TombEngine/TR5Main/Objects/Generic/Doors/generic_doors.cpp

440 lines
12 KiB
C++

#include "framework.h"
#include "Objects/Generic/Doors/generic_doors.h"
#include "Specific/level.h"
#include "Game/control/control.h"
#include "Game/control/box.h"
#include "Game/items.h"
#include "Game/control/lot.h"
#include "Game/gui.h"
#include "Specific/input.h"
#include "Game/pickup/pickup.h"
#include "Sound/sound.h"
#include "Game/animation.h"
#include "Game/collision/sphere.h"
#include "Objects/Generic/Switches/cog_switch.h"
#include "Objects/objectslist.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_struct.h"
#include "Specific/trmath.h"
#include "Game/misc.h"
#include "Game/itemdata/door_data.h"
#include "Game/collision/collide_room.h"
#include "Game/collision/collide_item.h"
#include "Game/itemdata/itemdata.h"
namespace TEN::Entities::Doors
{
PHD_VECTOR CrowbarDoorPos(-412, 0, 256);
OBJECT_COLLISION_BOUNDS CrowbarDoorBounds =
{
-512, 512,
-1024, 0,
0, 512,
-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f)
};
void InitialiseDoor(short itemNumber)
{
auto* doorItem = &g_Level.Items[itemNumber];
if (doorItem->ObjectNumber == ID_SEQUENCE_DOOR1)
doorItem->Flags &= 0xBFFFu;
if (doorItem->ObjectNumber == ID_LIFT_DOORS1 || doorItem->ObjectNumber == ID_LIFT_DOORS2)
doorItem->ItemFlags[0] = 4096;
doorItem->Data = ITEM_DATA(DOOR_DATA());
auto* doorData = (DOOR_DATA*)doorItem->Data;
doorData->opened = false;
doorData->dptr1 = nullptr;
doorData->dptr2 = nullptr;
doorData->dptr3 = nullptr;
doorData->dptr4 = nullptr;
short boxNumber, twoRoom;
int xOffset = 0;
int zOffset = 0;
if (doorItem->Position.yRot == 0)
zOffset = -SECTOR(1);
else if (doorItem->Position.yRot == ANGLE(180.0f))
zOffset = SECTOR(1);
else if (doorItem->Position.yRot == ANGLE(90.0f))
xOffset = -SECTOR(1);
else
xOffset = SECTOR(1);
auto* r = &g_Level.Rooms[doorItem->RoomNumber];
doorData->d1.floor = GetSector(r, doorItem->Position.xPos - r->x + xOffset, doorItem->Position.zPos - r->z + zOffset);
auto roomNumber = doorData->d1.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = doorData->d1.floor->Box;
else
{
auto* b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, doorItem->Position.xPos - b->x + xOffset, doorItem->Position.zPos - b->z + zOffset)->Box;
}
doorData->d1.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
doorData->d1.data = *doorData->d1.floor;
if (r->flippedRoom != -1)
{
r = &g_Level.Rooms[r->flippedRoom];
doorData->d1flip.floor = GetSector(r, doorItem->Position.xPos - r->x + xOffset, doorItem->Position.zPos - r->z + zOffset);
roomNumber = doorData->d1flip.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = doorData->d1flip.floor->Box;
else
{
auto* b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, doorItem->Position.xPos - b->x + xOffset, doorItem->Position.zPos - b->z + zOffset)->Box;
}
doorData->d1flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
doorData->d1flip.data = *doorData->d1flip.floor;
}
else
doorData->d1flip.floor = NULL;
twoRoom = doorData->d1.floor->WallPortal;
ShutThatDoor(&doorData->d1, doorData);
ShutThatDoor(&doorData->d1flip, doorData);
if (twoRoom == NO_ROOM)
{
doorData->d2.floor = NULL;
doorData->d2flip.floor = NULL;
}
else
{
r = &g_Level.Rooms[twoRoom];
doorData->d2.floor = GetSector(r, doorItem->Position.xPos - r->x, doorItem->Position.zPos - r->z);
roomNumber = doorData->d2.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = doorData->d2.floor->Box;
else
{
auto* b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, doorItem->Position.xPos - b->x, doorItem->Position.zPos - b->z)->Box;
