileName, "savegame.%d", g_GameFlow->SelectedSaveGame);
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SaveGame::Load(fileName);
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Camera.pos.x = LaraItem->pos.xPos + 256;
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Camera.pos.y = LaraItem->pos.yPos + 256;
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Camera.pos.z = LaraItem->pos.zPos + 256;
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Camera.target.x = LaraItem->pos.xPos;
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Camera.target.y = LaraItem->pos.yPos;
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Camera.target.z = LaraItem->pos.zPos;
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RequiredStartPos = false;
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InitialiseGame = false;
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g_GameFlow->SelectedSaveGame = 0;
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}
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else
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{
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RequiredStartPos = false;
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if (InitialiseGame)
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{
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GameTimer = 0;
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RequiredStartPos = false;
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InitialiseGame = false;
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}
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Savegame.Level.Timer = 0;
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if (CurrentLevel == 1)
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Savegame.TLCount = 0;
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}
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LastInventoryItem = -1;
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DelCutSeqPlayer = 0;
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TitleControlsLockedOut = false;
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g_Inventory->SetEnterObject(NO_ITEM);
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g_Inventory->SetSelectedObject(NO_ITEM);
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// Initialise flyby cameras
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InitSpotCamSequences();
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// Play background music
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CurrentAtmosphere = ambient;
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S_CDPlay(CurrentAtmosphere, 1);
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IsAtmospherePlaying = true;
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// Initialise ponytails
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InitialiseHair();
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int nframes = 2;
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GAME_STATUS result = ControlPhase(nframes, 0);
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g_Renderer->FadeIn();
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|
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// The game loop, finally!
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while (true)
|
|
{
|
|
nframes = DrawPhaseGame();
|
|
result = ControlPhase(nframes, 0); //printf("LastSpotCam: %d\n", LastSpotCam);
|
|
|
|
if (result == GAME_STATUS_EXIT_TO_TITLE ||
|
|
result == GAME_STATUS_LOAD_GAME ||
|
|
result == GAME_STATUS_LEVEL_COMPLETED)
|
|
{
|
|
// Here is the only way for exiting from the loop
|
|
SOUND_Stop();
|
|
S_CDStop();
|
|
|
|
return result;
|
|
}
|
|
|
|
Sound_UpdateScene();
|
|
}
|
|
}
|
|
|
|
void TestTriggers(short* data, int heavy, int HeavyFlags)
|
|
{
|
|
int flip = -1;
|
|
int flipAvailable = 0;
|
|
int newEffect = -1;
|
|
int switchOff = 0;
|
|
int switchFlag = 0;
|
|
short objectNumber = 0;
|
|
int keyResult = 0;
|
|
short cameraFlags = 0;
|
|
short cameraTimer = 0;
|
|
int spotCamIndex = 0;
|
|
|
|
HeavyTriggered = false;
|
|
|
|
if (!heavy)
|
|
{
|
|
Lara.canMonkeySwing = false;
|
|
Lara.climbStatus = false;
|
|
}
|
|
|
|
if (!data)
|
|
return;
|
|
|
|
// Burn Lara
|
|
if ((*data & 0x1F) == LAVA_TYPE)
|
|
{
|
|
if (!heavy && (LaraItem->pos.yPos == LaraItem->floor || Lara.waterStatus))
|
|
LavaBurn(LaraItem);
|
|
|
|
if (*data & 0x8000)
|
|
return;
|
|
|
|
data++;
|
|
}
|
|
|
|
// Lara can climb
|
|
if ((*data & 0x1F) == CLIMB_TYPE)
|
|
{
|
|
if (!heavy)
|
|
{
|
|
short quad = (unsigned short)(LaraItem->pos.yRot + ANGLE(45)) / ANGLE(90);
|
|
if ((1 << (quad + 8)) & *data)
|
|
Lara.climbStatus = true;
|
|
}
|
|
|
|
if (*data & 0x8000)
|
|
return;
|
|
|
|
data++;
|
|
}
|
|
|
|
// Lara can monkey
|
|
if ((*data & 0x1F) == MONKEY_TYPE)
|
|
{
|
|
if (!heavy)
|
|
Lara.canMonkeySwing = true;
|
|
|
|
if (*data & 0x8000)
|
|
return;
|
|
|
|
data++;
|
|
}
|
|
|
|
// Trigger triggerer
|
|
if ((*data & 0x1F) == TRIGTRIGGER_TYPE)
|
|
{
|
|
if (!(*data & 0x20) || *data & 0x8000)
|
|
return;
|
|
|
|
data++;
|
|
}
|
|
|
|
short triggerType = (*(data++) >> 8) & 0x3F;
|
|
short flags = *(data++);
|
|
short timer = flags & 0xFF;
|
|
|
|
if (Camera.type != HEAVY_CAMERA)
|
|
RefreshCamera(triggerType, data);
|
|
|
|
if (heavy)
|
|
{
|
|
switch (triggerType)
|
|
{
|
|
case HEAVY:
|
|
case HEAVYANTITRIGGER:
|
|
break;
|
|
|
|
case HEAVYSWITCH:
|
|
if (!HeavyFlags)
