TombEngine/TR5Main/Objects/Generic/Doors/double_doors.cpp

82 lines
2.2 KiB
C++

#include "framework.h"
#include "Objects/Generic/Doors/generic_doors.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 "Game/gui.h"
#include "Specific/input.h"
#include "Game/pickup/pickup.h"
#include "Sound/sound.h"
#include "Game/animation.h"
#include "Game/collision/sphere.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_struct.h"
#include "Specific/trmath.h"
#include "Game/misc.h"
#include "Objects/Generic/Doors/double_doors.h"
#include "Game/collision/collide_item.h"
namespace TEN::Entities::Doors
{
PHD_VECTOR DoubleDoorPos(0, 0, 220);
OBJECT_COLLISION_BOUNDS DoubleDoorBounds =
{
-384, 384,
0, 0,
-1024, 512,
-ANGLE(10.0f), ANGLE(10.0f),
-ANGLE(30.0f), ANGLE(30.0f),
-ANGLE(10.0f), ANGLE(10.0f),
};
void DoubleDoorCollision(short itemNumber, ITEM_INFO* laraItem, CollisionInfo* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* doorItem = &g_Level.Items[itemNumber];
if (TrInput & IN_ACTION &&
laraItem->Animation.ActiveState == LS_IDLE &&
laraItem->Animation.AnimNumber == LA_STAND_IDLE &&
!laraItem->HitStatus &&
!(doorItem->Status && doorItem->Animation.Airborne) &&
laraInfo->Control.HandStatus == HandStatus::Free ||
laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
doorItem->Position.yRot ^= ANGLE(180.0f);
if (TestLaraPosition(&DoubleDoorBounds, doorItem, laraItem))
{
if (MoveLaraPosition(&DoubleDoorPos, doorItem, laraItem))
{
SetAnimation(laraItem, LA_DOUBLEDOOR_OPEN_PUSH);
AddActiveItem(itemNumber);
ResetLaraFlex(laraItem);
laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Busy;
doorItem->Status = ITEM_ACTIVE;
}
else
laraInfo->InteractedItem = itemNumber;
doorItem->Position.yRot ^= ANGLE(180.0f);
}
else
{
if (laraInfo->Control.IsMoving &&
laraInfo->InteractedItem == itemNumber)
{
laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Free;
}
doorItem->Position.yRot ^= ANGLE(180.0f);
}
}
}
}