TombEngine/TR5Main/Objects/TR4/Object/tr4_senet.cpp
2021-05-24 23:57:09 -03:00

481 lines
11 KiB
C++

#include "framework.h"
#include "tr4_senet.h"
#include "sound.h"
#include "items.h"
#include "control.h"
#include "setup.h"
#include "tomb4fx.h"
#include "lara.h"
#include "lara_struct.h"
#include "input.h"
short SenetPiecesNumber[6];
char SenetDisplacement, ActiveSenetPieces[6], SenetBoard[17];
int SenetTargetX, SenetTargetZ;
char ActivePiece = -1;
OBJECT_COLLISION_BOUNDS GameStixBounds =
{
0xFF00, 0x0100, 0xFF38, 0x00C8, 0xFF00, 0x0100, 0xF8E4, 0x071C, 0xEAAC, 0x1554, 0x0, 0x0
};
static PHD_VECTOR GameStixPosition = { 0, 0, -100 };
void InitialiseGameStix(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
item->triggerFlags = -1;
item->data = &item->itemFlags;
}
void GameStixControl(short itemNumber)
{
ITEM_INFO* item, *item2, *item3;
int i, number, x, z;
bool flag;
short piece, roomNumber;
item = &g_Level.Items[itemNumber];
if (item->triggerFlags > -1)
{
if (item->hitPoints == 100)
SoundEffect(SFX_TR4_SPINNING_PUZZLE, &item->pos, 0);
for (i = 0; i < 4; ++i)
{
if (item->hitPoints < 100 - 2 * i)
{
item->itemFlags[i] -= 128 * item->hitPoints;
if (item->hitPoints < 40 - 2 * i)
{
if (abs(item->itemFlags[i]) < 4096 && item->triggerFlags & 1 << i)
{
item->itemFlags[i] = 0;
}
else if ((item->itemFlags[i] > 28672 || item->itemFlags[i] < -28672) && !(item->triggerFlags & 1 << i))
{
item->itemFlags[i] = -32768;
}
}
}
}
--item->hitPoints;
if (!item->hitPoints)
{
for (i = 0; i < 3; ++i)
g_Level.Items[SenetPiecesNumber[i]].triggerFlags = 0;
item->triggerFlags = -1;
if (ActivePiece == -1 && !SenetDisplacement)
{
RemoveActiveItem(itemNumber);
item->status = ITEM_NOT_ACTIVE;
}
}
}
else if (ActivePiece > -1)
{
number = ActivePiece >= 3 ? 2 : 1;
item2 = &g_Level.Items[SenetPiecesNumber[ActivePiece]];
item2->flags |= 32;
item2->afterDeath = 48;
piece = ActiveSenetPieces[ActivePiece];
if (piece == -1 || piece >= 5)
{
if (piece == -1)
piece = 16;
x = SenetTargetX + SECTOR(1);
z = SenetTargetZ + SECTOR(piece - 5);
}
else
{
x = SenetTargetX + SECTOR(2 * number - 2);
z = SenetTargetZ + SECTOR(4 - piece);
}
if (abs(x - item2->pos.xPos) < 128)
{
item2->pos.xPos = x;
}
else if (x > item2->pos.xPos)
{
item2->pos.xPos += 128;
}
else
{
item2->pos.xPos -= 128;
}
if (abs(z - item2->pos.zPos) < 128)
{
item2->pos.zPos = z;
}
else if (z > item2->pos.zPos)
{
item2->pos.zPos += 128;
}
else
{
item2->pos.zPos -= 128;
}
roomNumber = item2->roomNumber;
GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
if (item2->roomNumber != roomNumber)
ItemNewRoom(SenetPiecesNumber[ActivePiece], roomNumber);
if (x == item2->pos.xPos && z == item2->pos.zPos)
{
item2->afterDeath = 0;
if (piece == 16)
{
if (number == 1)
{
SenetPieceExplosionEffect(item2, 0x6060E0, -32);
SenetPieceExplosionEffect(item2, 0x6060E0, 48);
}
else
{
SenetPieceExplosionEffect(item2, 0xFF8020, -32);
SenetPieceExplosionEffect(item2, 0xFF8020, 48);
}
KillItem(SenetPiecesNumber[ActivePiece]);
if (CheckSenetWinner(number))
{
for (i = 0; i < g_Level.NumItems; ++i)
{
item3 = &g_Level.Items[i];
if (item3->objectNumber >= ID_GAME_PIECE1 && item3->objectNumber <= ID_GAME_PIECE3 || item3->objectNumber == ID_ENEMY_PIECE || item3->objectNumber == ID_WHEEL_OF_FORTUNE)
{
item3->flags |= IFLAG_INVISIBLE | IFLAG_ACTIVATION_MASK;
RemoveActiveItem(i);
item3->status = ITEM_NOT_ACTIVE;
item3->afterDeath = 1;
}
}
}
}
else
