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

161 lines
3.6 KiB
C++
Raw Normal View History

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