TombEngine/TR5Main/Game/Lara/lara_crawl.cpp

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#include "framework.h"
#include "lara.h"
#include "input.h"
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#include "level.h"
#include "lara_tests.h"
#include "lara_collide.h"
#include "animation.h"
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#include "control/los.h"
#include "lara_flare.h"
#include "lara_helpers.h"
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#include "collide.h"
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#include "items.h"
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#include "camera.h"
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#include "control/control.h"
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// -----------------------------
// CRAWLING & CROUCHING
// Control & Collision Functions
// -----------------------------
// ----------
// CROUCHING:
// ----------
// State: LS_CROUCH_IDLE (71)
// Collision: lara_col_crouch()
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void lara_as_duck(ITEM_INFO* item, COLL_INFO* coll)
{
// TODO: Deplete air meter if Lara's head is below the water. Original implementation had a weird buffer zone before
// wade depth where Lara couldn't crouch at all, and if the player forced her into the crouched state by
// crouching into the region from a run as late as possible, she wasn't able to turn or begin crawling.
// Since Lara can now crawl at a considerable depth, a region of peril would make sense. @Sezz 2021.13.21
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
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// TODO: This MUST be true on the first frame that Lara climbs up into a crawlspace. Otherwise, Lara will stand up.
// See if setting Lara.keepDucked can be done before she is in the crawlspace. @Sezz 2021.10.14
Lara.keepDucked = TestLaraKeepDucked(coll);
if ((TrInput & IN_DUCK || Lara.keepDucked) &&
Lara.waterStatus != LW_WADE)
{
// FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED- ## LUA
Lara.NewAnims.CrouchRoll = true;
if ((TrInput & IN_SPRINT) &&
TestLaraCrouchRoll(item, coll) &&
Lara.NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
// TODO: This will lock Lara if the dispatch can't happen.
// Maybe rejoining that split animation wasn't such a good idea... @Sezz 2021.10.16
if (TrInput & IN_FORWARD &&
coll->CollisionType != CT_FRONT &&
coll->CollisionType != CT_TOP_FRONT &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
else if (TrInput & IN_BACK &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_STOP;
}
// LEGACY
void old_lara_as_duck(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 71*/
/*collision: lara_col_duck*/
short roomNum;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Lara.isDucked = true;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
roomNum = LaraItem->roomNumber;
if (TrInput & IN_LOOK)
LookUpDown();
GetFloor(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, &roomNum);
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// FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED- ## LUA
Lara.NewAnims.CrouchRoll = 1;
if ((TrInput & IN_FORWARD || TrInput & IN_BACK)
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.gunStatus == LG_NO_ARMS
&& Lara.waterStatus != LW_WADE
|| Lara.waterSurfaceDist == 256
&& !(Lara.waterSurfaceDist > 256))
{
if ((item->animNumber == LA_CROUCH_IDLE
|| item->animNumber == LA_STAND_TO_CROUCH_END)
&& !(TrInput & IN_FLARE || TrInput & IN_DRAW)
&& (Lara.gunType != WEAPON_FLARE || Lara.flareAge < FLARE_AGE && Lara.flareAge != 0))
{
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->goalAnimState = LS_CRAWL_IDLE;
}
}
else if ((TrInput & IN_SPRINT) /*crouch roll*/
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.gunStatus == LG_NO_ARMS
&& Lara.waterStatus != LW_WADE
|| Lara.waterSurfaceDist == 256
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&& !(Lara.waterSurfaceDist > 256)
&& Lara.NewAnims.CrouchRoll)
{
if (LaraFloorFront(item, item->pos.yRot, 1024) >= 384 || //4 clicks away from holes in the floor
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TestLaraWall(item, WALL_SIZE / 2, 0, -256)) //2 clicks away from walls + added a fix in lara_col_crouch_roll, better this way
return;
if (!(TrInput & IN_FLARE || TrInput & IN_DRAW) //avoids some flare spawning/wep stuff
&& (Lara.gunType != WEAPON_FLARE || Lara.flareAge < FLARE_AGE && Lara.flareAge != 0))
{
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->goalAnimState = LS_CROUCH_ROLL;
}
}
}
// State: LS_CROUCH_IDLE (71)
// Control: lara_as_crouch()
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void lara_col_duck(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.moveAngle = item->pos.yRot;
Lara.keepDucked = TestLaraKeepDucked(coll);
Lara.isDucked = true;
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.BadHeightDown = STEP_SIZE - 1; // Was STEPUP_HEIGHT; crouching onto a step-high ledge from a run was unsightly. @Sezz 2021.10.22
coll->Setup.BadHeightUp = -(STEP_SIZE - 1); // Was -STEPUP_HEIGHT.
