TombEngine/TR5Main/Game/Lara/lara_jump.cpp

642 lines
15 KiB
C++
Raw Normal View History

#include "framework.h"
#include "control.h"
#include "input.h"
#include "level.h"
#include "setup.h"
#include "sound.h"
#include "camera.h"
#include "lara.h"
#include "lara_collide.h"
#include "lara_tests.h"
#include "lara_helpers.h"
#include "lara_jump.h"
#include "lara_basic.h"
#include "Scripting/GameFlowScript.h"
// -----------------------------
// JUMP
// Control & Collision Functions
// -----------------------------
void lara_as_forwardjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
// Update running jump counter in preparation for possible dispatch soon after landing.
info->jumpCount++;
if (info->jumpCount > LARA_JUMP_TIME / 2)
info->jumpCount = LARA_JUMP_TIME / 2;
/*state 3*/
/*collision: */
if (item->goalAnimState == LS_SWANDIVE_START ||
item->goalAnimState == LS_REACH)
item->goalAnimState = LS_JUMP_FORWARD;
if (item->goalAnimState != LS_DEATH &&
item->goalAnimState != LS_IDLE &&
item->goalAnimState != LS_RUN_FORWARD)
{
if (info->gunStatus == LG_HANDS_FREE && TrInput & IN_ACTION)
item->goalAnimState = LS_REACH;
if (TrInput & IN_BACK || TrInput & IN_ROLL)
item->goalAnimState = LS_JUMP_ROLL_180;
if (info->gunStatus == LG_HANDS_FREE && TrInput & IN_WALK)
item->goalAnimState = LS_SWANDIVE_START;
if (item->fallspeed > LARA_FREEFALL_SPEED)
item->goalAnimState = LS_FREEFALL;
}
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX)
info->turnRate = -LARA_JUMP_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX)
info->turnRate = LARA_JUMP_TURN_MAX;
}
}
void lara_col_forwardjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 3*/
/*state code: lara_as_forwardjump*/
if (item->speed < 0)
info->moveAngle = item->pos.yRot + ANGLE(180);
else
info->moveAngle = item->pos.yRot;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (item->speed < 0)
info->moveAngle = item->pos.yRot;
if (item->fallspeed > 0 && (coll->Middle.Floor <= 0 || TestLaraSwamp(item)))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
{
if (info->waterStatus == LW_WADE)
item->goalAnimState = LS_IDLE;
else
{
2021-12-03 12:40:06 +11:00
if (TrInput & IN_FORWARD && !(TrInput & IN_WALK))
SetAnimation(item, LA_LAND_TO_RUN);
else
item->goalAnimState = LS_IDLE;
}
}
item->gravityStatus = false;
item->fallspeed = 0;
item->speed = 0;
LaraSnapToHeight(item, coll);
}
}
void lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 9*/
/*collision: lara_col_fastfall*/
item->speed = (item->speed * 95) / 100;
if (item->fallspeed == 154)
SoundEffect(SFX_TR4_LARA_FALL, &item->pos, 0);
}
void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 9*/
/*state code: lara_as_fastfall*/
item->gravityStatus = true;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraSlideEdgeJump(item, coll);
if (coll->Middle.Floor <= 0 || TestLaraSwamp(item))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
SetAnimation(item, LA_FREEFALL_LAND);
StopSoundEffect(SFX_TR4_LARA_FALL);
item->fallspeed = 0;
item->gravityStatus = false;
LaraSnapToHeight(item, coll);
}
}
void lara_as_reach(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 11*/
/*collision: lara_col_reach*/
Camera.targetAngle = ANGLE(85.0f);
if (item->fallspeed > LARA_FREEFALL_SPEED)
item->goalAnimState = LS_FREEFALL;
}
void lara_col_reach(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 11*/
/*state code: lara_as_reach*/
if (info->ropePtr == -1)
item->gravityStatus = true;
info->moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = 0;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = coll->Setup.Radius * 1.2f;
coll->Setup.Mode = COLL_PROBE_MODE::FREE_FORWARD;
GetCollisionInfo(coll, item);
if (TestLaraHangJump(item, coll))
return;
LaraSlideEdgeJump(item, coll);
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
ShiftItem(item, coll);
if (item->fallspeed > 0 && coll->Middle.Floor <= 0)
{
if (LaraLandedBad(item, coll))
{
item->goalAnimState = LS_DEATH;
}
else
{
item->goalAnimState = LS_IDLE;
item->fallspeed = 0;
item->gravityStatus = false;
if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
}
}
void lara_col_land(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 14*/
/*state code: lara_void_func*/
lara_col_idle(item, coll);
}
// State: LS_JUMP_PREPARE (15)
// Collision: lara_col_jump_prepare()
void lara_as_jump_prepare(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
if (item->hitPoints <= 0)