|
|
return;
|
|
|
|
if (HeavyFlags >= 0)
|
|
{
|
|
flags &= 0x3E00u;
|
|
if (flags != HeavyFlags)
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
flags |= 0x3E00u;
|
|
flags += HeavyFlags;
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// Enemies can only activate heavy triggers
|
|
return;
|
|
}
|
|
}
|
|
|
|
short value = 0;
|
|
|
|
switch (triggerType)
|
|
{
|
|
case TRIGGER_TYPES::SWITCH:
|
|
value = *(data++) & 0x3FF;
|
|
|
|
if (flags & 0x100)
|
|
Items[value].itemFlags[0] = 1;
|
|
|
|
if (!SwitchTrigger(value, timer))
|
|
return;
|
|
|
|
objectNumber = Items[value].objectNumber;
|
|
if (objectNumber >= ID_SWITCH_TYPE1 && objectNumber <= ID_SWITCH_TYPE6 && Items[value].triggerFlags == 5)
|
|
switchFlag = 1;
|
|
|
|
switchOff = (Items[value].currentAnimState == 1);
|
|
|
|
break;
|
|
|
|
case TRIGGER_TYPES::MONKEY:
|
|
if (LaraItem->currentAnimState >= 75 &&
|
|
(LaraItem->currentAnimState <= 79 ||
|
|
LaraItem->currentAnimState == 82 ||
|
|
LaraItem->currentAnimState == 83))
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::TIGHTROPE_T:
|
|
if (LaraItem->currentAnimState >= 119 &&
|
|
LaraItem->currentAnimState <= 127 &&
|
|
LaraItem->currentAnimState != 126)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::CRAWLDUCK_T:
|
|
if (LaraItem->currentAnimState == 80 ||
|
|
LaraItem->currentAnimState == 81 ||
|
|
LaraItem->currentAnimState == 84 ||
|
|
LaraItem->currentAnimState == 85 ||
|
|
LaraItem->currentAnimState == 86 ||
|
|
LaraItem->currentAnimState == 71 ||
|
|
LaraItem->currentAnimState == 72 ||
|
|
LaraItem->currentAnimState == 105 ||
|
|
LaraItem->currentAnimState == 106)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::CLIMB_T:
|
|
if (LaraItem->currentAnimState == 10 ||
|
|
LaraItem->currentAnimState == 56 ||
|
|
LaraItem->currentAnimState == 57 ||
|
|
LaraItem->currentAnimState == 58 ||
|
|
LaraItem->currentAnimState == 59 ||
|
|
LaraItem->currentAnimState == 60 ||
|
|
LaraItem->currentAnimState == 61 ||
|
|
LaraItem->currentAnimState == 75)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::PAD:
|
|
case TRIGGER_TYPES::ANTIPAD:
|
|
if (LaraItem->pos.yPos == LaraItem->floor)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::KEY:
|
|
value = *(data++) & 0x3FF;
|
|
keyResult = KeyTrigger(value);
|
|
if (keyResult != -1)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::PICKUP:
|
|
value = *(data++) & 0x3FF;
|
|
if (!PickupTrigger(value))
|
|
return;
|
|
break;
|
|
|
|
case TRIGGER_TYPES::COMBAT:
|
|
if (Lara.gunStatus == LG_READY)
|
|
break;
|
|
return;
|
|
|
|
case TRIGGER_TYPES::SKELETON_T:
|
|
Lara.skelebob = 2;
|
|
break;
|
|
|
|
case TRIGGER_TYPES::HEAVY:
|
|
case TRIGGER_TYPES::DUMMY:
|
|
case TRIGGER_TYPES::HEAVYSWITCH:
|
|
case TRIGGER_TYPES::HEAVYANTITRIGGER:
|
|
return;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
short targetType = 0;
|
|
short trigger = 0;
|
|
|
|
ITEM_INFO* item = NULL;
|
|
ITEM_INFO* cameraItem = NULL;
|
|
|
|
do
|
|
{
|
|
trigger = *(data++);
|
|
value = trigger & 0x3FF;
|
|
targetType = (trigger >> 10) & 0xF;
|
|
|
|
switch (targetType)
|
|
{
|
|
case TO_OBJECT:
|
|
item = &Items[value];
|
|
|
|
if (keyResult >= 2 ||
|
|
(triggerType == TRIGGER_TYPES::ANTIPAD ||
|
|
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
|
|
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER) &&
|
|
item->flags & 0x80)
|
|
break;
|
|
|
|
if (triggerType == TRIGGER_TYPES::SWITCH)
|
|
{
|
|
if (item->flags & 0x40)
|
|
break;
|
|
if (item->objectNumber == ID_DART_EMITTER && item->active)
|
|
break;
|
|
}
|
|
|
|
item->timer = timer;
|
|
if (timer != 1)
|
|
item->timer = 30 * timer;
|
|
|
|
if (triggerType == TRIGGER_TYPES::SWITCH ||
|
|
triggerType == TRIGGER_TYPES::HEAVYSWITCH)
|
|
{
|
|
if (HeavyFlags >= 0)
|
|
{
|
|
if (switchFlag)
|
|
item->flags |= (flags & 0x3E00);
|
|
else
|
|
item->flags ^= (flags & 0x3E00);
|
|
|
|
if (flags & 0x100)
|
|
item->flags |= 0x40;
|
|
}
|
|
else
|
|
{
|
|
if (((flags ^ item->flags) & 0x3E00) == 0x3E00)
|
|
{
|
|
item->flags ^= (flags & 0x3E00);
|
|
if (flags & 0x100)
|
|
item->flags |= 0x40;
|
|
}
|
|
}
|
|
}
|
|
else if (triggerType == TRIGGER_TYPES::ANTIPAD ||
|
|
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
|
|
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
|
|
{
|
|
if (item->objectNumber == ID_EARTHQUAKE)
|
|
{
|
|
item->itemFlags[0] = 0;
|
|
item->itemFlags[1] = 100;
|
|
}
|
|
|
|
item->flags &= ~(0x3E00 | 0x4000);
|
|
|
|
if (flags & 0x100)
|
|
item->flags |= 0x80;
|
|
|
|
if (item->active && Objects[item->objectNumber].intelligent)
|
|
{
|
|
item->hitPoints = -16384;
|
|
DisableBaddieAI(value);
|
|
KillItem(value);
|
|
}
|
|
}
|
|
else if (flags & 0x3E00)
|
|
{
|
|
item->flags |= flags & 0x3E00;
|
|
}
|
|
|
|
if ((item->flags & 0x3E00) & 0x3E00)
|
|
{
|
|
item->flags |= 0x20;
|
|
|
|
if (flags & 0x100)
|
|
item->flags |= 1;
|
|
|
|
if (!(item->active))
|
|
{
|
|
if (Objects[item->objectNumber].intelligent)
|
|
{
|
|
if (item->status != ITEM_DEACTIVATED)
|
|
{
|
|
if (item->status == ITEM_INVISIBLE)
|
|
{
|
|
item->touchBits = 0;
|
|
if (EnableBaddieAI(value, 0))
|
|
{
|
|
item->status = ITEM_ACTIVE;
|
|
AddActiveItem(value);
|
|
}
|
|
else
|
|
{
|
|
item->status == ITEM_INVISIBLE;
|
|
AddActiveItem(value);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item->touchBits = 0;
|
|
item->status = ITEM_ACTIVE;
|
|
AddActiveItem(value);
|
|
EnableBaddieAI(value, 1);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item->touchBits = 0;
|
