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

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#include "framework.h"
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#include "Objects/Generic/Switches/generic_switch.h"
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#include "Specific/input.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
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#include "Objects/Generic/Switches/crowbar_switch.h"
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#include "Game/gui.h"
#include "Sound/sound.h"
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#include "Game/pickup/pickup.h"
#include "Specific/level.h"
#include "Game/collision/collide_item.h"
#include "Game/animation.h"
#include "Game/items.h"
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namespace TEN::Entities::Switches
{
PHD_VECTOR CrowbarPos = { -89, 0, -328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds =
{
-256, 256,
0, 0,
-512, -256,
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-ANGLE(10.0f), ANGLE(10.0f),
-ANGLE(30.0f), ANGLE(30.0f),
-ANGLE(10.0f), ANGLE(10.0f)
};
PHD_VECTOR CrowbarPos2 = { 89, 0, 328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds2 =
{
-256, 256,
0, 0,
256, 512,
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-ANGLE(10.0f), ANGLE(10.0f),
-ANGLE(30.0f), ANGLE(30.0f),
-ANGLE(10.0f), ANGLE(10.0f)
};
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void CrowbarSwitchCollision(short itemNumber, ITEM_INFO* laraitem, COLL_INFO* coll)
{
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auto* laraInfo = GetLaraInfo(laraitem);
ITEM_INFO* switchItem = &g_Level.Items[itemNumber];
int doSwitch = 0;
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if (((TrInput & IN_ACTION || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM) &&
laraitem->ActiveState == LS_IDLE &&
laraitem->AnimNumber == LA_STAND_IDLE &&
laraInfo->Control.HandStatus == HandStatus::Free &&
switchItem->ItemFlags[0] == 0) ||
(laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber))
{
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if (switchItem->ActiveState == SWITCH_ON)
{
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laraitem->Position.yRot ^= (short)ANGLE(180.0f);
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if (TestLaraPosition(&CrowbarBounds2, switchItem, laraitem))
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{
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if (laraInfo->Control.IsMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
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if (MoveLaraPosition(&CrowbarPos2, switchItem, laraitem))
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{
doSwitch = 1;
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laraitem->AnimNumber = LA_CROWBAR_USE_ON_FLOOR;
laraitem->FrameNumber = g_Level.Anims[laraitem->AnimNumber].frameBase;
switchItem->TargetState = SWITCH_OFF;
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}
else
laraInfo->InteractedItem = itemNumber;
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g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
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doSwitch = -1;
}
else if (laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
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laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Free;
}
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laraitem->Position.yRot ^= (short)ANGLE(180.0f);
}
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else
{
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if (TestLaraPosition(&CrowbarBounds, switchItem, laraitem))
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{
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if (laraInfo->Control.IsMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
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{
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if (MoveLaraPosition(&CrowbarPos, switchItem, laraitem))
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{
doSwitch = 1;
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laraitem->AnimNumber = LA_CROWBAR_USE_ON_FLOOR;
laraitem->FrameNumber = g_Level.Anims[laraitem->AnimNumber].frameBase;
switchItem->TargetState = SWITCH_ON;
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}
else
laraInfo->InteractedItem = itemNumber;
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g_Gui.SetInventoryItemChosen(NO_ITEM);
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}
else
doSwitch = -1;
}
else if (laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
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laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Free;
}
}
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}
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if (doSwitch)
{
if (doSwitch == -1)
{
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if (laraInfo->Crowbar)
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g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
else
{
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if (OldPickupPos.x != laraitem->Position.xPos || OldPickupPos.y != laraitem->Position.yPos || OldPickupPos.z != laraitem->Position.zPos)
{
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OldPickupPos.x = laraitem->Position.xPos;
OldPickupPos.y = laraitem->Position.yPos;
OldPickupPos.z = laraitem->Position.zPos;
SayNo();
}
}
}
else
{
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ResetLaraFlex(laraitem);
laraitem->TargetState = LS_SWITCH_DOWN;
laraitem->ActiveState = LS_SWITCH_DOWN;
laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Busy;
switchItem->Status = ITEM_ACTIVE;
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AddActiveItem(itemNumber);
AnimateItem(switchItem);
}
}
else
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ObjectCollision(itemNumber, laraitem, coll);
}
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}