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (TestLaraFall(coll))
{
Lara.gunStatus = LG_NO_ARMS;
SetLaraFallState(item);
return;
}
if (TestLaraSlideNew(coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
// LEGACY
void old_lara_col_duck(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 71*/
/*state code: lara_as_duck*/
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.ForwardAngle = item->pos.yRot;
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coll->Setup.BadHeightDown = STEPUP_HEIGHT;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
Lara.keepDucked = TestLaraKeepDucked(coll);
ShiftItem(item, coll);
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if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
if (TrInput & IN_DUCK && Lara.waterStatus != LW_WADE ||
Lara.keepDucked ||
item->animNumber != LA_CROUCH_IDLE)
{
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
}
}
else
{
item->goalAnimState = LS_STOP;
}
}
}
// State: LS_CROUCH_ROLL (72)
// Collision: lara_as_crouch_roll()
void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(20.0f);
if (TrInput & IN_LEFT)
{
Lara.turnRate = -LARA_CROUCH_ROLL_TURN;
DoLaraLean(item, coll, -LARA_LEAN_MAX, 6);
}
else if (TrInput & IN_RIGHT)
{
Lara.turnRate = LARA_CROUCH_ROLL_TURN;
DoLaraLean(item, coll, LARA_LEAN_MAX, 6);
}
// TODO: Make crouch roll deplete sprint meter? @Sezz 2021.10.22
item->goalAnimState = LS_CROUCH_IDLE;
}
// LEGACY
void old_lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 72*/
/*collision: lara_col_crouch_roll*/
Camera.targetElevation = -ANGLE(20.0f);
item->goalAnimState = LS_CROUCH_IDLE;
}
// State: LS_CROUCH_ROLL (72)
// Control: lara_as_crouch_roll()
void lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.moveAngle = item->pos.yRot;
Lara.keepDucked = TestLaraKeepDucked(coll);
Lara.isDucked = true;
item->gravityStatus = 0;
item->fallspeed = 0;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (LaraDeflectEdgeDuck(item, coll))
{
item->pos.xPos = coll->Setup.OldPosition.x;
item->pos.yPos = coll->Setup.OldPosition.y;
item->pos.zPos = coll->Setup.OldPosition.z;
}
if (TestLaraFall(coll))
{
Lara.gunStatus = LG_NO_ARMS;
item->speed /= 3; // Truncate speed to prevent flying off. TODO: Truncate on a curve. @Sezz 2021.06.27
SetLaraFallState(item);
return;
}
if (TestLaraSlideNew(coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
// LEGACY step
/*if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;*/
}
// LEGACY
void old_lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 72*/
/*state code: lara_as_crouch_roll*/
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item->gravityStatus = 0;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEPUP_HEIGHT;
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coll->Setup.ForwardAngle = item->pos.yRot;
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coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
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if (LaraFallen(item, coll))
Lara.gunStatus = LG_NO_ARMS;
else if (!TestLaraSlide(item, coll))
{
Lara.keepDucked = TestLaraKeepDucked(coll);
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if (coll->Middle.Floor < coll->Setup.BadHeightUp)//hit a wall, stop
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{
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item->pos.xPos = coll->Setup.OldPosition.x;
item->pos.yPos = coll->Setup.OldPosition.y;
item->pos.zPos = coll->Setup.OldPosition.z;
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return;
}
ShiftItem(item, coll);
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if (!LaraHitCeiling(item, coll))
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item->pos.yPos += coll->Middle.Floor;
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}
}
// State: LS_CROUCH_TURN_LEFT (105)
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// Collision: lara_col_duckl()
void lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll)
{
coll->Setup.EnableSpaz = false;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
// TODO: Changing Lara.turnRate doesn't work in this state. Find out why. @Sezz 2021.10.03
/*Lara.turnRate -= ANGLE(1.5f);
if (Lara.turnRate < -LARA_TURN_RATE)
Lara.turnRate = -LARA_TURN_RATE;*/
item->pos.yRot -= ANGLE(1.5f);
if ((TrInput & IN_DUCK || Lara.keepDucked) &&
Lara.waterStatus != LW_WADE)
{
if ((TrInput & IN_SPRINT) &&
TestLaraCrouchRoll(item, coll) &&
Lara.NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CROUCH_TURN_LEFT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_STOP;