|
AddActiveItem(value);
|
|
item->status = ITEM_ACTIVE;
|
|
HeavyTriggered = heavy;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TO_CAMERA:
|
|
trigger = *(data++);
|
|
|
|
if (keyResult == 1)
|
|
break;
|
|
|
|
if (Camera.fixed[value].flags & 0x100)
|
|
break;
|
|
|
|
Camera.number = value;
|
|
|
|
if (Camera.type == LOOK_CAMERA || Camera.type == COMBAT_CAMERA && !(Camera.fixed[value].flags & 3))
|
|
break;
|
|
|
|
if (triggerType == TRIGGER_TYPES::COMBAT)
|
|
break;
|
|
|
|
if (triggerType == TRIGGER_TYPES::SWITCH && timer && switchOff)
|
|
break;
|
|
|
|
if (Camera.number != Camera.last || triggerType == TRIGGER_TYPES::SWITCH)
|
|
{
|
|
Camera.timer = (trigger & 0xFF) * 30;
|
|
|
|
if (trigger & 0x100)
|
|
Camera.fixed[Camera.number].flags |= 0x100;
|
|
|
|
Camera.speed = ((trigger & 0x3E00) >> 6) + 1;
|
|
Camera.type = heavy ? HEAVY_CAMERA : FIXED_CAMERA;
|
|
}
|
|
break;
|
|
|
|
case TO_FLYBY:
|
|
trigger = *(data++);
|
|
|
|
if (keyResult == 1)
|
|
break;
|
|
|
|
if (triggerType == TRIGGER_TYPES::ANTIPAD ||
|
|
triggerType == TRIGGER_TYPES::ANTITRIGGER ||
|
|
triggerType == TRIGGER_TYPES::HEAVYANTITRIGGER)
|
|
UseSpotCam = false;
|
|
else
|
|
{
|
|
spotCamIndex = 0;
|
|
if (SpotCamRemap[value] != 0)
|
|
{
|
|
for (int i = 0; i < SpotCamRemap[value]; i++)
|
|
{
|
|
spotCamIndex += CameraCnt[i];
|
|
}
|
|
}
|
|
|
|
if (!(SpotCam[spotCamIndex].flags & SCF_CAMERA_ONE_SHOT))
|
|
{
|
|
if (trigger & 0x100)
|
|
SpotCam[spotCamIndex].flags |= SCF_CAMERA_ONE_SHOT;
|
|
|
|
if (!UseSpotCam || CurrentLevel == 0)
|
|
{
|
|
UseSpotCam = true;
|
|
if (LastSpotCam != value)
|
|
TrackCameraInit = false;
|
|
InitialiseSpotCam(value);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case TO_TARGET:
|
|
cameraItem = &Items[value];
|
|
break;
|
|
|
|
case TO_SINK:
|
|
Lara.currentActive = value + 1;
|
|
break;
|
|
|
|
case TO_FLIPMAP:
|
|
flipAvailable = true;
|
|
|
|
if (FlipMap[value] & 0x100)
|
|
break;
|
|
|
|
if (triggerType == TRIGGER_TYPES::SWITCH)
|
|
FlipMap[value] ^= (flags & 0x3E00);
|
|
else if (flags & 0x3E00)
|
|
FlipMap[value] |= (flags & 0x3E00);
|
|
|
|
if ((FlipMap[value] & 0x3E00) == 0x3E00)
|
|
{
|
|
|
|
if (flags & 0x100)
|
|
FlipMap[value] |= 0x100;
|
|
if (!FlipStatus)
|
|
flip = value;
|
|
}
|
|
else if (FlipStatus)
|
|
flip = value;
|
|
break;
|
|
|
|
case TO_FLIPON:
|
|
flipAvailable = true;
|
|
if ((FlipMap[value] & 0x3E00) == 0x3E00 && !FlipStatus)
|
|
flip = value;
|
|
break;
|
|
|
|
case TO_FLIPOFF:
|
|
flipAvailable = true;
|
|
if ((FlipMap[value] & 0x3E00) == 0x3E00 && FlipStatus)
|
|
flip = value;
|
|
break;
|
|
|
|
case TO_FLIPEFFECT:
|
|
TriggerTimer = timer;
|
|
newEffect = value;
|
|
break;
|
|
|
|
case TO_FINISH:
|
|
RequiredStartPos = false;
|
|
LevelComplete = CurrentLevel + 1;
|
|
break;
|
|
|
|
case TO_CD:
|
|
PlaySoundTrack(value, flags);
|
|
break;
|
|
|
|
case TO_CUTSCENE:
|
|
// TODO: not used for now
|
|
break;
|
|
|
|
case TO_LUA_SCRIPT:
|
|
trigger = *(data++);
|
|
g_GameScript->ExecuteTrigger(trigger & 0x7FFF);
|
|
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
} while (!(trigger & 0x8000));
|
|
|
|
if (cameraItem && (Camera.type == FIXED_CAMERA || Camera.type == HEAVY_CAMERA))
|
|
Camera.item = cameraItem;
|
|
|
|
if (flip != -1)
|
|
DoFlipMap(flip);
|
|
|
|
if (newEffect != -1 && (flip || !flipAvailable))
|
|
{
|
|
FlipEffect = newEffect;
|
|
FlipTimer = 0;
|
|
}
|
|
}
|
|
|
|
void UpdateSky()
|
|
{
|
|
GameScriptLevel* level = g_GameFlow->GetLevel(CurrentLevel);
|
|
|
|
if (level->Layer1.Enabled)
|
|
{
|
|
SkyPos1 += level->Layer1.CloudSpeed;
|
|
if (SkyPos1 <= 9728)
|
|
{
|
|
if (SkyPos1 < 0)
|
|
SkyPos1 += 9728;
|
|
}
|
|
else
|
|
{
|
|
SkyPos1 -= 9728;
|
|
}
|
|
}
|
|
|
|
if (level->Layer1.Enabled)
|
|
{
|
|
SkyPos2 += level->Layer2.CloudSpeed;
|
|
if (SkyPos2 <= 9728)
|
|
{
|
|
if (SkyPos2 < 0)
|
|
SkyPos2 += 9728;
|
|
}
|
|
else
|
|
{
|
|
SkyPos2 -= 9728;
|
|
}
|
|
}
|
|
}
|
|
|
|
void ActivateKey()
|
|
{
|
|
KeyTriggerActive = 1;
|
|
}
|
|
|
|
short GetDoor(FLOOR_INFO* floor)
|
|
{
|
|
if (!floor->index)
|
|
return NO_ROOM;
|
|
|
|
short* data = &FloorData[floor->index];
|
|
short type = *(data++);
|
|
|
|
if (((type & DATA_TYPE) == TILT_TYPE)
|
|
|| ((type & DATA_TYPE) == SPLIT1)
|
|
|| ((type & DATA_TYPE) == SPLIT2)
|
|
|| ((type & DATA_TYPE) == NOCOLF1B)
|
|
|| ((type & DATA_TYPE) == NOCOLF1T)
|
|
|| ((type & DATA_TYPE) == NOCOLF2B)
|
|
|| ((type & DATA_TYPE) == NOCOLF2T))
|
|
{
|
|
if (type & END_BIT)
|
|
return NO_ROOM;
|
|
|
|
data++;
|
|
type = *(data++);
|
|
}
|
|
|
|
if (((type & DATA_TYPE) == ROOF_TYPE)
|
|
|| ((type & DATA_TYPE) == SPLIT3)
|
|
|| ((type & DATA_TYPE) == SPLIT4)
|
|
|| ((type & DATA_TYPE) == NOCOLC1B)
|
|
|| ((type & DATA_TYPE) == NOCOLC1T)
|
|
|| ((type & DATA_TYPE) == NOCOLC2B)
|
|
|| ((type & DATA_TYPE) == NOCOLC2T))
|
|
{
|
|
if (type & END_BIT)
|
|
return NO_ROOM;
|
|
|
|
data++;
|
|
type = *(data++);
|
|
}
|
|
|
|
if ((type & DATA_TYPE) == DOOR_TYPE)
|
|
return (*data);
|
|
|
|
return NO_ROOM;
|
|
}
|
|
|
|
void TranslateItem(ITEM_INFO* item, int x, int y, int z)
|
|
{
|
|
int c = COS(item->pos.yRot);
|
|
int s = SIN(item->pos.yRot);
|
|
|
|
item->pos.xPos += (c * x + s * z) >> W2V_SHIFT;
|
|
item->pos.yPos += y;
|
|
item->pos.zPos += (-s * x + c * z) >> W2V_SHIFT;
|
|
}
|
|
|
|
int CheckNoColFloorTriangle(FLOOR_INFO* floor, short x, short z)
|
|
{
|
|
if (!floor->index)
|
|
return 0;
|
|
|
|
short func = FloorData[floor->index] & 0x1F;
|
|
if (func != NOCOLF1T && func != NOCOLF1B && func != NOCOLF2T && func != NOCOLF2B)
