TombEngine/TR5Main/Objects/Generic/Switches/crowbar_switch.cpp

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#include "framework.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Specific/input.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
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#include "Objects/Generic/Switches/crowbar_switch.h"
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#include "Game/gui.h"
#include "Sound/sound.h"
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#include "Game/pickup/pickup.h"
#include "Specific/level.h"
#include "Game/collision/collide_item.h"
#include "Game/animation.h"
#include "Game/items.h"
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namespace TEN::Entities::Switches
{
PHD_VECTOR CrowbarPos = { -89, 0, -328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds =
{
-256, 256,
0, 0,
-512, -256,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR CrowbarPos2 = { 89, 0, 328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds2 =
{
-256, 256,
0, 0,
256, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int doSwitch = 0;
ITEM_INFO* item = &g_Level.Items[itemNum];
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if ((((TrInput & IN_ACTION) || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& l->ActiveState == LS_IDLE
&& l->AnimNumber == LA_STAND_IDLE
&& Lara.Control.HandStatus == HandStatus::Free
&& item->ItemFlags[0] == 0)
|| (Lara.Control.IsMoving && Lara.interactedItem == itemNum))
{
if (item->ActiveState == SWITCH_ON)
{
l->Position.yRot ^= (short)ANGLE(180);
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if (TestLaraPosition(&CrowbarBounds2, item, l))
{
if (Lara.Control.IsMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
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if (MoveLaraPosition(&CrowbarPos2, item, l))
{
doSwitch = 1;
l->AnimNumber = LA_CROWBAR_USE_ON_FLOOR;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
item->TargetState = SWITCH_OFF;
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}
else
{
Lara.interactedItem = itemNum;
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}
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g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{
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doSwitch = -1;
}
}
else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
}
l->Position.yRot ^= (short)ANGLE(180);
}
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else
{
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if (TestLaraPosition(&CrowbarBounds, item, l))
{
if (Lara.Control.IsMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
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{
if (MoveLaraPosition(&CrowbarPos, item, l))
{
doSwitch = 1;
l->AnimNumber = LA_CROWBAR_USE_ON_FLOOR;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
item->TargetState = SWITCH_ON;
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}
else
{
Lara.interactedItem = itemNum;
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}
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g_Gui.SetInventoryItemChosen(NO_ITEM);
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}
else
{
doSwitch = -1;
}
}
else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
}
}
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}
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if (doSwitch)
{
if (doSwitch == -1)
{
if (Lara.Crowbar)
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g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
else
{
if (OldPickupPos.x != l->Position.xPos || OldPickupPos.y != l->Position.yPos || OldPickupPos.z != l->Position.zPos)
{
OldPickupPos.x = l->Position.xPos;
OldPickupPos.y = l->Position.yPos;
OldPickupPos.z = l->Position.zPos;
SayNo();
}
}
}
else
{
l->TargetState = LS_SWITCH_DOWN;
l->ActiveState = LS_SWITCH_DOWN;
Lara.Control.IsMoving = false;
ResetLaraFlex(l);
Lara.Control.HandStatus = HandStatus::Busy;
item->Status = ITEM_ACTIVE;
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AddActiveItem(itemNum);
AnimateItem(item);
}
}
else
{
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ObjectCollision(itemNum, l, coll);
}
}
}