#include "framework.h" #include "Lara.h" #include "lara_tests.h" #include "control.h" #include "items.h" #include "inventory.h" #include "larafire.h" #include "misc.h" #include "draw.h" #include "sphere.h" #include "camera.h" #include "larasurf.h" #include "laraswim.h" #include "lara1gun.h" #include "lara2gun.h" #include "laraflar.h" #include "laramisc.h" #include "laraclmb.h" #include "rope.h" #include "health.h" #include "level.h" #include "input.h" #include "sound.h" #include "setup.h" #include "motorbike.h" #include "cannon.h" #include "quad.h" #include "snowmobile.h" #include "jeep.h" #include "boat.h" #include "upv.h" #include "kayak.h" #include "minecart.h" using std::function; extern Inventory g_Inventory; short elevation = 57346; bool doJump = false; LaraInfo Lara; ITEM_INFO* LaraItem; byte LaraNodeUnderwater[NUM_LARA_MESHES]; function lara_control_routines[NUM_LARA_STATES + 1] = { lara_as_walk, lara_as_run, lara_as_stop, lara_as_forwardjump, lara_void_func, lara_as_fastback, lara_as_turn_r, lara_as_turn_l, lara_as_death, lara_as_fastfall, lara_as_hang, lara_as_reach, lara_as_splat, lara_as_tread, lara_void_func, lara_as_compress, lara_as_back, lara_as_swim, lara_as_glide, lara_as_null, lara_as_fastturn, lara_as_stepright, lara_as_stepleft, lara_void_func, lara_as_slide, lara_as_backjump, lara_as_rightjump, lara_as_leftjump, lara_as_upjump, lara_as_fallback, lara_as_hangleft, lara_as_hangright, lara_as_slideback, lara_as_surftread, lara_as_surfswim, lara_as_dive, lara_as_pushblock, lara_as_pullblock, lara_as_ppready, lara_as_pickup, lara_as_switchon, lara_as_switchoff, lara_as_usekey, lara_as_usepuzzle, lara_as_uwdeath, lara_void_func, lara_as_special, lara_as_surfback, lara_as_surfleft, lara_as_surfright, lara_void_func, lara_void_func, lara_as_swandive, lara_as_fastdive, lara_as_gymnast, lara_as_waterout, lara_as_climbstnc, lara_as_climbing, lara_as_climbleft, lara_as_climbend, lara_as_climbright, lara_as_climbdown, lara_void_func, lara_void_func, lara_void_func, lara_as_wade, lara_as_waterroll, lara_as_pickupflare, lara_void_func, lara_void_func, lara_as_deathslide, lara_as_duck, lara_as_crouch_roll, lara_as_dash, lara_as_dashdive, lara_as_hang2, lara_as_monkeyswing, lara_as_monkeyl, lara_as_monkeyr, lara_as_monkey180, lara_as_all4s, lara_as_crawl, lara_as_hangturnl, lara_as_hangturnr, lara_as_all4turnl, lara_as_all4turnr, lara_as_crawlb, lara_as_null, lara_as_null, lara_as_controlled, lara_as_ropel, lara_as_roper, lara_as_controlled, lara_as_controlled, lara_as_controlled, lara_as_controlledl, lara_as_controlledl, lara_as_controlled, lara_as_pickup, lara_as_null, lara_as_null, lara_as_null, lara_as_poleleft, lara_as_poleright, lara_as_pulley, lara_as_duckl, lara_as_duckr, lara_as_extcornerl, lara_as_extcornerr, lara_as_intcornerl, lara_as_intcornerr, lara_as_rope, lara_as_climbrope, lara_as_climbroped, lara_as_rope, lara_as_rope, lara_void_func, lara_as_controlled, lara_as_swimcheat, lara_as_trpose, lara_as_null, lara_as_trwalk, lara_as_trfall, lara_as_trfall, lara_as_null, lara_as_null, lara_as_switchon, lara_as_null, lara_as_parallelbars, lara_as_pbleapoff, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_null, lara_as_hang_feet, lara_as_hang_feet_shimmyr, lara_as_hang_feet_shimmyl, lara_as_hang_feet_inRcorner, lara_as_hang_feet_inLcorner, lara_as_hang_feet_outRcorner, lara_as_hang_feet_outLcorner, lara_as_controlledl, lara_as_null, lara_as_null, lara_as_null, lara_as_stepoff_left, lara_as_stepoff_right }; function lara_collision_routines[NUM_LARA_STATES + 1] = { lara_col_walk, lara_col_run, lara_col_stop, lara_col_forwardjump, lara_col_pose, lara_col_fastback, lara_col_turn_r, lara_col_turn_l, lara_col_death, lara_col_fastfall, lara_col_hang, lara_col_reach, lara_col_splat, lara_col_tread, lara_col_land, lara_col_compress, lara_col_back, lara_col_swim, lara_col_glide, lara_default_col, lara_col_fastturn, lara_col_stepright, lara_col_stepleft, lara_col_roll2, lara_col_slide, lara_col_backjump, lara_col_rightjump, lara_col_leftjump, lara_col_upjump, lara_col_fallback, lara_col_hangleft, lara_col_hangright, lara_col_slideback, lara_col_surftread, lara_col_surfswim, lara_col_dive, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_col_uwdeath, lara_col_roll, lara_void_func, lara_col_surfback, lara_col_surfleft, lara_col_surfright, lara_void_func, lara_void_func, lara_col_swandive, lara_col_fastdive, lara_default_col, lara_default_col, lara_col_climbstnc, lara_col_climbing, lara_col_climbleft, lara_col_climbend, lara_col_climbright, lara_col_climbdown, lara_void_func, lara_void_func, lara_void_func, lara_col_wade, lara_col_waterroll, lara_default_col, lara_void_func, lara_void_func, lara_void_func, lara_col_duck, lara_col_duck, lara_col_dash, lara_col_dashdive, lara_col_hang2, lara_col_monkeyswing, lara_col_monkeyl, lara_col_monkeyr, lara_col_monkey180, lara_col_all4s, lara_col_crawl, lara_col_hangturnlr, lara_col_hangturnlr, lara_col_all4turnlr, lara_col_all4turnlr, lara_col_crawlb, lara_void_func, lara_col_crawl2hang, lara_default_col, lara_void_func, lara_void_func, lara_default_col, lara_void_func, lara_void_func, lara_col_turnswitch, lara_void_func, lara_void_func, lara_default_col, lara_col_polestat, lara_col_poleup, lara_col_poledown, lara_void_func, lara_void_func, lara_default_col, lara_col_ducklr, lara_col_ducklr, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_col_rope, lara_void_func, lara_void_func, lara_col_ropefwd, lara_col_ropefwd, lara_void_func, lara_void_func, lara_col_swim, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_col_hang_feet, lara_col_hang_feet_shimmyr, lara_col_hang_feet_shimmyl, lara_default_col, lara_default_col, lara_default_col, lara_default_col, lara_void_func, lara_void_func, lara_void_func, lara_void_func, lara_default_col, lara_default_col }; void LaraAboveWater(ITEM_INFO* item, COLL_INFO* coll) { coll->old.x = item->pos.xPos; coll->old.y = item->pos.yPos; coll->old.z = item->pos.zPos; coll->oldAnimState = item->currentAnimState; coll->enableBaddiePush = true; coll->enableSpaz = true; coll->slopesAreWalls = false; coll->slopesArePits = false; coll->lavaIsPit = false; coll->oldAnimNumber = item->animNumber; coll->oldFrameNumber = item->frameNumber; coll->radius = LARA_RAD; coll->trigger = NULL; if ((TrInput & IN_LOOK) && Lara.ExtraAnim == NO_ITEM && Lara.look) LookLeftRight(); else ResetLook(); Lara.look = true; // Process Vehicles if (Lara.Vehicle != NO_ITEM) { switch (g_Level.Items[Lara.Vehicle].objectNumber) { case ID_QUAD: if (QuadBikeControl()) return; break; case ID_JEEP: if (JeepControl()) return; break; case ID_MOTORBIKE: if (MotorbikeControl()) return; break; case ID_KAYAK: if (KayakControl()) return; break; case ID_SNOWMOBILE: if (SkidooControl()) return; break; //case ID_SPEEDBOAT: // if (BoatControl()) // return; // break; //case ID_RUBBERBOAT: // if (RubberBoatControl()) // return; // break; //case ID_UPV: // if (SubControl()) // return; // break; //case ID_MINECART: // if (MineCartControl()) // return; // break; default: break; } } // Handle current Lara status lara_control_routines[item->currentAnimState](item, coll); if (item->pos.zRot >= -ANGLE(1.0f) && item->pos.zRot <= ANGLE(1.0f)) item->pos.zRot = 0; else if (item->pos.zRot < -ANGLE(1.0f)) item->pos.zRot += ANGLE(1.0f); else item->pos.zRot -= ANGLE(1.0f); if (Lara.turnRate >= -ANGLE(2.0f) && Lara.turnRate <= ANGLE(2.0f)) Lara.turnRate = 0; else if (Lara.turnRate < -ANGLE(2.0f)) Lara.turnRate += ANGLE(2.0f); else Lara.turnRate -= ANGLE(2.0f); item->pos.yRot += Lara.turnRate; // Animate Lara AnimateLara(item); if (Lara.ExtraAnim == NO_ITEM) { // Check for collision with items LaraBaddieCollision(item, coll); // Handle Lara collision if (Lara.Vehicle == NO_ITEM) lara_collision_routines[item->currentAnimState](item, coll); } UpdateLaraRoom(item, -LARA_HITE / 2); //if (Lara.gunType == WEAPON_CROSSBOW && !LaserSight) // TrInput &= ~IN_ACTION; // Handle weapons LaraGun(); // Test if there's a trigger TestTriggers(coll->trigger, FALSE, 0); } int UseSpecialItem(ITEM_INFO* item) { short selectedObject = g_Inventory.GetSelectedObject(); if (item->animNumber != LA_STAND_IDLE || Lara.gunStatus || selectedObject == NO_ITEM) return false; if (selectedObject >= ID_WATERSKIN1_EMPTY && selectedObject <= ID_WATERSKIN2_5) { item->itemFlags[2] = 25; if (selectedObject != ID_WATERSKIN1_3 && selectedObject != ID_WATERSKIN2_5) { if (selectedObject >= ID_WATERSKIN2_EMPTY) Lara.Waterskin2.Quantity = 5; else Lara.Waterskin1.Quantity = 3; item->animNumber = LA_WATERSKIN_FILL; } else { if (selectedObject >= ID_WATERSKIN2_EMPTY) { item->itemFlags[3] = Lara.Waterskin2.Quantity; Lara.Waterskin2.Quantity = 1; } else { item->itemFlags[3] = Lara.Waterskin1.Quantity; Lara.Waterskin1.Quantity = 1; } item->animNumber = LA_WATERSKIN_POUR_LOW; } } else if (selectedObject == ID_CLOCKWORK_BEETLE) { item->animNumber = LA_MECHANICAL_BEETLE_USE; //UseClockworkBeetle(1); } else { return false; } item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; Lara.gunStatus = LG_HANDS_BUSY; g_Inventory.SetSelectedObject(NO_ITEM); return true; } void lara_as_stop(ITEM_INFO* item, COLL_INFO* coll) { short fheight = NO_HEIGHT; short rheight = NO_HEIGHT; if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (item->animNumber != LA_SPRINT_TO_STAND_RIGHT && item->animNumber != LA_SPRINT_TO_STAND_LEFT) StopSoundEffect(SFX_LARA_SLIPPING); // Handles waterskin and clockwork beetle if (UseSpecialItem(item)) return; if (TrInput & IN_ROLL && Lara.waterStatus != LW_WADE) { item->animNumber = LA_ROLL_180_START; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 2; item->currentAnimState = LS_ROLL_FORWARD; item->goalAnimState = LS_STOP; return; } if (TrInput & IN_DUCK && Lara.waterStatus != LW_WADE && item->currentAnimState == LS_STOP && (Lara.gunStatus == LG_NO_ARMS || Lara.gunType == WEAPON_NONE || Lara.gunType == WEAPON_PISTOLS || Lara.gunType == WEAPON_REVOLVER || Lara.gunType == WEAPON_UZI || Lara.gunType == WEAPON_FLARE)) { item->goalAnimState = LS_CROUCH_IDLE; return; } item->goalAnimState = LS_STOP; if (TrInput & IN_LOOK) LookUpDown(); if (TrInput & IN_FORWARD) fheight = LaraFloorFront(item, item->pos.yRot, LARA_RAD + 4); else if (TrInput & IN_BACK) rheight = LaraFloorFront(item, item->pos.yRot - ANGLE(180.0f), LARA_RAD + 4); // TR3: item->pos.yRot + ANGLE(180) ? if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) { if (TrInput & IN_LEFT) item->goalAnimState = LS_TURN_LEFT_SLOW; else if (TrInput & IN_RIGHT) item->goalAnimState = LS_TURN_RIGHT_SLOW; } else { if (TrInput & IN_LSTEP) { short height, ceiling; height = LaraFloorFront(item, item->pos.yRot - ANGLE(90.0f), LARA_RAD + 48); ceiling = LaraCeilingFront(item, item->pos.yRot - ANGLE(90.0f), LARA_RAD + 48, LARA_HITE); if ((height < 128 && height > -128) && HeightType != BIG_SLOPE && ceiling <= 0) item->goalAnimState = LS_STEP_LEFT; } else if (TrInput & IN_RSTEP) { short height, ceiling; height = LaraFloorFront(item, item->pos.yRot + ANGLE(90.0f), LARA_RAD + 48); ceiling = LaraCeilingFront(item, item->pos.yRot + ANGLE(90.0f), LARA_RAD + 48, LARA_HITE); if ((height < 128 && height > -128) && HeightType != BIG_SLOPE && ceiling <= 0) item->goalAnimState = LS_STEP_RIGHT; } else if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; } } if (Lara.waterStatus == LW_WADE) { if (TrInput & IN_JUMP && !(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)) item->goalAnimState = LS_JUMP_PREPARE; if (TrInput & IN_FORWARD) { bool wade = false; if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) { if (fheight > -(STEPUP_HEIGHT - 1)) { lara_as_wade(item, coll); wade = true; } } else { if ((fheight < (STEPUP_HEIGHT - 1)) && (fheight > -(STEPUP_HEIGHT - 1))) { lara_as_wade(item, coll); wade = true; } } if (!wade) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->radius = LARA_RAD + 2; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (TestLaraVault(item, coll)) return; coll->radius = LARA_RAD; } } else if (TrInput & IN_BACK) { if ((rheight < (STEPUP_HEIGHT - 1)) && (rheight > -(STEPUP_HEIGHT - 1))) lara_as_back(item, coll); } } else { if (TrInput & IN_JUMP) { item->goalAnimState = LS_JUMP_PREPARE; } else if (TrInput & IN_FORWARD) { short height, ceiling; height = LaraFloorFront(item, item->pos.yRot, LARA_RAD + 4); ceiling = LaraCeilingFront(item, item->pos.yRot, LARA_RAD + 4, LARA_HITE); if ((HeightType == BIG_SLOPE || HeightType == DIAGONAL) && (height < 0 || ceiling > 0)) { item->goalAnimState = LS_STOP; return; } // if (height >= -STEP_SIZE || fheight >= -STEP_SIZE) // { if (TrInput & IN_WALK) lara_as_walk(item, coll); else lara_as_run(item, coll); /* } else { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->radius = LARA_RAD + 2; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!TestLaraVault(item, coll)) { coll->radius = LARA_RAD; item->goalAnimState = LS_STOP; } }*/ } else if (TrInput & IN_BACK) { if (TrInput & IN_WALK) { if ((rheight < (STEPUP_HEIGHT - 1)) && (rheight > -(STEPUP_HEIGHT - 1)) && HeightType != BIG_SLOPE) lara_as_back(item, coll); } else if (rheight > -(STEPUP_HEIGHT - 1)) { item->goalAnimState = LS_HOP_BACK; } } } } void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll)//1D244, 1D3D8 (F) { ITEM_INFO* pitem = (ITEM_INFO*)Lara.generalPtr; item->gravityStatus = true; if (item->frameNumber == g_Level.Anims[item->animNumber].frameBase) { int dist; if (item->pos.yRot == pitem->pos.yRot) { dist = pitem->triggerFlags / 100 - 2; } else { dist = pitem->triggerFlags % 100 - 2; } item->fallspeed = -(20 * dist + 64); item->speed = 20 * dist + 58; } if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd) { item->pos.xPos += 700 * phd_sin(item->pos.yRot) >> W2V_SHIFT; item->pos.yPos -= 361; item->pos.zPos += 700 * phd_cos(item->pos.yRot) >> W2V_SHIFT; item->animNumber = LA_REACH; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_REACH; item->currentAnimState = LS_REACH; } } void lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll) { if (!