}
// LEGACY
void old_lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 105*/
/*collision: lara_col_ducklr*/
coll->Setup.EnableSpaz = false;
if ((TrInput & (IN_DUCK | IN_LEFT)) != (IN_DUCK | IN_LEFT) || item->hitPoints <= 0)
item->goalAnimState = LS_CROUCH_IDLE;
item->pos.yRot -= ANGLE(1.5f);
}
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// State: LS_CRAWL_TURN_LEFT (105)
// Control: lara_as_duckl()
void lara_col_duckl(ITEM_INFO* item, COLL_INFO* coll)
{
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lara_col_duck(item, coll);
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}
// State: LS_CROUCH_TURN_RIGHT (106)
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// Collision: lara_col_duckr()
void lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll)
{
coll->Setup.EnableSpaz = false;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CROUCH_IDLE; // TODO: Dispatch death state. @Sezz 2021.10.03
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
// TODO: Changing Lara.turnRate doesn't work in this state. Find out why. @Sezz 2021.10.03
/*Lara.turnRate += ANGLE(1.5f);
if (Lara.turnRate > LARA_TURN_RATE)
Lara.turnRate = LARA_TURN_RATE;*/
item->pos.yRot += ANGLE(1.5f);
if ((TrInput & IN_DUCK || Lara.keepDucked) &&
Lara.waterStatus != LW_WADE)
{
if ((TrInput & IN_SPRINT) &&
TestLaraCrouchRoll(item, coll) &&
Lara.NewAnims.CrouchRoll)
{
item->goalAnimState = LS_CROUCH_ROLL;
return;
}
if (TrInput & (IN_FORWARD | IN_BACK) &&
TestLaraCrouchToCrawl(item))
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CROUCH_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
item->goalAnimState = LS_STOP;
}
// LEGACY
void old_lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 106*/
/*collision: lara_col_ducklr*/
coll->Setup.EnableSpaz = false;
if ((TrInput & (IN_DUCK | IN_RIGHT)) != (IN_DUCK | IN_RIGHT) || item->hitPoints <= 0)
item->goalAnimState = LS_CROUCH_IDLE;
item->pos.yRot += ANGLE(1.5f);
}
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// State: LS_CRAWL_TURN_RIGHT (106)
// Control: lara_as_duckr()
void lara_col_duckr(ITEM_INFO* item, COLL_INFO* coll)
{
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lara_col_duck(item, coll);
}
// LEGACY
void old_lara_col_ducklr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 105 and 106*/
/*state code: lara_as_duckl(105) and lara_col_ducklr(106)*/
// FIXED
Lara.isDucked = true;
if (TrInput & IN_LOOK)
LookUpDown();
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.ForwardAngle = item->pos.yRot;
coll->Setup.BadHeightDown = STEPUP_HEIGHT;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesAreWalls = true;
GetCollisionInfo(coll, item);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
Lara.keepDucked = TestLaraKeepDucked(coll);
ShiftItem(item, coll);
if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
}
// ---------
// CRAWLING:
// ---------
// State: LS_CRAWL_IDLE (80)
// Collision: lara_col_all4s()
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void lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
// TODO: Enable with lua!
Lara.NewAnims.Crawl1clickdown = true;
Lara.NewAnims.Crawl1clickup = true;
Lara.NewAnims.CrawlExit1click = true;
Lara.NewAnims.CrawlExit2click = true;
Lara.NewAnims.CrawlExit3click = true;
Lara.NewAnims.CrawlExitJump = true;
// TEMP
Lara.keepDucked = TestLaraKeepDucked(coll);
if ((TrInput & IN_DUCK || Lara.keepDucked) &&
Lara.waterStatus != LW_WADE)
{
// TODO: Not all weapons are classified as standing weapons??
// TODO: Allow standing vault up 2 steps when spawning flare while standing. @Sezz 2021.10.16
// TODO: Flare not working.
if (TrInput & IN_SPRINT ||
(TrInput & (IN_DRAW | IN_FLARE) &&
!IsStandingWeapon(Lara.gunType) && // TODO: From here or from crouch, it needs to be consistent.
TestLaraDrawWeaponsFromCrawlIdle(item)))
{
Lara.gunStatus = LG_NO_ARMS;
item->goalAnimState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
TestLaraCrawlVault(item, coll))
{
DoLaraCrawlVault(item, coll);
return;
}
else if (TestLaraCrawlForward(item, coll) &&
coll->CollisionType != CT_FRONT &&
coll->CollisionType != CT_TOP_FRONT) [[likely]]
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
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TestLaraCrawlToHang(item, coll))
{
DoLaraCrawlToHangSnap(item, coll);
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item->goalAnimState = LS_CRAWL_TO_HANG;
return;
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}
// BUG: If Lara is stopped while crawling back, this test will fail.
