TombEngine/TR5Main/Game/Lara/lara_swim.cpp

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#include "framework.h"
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#include "lara_swim.h"
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#include "control/control.h"
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#include "camera.h"
#include "items.h"
#include "Lara.h"
#include "animation.h"
#include "level.h"
#include "input.h"
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#include "Sound/sound.h"
#include "GameFlowScript.h"
#include "lara_collide.h"
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struct SUBSUIT_INFO
{
short XRot;
short dXRot;
short XRotVel;
short Vel[2];
short YVel;
};
SUBSUIT_INFO Subsuit;
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byte SubHitCount = 0;
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void lara_col_waterroll(ITEM_INFO* item, COLL_INFO* coll)
{
LaraSwimCollision(item, coll);
}
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void lara_col_uwdeath(ITEM_INFO* item, COLL_INFO* coll)
{
item->hitPoints = -1;
Lara.air = -1;
Lara.gunStatus = LG_HANDS_BUSY;
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auto waterHeight = GetWaterHeight(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber);
if (waterHeight < (item->pos.yPos - (STEP_SIZE / 5 * 2) - 2) &&
waterHeight != NO_HEIGHT)
{
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item->pos.yPos -= 5;
}
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LaraSwimCollision(item, coll);
}
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void lara_col_dive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraSwimCollision(item, coll);
}
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void lara_col_tread(ITEM_INFO* item, COLL_INFO* coll)
{
LaraSwimCollision(item, coll);
}
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void lara_col_glide(ITEM_INFO* item, COLL_INFO* coll)
{
LaraSwimCollision(item, coll);
}
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void lara_col_swim(ITEM_INFO* item, COLL_INFO* coll)
{
LaraSwimCollision(item, coll);
}
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void lara_as_waterroll(ITEM_INFO* item, COLL_INFO* coll)
{
item->fallspeed = 0;
}
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void lara_as_uwdeath(ITEM_INFO* item, COLL_INFO* coll)
{
Lara.look = 0;
item->fallspeed -= 8;
if (item->fallspeed <= 0)
item->fallspeed = 0;
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if (item->pos.xRot < -ANGLE(2.0f) ||
item->pos.xRot > ANGLE(2.0f))
{
if (item->pos.xRot >= 0)
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item->pos.xRot -= ANGLE(2.0f);
else
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item->pos.xRot += ANGLE(2.0f);
}
else
item->pos.xRot = 0;
}
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void lara_as_dive(ITEM_INFO* item, COLL_INFO* coll)
{
if (TrInput & IN_FORWARD)
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item->pos.xRot -= ANGLE(1.0f);
}
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void lara_as_tread(ITEM_INFO* item, COLL_INFO* coll)
{
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_WATER_DEATH;
return;
}
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auto level = g_GameFlow->GetLevel(CurrentLevel);
if (TrInput & IN_ROLL && level->LaraType != LaraType::Divesuit)
{
SetAnimation(item, LA_UNDERWATER_ROLL_180_START);
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return;
}
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if (TrInput & IN_LOOK)
LookUpDown();
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if (level->LaraType == LaraType::Divesuit)
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SwimTurnSubsuit(item);
else
SwimTurn(item);
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if (TrInput & IN_JUMP)
item->goalAnimState = LS_UNDERWATER_FORWARD;
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item->fallspeed -= 6;
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if (item->fallspeed < 0)
item->fallspeed = 0;
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if (Lara.gunStatus == LG_HANDS_BUSY)
Lara.gunStatus = LG_NO_ARMS;
}
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void lara_as_glide(ITEM_INFO* item, COLL_INFO* coll)
{
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_WATER_DEATH;
return;
}
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auto level = g_GameFlow->GetLevel(CurrentLevel);
if (TrInput & IN_ROLL && level->LaraType != LaraType::Divesuit)
