TombEngine/TR5Main/Game/Lara/lara_helpers.cpp

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#include "framework.h"
#include "collide.h"
#include "control/control.h"
#include "input.h"
#include "items.h"
#include "level.h"
#include "lara.h"
#include "lara_tests.h"
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#include "lara_collide.h"
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#include "setup.h"
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// -----------------------------
// HELPER FUNCTIONS
// For State Control & Collision
// -----------------------------
// TODO: Some states can't make the most of this function due to missing step up/down animations.
// Try implementing leg IK as a substitute to make step animations obsolete. @Sezz 2021.10.09
void DoLaraStep(ITEM_INFO* item, COLL_INFO* coll)
{
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if (TestLaraStepUp(item, coll) &&
!TestLaraSwamp(item))
{
item->goalAnimState = LS_STEP_UP;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
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else if (TestLaraStepDown(item, coll) &&
!TestLaraSwamp(item))
{
item->goalAnimState = LS_STEP_DOWN;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
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// Height difference is below threshold for step dispatch or step animation doesn't exist; translate Lara to new floor height.
// TODO: This might cause underirable artefacts where an object pushes Lara rapidly up a slope or a platform ascends.
int div = 2; // 3?
int linearRate = 50;
int threshold = STEP_SIZE / 8;
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if (coll->Middle.Floor != NO_HEIGHT)
{
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if (TestLaraSwamp(item) &&
coll->Middle.Floor > 0)
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{
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item->pos.yPos += SWAMP_GRAVITY;
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}
else if (abs(coll->Middle.Floor) > (STEPUP_HEIGHT / 2) && // Inner range.
abs(coll->Middle.Floor) > threshold)
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{
if (coll->Middle.Floor <= linearRate) // Lower floor range.
item->pos.yPos -= linearRate;
else if (coll->Middle.Floor >= -linearRate) // Upper floor range.
item->pos.yPos += linearRate;
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}
else if (abs(coll->Middle.Floor) <= (STEPUP_HEIGHT / 2) && // Outer range.
abs(coll->Middle.Floor) > threshold)
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{
item->pos.yPos += coll->Middle.Floor / div;
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}
else
item->pos.yPos += coll->Middle.Floor;
}
}
void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll)
{
if (TestLaraCrawlExitDownStep(item, coll))
{
if (TrInput & IN_DUCK)
item->goalAnimState = LS_STEP_DOWN;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP;
return;
}
if (TestLaraCrawlExitJump(item, coll))
{
if (TrInput & IN_WALK)
item->goalAnimState = LS_CRAWL_EXIT_FLIP;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_JUMP;
return;
}
if (TestLaraCrawlUpStep(item, coll))
{
item->goalAnimState = LS_STEP_UP;
return;
}
if (TestLaraCrawlDownStep(item, coll))
{
item->goalAnimState = LS_STEP_DOWN;
return;
}
}
void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll)
{
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coll->Setup.ForwardAngle += ANGLE(180.0f);
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GetCollisionInfo(coll, item);
SnapItemToLedge(item, coll);
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MoveItem(item, coll->Setup.ForwardAngle, -LARA_RAD_CRAWL);
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item->pos.yRot += ANGLE(180.0f);
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LaraResetGravityStatus(item, coll);
}
// TODO: Make lean rate proportional to the turn rate, allowing for nicer aesthetics with future analog stick input.
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void DoLaraLean(ITEM_INFO* item, COLL_INFO* coll, int maxAngle, short rate)
{
if (item->speed)
{
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int sign = copysign(1, maxAngle);
rate = copysign(rate, maxAngle);
if (coll->CollisionType == CT_LEFT || coll->CollisionType == CT_RIGHT)
item->pos.zRot += std::min(abs(rate), abs((maxAngle * 3) / 5 - item->pos.zRot) / 3) * sign;
else
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item->pos.zRot += std::min(abs(rate), abs(maxAngle - item->pos.zRot) / 3) * sign;
}
}
void SetLaraFallState(ITEM_INFO* item)
{
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SetAnimation(item, LA_FALL_START);
item->fallspeed = 0;
item->gravityStatus = true;
}
void SetLaraFallBackState(ITEM_INFO* item)
{
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SetAnimation(item, LA_FALL_BACK);
item->fallspeed = 0;
item->gravityStatus = true;
}