(TrInput & IN_ACTION)) { item->goalAnimState = LS_BARS_JUMP; } } void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll) { if (item->animNumber == LA_TIGHTROPE_FALL_LEFT || item->animNumber == LA_TIGHTROPE_FALL_RIGHT) { if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd) { PHD_VECTOR pos; pos.x = 0; pos.y = 0; pos.z = 0; GetLaraJointPosition(&pos, LM_RFOOT); item->pos.xPos = pos.x; item->pos.yPos = pos.y + 75; item->pos.zPos = pos.z; item->goalAnimState = LS_FREEFALL; item->currentAnimState = LS_FREEFALL; item->animNumber = LA_FREEFALL; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->fallspeed = 81; Camera.targetspeed = 16; } } else { int undoInp, wrongInput; int undoAnim, undoFrame; if (Lara.tightRopeOnCount > 0) Lara.tightRopeOnCount--; if (item->animNumber == LA_TIGHTROPE_UNBALANCE_LEFT) { undoInp = IN_RIGHT; wrongInput = IN_LEFT; undoAnim = LA_TIGHTROPE_RECOVER_LEFT; } else if (item->animNumber == LA_TIGHTROPE_UNBALANCE_RIGHT) { undoInp = IN_LEFT; wrongInput = IN_RIGHT; undoAnim = LA_TIGHTROPE_RECOVER_RIGHT; } else { return; } undoFrame = g_Level.Anims[item->animNumber].frameEnd + g_Level.Anims[undoAnim].frameBase - item->frameNumber; if (TrInput & undoInp && Lara.tightRopeOnCount == 0) { item->currentAnimState = LS_TIGHTROPE_RECOVER_BALANCE; item->goalAnimState = LS_TIGHTROPE_IDLE; item->animNumber = undoAnim; item->frameNumber = undoFrame; Lara.tightRopeFall--; } else { if (TrInput & wrongInput) { if (Lara.tightRopeOnCount < 10) Lara.tightRopeOnCount += (GetRandomControl() & 3) + 2; } } } } void lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll) { if (Lara.tightRopeOnCount) { Lara.tightRopeOnCount--; } else if (Lara.tightRopeOff) { short roomNumber = item->roomNumber; if (GetFloorHeight(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber), item->pos.xPos, item->pos.yPos, item->pos.zPos) == item->pos.yPos) { Lara.tightRopeOff = 0; item->goalAnimState = LS_TIGHTROPE_EXIT; } } else { GetTighRopeFallOff(127); } if (LaraItem->currentAnimState != LS_TIGHTROPE_UNBALANCE_LEFT) { if (TrInput & IN_LOOK) { LookUpDown(); } if (item->goalAnimState != LS_TIGHTROPE_EXIT && (Lara.tightRopeFall || (TrInput & IN_BACK || TrInput & IN_ROLL || !(TrInput & IN_FORWARD)) && !Lara.tightRopeOnCount && !Lara.tightRopeOff)) { item->goalAnimState = LS_TIGHTROPE_IDLE; } } } void lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll) { if (TrInput & IN_LOOK) LookUpDown(); GetTighRopeFallOff(127); if (LaraItem->currentAnimState != LS_TIGHTROPE_UNBALANCE_LEFT) { if (Lara.tightRopeFall) { if (GetRandomControl() & 1) item->goalAnimState = LS_TIGHTROPE_UNBALANCE_RIGHT; else item->goalAnimState = LS_TIGHTROPE_UNBALANCE_LEFT; } else { if (TrInput & IN_FORWARD) { item->goalAnimState = LS_TIGHTROPE_FORWARD; } else if ((TrInput & IN_ROLL) || (TrInput & IN_BACK)) { if (item->animNumber == LA_TIGHTROPE_IDLE) { item->currentAnimState = LS_TIGHTROPE_TURN_180; item->animNumber = LA_TIGHTROPE_TURN_180; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; GetTighRopeFallOff(1); } } } } } 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); } void LookLeftRight() { Camera.type = LOOK_CAMERA; if (TrInput & IN_LEFT) { TrInput &= ~IN_LEFT; if (Lara.headYrot > -ANGLE(44.0f)) { if (BinocularRange) Lara.headYrot += ANGLE(2.0f) * (BinocularRange - 1792) / 1536; else Lara.headYrot -= ANGLE(2.0f); } } else if (TrInput & IN_RIGHT) { TrInput &= ~IN_RIGHT; if (Lara.headYrot < ANGLE(44.0f)) { if (BinocularRange) Lara.headYrot += ANGLE(2.0f) * (1792 - BinocularRange) / 1536; else Lara.headYrot += ANGLE(2.0f); } } if (Lara.gunStatus != LG_HANDS_BUSY && !Lara.leftArm.lock && !Lara.rightArm.lock) Lara.torsoYrot = Lara.headYrot; } void LookUpDown() { Camera.type = LOOK_CAMERA; if (TrInput & IN_FORWARD) { TrInput &= ~IN_FORWARD; if (Lara.headXrot > -ANGLE(35.0f)) { if (BinocularRange) Lara.headXrot += ANGLE(2.0f) * (BinocularRange - 1792) / 3072; else Lara.headXrot -= ANGLE(2.0f); } } else if (TrInput & IN_BACK) { TrInput &= ~IN_BACK; if (Lara.headXrot < ANGLE(30.0f)) { if (BinocularRange) Lara.headXrot += ANGLE(2.0f) * (1792 - BinocularRange) / 3072; else Lara.headXrot += ANGLE(2.0f); } } if (Lara.gunStatus != LG_HANDS_BUSY && !Lara.leftArm.lock && !Lara.rightArm.lock) Lara.torsoXrot = Lara.headXrot; } void ResetLook() { if (Camera.type != 2) { if (Lara.headXrot <= -ANGLE(2.0f) || Lara.headXrot >= ANGLE(2.0f)) Lara.headXrot = Lara.headXrot / -8 + Lara.headXrot; else Lara.headXrot = 0; if (Lara.headYrot <= -ANGLE(2.0f) || Lara.headYrot >= ANGLE(2.0f)) Lara.headYrot = Lara.headYrot / -8 + Lara.headYrot; else Lara.headYrot = 0; if (Lara.gunStatus == LG_HANDS_BUSY || Lara.leftArm.lock || Lara.rightArm.lock) { if (!Lara.headXrot) Lara.torsoXrot = 0; if (!Lara.headYrot) Lara.torsoYrot = 0; } else { Lara.torsoYrot = Lara.headYrot; Lara.torsoXrot = Lara.headXrot; } } } void lara_col_jumper(ITEM_INFO* item, COLL_INFO* coll) { coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (item->fallspeed > 0 && coll->midFloor <= 0) { if (LaraLandedBad(item, coll)) item->goalAnimState = LS_DEATH; else item->goalAnimState = LS_STOP; item->fallspeed = 0; item->gravityStatus = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_default_col(ITEM_INFO* item, COLL_INFO* coll)//1C80C(<), 1C940(<) (F) { Lara.moveAngle = 0; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesArePits = true; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); } void lara_col_wade(ITEM_INFO* item, COLL_INFO* coll) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (LaraHitCeiling(item, coll)) return; if (TestLaraVault(item, coll)) return; if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if ((coll->frontType == WALL || coll->frontType == SPLIT_TRI) && coll->frontFloor < -((STEP_SIZE*5)/2) && !