#include "framework.h" #include "lara.h" #include "lara_basic.h" #include "lara_tests.h" #include "lara_collide.h" #include "lara_slide.h" #include "lara_monkey.h" #include "lara_helpers.h" #include "input.h" #include "level.h" #include "setup.h" #include "health.h" #include "Sound/sound.h" #include "animation.h" #include "pickup.h" #include "collide.h" #include "items.h" #include "camera.h" // ------------------------------ // BASIC MOVEMENT & MISCELLANEOUS // Control & Collision Functions // ------------------------------ // -------------- // MISCELLANEOUS: // -------------- void lara_void_func(ITEM_INFO* item, COLL_INFO* coll) { return; } void lara_default_col(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesArePits = true; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); LaraResetGravityStatus(item, coll); } void lara_as_special(ITEM_INFO* item, COLL_INFO* coll) { Camera.flags = CF_FOLLOW_CENTER; Camera.targetAngle = ANGLE(170.0f); Camera.targetElevation = -ANGLE(25.0f); } void lara_as_null(ITEM_INFO* item, COLL_INFO* coll) { coll->Setup.EnableObjectPush = false; coll->Setup.EnableSpaz = false; } void lara_as_controlled(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; coll->Setup.EnableObjectPush = false; coll->Setup.EnableSpaz = false; if (item->frameNumber == TestLastFrame(item, item->animNumber) - 1) { info->gunStatus = LG_HANDS_FREE; if (UseForcedFixedCamera) UseForcedFixedCamera = 0; } } void lara_as_controlledl(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; coll->Setup.EnableObjectPush = false; coll->Setup.EnableSpaz = false; } // --------------- // BASIC MOVEMENT: // --------------- // State: LS_WALK_FORWARD (0) // Collision: lara_col_walk_forward() void lara_as_walk_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->jumpCount++; if (info->jumpCount > LARA_JUMP_TIME / 2 + 4) // If anyone complains about the walk jump being nerfed, increase this value. info->jumpCount = LARA_JUMP_TIME / 2 + 4; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } // TODO: Implement item alignment properly someday. @Sezz 2021.11.01 if (info->isMoving) return; // TODO: If stopping and holding WALK without FORWARD, Lara can't turn. @Sezz 2021.10.09 if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 6); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 6); } if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_WADE) item->goalAnimState = LS_WADE_FORWARD; else if (TrInput & IN_WALK) [[likely]] item->goalAnimState = LS_WALK_FORWARD; else item->goalAnimState = LS_RUN_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LA_WALK_FORWARD (0) // Control: lara_as_walk_forward() void lara_col_walk_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesAreWalls = true; coll->Setup.SlopesArePits = true; coll->Setup.DeathFlagIsPit = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (TestLaraVault(item, coll)) return; if (LaraDeflectEdge(item, coll)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) return; LaraCollideStop(item, coll); } if (TestLaraStep(coll) && coll->CollisionType != CT_FRONT) { DoLaraStep(item, coll); return; } } // State: LS_RUN_FORWARD (1) // Collision: lara_col_run_forward() void lara_as_run_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->jumpCount++; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_FAST_TURN) info->turnRate = -LARA_FAST_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_FAST_TURN) info->turnRate = LARA_FAST_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE); } // Pseudo action queue for running jump. // Creates a committal lock when JUMP is pressed and released while allowJump isn't true yet. static bool commitJump = false; if ((TrInput & IN_JUMP || commitJump) && !item->gravityStatus && info->waterStatus != LW_WADE) { commitJump = TrInput & IN_FORWARD; if (info->jumpCount >= LARA_JUMP_TIME) { commitJump = false; item->goalAnimState = LS_JUMP_FORWARD; } return; } if (TrInput & IN_SPRINT && info->sprintTimer && info->waterStatus != LW_WADE) { item->goalAnimState = LS_SPRINT; return; } if (TrInput & IN_ROLL && info->waterStatus != LW_WADE) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType)) && info->waterStatus != LW_WADE) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_WADE) item->goalAnimState = LS_WADE_FORWARD; else if (TrInput & IN_WALK) item->goalAnimState = LS_WALK_FORWARD; else [[likely]] item->goalAnimState = LS_RUN_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LS_RUN_FORWARD (1) // Control: lara_as_run_forward() void lara_col_run_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); LaraResetGravityStatus(item, coll); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (TestLaraVault(item, coll)) return; if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if (coll->HitTallObject || TestLaraWall(item, 256, 0, -640) != SPLAT_COLL::NONE) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->currentAnimState = LS_SPLAT; return; } } LaraCollideStop(item, coll); } if (TestLaraStep(coll) && coll->CollisionType != CT_FRONT) { DoLaraStep(item, coll); return; } } // State: LS_IDLE (2) // Collision: lara_col_idle() void lara_as_idle(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = ((TestLaraSwamp(item) && info->waterStatus == LW_WADE) || item->animNumber == LA_SWANDIVE_ROLL) ? false : true; // TODO: Hardcoding if (item->animNumber != LA_SPRINT_TO_STAND_RIGHT && item->animNumber != LA_SPRINT_TO_STAND_LEFT) StopSoundEffect(SFX_TR4_LARA_SLIPPING); if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } // Handles waterskin and clockwork beetle. // TODO: Hardcoding. if (UseSpecialItem(item)) return; if (TrInput & IN_LOOK && info->look) LookUpDown(); if (TrInput & IN_LEFT && !(TrInput & IN_JUMP)) // JUMP locks y rotation. { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; } else if (TrInput & IN_RIGHT && !(TrInput & IN_JUMP)) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; } if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) pseudo_lara_as_swamp_idle(item, coll); else [[likely]] pseudo_lara_as_wade_idle(item, coll); return; } if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType))) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (TrInput & IN_WALK) { if (TestLaraWalkForward(item, coll)) { item->goalAnimState = LS_WALK_FORWARD; return; } } else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_SPRINT; return; } else if (TestLaraRunForward(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_FORWARD; return; } } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if (TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } } else if (TestLaraHopBack(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_BACK; return; } } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_LEFT) { if (TrInput & IN_SPRINT || info->turnRate <= -LARA_SLOW_TURN || (info->gunStatus == LG_READY && info->gunType != WEAPON_TORCH) || (info->gunStatus == LG_DRAW_GUNS && info->gunType != WEAPON_FLARE)) { item->goalAnimState = LS_TURN_LEFT_FAST; } else [[likely]] item->goalAnimState = LS_TURN_LEFT_SLOW; return; } else if (TrInput & IN_RIGHT) { if (TrInput & IN_SPRINT || info->turnRate >= LARA_SLOW_TURN || (info->gunStatus == LG_READY && info->gunType != WEAPON_TORCH) || (info->gunStatus == LG_DRAW_GUNS && info->gunType != WEAPON_FLARE)) { item->goalAnimState = LS_TURN_RIGHT_FAST; } else [[likely]] item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } // TODO: LUA. // TODO: Without animation blending, the AFK state's // movement lock will be rather obnoxious. // Adding some idle breathing would also be nice. @Sezz 2021.10.31 info->NewAnims.Pose = false; if (info->poseCount >= LARA_POSE_TIME && TestLaraPose(item, coll) && info->NewAnims.Pose) { item->goalAnimState = LS_POSE; return; } item->goalAnimState = LS_IDLE; } // TODO: Future-proof for rising water. // TODO: Make these into true states someday? It may take a bit of work. @Sezz 2021.10.13 // Pseudo-state for idling in wade-height water. void pseudo_lara_as_wade_idle(ITEM_INFO* item, COLL_INFO* coll) { if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } if (TrInput & IN_BACK && TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; return; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for idling in swamps. void pseudo_lara_as_swamp_idle(ITEM_INFO* item, COLL_INFO* coll) { if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; return; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } if (TrInput & IN_LSTEP && TestLaraStepLeftSwamp(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRightSwamp(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } item->goalAnimState = LS_IDLE; } // State: LS_IDLE (2) // Control: lara_as_idle() void lara_col_idle(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = TestLaraSwamp(item) ? NO_BAD_POS : STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; item->gravityStatus = false; item->fallspeed = 0; coll->Setup.SlopesArePits = true; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; ShiftItem(item, coll); // TODO: Vaulting from this state. LaraSnapToHeight(item, coll); } // State: LS_POSE (4) // Control: lara_col_pose() void lara_as_pose(ITEM_INFO* item, COLL_INFO* coll) { if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_LOOK) LookUpDown(); if (TestLaraPose(item, coll)) { if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_WAKE) { item->goalAnimState = LS_IDLE; return; } item->goalAnimState = LS_POSE; return; } item->goalAnimState = LS_IDLE; } // State: LS_POSE (4) // Control: lara_as_pose() void lara_col_pose(ITEM_INFO* item, COLL_INFO* coll) { lara_col_idle(item, coll); } // State: LS_RUN_BACK (5) // Collision: lara_col_run_back() void lara_as_run_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_MED_TURN) info->turnRate = -LARA_MED_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_MED_TURN) info->turnRate = LARA_MED_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4); } if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LS_RUN_BACK (5) // Control: lara_as_run_back() void lara_col_run_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot + ANGLE(180.0f); item->fallspeed = 0; item->gravityStatus = false; coll->Setup.SlopesAreWalls = false; coll->Setup.SlopesArePits = true; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (coll->Middle.Floor > (STEPUP_HEIGHT / 2)) { SetLaraFallBackState(item); return; } if (TestLaraSlide(item, coll)) return; if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_TURN_RIGHT_SLOW (6) // Collision: lara_col_turn_right_slow() void lara_as_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = (TestLaraSwamp(item) && info->waterStatus == LW_WADE) ? false : true; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } // TODO: This can't be anywhere below the run dispatch because a test to prevent forward movement without // embedding can't exist right now without breaking the vault mechanic. // Further, LaraCollideStop() may lock Lara in fast turn states. @Sezz 2021.11.25 info->turnRate += LARA_TURN_RATE; if (info->turnRate < 0) info->turnRate = 0; else if (info->turnRate > (LARA_MED_TURN + ANGLE(1.0f))) info->turnRate = LARA_MED_TURN + ANGLE(1.0f); if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) pseudo_lara_as_swamp_turn_right_slow(item, coll); else [[likely]] pseudo_lara_as_wade_turn_right_slow(item, coll); return; } if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType))) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (TrInput & IN_WALK) { if (TestLaraWalkForward(item, coll)) { item->goalAnimState = LS_WALK_FORWARD; return; } } else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_SPRINT; return; } else if (TestLaraRunForward(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_FORWARD; return; } } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if (TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } } else if (TestLaraHopBack(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_BACK; return; } } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_RIGHT) { if (TrInput & IN_WALK) // TODO: This hasn't worked since TR1. { if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; item->goalAnimState = LS_TURN_RIGHT_SLOW; } else if (info->turnRate > LARA_SLOW_TURN) item->goalAnimState = LS_TURN_RIGHT_FAST; else [[likely]] item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for turning right slowly in wade-height water. void pseudo_lara_as_wade_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate > (LARA_SLOW_TURN + ANGLE(1.5f))) info->turnRate = LARA_SLOW_TURN + ANGLE(1.5f); if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for turning right slowly in swamps. void pseudo_lara_as_swamp_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate > LARA_SLOW_TURN / 2) info->turnRate = LARA_SLOW_TURN / 2; if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } else if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LSTEP && TestLaraStepLeftSwamp(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRightSwamp(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } item->goalAnimState = LS_IDLE; } // State: LS_TURN_RIGHT_SLOW (6) // Control: lara_as_turn_right_slow() void lara_col_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll) { lara_col_idle(item, coll); } // State: LS_TURN_LEFT_SLOW (7) // Collision: lara_col_turn_left_slow() void lara_as_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = (TestLaraSwamp(item) && info->waterStatus == LW_WADE) ? false : true; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } info->turnRate -= LARA_TURN_RATE; if (info->turnRate > 0) info->turnRate = 0; else if (info->turnRate < -(LARA_MED_TURN + ANGLE(1.0f))) info->turnRate = -(LARA_MED_TURN + ANGLE(1.0f)); if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) pseudo_lara_as_swamp_turn_left_slow(item, coll); else [[likely]] pseudo_lara_as_wade_turn_left_slow(item, coll); return; } if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType))) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (TrInput & IN_WALK) { if (TestLaraWalkForward(item, coll)) { item->goalAnimState = LS_WALK_FORWARD; return; } } else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_SPRINT; return; } else if (TestLaraRunForward(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_FORWARD; return; } } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if (TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } } else if (TestLaraHopBack(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_BACK; return; } } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } // TODO: Lara steps left. Why?? @Sezz 2021.10.08 else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_LEFT) { if (TrInput & IN_WALK) { if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; item->goalAnimState = LS_TURN_LEFT_SLOW; } else if (info->turnRate < -LARA_MED_TURN) item->goalAnimState = LS_TURN_LEFT_FAST; else [[likely]] item->goalAnimState = LS_TURN_RIGHT_SLOW; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for turning left slowly in wade-height water. void pseudo_lara_as_wade_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate < -(LARA_SLOW_TURN + ANGLE(1.5f))) info->turnRate = -(LARA_SLOW_TURN + ANGLE(1.5f)); if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for turning left slowly in swamps. void pseudo_lara_as_swamp_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate < -LARA_SLOW_TURN / 2) info->turnRate = -LARA_SLOW_TURN / 2; if (TrInput & IN_FORWARD && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; return; } item->goalAnimState = LS_IDLE; } // State: LS_TURN_LEFT_SLOW (7) // Control: lara_as_turn_left_slow() void lara_col_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll) { lara_col_turn_right_slow(item, coll); } void lara_as_death(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; /*state 8*/ /*collision: lara_col_death*/ info->look = false; coll->Setup.EnableObjectPush = false; coll->Setup.EnableSpaz = false; if (BinocularRange) { BinocularRange = 0; LaserSight = false; AlterFOV(ANGLE(80.0f)); LaraItem->meshBits = -1; info->busy = false; } } void lara_col_death(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; /*state 8*/ /*state code: lara_as_death*/ StopSoundEffect(SFX_TR4_LARA_FALL); info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.Radius = LARA_RAD_DEATH; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); ShiftItem(item, coll); item->hitPoints = -1; info->air = -1; if (coll->Middle.Floor != NO_HEIGHT) item->pos.yPos += coll->Middle.Floor; } void lara_as_splat(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; } void lara_col_splat(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.SlopesAreWalls = true; coll->Setup.SlopesArePits = true; coll->Setup.BadHeightDown = STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); ShiftItem(item, coll); if (coll->Middle.Floor >= -256 && coll->Middle.Floor <= 256) item->pos.yPos += coll->Middle.Floor; } // State: LS_WALK_BACK (16) // Collision: lara_col_walk_back() void lara_as_walk_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = (TestLaraSwamp(item) && info->waterStatus == LW_WADE) ? false : true; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (info->isMoving) return; if (TestLaraSwamp(item) && info->waterStatus == LW_WADE) { pseudo_lara_as_swamp_walk_back(item, coll); return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4); } if (TrInput & IN_BACK && (TrInput & IN_WALK || info->waterStatus == LW_WADE)) { item->goalAnimState = LS_WALK_BACK; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for walking back in swamps. void pseudo_lara_as_swamp_walk_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN / 3) info->turnRate = -LARA_SLOW_TURN / 3; DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 3); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN / 3) info->turnRate = LARA_SLOW_TURN / 3; DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 3); } if (TrInput & IN_BACK) { item->goalAnimState = LS_WALK_BACK; return; } item->goalAnimState = LS_IDLE; } // State: LS_WALK_BACK (16) // Control: lara_as_walk_back() void lara_col_walk_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot + ANGLE(180.0f); item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = (info->waterStatus == LW_WADE) ? NO_BAD_POS : STEPUP_HEIGHT; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesArePits = true; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_TURN_RIGHT_FAST (20) // Collision: lara_col_turn_right_fast() void lara_as_turn_right_fast(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } info->turnRate += LARA_TURN_RATE; if (info->turnRate < LARA_MED_TURN) info->turnRate = LARA_MED_TURN; else if (info->turnRate > LARA_FAST_TURN) info->turnRate = LARA_FAST_TURN; if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_ROLL && info->waterStatus != LW_WADE) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType)) && info->waterStatus != LW_WADE) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_WADE) // Should not be possible, but here for security. { if (TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } } else if (TrInput & IN_WALK) { if (TestLaraWalkForward(item, coll)) { item->goalAnimState = LS_WALK_FORWARD; return; } } else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_SPRINT; return; } else if (TestLaraRunForward(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_FORWARD; return; } } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if (TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } } else if (TestLaraHopBack(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_BACK; return; } } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } // TODO: Hold WALK to slow down again. if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_FAST; return; } item->goalAnimState = LS_IDLE; } // State: LS_TURN_RIGHT_FAST (20) // Control: lara_as_turn_right_fast() void lara_col_turn_right_fast(ITEM_INFO* item, COLL_INFO* coll) { lara_col_idle(item, coll); } // State: LS_TURN_LEFT_FAST (152) // Collision: lara_col_turn_left_fast() void lara_as_turn_left_fast(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } info->turnRate -= LARA_TURN_RATE; if (info->turnRate > -LARA_MED_TURN) info->turnRate = -LARA_MED_TURN; else if (info->turnRate < -LARA_FAST_TURN) info->turnRate = -LARA_FAST_TURN; if (TrInput & IN_JUMP && coll->Middle.Ceiling < -(LARA_HEADROOM * 0.7f)) { item->goalAnimState = LS_JUMP_PREPARE; return; } if (TrInput & IN_ROLL && info->waterStatus != LW_WADE) { item->goalAnimState = LS_ROLL_FORWARD; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType)) && info->waterStatus != LW_WADE) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_WADE) // Should not be possible, but here for security. { if (TestLaraRunForward(item, coll)) { item->goalAnimState = LS_WADE_FORWARD; return; } } else if (TrInput & IN_WALK) { if (TestLaraWalkForward(item, coll)) { item->goalAnimState = LS_WALK_FORWARD; return; } } else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll)) { item->goalAnimState = LS_SPRINT; return; } else if (TestLaraRunForward(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_FORWARD; return; } } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if (TestLaraWalkBack(item, coll)) { item->goalAnimState = LS_WALK_BACK; return; } } else if (TestLaraHopBack(item, coll)) [[likely]] { item->goalAnimState = LS_RUN_BACK; return; } } if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll)) { item->goalAnimState = LS_STEP_LEFT; return; } // TODO: Lara steps left. Why?? @Sezz 2021.10.08 else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll)) { item->goalAnimState = LS_STEP_RIGHT; return; } if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_FAST; return; } item->goalAnimState = LS_IDLE; } // State: LS_TURN_LEFT_FAST (152) // Control: lara_as_turn_left_fast() void lara_col_turn_left_fast(ITEM_INFO* item, COLL_INFO* coll) { lara_col_idle(item, coll); } // State: LS_STEP_RIGHT (21) // Collision: lara_col_step_right() void lara_as_step_right(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_IDLE; return; } if (info->isMoving) return; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; } if (TrInput & IN_RSTEP) { item->goalAnimState = LS_STEP_RIGHT; return; } item->goalAnimState = LS_IDLE; } // State: LS_STEP_RIGHT (21) // Control: lara_as_step_right() void lara_col_step_right(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot + ANGLE(90.0f); item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = (info->waterStatus == LW_WADE) ? NO_BAD_POS : STEP_SIZE / 2; coll->Setup.BadHeightUp = -STEP_SIZE / 2; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesArePits = true; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (TestLaraStep(coll) || TestLaraSwamp(item)) { DoLaraStep(item, coll); return; } } // State: LS_STEP_LEFT (22) // Collision: lara_col_step_left() void lara_as_step_left(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_IDLE; return; } if (info->isMoving) return; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; } if (TrInput & IN_LSTEP) { item->goalAnimState = LS_STEP_LEFT; return; } item->goalAnimState = LS_IDLE; } // State: LS_STEP_LEFT (22) // Control: lara_as_step_left() void lara_col_step_left(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot - ANGLE(90.0f); item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = (info->waterStatus == LW_WADE) ? NO_BAD_POS : STEP_SIZE / 2; coll->Setup.BadHeightUp = -STEP_SIZE / 2; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesArePits = true; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (TestLaraStep(coll) || TestLaraSwamp(item)) { DoLaraStep(item, coll); return; } } // State: LS_ROLL_BACK (23) // Collision: lara_col_roll_back() void lara_as_roll_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_BACK; return; } item->goalAnimState = LS_IDLE; } // State: LS_ROLL_BACK (23) // Control: lara_as_roll_back() void lara_col_roll_back(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; Camera.laraNode = 0; info->moveAngle = item->pos.yRot + ANGLE(180); item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraSlide(item, coll)) return; if (coll->Middle.Floor > STEPUP_HEIGHT / 2) // Was 200. { SetLaraFallBackState(item); return; } ShiftItem(item, coll); if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_ROLL_FORWARD (45) // Collision: lara_col_roll_forward() void lara_as_roll_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; // TODO: Change swandive roll anim state to something sensible. if (TrInput & IN_FORWARD && item->animNumber == LA_SWANDIVE_ROLL) { item->goalAnimState = LS_RUN_FORWARD; return; } if (TrInput & IN_ROLL) { item->goalAnimState = LS_ROLL_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LS_ROLL_FORWARD (45) // Control: lara_as_roll_forward() void lara_col_roll_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; item->gravityStatus = false; item->fallspeed = 0; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesArePits = false; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; ShiftItem(item, coll); if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_WADE_FORWARD (65) // Collision: lara_col_wade_forward() void lara_as_wade_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = (TestLaraSwamp(item) && info->waterStatus == LW_WADE) ? false : true; Camera.targetElevation = -ANGLE(22.0f); if (item->hitPoints <= 0) { item->goalAnimState = LS_IDLE; return; } if (TestLaraSwamp(item)) { pseudo_lara_as_swamp_wade_forward(item, coll); return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_FAST_TURN) info->turnRate = -LARA_FAST_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE / 2); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_FAST_TURN) info->turnRate = LARA_FAST_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE / 2); } if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_ABOVE_WATER) item->goalAnimState = LS_RUN_FORWARD; else [[likely]] item->goalAnimState = LS_WADE_FORWARD; return; } item->goalAnimState = LS_IDLE; } // Pseudo-state for wading in swamps. void pseudo_lara_as_swamp_wade_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN / 2) info->turnRate = -LARA_SLOW_TURN / 2; DoLaraLean(item, coll, -LARA_LEAN_MAX / 5 * 3, LARA_LEAN_RATE / 3); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN / 2) info->turnRate = LARA_SLOW_TURN / 2; DoLaraLean(item, coll, LARA_LEAN_MAX / 5 * 3, LARA_LEAN_RATE / 3); } if (TrInput & IN_FORWARD) { item->goalAnimState = LS_WADE_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LS_WADE_FORWARD (65) // Control: lara_as_wade_forward() void lara_col_wade_forward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraVault(item, coll)) return; if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if (coll->Front.Floor < -STEPUP_HEIGHT && !coll->Front.Slope && !TestLaraSwamp(item)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) return; } LaraCollideStop(item, coll); } if (TestLaraStep(coll) || TestLaraSwamp(item)) { DoLaraStep(item, coll); return; } } // State: LS_SPRINT (73) // Collision: lara_col_sprint() void lara_as_sprint(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->sprintTimer--; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE); } if (TrInput & IN_JUMP) { item->goalAnimState = LS_SPRINT_ROLL; return; } if (TrInput & IN_DUCK && (info->gunStatus == LG_HANDS_FREE || !IsStandingWeapon(info->gunType))) { item->goalAnimState = LS_CROUCH_IDLE; return; } // TODO: Supposedly there is a bug wherein sprinting into the boundary between shallow and deep water // while meeting some condition allows Lara to run around in the water room. Investigate. @Sezz 2021.09.29 if (TrInput & IN_FORWARD) { if (info->waterStatus == LW_WADE) item->goalAnimState = LS_RUN_FORWARD; // TODO: Dispatch to wade forward state directly. @Sezz 2021.09.29 else if (TrInput & IN_WALK) item->goalAnimState = LS_WALK_FORWARD; else if (TrInput & IN_SPRINT && info->sprintTimer > 0) [[likely]] item->goalAnimState = LS_SPRINT; else item->goalAnimState = LS_RUN_FORWARD; return; } item->goalAnimState = LS_IDLE; } // State: LS_SPRINT (73) // Control: lara_as_sprint() void lara_col_sprint(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); if (TestLaraHitCeiling(coll)) { SetLaraHitCeiling(item, coll); return; } if (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (TestLaraSlide(item, coll)) return; if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if (coll->HitTallObject || TestLaraWall(item, 256, 0, -640) != SPLAT_COLL::NONE) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->currentAnimState = LS_SPLAT; return; } } LaraCollideStop(item, coll); } if (TestLaraVault(item, coll)) return; if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_SPRINT_ROLL (74) // Collision: lara_col_sprint_roll() void lara_as_sprint_roll(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN) info->turnRate = -LARA_SLOW_TURN; DoLaraLean(item, coll, -(LARA_LEAN_MAX * 3) / 5, LARA_LEAN_RATE); } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN) info->turnRate = LARA_SLOW_TURN; DoLaraLean(item, coll, (LARA_LEAN_MAX * 3) / 5, LARA_LEAN_RATE); } // TODO: What? if (item->goalAnimState != LS_DEATH && item->goalAnimState != LS_IDLE && item->goalAnimState != LS_RUN_FORWARD && item->fallspeed > LARA_FREEFALL_SPEED) { item->goalAnimState = LS_FREEFALL; } } void lara_col_sprint_roll(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; /*state 74*/ /*state code: lara_as_sprint_roll*/ 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.SlopesAreWalls = true; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); LaraDeflectEdgeJump(item, coll); if (!LaraFallen(item, coll)) { if (item->speed < 0) info->moveAngle = item->pos.yRot; if (coll->Middle.Floor <= 0 && item->fallspeed > 0) { if (LaraLandedBad(item, coll)) { item->goalAnimState = LS_DEATH; } else if (info->waterStatus == LW_WADE || !(TrInput & IN_FORWARD) || TrInput & IN_WALK) { item->goalAnimState = LS_IDLE; } else { item->goalAnimState = LS_RUN_FORWARD; } item->gravityStatus = false; item->fallspeed = 0; item->pos.yPos += coll->Middle.Floor; item->speed = 0; AnimateLara(item); } ShiftItem(item, coll); if (coll->Middle.Floor != NO_HEIGHT) item->pos.yPos += coll->Middle.Floor; } }