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

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2021-08-28 06:37:22 +02:00
#include "framework.h"
#include "fullblock_switch.h"
#include "control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS FullBlockSwitchBounds =
{
-384, 384,
0, 256,
0, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR FullBlockSwitchPos = { 0, 0, 0 };
byte SequenceUsed[6];
byte SequenceResults[3][3][3];
byte Sequences[3];
byte CurrentSequence;
void FullBlockSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((!(TrInput & IN_ACTION)
|| item->status
|| item->flags & 0x100
|| CurrentSequence >= 3
|| Lara.gunStatus
|| l->currentAnimState != LS_STOP
|| l->animNumber != LA_STAND_IDLE)
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
{
ObjectCollision(itemNum, l, coll);
return;
}
if (TestLaraPosition(&FullBlockSwitchBounds, item, l))
{
if (MoveLaraPosition(&FullBlockSwitchPos, item, l))
{
if (item->currentAnimState == 1)
{
l->currentAnimState = LS_SWITCH_DOWN;
l->animNumber = LA_BUTTON_GIANT_PUSH;
item->goalAnimState = 0;
}
l->goalAnimState = LS_STOP;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.generalPtr = (void*)itemNum;
}
}
else if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
void FullBlockSwitchControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
if (item->animNumber != Objects[item->objectNumber].animIndex + 2
|| CurrentSequence >= 3
|| item->itemFlags[0])
{
if (CurrentSequence >= 4)
{
item->itemFlags[0] = 0;
item->goalAnimState = SWITCH_ON;
item->status = ITEM_NOT_ACTIVE;
if (++CurrentSequence >= 7)
CurrentSequence = 0;
}
}
else
{
item->itemFlags[0] = 1;
Sequences[CurrentSequence++] = item->triggerFlags;
}
AnimateItem(item);
}
}