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