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

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3.9 KiB
C++

#include "framework.h"
#include "Objects/Generic/Switches/cog_switch.h"
#include "Game/control/control.h"
#include "Specific/input.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Objects/Generic/Switches/generic_switch.h"
#include "Game/itemdata/door_data.h"
#include "Game/control/box.h"
#include "Objects/Generic/Doors/generic_doors.h"
#include "Game/collision/collide_item.h"
#include "Game/animation.h"
#include "Game/items.h"
using namespace TEN::Entities::Doors;
namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS CogSwitchBounds =
{
-512, 512,
0, 0,
-1536, -512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR CogSwitchPos(0, 0, -856);
void CogSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
auto item = &g_Level.Items[itemNum];
auto triggerIndex = GetTriggerIndex(item);
int targetItemNum;
ITEM_INFO* target = nullptr;
DOOR_DATA* door = nullptr;
// Try to find first item in a trigger list, and if it is a door,
// attach it to cog. If no object found or object is not door,
// bypass further processing and do ordinary object collision.
if (triggerIndex)
{
short* trigger = triggerIndex;
targetItemNum = trigger[3] & VALUE_BITS;
if (targetItemNum < g_Level.Items.size())
{
target = &g_Level.Items[targetItemNum];
if (target->Data.is<DOOR_DATA>())
door = (DOOR_DATA*)target->Data;
}
}
// Door was not found, do ordinary collision and exit.
if (door == nullptr)
{
ObjectCollision(itemNum, l, coll);
return;
}
// Door is found, attach to it.
if (item->Status == ITEM_NOT_ACTIVE)
{
if (!(item->Flags & ONESHOT)
&& (TrInput & IN_ACTION
&& Lara.Control.HandStatus == HandStatus::Free
&& !item->Airborne
&& l->ActiveState == LS_IDLE
&& l->AnimNumber == LA_STAND_IDLE
|| Lara.Control.IsMoving
&& Lara.interactedItem == itemNum))
{
if (TestLaraPosition(&CogSwitchBounds, item, l))
{
if (MoveLaraPosition(&CogSwitchPos, item, l))
{
Lara.Control.IsMoving = false;
ResetLaraFlex(l);
Lara.Control.HandStatus = HandStatus::Busy;
Lara.interactedItem = targetItemNum;
l->AnimNumber = LA_COGWHEEL_GRAB;
l->TargetState = LS_COGWHEEL;
l->ActiveState = LS_COGWHEEL;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
AddActiveItem(itemNum);
item->TargetState = SWITCH_ON;
item->Status = ITEM_ACTIVE;
if (door != NULL)
{
if (!door->opened)
{
AddActiveItem((target - g_Level.Items.data()));
target->Status = ITEM_ACTIVE;
}
}
}
else
{
Lara.interactedItem = itemNum;
}
return;
}
else if (Lara.Control.IsMoving && Lara.interactedItem == itemNum)
{
Lara.Control.IsMoving = false;
Lara.Control.HandStatus = HandStatus::Free;
}
}
ObjectCollision(itemNum, l, coll);
}
}
void CogSwitchControl(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
AnimateItem(item);
if (item->ActiveState == SWITCH_ON)
{
if (item->TargetState == SWITCH_ON && !(TrInput & IN_ACTION))
{
LaraItem->TargetState = LS_IDLE;
item->TargetState = SWITCH_OFF;
}
if (LaraItem->AnimNumber == LA_COGWHEEL_PULL)
{
if (LaraItem->FrameNumber == g_Level.Anims[LaraItem->AnimNumber].frameBase + 10)
{
ITEM_INFO* doorItem = &g_Level.Items[Lara.interactedItem];
doorItem->ItemFlags[0] = COG_DOOR_TURN;
}
}
}
else
{
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd)
{
item->ActiveState = SWITCH_OFF;
item->Status = ITEM_NOT_ACTIVE;
RemoveActiveItem(itemNumber);
LaraItem->AnimNumber = LA_STAND_SOLID;
LaraItem->FrameNumber = g_Level.Anims[LaraItem->AnimNumber].frameBase;
LaraItem->TargetState = LS_IDLE;
LaraItem->ActiveState = LS_IDLE;
Lara.Control.HandStatus = HandStatus::Free;
}
}
}
}