TombEngine/TR5Main/Objects/Generic/Object/polerope.cpp

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3 KiB
C++

#include "framework.h"
#include "Specific/level.h"
#include "Game/control/control.h"
#include "Game/control/box.h"
#include "Game/items.h"
#include "Game/control/lot.h"
#include "Specific/input.h"
#include "Game/Lara/lara_struct.h"
#include "Game/Lara/lara_tests.h"
#include "Game/Lara/lara.h"
#include "Specific/trmath.h"
#include "Game/collision/collide_item.h"
#include "Game/collision/sphere.h"
namespace TEN::Entities::Generic
{
PHD_VECTOR PolePos = { 0, 0, -208 };
PHD_VECTOR PolePosR = { 0, 0, 0 };
OBJECT_COLLISION_BOUNDS PoleBounds =
{
-256, 256,
0, 0,
-512, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
void PoleCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* coll)
{
auto item = &g_Level.Items[itemNumber];
auto isLara = (!item->Data.is<LaraInfo*>());
if (isLara &&
TrInput & IN_ACTION &&
!Lara.gunStatus &&
l->ActiveState == LS_IDLE &&
l->AnimNumber == LA_STAND_IDLE || Lara.Control.IsMoving &&
Lara.interactedItem == itemNumber)
{
short rot = item->Position.yRot;
item->Position.yRot = l->Position.yRot;
if (TestLaraPosition(&PoleBounds, item, l))
{
if (MoveLaraPosition(&PolePos, item, l))
{
l->AnimNumber = LA_STAND_TO_POLE;
l->ActiveState = LS_POLE_IDLE;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
Lara.Control.IsMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.interactedItem = itemNumber;
}
item->Position.yRot = rot;
}
else
{
if (Lara.Control.IsMoving && Lara.interactedItem == itemNumber)
{
Lara.Control.IsMoving = false;
Lara.gunStatus = LG_HANDS_FREE;
}
item->Position.yRot = rot;
}
}
else if (isLara &&
TrInput & IN_ACTION &&
!Lara.gunStatus &&
l->Airborne &&
l->VerticalVelocity > Lara.gunStatus &&
l->ActiveState == LS_REACH || l->ActiveState == LS_JUMP_UP)
{
if (TestBoundsCollide(item, l, 100) &&
TestLaraPoleCollision(l, coll, true, -STEP_SIZE) &&
TestLaraPoleCollision(l, coll, false))
{
if (TestCollision(item, l))
{
short rot = item->Position.yRot;
item->Position.yRot = l->Position.yRot;
if (l->ActiveState == LS_REACH)
{
PolePosR.y = l->Position.yPos - item->Position.yPos + 10;
AlignLaraPosition(&PolePosR, item, l);
l->AnimNumber = LA_REACH_TO_POLE;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
}
else
{
PolePosR.y = l->Position.yPos - item->Position.yPos + 66;
AlignLaraPosition(&PolePosR, item, l);
l->AnimNumber = LA_JUMP_UP_TO_POLE;
l->FrameNumber = g_Level.Anims[l->AnimNumber].frameBase;
}
l->Airborne = false;
l->VerticalVelocity = false;
l->ActiveState = LS_POLE_IDLE;
Lara.gunStatus = LG_HANDS_BUSY;
item->Position.yRot = rot;
}
}
}
else
{
if (!isLara ||
((l->ActiveState < LS_POLE_IDLE || l->ActiveState > LS_POLE_TURN_COUNTER_CLOCKWISE) && l->ActiveState != LS_JUMP_BACK))
ObjectCollision(itemNumber, l, coll);
}
}
}