2021-08-25 08:16:35 +02:00
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#include "framework.h"
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#include "cog_switch.h"
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2021-08-25 09:42:17 +02:00
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#include "control.h"
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#include "input.h"
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#include "lara.h"
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#include "generic_switch.h"
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2021-08-29 10:19:47 +02:00
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#include "door_data.h"
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2021-08-28 13:27:58 +02:00
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#include "Box.h"
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2021-09-05 05:52:50 +02:00
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#include "generic_doors.h"
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2021-09-11 05:38:26 +02:00
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#include "collide.h"
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2021-09-05 05:52:50 +02:00
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using namespace TEN::Entities::Doors;
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2021-08-25 08:16:35 +02:00
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2021-08-28 06:37:22 +02:00
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namespace TEN::Entities::Switches
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2021-08-25 08:16:35 +02:00
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{
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OBJECT_COLLISION_BOUNDS CogSwitchBounds =
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{
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-512, 512,
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0, 0,
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-1536, -512,
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-ANGLE(10), ANGLE(10),
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-ANGLE(30), ANGLE(30),
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-ANGLE(10), ANGLE(10)
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};
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PHD_VECTOR CogSwitchPos(0, 0, -856);
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2021-08-25 08:16:35 +02:00
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void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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2021-08-26 10:31:58 +03:00
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auto item = &g_Level.Items[itemNum];
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auto triggerIndex = GetTriggerIndex(item);
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if (!triggerIndex)
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{
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ObjectCollision(itemNum, l, coll);
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return;
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}
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2021-08-26 10:31:58 +03:00
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short* trigger = triggerIndex;
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2021-09-15 10:12:42 +03:00
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int targetItemNum = trigger[3] & VALUE_BITS;
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if (targetItemNum > g_Level.Items.size())
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{
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ObjectCollision(itemNum, l, coll);
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return;
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2021-08-25 08:16:35 +02:00
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}
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ITEM_INFO* target = &g_Level.Items[targetItemNum];
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DOOR_DATA* door = (DOOR_DATA*)target->data;
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if (item->status == ITEM_NOT_ACTIVE)
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{
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if (!(item->flags & ONESHOT)
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&& (TrInput & IN_ACTION
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&& !Lara.gunStatus
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&& !item->gravityStatus
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&& l->currentAnimState == LS_STOP
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&& l->animNumber == LA_STAND_IDLE
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|| Lara.isMoving
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&& Lara.interactedItem == itemNum))
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{
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if (TestLaraPosition(&CogSwitchBounds, item, l))
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{
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if (MoveLaraPosition(&CogSwitchPos, item, l))
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{
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Lara.isMoving = false;
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Lara.headYrot = 0;
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Lara.headXrot = 0;
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Lara.torsoYrot = 0;
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Lara.torsoXrot = 0;
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Lara.gunStatus = LG_HANDS_BUSY;
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Lara.interactedItem = targetItemNum;
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l->animNumber = LA_COGWHEEL_GRAB;
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l->goalAnimState = LS_COGWHEEL;
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l->currentAnimState = LS_COGWHEEL;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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AddActiveItem(itemNum);
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item->goalAnimState = SWITCH_ON;
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item->status = ITEM_ACTIVE;
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if (door != NULL)
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{
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if (!door->opened)
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{
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AddActiveItem((target - g_Level.Items.data()));
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target->status = ITEM_ACTIVE;
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}
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}
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}
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else
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{
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Lara.interactedItem = itemNum;
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}
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return;
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}
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else if (Lara.isMoving && Lara.interactedItem == itemNum)
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{
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Lara.isMoving = false;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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ObjectCollision(itemNum, l, coll);
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}
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}
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void CogSwitchControl(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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AnimateItem(item);
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if (item->currentAnimState == SWITCH_ON)
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{
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if (item->goalAnimState == SWITCH_ON && !(TrInput & IN_ACTION))
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{
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LaraItem->goalAnimState = LS_STOP;
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item->goalAnimState = SWITCH_OFF;
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}
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if (LaraItem->animNumber == LA_COGWHEEL_PULL)
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{
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if (LaraItem->frameNumber == g_Level.Anims[LaraItem->animNumber].frameBase + 10)
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{
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ITEM_INFO* doorItem = &g_Level.Items[Lara.interactedItem];
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doorItem->itemFlags[0] = COG_DOOR_TURN;
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}
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}
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}
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else
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{
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if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd)
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{
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item->currentAnimState = SWITCH_OFF;
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item->status = ITEM_NOT_ACTIVE;
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RemoveActiveItem(itemNumber);
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LaraItem->animNumber = LA_STAND_SOLID;
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LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase;
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LaraItem->goalAnimState = LS_STOP;
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LaraItem->currentAnimState = LS_STOP;
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Lara.gunStatus = LG_NO_ARMS;
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}
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}
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}
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}
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