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

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#include "framework.h"
#include "turn_switch.h"
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#include "control/control.h"
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#include "input.h"
#include "lara.h"
#include "sound.h"
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#include "setup.h"
#include "camera.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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namespace TEN::Entities::Switches
{
enum TurnSwitchDirection
{
TURN_SWITCH_STOP,
TURN_SWITCH_ANTICLOCKWISE,
TURN_SWITCH_CLOCKWISE
};
OBJECT_COLLISION_BOUNDS TurnSwitchBoundsA =
{
512, 896,
0, 0,
-512, 0,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR TurnSwitchPos = { 650, 0, 138 };
OBJECT_COLLISION_BOUNDS TurnSwitchBoundsC =
{
512, 896,
0, 0,
0, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR TurnSwitchPosA = { 650, 0, -138 };
void TurnSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
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int doSwitch = 0;
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if (item->currentAnimState == TURN_SWITCH_STOP
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&& TrInput & IN_ACTION
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
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&& l->gravityStatus == false
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&& Lara.gunStatus == LG_NO_ARMS
|| Lara.isMoving && Lara.interactedItem == itemNum)
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{
if (TestLaraPosition(&TurnSwitchBoundsA, item, l))
{
if (MoveLaraPosition(&TurnSwitchPosA, item, l))
{
l->animNumber = LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE;
l->frameNumber = g_Level.Anims[LA_TURNSWITCH_GRAB_COUNTER_CLOCKWISE].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 4;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->itemFlags[0] = TURN_SWITCH_ANTICLOCKWISE;
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ForcedFixedCamera.x = item->pos.xPos - 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos - 1024 * phd_cos(item->pos.yRot);
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doSwitch = -1;
}
else
{
Lara.interactedItem = itemNum;
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}
}
else
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(&TurnSwitchBoundsC, item, l))
{
if (MoveLaraPosition(&TurnSwitchPos, item, l))
{
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l->animNumber = LA_TURNSWITCH_GRAB_CLOCKWISE;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->itemFlags[0] = TURN_SWITCH_CLOCKWISE;
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ForcedFixedCamera.x = item->pos.xPos + 1024 * phd_sin(item->pos.yRot);
ForcedFixedCamera.z = item->pos.zPos + 1024 * phd_cos(item->pos.yRot);
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doSwitch = 1;
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}
else
{
Lara.interactedItem = itemNum;
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}
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
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{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
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}
}
if (doSwitch)
{
short ItemNos[8];
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
l->currentAnimState = LA_REACH;
UseForcedFixedCamera = true;
ForcedFixedCamera.y = item->pos.yPos - 2048;
ForcedFixedCamera.roomNumber = item->roomNumber;
AddActiveItem(itemNum);
item->status = ITEM_ACTIVE;
item->itemFlags[1] = 0;
if (GetSwitchTrigger(item, ItemNos, 0))
{
if (!TriggerActive(&g_Level.Items[ItemNos[0]]))
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{
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g_Level.Items[ItemNos[0]].animNumber = Objects[g_Level.Items[ItemNos[0]].objectNumber].animIndex;
g_Level.Items[ItemNos[0]].frameNumber = g_Level.Anims[g_Level.Items[ItemNos[0]].animNumber].frameBase;
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}
}
}
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else
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{
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if (coll->Setup.EnableObjectPush && TestBoundsCollide(item, l, coll->Setup.Radius))
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{
GlobalCollisionBounds.X1 = -512;
GlobalCollisionBounds.X2 = 512;
GlobalCollisionBounds.Y1 = -512;
GlobalCollisionBounds.Y2 = 0;
GlobalCollisionBounds.Z1 = -512;
GlobalCollisionBounds.Z2 = 512;
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ItemPushItem(item, l, coll, 0, 2);
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GlobalCollisionBounds.X1 = 256;
GlobalCollisionBounds.X2 = 1024;
GlobalCollisionBounds.Z1 = -128;
GlobalCollisionBounds.Z2 = 128;
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ItemPushItem(item, l, coll, 0, 2);
}
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}
}
void TurnSwitchControl(short itemNum)
{
ITEM_INFO* l = LaraItem;
ITEM_INFO* item = &g_Level.Items[itemNum];
if (g_Level.Items[itemNum].itemFlags[0] == TURN_SWITCH_CLOCKWISE)
{
if (item->animNumber == Objects[item->objectNumber].animIndex + 2)
{
item->pos.yRot += ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = LA_TURNSWITCH_PUSH_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 1;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_END
&& l->frameNumber == g_Level.Anims[l->animNumber].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
}
}
else
{
if (item->animNumber == Objects[ID_TURN_SWITCH].animIndex + 6)
{
item->pos.yRot -= ANGLE(90);
if (TrInput & IN_ACTION)
{
l->animNumber = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex + 5;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
if (l->animNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END && l->frameNumber == g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END].frameEnd &&
!item->itemFlags[1])
item->itemFlags[1] = 1;
if (l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 43
||
l->frameNumber >= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 58 &&
l->frameNumber <= g_Level.Anims[LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_START].frameBase + 115)
{
SoundEffect(SFX_TR4_PUSHABLE_SOUND, &item->pos, 2);
}
}
AnimateItem(item);
if (item->itemFlags[1] == 1)
{
l->animNumber = LA_STAND_IDLE;
l->currentAnimState = LS_STOP;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->animNumber = Objects[item->objectNumber].animIndex;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->status = ITEM_NOT_ACTIVE;
RemoveActiveItem(itemNum);
Lara.gunStatus = LG_NO_ARMS;
UseForcedFixedCamera = 0;
item->itemFlags[1] = 2;
}
}
}