|
|
return 0;
|
|
|
|
int dx = x & 0x3FF;
|
|
int dz = z & 0x3FF;
|
|
|
|
switch (func)
|
|
{
|
|
case NOCOLF1T:
|
|
if (dx <= 1024 - dz)
|
|
return -1;
|
|
break;
|
|
|
|
case NOCOLF1B:
|
|
if (dx > 1024 - dz)
|
|
return -1;
|
|
break;
|
|
|
|
case NOCOLF2T:
|
|
if (dx <= dz)
|
|
return -1;
|
|
break;
|
|
|
|
case NOCOLF2B:
|
|
if (dx > dz)
|
|
return -1;
|
|
break;
|
|
|
|
}
|
|
|
|
return 1;
|
|
}
|
|
|
|
int GetWaterSurface(int x, int y, int z, short roomNumber)
|
|
{
|
|
ROOM_INFO* room = &Rooms[roomNumber];
|
|
FLOOR_INFO* floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT)* room->xSize];
|
|
|
|
if (room->flags & ENV_FLAG_WATER)
|
|
{
|
|
while (floor->skyRoom != NO_ROOM)
|
|
{
|
|
room = &Rooms[floor->skyRoom];
|
|
if (!(room->flags & ENV_FLAG_WATER))
|
|
return (floor->ceiling << 8);
|
|
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT)* room->xSize];
|
|
}
|
|
return NO_HEIGHT;
|
|
}
|
|
else
|
|
{
|
|
while (floor->pitRoom != NO_ROOM)
|
|
{
|
|
room = &Rooms[floor->pitRoom];
|
|
if (room->flags & ENV_FLAG_WATER)
|
|
return (floor->floor << 8);
|
|
floor = &room->floor[((z - room->z) >> WALL_SHIFT) + ((x - room->x) >> WALL_SHIFT)* room->xSize];
|
|
}
|
|
}
|
|
|
|
return NO_HEIGHT;
|
|
}
|
|
|
|
void KillMoveItems()
|
|
{
|
|
if (ItemNewRoomNo > 0)
|
|
{
|
|
for (int i = 0; i < ItemNewRoomNo; i++)
|
|
{
|
|
short itemNumber = ItemNewRooms[2 * i];
|
|
if (itemNumber >= 0)
|
|
ItemNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
|
|
else
|
|
KillItem(itemNumber & 0x7FFF);
|
|
}
|
|
}
|
|
|
|
ItemNewRoomNo = 0;
|
|
}
|
|
|
|
void KillMoveEffects()
|
|
{
|
|
if (ItemNewRoomNo > 0)
|
|
{
|
|
for (int i = 0; i < ItemNewRoomNo; i++)
|
|
{
|
|
short itemNumber = ItemNewRooms[2 * i];
|
|
if (itemNumber >= 0)
|
|
EffectNewRoom(itemNumber, ItemNewRooms[2 * i + 1]);
|
|
else
|
|
KillEffect(itemNumber & 0x7FFF);
|
|
}
|
|
}
|
|
|
|
ItemNewRoomNo = 0;
|
|
}
|
|
|
|
int GetChange(ITEM_INFO* item, ANIM_STRUCT* anim)
|
|
{
|
|
if (item->currentAnimState == item->goalAnimState)
|
|
return 0;
|
|
|
|
if (anim->numberChanges <= 0)
|
|
return 0;
|
|
|
|
for (int i = 0; i < anim->numberChanges; i++)
|
|
{
|
|
CHANGE_STRUCT* change = &Changes[anim->changeIndex + i];
|
|
if (change->goalAnimState == item->goalAnimState)
|
|
{
|
|
for (int j = 0; j < change->numberRanges; j++)
|
|
{
|
|
RANGE_STRUCT* range = &Ranges[change->rangeIndex + j];
|
|
if (item->frameNumber >= range->startFrame && item->frameNumber <= range->endFrame)
|
|
{
|
|
item->animNumber = range->linkAnimNum;
|
|
item->frameNumber = range->linkFrameNum;
|
|
|
|
return 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
void AlterFloorHeight(ITEM_INFO* item, int height)
|
|
{
|
|
FLOOR_INFO* floor;
|
|
FLOOR_INFO* ceiling;
|
|
BOX_INFO* box;
|
|
short roomNumber;
|
|
int flag = 0;
|
|
|
|
if (abs(height))
|
|
{
|
|
flag = 1;
|
|
if (height >= 0)
|
|
height++;
|
|
else
|
|
height--;
|
|
}
|
|
|
|
roomNumber = item->roomNumber;
|
|
floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber);
|
|
ceiling = GetFloor(item->pos.xPos, height + item->pos.yPos - WALL_SIZE, item->pos.zPos, &roomNumber);
|
|
|
|
if (floor->floor == NO_HEIGHT / STEP_SIZE)
|
|
{
|
|
floor->floor = ceiling->ceiling + height / STEP_SIZE;
|
|
}
|
|
else
|
|
{
|
|
floor->floor += height / STEP_SIZE;
|
|
if (floor->floor == ceiling->ceiling && !flag)
|
|
floor->floor = NO_HEIGHT / STEP_SIZE;
|
|
}
|
|
|
|
box = &Boxes[floor->box];
|
|
if (box->overlapIndex & BLOCKABLE)
|
|
{
|
|
if (height >= 0)
|
|
box->overlapIndex &= ~BLOCKED;
|
|
else
|
|
box->overlapIndex |= BLOCKED;
|
|
}
|
|
}
|
|
|
|
FLOOR_INFO* GetFloor(int x, int y, int z, short* roomNumber)
|
|
{
|
|
ROOM_INFO* r;
|
|
FLOOR_INFO* floor;
|
|
short data;
|
|
int xFloor = 0;
|
|
int yFloor = 0;
|
|
short roomDoor = 0;
|
|
int retval;
|
|
|
|
r = &Rooms[*roomNumber];
|
|
do
|
|
{
|
|
xFloor = (z - r->z) >> WALL_SHIFT;
|
|
yFloor = (x - r->x) >> WALL_SHIFT;
|
|
|
|
if (xFloor <= 0)
|
|
{
|
|
xFloor = 0;
|
|
if (yFloor < 1)
|
|
yFloor = 1;
|
|
else if (yFloor > r->ySize - 2)
|
|
yFloor = r->ySize - 2;
|
|
}
|
|
else if (xFloor >= r->xSize - 1)
|
|
{
|
|
xFloor = r->xSize - 1;
|
|
if (yFloor < 1)
|
|
yFloor = 1;
|
|
else if (yFloor > r->ySize - 2)
|
|
yFloor = r->ySize - 2;
|
|
}
|
|
else if (yFloor >= 0)
|
|
{
|
|
if (yFloor >= r->ySize)
|
|
yFloor = r->ySize - 1;
|
|
}
|
|
else
|
|
{
|
|
yFloor = 0;
|
|
}
|
|
|
|
floor = &r->floor[xFloor + (yFloor * r->xSize)];
|
|
data = GetDoor(floor);
|
|
if (data != NO_ROOM)
|
|
{
|
|
*roomNumber = data;
|
|
r = &Rooms[data];
|
|
}
|
|
} while (data != NO_ROOM);
|
|
|
|
if (y < floor->floor * 256)
|
|
{
|
|
if (y < floor->ceiling * 256 && floor->skyRoom != NO_ROOM)
|
|
{
|
|
do
|
|
{
|
|
int noCollision = CheckNoColCeilingTriangle(floor, x, z);
|
|
if (noCollision == 1 || noCollision == -1 && y >= r->maxceiling)
|
|
break;
|
|
|
|
*roomNumber = floor->skyRoom;
|
|
r = &Rooms[floor->skyRoom];
|
|
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
|
|
if (y >= floor->ceiling * 256)
|
|
break;
|
|
} while (floor->skyRoom != NO_ROOM);
|
|
}
|
|
}
|
|
else if (floor->pitRoom != NO_ROOM)
|
|
{
|
|
do
|
|
{
|
|
int noCollision = CheckNoColFloorTriangle(floor, x, z);
|
|
if (noCollision == 1 || noCollision == -1 && y < r->minfloor)
|
|
break;
|
|
|
|
*roomNumber = floor->pitRoom;
|
|
r = &Rooms[floor->pitRoom];
|
|
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
|
|
if (y < floor->floor * 256)
|
|
break;
|
