lara: use common LS_ constant names

This commit is contained in:
Marcin Kurczewski 2025-03-14 12:11:04 +01:00
parent c60a23bbe3
commit bdbd4ce82c
16 changed files with 72 additions and 72 deletions

View file

@ -1972,7 +1972,7 @@ typedef enum {
LS_WALK = 0,
LS_RUN = 1,
LS_STOP = 2,
LS_FORWARD_JUMP = 3,
LS_JUMP_FORWARD = 3,
LS_POSE = 4,
LS_FAST_BACK = 5,
LS_TURN_RIGHT = 6,
@ -1994,10 +1994,10 @@ typedef enum {
LS_STEP_LEFT = 22,
LS_HIT = 23,
LS_SLIDE = 24,
LS_BACK_JUMP = 25,
LS_RIGHT_JUMP = 26,
LS_LEFT_JUMP = 27,
LS_UP_JUMP = 28,
LS_JUMP_BACK = 25,
LS_JUMP_RIGHT = 26,
LS_JUMP_LEFT = 27,
LS_JUMP_UP = 28,
LS_FALL_BACK = 29,
LS_HANG_LEFT = 30,
LS_HANG_RIGHT = 31,

View file

@ -111,8 +111,8 @@ typedef enum {
LS_JUMP_FORWARD = 3,
LS_POSE = 4,
LS_FAST_BACK = 5,
LS_TURN_R = 6,
LS_TURN_L = 7,
LS_TURN_RIGHT = 6,
LS_TURN_LEFT = 7,
LS_DEATH = 8,
LS_FAST_FALL = 9,
LS_HANG = 10,

View file

@ -244,7 +244,7 @@ typedef enum {
LS_WALK = 0,
LS_RUN = 1,
LS_STOP = 2,
LS_FORWARD_JUMP = 3,
LS_JUMP_FORWARD = 3,
LS_POSE = 4,
LS_FAST_BACK = 5,
LS_TURN_RIGHT = 6,
@ -266,10 +266,10 @@ typedef enum {
LS_STEP_LEFT = 22,
LS_HIT = 23,
LS_SLIDE = 24,
LS_BACK_JUMP = 25,
LS_RIGHT_JUMP = 26,
LS_LEFT_JUMP = 27,
LS_UP_JUMP = 28,
LS_JUMP_BACK = 25,
LS_JUMP_RIGHT = 26,
LS_JUMP_LEFT = 27,
LS_JUMP_UP = 28,
LS_FALL_BACK = 29,
LS_HANG_LEFT = 30,
LS_HANG_RIGHT = 31,

View file

@ -66,9 +66,9 @@ void Lara_Cheat_Control(void)
cheat_angle = g_LaraItem->rot.y;
}
cheat_turn = 0;
if (as == LS_TURN_L) {
if (as == LS_TURN_LEFT) {
cheat_mode = 5;
} else if (as == LS_TURN_R) {
} else if (as == LS_TURN_RIGHT) {
cheat_mode = 6;
} else {
cheat_mode = 0;
@ -76,7 +76,7 @@ void Lara_Cheat_Control(void)
break;
case 5:
if (as == LS_TURN_L || as == LS_FAST_TURN) {
if (as == LS_TURN_LEFT || as == LS_FAST_TURN) {
cheat_turn += (int16_t)(g_LaraItem->rot.y - cheat_angle);
cheat_angle = g_LaraItem->rot.y;
} else {
@ -85,7 +85,7 @@ void Lara_Cheat_Control(void)
break;
case 6:
if (as == LS_TURN_R || as == LS_FAST_TURN) {
if (as == LS_TURN_RIGHT || as == LS_FAST_TURN) {
cheat_turn += (int16_t)(g_LaraItem->rot.y - cheat_angle);
cheat_angle = g_LaraItem->rot.y;
} else {

