TombEngine/TR5Main/Objects/Generic/Doors/underwater_door.cpp
2021-11-16 15:51:50 +03:00

86 lines
No EOL
1.8 KiB
C++

#include "framework.h"
#include "generic_doors.h"
#include "level.h"
#include "control/control.h"
#include "control/box.h"
#include "items.h"
#include "control/lot.h"
#include "gui.h"
#include "input.h"
#include "pickup.h"
#include "sound.h"
#include "animation.h"
#include "sphere.h"
#include "lara_struct.h"
#include "lara.h"
#include "trmath.h"
#include "misc.h"
#include "underwater_door.h"
#include "collide.h"
namespace TEN::Entities::Doors
{
PHD_VECTOR UnderwaterDoorPos(-251, -540, -46);
OBJECT_COLLISION_BOUNDS UnderwaterDoorBounds =
{
-256, 256,
-1024, 0,
-1024, 0,
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80),
-ANGLE(80), ANGLE(80)
};
void UnderwaterDoorCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if (TrInput & IN_ACTION
&& l->currentAnimState == LS_UNDERWATER_STOP
&& !(item->status && item->gravityStatus)
&& Lara.waterStatus == LW_UNDERWATER
&& !Lara.gunStatus
|| Lara.isMoving && Lara.interactedItem == itemNum)
{
l->pos.yRot ^= ANGLE(180.0f);
if (TestLaraPosition(&UnderwaterDoorBounds, item, l))
{
if (MoveLaraPosition(&UnderwaterDoorPos, item, l))
{
SetAnimation(l, LA_UNDERWATER_DOOR_OPEN);
l->fallspeed = 0;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
item->goalAnimState = LS_RUN_FORWARD;
AnimateItem(item);
Lara.isMoving = false;
Lara.gunStatus = LG_HANDS_BUSY;
}
else
{
Lara.interactedItem = itemNum;
}
l->pos.yRot ^= ANGLE(180);
}
else
{
if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= ANGLE(180);
}
}
else if (item->status == ITEM_ACTIVE)
{
ObjectCollision(itemNum, l, coll);
}
}
}