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"
// 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)
{
if (TestLaraStepUp(item, coll))
{
item->goalAnimState = LS_STEP_UP;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
else if (TestLaraStepDown(item, coll))
{
item->goalAnimState = LS_STEP_DOWN;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
// Height difference is below threshold for step dispatch; translate Lara to new floor height.
// TODO: Try using bad heights native to each state.
// TODO: Follow cube root curve instead of doing this ugly thing.
// TODO: This might cause underirable artefacts where an object pushes Lara rapidly up a slope or a platform ascends.
// Leg IK may correct for it, but until I get that working, for any future developments that see Lara phasing below the floor:
// comment everything EXCEPT the last two lines. Lara will simply snap to the surface as before (although LS_RUN state
// had a linear transition of 50 units per frame, so not all original behaviour can be restored from here). @Sezz 2021.10.09
int div = 3;
if (abs(coll->Middle.Floor) <= STEPUP_HEIGHT / 2 &&
abs(coll->Middle.Floor) >= div &&
coll->Middle.Floor != NO_HEIGHT)
{
item->pos.yPos += coll->Middle.Floor / div;
}
else if (abs(coll->Middle.Floor) > STEPUP_HEIGHT / 2 &&
abs(coll->Middle.Floor) >= div &&
coll->Middle.Floor != NO_HEIGHT)
{
if (coll->Middle.Floor >= -50)
item->pos.yPos += 50;
else if (coll->Middle.Floor <= 50)
item->pos.yPos -= 50;
}
else if (coll->Middle.Floor != NO_HEIGHT)
item->pos.yPos += coll->Middle.Floor;
}
void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll)
{
if (TestLaraCrawlExitJump(item, coll))
{
if (TrInput & IN_WALK)
item->goalAnimState = LS_CRAWL_EXIT_FLIP;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_JUMP;
return;
}
if (TestLaraCrawlExitDownStep(item, coll))
{
if (TrInput & IN_DUCK)
item->goalAnimState = LS_STEP_DOWN;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP;
return;
}
if (TestLaraCrawlUpStep(item, coll))
{
item->goalAnimState = LS_STEP_UP;
return;
}
if (TestLaraCrawlDownStep(item, coll))
{
item->goalAnimState = LS_STEP_DOWN;
return;
}
}
// TODO: Keeping legacy quadrant snaps for now. @Sezz 2021.10.16
void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll)
{
switch (GetQuadrant(item->pos.yRot))
{
case NORTH:
item->pos.yRot = 0;
item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225;
break;
case EAST:
item->pos.yRot = ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225;
break;
case SOUTH:
item->pos.yRot = -ANGLE(180.0f);
item->pos.zPos = (item->pos.zPos | 0x3FF) - 225;
break;
case WEST:
item->pos.yRot = -ANGLE(90.0f);
item->pos.xPos = (item->pos.xPos | 0x3FF) - 225;
break;
}
}
// TODO: State dispatch to a new LS_FALL state. The issue is that goal states set in collision functions are only actuated on the following
// frame, resulting in an unacceptable delay. Changing the order in which routine functions are executed is not a viable solution. @Sezz 2021.09.26
void SetLaraFallState(ITEM_INFO* item)
{
item->animNumber = LA_FALL_START;
item->currentAnimState = LS_JUMP_FORWARD;
item->goalAnimState = LS_JUMP_FORWARD;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->fallspeed = 0;
item->gravityStatus = true;
}
void SetLaraFallBackState(ITEM_INFO* item)
{
item->animNumber = LA_FALL_BACK;
item->currentAnimState = LS_FALL_BACK;
item->goalAnimState = LS_FALL_BACK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->fallspeed = 0;
item->gravityStatus = true;
}
// TODO: Get true slope direction for enhanced sliding mechanics.
// Krys, I'd like to have a look at what you did in your TRNG script. @Sezz 2021.09.26
short GetLaraSlideDirection(COLL_INFO* coll)
{
short laraAngle = ANGLE(0.0f);
if (coll->TiltX > 2)
laraAngle = -ANGLE(90.0f);
else if (coll->TiltX < -2)
laraAngle = ANGLE(90.0f);
if (coll->TiltZ > 2 && coll->TiltZ > abs(coll->TiltX))
laraAngle = ANGLE(180.0f);
else if (coll->TiltZ < -2 && -coll->TiltZ > abs(coll->TiltX))
laraAngle = ANGLE(0.0f);
return laraAngle;
}
// TODO: State dispatches to slide states. Same issue as with SetLaraFallState().
void SetLaraSlideState(ITEM_INFO* item, COLL_INFO* coll)
{
auto angle = GetLaraSlideDirection(coll);
auto polarity = angle - item->pos.yRot;
ShiftItem(item, coll);
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// Slide back.
if (polarity < -ANGLE(90.0f) || polarity > ANGLE(90.0f))
{
Lara.moveAngle = ANGLE(180);
item->pos.yRot = angle + ANGLE(180.0f);
item->animNumber = LA_SLIDE_BACK_START;
item->goalAnimState = LS_SLIDE_BACK;
item->currentAnimState = LS_SLIDE_BACK;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
}
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// Slide forward.
else [[likely]]
{
Lara.moveAngle = 0;
item->pos.yRot = angle;
item->animNumber = LA_SLIDE_FORWARD;
item->goalAnimState = LS_SLIDE_FORWARD;
item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
item->currentAnimState = LS_SLIDE_FORWARD;
}
}