View file

@ -106,16 +106,16 @@ static void M_CollideStop(ITEM *const item, const COLL_INFO *const coll)
{
switch (coll->old_anim_state) {
case LS_STOP:
case LS_TURN_R:
case LS_TURN_L:
case LS_TURN_RIGHT:
case LS_TURN_LEFT:
case LS_FAST_TURN:
item->current_anim_state = coll->old_anim_state;
item->anim_num = coll->old_anim_num;
item->frame_num = coll->old_frame_num;
if (g_Input.left) {
item->goal_anim_state = LS_TURN_L;
item->goal_anim_state = LS_TURN_LEFT;
} else if (g_Input.right) {
item->goal_anim_state = LS_TURN_R;
item->goal_anim_state = LS_TURN_RIGHT;
} else {
item->goal_anim_state = LS_STOP;
}

View file

@ -32,8 +32,8 @@ static void (*m_LaraStateRoutines[])(ITEM *item, COLL_INFO *coll) = {
[LS_JUMP_FORWARD] = Lara_State_ForwardJump,
[LS_POSE] = Lara_State_Empty,
[LS_FAST_BACK] = Lara_State_FastBack,
[LS_TURN_R] = Lara_State_TurnR,
[LS_TURN_L] = Lara_State_TurnL,
[LS_TURN_RIGHT] = Lara_State_TurnR,
[LS_TURN_LEFT] = Lara_State_TurnL,
[LS_DEATH] = Lara_State_Death,
[LS_FAST_FALL] = Lara_State_FastFall,
[LS_HANG] = Lara_State_Hang,

View file

@ -201,9 +201,9 @@ void Lara_State_Stop(ITEM *item, COLL_INFO *coll)
}
if (g_Input.left) {
item->goal_anim_state = LS_TURN_L;
item->goal_anim_state = LS_TURN_LEFT;
} else if (g_Input.right) {
item->goal_anim_state = LS_TURN_R;
item->goal_anim_state = LS_TURN_RIGHT;
}
if (g_Lara.water_status == LWS_WADE) {

View file

@ -139,11 +139,11 @@ void Lara_Cheat_CheckKeys(void)
m_CheatFlare = g_Lara.gun_type == LGT_FLARE;
}
if (ls == LS_FORWARD_JUMP && m_CheatFlare) {
if (ls == LS_JUMP_FORWARD && m_CheatFlare) {
M_CompleteLevel();
} else if (ls == LS_BACK_JUMP && m_CheatFlare) {
} else if (ls == LS_JUMP_BACK && m_CheatFlare) {
M_GiveItems();
} else if (ls == LS_FORWARD_JUMP || ls == LS_BACK_JUMP) {
} else if (ls == LS_JUMP_FORWARD || ls == LS_JUMP_BACK) {
M_ExplodeLara();
}
m_CheatState = CHEAT_INITIAL;

View file

@ -79,8 +79,8 @@ bool Lara_Fallen(ITEM *const item, const COLL_INFO *const coll)
|| g_Lara.water_status == LWS_WADE) {
return false;
}
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_JUMP_FORWARD;
item->goal_anim_state = LS_JUMP_FORWARD;
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->gravity = 1;
item->fall_speed = 0;
@ -473,8 +473,8 @@ void Lara_Col_TurnRight(ITEM *item, COLL_INFO *coll)
}
} else {
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_JUMP_FORWARD;
item->goal_anim_state = LS_JUMP_FORWARD;
item->gravity = 1;
item->fall_speed = 0;
}