}
doorData->d2.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
doorData->d2.data = *doorData->d2.floor;
if (r->flippedRoom != -1)
{
r = &g_Level.Rooms[r->flippedRoom];
doorData->d2flip.floor = GetSector(r, doorItem->Position.xPos - r->x, doorItem->Position.zPos - r->z);
roomNumber = doorData->d2flip.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = doorData->d2flip.floor->Box;
else
{
auto* b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, doorItem->Position.xPos - b->x, doorItem->Position.zPos - b->z)->Box;
}
doorData->d2flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
doorData->d2flip.data = *doorData->d2flip.floor;
}
else
doorData->d2flip.floor = NULL;
ShutThatDoor(&doorData->d2, doorData);
ShutThatDoor(&doorData->d2flip, doorData);
roomNumber = doorItem->RoomNumber;
ItemNewRoom(itemNumber, twoRoom);
doorItem->RoomNumber = roomNumber;
doorItem->InDrawRoom = true;
}
}
void DoorCollision(short itemNumber, ITEM_INFO* laraItem, CollisionInfo* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* doorItem = &g_Level.Items[itemNumber];
if (doorItem->TriggerFlags == 2 &&
doorItem->Status == ITEM_NOT_ACTIVE && !doorItem->Animation.Airborne && // CHECK
((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM) &&
laraItem->Animation.ActiveState == LS_IDLE &&
laraItem->Animation.AnimNumber == LA_STAND_IDLE &&
!laraItem->HitStatus &&
laraInfo->Control.HandStatus == HandStatus::Free ||
laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber))
{
doorItem->Position.yRot ^= ANGLE(180.0f);
if (TestLaraPosition(&CrowbarDoorBounds, doorItem, laraItem))
{
if (!laraInfo->Control.IsMoving)
{
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Gui.IsObjectInInventory(ID_CROWBAR_ITEM))
{
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
doorItem->Position.yRot ^= ANGLE(180.0f);
}
else
{
if (OldPickupPos.x != laraItem->Position.xPos || OldPickupPos.y != laraItem->Position.yPos || OldPickupPos.z != laraItem->Position.zPos)
{
OldPickupPos.x = laraItem->Position.xPos;
OldPickupPos.y = laraItem->Position.yPos;
OldPickupPos.z = laraItem->Position.zPos;
SayNo();
}
doorItem->Position.yRot ^= ANGLE(180.0f);
}
return;
}
if (g_Gui.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
{
doorItem->Position.yRot ^= ANGLE(180.0f);
return;
}
}
g_Gui.SetInventoryItemChosen(NO_ITEM);
if (MoveLaraPosition(&CrowbarDoorPos, doorItem, laraItem))
{
SetAnimation(laraItem, LA_DOOR_OPEN_CROWBAR);
doorItem->Position.yRot ^= ANGLE(180.0f);
AddActiveItem(itemNumber);
laraInfo->Control.IsMoving = 0;
laraInfo->Control.HandStatus = HandStatus::Busy;
doorItem->Flags |= IFLAG_ACTIVATION_MASK;
doorItem->Status = ITEM_ACTIVE;
doorItem->Animation.TargetState = LS_RUN_FORWARD;
return;
}
laraInfo->InteractedItem = itemNumber;
}
else if (laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
laraInfo->Control.IsMoving = 0;
laraInfo->Control.HandStatus = HandStatus::Free;
}
doorItem->Position.yRot ^= ANGLE(180.0f);
}
if (TestBoundsCollide(doorItem, laraItem, coll->Setup.Radius))
{
if (TestCollision(doorItem, laraItem))
{
if (coll->Setup.EnableObjectPush)
{
if (!(doorItem->ObjectNumber >= ID_LIFT_DOORS1 &&
doorItem->ObjectNumber <= ID_LIFT_DOORS2) || doorItem->ItemFlags[0])
{
ItemPushItem(doorItem, laraItem, coll, FALSE, TRUE);
}
}
}
}
}
void DoorControl(short itemNumber)
{
auto* doorItem = &g_Level.Items[itemNumber];
auto* doorData = (DOOR_DATA*)doorItem->Data;
// Doors with OCB = 1 are raisable with cog switchs
if (doorItem->TriggerFlags == 1)
