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

157 lines
No EOL
3.4 KiB
C++

#include "framework.h"
#include "generic_switch.h"
#include "input.h"
#include "lara.h"
#include "crowbar_switch.h"
#include "gui.h"
#include "Sound/sound.h"
#include "pickup.h"
#include "level.h"
#include "collide.h"
#include "animation.h"
#include "items.h"
namespace TEN::Entities::Switches
{
PHD_VECTOR CrowbarPos = { -89, 0, -328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds =
{
-256, 256,
0, 0,
-512, -256,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR CrowbarPos2 = { 89, 0, 328 };
OBJECT_COLLISION_BOUNDS CrowbarBounds2 =
{
-256, 256,
0, 0,
256, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
void CrowbarSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
int doSwitch = 0;
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((((TrInput & IN_ACTION) || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& Lara.gunStatus == LG_NO_ARMS
&& item->itemFlags[0] == 0)
|| (Lara.isMoving && Lara.interactedItem == itemNum))
{
if (item->currentAnimState == SWITCH_ON)
{
l->pos.yRot ^= (short)ANGLE(180);
if (TestLaraPosition(&CrowbarBounds2, item, l))
{
if (Lara.isMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
if (MoveLaraPosition(&CrowbarPos2, item, l))
{
doSwitch = 1;
l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->goalAnimState = SWITCH_OFF;
}
else
{
Lara.interactedItem = itemNum;
}
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{
doSwitch = -1;
}
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
l->pos.yRot ^= (short)ANGLE(180);
}
else
{
if (TestLaraPosition(&CrowbarBounds, item, l))
{
if (Lara.isMoving || g_Gui.GetInventoryItemChosen() == ID_CROWBAR_ITEM)
{
if (MoveLaraPosition(&CrowbarPos, item, l))
{
doSwitch = 1;
l->animNumber = LA_CROWBAR_USE_ON_FLOOR;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
item->goalAnimState = SWITCH_ON;
}
else
{
Lara.interactedItem = itemNum;
}
g_Gui.SetInventoryItemChosen(NO_ITEM);
}
else
{
doSwitch = -1;
}
}
else if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
}
}
if (doSwitch)
{
if (doSwitch == -1)
{
if (Lara.Crowbar)
g_Gui.SetEnterInventory(ID_CROWBAR_ITEM);
else
{
if (OldPickupPos.x != l->pos.xPos || OldPickupPos.y != l->pos.yPos || OldPickupPos.z != l->pos.zPos)
{
OldPickupPos.x = l->pos.xPos;
OldPickupPos.y = l->pos.yPos;
OldPickupPos.z = l->pos.zPos;
SayNo();
}
}
}
else
{
l->goalAnimState = LS_SWITCH_DOWN;
l->currentAnimState = LS_SWITCH_DOWN;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
item->status = ITEM_ACTIVE;
AddActiveItem(itemNum);
AnimateItem(item);
}
}
else
{
ObjectCollision(itemNum, l, coll);
}
}
}