#include "framework.h" #include "lara.h" #include "lara_tests.h" #include "input.h" #include "draw.h" #include "control.h" #include "lara_climb.h" #include "lara_collide.h" #include "control.h" using namespace TEN::Floordata; static short LeftClimbTab[4] = // offset 0xA0638 { 0x0200, 0x0400, 0x0800, 0x0100 }; static short RightClimbTab[4] = // offset 0xA0640 { 0x0800, 0x0100, 0x0200, 0x0400 }; /*this file has all the generic test functions called in lara's state code*/ int TestLaraVault(ITEM_INFO* item, COLL_INFO* coll) { if (!(TrInput & IN_ACTION) || Lara.gunStatus != LG_NO_ARMS) return 0; //##LUA debug etc. // Lara.NewAnims.CrawlVault1click = 1; // Lara.NewAnims.CrawlVault2click = 1; // Lara.NewAnims.CrawlVault3click = 1; // Lara.NewAnims.MonkeyVault = 1; if (coll->CollisionType == CT_FRONT) { short angle = item->pos.yRot; bool result; /*if (coll->Middle.SplitFloor) { if (coll->Front.SplitFloor != coll->Middle.SplitFloor) return 0; result = SnapToDiagonal(angle, 30); } else*/ { result = SnapToQuadrant(angle, 30); } if (!result) return 0; int slope = abs(coll->FrontLeft.Floor - coll->FrontRight.Floor) >= 60; if (coll->Front.Floor < 0 && coll->Front.Floor >= -256) { if (!slope && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256) && Lara.NewAnims.CrawlVault1click) { item->animNumber = LA_VAULT_TO_CROUCH_1CLICK; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 256; Lara.gunStatus = LG_HANDS_BUSY; } } else if (coll->Front.Floor >= -640 && coll->Front.Floor <= -384) { if (!slope && coll->Front.Floor - coll->Front.Ceiling >= 0 && coll->FrontLeft.Floor - coll->FrontLeft.Ceiling >= 0 && coll->FrontRight.Floor - coll->FrontRight.Ceiling >= 0) { #if 0 if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && Lara.waterSurfaceDist < -768) return 0; #endif item->animNumber = LA_VAULT_TO_STAND_2CLICK_START; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_STOP; item->pos.yPos += coll->Front.Floor + 512; Lara.gunStatus = LG_HANDS_BUSY; } else if ((!slope && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256)) && Lara.NewAnims.CrawlVault2click) { item->animNumber = LA_VAULT_TO_CROUCH_2CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_GRABBING; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 512; Lara.gunStatus = LG_HANDS_BUSY; } else { return 0; } } else if (coll->Front.Floor >= -896 && coll->Front.Floor <= -640) { if (!slope && coll->Front.Floor - coll->Front.Ceiling >= 0 && coll->FrontLeft.Floor - coll->FrontLeft.Ceiling >= 0 && coll->FrontRight.Floor - coll->FrontRight.Ceiling >= 0) { #if 0 if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && Lara.waterSurfaceDist < -768) return 0; #endif item->animNumber = LA_VAULT_TO_STAND_3CLICK; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_STOP; item->pos.yPos += coll->Front.Floor + 768; Lara.gunStatus = LG_HANDS_BUSY; } else if ((!slope && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256)) && Lara.NewAnims.CrawlVault3click) { item->animNumber = LA_VAULT_TO_CROUCH_3CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_GRABBING; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 768; Lara.gunStatus = LG_HANDS_BUSY; } else { return 0; } } else if (!slope && coll->Front.Floor >= -1920 && coll->Front.Floor <= -896) { #if 0 if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) return 0; #endif item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_STOP; Lara.calcFallSpeed = -3 - sqrt(-9600 - 12 * coll->Front.Floor); AnimateLara(item); } else { if (!Lara.climbStatus) return 0; if (coll->Front.Floor > -1920 || Lara.waterStatus == LW_WADE || coll->FrontLeft.Floor > -1920 || coll->FrontRight.Floor > -2048 || coll->Middle.Ceiling > -1158) { if ((coll->Front.Floor < -1024 || coll->Front.Ceiling >= 506) && coll->Middle.Ceiling <= -518) { ShiftItem(item, coll); if (LaraTestClimbStance(item, coll)) { item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_LADDER_IDLE; item->currentAnimState = LS_STOP; AnimateLara(item); item->pos.yRot = angle; Lara.gunStatus = LG_HANDS_BUSY; return 1; } } return 0; } item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_STOP; Lara.calcFallSpeed = -116; AnimateLara(item); } item->pos.yRot = angle; ShiftItem(item, coll); /*if (coll->Middle.SplitFloor) // diagonal alignment { Vector2 v = GetDiagonalIntersect(item->pos.xPos, item->pos.zPos, coll->Middle.SplitFloor, LARA_RAD, item->pos.yRot); item->pos.xPos = v.x; item->pos.zPos = v.y; } else*/ // regular aligment { Vector2 v = GetOrthogonalIntersect(item->pos.xPos, item->pos.zPos, LARA_RAD, item->pos.yRot); item->pos.xPos = v.x; item->pos.zPos = v.y; } return 1; } else if (Lara.NewAnims.MonkeyVault)//gross { if (Lara.canMonkeySwing) { short roomNum = item->roomNumber; int ceiling = (GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNum), item->pos.xPos, item->pos.yPos, item->pos.zPos))-(item->pos.yPos); if (ceiling > 1792 || ceiling < -1792 || abs(ceiling) == 768) return 0; item->animNumber = LA_STAND_IDLE; item->frameNumber = g_Level.Anims[LA_STAND_IDLE].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_TEST_1; return 1; } } } bool TestLaraStandUp(COLL_INFO* coll) { return (coll->Middle.Ceiling >= -362 || coll->ObjectHeadroom < (LARA_HEIGHT - LARA_HEIGHT_CRAWL) + LARA_HEADROOM); } int TestWall(ITEM_INFO* item, int front, int right, int down) { int x = item->pos.xPos; int y = item->pos.yPos + down; int z = item->pos.zPos; short angle = GetQuadrant(item->pos.yRot); short roomNum = item->roomNumber; FLOOR_INFO* floor; int h, c; switch (angle) { case NORTH: x -= right; break; case EAST: z -= right; break; case SOUTH: x += right; break; case WEST: z += right; break; default: break; } GetFloor(x, y, z, &roomNum); switch (angle) { case NORTH: z += front; break; case EAST: x += front; break; case SOUTH: z -= front; break; case WEST: x -= front; break; default: break; } floor = GetFloor(x, y, z, &roomNum); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (h == NO_HEIGHT) return 1; if (y >= h || y <= c) return 2; return 0; } int LaraHangTest(ITEM_INFO* item, COLL_INFO* coll) { int delta, flag, flag2, front, dfront, x, z, result; short angle, hdif, cdif, dir; ANIM_FRAME* frame; delta = 0; flag = 0; angle = Lara.moveAngle; if (angle == (short) (item->pos.yRot - ANGLE(90))) { delta = -100; } else if (angle == (short) (item->pos.yRot + ANGLE(90))) { delta = 100; } hdif = LaraFloorFront(item, angle, 100); if (hdif < 200) flag = 1; cdif = LaraCeilingFront(item, angle, 100, 0); dir = GetQuadrant(item->pos.yRot); switch (dir) { case NORTH: item->pos.zPos += 4; break; case EAST: item->pos.xPos += 4; break; case SOUTH: item->pos.zPos -= 4; break; case WEST: item->pos.xPos -= 4; break; } coll->Setup.BadHeightUp = NO_BAD_POS; coll->Setup.BadHeightDown = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; Lara.moveAngle = item->pos.yRot; coll->Setup.ForwardAngle = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HEIGHT); result = 0; if (Lara.climbStatus) { if (TrInput & IN_ACTION && item->hitPoints > 0) { Lara.moveAngle = angle; if (!LaraTestHangOnClimbWall(item, coll)) { if (item->animNumber != LA_LADDER_TO_HANG_RIGHT && item->animNumber != LA_LADDER_TO_HANG_LEFT) { SnapLaraToEdgeOfBlock(item, coll, dir); item->pos.yPos = coll->Setup.OldPosition.y; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 21; } result = 1; } else { if (item->animNumber == LA_REACH_TO_HANG && item->frameNumber == g_Level.Anims[LA_REACH_TO_HANG].frameBase + 21 && LaraTestClimbStance(item, coll)) item->goalAnimState = LS_LADDER_IDLE; } } else { item->animNumber = LA_FALL_START; item->currentAnimState = LS_JUMP_FORWARD; item->goalAnimState = LS_JUMP_FORWARD; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->pos.yPos += 256; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; } } else { if (TrInput & IN_ACTION && item->hitPoints > 0 && coll->Front.Floor <= 0) { if (flag && hdif > 0 && delta > 0 == coll->MiddleLeft.Floor > coll->MiddleRight.Floor) flag = 0; frame = (ANIM_FRAME*)GetBoundsAccurate(item); front = coll->Front.Floor; dfront = coll->Front.Floor - frame->boundingBox.Y1; flag2 = 0; x = item->pos.xPos; z = item->pos.zPos; switch (dir) { case NORTH: x += delta; break; case EAST: z -= delta; break; case SOUTH: x -= delta; break; case WEST: z += delta; break; } Lara.moveAngle = angle; if (256 << dir & GetClimbFlags(x, item->pos.yPos, z, item->roomNumber)) { if (!LaraTestHangOnClimbWall(item, coll)) dfront = 0; } else if (abs(coll->FrontLeft.Floor - coll->FrontRight.Floor) >= 60) { if (delta < 0 && coll->FrontLeft.Floor != coll->Front.Floor || delta > 0 && coll->FrontRight.Floor != coll->Front.Floor) flag2 = 1; } coll->Front.Floor = front; if (!flag2 && coll->Middle.Ceiling < 0 && coll->CollisionType == CT_FRONT && !flag && !coll->HitStatic && cdif <= -950 && dfront >= -60 && dfront <= 60) { switch (dir) { case NORTH: case SOUTH: item->pos.zPos += coll->Shift.z; break; case EAST: case WEST: item->pos.xPos += coll->Shift.x; break; } item->pos.yPos += dfront; } else { item->pos.xPos = coll->Setup.OldPosition.x; item->pos.yPos = coll->Setup.OldPosition.y; item->pos.zPos = coll->Setup.OldPosition.z; if (item->currentAnimState == LS_SHIMMY_LEFT || item->currentAnimState == LS_SHIMMY_RIGHT) { item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 21; } else if (item->currentAnimState == LS_SHIMMY_FEET_LEFT || item->currentAnimState == LS_SHIMMY_FEET_RIGHT) { item->currentAnimState = LS_HANG_FEET; item->goalAnimState = LS_HANG_FEET; item->animNumber = LA_HANG_FEET_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } result = 1; } } else { item->currentAnimState = LS_JUMP_UP; item->goalAnimState = LS_JUMP_UP; item->animNumber = LA_JUMP_UP; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 9; frame = (ANIM_FRAME*)GetBoundsAccurate(item); item->pos.xPos += coll->Shift.x; item->pos.yPos += frame->boundingBox.Y2; item->pos.zPos += coll->Shift.z; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; } } return result; } int LaraHangLeftCornerTest(ITEM_INFO* item, COLL_INFO* coll) { if (item->animNumber != LA_REACH_TO_HANG && item->animNumber != LA_HANG_FEET_IDLE) return 0; if (coll->HitStatic) return 0; int x; int z; int oldXpos = item->pos.xPos; int oldZpos = item->pos.zPos; short oldYrot = item->pos.yRot; int oldFrontFloor = coll->Front.Floor; short angle = GetQuadrant(item->pos.yRot); if (angle != NORTH && angle != SOUTH) { x = item->pos.xPos ^ (item->pos.xPos ^ item->pos.zPos) & 0x3FF; z = item->pos.zPos ^ (item->pos.xPos ^ item->pos.zPos) & 0x3FF; } else { x = (item->pos.xPos & 0xFFFFFC00) - (item->pos.zPos & 0x3FF) + SECTOR(1); z = (item->pos.zPos & 0xFFFFFC00) - (item->pos.xPos & 0x3FF) + SECTOR(1); } item->pos.xPos = x; Lara.cornerX = x; item->pos.zPos = z; Lara.cornerZ = z; item->pos.yRot -= ANGLE(90.0f); int result = -IsValidHangPos(item, coll); if (result) { if (Lara.climbStatus) { if (GetClimbFlags(x, item->pos.yPos, z, item->roomNumber) & RightClimbTab[angle]) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } } else { if (abs(oldFrontFloor - coll->Front.Floor) <= 60) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } } } item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; if (LaraFloorFront(item, oldYrot - ANGLE(90.0f), 116) < 0) return 0; switch (angle) { case NORTH: x = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ item->pos.xPos - SECTOR(1); z = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ item->pos.zPos + SECTOR(1); break; case SOUTH: x = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ (item->pos.xPos + SECTOR(1)); z = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ (item->pos.zPos - SECTOR(1)); break; case WEST: x = (item->pos.xPos & 0xFFFFFC00) - (item->pos.zPos & 0x3FF); z = (item->pos.zPos & 0xFFFFFC00) - (item->pos.xPos & 0x3FF); break; default: x = ((item->pos.xPos + SECTOR(1)) & 0xFFFFFC00) - (item->pos.zPos & 0x3FF) + SECTOR(1); z = ((item->pos.zPos + SECTOR(1)) & 0xFFFFFC00) - (item->pos.xPos & 0x3FF) + SECTOR(1); break; } item->pos.xPos = x; Lara.cornerX = x; item->pos.zPos = z; Lara.cornerZ = z; item->pos.yRot += ANGLE(90.0f); result = IsValidHangPos(item, coll); if (!result) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; if (!Lara.climbStatus) { if (abs(oldFrontFloor - coll->Front.Floor) <= 60) { switch (angle) { case NORTH: if ((oldXpos & 0x3FF) > 512) result = 0; break; case EAST: if ((oldZpos & 0x3FF) < 512) result = 0; break; case SOUTH: if ((oldXpos & 0x3FF) < 512) result = 0; break; case WEST: if ((oldZpos & 0x3FF) > 512) result = 0; break; } return result; } return 0; } if (GetClimbFlags(x, item->pos.yPos, z, item->roomNumber) & LeftClimbTab[angle]) return result; short front = LaraFloorFront(item, item->pos.yRot, 116); if (abs(front - coll->Front.Floor) > 60) return 0; if (front < -768) return 0; return result; } int LaraHangRightCornerTest(ITEM_INFO* item, COLL_INFO* coll) { if (item->animNumber != LA_REACH_TO_HANG && item->animNumber != LA_HANG_FEET_IDLE) return 0; if (coll->HitStatic) return 0; int x; int z; int oldXpos = item->pos.xPos; int oldZpos = item->pos.zPos; short oldYrot = item->pos.yRot; int oldFrontFloor = coll->Front.Floor; short angle = GetQuadrant(item->pos.yRot); if (angle != NORTH && angle != SOUTH) { x = (item->pos.xPos & 0xFFFFFC00) - (item->pos.zPos & 0x3FF) + SECTOR(1); z = (item->pos.zPos & 0xFFFFFC00) - (item->pos.xPos & 0x3FF) + SECTOR(1); } else { x = item->pos.xPos ^ (item->pos.xPos ^ item->pos.zPos) & 0x3FF; z = item->pos.zPos ^ (item->pos.xPos ^ item->pos.zPos) & 0x3FF; } item->pos.xPos = x; Lara.cornerX = x; item->pos.zPos = z; Lara.cornerZ = z; item->pos.yRot += ANGLE(90.0f); int result = -IsValidHangPos(item, coll); if (result) { if (Lara.climbStatus) { if (GetClimbFlags(x, item->pos.yPos, z, item->roomNumber) & LeftClimbTab[angle]) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } } else { if (abs(oldFrontFloor - coll->Front.Floor) <= 60) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } } } item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; if (LaraFloorFront(item, oldYrot + ANGLE(90.0f), 116) < 0) return 0; switch (angle) { case NORTH: x = ((item->pos.xPos + SECTOR(1)) & 0xFFFFFC00) - (item->pos.zPos & 0x3FF) + SECTOR(1); z = ((item->pos.zPos + SECTOR(1)) & 0xFFFFFC00) - (item->pos.xPos & 0x3FF) + SECTOR(1); break; case SOUTH: x = ((item->pos.xPos - SECTOR(1)) & 0xFFFFFC00) - (item->pos.zPos & 0x3FF) + SECTOR(1); z = ((item->pos.zPos - SECTOR(1)) & 0xFFFFFC00) - (item->pos.xPos & 0x3FF) + SECTOR(1); break; case WEST: x = (item->pos.xPos ^ item->pos.zPos) & 0x3FF ^ (item->pos.xPos - SECTOR(1)); z = (item->pos.xPos ^ item->pos.zPos) & 0x3FF ^ (item->pos.zPos + SECTOR(1)); break; default: x = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ (item->pos.xPos + SECTOR(1)); z = ((item->pos.xPos ^ item->pos.zPos) & 0x3FF) ^ (item->pos.zPos - SECTOR(1)); break; } item->pos.xPos = x; Lara.cornerX = x; item->pos.zPos = z; Lara.cornerZ = z; item->pos.yRot -= ANGLE(90.0f); result = IsValidHangPos(item, coll); if (!result) { item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; return result; } item->pos.xPos = oldXpos; item->pos.zPos = oldZpos; item->pos.yRot = oldYrot; Lara.moveAngle = oldYrot; if (!Lara.climbStatus) { if (abs(oldFrontFloor - coll->Front.Floor) <= 60) { switch (angle) { case NORTH: if ((oldXpos & 0x3FF) < 512) result = 0; break; case EAST: if ((oldZpos & 0x3FF) > 512) result = 0; break; case SOUTH: if ((oldXpos & 0x3FF) > 512) result = 0; break; case WEST: if ((oldZpos & 0x3FF) < 512) result = 0; break; } return result; } return 0; } if (GetClimbFlags(x, item->pos.yPos, z, item->roomNumber) & RightClimbTab[angle]) return result; short front = LaraFloorFront(item, item->pos.yRot, 116); if (abs(front - coll->Front.Floor) > 60) return 0; if (front < -768) return 0; return result; } int IsValidHangPos(ITEM_INFO* item, COLL_INFO* coll) { if (LaraFloorFront(item, Lara.moveAngle, 100) < 200) return 0; short angle = GetQuadrant(item->pos.yRot); switch (angle) { case NORTH: item->pos.zPos += 4; break; case EAST: item->pos.xPos += 4; break; case SOUTH: item->pos.zPos -= 4; break; case WEST: item->pos.xPos -= 4; break; default: break; } coll->Setup.BadHeightUp = NO_BAD_POS; coll->Setup.BadHeightDown = -512; coll->Setup.BadCeilingHeight = 0; Lara.moveAngle = item->pos.yRot; coll->Setup.ForwardAngle = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HEIGHT); if (coll->Middle.Ceiling >= 0 || coll->CollisionType != CT_FRONT || coll->HitStatic) return 0; return abs(coll->Front.Floor - coll->FrontRight.Floor) < 60; } int LaraTestClimbStance(ITEM_INFO* item, COLL_INFO* coll) { int shift_r, shift_l; if (LaraTestClimbPos(item, coll->Setup.Radius, coll->Setup.Radius + 120, -700, 512, &shift_r) != 1) return false; if (LaraTestClimbPos(item, coll->Setup.Radius, -(coll->Setup.Radius + 120), -700, 512, &shift_l) != 1) return false; if (shift_r) { if (shift_l) { if (shift_r < 0 != shift_l < 0) return false; if ((shift_r < 0 && shift_l < shift_r) || (shift_r > 0 && shift_l > shift_r)) { item->pos.yPos += shift_l; return true; } } item->pos.yPos += shift_r; } else if (shift_l) { item->pos.yPos += shift_l; } return true; } int LaraTestHangOnClimbWall(ITEM_INFO* item, COLL_INFO* coll) { BOUNDING_BOX* bounds; int shift, result; if (Lara.climbStatus == 0) return 0; if (item->fallspeed < 0) return 0; switch (GetQuadrant(item->pos.yRot)) { case NORTH: case SOUTH: item->pos.zPos += coll->Shift.z; break; case EAST: case WEST: item->pos.xPos += coll->Shift.x; break; default: break; } bounds = GetBoundsAccurate(item); if (Lara.moveAngle != item->pos.yRot) { short l = LaraCeilingFront(item, item->pos.yRot, 0, 0); short r = LaraCeilingFront(item, Lara.moveAngle, 128, 0); if (abs(l - r) > 60) return 0; } if (LaraTestClimbPos(item, coll->Setup.Radius, coll->Setup.Radius, bounds->Y1, bounds->Y2 - bounds->Y1, &shift) && LaraTestClimbPos(item, coll->Setup.Radius, -coll->Setup.Radius, bounds->Y1, bounds->Y2 - bounds->Y1, &shift)) { result = LaraTestClimbPos(item, coll->Setup.Radius, 0, bounds->Y1, bounds->Y2 - bounds->Y1, &shift); if (result) { if (result != 1) item->pos.yPos += shift; return 1; } } return 0; } int LaraTestEdgeCatch(ITEM_INFO* item, COLL_INFO* coll, int* edge) { BOUNDING_BOX* bounds = GetBoundsAccurate(item); int hdif = coll->Front.Floor - bounds->Y1; if (hdif < 0 == hdif + item->fallspeed < 0) { hdif = item->pos.yPos + bounds->Y1; if ((hdif + item->fallspeed & 0xFFFFFF00) != (hdif & 0xFFFFFF00)) { if (item->fallspeed > 0) *edge = (hdif + item->fallspeed) & 0xFFFFFF00; else *edge = hdif & 0xFFFFFF00; return -1; } return 0; } if (abs(coll->FrontLeft.Floor - coll->FrontRight.Floor) >= SLOPE_DIF) return 0; return 1; } int TestHangSwingIn(ITEM_INFO* item, short angle) { int x = item->pos.xPos; int y = item->pos.yPos; int z = item->pos.zPos; short roomNum = item->roomNumber; FLOOR_INFO* floor; int h, c; //debug till scripting be ready Lara.NewAnims.OscillateHanging = 0; z += phd_cos(angle) * STEP_SIZE; x += phd_sin(angle) * STEP_SIZE; floor = GetFloor(x, y, z, &roomNum); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (h != NO_HEIGHT) { if (Lara.NewAnims.OscillateHanging) { if (h - y > 0 && c - y < -400) return 1; } else { if (h - y > 0 && c - y < -400 && (y - 819 - c > -72)) return 1; } } return 0; } bool TestHangFeet(ITEM_INFO* item, short angle) { //##LUA debug etc. Lara.NewAnims.FeetHanging = 0; if (Lara.climbStatus || !Lara.NewAnims.FeetHanging) return 0; int x = item->pos.xPos; int y = item->pos.yPos; int z = item->pos.zPos; short roomNum = item->roomNumber; FLOOR_INFO* floor; int h, c, g, m, j; z += phd_cos(angle) * STEP_SIZE; x += phd_sin(angle) * STEP_SIZE; floor = GetFloor(x, y, z, &roomNum); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); g = h - y; m = c - y; j = y - 128 - c; if (h != NO_HEIGHT) { if (g > 0 && m < -128 && j > -72) return 1; } } int CanLaraHangSideways(ITEM_INFO* item, COLL_INFO* coll, short angle) { int oldx = item->pos.xPos; int oldz = item->pos.zPos; int x = item->pos.xPos; int z = item->pos.zPos; int res; Lara.moveAngle = item->pos.yRot + angle; switch (GetQuadrant(Lara.moveAngle)) { case 0: z += 16; break; case 1: x += 16; break; case 2: z -= 16; break; case 3: x -= 16; break; } item->pos.xPos = x; item->pos.zPos = z; coll->Setup.OldPosition.y = item->pos.yPos; res = LaraHangTest(item, coll); item->pos.xPos = oldx; item->pos.zPos = oldz; Lara.moveAngle = item->pos.yRot + angle; return !res; } void SetCornerAnim(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip) { if (item->hitPoints <= 0) { item->goalAnimState = LS_JUMP_FORWARD; item->currentAnimState = LS_JUMP_FORWARD; item->animNumber = LA_FALL_START; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->gravityStatus = true; item->speed = 2; item->pos.yPos += 256; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; item->pos.yRot += rot / 2; } else if (flip) { if (Lara.isClimbing) { item->animNumber = LA_LADDER_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_LADDER_IDLE; item->currentAnimState = LS_LADDER_IDLE; } else { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 21; item->goalAnimState = LS_HANG; item->currentAnimState = LS_HANG; } coll->Setup.OldPosition.x = Lara.cornerX; item->pos.xPos = Lara.cornerX; coll->Setup.OldPosition.z = Lara.cornerZ; item->pos.zPos = Lara.cornerZ; item->pos.yRot += rot; } } void SetCornerAnimFeet(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip) { if (item->hitPoints <= 0) { item->goalAnimState = LS_JUMP_FORWARD; item->currentAnimState = LS_JUMP_FORWARD; item->animNumber = LA_FALL_START; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->gravityStatus = true; item->speed = 2; item->pos.yPos += 256; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; item->pos.yRot += rot / 2; } else if (flip) { item->animNumber = LA_HANG_FEET_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_HANG_FEET; item->currentAnimState = LS_HANG_FEET; coll->Setup.OldPosition.x = Lara.cornerX; item->pos.xPos = Lara.cornerX; coll->Setup.OldPosition.z = Lara.cornerZ; item->pos.zPos = Lara.cornerZ; item->pos.yRot += rot; } } bool LaraFacingCorner(ITEM_INFO* item, short ang, int dist) { auto angle1 = ang + ANGLE(15); auto angle2 = ang - ANGLE(15); auto vec1 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(angle1), item->pos.yPos - (LARA_HEIGHT / 2), item->pos.zPos + dist * phd_cos(angle1), item->roomNumber); auto vec2 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(angle2), item->pos.yPos - (LARA_HEIGHT / 2), item->pos.zPos + dist * phd_cos(angle2), item->roomNumber); auto pos = GAME_VECTOR(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber); auto result1 = LOS(&pos, &vec1); auto result2 = LOS(&pos, &vec2); return (result1 == 0 && result2 == 0); } int LaraFloorFront(ITEM_INFO* item, short ang, int dist) { return LaraCollisionFront(item, ang, dist).Position.Floor; } COLL_RESULT LaraCollisionFront(ITEM_INFO* item, short ang, int dist) { int x = item->pos.xPos + dist * phd_sin(ang); int y = item->pos.yPos - LARA_HEIGHT; int z = item->pos.zPos + dist * phd_cos(ang); auto collResult = GetCollisionResult(x, y, z, item->roomNumber); if (collResult.Position.Floor != NO_HEIGHT) collResult.Position.Floor -= item->pos.yPos; return collResult; } int LaraCeilingFront(ITEM_INFO* item, short ang, int dist, int h) { return LaraCeilingCollisionFront(item, ang, dist, h).Position.Ceiling; } COLL_RESULT LaraCeilingCollisionFront(ITEM_INFO* item, short ang, int dist, int h) { int x = item->pos.xPos + dist * phd_sin(ang); int y = item->pos.yPos - h; int z = item->pos.zPos + dist * phd_cos(ang); auto collResult = GetCollisionResult(x, y, z, item->roomNumber); if (collResult.Position.Ceiling != NO_HEIGHT) collResult.Position.Ceiling += h - item->pos.yPos; return collResult; } int LaraFallen(ITEM_INFO* item, COLL_INFO* coll) { if (Lara.waterStatus == LW_WADE || coll->Middle.Floor <= STEPUP_HEIGHT) { return 0; } 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; return 1; } int LaraLandedBad(ITEM_INFO* item, COLL_INFO* coll) { int landspeed = item->fallspeed - 140; if (landspeed > 0) { if (landspeed <= 14) { item->hitPoints -= 1000 * SQUARE(landspeed) / 196; return item->hitPoints <= 0; } else { item->hitPoints = -1; return 1; } } return 0; } #ifndef NEW_TIGHTROPE void GetTighRopeFallOff(int regularity) { if(LaraItem->hitPoints <= 0 || LaraItem->hitStatus) { LaraItem->goalAnimState = LS_TIGHTROPE_UNBALANCE_LEFT; LaraItem->currentAnimState = LS_TIGHTROPE_UNBALANCE_LEFT; LaraItem->animNumber = LA_TIGHTROPE_FALL_LEFT; LaraItem->frameNumber = g_Level.Anims[LaraItem->animNumber].frameBase; } if(!Lara.tightRopeFall && !(GetRandomControl() & regularity)) Lara.tightRopeFall = 2 - ((GetRandomControl() & 0xF) != 0); } #endif // !NEW_TIGHTROPE bool TestLaraLean(ITEM_INFO* item, COLL_INFO* coll) { #if 0 // TODO: make it more fine-tuned when new collision is done. switch (coll->CollisionType) { case CT_RIGHT: if (TrInput & IN_RIGHT) return false; case CT_LEFT: if (TrInput & IN_LEFT) return false; } return true; #else if (coll->CollisionType == CT_RIGHT || coll->CollisionType == CT_LEFT) return 0; return 1; #endif }