View file

@ -32,7 +32,7 @@ static void (*m_ControlRoutines[])(ITEM *item, COLL_INFO *coll) = {
[LS_WALK] = Lara_State_Walk,
[LS_RUN] = Lara_State_Run,
[LS_STOP] = Lara_State_Stop,
[LS_FORWARD_JUMP] = Lara_State_ForwardJump,
[LS_JUMP_FORWARD] = Lara_State_ForwardJump,
[LS_POSE] = Lara_State_Empty,
[LS_FAST_BACK] = Lara_State_FastBack,
[LS_TURN_RIGHT] = Lara_State_TurnRight,
@ -54,10 +54,10 @@ static void (*m_ControlRoutines[])(ITEM *item, COLL_INFO *coll) = {
[LS_STEP_LEFT] = Lara_State_StepLeft,
[LS_HIT] = Lara_State_Empty,
[LS_SLIDE] = Lara_State_Slide,
[LS_BACK_JUMP] = Lara_State_BackJump,
[LS_RIGHT_JUMP] = Lara_State_RightJump,
[LS_LEFT_JUMP] = Lara_State_LeftJump,
[LS_UP_JUMP] = Lara_State_UpJump,
[LS_JUMP_BACK] = Lara_State_BackJump,
[LS_JUMP_RIGHT] = Lara_State_RightJump,
[LS_JUMP_LEFT] = Lara_State_LeftJump,
[LS_JUMP_UP] = Lara_State_UpJump,
[LS_FALL_BACK] = Lara_State_Fallback,
[LS_HANG_LEFT] = Lara_State_HangLeft,
[LS_HANG_RIGHT] = Lara_State_HangRight,
@ -124,7 +124,7 @@ static void (*m_CollisionRoutines[])(ITEM *item, COLL_INFO *coll) = {
[LS_WALK] = Lara_Col_Walk,
[LS_RUN] = Lara_Col_Run,
[LS_STOP] = Lara_Col_Stop,
[LS_FORWARD_JUMP] = Lara_Col_ForwardJump,
[LS_JUMP_FORWARD] = Lara_Col_ForwardJump,
[LS_POSE] = Lara_Col_Land,
[LS_FAST_BACK] = Lara_Col_FastBack,
[LS_TURN_RIGHT] = Lara_Col_TurnRight,
@ -146,10 +146,10 @@ static void (*m_CollisionRoutines[])(ITEM *item, COLL_INFO *coll) = {
[LS_STEP_LEFT] = Lara_Col_StepLeft,
[LS_HIT] = Lara_Col_Roll2,
[LS_SLIDE] = Lara_Col_Slide,
[LS_BACK_JUMP] = Lara_Col_BackJump,
[LS_RIGHT_JUMP] = Lara_Col_RightJump,
[LS_LEFT_JUMP] = Lara_Col_LeftJump,
[LS_UP_JUMP] = Lara_Col_UpJump,
[LS_JUMP_BACK] = Lara_Col_BackJump,
[LS_JUMP_RIGHT] = Lara_Col_RightJump,
[LS_JUMP_LEFT] = Lara_Col_LeftJump,
[LS_JUMP_UP] = Lara_Col_UpJump,
[LS_FALL_BACK] = Lara_Col_Fallback,
[LS_HANG_LEFT] = Lara_Col_HangLeft,
[LS_HANG_RIGHT] = Lara_Col_HangRight,
@ -507,8 +507,8 @@ void Lara_Control(const int16_t item_num)
if (water_depth == NO_HEIGHT || ABS(water_height_diff) >= STEP_L) {
g_Lara.water_status = LWS_ABOVE_WATER;
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
item->current_anim_state = LS_JUMP_FORWARD;
item->gravity = 1;
item->speed = item->fall_speed / 4;
item->fall_speed = 0;
@ -545,8 +545,8 @@ void Lara_Control(const int16_t item_num)
if (water_height_diff <= LARA_WADE_DEPTH) {
g_Lara.water_status = LWS_ABOVE_WATER;
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
item->current_anim_state = LS_JUMP_FORWARD;
item->gravity = 1;
item->speed = item->fall_speed / 4;
} else {

