TombEngine/TR5Main/Game/control/flipeffect.cpp

315 lines
No EOL
6.4 KiB
C++

#include "framework.h"
#include "Game/control/flipeffect.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/control/lot.h"
#include "Game/effects/hair.h"
#include "Game/effects/tomb4fx.h"
#include "Game/effects/weather.h"
#include "Game/effects/footprint.h"
#include "Game/effects/debris.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_fire.h"
#include "Game/pickup/pickup.h"
#include "Sound/sound.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#include "Objects/Generic/puzzles_keys.h"
#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
#include "Objects/TR5/Object/tr5_pushableblock.h"
using std::function;
using namespace TEN::Effects::Footprints;
using namespace TEN::Effects::Environment;
int FlipEffect;
function<EffectFunction> effect_routines[NUM_FLIPEFFECTS] =
{
Turn180, //0
FloorShake, //1
PoseidonSFX, //2
LaraBubbles, //3
FinishLevel, //4
ActivateCamera, //5
ActivateKey, //6
RubbleFX, //7
SwapCrowbar, //8
Pickup, //9
PlaySoundEffect, //10
ExplosionFX, //11
LaraHandsFree, //12
Puzzle, //13
DrawRightPistol, //14
DrawLeftPistol, //15
ShootRightGun, //16
ShootLeftGun, //17
PushLoop, //18
PushEnd, //19
FlashOrange, //20
InvisibilityOn, //21
InvisibilityOff, //22
VoidEffect, //23
VoidEffect, //24
VoidEffect, //25
ResetHair, //26
VoidEffect, //27
SetFog, //28
VoidEffect, //29
LaraLocation, //30
ClearSpidersPatch, //31
AddLeftFootprint, //32
AddRightFootprint, //33
VoidEffect, //34
VoidEffect, //35
VoidEffect, //36
VoidEffect, //37
VoidEffect, //38
VoidEffect, //39
VoidEffect, //40
VoidEffect, //41
VoidEffect, //42
MeshSwapToPour, //43
MeshSwapFromPour, //44
LaraLocationPad, //45
KillActiveBaddies //46
};
void FlashOrange(ITEM_INFO* item)
{
FlipEffect = -1;
Weather.Flash(255, 128, 0, 0.03f);
}
void MeshSwapToPour(ITEM_INFO* item)
{
Lara.MeshPtrs[LM_LHAND] = Objects[item->ItemFlags[2]].meshIndex + LM_LHAND;
}
void MeshSwapFromPour(ITEM_INFO* item)
{
Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
}
void Pickup(ITEM_INFO* item)
{
DoPickup(item);
}
void Puzzle(ITEM_INFO* item)
{
DoPuzzle();
}
void AddLeftFootprint(ITEM_INFO* item)
{
AddFootprint(item, false);
}
void AddRightFootprint(ITEM_INFO* item)
{
AddFootprint(item, true);
}
void ResetHair(ITEM_INFO* item)
{
InitialiseHair();
}
void InvisibilityOff(ITEM_INFO* item)
{
item->Status = ITEM_ACTIVE;
}
void InvisibilityOn(ITEM_INFO* item)
{
item->Status = ITEM_INVISIBLE;
}
void SetFog(ITEM_INFO* item)
{
FlipEffect = -1;
}
void DrawLeftPistol(ITEM_INFO* item)
{
if (Lara.MeshPtrs[LM_LHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_LHAND)
{
Lara.MeshPtrs[LM_LHAND] = Objects[WeaponObjectMesh(LaraItem, WEAPON_PISTOLS)].meshIndex + LM_LHAND;
Lara.Control.Weapon.HolsterInfo.LeftHolster = HolsterSlot::Empty;
}
else
{
Lara.MeshPtrs[LM_LHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_LHAND;
Lara.Control.Weapon.HolsterInfo.LeftHolster = HolsterSlotForWeapon(static_cast<LaraWeaponType>(WEAPON_PISTOLS));
}
}
void DrawRightPistol(ITEM_INFO* item)
{
if (Lara.MeshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