return;
if (info->waterStatus == LW_WADE)
{
item->goalAnimState = LS_JUMP_UP;
return;
}
if (TrInput & IN_LEFT &&
TrInput & (IN_FORWARD | IN_BACK))
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN_MAX)
info->turnRate = -LARA_SLOW_TURN_MAX;
}
else if (TrInput & IN_RIGHT &&
TrInput & (IN_FORWARD | IN_BACK))
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN_MAX)
info->turnRate = LARA_SLOW_TURN_MAX;
}
if ((TrInput & IN_FORWARD ||
info->jumpDirection == LaraJumpDirection::Forward && !(TrInput & IN_DIRECTION)) &&
TestLaraStandingJump(item, coll, item->pos.yRot))
{
item->goalAnimState = LS_JUMP_FORWARD;
info->jumpDirection = LaraJumpDirection::Forward;
info->moveAngle = item->pos.yRot;
return;
}
else if ((TrInput & IN_BACK ||
info->jumpDirection == LaraJumpDirection::Back && !(TrInput & IN_DIRECTION)) &&
TestLaraStandingJump(item, coll, item->pos.yRot + ANGLE(180.0f)))
{
item->goalAnimState = LS_JUMP_BACK;
info->jumpDirection = LaraJumpDirection::Back;
info->moveAngle = item->pos.yRot + ANGLE(180.0f);
return;
}
if ((TrInput & IN_LEFT ||
info->jumpDirection == LaraJumpDirection::Left && !(TrInput & IN_DIRECTION)) &&
TestLaraStandingJump(item, coll, item->pos.yRot - ANGLE(90.0f)))
{
item->goalAnimState = LS_JUMP_LEFT;
info->jumpDirection = LaraJumpDirection::Left;
info->moveAngle = item->pos.yRot - ANGLE(90.0f);
return;
}
else if ((TrInput & IN_RIGHT ||
info->jumpDirection == LaraJumpDirection::Right && !(TrInput & IN_DIRECTION)) &&
TestLaraStandingJump(item, coll, item->pos.yRot + ANGLE(90.0f)))
{
item->goalAnimState = LS_JUMP_RIGHT;
info->jumpDirection = LaraJumpDirection::Right;
info->moveAngle = item->pos.yRot + ANGLE(90.0f);
return;
}
item->goalAnimState = LS_JUMP_UP;
info->jumpDirection = LaraJumpDirection::Up;
}
// State: LS_JUMP_PREPARE (15)
// Collision: lara_as_jump_prepare()
void lara_col_jump_prepare(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
item->fallspeed = 0;
item->gravityStatus = false;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = NO_HEIGHT;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
2021-12-18 20:42:15 +11:00
{
SetLaraSlideState(item, coll);
return;
2021-12-18 20:42:15 +11:00
}
if (coll->Middle.Floor > -STEP_SIZE && coll->Middle.Floor < STEP_SIZE)
item->pos.yPos += coll->Middle.Floor;
}
void lara_as_backjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 25*/
/*collision: lara_col_backjump*/
info->look = false;
Camera.targetAngle = ANGLE(135.0f);
if (item->fallspeed <= LARA_FREEFALL_SPEED)
{
if (item->goalAnimState == LS_RUN_FORWARD)
{
item->goalAnimState = LS_IDLE;
}
else if ((TrInput & IN_FORWARD || TrInput & IN_ROLL) && item->goalAnimState != LS_IDLE)
{
item->goalAnimState = LS_JUMP_ROLL_180;
}
}
else
{
item->goalAnimState = LS_FREEFALL;
}
}
void lara_col_backjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 25*/
/*state code: lara_as_backjump*/
info->moveAngle = item->pos.yRot + ANGLE(180);
2021-12-10 12:30:23 +11:00
LaraJumpCollision(item, coll);
}
void lara_as_rightjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 26*/
/*collision: lara_col_rightjump*/
info->look = false;
if (item->fallspeed > LARA_FREEFALL_SPEED)
item->goalAnimState = LS_FREEFALL;
else if (TrInput & IN_LEFT && item->goalAnimState != LS_IDLE)
item->goalAnimState = LS_JUMP_ROLL_180;
}
void lara_col_rightjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 26*/
/*state code: lara_as_rightjump*/
info->moveAngle = item->pos.yRot + ANGLE(90);
2021-12-10 12:30:23 +11:00
LaraJumpCollision(item, coll);
}
void lara_as_leftjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 27*/
/*collision: lara_col_leftjump*/
info->look = false;
if (item->fallspeed > LARA_FREEFALL_SPEED)
item->goalAnimState = LS_FREEFALL;
else if (TrInput & IN_RIGHT && item->goalAnimState != LS_IDLE)
item->goalAnimState = LS_JUMP_ROLL_180;
}
void lara_col_leftjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 27*/
/*state code: lara_as_leftjump*/
info->moveAngle = item->pos.yRot - ANGLE(90);
2021-12-10 12:30:23 +11:00
LaraJumpCollision(item, coll);
}
void lara_as_upjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
/*state 28*/
/*collision: lara_col_upjump*/
if (item->fallspeed > LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
}
}
void lara_col_upjump(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 28*/
/*state code: lara_as_upjump*/
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_IDLE;
