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https://github.com/TombEngine/TombEngine.git
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139 lines
No EOL
2.9 KiB
C++
139 lines
No EOL
2.9 KiB
C++
#include "framework.h"
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#include "rail_switch.h"
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#include "input.h"
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#include "lara.h"
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#include "generic_switch.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 RailSwitchPos = { 0, 0, -550 };
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OBJECT_COLLISION_BOUNDS RailSwitchBounds =
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{
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-256, 256,
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0, 0,
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-768, -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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PHD_VECTOR RailSwitchPos2 = { 0, 0, 550 };
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OBJECT_COLLISION_BOUNDS RailSwitchBounds2 =
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{
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-256, 256,
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0, 0,
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512, 768,
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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 RailSwitchCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll)
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{
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int flag = 0;
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if ((!(TrInput & IN_ACTION)
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|| l->currentAnimState != LS_STOP
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|| l->animNumber != LA_STAND_IDLE
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|| Lara.gunStatus)
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&& (!Lara.isMoving
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|| Lara.interactedItem != itemNum))
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{
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ObjectCollision(itemNum, l, coll);
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}
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else if (item->currentAnimState)
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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(&RailSwitchBounds2, item, l))
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{
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if (MoveLaraPosition(&RailSwitchPos2, item, l))
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{
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item->goalAnimState = SWITCH_OFF;
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flag = 1;
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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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}
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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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if (flag)
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{
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l->animNumber = LA_LEVER_PUSH;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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l->goalAnimState = LS_LEVERSWITCH_PUSH;
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l->currentAnimState = LS_LEVERSWITCH_PUSH;
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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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return;
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}
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}
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ObjectCollision(itemNum, l, coll);
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}
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else
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{
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if (TestLaraPosition(&RailSwitchBounds, item, l))
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{
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if (MoveLaraPosition(&RailSwitchPos, item, l))
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{
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item->goalAnimState = SWITCH_ON;
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l->animNumber = LA_LEVER_PUSH;
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l->frameNumber = g_Level.Anims[l->animNumber].frameBase;
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l->goalAnimState = LS_LEVERSWITCH_PUSH;
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l->currentAnimState = LS_LEVERSWITCH_PUSH;
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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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else
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{
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Lara.interactedItem = itemNum;
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}
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}
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else if (Lara.isMoving)
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{
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if (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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ObjectCollision(itemNum, l, coll);
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}
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}
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} |