{
Lara.MeshPtrs[LM_RHAND] = Objects[WeaponObjectMesh(LaraItem, WEAPON_PISTOLS)].meshIndex + LM_RHAND;
Lara.Control.Weapon.HolsterInfo.RightHolster = HolsterSlot::Empty;
}
else
{
Lara.MeshPtrs[LM_RHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_RHAND;
Lara.Control.Weapon.HolsterInfo.RightHolster = HolsterSlotForWeapon(static_cast<LaraWeaponType>(WEAPON_PISTOLS));
}
}
void ShootLeftGun(ITEM_INFO* item)
{
Lara.LeftArm.FlashGun = 3;
}
void ShootRightGun(ITEM_INFO* item)
{
Lara.RightArm.FlashGun = 3;
}
void LaraHandsFree(ITEM_INFO* item)
{
Lara.Control.HandStatus = HandStatus::Free;
}
void KillActiveBaddies(ITEM_INFO* item)
{
if (NextItemActive != NO_ITEM)
{
short itemNum = NextItemActive;
ITEM_INFO* targetItem;
do
{
targetItem = &g_Level.Items[itemNum];
if (Objects[targetItem->ObjectNumber].intelligent)
{
targetItem->Status = ITEM_INVISIBLE;
if (*(int*)&item != 0xABCDEF)
{
RemoveActiveItem(itemNum);
DisableEntityAI(itemNum);
targetItem->Flags |= IFLAG_INVISIBLE;
}
}
itemNum = targetItem->NextActive;
} while (itemNum != NO_ITEM);
}
FlipEffect = -1;
}
void LaraLocationPad(ITEM_INFO* item)
{
FlipEffect = -1;
Lara.Location = TriggerTimer;
Lara.LocationPad = TriggerTimer;
}
void LaraLocation(ITEM_INFO* item)
{
FlipEffect = -1;
Lara.Location = TriggerTimer;
if (Lara.HighestLocation < TriggerTimer)
Lara.HighestLocation = TriggerTimer;
}
void ExplosionFX(ITEM_INFO* item)
{
SoundEffect(SFX_TR4_EXPLOSION1, NULL, 0);
Camera.bounce = -75;
FlipEffect = -1;
}
void SwapCrowbar(ITEM_INFO* item)
{
if (Lara.MeshPtrs[LM_RHAND] == Objects[ID_LARA_SKIN].meshIndex + LM_RHAND)
Lara.MeshPtrs[LM_RHAND] = Objects[ID_LARA_CROWBAR_ANIM].meshIndex + LM_RHAND;
else
Lara.MeshPtrs[LM_RHAND] = Objects[ID_LARA_SKIN].meshIndex + LM_RHAND;
}
void ActivateKey(ITEM_INFO* item)
{
KeyTriggerActive = 1;
}
void ActivateCamera(ITEM_INFO* item)
{
KeyTriggerActive = 2;
}
void PoseidonSFX(ITEM_INFO* item)
{
SoundEffect(SFX_TR4_WATER_FLUSHES, NULL, 0);
FlipEffect = -1;
}
void RubbleFX(ITEM_INFO* item)
{
const auto itemList = FindAllItems(ID_EARTHQUAKE);
if (itemList.size() > 0)
{
ITEM_INFO* eq = &g_Level.Items[itemList[0]];
AddActiveItem(itemList[0]);
eq->Status = ITEM_ACTIVE;
eq->Flags |= IFLAG_ACTIVATION_MASK;
}
else
{
Camera.bounce = -150;
}
FlipEffect = -1;
}
void PlaySoundEffect(ITEM_INFO* item)
{
SoundEffect(TriggerTimer, NULL, 0);
FlipEffect = -1;
}
void FloorShake(ITEM_INFO* item)
{
int x = abs(item->Position.xPos - Camera.pos.x);
int y = abs(item->Position.yPos - Camera.pos.y);
int z = abs(item->Position.zPos - Camera.pos.z);
if (x < SECTOR(16) && y < SECTOR(16) && z < SECTOR(16))
{
Camera.bounce = 66 * ((SQUARE(x) + SQUARE(y) + SQUARE(z)) / 256 - SQUARE(1024)) / SQUARE(1024);
}
}
void Turn180(ITEM_INFO* item)
{
item->Position.yRot -= ANGLE(180);
item->Position.xRot = -item->Position.xRot;
}
void FinishLevel(ITEM_INFO* item)
{
LevelComplete = CurrentLevel + 1;
}
void VoidEffect(ITEM_INFO* item)
{
}
void DoFlipEffect(int number, ITEM_INFO* item)
{
if (number != -1 && number < NUM_FLIPEFFECTS && effect_routines[number] != nullptr)
effect_routines[number](item);
}