|
} while (floor->pitRoom != NO_ROOM);
|
|
}
|
|
|
|
return floor;
|
|
}
|
|
|
|
int CheckNoColFloorTriangle(FLOOR_INFO* floor, int x, int z)
|
|
{
|
|
if (!floor->index)
|
|
return 0;
|
|
|
|
short* data = &FloorData[floor->index];
|
|
short type = *(data) & DATA_TYPE;
|
|
|
|
if (type == NOCOLF1T || type == NOCOLF1B || type == NOCOLF2T || type == NOCOLF2B)
|
|
{
|
|
int dx = x & 1023;
|
|
int dz = z & 1023;
|
|
|
|
if (type == NOCOLF1T && dx <= (SECTOR(1) - dz))
|
|
return -1;
|
|
else if (type == NOCOLF1B && dx > (SECTOR(1) - dz))
|
|
return -1;
|
|
else if (type == NOCOLF2T && dx <= dz)
|
|
return -1;
|
|
else if (type == NOCOLF2B && dx > dz)
|
|
return -1;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int CheckNoColCeilingTriangle(FLOOR_INFO * floor, int x, int z)
|
|
{
|
|
if (!floor->index)
|
|
return 0;
|
|
|
|
short* data = &FloorData[floor->index];
|
|
short type = *(data) & DATA_TYPE;
|
|
|
|
if (type == TILT_TYPE || type == SPLIT1 || type == SPLIT2 || type == NOCOLF1T || type == NOCOLF1B || type == NOCOLF2T || type == NOCOLF2B) // gibby
|
|
{
|
|
if (*(data) & END_BIT)
|
|
return 0;
|
|
type = *(data + 2) & DATA_TYPE;
|
|
}
|
|
|
|
if (type == NOCOLC1T || type == NOCOLC1B || type == NOCOLC2T || type == NOCOLC2B)
|
|
{
|
|
int dx = x & 1023;
|
|
int dz = z & 1023;
|
|
|
|
if (type == NOCOLC1T && dx <= (SECTOR(1) - dz))
|
|
return -1;
|
|
else if (type == NOCOLC1B && dx > (SECTOR(1) - dz))
|
|
return -1;
|
|
else if (type == NOCOLC2T && dx <= dz)
|
|
return -1;
|
|
else if (type == NOCOLC2B && dx > dz)
|
|
return -1;
|
|
else
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
int GetFloorHeight(FLOOR_INFO* floor, int x, int y, int z)
|
|
{
|
|
TiltYOffset = 0;
|
|
TiltXOffset = 0;
|
|
OnObject = 0;
|
|
HeightType = WALL;
|
|
|
|
ROOM_INFO* r;
|
|
while (floor->pitRoom != NO_ROOM)
|
|
{
|
|
if (CheckNoColFloorTriangle(floor, x, z) == 1)
|
|
break;
|
|
r = &Rooms[floor->pitRoom];
|
|
floor = &XZ_GET_SECTOR(r, x - r->x, z - r->z);
|
|
}
|
|
|
|
int height = floor->floor * 256;
|
|
if (height == NO_HEIGHT)
|
|
return height;
|
|
|
|
TriggerIndex = NULL;
|
|
|
|
if (floor->index == 0)
|
|
return height;
|
|
|
|
short* data = &FloorData[floor->index];
|
|
short type, hadj;
|
|
|
|
int xOff, yOff, trigger;
|
|
ITEM_INFO* item;
|
|
OBJECT_INFO* obj;
|
|
int tilts, t0, t1, t2, t3, t4, dx, dz, h1, h2;
|
|
|
|
do
|
|
{
|
|
type = *(data++);
|
|
|
|
switch (type & DATA_TYPE)
|
|
{
|
|
case DOOR_TYPE:
|
|
case ROOF_TYPE:
|
|
case SPLIT3:
|
|
case SPLIT4:
|
|
case NOCOLC1T:
|
|
case NOCOLC1B:
|
|
case NOCOLC2T:
|
|
case NOCOLC2B:
|
|
data++;
|
|
break;
|
|
|
|
case TILT_TYPE:
|
|
TiltXOffset = xOff = (*data >> 8);
|
|
TiltYOffset = yOff = *(char *) data;
|
|
|
|
if ((abs(xOff)) > 2 || (abs(yOff)) > 2)
|
|
HeightType = BIG_SLOPE;
|
|
else
|
|
HeightType = SMALL_SLOPE;
|
|
|
|
if (xOff >= 0)
|
|
height += (xOff * ((-1 - z) & 1023) >> 2);
|
|
else
|
|
height -= (xOff * (z & 1023) >> 2);
|
|
|
|
if (yOff >= 0)
|
|
height += yOff * ((-1 - x) & 1023) >> 2;
|
|
else
|
|
height -= yOff * (x & 1023) >> 2;
|
|
|
|
data++;
|
|
break;
|
|
|
|
case TRIGGER_TYPE:
|
|
if (!TriggerIndex)
|
|
TriggerIndex = data - 1;
|
|
|
|
data++;
|
|
|
|
do
|
|
{
|
|
trigger = *(data++);
|
|
|
|
if (TRIG_BITS(trigger) != TO_OBJECT)
|
|
{
|
|
if (TRIG_BITS(trigger) == TO_CAMERA ||
|
|
TRIG_BITS(trigger) == TO_FLYBY)
|
|
{
|
|
trigger = *(data++);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
item = &Items[trigger & VALUE_BITS];
|
|
obj = &Objects[item->objectNumber];
|
|
|
|
if (obj->floor && !(item->flags & 0x8000))
|
|
{
|
|
(obj->floor)(item, x, y, z, &height);
|
|
}
|
|
}
|
|
|
|
} while (!(trigger& END_BIT));
|
|
break;
|
|
|
|
case LAVA_TYPE:
|
|
TriggerIndex = data - 1;
|
|
break;
|
|
|
|
case CLIMB_TYPE:
|
|
case MONKEY_TYPE:
|
|
case TRIGTRIGGER_TYPE:
|
|
if (!TriggerIndex)
|
|
TriggerIndex = data - 1;
|
|
break;
|
|
|
|
case SPLIT1:
|
|
case SPLIT2:
|
|
case NOCOLF1T:
|
|
case NOCOLF1B:
|
|
case NOCOLF2T:
|
|
case NOCOLF2B:
|
|
tilts = *data;
|
|
t0 = tilts & 15;
|
|
t1 = (tilts >> 4) & 15;
|
|
t2 = (tilts >> 8) & 15;
|
|
t3 = (tilts >> 12) & 15;
|
|
|
|
dx = x & 1023;
|
|
dz = z & 1023;
|
|
|
|
xOff = yOff = 0;
|
|
|
|
HeightType = SPLIT_TRI;
|
|
|
|
if ((type & DATA_TYPE) == SPLIT1 ||
|
|
(type & DATA_TYPE) == NOCOLF1T ||
|
|
(type & DATA_TYPE) == NOCOLF1B)
|
|
{
|
|
if (dx <= (1024 - dz))
|
|
{
|
|
hadj = (type >> 10) & 0x1F;
|
|
if (hadj & 0x10)
|
|
hadj |= 0xfff0;
|
|
height += 256 * hadj;
|
|
xOff = t2 - t1;
|
|
yOff = t0 - t1;
|
|
}
|
|
else
|
|
{
|
|
hadj = (type >> 5) & 0x1F;
|
|
if (hadj & 0x10)
|
|
hadj |= 0xFFF0;
|
|
height += 256 * hadj;
|
|
xOff = t3 - t0;
|
|
yOff = t3 - t2;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dx <= dz)
|
|
{
|
|
hadj = (type >> 10) & 0x1f;
|
|
if (hadj & 0x10)
|
|
hadj |= 0xfff0;
|
|
height += 256 * hadj;
|
|
xOff = t2 - t1;
|
|
yOff = t3 - t2;
|
|
}
|
|
else
|
|
{
|
|
hadj = (type >> 5) & 0x1f;
|
|
if (hadj & 0x10)
|
|
hadj |= 0xfff0;
|
|
height += 256 * hadj;
|
|
xOff = t3 - t0;
|
|
yOff = t0 - t1;
|
|
|
|
}
|
|
}
|
|
|
|
TiltXOffset = xOff;
|
|
TiltYOffset = yOff;
|
|
|
|
if ((abs(xOff)) > 2 || (abs(yOff)) > 2)
|
|
HeightType = DIAGONAL;
|
|
else if (HeightType != SPLIT_TRI)
|
|
HeightType = SMALL_SLOPE;
|
|
|
|
if (xOff >= 0)
|
|
height += xOff * ((-1 - z) & 1023) >> 2;
|
|
else
|
|
height -= xOff * (z & 1023) >> 2;
|
|
|
|
if (yOff >= 0)
|
|
height += yOff * ((-1 - x) & 1023) >> 2;
|
|
else
|
|
height -= yOff * (x & 1023) >> 2;
|
|
|