{
for (i = 0; i < 6; ++i)
{
if (ActivePiece != i)
{
item2 = &g_Level.Items[SenetPiecesNumber[i]];
if (x == item2->pos.xPos && z == item2->pos.zPos)
{
SenetPieceExplosionEffect(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
item2->pos.xPos = SenetTargetX - SECTOR(4 * number) + SECTOR(7);
item2->pos.zPos = SenetTargetZ + SECTOR(i % 3);
roomNumber = item2->roomNumber;
GetFloor(item2->pos.xPos, item2->pos.yPos - 32, item2->pos.zPos, &roomNumber);
if (item2->roomNumber != roomNumber)
ItemNewRoom(SenetPiecesNumber[i], roomNumber);
SenetPieceExplosionEffect(item2, number == 1 ? 0xFF8020 : 0x6060E0, -64);
}
}
}
}
if (!SenetDisplacement)
{
RemoveActiveItem(itemNumber);
item2->status = ITEM_NOT_ACTIVE;
}
ActivePiece = -1;
}
}
else if (SenetDisplacement == -1)
{
_0x0040FAE0(item);
for (i = 3; i < 6; ++i)
{
MakeMove(i, SenetDisplacement);
if (SenetDisplacement == -1 || !SenetDisplacement)
break;
}
if (SenetDisplacement && SenetDisplacement != 6)
{
SenetDisplacement = 0;
}
else
{
SenetDisplacement = -1;
}
}
else if (!SenetDisplacement)
{
_0x0040FAE0(item);
flag = false;
for (i = 0; i < 3; ++i)
{
if (ActiveSenetPieces[i] != -1 && SenetDisplacement && ActiveSenetPieces[i] + SenetDisplacement < 17 && !(SenetBoard[ActiveSenetPieces[i] + SenetDisplacement] & 1))
flag = true;
}
if (!flag)
SenetDisplacement = SenetDisplacement == 6 ? 0 : -1;
}
}
void _0x0040FAE0(ITEM_INFO* item)
{
SenetDisplacement = 0;
item->triggerFlags = 0;
for (int i = 0; i < 4; i++)
{
SenetDisplacement += GetRandomControl() & 1;
if (GetRandomControl() & 1)
item->triggerFlags |= (1 << i);
}
if (!SenetDisplacement)
SenetDisplacement = 6;
item->hitPoints = 120;
for (int i = 0; i < 3; i++)
{
g_Level.Items[SenetPiecesNumber[i]].triggerFlags = 1;
}
}
void SenetPieceExplosionEffect(ITEM_INFO* item, int color, int speed)
{
int radius = speed >= 0 ? 0xA00020 : 0x2000280;
int clr = color | 0x18000000;
item->pos.yPos -= STEPUP_HEIGHT;
TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0, 0);
TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x2000, 0);
TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x4000, 0);
TriggerShockwave(&item->pos, radius & 0xFFFF, radius >> 16, speed, clr & 0xFF, (clr >> 8) & 0xFF, (clr >> 16) & 0xFF, 64, 0x6000, 0);
item->pos.yPos += STEPUP_HEIGHT;
}
void trigger_item_in_room(short room_number, int object)//originally this is in deltapak
{
short num, nex;
ITEM_INFO* item;
num = g_Level.Rooms[room_number].itemNumber;
while (num != NO_ITEM)
{
item = &g_Level.Items[num];
nex = item->nextItem;
if (item->objectNumber == object)
{
AddActiveItem(num);
item->status = ITEM_ACTIVE;
item->flags |= IFLAG_ACTIVATION_MASK;
}
num = nex;
}
}
int CheckSenetWinner(short num)//original TR4 numbers :>
{
if (num == 1)
{
int i = 0;
while (ActiveSenetPieces[i] == -1)
{
if (++i >= 3)
{
trigger_item_in_room(0, ID_RAISING_BLOCK2);
trigger_item_in_room(19, ID_RAISING_BLOCK2);
return 1;
}
}
}
else
{
int j = 3;
while (ActiveSenetPieces[j] == -1)
{
if (++j >= 6)
{
trigger_item_in_room(20, ID_TRAPDOOR1);
trigger_item_in_room(21, ID_TRAPDOOR1);
trigger_item_in_room(22, ID_TRAPDOOR1);
trigger_item_in_room(81, ID_TRAPDOOR1);
return 1;
}
}
}
return 0;
}
void MakeMove(int piece, int displacement)
{
int number, i;
number = piece >= 3 ? 2 : 1;
if (ActiveSenetPieces[piece] != -1 && displacement && ActiveSenetPieces[piece] + displacement <= 16 && !(SenetBoard[ActiveSenetPieces[piece] + displacement] & number))
