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

103 lines
3 KiB
C++

#include "framework.h"
#include "Objects/Generic/Switches/pulley_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 "Sound/sound.h"
#include "Game/pickup/pickup.h"
#include "Specific/level.h"
#include "Game/collision/collide_item.h"
#include "Game/items.h"
namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS PulleyBounds =
{
-256, 256,
0, 0,
-512, 512,
-ANGLE(10.0f), ANGLE(10.0f),
-ANGLE(30.0f), ANGLE(30.0f),
-ANGLE(10.0f), ANGLE(10.0f)
};
PHD_VECTOR PulleyPos = { 0, 0, -148 };
void InitialisePulleySwitch(short itemNumber)
{
auto* switchItem = &g_Level.Items[itemNumber];
switchItem->ItemFlags[3] = switchItem->TriggerFlags;
switchItem->TriggerFlags = abs(switchItem->TriggerFlags);
if (switchItem->Status == ITEM_INVISIBLE)
{
switchItem->ItemFlags[1] = 1;
switchItem->Status = ITEM_NOT_ACTIVE;
}
}
void PulleySwitchCollision(short itemNumber, ITEM_INFO* laraItem, CollisionInfo* coll)
{
auto* laraInfo = GetLaraInfo(laraItem);
auto* switchItem = &g_Level.Items[itemNumber];
if (TrInput & IN_ACTION &&
laraItem->Animation.ActiveState == LS_IDLE &&
laraItem->Animation.AnimNumber == LA_STAND_IDLE &&
laraItem->Animation.Airborne == false &&
laraInfo->Control.HandStatus == HandStatus::Free ||
laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
short oldYrot = switchItem->Position.yRot;
switchItem->Position.yRot = laraItem->Position.yRot;
if (TestLaraPosition(&PulleyBounds, switchItem, laraItem))
{
if (switchItem->ItemFlags[1])
{
if (OldPickupPos.x != laraItem->Position.xPos || OldPickupPos.y != laraItem->Position.yPos || OldPickupPos.z != laraItem->Position.zPos)
{
OldPickupPos.x = laraItem->Position.xPos;
OldPickupPos.y = laraItem->Position.yPos;
OldPickupPos.z = laraItem->Position.zPos;
SayNo();
}
}
else if (MoveLaraPosition(&PulleyPos, switchItem, laraItem))
{
laraItem->Animation.AnimNumber = LA_PULLEY_GRAB;
laraItem->Animation.ActiveState = LS_PULLEY;
laraItem->Animation.FrameNumber = g_Level.Anims[laraItem->Animation.AnimNumber].frameBase;
AddActiveItem(itemNumber);
switchItem->Position.yRot = oldYrot;
switchItem->Status = ITEM_ACTIVE;
laraInfo->Control.IsMoving = false;
ResetLaraFlex(laraItem);
laraInfo->Control.HandStatus = HandStatus::Busy;
laraInfo->InteractedItem = itemNumber;
}
else
laraInfo->InteractedItem = itemNumber;
switchItem->Position.yRot = oldYrot;
}
else
{
if (laraInfo->Control.IsMoving && laraInfo->InteractedItem == itemNumber)
{
laraInfo->Control.IsMoving = false;
laraInfo->Control.HandStatus = HandStatus::Free;
}
switchItem->Position.yRot = oldYrot;
}
}
else if (laraItem->Animation.ActiveState != LS_PULLEY)
ObjectCollision(itemNumber, laraItem, coll);
}
}