// I'm certain it's not due to shifts or the use of BadHeightUp/Down. @Sezz 2021.10.22
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else if (TestLaraCrawlBack(item, coll)) [[likely]]
{
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item->goalAnimState = LS_CRAWL_BACK;
return;
}
}
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CRAWL_TURN_LEFT;
return;
}
else if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
Lara.gunStatus = LG_NO_ARMS;
item->goalAnimState = LS_CROUCH_IDLE;
}
// LEGACY
void old_lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 80*/
/*collision: lara_col_all4s*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
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// TODO: Enable with lua!
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Lara.NewAnims.Crawl1clickdown = 1;
Lara.NewAnims.Crawl1clickup = 1;
Lara.NewAnims.CrawlExit1click = 1;
Lara.NewAnims.CrawlExit2click = 1;
Lara.NewAnims.CrawlExit3click = 1;
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Lara.NewAnims.CrawlExitJump = 1;
if (TrInput & IN_JUMP && Lara.NewAnims.CrawlExitJump)
{
GAME_VECTOR s, d;
MESH_INFO* StaticMesh;
PHD_VECTOR v;
if (LaraFloorFront(item, item->pos.yRot, 512) > 768 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
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d.y = s.y + LARA_HEADROOM;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)
{
// TODO: fix ObjectOnLOS2
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/*if (ObjectOnLOS2(&s, &d, &v, (PHD_VECTOR*)&StaticMesh) == NO_LOS_ITEM)
{*/
item->animNumber = LA_CRAWL_JUMP_FLIP_DOWN;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
/*}*/
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 768 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
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d.y = s.y + LARA_HEADROOM;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit3click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 512 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
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d.y = s.y + LARA_HEADROOM;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit2click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
else if (LaraFloorFront(item, item->pos.yRot, 256) == 256 &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT &&
LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0)
{
s.x = LaraItem->pos.xPos;
s.y = LaraItem->pos.yPos - 96;
s.z = LaraItem->pos.zPos;
s.roomNumber = LaraItem->roomNumber;
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d.x = s.x + 768 * phd_sin(LaraItem->pos.yRot);
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d.y = s.y + LARA_HEADROOM;
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d.z = s.z + 768 * phd_cos(LaraItem->pos.yRot);
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if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE && Lara.NewAnims.CrawlExit1click)
{
item->animNumber = LA_CRAWL_JUMP_DOWN_1CLICK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
}
if ((TrInput & IN_ACTION) && (TrInput & IN_FORWARD) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)
{
if (LaraFloorFront(item, item->pos.yRot, 256) == -256 &&
LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT &&
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LaraCeilingFront(item, item->pos.yRot, 256, 256) <= -512 &&
Lara.NewAnims.Crawl1clickup)
{
item->animNumber = LA_CRAWL_UP_STEP;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
}
else
if (LaraFloorFront(item, item->pos.yRot, 256) == 256 &&
LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT &&
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LaraCeilingFront(item, item->pos.yRot, 256, -256) <= -512 &&
Lara.NewAnims.Crawl1clickdown)
{
item->animNumber = LA_CRAWL_DOWN_STEP;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->goalAnimState = LS_MISC_CONTROL;
item->currentAnimState = LS_MISC_CONTROL;
}
}
Lara.gunStatus = LG_HANDS_BUSY;
if (TrInput & IN_LOOK)
LookUpDown();
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
if (item->animNumber == LA_CROUCH_TO_CRAWL_START)
Lara.gunStatus = LG_HANDS_BUSY;
Camera.targetElevation = -ANGLE(23.0f);
if (g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER)
{
item->goalAnimState = LS_CROUCH_IDLE;
item->requiredAnimState = LS_STOP;
}
}
// State: LS_CRAWL_IDLE (80)
// Control: lara_as_all4s()
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void lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.moveAngle = item->pos.yRot;
Lara.keepDucked = TestLaraKeepDucked(coll);
Lara.isDucked = true;
Lara.torsoXrot = 0; // TODO: More pleasing reset. @Sezz 2021.10.28
Lara.torsoYrot = 0;
item->fallspeed = 0;
item->gravityStatus = false;