{
SenetBoard[ActiveSenetPieces[piece]] &= ~number;
if (!ActiveSenetPieces[piece])
{
for (i = 3 * number - 3; i < 3 * number; ++i)
{
if (i != piece && !ActiveSenetPieces[i])
SenetBoard[0] |= number;
}
}
ActivePiece = piece;
ActiveSenetPieces[ActivePiece] += displacement;
if (ActiveSenetPieces[ActivePiece] > 4)
{
SenetBoard[ActiveSenetPieces[ActivePiece]] = 0;
for (i = 6 - 3 * number; i < 9 - 3 * number; ++i)
{
if (ActiveSenetPieces[i] == ActiveSenetPieces[ActivePiece])
{
ActiveSenetPieces[i] = 0;
SenetBoard[0] |= 3 - number;
}
}
}
if (ActiveSenetPieces[ActivePiece] < 16)
{
SenetBoard[ActiveSenetPieces[ActivePiece]] |= number;
}
else
{
ActiveSenetPieces[ActivePiece] = -1;
}
if (!(ActiveSenetPieces[ActivePiece] & 3) || SenetDisplacement == 6)
{
SenetDisplacement = 0;
}
else
{
SenetDisplacement = -1;
}
}
}
void GameStixCollision(short item_num, ITEM_INFO* laraitem, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[item_num];
if (TrInput & IN_ACTION && laraitem->currentAnimState == LS_STOP && laraitem->animNumber == LA_STAND_IDLE && Lara.gunStatus == LG_NO_ARMS &&
!item->active || Lara.isMoving && Lara.generalPtr == (void*)item_num)
{
laraitem->pos.yRot ^= 0x8000;
if (TestLaraPosition(&GameStixBounds, item, laraitem))
{
if (MoveLaraPosition(&GameStixPosition, item, laraitem))
{
laraitem->animNumber = LA_SENET_ROLL;
laraitem->frameNumber = g_Level.Anims[LA_SENET_ROLL].frameBase;
laraitem->currentAnimState = LS_MISC_CONTROL;
Lara.isMoving = 0;
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoZrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
item->status = ITEM_ACTIVE;
AddActiveItem(item_num);
laraitem->pos.yRot ^= 0x8000;
return;
}
Lara.generalPtr = (void*)item_num;
}
laraitem->pos.yRot ^= 0x8000;
}
else
ObjectCollision(item_num, laraitem, coll);
}
void ControlGodHead(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (TriggerActive(item))
{
if (item->pos.yRot == 0)
item->pos.zPos &= ~1023;
else if (item->pos.yRot == 0x4000)
item->pos.xPos &= ~1023;
else if (item->pos.yRot == -0x4000)
item->pos.xPos |= 1023;
else if (item->pos.yRot == -0x8000)
item->pos.zPos |= 1023;
if (item->itemFlags[0])
{
if (item->itemFlags[2])
item->itemFlags[2]--;
else
{
if (item->itemFlags[1] < 128)
KillItem(itemNumber);
else
item->itemFlags[1] -= 128;
}
}
else
{
if (item->itemFlags[1] > 0x1000)
{
item->itemFlags[0] = 1;
item->itemFlags[1] = 4096;
item->itemFlags[2] = 210;
}
else
item->itemFlags[1] += 128;
}
}
}
void InitialiseGamePiece(short itemNumber)
{
int i;
ITEM_INFO* item;
if (!SenetPiecesNumber[0])
{
for (i = 1; i < 17; ++i)
SenetBoard[i] = 0;
for (i = 0; i < 6; ++i)
ActiveSenetPieces[i] = 0;
SenetBoard[0] = 3;
for (i = 0; i < g_Level.NumItems; ++i)
{
item = &g_Level.Items[i];
if (item->objectNumber == ID_GAME_PIECE1)
{
SenetPiecesNumber[0] = i;
SenetTargetX = item->pos.xPos + 1024;
SenetTargetZ = item->pos.zPos;
}
else if (item->objectNumber == ID_GAME_PIECE2)
{
SenetPiecesNumber[1] = i;
}
else if (item->objectNumber == ID_GAME_PIECE3)
{
SenetPiecesNumber[2] = i;
}
else if (item->objectNumber == ID_ENEMY_PIECE)
{
SenetPiecesNumber[3 + item->triggerFlags] = i;
}
}
}
}
void SenetControl(short itemNumber)
{
ITEM_INFO* item;
item = &g_Level.Items[itemNumber];
if (SenetDisplacement > 0 && item->triggerFlags != 1)
MakeMove(item->objectNumber - ID_GAME_PIECE1, SenetDisplacement);
RemoveActiveItem(itemNumber);
}