View file

@ -68,8 +68,8 @@ void Lara_SlideSlope(ITEM *item, COLL_INFO *coll)
if (coll->side_mid.floor > 200) {
if (item->current_anim_state == LS_SLIDE) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
item->current_anim_state = LS_JUMP_FORWARD;
Item_SwitchToAnim(item, LA_FALL_START, 0);
} else {
item->goal_anim_state = LS_FALL_BACK;
@ -409,8 +409,8 @@ void Lara_HangTest(ITEM *item, COLL_INFO *coll)
item->pos.z = pos.z;
}
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
item->current_anim_state = LS_JUMP_FORWARD;
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->pos.y += STEP_L;
item->gravity = 1;
@ -440,8 +440,8 @@ void Lara_HangTest(ITEM *item, COLL_INFO *coll)
if (!g_Input.action || item->hit_points <= 0
|| coll->side_front.floor > 0) {
item->goal_anim_state = LS_UP_JUMP;
item->current_anim_state = LS_UP_JUMP;
item->goal_anim_state = LS_JUMP_UP;
item->current_anim_state = LS_JUMP_UP;
Item_SwitchToAnim(item, LA_JUMP_UP, LF_STOP_HANG);
const BOUNDS_16 *const bounds = Item_GetBoundsAccurate(item);
item->pos.y += bounds->max.y;
@ -675,7 +675,7 @@ int32_t Lara_TestVault(ITEM *item, COLL_INFO *coll)
} else if (
!slope && front_floor >= -STEP_L * 7 - mid
&& front_floor <= -STEP_L * 4 + mid) {
item->goal_anim_state = LS_UP_JUMP;
item->goal_anim_state = LS_JUMP_UP;
item->current_anim_state = LS_STOP;
Item_SwitchToAnim(item, LA_STAND_STILL, 0);
g_Lara.calc_fall_speed =
@ -686,7 +686,7 @@ int32_t Lara_TestVault(ITEM *item, COLL_INFO *coll)
&& g_Lara.water_status != LWS_WADE && left_floor <= -STEP_L * 8 + mid
&& right_floor <= -STEP_L * 8
&& coll->side_mid.ceiling <= -STEP_L * 8 + mid + LARA_HEIGHT) {
item->goal_anim_state = LS_UP_JUMP;
item->goal_anim_state = LS_JUMP_UP;
item->current_anim_state = LS_STOP;
Item_SwitchToAnim(item, LA_STAND_STILL, 0);
g_Lara.calc_fall_speed = -116;
@ -813,8 +813,8 @@ int32_t Lara_CheckForLetGo(ITEM *item, COLL_INFO *coll)
return 0;
}
item->goal_anim_state = LS_FORWARD_JUMP;
item->current_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
item->current_anim_state = LS_JUMP_FORWARD;
Item_SwitchToAnim(item, LA_FALL_START, 0);
item->gravity = 1;
item->speed = 2;