return;
}
info->moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = item->speed < 0 ? info->moveAngle + ANGLE(180.0f) : info->moveAngle;
coll->Setup.Mode = COLL_PROBE_MODE::FREE_FORWARD;
GetCollisionInfo(coll, item);
if (TestLaraHangJumpUp(item, coll))
return;
if (coll->CollisionType == CT_CLAMP ||
coll->CollisionType == CT_TOP ||
coll->CollisionType == CT_TOP_FRONT)
item->fallspeed = 1;
ShiftItem(item, coll);
if (coll->CollisionType == CT_NONE)
{
if (item->fallspeed < -70)
{
if (TrInput & IN_FORWARD && item->speed < 5)
{
item->speed++;
}
else if (TrInput & IN_BACK && item->speed > -5)
{
item->speed -= 2;
}
}
}
else
{
item->speed = item->speed <= 0 ? -2 : 2;
}
if (item->fallspeed > 0 && coll->Middle.Floor <= 0)
{
item->goalAnimState = LaraLandedBad(item, coll) ? LS_DEATH : LS_IDLE;
item->gravityStatus = false;
item->fallspeed = 0;
if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
}
void lara_as_fallback(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 29*/
/*collision: lara_col_fallback*/
if (item->fallspeed > LARA_FREEFALL_SPEED)
item->goalAnimState = LS_FREEFALL;
if (TrInput & IN_ACTION)
if (info->gunStatus == LG_HANDS_FREE)
item->goalAnimState = LS_REACH;
}
void lara_col_fallback(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 29*/
/*state code: lara_as_fallback*/
info->moveAngle = item->pos.yRot + ANGLE(180);
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (item->fallspeed > 0 && (coll->Middle.Floor <= 0 || TestLaraSwamp(item)))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
LaraResetGravityStatus(item, coll);
LaraSnapToHeight(item, coll);
}
}
// State: LS_SWANDIVE_START (52)
// Control: lara_col_swandive()
void lara_as_swandive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
info->look = false;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX)
info->turnRate = -LARA_JUMP_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX)
info->turnRate = LARA_JUMP_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
// TODO: Why?
if (item->fallspeed > LARA_FREEFALL_SPEED && item->goalAnimState != LS_DIVE)
item->goalAnimState = LS_SWANDIVE_END;
}
void lara_col_swandive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
2021-11-24 17:39:54 +11:00
auto bounds = GetBoundsAccurate(item);
auto realHeight = bounds->Y2 - bounds->Y1;
/*state 52*/
/*state code: lara_as_swandive*/
info->moveAngle = item->pos.yRot;
2021-11-24 17:39:54 +11:00
info->keepCrouched = TestLaraKeepCrouched(item, coll);
coll->Setup.Height = std::max(LARA_HEIGHT_CRAWL, (int)(realHeight * 0.7f));
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
2021-11-24 17:39:54 +11:00
if (LaraDeflectEdgeJump(item, coll))
info->gunStatus = LG_HANDS_FREE;
if (coll->Middle.Floor <= 0 && item->fallspeed > 0)
{
2021-11-24 17:39:54 +11:00
auto probe = GetCollisionResult(item, coll->Setup.ForwardAngle, coll->Setup.Radius, 0);
if (TestLaraSlide(item, coll))
2021-12-18 20:42:15 +11:00
SetLaraSlideState(item, coll);
else if (info->keepCrouched ||
abs(probe.Position.Ceiling - probe.Position.Floor) < LARA_HEIGHT &&
g_GameFlow->Animations.CrawlspaceSwandive)
2021-11-24 17:39:54 +11:00
{
SetAnimation(item, LA_SPRINT_TO_CROUCH_LEFT, 10);
if (!info->keepCrouched) // HACK: If Lara landed on the edge, shift forward to avoid standing up or falling out.
MoveItem(item, coll->Setup.ForwardAngle, STEP_SIZE / 2);
2021-11-24 17:39:54 +11:00
}
else [[likely]]
SetAnimation(item, LA_SWANDIVE_ROLL, 0);
item->fallspeed = 0;
item->gravityStatus = false;
info->gunStatus = LG_HANDS_FREE;
2021-11-24 17:39:54 +11:00
LaraSnapToHeight(item, coll);
}
}
void lara_as_fastdive(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 53*/
/*collision: lara_col_fastdive*/
if (TrInput & IN_ROLL && item->goalAnimState == LS_SWANDIVE_END)
item->goalAnimState = LS_JUMP_ROLL_180;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = false;
item->speed = (item->speed * 95) / 100;
}
void lara_col_fastdive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
/*state 53*/
/*state code: lara_as_fastdive*/
info->moveAngle = item->pos.yRot;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (coll->Middle.Floor <= 0 && item->fallspeed > 0)
{
if (item->fallspeed <= 133)
item->goalAnimState = LS_IDLE;
else
item->goalAnimState = LS_DEATH;
item->fallspeed = 0;
item->gravityStatus = 0;
if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
}