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

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2021-08-28 06:37:22 +02:00
#include "framework.h"
#include "turn_switch.h"
#include "control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
#include "door.h"
#include "sound.h"
#include "switch.h"
namespace TEN::Entities::Switches
{
enum TurnSwitchDirection
{
TURN_SWITCH_STOP,
TURN_SWITCH_ANTICLOCKWISE,
TURN_SWITCH_CLOCKWISE
};
OBJECT_COLLISION_BOUNDS TurnSwitchBoundsA =
{
512, 896,
0, 0,
-512, 0,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR TurnSwitchPos = { 650, 0, 138 };
OBJECT_COLLISION_BOUNDS TurnSwitchBoundsC =
{
512, 896,
0, 0,
0, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR TurnSwitchPosA = { 650, 0, -138 };
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
int flag = 0;
if (item->currentAnimState
&& TrInput & IN_ACTION
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& !l->gravityStatus
&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
short ItemNos[8];
if (TestLaraPosition(&TurnSwitchBoundsA, item, l))
{
if (MoveLaraPosition(&TurnSwitchPosA, item, l))
{
l->animNumber = LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE;
l->frameNumber = g_Level.Anims[LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->itemFlags[0] = 1;
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot);
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = LA_REACH;
UseForcedFixedCamera = true;
ForcedFixedCamera.y = item->pos.yPos - 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
item->itemFlags[1] = 0;
if (GetSwitchTrigger(item, ItemNos, 0))
{
if (!TriggerActive(&g_Level.Items[ItemNos[0]]))
{
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex;
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
}
}
return;
}
Lara.generalPtr = (void*)itemNum;
}
else
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(&TurnSwitchBoundsC, item, l))
{
if (MoveLaraPosition(&TurnSwitchPos, item, l))
{
l->animNumber = 319;
flag = 1;
l->frameNumber = g_Level.Anims[319].frameBase;
item->itemFlags[0] = 2;
ForcedFixedCamera.x = item->pos.xPos + 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos + 1024 * phd_cos(item->pos.yRot);
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
if (flag)
{
Lara.isMoving = 0;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = LA_REACH;
UseForcedFixedCamera = true;
ForcedFixedCamera.y = item->pos.yPos - 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
item->itemFlags[1] = 0;
if (GetSwitchTrigger(item, ItemNos, 0))
{
if (!TriggerActive(&g_Level.Items[ItemNos[0]]))
{
g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex + 4;
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
}
}
return;
}
}
}
if (coll->enableBaddiePush && TestBoundsCollide(item, l, coll->radius))
{
GlobalCollisionBounds.X1 = -512;
GlobalCollisionBounds.X2 = 512;
GlobalCollisionBounds.Y1 = -512;
GlobalCollisionBounds.Y2 = 0;
GlobalCollisionBounds.Z1 = -512;
GlobalCollisionBounds.Z2 = 512;
ItemPushLara(item, l, coll, 0, 2);
GlobalCollisionBounds.X1 = 256;
GlobalCollisionBounds.X2 = 1024;
GlobalCollisionBounds.Z1 = -128;
GlobalCollisionBounds.Z2 = 128;
ItemPushLara(item, l, coll, 0, 2);
}
}
void TurnSwitchControl(short itemNum)
{
ITEM_INFO* l = LaraItem;
ITEM_INFO* item = &g_Level.Items[itemNum];
if (g_Level.Items[itemNum].itemFlags[0] == TURN_SWITCH_CLOCKWISE)
{
if (item->animNumber == Objects[item->objectNumber].animIndex + 2)
{
item->pos.yRot += ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = LA_TURNSWITCH_PUSH_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 1;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_END
&& l->frameNumber == g_Level.Anims[l->animNumber].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
}
}
else
{
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 6)
{
item->pos.yRot -= ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 5;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END && l->frameNumber == g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
}
}
AnimateItem(item);
if (item->itemFlags[1] == 1)
{
l->animNumber = LA_STAND_IDLE;
l->currentAnimState = LS_STOP;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->status = ITEM_NOT_ACTIVE;
RemoveActiveItem(itemNum);
Lara.gunStatus = LG_NO_ARMS;
UseForcedFixedCamera = 0;
item->itemFlags[1] = 2;
}
}
}