(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) return; } LaraCollideStop(item, coll); } if (coll->midFloor >= -STEPUP_HEIGHT && coll->midFloor < -STEP_SIZE/2 && !(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)) { item->goalAnimState = LS_STEP_UP; GetChange(item, &g_Level.Anims[item->animNumber]); } if (coll->midFloor >= 50 && !(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)) { item->pos.yPos += 50; return; } if (!(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) || coll->midFloor < 0) item->pos.yPos += coll->midFloor; // Enforce to floor height.. if not a swamp room. else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && coll->midFloor) item->pos.yPos += SWAMP_GRAVITY; } void lara_col_fastdive(ITEM_INFO* item, COLL_INFO* coll)//1C558(<), 1C68C(<) (F) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (coll->midFloor <= 0 && item->fallspeed > 0) { if (item->fallspeed <= 133) item->goalAnimState = LS_STOP; else item->goalAnimState = LS_DEATH; item->fallspeed = 0; item->gravityStatus = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_col_swandive(ITEM_INFO* item, COLL_INFO* coll)//1C4A0(<), 1C5D4(<) (F) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (coll->midFloor <= 0 && item->fallspeed > 0) { item->goalAnimState = LS_STOP; item->fallspeed = 0; item->gravityStatus = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_col_roll2(ITEM_INFO* item, COLL_INFO* coll)//1C384, 1C4B8 (F) { Camera.laraNode = 0; Lara.moveAngle = ANGLE(180); coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; item->gravityStatus = false; item->fallspeed = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (LaraHitCeiling(item, coll)) return; if (TestLaraSlide(item, coll)) return; if (coll->midFloor > 200) { item->animNumber = LA_FALL_BACK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_FALL_BACK; item->goalAnimState = LS_FALL_BACK; item->fallspeed = 0; item->gravityStatus = true; return; } ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } void lara_col_roll(ITEM_INFO* item, COLL_INFO* coll)//1C2B0, 1C3E4 (F) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesArePits = false; coll->slopesAreWalls = true; item->gravityStatus = false; item->fallspeed = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (LaraHitCeiling(item, coll)) return; if (TestLaraSlide(item, coll)) return; if (LaraFallen(item, coll)) return; if (TrInput & IN_FORWARD && item->animNumber == LA_SWANDIVE_ROLL) { item->goalAnimState = LS_RUN_FORWARD; } ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } void lara_col_slideback(ITEM_INFO* item, COLL_INFO* coll)//1C284(<), 1C3B8(<) (F) { Lara.moveAngle = ANGLE(180); lara_slide_slope(item, coll); } void lara_col_fallback(ITEM_INFO* item, COLL_INFO* coll)//1C1B4(<), 1C2E8(<) (F) { Lara.moveAngle = ANGLE(180); coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (item->fallspeed > 0 && coll->midFloor <= 0) { if (LaraLandedBad(item, coll)) item->goalAnimState = LS_DEATH; else item->goalAnimState = LS_STOP; item->fallspeed = 0; item->gravityStatus = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_col_leftjump(ITEM_INFO* item, COLL_INFO* coll)//1C188(<), 1C2BC(<) (F) { Lara.moveAngle = -ANGLE(90); lara_col_jumper(item, coll); } void lara_col_rightjump(ITEM_INFO* item, COLL_INFO* coll)//1C15C(<), 1C290(<) (F) { Lara.moveAngle = ANGLE(90); lara_col_jumper(item, coll); } void lara_col_backjump(ITEM_INFO* item, COLL_INFO* coll)//1C130(<), 1C264(<) (F) { Lara.moveAngle = ANGLE(180); lara_col_jumper(item, coll); } void lara_col_slide(ITEM_INFO* item, COLL_INFO* coll)//1C108(<), 1C23C(<) (F) { Lara.moveAngle = 0; lara_slide_slope(item, coll); } void lara_col_stepleft(ITEM_INFO* item, COLL_INFO* coll)//1C0E8(<), 1C21C(<) (F) { lara_col_stepright(item, coll); } void lara_col_stepright(ITEM_INFO* item, COLL_INFO* coll)//1BFB0, 1C0E4 (F) { if (item->currentAnimState == LS_STEP_RIGHT) Lara.moveAngle = ANGLE(90); else Lara.moveAngle = -ANGLE(90); item->gravityStatus = false; item->fallspeed = 0; if (Lara.waterStatus == LW_WADE) coll->badPos = NO_BAD_POS; else coll->badPos = 128; coll->slopesAreWalls = true; coll->slopesArePits = true; coll->badNeg = -128; coll->badCeiling = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll)) { if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (!LaraFallen(item, coll) && !TestLaraSlide(item, coll) && coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_col_back(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = ANGLE(180); if (Lara.waterStatus == LW_WADE) coll->badPos = NO_BAD_POS; else coll->badPos = STEPUP_HEIGHT; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesArePits = true; coll->slopesAreWalls = 1; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (LaraHitCeiling(item, coll)) return; if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (LaraFallen(item, coll)) return; if (coll->midFloor > STEP_SIZE / 2 && coll->midFloor < STEPUP_HEIGHT) { item->goalAnimState = LS_STEP_BACK_DOWN; GetChange(item, &g_Level.Anims[item->animNumber]); } if (TestLaraSlide(item, coll)) return; #if 0 if (!(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) || coll->midFloor < 0) item->pos.yPos += coll->midFloor; else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && coll->midFloor) item->pos.yPos += SWAMP_GRAVITY; #else if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; #endif } void lara_col_compress(ITEM_INFO* item, COLL_INFO* coll)//1BD30, 1BE64 (F) { item->fallspeed = 0; item->gravityStatus = false; coll->badPos = NO_BAD_POS; coll->badNeg = NO_HEIGHT; coll->badCeiling = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraFallen(item, coll)) { if (coll->midCeiling > -100) { item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_STOP; item->currentAnimState = LS_STOP; item->speed = 0; item->fallspeed = 0; item->gravityStatus = false; item->pos.xPos = coll->old.x; item->pos.yPos = coll->old.y; item->pos.zPos = coll->old.z; } if (coll->midFloor > -256 && coll->midFloor < 256) item->pos.yPos += coll->midFloor; } } void lara_col_land(ITEM_INFO* item, COLL_INFO* coll)//1BD10(<), 1BE44(<) (F) { lara_col_stop(item, coll); } void lara_col_splat(ITEM_INFO* item, COLL_INFO* coll)//1BC74(<), 1BDA8(<) (F) { Lara.moveAngle = 0; coll->slopesAreWalls = true; coll->slopesArePits = true; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); ShiftItem(item, coll); if (coll->midFloor >= -256 && coll->midFloor <= 256) item->pos.yPos += coll->midFloor; } void lara_col_fastfall(ITEM_INFO* item, COLL_INFO* coll)//1BB88, 1BCBC (F) { item->gravityStatus = true; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraSlideEdgeJump(item, coll); if (coll->midFloor <= 0) { if (LaraLandedBad(item, coll)) { item->goalAnimState = LS_DEATH; } else { item->goalAnimState = LS_STOP; item->currentAnimState = LS_STOP; item->animNumber = LA_FREEFALL_LAND; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } StopSoundEffect(SFX_LARA_FALL); item->fallspeed = 0; item->gravityStatus = false; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_col_death(ITEM_INFO* item, COLL_INFO* coll)//1BADC(<), 1BC10(<) (F) { StopSoundEffect(SFX_LARA_FALL); Lara.moveAngle = 0; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->radius = 400; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); ShiftItem(item, coll); item->hitPoints = -1; Lara.air = -1; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } void lara_col_turn_l(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { lara_col_turn_r(item, coll); } void lara_col_turn_r(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { item->fallspeed = 0; item->gravityStatus = false; Lara.moveAngle = 0; coll->badPos = STEPUP_HEIGHT; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = 1; coll->slopesArePits = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); #if 1 if (coll->midFloor > 100) #else if (coll->midFloor > 100 && !(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP)) #endif { item->fallspeed = 0; item->animNumber = LA_FALL_START; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_JUMP_FORWARD; item->goalAnimState = LS_JUMP_FORWARD; item->gravityStatus = true; return; } if (TestLaraSlide(item, coll)) return; #if 1 if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; #else if (!(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) || coll->midFloor < 0) item->pos.yPos += coll->midFloor; else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && coll->midFloor) item->pos.yPos += SWAMP_GRAVITY; #endif } void lara_col_fastback(ITEM_INFO* item, COLL_INFO* coll)//1B89C, 1B9D0 (F) { item->fallspeed = 0; item->gravityStatus = false; Lara.moveAngle = ANGLE(180); coll->slopesAreWalls = 0; coll->slopesArePits = true; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll)) { if (coll->midFloor <= 200) { if (LaraDeflectEdge(item, coll)) LaraCollideStop(item, coll); if (!TestLaraSlide(item, coll) && coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } else { item->fallspeed = 0; item->animNumber = LA_FALL_BACK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_FALL_BACK; item->goalAnimState = LS_FALL_BACK; item->gravityStatus = true; } } } void lara_col_pose(ITEM_INFO* item, COLL_INFO* coll)//1B87C(<), 1B9B0(<) (F) { lara_col_stop(item, coll); } void lara_col_run(ITEM_INFO* item, COLL_INFO* coll)//1B64C, 1B780 (F) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll) && !TestLaraVault(item, coll)) { if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if (TestWall(item, 256, 0, -640)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->currentAnimState = LS_SPLAT; return; } } LaraCollideStop(item, coll); } if (!LaraFallen(item, coll)) { if (coll->midFloor >= -STEPUP_HEIGHT && coll->midFloor < -STEP_SIZE / 2) { if (coll->frontFloor == NO_HEIGHT || coll->frontFloor < -STEPUP_HEIGHT || coll->frontFloor >= -STEP_SIZE / 2) { coll->midFloor = 0; } else { item->goalAnimState = LS_STEP_UP; GetChange(item, &g_Level.Anims[item->animNumber]); } } if (!TestLaraSlide(item, coll)) { if (coll->midFloor < 50) { if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } else { item->goalAnimState = LS_STEP_DOWN; // for theoretical running stepdown anims, not in default anims if (GetChange(item, &g_Level.Anims[item->animNumber])) item->pos.yPos += coll->midFloor; // move Lara to midFloor else item->pos.yPos += 50; // do the default aligment } } } } } void lara_col_walk(ITEM_INFO* item, COLL_INFO* coll)//1B3E8, 1B51C (F) { item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = 0; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->slopesArePits = true; coll->lavaIsPit = 1; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll) && !TestLaraVault(item, coll)) { if (LaraDeflectEdge(item, coll)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) return; LaraCollideStop(item, coll); } if (!LaraFallen(item, coll)) { if (coll->midFloor > STEP_SIZE / 2) { if (coll->frontFloor == NO_HEIGHT || coll->frontFloor <= STEP_SIZE / 2) { coll->midFloor = 0; } else { item->goalAnimState = LS_STEP_DOWN; GetChange(item, &g_Level.Anims[item->animNumber]); } } if (coll->midFloor >= -STEPUP_HEIGHT && coll->midFloor < -STEP_SIZE / 2) { if (coll->frontFloor == NO_HEIGHT || coll->frontFloor < -STEPUP_HEIGHT || coll->frontFloor >= -STEP_SIZE / 2) { coll->midFloor = 0; } else { item->goalAnimState = LS_STEP_UP; GetChange(item, &g_Level.Anims[item->animNumber]); } } if (!TestLaraSlide(item, coll) && coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } } void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll)//1B288, 1B3BC (F) { ITEM_INFO* p = (ITEM_INFO*)Lara.generalPtr; Lara.look = false; coll->enableSpaz = false; coll->enableBaddiePush = false; if (TrInput & IN_ACTION && p->triggerFlags) { item->goalAnimState = LS_PULLEY; } else { item->goalAnimState = LS_STOP; } if (item->animNumber == LA_PULLEY_PULL && item->frameNumber == g_Level.Anims[LA_PULLEY_PULL].frameBase + 44) { if (p->triggerFlags) { p->triggerFlags--; if (p->triggerFlags) { if (p->itemFlags[2]) { p->itemFlags[2] = 0; p->status = ITEM_DEACTIVATED; } } else { if (!p->itemFlags[1]) p->status = ITEM_DEACTIVATED; p->itemFlags[2] = 1; if (p->itemFlags[3] >= 0) p->triggerFlags = abs(p->itemFlags[3]); else p->itemFlags[0] = 1; } } } if (item->animNumber == LA_PULLEY_RELEASE && item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 1) Lara.gunStatus = LG_NO_ARMS; } void lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll)//1B1B4(<), 1B2E8(<) (F) { if (coll->old.x != item->pos.xPos || coll->old.z != item->pos.zPos) { if (item->animNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_CONTINUE) { item->pos.yRot -= ANGLE(90.0f); item->animNumber = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } if (item->animNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_CONTINUE) { item->pos.yRot += ANGLE(90.0f); item->animNumber = LA_TURNSWITCH_PUSH_CLOCKWISE_END; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } } void lara_as_controlledl(ITEM_INFO* item, COLL_INFO* coll)//1B180(<), 1B2B4(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; } void lara_as_controlled(ITEM_INFO* item, COLL_INFO* coll)//1B0FC(<), 1B230(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 1) { Lara.gunStatus = LG_NO_ARMS; if (UseForcedFixedCamera) UseForcedFixedCamera = 0; } } void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll)//1B038, 1B16C (F) { short roomNumber = item->roomNumber; Camera.targetAngle = ANGLE(70.0f); GetFloorHeight(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber), item->pos.xPos, item->pos.yPos, item->pos.zPos); coll->trigger = TriggerIndex; if (!