TombEngine/TR5Main/Objects/Generic/Switches/pulley_switch.cpp
2021-09-25 16:00:30 +03:00

106 lines
No EOL
2.4 KiB
C++

#include "framework.h"
#include "pulley_switch.h"
#include "control/control.h"
#include "input.h"
#include "lara.h"
#include "generic_switch.h"
#include "Sound\sound.h"
#include "pickup.h"
#include "level.h"
#include "collide.h"
#include "items.h"
namespace TEN::Entities::Switches
{
OBJECT_COLLISION_BOUNDS PulleyBounds =
{
-256, 256,
0, 0,
-512, 512,
-ANGLE(10), ANGLE(10),
-ANGLE(30), ANGLE(30),
-ANGLE(10), ANGLE(10)
};
PHD_VECTOR PulleyPos = { 0, 0, -148 };
void InitialisePulleySwitch(short itemNumber)
{
ITEM_INFO* item = &g_Level.Items[itemNumber];
item->itemFlags[3] = item->triggerFlags;
item->triggerFlags = abs(item->triggerFlags);
if (item->status == ITEM_INVISIBLE)
{
item->itemFlags[1] = 1;
item->status = ITEM_NOT_ACTIVE;
}
}
void PulleySwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
{
ITEM_INFO* item = &g_Level.Items[itemNum];
if ((TrInput & IN_ACTION)
&& Lara.gunStatus == LG_NO_ARMS
&& l->currentAnimState == LS_STOP
&& l->animNumber == LA_STAND_IDLE
&& l->gravityStatus == false
|| Lara.isMoving && Lara.interactedItem == itemNum)
{
short oldYrot = item->pos.yRot;
item->pos.yRot = l->pos.yRot;
if (TestLaraPosition(&PulleyBounds, item, l))
{
if (item->itemFlags[1])
{
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 if (MoveLaraPosition(&PulleyPos, item, l))
{
l->animNumber = LA_PULLEY_GRAB;
l->currentAnimState = LS_PULLEY;
l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
AddActiveItem(itemNum);
item->pos.yRot = oldYrot;
item->status = ITEM_ACTIVE;
Lara.isMoving = false;
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Lara.gunStatus = LG_HANDS_BUSY;
Lara.interactedItem = itemNum;
}
else
{
Lara.interactedItem = itemNum;
}
item->pos.yRot = oldYrot;
}
else
{
if (Lara.isMoving && Lara.interactedItem == itemNum)
{
Lara.isMoving = false;
Lara.gunStatus = LG_NO_ARMS;
}
item->pos.yRot = oldYrot;
}
}
else if (l->currentAnimState != LS_PULLEY)
{
ObjectCollision(itemNum, l, coll);
}
}
}