#include "framework.h" #include "Game/Lara/lara_basic.h" #include "Game/animation.h" #include "Game/camera.h" #include "Game/collision/collide_room.h" #include "Game/health.h" #include "Game/items.h" #include "Game/Lara/lara.h" #include "Game/Lara/lara_tests.h" #include "Game/Lara/lara_collide.h" #include "Game/Lara/lara_slide.h" #include "Game/Lara/lara_monkey.h" #include "Game/Lara/lara_helpers.h" #include "Game/pickup/pickup.h" #include "Sound/sound.h" #include "Specific/input.h" #include "Specific/level.h" #include "Specific/setup.h" #include "Scripting/GameFlowScript.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 == g_Level.Anims[item->animNumber].frameEnd - 1) { info->gunStatus = LG_HANDS_FREE; if (UseForcedFixedCamera) UseForcedFixedCamera = 0; } } void lara_as_controlled_no_look(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 - 4) info->jumpCount = LARA_JUMP_TIME - 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_MED_TURN_MAX) info->turnRate = -LARA_MED_TURN_MAX; 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_MED_TURN_MAX) info->turnRate = LARA_MED_TURN_MAX; 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 (info->jumpCount > LARA_JUMP_TIME) info->jumpCount = LARA_JUMP_TIME; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_FAST_TURN_MAX) info->turnRate = -LARA_FAST_TURN_MAX; 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_MAX) info->turnRate = LARA_FAST_TURN_MAX; DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE); } if ((TrInput & IN_JUMP || info->jumpQueued) && info->waterStatus != LW_WADE) { if (info->jumpCount >= LARA_JUMP_TIME) { item->goalAnimState = LS_JUMP_FORWARD; return; } info->jumpQueued = item->goalAnimState == LS_RUN_FORWARD; } if (TrInput & IN_SPRINT && info->sprintTimer && info->waterStatus != LW_WADE) { item->goalAnimState = LS_SPRINT; return; } // TODO: Control settings option to enable/disable FORWARD+BACK as roll input. if ((TrInput & (IN_ROLL | IN_FORWARD & IN_BACK)) && !info->jumpQueued && 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, STEP_SIZE, 0, -(STEP_SIZE * 2 + STEP_SIZE / 2)) != 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), LS_POSE (4) // 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_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; } else if (TrInput & IN_RIGHT && !(TrInput & IN_JUMP)) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN_MAX) info->turnRate = LARA_SLOW_TURN_MAX; } if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) PseudoLaraAsSwampIdle(item, coll); else [[likely]] PseudoLaraAsWadeIdle(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 (TestLaraRunBack(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_MAX || (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_MAX || (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: 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 if (info->poseCount >= LARA_POSE_TIME && TestLaraPose(item, coll) && g_GameFlow->Animations.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 PseudoLaraAsWadeIdle(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 PseudoLaraAsSwampIdle(ITEM_INFO* item, COLL_INFO* coll) { if (TrInput & IN_FORWARD && TestLaraWadeForwardSwamp(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 = TestLaraSwamp(item) ? false : true; coll->Setup.SlopesAreWalls = TestLaraSwamp(item) ? false : 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 (TrInput & IN_FORWARD) // Temp. { if (TestLaraVault(item, coll)) return; } ShiftItem(item, coll); // TODO: Vaulting from this state. if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_POSE (4) // Collision: lara_col_idle() 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_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_MAX) info->turnRate = -LARA_MED_TURN_MAX; 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_MAX) info->turnRate = LARA_MED_TURN_MAX; 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; } info->turnRate += LARA_TURN_RATE; if (info->turnRate < 0) info->turnRate = 0; else if (info->turnRate > LARA_MED_FAST_TURN_MAX) info->turnRate = LARA_MED_FAST_TURN_MAX; if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) PsuedoLaraAsSwampTurnRightSlow(item, coll); else [[likely]] PsuedoLaraAsWadeTurnRightSlow(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 (TestLaraRunBack(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. { item->goalAnimState = LS_TURN_RIGHT_SLOW; if (info->turnRate > LARA_SLOW_TURN_MAX) info->turnRate = LARA_SLOW_TURN_MAX; } else if (info->turnRate > LARA_SLOW_MED_TURN_MAX) 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 PsuedoLaraAsWadeTurnRightSlow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate > LARA_WADE_TURN_MAX) info->turnRate = LARA_WADE_TURN_MAX; 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 PsuedoLaraAsSwampTurnRightSlow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate > LARA_SWAMP_TURN_MAX) info->turnRate = LARA_SWAMP_TURN_MAX; if (TrInput & IN_FORWARD && TestLaraWadeForwardSwamp(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_FAST_TURN_MAX) info->turnRate = -LARA_MED_FAST_TURN_MAX; if (info->waterStatus == LW_WADE) { if (TestLaraSwamp(item)) PsuedoLaraAsSwampTurnLeftSlow(item, coll); else [[likely]] PsuedoLaraAsWadeTurnLeftSlow(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 (TestLaraRunBack(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_WALK) { item->goalAnimState = LS_TURN_LEFT_SLOW; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; } else if (info->turnRate < -LARA_SLOW_MED_TURN_MAX) 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 PsuedoLaraAsWadeTurnLeftSlow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate < -LARA_WADE_TURN_MAX) info->turnRate = -LARA_WADE_TURN_MAX; 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 PsuedoLaraAsSwampTurnLeftSlow(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (info->turnRate < -LARA_SWAMP_TURN_MAX) info->turnRate = -LARA_SWAMP_TURN_MAX; if (TrInput & IN_FORWARD && TestLaraWadeForwardSwamp(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); } // State: LS_DEATH (8) // Collision: lara_col_death() void lara_as_death(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; coll->Setup.EnableObjectPush = false; coll->Setup.EnableSpaz = false; if (BinocularRange) { BinocularRange = 0; LaserSight = false; AlterFOV(ANGLE(80.0f)); item->meshBits = -1; info->busy = false; } } // State: LS_DEATH (8) // Control: lara_as_death() void lara_col_death(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.Radius = LARA_RAD_DEATH; coll->Setup.ForwardAngle = info->moveAngle; GetCollisionInfo(coll, item); StopSoundEffect(SFX_TR4_LARA_FALL); item->hitPoints = -1; info->air = -1; ShiftItem(item, coll); if (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } } // State: LS_SPLAT (12) // Collision: lara_col_splat() void lara_as_splat(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->look = false; } // State: LS_SPLAT (12) // Control: lara_as_splat() 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 >= -STEP_SIZE && coll->Middle.Floor <= STEP_SIZE) 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) { PseudoLaraAsSwampWalkBack(item, coll); return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; 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_MAX) info->turnRate = LARA_SLOW_TURN_MAX; 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 PseudoLaraAsSwampWalkBack(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_MAX / 3) info->turnRate = -LARA_SLOW_TURN_MAX / 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_MAX / 3) info->turnRate = LARA_SLOW_TURN_MAX / 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 = TestLaraSwamp(item) ? false : true; coll->Setup.SlopesAreWalls = TestLaraSwamp(item) ? false : 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 (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_MAX) info->turnRate = LARA_MED_TURN_MAX; else if (info->turnRate > LARA_FAST_TURN_MAX) info->turnRate = LARA_FAST_TURN_MAX; 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 (TestLaraRunBack(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_MAX) info->turnRate = -LARA_MED_TURN_MAX; else if (info->turnRate < -LARA_FAST_TURN_MAX) info->turnRate = -LARA_FAST_TURN_MAX; 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 (TestLaraRunBack(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) { 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_DEATH; return; } if (info->isMoving) return; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN_MAX) info->turnRate = LARA_SLOW_TURN_MAX; } 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 = TestLaraSwamp(item) ? false : true; coll->Setup.SlopesAreWalls = TestLaraSwamp(item) ? false : 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 (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_DEATH; return; } if (info->isMoving) return; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; } else if (TrInput & IN_RIGHT) { info->turnRate += LARA_TURN_RATE; if (info->turnRate > LARA_SLOW_TURN_MAX) info->turnRate = LARA_SLOW_TURN_MAX; } 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 = TestLaraSwamp(item) ? false : true; coll->Setup.SlopesAreWalls = TestLaraSwamp(item) ? false : 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 (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; info->moveAngle = item->pos.yRot + ANGLE(180.0f); 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; Camera.laraNode = 0; 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) // Hack. { 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)) { PseudoLaraAsSwampWadeForward(item, coll); return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_FAST_TURN_MAX) info->turnRate = -LARA_FAST_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_FAST_TURN_MAX) info->turnRate = LARA_FAST_TURN_MAX; 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 PseudoLaraAsSwampWadeForward(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SWAMP_TURN_MAX) info->turnRate = -LARA_SWAMP_TURN_MAX; 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_SWAMP_TURN_MAX) info->turnRate = LARA_SWAMP_TURN_MAX; 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 = TestLaraSwamp(item) ? false : 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--; info->jumpCount++; if (info->jumpCount > LARA_JUMP_TIME) info->jumpCount = LARA_JUMP_TIME; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; 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_MAX) info->turnRate = LARA_SLOW_TURN_MAX; DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE); } if (TrInput & IN_JUMP) { item->goalAnimState = LS_SPRINT_DIVE; 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, STEP_SIZE, 0, -(STEP_SIZE * 2 + STEP_SIZE / 2)) != 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) && coll->CollisionType != CT_FRONT) { DoLaraStep(item, coll); return; } } // State: LS_SPRINT_DIVE (74) // Collision: lara_col_sprint_dive() void lara_as_sprint_dive(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->jumpCount++; if (info->jumpCount > LARA_JUMP_TIME) info->jumpCount = LARA_JUMP_TIME; if (TrInput & IN_LEFT) { info->turnRate -= LARA_TURN_RATE; if (info->turnRate < -LARA_SLOW_TURN_MAX) info->turnRate = -LARA_SLOW_TURN_MAX; 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_MAX) info->turnRate = LARA_SLOW_TURN_MAX; 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; } } // State: LS_SPRINT_DIVE (74) // Control: lara_col_sprint_dive() void lara_col_sprint_dive(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; info->moveAngle = (item->speed < 0) ? item->pos.yRot + ANGLE(180.0f) : 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 (TestLaraFall(item, coll)) { SetLaraFallState(item); return; } if (item->speed < 0) info->moveAngle = item->pos.yRot; // ??? if (coll->Middle.Floor <= 0 && item->fallspeed > 0) { if (LaraLandedBad(item, coll)) // TODO: It seems Core wanted to make the sprint dive a true jump. item->goalAnimState = LS_DEATH; else if (!(TrInput & IN_FORWARD) || TrInput & IN_WALK || info->waterStatus == LW_WADE) 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 (TestLaraStep(coll)) { DoLaraStep(item, coll); return; } }