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

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#include "framework.h"
#include "cog_switch.h"
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#include "control/control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
#include "itemdata/door_data.h"
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#include "control/box.h"
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#include "generic_doors.h"
#include "collide.h"
#include "animation.h"
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#include "item.h"
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using namespace TEN::Entities::Doors;
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namespace TEN::Entities::Switches
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{
OBJECT_COLLISION_BOUNDS CogSwitchBounds =
{
-512, 512,
0, 0,
-1536, -512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR CogSwitchPos(0, 0, -856);
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
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auto item = &g_Level.Items[itemNum];
auto triggerIndex = GetTriggerIndex(item);
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int targetItemNum;
ITEM_INFO* target = nullptr;
DOOR_DATA* door = nullptr;
// Try to find first item in a trigger list, and if it is a door,
// attach it to cog. If no object found or object is not door,
// bypass further processing and do ordinary object collision.
if (triggerIndex)
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{
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short* trigger = triggerIndex;
targetItemNum = trigger[3] & VALUE_BITS;
if (targetItemNum < g_Level.Items.size())
{
target = &g_Level.Items[targetItemNum];
if (target->data.is<DOOR_DATA>())
door = (DOOR_DATA*)target->data;
}
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}
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// Door was not found, do ordinary collision and exit.
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if (door == nullptr)
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{
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ObjectCollision(itemNum, l, coll);
return;
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}
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// Door is found, attach to it.
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if (item->status == ITEM_NOT_ACTIVE)
{
if (!(item->flags & ONESHOT)
&& (TrInput & IN_ACTION
&& !Lara.gunStatus
&& !item->gravityStatus
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
|| Lara.isMoving
&& Lara.interactedItem == itemNum))
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{
if (TestLaraPosition(&CogSwitchBounds, item, l))
{
if (MoveLaraPosition(&CogSwitchPos, item, l))
{
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.interactedItem = targetItemNum;
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l->animNumber = LA_COGWHEEL_GRAB;
l->goalAnimState = LS_COGWHEEL;
l->currentAnimState = LS_COGWHEEL;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
AddActiveItem(itemNum);
item->goalAnimState = SWITCH_ON;
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item->status = ITEM_ACTIVE;
if (door != NULL)
{
if (!door->opened)
{
AddActiveItem((target - g_Level.Items.data()));
target->status = ITEM_ACTIVE;
}
}
}
else
{
Lara.interactedItem = itemNum;
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}
return;
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
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{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
ObjectCollision(itemNum, l, coll);
}
}
void CogSwitchControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
AnimateItem(item);
if (item->currentAnimState == SWITCH_ON)
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{
if (item->goalAnimState == SWITCH_ON && !(TrInput & IN_ACTION))
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{
LaraItem->goalAnimState = LS_STOP;
item->goalAnimState = SWITCH_OFF;
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}
if (LaraItem->animNumber == LA_COGWHEEL_PULL)
{
if (LaraItem->frameNumber == g_Level.Anims[LaraItem->animNumber].frameBase + 10)
{
ITEM_INFO* doorItem = &g_Level.Items[Lara.interactedItem];
doorItem->itemFlags[0] = COG_DOOR_TURN;
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}
}
}
else
{
if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
{
item->currentAnimState = SWITCH_OFF;
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item->status = ITEM_NOT_ACTIVE;
RemoveActiveItem(itemNumber);
LaraItem->animNumber = LA_STAND_SOLID;
LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
LaraItem->goalAnimState = LS_STOP;
LaraItem->currentAnimState = LS_STOP;
Lara.gunStatus = LG_NO_ARMS;
}
}
}
}