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

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#include "framework.h"
#include "control.h"
#include "input.h"
#include "lara.h"
#include "underwater_switch.h"
#include "newinv2.h"
#include "sound.h"
#include "generic_switch.h"
namespace ten::entities::switches
{
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];
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)
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds1, item, l))
{
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos1, item, l))
flag = 1;
else
Lara.generalPtr = (void*)itemNum;
}
else
{
l->pos.yRot ^= 0x8000;
if (TestLaraPosition(&CeilingUnderwaterSwitchBounds2, item, l))
{
if (MoveLaraPosition(&CeilingUnderwaterSwitchPos2, item, l))
flag = 1;
else
Lara.generalPtr = (void*)itemNum;
}
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;
}
}
}
}