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

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#include "framework.h"
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#include "Objects/Generic/Switches/rail_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/generic_switch.h"
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#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 RailSwitchPos = { 0, 0, -550 };
OBJECT_COLLISION_BOUNDS RailSwitchBounds =
{
-256, 256,
0, 0,
-768, -512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR RailSwitchPos2 = { 0, 0, 550 };
OBJECT_COLLISION_BOUNDS RailSwitchBounds2 =
{
-256, 256,
0, 0,
512, 768,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int flag = 0;
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)
&& (!Lara.Control.IsMoving
|| Lara.interactedItem != itemNum))
{
ObjectCollision(itemNum, l, coll);
}
else if (item->ActiveState)
{
if (item->ActiveState == SWITCH_ON)
{
l->Position.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(&RailSwitchBounds2, item, l))
{
if (MoveLaraPosition(&RailSwitchPos2, item, l))
{
item->TargetState = SWITCH_OFF;
flag = 1;
}
else
{
Lara.interactedItem = itemNum;
}
}
else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
}
l->Position.yRot ^= (short)ANGLE(180);
if (flag)
{
l->AnimNumber = LA_LEVER_PUSH;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
l->TargetState = LS_LEVERSWITCH_PUSH;
l->ActiveState = LS_LEVERSWITCH_PUSH;
Lara.Control.IsMoving = false;
ResetLaraFlex(l);
Lara.Control.HandStatus = HandStatus::Busy;
item->Status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
return;
}
}
ObjectCollision(itemNum, l, coll);
}
else
{
if (TestLaraPosition(&RailSwitchBounds, item, l))
{
if (MoveLaraPosition(&RailSwitchPos, item, l))
{
item->TargetState = SWITCH_ON;
l->AnimNumber = LA_LEVER_PUSH;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
l->TargetState = LS_LEVERSWITCH_PUSH;
l->ActiveState = LS_LEVERSWITCH_PUSH;
Lara.Control.IsMoving = false;
ResetLaraFlex(l);
Lara.Control.HandStatus = HandStatus::Busy;
item->Status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
}
else
{
Lara.interactedItem = itemNum;
}
}
else if (Lara.Control.IsMoving)
{
if (Lara.interactedItem == itemNum)
{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
}
}
ObjectCollision(itemNum, l, coll);
}
}
}