{
SetAnimation(item, LA_UNDERWATER_ROLL_180_START);
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return;
}
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if (level->LaraType != LaraType::Divesuit)
SwimTurn(item);
else
SwimTurnSubsuit(item);
if (TrInput & IN_JUMP)
item->goalAnimState = LS_UNDERWATER_FORWARD;
item->fallspeed -= 6;
if (item->fallspeed < 0)
item->fallspeed = 0;
if (item->fallspeed <= 133)
item->goalAnimState = LS_UNDERWATER_STOP;
}
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void lara_as_swim(ITEM_INFO* item, COLL_INFO* coll)
{
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_WATER_DEATH;
return;
}
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auto level = g_GameFlow->GetLevel(CurrentLevel);
if (TrInput & IN_ROLL && level->LaraType != LaraType::Divesuit)
{
SetAnimation(item, LA_UNDERWATER_ROLL_180_START);
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return;
}
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if (level->LaraType != LaraType::Divesuit)
SwimTurn(item);
else
SwimTurnSubsuit(item);
item->fallspeed += 8;
if (item->fallspeed > 200)
item->fallspeed = 200;
if (!(TrInput & IN_JUMP))
item->goalAnimState = LS_UNDERWATER_INERTIA;
}
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void UpdateSubsuitAngles()
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{
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if (Subsuit.YVel != 0)
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{
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LaraItem->pos.yPos += Subsuit.YVel / 4;
Subsuit.YVel = ceil(0.9375 * Subsuit.YVel - 1); // YVel * (15/16)
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}
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Subsuit.Vel[0] = Subsuit.Vel[1] = -4 * LaraItem->fallspeed;
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if (Subsuit.XRot >= Subsuit.dXRot)
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{
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if (Subsuit.XRot > Subsuit.dXRot)
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{
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if (Subsuit.XRot > 0 && Subsuit.dXRot < 0)
Subsuit.XRot = ceil(0.75 * Subsuit.XRot);
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Subsuit.XRot -= ANGLE(2.0f);
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if (Subsuit.XRot < Subsuit.dXRot)
Subsuit.XRot = Subsuit.dXRot;
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}
}
else
{
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if (Subsuit.XRot < 0 && Subsuit.dXRot > 0)
Subsuit.XRot = ceil(0.75 * Subsuit.XRot);
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Subsuit.XRot += ANGLE(2.0f);
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if (Subsuit.XRot > Subsuit.dXRot)
Subsuit.XRot = Subsuit.dXRot;
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}
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if (Subsuit.dXRot != 0)
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{
short rot = Subsuit.dXRot >> 3;
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if (rot < -ANGLE(2.0f))
rot = -ANGLE(2.0f);
else if (rot > ANGLE(2.0f))
rot = ANGLE(2.0f);
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LaraItem->pos.xRot += rot;
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}
Subsuit.Vel[0] += abs(Subsuit.XRot >> 3);
Subsuit.Vel[1] += abs(Subsuit.XRot >> 3);
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if (Lara.turnRate > 0)
{
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Subsuit.Vel[0] += 2 * abs(Lara.turnRate);
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}
else if (Lara.turnRate < 0)
{
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Subsuit.Vel[1] += 2 * abs(Lara.turnRate);
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}
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if (Subsuit.Vel[0] > 1536)
Subsuit.Vel[0] = 1536;
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if (Subsuit.Vel[1] > 1536)
Subsuit.Vel[1] = 1536;
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if (Subsuit.Vel[0] != 0 || Subsuit.Vel[1] != 0)
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{
SoundEffect(SFX_TR5_LARA_UNDERWATER_ENGINE, &LaraItem->pos, (((Subsuit.Vel[0] + Subsuit.Vel[1]) * 4) & 0x1F00) + 10);
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}
}
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void SwimTurnSubsuit(ITEM_INFO* item)
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{
