2021-08-26 05:46:10 +02:00
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#include "framework.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/control/control.h"
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#include "Specific/input.h"
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#include "Specific/level.h"
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#include "Game/Lara/lara.h"
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2022-02-08 20:45:21 +11:00
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#include "Game/Lara/lara_helpers.h"
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2021-12-24 03:32:19 +03:00
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#include "Objects/Generic/Switches/generic_switch.h"
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2021-12-22 16:23:57 +03:00
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#include "Game/animation.h"
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#include "Game/collision/collide_item.h"
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#include "Game/items.h"
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2021-09-25 11:27:47 +02:00
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2021-08-28 06:37:22 +02:00
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namespace TEN::Entities::Switches
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{
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OBJECT_COLLISION_BOUNDS SwitchBounds =
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{
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0, 0,
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0, 0,
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0, 0,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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PHD_VECTOR SwitchPos = { 0, 0, 0 };
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void SwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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item->Flags |= 0x3E00;
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if (!TriggerActive(item) && !(item->Flags & ONESHOT))
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{
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if (item->ObjectNumber == ID_JUMP_SWITCH)
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{
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item->TargetState = SWITCH_OFF;
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item->Timer = 0;
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AnimateItem(item);
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}
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else
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{
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item->TargetState = SWITCH_ON;
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item->Timer = 0;
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}
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}
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AnimateItem(item);
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}
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void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if (TrInput & IN_ACTION
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&& l->ActiveState == LS_IDLE
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&& l->AnimNumber == LA_STAND_IDLE
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&& Lara.Control.HandStatus == HandStatus::Free
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&& item->Status == ITEM_NOT_ACTIVE
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&& !(item->Flags & 0x100)
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&& item->TriggerFlags >= 0
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|| Lara.Control.IsMoving && Lara.interactedItem == itemNum)
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{
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BOUNDING_BOX* bounds = GetBoundsAccurate(item);
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if (item->TriggerFlags == 3 && item->ActiveState == SWITCH_ON
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|| item->TriggerFlags >= 5 && item->TriggerFlags <= 7
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&& item->ActiveState == SWITCH_OFF)
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return;
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SwitchBounds.boundingBox.X1 = bounds->X1 - 256;
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SwitchBounds.boundingBox.X2 = bounds->X2 + 256;
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if (item->TriggerFlags)
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{
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SwitchBounds.boundingBox.Z1 = bounds->Z1 - 512;
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SwitchBounds.boundingBox.Z2 = bounds->Z2 + 512;
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if (item->TriggerFlags == 3)
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{
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SwitchPos.z = bounds->Z1 - 256;
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}
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else
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{
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SwitchPos.z = bounds->Z1 - 128;
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}
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}
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else
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{
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SwitchBounds.boundingBox.Z1 = bounds->Z1 - 200;
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SwitchBounds.boundingBox.Z2 = bounds->Z2 + 200;
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SwitchPos.z = bounds->Z1 - 64;
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}
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if (TestLaraPosition(&SwitchBounds, item, l))
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{
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if (MoveLaraPosition(&SwitchPos, item, l))
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{
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if (item->ActiveState == SWITCH_ON) /* Switch down */
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{
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if (item->TriggerFlags)
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{
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l->AnimNumber = LA_HOLESWITCH_ACTIVATE;
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l->ActiveState = LS_HOLE;
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}
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else
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{
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l->ActiveState = LS_SWITCH_UP;
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l->AnimNumber = LA_WALLSWITCH_DOWN;
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}
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item->TargetState = SWITCH_OFF;
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}
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else /* Switch up */
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{
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if (item->TriggerFlags)
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{
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if (item->TriggerFlags == 3)
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{
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l->AnimNumber = LA_BUTTON_LARGE_PUSH;
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}
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else
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{
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l->AnimNumber = LA_HOLESWITCH_ACTIVATE;
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l->ActiveState = LS_HOLE;
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}
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}
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else
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{
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l->ActiveState = LS_SWITCH_DOWN;
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l->AnimNumber = LA_WALLSWITCH_UP;
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}
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item->TargetState = SWITCH_ON;
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}
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l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
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Lara.Control.IsMoving = false;
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Lara.Control.HandStatus = HandStatus::Busy;
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ResetLaraFlex(l);
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AddActiveItem(itemNum);
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item->Status = ITEM_ACTIVE;
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AnimateItem(item);
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}
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else
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{
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2021-09-05 11:18:37 +02:00
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Lara.interactedItem = itemNum;
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}
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}
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else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
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{
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Lara.Control.IsMoving = false;
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Lara.Control.HandStatus = HandStatus::Free;
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}
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return;
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}
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if (l->ActiveState != LS_SWITCH_DOWN && l->ActiveState != LS_SWITCH_UP)
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ObjectCollision(itemNum, l, coll);
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}
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}
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