2021-08-26 05:46:10 +02:00
|
|
|
#include "framework.h"
|
|
|
|
#include "input.h"
|
|
|
|
#include "lara.h"
|
|
|
|
#include "underwater_switch.h"
|
|
|
|
#include "generic_switch.h"
|
2021-08-28 13:27:58 +02:00
|
|
|
#include "camera.h"
|
|
|
|
#include "collide.h"
|
2021-08-31 17:37:15 +02:00
|
|
|
#include "level.h"
|
2021-09-16 05:06:03 +03:00
|
|
|
#include "animation.h"
|
2021-09-24 07:53:42 +02:00
|
|
|
#include "item.h"
|
2021-08-26 05:46:10 +02:00
|
|
|
|
2021-08-28 06:37:22 +02:00
|
|
|
namespace TEN::Entities::Switches
|
2021-08-26 05:46:10 +02:00
|
|
|
{
|
|
|
|
OBJECT_COLLISION_BOUNDS UnderwaterSwitchBounds =
|
|
|
|
{
|
|
|
|
-1024, 1024,
|
|
|
|
-1024, 1024,
|
|
|
|
-1024, 512,
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80)
|
|
|
|
};
|
|
|
|
|
|
|
|
PHD_VECTOR UnderwaterSwitchPos = { 0, 0, 108 };
|
|
|
|
|
|
|
|
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds1 =
|
|
|
|
{
|
|
|
|
-256, 256,
|
|
|
|
-1280, -512,
|
|
|
|
-512, 0,
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80)
|
|
|
|
};
|
|
|
|
|
|
|
|
PHD_VECTOR CeilingUnderwaterSwitchPos1 = { 0, -736, -416 };
|
|
|
|
|
|
|
|
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds2 =
|
|
|
|
{
|
|
|
|
-256, 256,
|
|
|
|
-1280, -512,
|
|
|
|
0, 512,
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80),
|
|
|
|
-ANGLE(80), ANGLE(80)
|
|
|
|
};
|
|
|
|
|
|
|
|
PHD_VECTOR CeilingUnderwaterSwitchPos2 = { 0, -736, 416 };
|
|
|
|
|
|
|
|
void UnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
|
|
{
|
|
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
|
2021-09-06 05:27:27 +02:00
|
|
|
if (item->triggerFlags == 0)
|
|
|
|
{
|
|
|
|
WallUnderwaterSwitchCollision(itemNum, l, coll);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CeilingUnderwaterSwitchCollision(itemNum, l, coll);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void WallUnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
|
|
{
|
|
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
|
2021-08-26 05:46:10 +02:00
|
|
|
if (TrInput & IN_ACTION)
|
|
|
|
{
|
|
|
|
if (item->status == ITEM_NOT_ACTIVE
|
|
|
|
&& Lara.waterStatus == LW_UNDERWATER
|
|
|
|
&& !Lara.gunStatus
|
|
|
|
&& l->currentAnimState == LS_UNDERWATER_STOP)
|
|
|
|
{
|
|
|
|
if (TestLaraPosition(&UnderwaterSwitchBounds, item, l))
|
|
|
|
{
|
|
|
|
if (item->currentAnimState == SWITCH_ON
|
|
|
|
|| item->currentAnimState == SWITCH_OFF)
|
|
|
|
{
|
|
|
|
if (MoveLaraPosition(&UnderwaterSwitchPos, item, l))
|
|
|
|
{
|
|
|
|
l->fallspeed = 0;
|
|
|
|
l->goalAnimState = LS_SWITCH_DOWN;
|
|
|
|
|
|
|
|
do
|
|
|
|
{
|
|
|
|
AnimateLara(l);
|
|
|
|
} while (l->goalAnimState != LS_SWITCH_DOWN);
|
|
|
|
|
|
|
|
l->goalAnimState = LS_UNDERWATER_STOP;
|
|
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
|
|
item->goalAnimState = item->currentAnimState != SWITCH_ON;
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
AnimateItem(item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void CeilingUnderwaterSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
|
|
{
|
|
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
int flag = 0;
|
|
|
|
|
|
|
|
if (TrInput & IN_ACTION
|
|
|
|
&& Lara.waterStatus == LW_UNDERWATER
|
|
|
|
&& l->currentAnimState == LS_UNDERWATER_STOP
|
|
|
|
&& l->animNumber == LA_UNDERWATER_IDLE
|
|
|
|
&& !Lara.gunStatus
|
|
|
|
&& (item->currentAnimState == SWITCH_OFF)
|
2021-09-05 11:18:37 +02:00
|
|
|
|| Lara.isMoving && Lara.interactedItem == itemNum)
|
2021-08-26 05:46:10 +02:00
|
|
|
{
|
|
|
|
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds1, item, l))
|
|
|
|
{
|
|
|
|
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos1, item, l))
|
|
|
|
flag = 1;
|
|
|
|
else
|
2021-09-05 11:18:37 +02:00
|
|
|
Lara.interactedItem = itemNum;
|
2021-08-26 05:46:10 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
l->pos.yRot ^= 0x8000;
|
|
|
|
|
|
|
|
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds2, item, l))
|
|
|
|
{
|
|
|
|
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos2, item, l))
|
|
|
|
flag = 1;
|
|
|
|
else
|
2021-09-05 11:18:37 +02:00
|
|
|
Lara.interactedItem = itemNum;
|
2021-08-26 05:46:10 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
l->pos.yRot ^= 0x8000;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (flag)
|
|
|
|
{
|
|
|
|
l->currentAnimState = LS_SWITCH_DOWN;
|
|
|
|
l->animNumber = LA_UNDERWATER_CEILING_SWITCH_PULL;
|
|
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
|
|
l->fallspeed = 0;
|
|
|
|
Lara.isMoving = false;
|
|
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
|
|
item->goalAnimState = SWITCH_ON;
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
|
|
|
|
ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot + ANGLE(90));
|
|
|
|
ForcedFixedCamera.y = item->pos.yPos - 1024;
|
|
|
|
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot + ANGLE(90));
|
|
|
|
ForcedFixedCamera.roomNumber = item->roomNumber;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|