if (item->pos.yPos < 14080)
Subsuit.YVel += (14080 - item->pos.yPos) >> 4;
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if (TrInput & IN_FORWARD && item->pos.xRot > -ANGLE(85.0f))
Subsuit.dXRot = -ANGLE(45.0f);
else if (TrInput & IN_BACK && item->pos.xRot < ANGLE(85.0f))
Subsuit.dXRot = ANGLE(45.0f);
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else
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Subsuit.dXRot = 0;
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if (TrInput & IN_LEFT)
{
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Lara.turnRate -= SUB_SUIT_TURN_RATE;
if (Lara.turnRate < -LARA_MED_TURN)
Lara.turnRate = -LARA_MED_TURN;
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item->pos.zRot -= LARA_LEAN_RATE * 2;
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}
else if (TrInput & IN_RIGHT)
{
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Lara.turnRate += SUB_SUIT_TURN_RATE;
if (Lara.turnRate > LARA_MED_TURN)
Lara.turnRate = LARA_MED_TURN;
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item->pos.zRot += LARA_LEAN_RATE * 2;
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}
}
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void SwimTurn(ITEM_INFO* item)
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{
if (TrInput & IN_FORWARD)
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item->pos.xRot -= ANGLE(2.0f);
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else if (TrInput & IN_BACK)
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item->pos.xRot += ANGLE(2.0f);
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if (TrInput & IN_LEFT)
{
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Lara.turnRate -= LARA_TURN_RATE;
if (Lara.turnRate < -LARA_MED_TURN)
Lara.turnRate = -LARA_MED_TURN;
item->pos.zRot -= LARA_LEAN_RATE * 2;
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}
else if (TrInput & IN_RIGHT)
{
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Lara.turnRate += LARA_TURN_RATE;
if (Lara.turnRate > LARA_MED_TURN)
Lara.turnRate = LARA_MED_TURN;
item->pos.zRot += LARA_LEAN_RATE * 2;
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}
}
void SwimDive(ITEM_INFO* item)
{
SetAnimation(item, LA_ONWATER_DIVE);
item->goalAnimState = LS_UNDERWATER_FORWARD;
item->pos.xRot = ANGLE(-45.0f);
item->fallspeed = 80;
Lara.waterStatus = LW_UNDERWATER;
}
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void LaraWaterCurrent(COLL_INFO* coll)
{
if (Lara.currentActive)
{
SINK_INFO* sink = &g_Level.Sinks[Lara.currentActive - 1];
short angle = mGetAngle(sink->x, sink->z, LaraItem->pos.xPos, LaraItem->pos.zPos);
Lara.currentXvel += (sink->strength * 1024 * phd_sin(angle - ANGLE(90.0f)) - Lara.currentXvel) / 16;
Lara.currentZvel += (sink->strength * 1024 * phd_cos(angle - ANGLE(90.0f)) - Lara.currentZvel) / 16;
LaraItem->pos.yPos += (sink->y - LaraItem->pos.yPos) >> 4;
}
else
{
int shift = 0;
if (abs(Lara.currentXvel) <= 16)
shift = (abs(Lara.currentXvel) > 8) + 2;
else
shift = 4;
Lara.currentXvel -= Lara.currentXvel >> shift;
if (abs(Lara.currentXvel) < 4)
Lara.currentXvel = 0;
if (abs(Lara.currentZvel) <= 16)
shift = (abs(Lara.currentZvel) > 8) + 2;
else
shift = 4;
Lara.currentZvel -= Lara.currentZvel >> shift;
if (abs(Lara.currentZvel) < 4)
Lara.currentZvel = 0;
if (!Lara.currentXvel && !Lara.currentZvel)
return;
}
LaraItem->pos.xPos += Lara.currentXvel >> 8;
LaraItem->pos.zPos += Lara.currentZvel >> 8;
Lara.currentActive = 0;
coll->Setup.ForwardAngle = phd_atan(LaraItem->pos.zPos - coll->Setup.OldPosition.z, LaraItem->pos.xPos - coll->Setup.OldPosition.x);
coll->Setup.Height = LARA_HEIGHT_CRAWL;
GetCollisionInfo(coll, LaraItem, PHD_VECTOR(0, 200, 0));
if (coll->CollisionType == CT_FRONT)
{
if (LaraItem->pos.xRot > ANGLE(35.0f))
LaraItem->pos.xRot += ANGLE(1.0f);
else if (LaraItem->pos.xRot < -ANGLE(35.0f))
LaraItem->pos.xRot -= ANGLE(1.0f);
else
LaraItem->fallspeed = 0;
}
else if (coll->CollisionType == CT_TOP)
LaraItem->pos.xRot -= ANGLE(1.0f);
else if (coll->CollisionType == CT_TOP_FRONT)
LaraItem->fallspeed = 0;
else if (coll->CollisionType == CT_LEFT)
LaraItem->pos.yRot += ANGLE(5.0f);
else if (coll->CollisionType == CT_RIGHT)
LaraItem->pos.yRot -= ANGLE(5.0f);
if (coll->Middle.Floor < 0 && coll->Middle.Floor != NO_HEIGHT)
LaraItem->pos.yPos += coll->Middle.Floor;
ShiftItem(LaraItem, coll);
coll->Setup.OldPosition.x = LaraItem->pos.xPos;
coll->Setup.OldPosition.y = LaraItem->pos.yPos;
coll->Setup.OldPosition.z = LaraItem->pos.zPos;
}