coll->Setup.ForwardAngle = Lara.moveAngle;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
coll->Setup.BadHeightDown = STEP_SIZE - 1;
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coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesAreWalls = true;
coll->Setup.SlopesArePits = true;
GetCollisionInfo(coll, item);
Camera.targetElevation = -ANGLE(23.0f);
if (TestLaraFall(coll))
{
Lara.gunStatus = LG_NO_ARMS;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -256)
item->pos.yPos += coll->Middle.Floor;
}
// LEGACY
void old_lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 80*/
/*state code: lara_as_all4s*/
item->fallspeed = 0;
item->gravityStatus = false;
if (item->goalAnimState != LS_CRAWL_TO_HANG)
{
Lara.moveAngle = item->pos.yRot;
coll->Setup.ForwardAngle = Lara.moveAngle;
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coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -127;
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coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
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coll->Setup.SlopesAreWalls = true;
coll->Setup.SlopesArePits = true;
GetCollisionInfo(coll, item);
if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
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int slope = abs(coll->FrontLeft.Floor - coll->FrontRight.Floor);
Lara.keepDucked = TestLaraKeepDucked(coll);
ShiftItem(item, coll);
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if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -256)
item->pos.yPos += coll->Middle.Floor;
if (TrInput & IN_DUCK || Lara.keepDucked &&
(!(TrInput & IN_FLARE) && !(TrInput & IN_DRAW) || TrInput & IN_FORWARD) &&
Lara.waterStatus != LW_WADE)
{
if (item->animNumber == LA_CRAWL_IDLE ||
item->animNumber == LA_CROUCH_TO_CRAWL_END ||
item->animNumber == LA_CRAWL_TO_IDLE_END_RIGHT_POINTLESS ||
item->animNumber == LA_CRAWL_TO_IDLE_END_LEFT_POINTLESS)
{
if (TrInput & IN_FORWARD)
{
auto collResult = LaraCollisionFront(item, item->pos.yRot, 256);
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if (abs(collResult.Position.Floor) < 127 && !collResult.Position.Slope)
item->goalAnimState = LS_CRAWL_FORWARD;
}
else if (TrInput & IN_BACK)
{
short height = LaraCeilingFront(item, item->pos.yRot, -300, 128);
short heightl = 0;
short heightr = 0;
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if (height != NO_HEIGHT && height <= -256)
{
if (TrInput & IN_ACTION)
{
int x = item->pos.xPos;
int z = item->pos.zPos;
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item->pos.xPos += 128 * phd_sin(item->pos.yRot - ANGLE(90.0f));
item->pos.zPos += 128 * phd_cos(item->pos.yRot - ANGLE(90.0f));
heightl = LaraFloorFront(item, item->pos.yRot, -300);
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item->pos.xPos += 256 * phd_sin(item->pos.yRot + ANGLE(90.0f));
item->pos.zPos += 256 * phd_cos(item->pos.yRot + ANGLE(90.0f));
heightr = LaraFloorFront(item, item->pos.yRot, -300);
item->pos.xPos = x;
item->pos.zPos = z;
}
auto collResult = LaraCollisionFront(item, item->pos.yRot, -300);
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height = collResult.Position.Floor;
if (abs(height) >= STEP_SIZE - 1 || collResult.Position.Slope)
{
if (TrInput & IN_ACTION)
{
if (height > 768 &&
heightl > 768 &&
heightr > 768 &&
slope < 120)
{
int tmp;
int x = item->pos.xPos;
int z = item->pos.zPos;
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item->pos.xPos -= 100 * phd_sin(coll->Setup.ForwardAngle);
item->pos.zPos -= 100 * phd_cos(coll->Setup.ForwardAngle);
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tmp = GetCollidedObjects(item, 100, 1, CollidedItems, CollidedMeshes, 0);
item->pos.xPos = x;
item->pos.zPos = z;
if (!tmp)
{
switch (GetQuadrant(item->pos.yRot))
{
case 0:
item->pos.yRot = 0;
item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225;
break;
case 1:
item->pos.yRot = ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225;
break;
case 2:
item->pos.yRot = -ANGLE(180.0f);
item->pos.zPos = (item->pos.zPos | 0x3FF) - 225;
break;
case 3:
item->pos.yRot = -ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos | 0x3FF) - 225;
break;
}
item->goalAnimState = LS_CRAWL_TO_HANG;
}
}
}
}
else if (!(abs(height) >= STEP_SIZE))
{
item->goalAnimState = LS_CRAWL_BACK;
}
}
}
else if (TrInput & IN_LEFT)
{
item->animNumber = LA_CRAWL_TURN_LEFT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_CRAWL_TURN_LEFT;
item->goalAnimState = LS_CRAWL_TURN_LEFT;
}
else if (TrInput & IN_RIGHT)
{
item->animNumber = LA_CRAWL_TURN_RIGHT;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_CRAWL_TURN_RIGHT;
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
}
}
}
else
{
item->goalAnimState = LS_CROUCH_IDLE;
}
}
}
}
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// WIP state.
