mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-08 11:38:08 +03:00
118 lines
No EOL
2.7 KiB
C++
118 lines
No EOL
2.7 KiB
C++
#include "framework.h"
|
|
#include "tr5_crowdove_switch.h"
|
|
#include "control.h"
|
|
#include "input.h"
|
|
#include "lara.h"
|
|
#include "generic_switch.h"
|
|
#include "sound.h"
|
|
|
|
using namespace TEN::Entities::Switches;
|
|
|
|
namespace TEN::Entities::TR5
|
|
{
|
|
OBJECT_COLLISION_BOUNDS CrowDoveBounds =
|
|
{
|
|
-256, 256,
|
|
0, 0,
|
|
-512, 512,
|
|
-ANGLE(10), ANGLE(10),
|
|
-ANGLE(30), ANGLE(30),
|
|
-ANGLE(10), ANGLE(10)
|
|
};
|
|
|
|
PHD_VECTOR CrowDovePos = { 0, 0, -400 };
|
|
|
|
void InitialiseCrowDoveSwitch(short itemNumber)
|
|
{
|
|
g_Level.Items[itemNumber].meshBits = 3;
|
|
}
|
|
|
|
void CrowDoveSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNum];
|
|
|
|
if (item->flags & ONESHOT
|
|
|| !(item->meshBits & 4)
|
|
|| (!(TrInput & IN_ACTION)
|
|
|| Lara.gunStatus
|
|
|| l->currentAnimState != LS_STOP
|
|
|| l->animNumber != LA_STAND_IDLE
|
|
|| l->gravityStatus)
|
|
&& (!Lara.isMoving || Lara.generalPtr != (void*)itemNum))
|
|
{
|
|
if (l->currentAnimState != LS_DOVESWITCH)
|
|
ObjectCollision(itemNum, l, coll);
|
|
}
|
|
else
|
|
{
|
|
int oldYrot = item->pos.yRot;
|
|
item->pos.yRot = l->pos.yRot;
|
|
if (TestLaraPosition(&CrowDoveBounds, item, l))
|
|
{
|
|
if (MoveLaraPosition(&CrowDovePos, item, l))
|
|
{
|
|
l->animNumber = LA_DOVESWITCH_TURN;
|
|
l->currentAnimState = LS_DOVESWITCH;
|
|
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
// NOTE: In original TR5 the switch was used together with heavy switches.
|
|
// This little fix make it usable normaly and less hardcoded.
|
|
item->itemFlags[0] = 0;
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
item->pos.yRot = oldYrot;
|
|
Lara.isMoving = false;
|
|
Lara.headYrot = 0;
|
|
Lara.headXrot = 0;
|
|
Lara.torsoYrot = 0;
|
|
Lara.torsoXrot = 0;
|
|
Lara.gunStatus = LG_HANDS_BUSY;
|
|
Lara.generalPtr = (void*)item;
|
|
}
|
|
else
|
|
{
|
|
Lara.generalPtr = (void*)itemNum;
|
|
}
|
|
item->pos.yRot = oldYrot;
|
|
}
|
|
else
|
|
{
|
|
if (Lara.isMoving && Lara.generalPtr == (void*)itemNum)
|
|
{
|
|
Lara.isMoving = false;
|
|
Lara.gunStatus = LG_NO_ARMS;
|
|
}
|
|
item->pos.yRot = oldYrot;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CrowDoveSwitchControl(short itemNumber)
|
|
{
|
|
ITEM_INFO* item = &g_Level.Items[itemNumber];
|
|
|
|
if (item->meshBits & 2)
|
|
{
|
|
ExplodeItemNode(item, 1, 0, 256);
|
|
SoundEffect(SFX_TR5_RAVENSWITCH_EXP, &item->pos, 0);
|
|
item->meshBits = 5;
|
|
RemoveActiveItem(itemNumber);
|
|
|
|
// NOTE: In original TR5 the switch was used together with heavy switches.
|
|
// This little fix make it usable normaly and less hardcoded.
|
|
item->itemFlags[0] = 1;
|
|
}
|
|
else if (item->itemFlags[0] == 0)
|
|
{
|
|
if (item->currentAnimState == SWITCH_OFF)
|
|
item->goalAnimState = SWITCH_ON;
|
|
|
|
AnimateItem(item);
|
|
|
|
if (item->currentAnimState == SWITCH_OFF)
|
|
item->pos.yRot += ANGLE(90);
|
|
}
|
|
}
|
|
} |