View file

@ -125,7 +125,7 @@ void Lara_State_Run(ITEM *item, COLL_INFO *coll)
}
if (g_Input.jump && m_JumpPermitted && !item->gravity) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
} else if (g_Input.forward) {
if (g_Lara.water_status == LWS_WADE) {
item->goal_anim_state = LS_WADE;
@ -203,7 +203,7 @@ void Lara_State_ForwardJump(ITEM *item, COLL_INFO *coll)
{
if (item->goal_anim_state == LS_SWAN_DIVE
|| item->goal_anim_state == LS_REACH) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
}
if (item->goal_anim_state != LS_DEATH && item->goal_anim_state != LS_STOP
@ -357,25 +357,25 @@ void Lara_State_Compress(ITEM *item, COLL_INFO *coll)
if (g_Lara.water_status != LWS_WADE) {
if (g_Input.forward
&& Lara_FloorFront(item, item->rot.y, STEP_L) >= -STEPUP_HEIGHT) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
g_Lara.move_angle = item->rot.y;
} else if (
g_Input.left
&& Lara_FloorFront(item, item->rot.y - DEG_90, STEP_L)
>= -STEPUP_HEIGHT) {
item->goal_anim_state = LS_LEFT_JUMP;
item->goal_anim_state = LS_JUMP_LEFT;
g_Lara.move_angle = item->rot.y - DEG_90;
} else if (
g_Input.right
&& Lara_FloorFront(item, item->rot.y + DEG_90, STEP_L)
>= -STEPUP_HEIGHT) {
item->goal_anim_state = LS_RIGHT_JUMP;
item->goal_anim_state = LS_JUMP_RIGHT;
g_Lara.move_angle = item->rot.y + DEG_90;
} else if (
g_Input.back
&& Lara_FloorFront(item, item->rot.y + DEG_180, STEP_L)
>= -STEPUP_HEIGHT) {
item->goal_anim_state = LS_BACK_JUMP;
item->goal_anim_state = LS_JUMP_BACK;
g_Lara.move_angle = item->rot.y + DEG_180;
}
}
@ -480,7 +480,7 @@ void Lara_State_Slide(ITEM *item, COLL_INFO *coll)
g_Camera.flags = CF_NO_CHUNKY;
g_Camera.target_elevation = CAM_SLIDE_ELEVATION;
if (g_Input.jump && !g_Input.back) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
}
}
@ -570,7 +570,7 @@ void Lara_State_HangRight(ITEM *item, COLL_INFO *coll)
void Lara_State_SlideBack(ITEM *item, COLL_INFO *coll)
{
if (g_Input.jump && !g_Input.forward) {
item->goal_anim_state = LS_BACK_JUMP;
item->goal_anim_state = LS_JUMP_BACK;
}
}
@ -706,7 +706,7 @@ void Lara_State_Zipline(ITEM *item, COLL_INFO *coll)
g_Camera.target_angle = CAM_ZIPLINE_ANGLE;
if (!g_Input.action) {
item->goal_anim_state = LS_FORWARD_JUMP;
item->goal_anim_state = LS_JUMP_FORWARD;
Lara_Animate(item);
g_LaraItem->gravity = 1;
g_LaraItem->speed = 100;
@ -873,7 +873,7 @@ void Lara_State_ClimbStance(ITEM *item, COLL_INFO *coll)
} else if (g_Input.right || g_Input.step_right) {
item->goal_anim_state = LS_CLIMB_RIGHT;
} else if (g_Input.jump) {
item->goal_anim_state = LS_BACK_JUMP;
item->goal_anim_state = LS_JUMP_BACK;
g_Lara.gun_status = LGS_ARMLESS;
g_Lara.move_angle = item->rot.y + DEG_180;
}

View file

@ -72,8 +72,8 @@ static void M_Collision(
lara_item->rot.x = 0;
lara_item->rot.z = 0;
Item_SwitchToAnim(lara_item, LA_FALL_START, 0);
lara_item->current_anim_state = LS_FORWARD_JUMP;
lara_item->goal_anim_state = LS_FORWARD_JUMP;
lara_item->current_anim_state = LS_JUMP_FORWARD;
lara_item->goal_anim_state = LS_JUMP_FORWARD;
}
static void M_Control(const int16_t item_num)

View file

@ -124,7 +124,7 @@ static void M_Control(const int16_t item_num)
}
if (lara_on_zipline) {
g_LaraItem->goal_anim_state = LS_FORWARD_JUMP;
g_LaraItem->goal_anim_state = LS_JUMP_FORWARD;
Lara_Animate(g_LaraItem);
g_LaraItem->gravity = 1;
g_LaraItem->speed = item->fall_speed;

View file

@ -44,8 +44,8 @@ static void M_Control(const int16_t item_num)
lara_item->gravity = 1;
Item_SwitchToAnim(lara_item, LA_FALL_START, 0);
lara_item->current_anim_state = LS_FORWARD_JUMP;
lara_item->goal_anim_state = LS_FORWARD_JUMP;
lara_item->current_anim_state = LS_JUMP_FORWARD;
lara_item->goal_anim_state = LS_JUMP_FORWARD;
item->goal_anim_state = SPRINGBOARD_STATE_ON;
}

View file

@ -802,8 +802,8 @@ static void M_Control(const int16_t item_num)
}
Item_SwitchToAnim(lara, LA_JUMP_FORWARD, 0);
lara->goal_anim_state = LS_FORWARD_JUMP;
lara->current_anim_state = LS_FORWARD_JUMP;
lara->goal_anim_state = LS_JUMP_FORWARD;
lara->current_anim_state = LS_JUMP_FORWARD;
lara->gravity = 1;
lara->rot.x = 0;
lara->rot.z = 0;