// State: LS_CRAWL_FORWARD (81)
// Collision: lara_col_crawl()
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void lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll)
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{
Lara.gunStatus = LG_HANDS_BUSY;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (item->hitPoints <= 0)
{
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item->goalAnimState = LS_DEATH;
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return;
}
if (TrInput & IN_LEFT)
{
Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -LARA_SLOW_TURN)
Lara.turnRate = -LARA_SLOW_TURN;
// TODO: Flexing.
/*Lara.headZrot -= (Lara.headZrot + LARA_CRAWL_FLEX) / 12;
Lara.torsoZrot = Lara.headZrot;*/
}
else if (TrInput & IN_RIGHT)
{
Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > LARA_SLOW_TURN)
Lara.turnRate = LARA_SLOW_TURN;
/*Lara.headZrot += (LARA_CRAWL_FLEX - Lara.headZrot) / 12;
Lara.torsoZrot = Lara.headZrot;*/
}
// TEMP
Lara.keepDucked = TestLaraKeepDucked(coll);
// TODO: Probe ahead please.
if ((TrInput & IN_DUCK || Lara.keepDucked) &&
Lara.waterStatus != LW_WADE)
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{
if (TrInput & IN_SPRINT)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
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if (TrInput & IN_FORWARD)
{
if (TrInput & (IN_ACTION | IN_JUMP) &&
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TestLaraCrawlVault(item, coll))
{
DoLaraCrawlVault(item, coll);
return;
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}
else if (TestLaraCrawlForward(item, coll) &&
coll->CollisionType != CT_FRONT &&
coll->CollisionType != CT_TOP_FRONT) [[likely]]
{
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item->goalAnimState = LS_CRAWL_FORWARD;
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return;
}
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}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
// LEGACY
void old_lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 81*/
/*collision: lara_col_crawl*/
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if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (TrInput & IN_FORWARD
&& (TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.waterStatus != LW_WADE)
{
if (TrInput & IN_LEFT)
{
Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -ANGLE(3.0f))
Lara.turnRate = -ANGLE(3.0f);
}
else if (TrInput & IN_RIGHT)
{
Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > ANGLE(3.0f))
Lara.turnRate = ANGLE(3.0f);
}
}
else
{
item->goalAnimState = LS_CRAWL_IDLE;
}
}
// State: LS_CRAWL_FORWARD (81)
// Control: lara_as_crawl()
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void lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.moveAngle = item->pos.yRot;
Lara.keepDucked = TestLaraKeepDucked(coll);
Lara.isDucked = true;
Lara.torsoXrot = 0;
Lara.torsoYrot = 0;
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1; // Offset of 1 is required or Lara will crawl up/down steps.
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = Lara.moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
return;
}
if (TestLaraFall(coll))
{
Lara.gunStatus = LG_NO_ARMS;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
// LEGACY step.
/*if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -256)
item->pos.yPos += coll->Middle.Floor;*/
}
// LEGACY
void old_lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 81*/
/*state code: lara_as_crawl*/
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot;
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coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -127;
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coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
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coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = Lara.moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
else if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
ShiftItem(item, coll);
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if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -256)
item->pos.yPos += coll->Middle.Floor;
}
}
// State: LS_CRAWL_BACK (86)
// Collision: lara_col_crawlb()
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void lara_as_crawlb(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
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Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -LARA_SLOW_TURN)
Lara.turnRate = -LARA_SLOW_TURN;
// TODO: Flexing.
/*Lara.headZrot -= (Lara.headZrot + LARA_CRAWL_FLEX) / 12;
Lara.torsoZrot = Lara.headZrot;*/
}
else if (TrInput & IN_RIGHT)
{
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Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > LARA_SLOW_TURN)
Lara.turnRate = LARA_SLOW_TURN;
/*Lara.headZrot += (LARA_CRAWL_FLEX - Lara.headZrot) / 12;
Lara.torsoZrot = Lara.headZrot;*/
}
if ((TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.waterStatus != LW_WADE)
{
if (TrInput & IN_BACK)
{
// TODO: Not quite working.
if (TrInput & (IN_ACTION | IN_JUMP) &&
TestLaraCrawlToHang(item, coll))
{
DoLaraCrawlToHangSnap(item, coll);
item->goalAnimState = LS_CRAWL_TO_HANG;
}
else [[likely]]
item->goalAnimState = LS_CRAWL_BACK;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
// State: LS_CRAWL_BACK (86)
// Control: lara_as_crawlb()
void lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.moveAngle = item->pos.yRot + ANGLE(180.0f);
Lara.keepDucked = TestLaraKeepDucked(coll);
Lara.isDucked = true;
item->gravityStatus = false;
item->fallspeed = 0;
coll->Setup.Radius = LARA_RAD_CRAWL;
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1; // Offset of 1 is required or Lara will crawl up/down steps.
