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

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#include "framework.h"
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#include "Specific/input.h"
#include "Game/Lara/lara.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Objects/Generic/Switches/underwater_switch.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Game/camera.h"
#include "Game/collision/collide_item.h"
#include "Specific/level.h"
#include "Game/animation.h"
#include "Game/items.h"
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namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS UnderwaterSwitchBounds =
{
-1024, 1024,
-1024, 1024,
-1024, 512,
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-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f)
};
PHD_VECTOR UnderwaterSwitchPos = { 0, 0, 108 };
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds1 =
{
-256, 256,
-1280, -512,
-512, 0,
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-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f)
};
PHD_VECTOR CeilingUnderwaterSwitchPos1 = { 0, -736, -416 };
OBJECT_COLLISION_BOUNDS CeilingUnderwaterSwitchBounds2 =
{
-256, 256,
-1280, -512,
0, 512,
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-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f),
-ANGLE(80.0f), ANGLE(80.0f)
};
PHD_VECTOR CeilingUnderwaterSwitchPos2 = { 0, -736, 416 };
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void UnderwaterSwitchCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
{
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auto* switchItem = &g_Level.Items[itemNumber];
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if (switchItem->TriggerFlags == 0)
WallUnderwaterSwitchCollision(itemNumber, laraItem, coll);
else
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CeilingUnderwaterSwitchCollision(itemNumber, laraItem, coll);
}
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void WallUnderwaterSwitchCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
{
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auto* laraInfo = GetLaraInfo(laraItem);
auto* switchItem = &g_Level.Items[itemNumber];
if (TrInput & IN_ACTION)
{
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if (switchItem->Status == ITEM_NOT_ACTIVE &&
laraInfo->Control.WaterStatus == WaterStatus::Underwater &&
laraInfo->Control.HandStatus == HandStatus::Free &&
laraItem->Animation.ActiveState == LS_UNDERWATER_STOP)
{
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if (TestLaraPosition(&UnderwaterSwitchBounds, switchItem, laraItem))
{
if (switchItem->Animation.ActiveState == SWITCH_ON ||
switchItem->Animation.ActiveState == SWITCH_OFF)
{
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if (MoveLaraPosition(&UnderwaterSwitchPos, switchItem, laraItem))
{
laraItem->Animation.VerticalVelocity = 0;
laraItem->Animation.TargetState = LS_SWITCH_DOWN;
do
{
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AnimateLara(laraItem);
} while (laraItem->Animation.TargetState != LS_SWITCH_DOWN);
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laraItem->Animation.TargetState = LS_UNDERWATER_STOP;
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laraInfo->Control.HandStatus = HandStatus::Busy;
switchItem->Animation.TargetState = switchItem->Animation.ActiveState != SWITCH_ON;
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switchItem->Status = ITEM_ACTIVE;
AddActiveItem(itemNumber);
AnimateItem(switchItem);
}
}
}
}
}
}
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void CeilingUnderwaterSwitchCollision(short itemNumber, ITEM_INFO* laraItem, COLL_INFO* coll)
{
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auto* laraInfo = GetLaraInfo(laraItem);
auto* switchItem = &g_Level.Items[itemNumber];
int flag = 0;
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if (TrInput & IN_ACTION &&
laraItem->Animation.ActiveState == LS_UNDERWATER_STOP &&
laraItem->Animation.AnimNumber == LA_UNDERWATER_IDLE &&
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laraInfo->Control.WaterStatus == WaterStatus::Underwater &&
laraInfo->Control.HandStatus == HandStatus::Free &&
switchItem->Animation.ActiveState == SWITCH_OFF ||
laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
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if (TestLaraPosition(&CeilingUnderwaterSwitchBounds1, switchItem, laraItem))
{
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if (MoveLaraPosition(&CeilingUnderwaterSwitchPos1, switchItem, laraItem))
flag = 1;
else
laraInfo->InteractedItem = itemNumber;
}
else
{
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laraItem->Position.yRot ^= 0x8000;
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if (TestLaraPosition(&CeilingUnderwaterSwitchBounds2, switchItem, laraItem))
{
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if (MoveLaraPosition(&CeilingUnderwaterSwitchPos2, switchItem, laraItem))
flag = 1;
else
laraInfo->InteractedItem = itemNumber;
}
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laraItem->Position.yRot ^= 0x8000;
}
if (flag)
{
laraItem->Animation.ActiveState = LS_SWITCH_DOWN;
laraItem->Animation.AnimNumber = LA_UNDERWATER_CEILING_SWITCH_PULL;
laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
laraItem->Animation.VerticalVelocity = 0;
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laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Busy;
switchItem->Animation.TargetState = SWITCH_ON;
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switchItem->Status = ITEM_ACTIVE;
AddActiveItem(itemNumber);
ForcedFixedCamera.x = switchItem->Position.xPos - 1024 * phd_sin(switchItem->Position.yRot + ANGLE(90));
ForcedFixedCamera.y = switchItem->Position.yPos - 1024;
ForcedFixedCamera.z = switchItem->Position.zPos - 1024 * phd_cos(switchItem->Position.yRot + ANGLE(90));
ForcedFixedCamera.roomNumber = switchItem->RoomNumber;
}
}
}
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}