|
data++;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
} while (!(type & END_BIT));
|
|
|
|
return height;
|
|
}
|
|
|
|
void UpdateBats()
|
|
{
|
|
if (!Objects[ID_BATS].loaded)
|
|
return;
|
|
|
|
short* bounds = GetBoundsAccurate(LaraItem);
|
|
|
|
int x1 = LaraItem->pos.xPos + bounds[0] - (bounds[0] >> 2);
|
|
int x2 = LaraItem->pos.xPos + bounds[1] - (bounds[1] >> 2);
|
|
|
|
int y1 = LaraItem->pos.yPos + bounds[2] - (bounds[2] >> 2);
|
|
int y2 = LaraItem->pos.yPos + bounds[3] - (bounds[3] >> 2);
|
|
|
|
int z1 = LaraItem->pos.zPos + bounds[4] - (bounds[4] >> 2);
|
|
int z2 = LaraItem->pos.zPos + bounds[5] - (bounds[5] >> 2);
|
|
|
|
int minDistance = 0xFFFFFFF; // v40
|
|
int minIndex = -1;
|
|
|
|
for (int i=0;i<64;i++)
|
|
{
|
|
BAT_STRUCT* bat = &Bats[i];
|
|
|
|
if (!bat->on)
|
|
continue;
|
|
|
|
if ((Lara.burn || LaraItem->hitPoints <= 0)
|
|
&& bat->counter > 90
|
|
&& !(GetRandomControl() & 7))
|
|
bat->counter = 90;
|
|
|
|
if (!(--bat->counter))
|
|
{
|
|
bat->on = 0;
|
|
continue;
|
|
}
|
|
|
|
if (!(GetRandomControl() & 7))
|
|
{
|
|
bat->laraTarget = GetRandomControl() % 640 + 128;
|
|
bat->xTarget = (GetRandomControl() & 0x7F) - 64;
|
|
bat->zTarget = (GetRandomControl() & 0x7F) - 64;
|
|
}
|
|
|
|
short angles[2];
|
|
phd_GetVectorAngles(
|
|
LaraItem->pos.xPos + 8 * bat->xTarget - bat->pos.xPos,
|
|
LaraItem->pos.yPos - bat->laraTarget - bat->pos.yPos,
|
|
LaraItem->pos.zPos + 8 * bat->zTarget - bat->pos.zPos,
|
|
angles);
|
|
|
|
int distance = SQUARE(LaraItem->pos.zPos - bat->pos.zPos) + SQUARE(LaraItem->pos.xPos - bat->pos.xPos);
|
|
if (distance < minDistance)
|
|
{
|
|
minDistance = distance;
|
|
minIndex = i;
|
|
}
|
|
|
|
distance = SQRT_ASM(distance) / 8;
|
|
if (distance <= 128)
|
|
{
|
|
if (distance < 48)
|
|
distance = 48;
|
|
}
|
|
else
|
|
{
|
|
distance = 128;
|
|
}
|
|
|
|
if (bat->speed < distance)
|
|
bat->speed++;
|
|
else if (bat->speed > distance)
|
|
bat->speed--;
|
|
|
|
if (bat->counter > 90)
|
|
{
|
|
int speed = bat->speed * 128;
|
|
|
|
short xAngle = abs(angles[1] - bat->pos.yRot) >> 3;
|
|
short yAngle = abs(angles[0] - bat->pos.yRot) >> 3;
|
|
|
|
if (xAngle <= -speed)
|
|
xAngle = -speed;
|
|
else if (xAngle >= speed)
|
|
xAngle = speed;
|
|
|
|
if (yAngle <= -speed)
|
|
yAngle = -speed;
|
|
else if (yAngle >= speed)
|
|
yAngle = speed;
|
|
|
|
bat->pos.yRot += yAngle;
|
|
bat->pos.xRot += xAngle;
|
|
}
|
|
|
|
int sp = bat->speed * SIN(bat->pos.xRot) >> W2V_SHIFT;
|
|
|
|
bat->pos.xPos += sp * SIN(bat->pos.yRot) >> W2V_SHIFT;
|
|
bat->pos.yPos += bat->speed * SIN(-bat->pos.xRot) >> W2V_SHIFT;
|
|
bat->pos.zPos += sp * COS(bat->pos.yRot) >> W2V_SHIFT;
|
|
|
|
if ((i % 2 == 0)
|
|
&& bat->pos.xPos > x1
|
|
&& bat->pos.xPos < x2
|
|
&& bat->pos.yPos > y1
|
|
&& bat->pos.yPos < y2
|
|
&& bat->pos.zPos > z1
|
|
&& bat->pos.zPos < z2)
|
|
{
|
|
TriggerBlood(bat->pos.xPos, bat->pos.yPos, bat->pos.zPos, 2 * GetRandomControl(), 2);
|
|
if (LaraItem->hitPoints > 0)
|
|
LaraItem->hitPoints -= 2;
|
|
}
|
|
}
|
|
|
|
if (minIndex != -1)
|
|
{
|
|
BAT_STRUCT* bat = &Bats[minIndex];
|
|
if (!(GetRandomControl() & 4))
|
|
SoundEffect(SFX_BATS_1, &bat->pos, 0);
|
|
}
|
|
}
|
|
|
|
void UpdateDebris()
|
|
{
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
DEBRIS_STRUCT* debris = &Debris[i];
|
|
|
|
if (debris->on)
|
|
{
|
|
debris->yVel += debris->gravity;
|
|
if (debris->yVel > 4096)
|
|
debris->yVel = 4096;
|
|
|
|
debris->speed -= debris->speed >> 4;
|
|
|
|
debris->x += debris->speed * SIN(debris->dir) >> W2V_SHIFT;
|
|
debris->y += debris->yVel >> 4;
|
|
debris->z += debris->speed * COS(debris->dir) >> W2V_SHIFT;
|
|
|
|
FLOOR_INFO* floor = GetFloor(debris->x, debris->y, debris->z, &debris->roomNumber);
|
|
int height = GetFloorHeight(floor, debris->x, debris->y, debris->z);
|
|
int ceiling = GetCeiling(floor, debris->x, debris->y, debris->z);
|
|
|
|
if (debris->y >= height || debris->y < ceiling)
|
|
debris->on--;
|
|
else
|
|
{
|
|
debris->xRot += debris->yVel >> 6;
|
|
|
|
if (debris->yVel)
|
|
debris->yRot += debris->speed >> 5;
|
|
|
|
if (Rooms[debris->roomNumber].flags & ENV_FLAG_WATER)
|
|
debris->yVel -= debris->yVel >> 2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UpdateRats()
|
|
{
|
|
if (Objects[ID_RATS].loaded)
|
|
{
|
|
for (int i = 0; i < 32; i++)
|
|
{
|
|
RAT_STRUCT* rat = &Rats[i];
|
|
|
|
if (rat->on)
|
|
{
|
|
int oldX = rat->pos.xPos;
|
|
int oldY = rat->pos.yPos;
|
|
int oldZ = rat->pos.zPos;
|
|
|
|
rat->pos.xPos += rat->speed * SIN(rat->pos.yRot) >> W2V_SHIFT;
|
|
rat->pos.yPos += rat->fallspeed;
|
|
rat->pos.zPos += rat->speed * COS(rat->pos.yRot) >> W2V_SHIFT;
|
|
|
|
rat->fallspeed += 6;
|
|
|
|
int dx = LaraItem->pos.xPos - rat->pos.xPos;
|
|
int dy = LaraItem->pos.yPos - rat->pos.yPos;
|
|
int dz = LaraItem->pos.zPos - rat->pos.zPos;
|
|
|
|
short angle;
|
|
if (rat->flags >= 170)
|
|
angle = rat->pos.yRot - ATAN(dz, dx);
|
|
else
|
|
angle = ATAN(dz, dx) - rat->pos.yRot;
|
|
|
|
if (abs(dx) < 85 && abs(dy) < 85 && abs(dz) < 85)
|
|
{
|
|
LaraItem->hitPoints--;
|
|
LaraItem->hitStatus = true;
|
|
}
|
|
|
|
if (rat->flags & 1)
|
|
{
|
|
if (abs(dz) + abs(dx) <= 1024)
|
|
{
|
|
if (rat->speed & 1)
|
|
rat->pos.yRot += 512;
|
|
else
|
|
rat->pos.yRot -= 512;
|
|
rat->speed = 48 - (abs(angle) >> 10);
|
|
}
|
|
else
|
|
{
|
|
if (rat->speed < (i & 0x1F) + 24)
|
|
rat->speed++;
|
|
|
|
if (abs(angle) >= 2048)
|
|
{
|
|
if (angle >= 0)
|
|
rat->pos.yRot += 1024;
|
|
else
|
|
rat->pos.yRot -= 1024;
