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https://github.com/TombEngine/TombEngine.git
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207 lines
4.2 KiB
C++
207 lines
4.2 KiB
C++
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#include "framework.h"
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#include "jump_switch.h"
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#include "control.h"
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#include "input.h"
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#include "lara.h"
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#include "crowbar_switch.h"
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#include "newinv2.h"
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#include "sound.h"
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namespace ten::entities::switches
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{
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PHD_VECTOR CrowbarPos = { -89, 0, -328 };
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OBJECT_COLLISION_BOUNDS CrowbarBounds =
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{
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-256, 256,
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0, 0,
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-512, -256,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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PHD_VECTOR CrowbarPos2 = { 89, 0, 328 };
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OBJECT_COLLISION_BOUNDS CrowbarBounds2 =
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{
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-256, 256,
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0, 0,
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256, 512,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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extern PHD_VECTOR OldPickupPos;
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void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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int doSwitch = 0;
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if ((!(TrInput & IN_ACTION) &&
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM
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#else
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g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM
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#endif
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|| l->currentAnimState != LS_STOP
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|| l->animNumber != LA_STAND_IDLE
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|| Lara.gunStatus
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|| item->itemFlags[0])
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&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (item->currentAnimState)
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{
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if (item->currentAnimState != 1)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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l->pos.yRot ^= (short)ANGLE(180);
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if (TestLaraPosition(&CrowbarBounds2, item, l))
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{
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if (Lara.isMoving ||
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen == ID_CROWBAR_ITEM
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#else
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g_Inventory.GetSelectedObject() == ID_CROWBAR_ITEM
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#endif
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)
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{
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if (MoveLaraPosition(&CrowbarPos2, item, l))
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{
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l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
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doSwitch = 1;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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item->goalAnimState = 0;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = NO_ITEM;
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#else
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g_Inventory.SetSelectedObject(NO_ITEM);
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#endif
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}
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else
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{
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doSwitch = -1;
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}
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}
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else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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l->pos.yRot ^= (short)ANGLE(180);
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}
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else
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{
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if (!TestLaraPosition(&CrowbarBounds, item, l))
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{
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if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (!(Lara.isMoving &&
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen != ID_CROWBAR_ITEM)
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#else
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g_Inventory.GetSelectedObject() != ID_CROWBAR_ITEM)
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#endif
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)
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{
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if (Lara.Crowbar)
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = ID_CROWBAR_ITEM;
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#else
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g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
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#endif
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else
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{
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if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
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{
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OldPickupPos.x = l->pos.xPos;
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OldPickupPos.y = l->pos.yPos;
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OldPickupPos.z = l->pos.zPos;
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SayNo();
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}
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}
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return;
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}
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if (MoveLaraPosition(&CrowbarPos, item, l))
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{
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l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
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doSwitch = 1;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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item->goalAnimState = 1;
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}
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else
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{
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Lara.generalPtr = (void*)itemNum;
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}
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#ifdef NEW_INV
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GLOBAL_inventoryitemchosen = NO_ITEM;
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#else
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g_Inventory.SetSelectedObject(NO_ITEM);
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#endif
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}
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if (!doSwitch)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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if (doSwitch != -1)
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{
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l->goalAnimState = LS_SWITCH_DOWN;
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l->currentAnimState = LS_SWITCH_DOWN;
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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item->status = ITEM_ACTIVE;
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AddActiveItem(itemNum);
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AnimateItem(item);
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return;
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}
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if (Lara.Crowbar)
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#ifdef NEW_INV
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GLOBAL_enterinventory = ID_CROWBAR_ITEM;
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#else
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g_Inventory.SetEnterObject(ID_CROWBAR_ITEM);
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#endif
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else
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{
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if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
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{
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OldPickupPos.x = l->pos.xPos;
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OldPickupPos.y = l->pos.yPos;
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OldPickupPos.z = l->pos.zPos;
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SayNo();
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}
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}
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}
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}
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