TombEngine/TR5Main/Objects/Generic/Doors/generic_doors.cpp
2021-11-16 15:51:50 +03:00

441 lines
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11 KiB
C++

#include "framework.h"
#include "generic_doors.h"
#include "level.h"
#include "control/control.h"
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"
#include "animation.h"
#include "sphere.h"
#include "cog_switch.h"
#include "objectslist.h"
#include "lara_struct.h"
#include "lara.h"
#include "trmath.h"
#include "misc.h"
#include "itemdata/door_data.h"
#include "collide.h"
#include "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), ANGLE(80),
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80)
};
void InitialiseDoor(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->objectNumber == ID_SEQUENCE_DOOR1)
item->flags &= 0xBFFFu;
if (item->objectNumber == ID_LIFT_DOORS1 || item->objectNumber == ID_LIFT_DOORS2)
item->itemFlags[0] = 4096;
item->data = ITEM_DATA(DOOR_DATA());
DOOR_DATA* door = item->data;
door->opened = false;
door->dptr1 = nullptr;
door->dptr2 = nullptr;
door->dptr3 = nullptr;
door->dptr4 = nullptr;
short boxNumber, twoRoom;
int xOffset = 0;
int zOffset = 0;
if (item->pos.yRot == 0)
zOffset = -WALL_SIZE;
else if (item->pos.yRot == ANGLE(180))
zOffset = WALL_SIZE;
else if (item->pos.yRot == ANGLE(90))
xOffset = -WALL_SIZE;
else
xOffset = WALL_SIZE;
auto r = &g_Level.Rooms[item->roomNumber];
door->d1.floor = GetSector(r, item->pos.xPos - r->x + xOffset, item->pos.zPos - r->z + zOffset);
auto roomNumber = door->d1.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = door->d1.floor->Box;
else
{
auto b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, item->pos.xPos - b->x + xOffset, item->pos.zPos - b->z + zOffset)->Box;
}
door->d1.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
door->d1.data = *door->d1.floor;
if (r->flippedRoom != -1)
{
r = &g_Level.Rooms[r->flippedRoom];
door->d1flip.floor = GetSector(r, item->pos.xPos - r->x + xOffset, item->pos.zPos - r->z + zOffset);
roomNumber = door->d1flip.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = door->d1flip.floor->Box;
else
{
auto b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, item->pos.xPos - b->x + xOffset, item->pos.zPos - b->z + zOffset)->Box;
}
door->d1flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
door->d1flip.data = *door->d1flip.floor;
}
else
door->d1flip.floor = NULL;
twoRoom = door->d1.floor->WallPortal;
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d1flip, door);
if (twoRoom == NO_ROOM)
{
door->d2.floor = NULL;
door->d2flip.floor = NULL;
}
else
{
r = &g_Level.Rooms[twoRoom];
door->d2.floor = GetSector(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
roomNumber = door->d2.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = door->d2.floor->Box;
else
{
auto b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, item->pos.xPos - b->x, item->pos.zPos - b->z)->Box;
}
door->d2.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
door->d2.data = *door->d2.floor;
if (r->flippedRoom != -1)
{
r = &g_Level.Rooms[r->flippedRoom];
door->d2flip.floor = GetSector(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
roomNumber = door->d2flip.floor->WallPortal;
if (roomNumber == NO_ROOM)
boxNumber = door->d2flip.floor->Box;
else
{
auto b = &g_Level.Rooms[roomNumber];
boxNumber = GetSector(b, item->pos.xPos - b->x, item->pos.zPos - b->z)->Box;
}
door->d2flip.block = (boxNumber != NO_BOX && g_Level.Boxes[boxNumber].flags & BLOCKABLE) ? boxNumber : NO_BOX;
