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

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#include "framework.h"
#include "rail_switch.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
Merge branch 'master' into item_data # Conflicts: # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_struct.h # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/collide.h # TR5Main/Game/control.h # TR5Main/Game/effect.h # TR5Main/Game/effect2.cpp # TR5Main/Game/flipeffect.cpp # TR5Main/Game/floordata.h # TR5Main/Game/hair.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/newinv2.cpp # TR5Main/Game/spotcam.cpp # TR5Main/Objects/Effects/tr4_bubbles.cpp # TR5Main/Objects/TR1/Entity/tr1_ape.cpp # TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp # TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp # TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp # TR5Main/Objects/TR2/Entity/tr2_shark.cpp # TR5Main/Objects/TR2/Entity/tr2_spider.cpp # TR5Main/Objects/TR2/Entity/tr2_yeti.cpp # TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp # TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp # TR5Main/Objects/TR3/Entity/tr3_monkey.cpp # TR5Main/Objects/TR3/Entity/tr3_raptor.cpp # TR5Main/Objects/TR3/Entity/tr3_scuba.cpp # TR5Main/Objects/TR3/Entity/tr3_trex.cpp # TR5Main/Objects/TR3/Vehicles/kayak.cpp # TR5Main/Objects/TR3/Vehicles/minecart.cpp # TR5Main/Objects/TR4/Entity/tr4_bat.cpp # TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp # TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_demigod.cpp # TR5Main/Objects/TR4/Entity/tr4_dog.cpp # TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp # TR5Main/Objects/TR4/Entity/tr4_harpy.cpp # TR5Main/Objects/TR4/Entity/tr4_mutant.cpp # TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_troops.cpp # TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp # TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp # TR5Main/Objects/TR4/Vehicles/motorbike.cpp # TR5Main/Objects/TR5/Entity/tr5_doberman.cpp # TR5Main/Objects/TR5/Entity/tr5_imp.cpp # TR5Main/Objects/TR5/Entity/tr5_larson.cpp # TR5Main/Objects/TR5/Entity/tr5_lion.cpp # TR5Main/Objects/TR5/Entity/tr5_reaper.cpp # TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp # TR5Main/Objects/TR5/Object/tr5_rollingball.cpp # TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp # TR5Main/Renderer/Renderer11Draw2D.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/TombEngine.vcxproj.filters
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#include "level.h"
#include "collide.h"
#include "animation.h"
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#include "item.h"
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namespace TEN::Entities::Switches
{
PHD_VECTOR RailSwitchPos = { 0, 0, -550 };
OBJECT_COLLISION_BOUNDS RailSwitchBounds =
{
-256, 256,
0, 0,
-768, -512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR RailSwitchPos2 = { 0, 0, 550 };
OBJECT_COLLISION_BOUNDS RailSwitchBounds2 =
{
-256, 256,
0, 0,
512, 768,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
void RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int flag = 0;
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((!(TrInput & IN_ACTION)
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_IDLE
|| Lara.gunStatus)
&& (!Lara.isMoving
|| Lara.interactedItem != itemNum))
{
ObjectCollision(itemNum, l, coll);
}
else if (item->currentAnimState)
{
if (item->currentAnimState == SWITCH_ON)
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(&RailSwitchBounds2, item, l))
{
if (MoveLaraPosition(&RailSwitchPos2, item, l))
{
item->goalAnimState = SWITCH_OFF;
flag = 1;
}
else
{
Lara.interactedItem = itemNum;
}
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
if (flag)
{
l->animNumber = LA_LEVER_PUSH;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->goalAnimState = LS_LEVERSWITCH_PUSH;
l->currentAnimState = LS_LEVERSWITCH_PUSH;
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;
}
}
ObjectCollision(itemNum, l, coll);
}
else
{
if (TestLaraPosition(&RailSwitchBounds, item, l))
{
if (MoveLaraPosition(&RailSwitchPos, item, l))
{
item->goalAnimState = SWITCH_ON;
l->animNumber = LA_LEVER_PUSH;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
l->goalAnimState = LS_LEVERSWITCH_PUSH;
l->currentAnimState = LS_LEVERSWITCH_PUSH;
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);
}
else
{
Lara.interactedItem = itemNum;
}
}
else if (Lara.isMoving)
{
if (Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
ObjectCollision(itemNum, l, coll);
}
}
}