{
if (doorItem->ItemFlags[0])
{
auto* bounds = GetBoundsAccurate(doorItem);
doorItem->ItemFlags[0]--;
doorItem->Position.yPos -= TEN::Entities::Switches::COG_DOOR_SPEED;
int y = bounds->Y1 + doorItem->ItemFlags[2] - STEP_SIZE;
if (doorItem->Position.yPos < y)
{
doorItem->Position.yPos = y;
doorItem->ItemFlags[0] = 0;
}
if (!doorData->opened)
{
OpenThatDoor(&doorData->d1, doorData);
OpenThatDoor(&doorData->d2, doorData);
OpenThatDoor(&doorData->d1flip, doorData);
OpenThatDoor(&doorData->d2flip, doorData);
doorData->opened = true;
}
}
else
{
if (doorItem->Position.yPos < doorItem->StartPosition.yPos)
doorItem->Position.yPos += 4;
if (doorItem->Position.yPos >= doorItem->StartPosition.yPos)
{
doorItem->Position.yPos = doorItem->StartPosition.yPos;
if (doorData->opened)
{
ShutThatDoor(&doorData->d1, doorData);
ShutThatDoor(&doorData->d2, doorData);
ShutThatDoor(&doorData->d1flip, doorData);
ShutThatDoor(&doorData->d2flip, doorData);
doorData->opened = false;
}
}
}
return;
}
if (doorItem->ObjectNumber < ID_LIFT_DOORS1 || doorItem->ObjectNumber > ID_LIFT_DOORS2)
{
if (TriggerActive(doorItem))
{
if (doorItem->Animation.ActiveState == 0)
doorItem->Animation.TargetState = 1;
else if (!doorData->opened)
{
OpenThatDoor(&doorData->d1, doorData);
OpenThatDoor(&doorData->d2, doorData);
OpenThatDoor(&doorData->d1flip, doorData);
OpenThatDoor(&doorData->d2flip, doorData);
doorData->opened = true;
}
}
else
{
doorItem->Status = ITEM_ACTIVE;
if (doorItem->Animation.ActiveState == 1)
doorItem->Animation.TargetState = 0;
else if (doorData->opened)
{
ShutThatDoor(&doorData->d1, doorData);
ShutThatDoor(&doorData->d2, doorData);
ShutThatDoor(&doorData->d1flip, doorData);
ShutThatDoor(&doorData->d2flip, doorData);
doorData->opened = false;
}
}
}
else
{
// TR5 lift doors
/*if (!TriggerActive(item))
{
if (item->itemFlags[0] >= SECTOR(4))
{
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = false;
}
}
else
{
if (!item->itemFlags[0])
SoundEffect(SFX_TR5_LIFT_DOORS, &item->pos, 0);
item->itemFlags[0] += STEP_SIZE;
}
}
else
{
if (item->itemFlags[0] > 0)
{
if (item->itemFlags[0] == SECTOR(4))
SoundEffect(SFX_TR5_LIFT_DOORS, &item->pos, 0);
item->itemFlags[0] -= STEP_SIZE;
}
if (!door->opened)
{
DontUnlockBox = true;
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
DontUnlockBox = false;
door->opened = true;
}
}*/
}
AnimateItem(doorItem);
}
void OpenThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;
if (floor != NULL)
{
*doorPos->floor = doorPos->data;
short boxIndex = doorPos->block;
if (boxIndex != NO_BOX)
{
g_Level.Boxes[boxIndex].flags &= ~BLOCKED;
for (int i = 0; i < ActiveCreatures.size(); i++)
{
ActiveCreatures[i]->LOT.TargetBox = NO_BOX;
}
}
}
}
void ShutThatDoor(DOORPOS_DATA* doorPos, DOOR_DATA* dd)
{
FLOOR_INFO* floor = doorPos->floor;
if (floor)
{
floor->Box = NO_BOX;
floor->TriggerIndex = 0;
// FIXME: HACK!!!!!!!
// We should find a better way of dealing with doors using new floordata.
floor->WallPortal = -1;
floor->FloorCollision.Portals[0] = NO_ROOM;
floor->FloorCollision.Portals[1] = NO_ROOM;
floor->CeilingCollision.Portals[0] = NO_ROOM;
floor->CeilingCollision.Portals[1] = NO_ROOM;
floor->FloorCollision.Planes[0] = WALL_PLANE;
floor->FloorCollision.Planes[1] = WALL_PLANE;
floor->CeilingCollision.Planes[0] = WALL_PLANE;
floor->CeilingCollision.Planes[1] = WALL_PLANE;
short boxIndex = doorPos->block;
if (boxIndex != NO_BOX)
{
g_Level.Boxes[boxIndex].flags |= BLOCKED;
for (int i = 0; i < ActiveCreatures.size(); i++)
ActiveCreatures[i]->LOT.TargetBox = NO_BOX;
}
}
}
}