|
|
}
|
|
else
|
|
{
|
|
rat->pos.yRot += 8 * (Wibble - i);
|
|
}
|
|
}
|
|
}
|
|
|
|
__int16 oldRoomNumber = rat->roomNumber;
|
|
|
|
FLOOR_INFO* floor = GetFloor(rat->pos.xPos, rat->pos.yPos, rat->pos.zPos, &rat->roomNumber);
|
|
int height = GetFloorHeight(floor, rat->pos.xPos, rat->pos.yPos, rat->pos.zPos);
|
|
if (height < rat->pos.yPos - 1280 || height == NO_HEIGHT)
|
|
{
|
|
if (rat->flags > 170)
|
|
{
|
|
rat->on = false;
|
|
NextRat = 0;
|
|
}
|
|
if (angle <= 0)
|
|
rat->pos.yRot -= ANGLE(90);
|
|
else
|
|
rat->pos.yRot += ANGLE(90);
|
|
|
|
rat->pos.xPos = oldX;
|
|
rat->pos.yPos = oldY;
|
|
rat->pos.zPos = oldZ;
|
|
|
|
rat->fallspeed = 0;
|
|
}
|
|
else
|
|
{
|
|
if (height >= rat->pos.yPos - 64)
|
|
{
|
|
if (rat->pos.yPos <= height)
|
|
{
|
|
if (rat->fallspeed >= 500 || rat->flags >= 200)
|
|
{
|
|
rat->on = 0;
|
|
NextRat = 0;
|
|
}
|
|
else
|
|
{
|
|
rat->pos.xRot = -128 * rat->fallspeed;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rat->pos.yPos = height;
|
|
rat->fallspeed = 0;
|
|
rat->flags |= 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
rat->pos.xRot = 14336;
|
|
rat->pos.xPos = oldX;
|
|
rat->pos.yPos = oldY - 24;
|
|
rat->pos.zPos = oldZ;
|
|
rat->fallspeed = 0;
|
|
}
|
|
}
|
|
|
|
if (!(Wibble & 0x3C))
|
|
rat->flags += 2;
|
|
|
|
ROOM_INFO* r = &Rooms[rat->roomNumber];
|
|
if (r->flags & ENV_FLAG_WATER)
|
|
{
|
|
rat->fallspeed = 0;
|
|
rat->speed = 16;
|
|
rat->pos.yPos = r->maxceiling + 50;
|
|
|
|
if (Rooms[oldRoomNumber].flags & ENV_FLAG_WATER)
|
|
{
|
|
if (!(GetRandomControl() & 0xF))
|
|
{
|
|
SetupRipple(rat->pos.xPos, r->maxceiling, rat->pos.zPos, (GetRandomControl() & 3) + 48, 2);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AddWaterSparks(rat->pos.xPos, r->maxceiling, rat->pos.zPos, 16);
|
|
SetupRipple(rat->pos.xPos, r->maxceiling, rat->pos.zPos, (GetRandomControl() & 3) + 48, 2);
|
|
SoundEffect(SFX_RATSPLASH, &rat->pos, 0);
|
|
}
|
|
}
|
|
|
|
if (!i && !(GetRandomControl() & 4))
|
|
SoundEffect(SFX_RATS_1, &rat->pos, 0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*char __usercall UpdateSpiders@<al > (signed int a1@<eax > )
|
|
{
|
|
if (Objects[ID_SPIDER].loaded)
|
|
{
|
|
for (int i = 0; i < 64; i++)
|
|
{
|
|
SPIDER_STRUCT* spider = &Spiders[i];
|
|
if (spider->on)
|
|
{
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
LOBYTE(a1) = *(&objects[95] + 50);
|
|
if (*(&objects[95] + 50) & 1)
|
|
{
|
|
v1 = Spiders;
|
|
v23 = 0;
|
|
do
|
|
{
|
|
if (BYTE2(v1[1].yPos))
|
|
{
|
|
LOWORD(a1) = v1->yRot;
|
|
v2 = SHIWORD(v1[1].xPos);
|
|
v3 = v1->yPos;
|
|
v4 = (a1 >> 3) & 0x1FFE;
|
|
v25 = v1->xPos;
|
|
v5 = v1->zPos;
|
|
v6 = v1[1].yPos;
|
|
v1->xPos += v2 * 4 * rcossin_tbl[v4] >> 14;
|
|
v26 = v3;
|
|
v1->yPos = v3 + v6;
|
|
v27 = v5;
|
|
v7 = v5 + (v2 * 4 * rcossin_tbl[v4 + 1] >> 14);
|
|
LOWORD(v1[1].yPos) = v6 + 6;
|
|
v1->zPos = v7;
|
|
v8 = v3 + v6;
|
|
v9 = LaraItem->pos.zPos - v1->zPos;
|
|
v10 = LaraItem->pos.xPos - v1->xPos;
|
|
v11 = LaraItem->pos.yPos - v8;
|
|
v12 = phd_atan(v9, v10) - v1->yRot;
|
|
v24 = v12;
|
|
v13 = abs(v9);
|
|
if (v13 < 85 && abs(v11) < 85 && abs(v10) < 85)
|
|
{
|
|
LaraItem->hit_points -= 3;
|
|
LaraItem->_bf15ea |= 0x10u;
|
|
TriggerBlood(v1->xPos, v1->yPos, v1->zPos, v1->yRot, 1);
|
|
v12 = v24;
|
|
}
|
|
if (HIBYTE(v1[1].yPos))
|
|
{
|
|
if (v13 + abs(v10) <= 768)
|
|
{
|
|
if (v1[1].xPos & 0x10000)
|
|
v1->yRot += 512;
|
|
else
|
|
v1->yRot -= 512;
|
|
HIWORD(v1[1].xPos) = 48 - (abs(v12) >> 10);
|
|
}
|
|
else
|
|
{
|
|
v14 = HIWORD(v1[1].xPos);
|
|
if (v14 < (v23 & 0x1F) + 24)
|
|
HIWORD(v1[1].xPos) = v14 + 1;
|
|
if (abs(v12) >= 2048)
|
|
{
|
|
if (v12 >= 0)
|
|
v1->yRot += 1024;
|
|
else
|
|
v1->yRot -= 1024;
|
|
}
|
|
else
|
|
{
|
|
v1->yRot += 8 * (wibble - v23);
|
|
}
|
|
}
|
|
}
|
|
v15 = v1 + 1;
|
|
v16 = GetFloor(v1->xPos, v1->yPos, v1->zPos, &v1[1]);
|
|
v17 = GetHeight(v16, v1->xPos, v1->yPos, v1->zPos);
|
|
v18 = v1->yPos;
|
|
if (v17 >= v18 - 1280 || v17 == -32512)
|
|
{
|
|
if (v17 >= v18 - 64)
|
|
{
|
|
if (v18 <= v17)
|
|
{
|
|
if (SLOWORD(v1[1].yPos) >= 500)
|
|
{
|
|
BYTE2(v1[1].yPos) = 0;
|
|
NextSpider = 0;
|
|
}
|
|
else
|
|
{
|
|
v1->xRot = -128 * LOWORD(v1[1].yPos);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
v1->yPos = v17;
|
|
LOWORD(v1[1].yPos) = 0;
|
|
HIBYTE(v1[1].yPos) = 1;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
v1->xRot = 14336;
|
|
v1->xPos = v25;
|
|
v1->yPos = v26 - 8;
|
|
if (!(GetRandomControl() & 0x1F))
|
|
v1->yRot += -32768;
|
|
LOWORD(v1[1].yPos) = 0;
|
|
v1->zPos = v27;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (v24 <= 0)
|
|
v1->yRot -= 0x4000;
|
|
else
|
|
v1->yRot += 0x4000;
|
|
v1->xPos = v25;
|
|
v1->yPos = v26;
|
|
v1->zPos = v27;
|
|
LOWORD(v1[1].yPos) = 0;
|
|
}
|
|
if (v1->yPos < room[SLOWORD(v15->xPos)].maxceiling + 50)
|
|
{
|
|
v19 = room[SLOWORD(v15->xPos)].maxceiling;
|
|
LOWORD(v1[1].yPos) = 1;
|
|
v1->yRot += -32768;
|
|
v1->yPos = v19 + 50;
|
|
}
|
|
if (!v23 && !(GetRandomControl() & 4))
|
|
SoundEffect(276, v1, 0);
|
|
}
|
|
v1 = (v1 + 26);
|
|
a1 = v23 + 1;
|
|
v21 = __OFSUB__(v23 + 1, 64);
|
|
v20 = v23++ - 63 < 0;
|
|
} while (v20 ^ v21);
|
|
}
|
|
return a1;
|
|
}*/
|
|
|
|
int LOS(GAME_VECTOR* start, GAME_VECTOR* end)
|
|
{
|
|
int result1, result2;
|
|
|
|
end->roomNumber = start->roomNumber;
|
|
if (abs(end->z - start->z) > abs(end->x - start->x))
|
|
{
|
|
result1 = xLOS(start, end);
|
|
result2 = zLOS(start, end);
|
|
}
|
|
else
|
|
{
|
|
result1 = zLOS(start, end);