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
coll->Setup.ForwardAngle = Lara.moveAngle;
GetCollisionInfo(coll, item, true);
// TODO: Binoculars?
// TODO: Generic deflect.
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
return;
}
if (TestLaraFall(coll))
{
Lara.gunStatus = LG_NO_ARMS;
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
// LEGACY step
/*if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -STEP_SIZE)
item->pos.yPos += coll->Middle.Floor;*/
}
// LEGACY
void old_lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 86*/
/*state code: lara_as_crawlb*/
item->gravityStatus = false;
item->fallspeed = 0;
Lara.moveAngle = item->pos.yRot + ANGLE(180);
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coll->Setup.Radius = LARA_RAD_CRAWL + 50; // TODO: Check if it still works without 50?
coll->Setup.Height = LARA_HEIGHT_CRAWL;
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coll->Setup.BadHeightDown = STEP_SIZE - 1;
coll->Setup.BadHeightUp = -(STEP_SIZE - 1);
coll->Setup.BadCeilingHeight = LARA_HEIGHT_CRAWL;
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coll->Setup.SlopesArePits = true;
coll->Setup.SlopesAreWalls = true;
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coll->Setup.ForwardAngle = Lara.moveAngle;
GetCollisionInfo(coll, item, true);
if (LaraDeflectEdgeDuck(item, coll))
{
item->currentAnimState = LS_CRAWL_IDLE;
item->goalAnimState = LS_CRAWL_IDLE;
if (item->animNumber != LA_CRAWL_IDLE)
{
item->animNumber = LA_CRAWL_IDLE;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
}
else if (LaraFallen(item, coll))
{
Lara.gunStatus = LG_NO_ARMS;
}
else if (!TestLaraSlide(item, coll))
{
ShiftItem(item, coll);
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if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -STEP_SIZE)
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item->pos.yPos += coll->Middle.Floor;
Lara.moveAngle = item->pos.yRot;
}
}
// State: LS_CRAWL_TURN_LEFT (84)
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// Collision: lara_col_all4turnl()
void lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
// TODO: Changing Lara.turnRate doesn't work in this state. Find out why.
/*Lara.turnRate -= ANGLE(1.5f);
if (Lara.turnRate < -LARA_TURN_RATE)
Lara.turnRate = -LARA_TURN_RATE;*/
item->pos.yRot -= ANGLE(1.5f);
if ((TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_FORWARD &&
coll->CollisionType != CT_FRONT &&
coll->CollisionType != CT_TOP_FRONT &&
TestLaraCrawlForward(item, coll))
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK &&
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TestLaraCrawlBack(item, coll))
{
item->goalAnimState = LS_CRAWL_BACK;
return;
}
// TODO: Allow for more granular turning. The animation needs to cancel, however.
/*Lara.turnRate -= ANGLE(1.5f);
if (Lara.turnRate < -LARA_TURN_RATE)
Lara.turnRate = -LARA_TURN_RATE;*/
if (TrInput & IN_LEFT)
{
item->goalAnimState = LS_CRAWL_TURN_LEFT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
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item->goalAnimState = LS_CRAWL_IDLE; // TODO: In the future, with animation blending, dispatch directly to LS_CRAWL_STOP. @Sezz 2021.10.18
}
// LEGACY
void old_lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 84*/
/*collision: lara_col_all4turnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.targetElevation = -ANGLE(23.0f);
item->pos.yRot -= ANGLE(1.5f);
if (!(TrInput & IN_LEFT))
item->goalAnimState = LS_CRAWL_IDLE;
}
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// State: LS_CRAWL_TURN_LEFT (84)
// Control: lara_as_all4turnl()
void lara_col_all4turnl(ITEM_INFO* item, COLL_INFO* coll)
{
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lara_col_all4s(item, coll);
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}
// State: LS_CRAWL_TURN_RIGHT (85)
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// Collision: lara_col_all4turnr()
void lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.gunStatus = LG_HANDS_BUSY;
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Camera.targetElevation = -ANGLE(23.0f);
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_DEATH;
return;
}
item->pos.yRot += ANGLE(1.5f);
if ((TrInput & IN_DUCK || Lara.keepDucked)
&& Lara.waterStatus != LW_WADE)
{
if (TrInput & IN_SPRINT)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
if (TrInput & IN_FORWARD &&
coll->CollisionType != CT_FRONT &&