door->d2flip.data = *door->d2flip.floor;
}
else
door->d2flip.floor = NULL;
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d2flip, door);
roomNumber = item->roomNumber;
ItemNewRoom(itemNumber, twoRoom);
item->roomNumber = roomNumber;
item->inDrawRoom = true;
}
}
void DoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->triggerFlags == 2
&& item->status == ITEM_NOT_ACTIVE && !item->gravityStatus // CHECK
&& ((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& !l->hitStatus
&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.interactedItem == itemNum))
{
item->pos.yRot ^= ANGLE(180);
if (TestLaraPosition(&CrowbarDoorBounds, item, l))
{
if (!Lara.isMoving)
{
if (g_Gui.GetInventoryItemChosen() == NO_ITEM)
{
if (g_Gui.IsObjectInInventory(ID_CROWBAR_ITEM))
{
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
item->pos.yRot ^= ANGLE(180);
}
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
{
OldPickupPos.x = l->pos.xPos;
OldPickupPos.y = l->pos.yPos;
OldPickupPos.z = l->pos.zPos;
SayNo();
}
item->pos.yRot ^= ANGLE(180);
}
return;
}
if (g_Gui.GetInventoryItemChosen() != ID_CROWBAR_ITEM)
{
item->pos.yRot ^= ANGLE(180);
return;
}
}
g_Gui.SetInventoryItemChosen(NO_ITEM);
if (MoveLaraPosition(&CrowbarDoorPos, item, l))
{
SetAnimation(l, LA_DOOR_OPEN_CROWBAR);
item->pos.yRot ^= ANGLE(180);
AddActiveItem(itemNum);
item->flags |= IFLAG_ACTIVATION_MASK;
item->status = ITEM_ACTIVE;
item->goalAnimState = LS_RUN_FORWARD;
Lara.isMoving = 0;
Lara.gunStatus = LG_HANDS_BUSY;
return;
}
Lara.interactedItem = itemNum;
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = 0;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot ^= ANGLE(180);
}
if (TestBoundsCollide(item, l, coll->Setup.Radius))
{
if (TestCollision(item, l))
{
if (coll->Setup.EnableObjectPush)
{
if (!(item->objectNumber >= ID_LIFT_DOORS1 && item->objectNumber <= ID_LIFT_DOORS2) || item->itemFlags[0])
{
ItemPushItem(item, l, coll, FALSE, TRUE);
}
}
}
}
}
void DoorControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
DOOR_DATA* door = (DOOR_DATA*)item->data;
// Doors with OCB = 1 are raisable with cog switchs
if (item->triggerFlags == 1)
{
if (item->itemFlags[0])
{
BOUNDING_BOX* bounds = GetBoundsAccurate(item);
item->itemFlags[0]--;
item->pos.yPos -= TEN::Entities::Switches::COG_DOOR_SPEED;
int y = bounds->Y1 + item->itemFlags[2] - STEP_SIZE;
if (item->pos.yPos < y)
{
item->pos.yPos = y;
item->itemFlags[0] = 0;
}
if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = true;
}
}
else
{
if (item->pos.yPos < item->startPos.yPos)
item->pos.yPos += 4;
if (item->pos.yPos >= item->startPos.yPos)
{
item->pos.yPos = item->startPos.yPos;
if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->opened = false;
}
}
}
return;
}
if (item->objectNumber < ID_LIFT_DOORS1 || item->objectNumber > ID_LIFT_DOORS2)
{
if (TriggerActive(item))
{
if (item->currentAnimState == 0)
{
item->goalAnimState = 1;
}
else if (!door->opened)
{
OpenThatDoor(&door->d1, door);
OpenThatDoor(&door->d2, door);
OpenThatDoor(&door->d1flip, door);
OpenThatDoor(&door->d2flip, door);
door->opened = true;
}
}
else
{
item->status = ITEM_ACTIVE;
if (item->currentAnimState == 1)
{
item->goalAnimState = 0;
}
else if (door->opened)
{
ShutThatDoor(&door->d1, door);
ShutThatDoor(&door->d2, door);
ShutThatDoor(&door->d1flip, door);
ShutThatDoor(&door->d2flip, door);
door->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(item);
}
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;
}
}
}
}
}