|
|
result2 = xLOS(start, end);
|
|
}
|
|
if (result2)
|
|
{
|
|
GetFloor(end->x, end->y, end->z, &end->roomNumber);
|
|
if (ClipTarget(start, end) && result1 == 1 && result2 == 1)
|
|
{
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
int xLOS(GAME_VECTOR* start, GAME_VECTOR* end)
|
|
{
|
|
int dx, dy, dz, x, y, z, flag;
|
|
short room, room2;
|
|
FLOOR_INFO* floor;
|
|
|
|
dx = end->x - start->x;
|
|
if (!dx)
|
|
return 1;
|
|
dy = (end->y - start->y << 10) / dx;
|
|
dz = (end->z - start->z << 10) / dx;
|
|
number_los_rooms = 1;
|
|
los_rooms[0] = start->roomNumber;
|
|
room = start->roomNumber;
|
|
room2 = start->roomNumber;
|
|
flag = 1;
|
|
if (dx < 0)
|
|
{
|
|
x = start->x & 0xFFFFFC00;
|
|
y = ((x - start->x) * dy >> 10) + start->y;
|
|
z = ((x - start->x) * dz >> 10) + start->z;
|
|
while (x > end->x)
|
|
{
|
|
floor = GetFloor(x, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
|
|
{
|
|
flag = -1;
|
|
break;
|
|
}
|
|
floor = GetFloor(x - 1, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x - 1, y, z) || y < GetCeiling(floor, x - 1, y, z))
|
|
{
|
|
flag = 0;
|
|
break;
|
|
}
|
|
x -= 1024;
|
|
y -= dy;
|
|
z -= dz;
|
|
}
|
|
if (flag != 1)
|
|
{
|
|
end->x = x;
|
|
end->y = y;
|
|
end->z = z;
|
|
}
|
|
end->roomNumber = flag ? room : room2;
|
|
}
|
|
else
|
|
{
|
|
x = start->x | 0x3FF;
|
|
y = ((x - start->x) * dy >> 10) + start->y;
|
|
z = ((x - start->x) * dz >> 10) + start->z;
|
|
while (x < end->x)
|
|
{
|
|
floor = GetFloor(x, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
|
|
{
|
|
flag = -1;
|
|
break;
|
|
}
|
|
floor = GetFloor(x + 1, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x + 1, y, z) || y < GetCeiling(floor, x + 1, y, z))
|
|
{
|
|
flag = 0;
|
|
break;
|
|
}
|
|
x += 1024;
|
|
y += dy;
|
|
z += dz;
|
|
}
|
|
if (flag != 1)
|
|
{
|
|
end->x = x;
|
|
end->y = y;
|
|
end->z = z;
|
|
}
|
|
end->roomNumber = flag ? room : room2;
|
|
}
|
|
return flag;
|
|
}
|
|
|
|
int zLOS(GAME_VECTOR* start, GAME_VECTOR* end)
|
|
{
|
|
int dx, dy, dz, x, y, z, flag;
|
|
short room, room2;
|
|
FLOOR_INFO* floor;
|
|
|
|
dz = end->z - start->z;
|
|
if (!dz)
|
|
return 1;
|
|
dx = (end->x - start->x << 10) / dz;
|
|
dy = (end->y - start->y << 10) / dz;
|
|
number_los_rooms = 1;
|
|
los_rooms[0] = start->roomNumber;
|
|
room = start->roomNumber;
|
|
room2 = start->roomNumber;
|
|
flag = 1;
|
|
if (dz < 0)
|
|
{
|
|
z = start->z & 0xFFFFFC00;
|
|
x = ((z - start->z) * dx >> 10) + start->x;
|
|
y = ((z - start->z) * dy >> 10) + start->y;
|
|
while (z > end->z)
|
|
{
|
|
floor = GetFloor(x, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
|
|
{
|
|
flag = -1;
|
|
break;
|
|
}
|
|
floor = GetFloor(x, y, z - 1, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z - 1) || y < GetCeiling(floor, x, y, z - 1))
|
|
{
|
|
flag = 0;
|
|
break;
|
|
}
|
|
z -= 1024;
|
|
x -= dx;
|
|
y -= dy;
|
|
}
|
|
if (flag != 1)
|
|
{
|
|
end->x = x;
|
|
end->y = y;
|
|
end->z = z;
|
|
}
|
|
end->roomNumber = flag ? room : room2;
|
|
}
|
|
else
|
|
{
|
|
z = start->z | 0x3FF;
|
|
x = ((z - start->z) * dx >> 10) + start->x;
|
|
y = ((z - start->z) * dy >> 10) + start->y;
|
|
while (z < end->z)
|
|
{
|
|
floor = GetFloor(x, y, z, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z) || y < GetCeiling(floor, x, y, z))
|
|
{
|
|
flag = -1;
|
|
break;
|
|
}
|
|
floor = GetFloor(x, y, z + 1, &room);
|
|
if (room != room2)
|
|
{
|
|
room2 = room;
|
|
los_rooms[number_los_rooms] = room;
|
|
++number_los_rooms;
|
|
}
|
|
if (y > GetFloorHeight(floor, x, y, z + 1) || y < GetCeiling(floor, x, y, z + 1))
|
|
{
|
|
flag = 0;
|
|
break;
|
|
}
|
|
z += 1024;
|
|
x += dx;
|
|
y += dy;
|
|
}
|
|
if (flag != 1)
|
|
{
|
|
end->x = x;
|
|
end->y = y;
|
|
end->z = z;
|
|
}
|
|
end->roomNumber = flag ? room : room2;
|
|
}
|
|
return flag;
|
|
}
|
|
|
|
int ClipTarget(GAME_VECTOR* start, GAME_VECTOR* target)
|
|
{
|
|
short room;
|
|
int x, y, z, wx, wy, wz;
|
|
|
|
room = target->roomNumber;
|
|
if (target->y > GetFloorHeight(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
|
|
{
|
|
x = (7 * (target->x - start->x) >> 3) + start->x;
|
|
y = (7 * (target->y - start->y) >> 3) + start->y;
|
|
z = (7 * (target->z - start->z) >> 3) + start->z;
|
|
for (int i = 3; i > 0; --i)
|
|
{
|
|
wx = ((target->x - x) * i >> 2) + x;
|
|
wy = ((target->y - y) * i >> 2) + y;
|
|
wz = ((target->z - z) * i >> 2) + z;
|
|
if (wy < GetFloorHeight(GetFloor(wx, wy, wz, &room), wx, wy, wz))
|
|
break;
|
|
}
|
|
target->x = wx;
|
|
target->y = wy;
|
|
target->z = wz;
|
|
target->roomNumber = room;
|
|
return 0;
|
|
}
|
|
room = target->roomNumber;
|
|
if (target->y < GetCeiling(GetFloor(target->x, target->y, target->z, &room), target->x, target->y, target->z))
|
|
{
|
|
x = (7 * (target->x - start->x) >> 3) + start->x;
|
|
y = (7 * (target->y - start->y) >> 3) + start->y;
|
|
z = (7 * (target->z - start->z) >> 3) + start->z;
|
|
for (int i = 3; i > 0; --i)
|
|
{
|
|
wx = ((target->x - x) * i >> 2) + x;
|
|
wy = ((target->y - y) * i >> 2) + y;
|
|
wz = ((target->z - z) * i >> 2) + z;
|
|
if (wy > GetCeiling(GetFloor(wx, wy, wz, &room), wx, wy, wz))
|
|
break;
|
|
}
|
|
target->x = wx;
|
|
target->y = wy;
|
|
target->z = wz;
|
|
target->roomNumber = room;
|
|
return 0;
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
void Inject_Control()
|
|
{
|
|
INJECT(0x00416760, TestTriggers);
|
|
INJECT(0x004167B0, TestTriggers);
|
|
INJECT(0x00415960, TranslateItem);
|
|
INJECT(0x00415B20, GetFloor);
|
|
} |