coll->CollisionType != CT_TOP_FRONT &&
TestLaraCrawlForward(item, coll))
{
item->goalAnimState = LS_CRAWL_FORWARD;
return;
}
if (TrInput & IN_BACK &&
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TestLaraCrawlBack(item, coll))
{
item->goalAnimState = LS_CRAWL_BACK;
return;
}
if (TrInput & IN_RIGHT)
{
item->goalAnimState = LS_CRAWL_TURN_RIGHT;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
item->goalAnimState = LS_CRAWL_IDLE;
}
// LEGACY
void old_lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 85*/
/*collision: lara_col_all4turnlr*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_CRAWL_IDLE;
return;
}
coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = true;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
Camera.targetElevation = -ANGLE(23.0f);
item->pos.yRot += ANGLE(1.5f);
if (!(TrInput & IN_RIGHT))
item->goalAnimState = LS_CRAWL_IDLE;
}
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// State: LS_CRAWL_TURN_RIGHT (85)
// Control: lara_as_all4turnr()
void lara_col_all4turnr(ITEM_INFO* item, COLL_INFO* coll)
{
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lara_col_all4s(item, coll);
}
// LEGACY
void old_lara_col_all4turnlr(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 84 and 85*/
/*state code: lara_as_all4turnl(84) and lara_as_all4turnr(85)*/
coll->Setup.Height = LARA_HEIGHT_CRAWL;
GetCollisionInfo(coll, item);
if (!TestLaraSlide(item, coll))
{
if (coll->Middle.Floor != NO_HEIGHT && coll->Middle.Floor > -256)
item->pos.yPos += coll->Middle.Floor;
}
}
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void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll)
{
Camera.targetAngle = 0;
Camera.targetElevation = -ANGLE(45.0f);
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coll->Setup.EnableSpaz = false;
coll->Setup.EnableObjectPush = false;
if (item->animNumber == LA_CRAWL_TO_HANG_END)
{
int edgeCatch;
int edge;
item->fallspeed = STEP_SIZE * 2;
item->pos.yPos += STEP_SIZE - 1;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
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coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
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coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = Lara.moveAngle;
Lara.moveAngle = item->pos.yRot;
GetCollisionInfo(coll, item);
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edgeCatch = TestLaraEdgeCatch(item, coll, &edge);
if (edgeCatch)
{
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if (edgeCatch >= 0 || TestLaraHangOnClimbWall(item, coll))
{
short angle = item->pos.yRot;
if (SnapToQuadrant(angle, 35))
{
BOUNDING_BOX* bounds;
if (TestHangSwingIn(item, angle))
{
Lara.headYrot = 0;
Lara.headXrot = 0;
Lara.torsoYrot = 0;
Lara.torsoXrot = 0;
item->animNumber = LA_JUMP_UP_TO_MONKEYSWING;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_MONKEYSWING_IDLE;
item->goalAnimState = LS_MONKEYSWING_IDLE;
}
else
{
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if (TestHangFeet(item, angle))
{
item->animNumber = LA_REACH_TO_HANG;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 12;
item->currentAnimState = LS_HANG;
item->goalAnimState = LS_HANG_FEET;
}
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else
{
item->animNumber = LA_REACH_TO_HANG;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 12;
item->currentAnimState = LS_HANG;
item->goalAnimState = LS_HANG;
}
}
bounds = GetBoundsAccurate(item);
if (edgeCatch <= 0)
{
item->pos.yPos = edge - bounds->Y1;
}
else
{
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/* item->pos.xPos += coll->Shift.x;
item->pos.zPos += coll->Shift.z;
@ORIGINAL_BUG: these two caused teleportation when Lara performed crawl2hang on triangulated geometry. replacing with shifts to the edges of blocks solved it*/
short angl = (unsigned short)(item->pos.yRot + ANGLE(45.0f)) / ANGLE(90.0f);
switch (angl)
{
case NORTH:
item->pos.zPos = (item->pos.zPos | (WALL_SIZE - 1)) - LARA_RAD;
break;
case EAST:
item->pos.xPos = (item->pos.xPos | (WALL_SIZE - 1)) - LARA_RAD;
break;
case SOUTH:
item->pos.zPos = (item->pos.zPos & -WALL_SIZE) + LARA_RAD;
break;
case WEST:
item->pos.xPos = (item->pos.xPos & -WALL_SIZE) + LARA_RAD;
break;
}
}
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item->pos.yPos += coll->Front.Floor - bounds->Y1;
item->pos.yRot = angle;
item->gravityStatus = true;
item->speed = 2;
item->fallspeed = 1;
Lara.gunStatus = LG_HANDS_BUSY;
}
}
}
}
}