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

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#include "framework.h"
#include "control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
#include "sphere.h"
#include "draw.h"
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#include "collide.h"
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namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS SwitchBounds =
{
0, 0,
0, 0,
0, 0,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR SwitchPos = { 0, 0, 0 };
void SwitchControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->flags |= 0x3E00;
if (!TriggerActive(item) && !(item->flags & ONESHOT))
{
if (item->objectNumber == ID_JUMP_SWITCH)
{
item->goalAnimState = SWITCH_OFF;
item->timer = 0;
AnimateItem(item);
}
else
{
item->goalAnimState = SWITCH_ON;
item->timer = 0;
}
}
AnimateItem(item);
}
void SwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& !Lara.gunStatus
&& item->status == ITEM_NOT_ACTIVE
&& !(item->flags & 0x100)
&& item->triggerFlags >= 0
|| Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
BOUNDING_BOX* bounds = GetBoundsAccurate(item);
if (item->triggerFlags == 3 && item->currentAnimState == SWITCH_ON
|| item->triggerFlags >= 5 && item->triggerFlags <= 7
&& item->currentAnimState == SWITCH_OFF)
return;
SwitchBounds.boundingBox.X1 = bounds->X1 - 256;
SwitchBounds.boundingBox.X2 = bounds->X2 + 256;
if (item->triggerFlags)
{
SwitchBounds.boundingBox.Z1 = bounds->Z1 - 512;
SwitchBounds.boundingBox.Z2 = bounds->Z2 + 512;
if (item->triggerFlags == 3)
{
SwitchPos.z = bounds->Z1 - 256;
}
else
{
SwitchPos.z = bounds->Z1 - 128;
}
}
else
{
SwitchBounds.boundingBox.Z1 = bounds->Z1 - 200;
SwitchBounds.boundingBox.Z2 = bounds->Z2 + 200;
SwitchPos.z = bounds->Z1 - 64;
}
if (TestLaraPosition(&SwitchBounds, item, l))
{
if (MoveLaraPosition(&SwitchPos, item, l))
{
if (item->currentAnimState == SWITCH_ON) /* Switch down */
{
if (item->triggerFlags)
{
l->animNumber = LA_HOLESWITCH_ACTIVATE;
l->currentAnimState = LS_HOLE;
}
else
{
l->currentAnimState = LS_SWITCH_UP;
l->animNumber = LA_WALLSWITCH_DOWN;
}
item->goalAnimState = SWITCH_OFF;
// NOTE: TR5 OCBs, to evaluate if keep them
/*if (item->triggerFlags)
{
if (item->triggerFlags >= 3)
{
if (item->triggerFlags == 4)
{
l->currentAnimState = LS_SWITCH_UP;
l->animNumber = LA_SWITCH_SMALL_DOWN;
item->goalAnimState = SWITCH_OFF;
}
else
{
if (item->triggerFlags >= 5 && item->triggerFlags <= 7)
{
if (item->triggerFlags == 6)
DisableLaraControl = true;
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_BUTTON_SMALL_PUSH;
}
item->goalAnimState = SWITCH_OFF;
}
}
else
{
l->animNumber = LA_HOLESWITCH_ACTIVATE;
l->currentAnimState = LS_HOLE;
item->goalAnimState = SWITCH_OFF;
}
}
else
{
l->currentAnimState = LS_SWITCH_UP;
l->animNumber = LA_WALLSWITCH_DOWN;
item->goalAnimState = SWITCH_OFF;
}*/
}
else /* Switch up */
{
if (item->triggerFlags)
{
if (item->triggerFlags == 3)
{
l->animNumber = LA_BUTTON_LARGE_PUSH;
}
else
{
l->animNumber = LA_HOLESWITCH_ACTIVATE;
l->currentAnimState = LS_HOLE;
}
}
else
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_WALLSWITCH_UP;
}
item->goalAnimState = SWITCH_ON;
// NOTE: TR5 OCBs, to evaluate if keep them
/*if (item->triggerFlags)
{
if (item->triggerFlags == 3)
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_BUTTON_LARGE_PUSH;
}
else if (item->triggerFlags == 4)
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_SWITCH_SMALL_UP;
}
else if (item->triggerFlags < 8)
{
l->currentAnimState = LS_HOLE;
l->animNumber = LA_HOLESWITCH_ACTIVATE;
}
else
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_VALVE_TURN;
}
}
else
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_WALLSWITCH_UP;
}
item->goalAnimState = SWITCH_ON;*/
}
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
AnimateItem(item);
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
return;
}
if (l->currentAnimState != LS_SWITCH_DOWN && l->currentAnimState != LS_SWITCH_UP)
ObjectCollision(itemNum, l, coll);
}
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int GetKeyTrigger(ITEM_INFO* item)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (TriggerIndex)
{
short* trigger = TriggerIndex;
for (short i = *TriggerIndex; (i & 0x1F) != 4; trigger++)
{
if (i < 0)
break;
i = trigger[1];
}
if (*trigger & 4)
{
for (short* j = &trigger[2]; (*j / 256) & 0x3C || item != &g_Level.Items[*j & 0x3FF]; j++)
{
if (*j & 0x8000)
return 0;
}
return 1;
}
}
return 0;
}
int GetSwitchTrigger(ITEM_INFO* item, short* itemNos, int AttatchedToSwitch)
{
FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &item->roomNumber);
GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos);
if (TriggerIndex)
{
short* trigger;
for (trigger = TriggerIndex; (*trigger & DATA_TYPE) != TRIGGER_TYPE; trigger++)
{
if (*trigger & END_BIT)
break;
}
if (*trigger & 4)
{
trigger += 2;
short* current = itemNos;
int k = 0;
do
{
if (TRIG_BITS(*trigger) == TO_OBJECT && item != &g_Level.Items[*trigger & VALUE_BITS])
{
current[k] = *trigger & VALUE_BITS;
++k;
}
if (*trigger & END_BIT)
break;
++trigger;
} while (true);
return k;
}
}
return 0;
}
int SwitchTrigger(short itemNum, short timer)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (item->status == ITEM_DEACTIVATED)
{
if ((!item->currentAnimState && item->objectNumber != ID_JUMP_SWITCH || item->currentAnimState == 1 && item->objectNumber == ID_JUMP_SWITCH) && timer > 0)
{
item->timer = timer;
item->status = ITEM_ACTIVE;
if (timer != 1)
item->timer = 30 * timer;
return 1;
}
if (item->triggerFlags != 6 || item->currentAnimState)
{
RemoveActiveItem(itemNum);
item->status = ITEM_NOT_ACTIVE;
if (!item->itemFlags[0] == 0)
item->flags |= 0x100;
if (item->currentAnimState != 1)
return 1;
if (item->triggerFlags != 5 && item->triggerFlags != 6)
return 1;
}
else
{
item->status = ITEM_ACTIVE;
return 1;
}
}
else if (item->status)
{
return ((item->flags & 0x100u) / 256);
}
else
{
return 0;
}
return 0;
}
}