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

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