(TrInput & IN_ACTION)) { item->goalAnimState = LS_JUMP_FORWARD; AnimateLara(item); LaraItem->gravityStatus = true; LaraItem->speed = 100; LaraItem->fallspeed = 40; Lara.moveAngle = 0; } } void lara_as_wade(ITEM_INFO* item, COLL_INFO* coll)//1AF10, 1B044 (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } Camera.targetElevation = -ANGLE(22.0f); if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) { if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -(LARA_FAST_TURN >> 1)) Lara.turnRate = -(LARA_FAST_TURN >> 1); item->pos.zRot -= LARA_LEAN_RATE; if (item->pos.zRot < -(LARA_LEAN_MAX >> 1)) item->pos.zRot = -(LARA_LEAN_MAX >> 1); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > (LARA_FAST_TURN >> 1)) Lara.turnRate = (LARA_FAST_TURN >> 1); item->pos.zRot += LARA_LEAN_RATE; if (item->pos.zRot > (LARA_LEAN_MAX >> 1)) item->pos.zRot = (LARA_LEAN_MAX >> 1); } if (TrInput & IN_FORWARD) item->goalAnimState = LS_WADE_FORWARD; else item->goalAnimState = LS_STOP; } else { if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -LARA_FAST_TURN) Lara.turnRate = -LARA_FAST_TURN; item->pos.zRot -= LARA_LEAN_RATE; if (item->pos.zRot < -LARA_LEAN_MAX) item->pos.zRot = -LARA_LEAN_MAX; } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > LARA_FAST_TURN) Lara.turnRate = LARA_FAST_TURN; item->pos.zRot += LARA_LEAN_RATE; if (item->pos.zRot > LARA_LEAN_MAX) item->pos.zRot = LARA_LEAN_MAX; } if (TrInput & IN_FORWARD) { if (Lara.waterStatus == LW_ABOVE_WATER) item->goalAnimState = LS_RUN_FORWARD; else item->goalAnimState = LS_WADE_FORWARD; } else { item->goalAnimState = LS_STOP; } } } void lara_as_waterout(ITEM_INFO* item, COLL_INFO* coll)//1AEE4(<), 1B018(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.flags = CF_FOLLOW_CENTER; } void lara_as_gymnast(ITEM_INFO* item, COLL_INFO* coll)//1AEC8(<), 1AFFC(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; } void lara_as_fastdive(ITEM_INFO* item, COLL_INFO* coll)//1AE4C(<), 1AF80(<) (F) { if (TrInput & IN_ROLL && item->goalAnimState == LS_SWANDIVE_END) item->goalAnimState = LS_JUMP_ROLL_180; coll->enableBaddiePush = true; coll->enableSpaz = false; item->speed = (item->speed * 95) / 100; } void lara_as_swandive(ITEM_INFO* item, COLL_INFO* coll)//1AE08(<), 1AF3C(<) (F) { coll->enableBaddiePush = true; coll->enableSpaz = false; if (item->fallspeed > LARA_FREEFALL_SPEED && item->goalAnimState != LS_DIVE) item->goalAnimState = LS_SWANDIVE_END; } void lara_as_special(ITEM_INFO* item, COLL_INFO* coll)//1ADDC(<), 1AF10(<) (F) { Camera.flags = CF_FOLLOW_CENTER; Camera.targetAngle = ANGLE(170.0f); Camera.targetElevation = -ANGLE(25.0f); } void lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll)//1AD18(<), 1AE4C(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = -ANGLE(80.0f); Camera.targetElevation = -ANGLE(25.0f); Camera.targetDistance = SECTOR(1); if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd) { if (item->itemFlags[0]) { item->animNumber = item->itemFlags[0]; item->currentAnimState = LS_MISC_CONTROL; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } } void lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll)//1ACBC(<), 1ADF0(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = -ANGLE(80.0f); Camera.targetElevation = -4550; Camera.targetDistance = SECTOR(1); } void lara_as_switchoff(ITEM_INFO* item, COLL_INFO* coll)//1AC54(<), 1AD88(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = ANGLE(80.0f); Camera.targetElevation = -ANGLE(25.0f); Camera.targetDistance = SECTOR(1); Camera.speed = 6; } void lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll)//1ABEC(<), 1AD20(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = ANGLE(80.0f); Camera.targetElevation = -ANGLE(25.0f); Camera.targetDistance = SECTOR(1); Camera.speed = 6; } void lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll)//1AB5C(<), 1AC90(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = ANGLE(130.0f); Camera.targetElevation = -ANGLE(15.0f); Camera.targetDistance = SECTOR(1); if (item->frameNumber == g_Level.Anims[item->animNumber].frameEnd - 1) Lara.gunStatus = LG_NO_ARMS; } void lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll)//1AB00(<), 1AC34(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = -ANGLE(130.0f); Camera.targetElevation = -ANGLE(15.0f); Camera.targetDistance = SECTOR(1); } void lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll)//1AABC(<), 1ABF0(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = ANGLE(75.0f); if (!(TrInput & IN_ACTION)) item->goalAnimState = LS_STOP; } void lara_as_pullblock(ITEM_INFO* item, COLL_INFO* coll)//1AA60(<), 1AB94(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.flags = CF_FOLLOW_CENTER; Camera.targetAngle = ANGLE(35.0f); Camera.targetElevation = -ANGLE(25.0f); } void lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll)//1AA04(<), 1AB38(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.flags = CF_FOLLOW_CENTER; Camera.targetAngle = ANGLE(90.0f); Camera.targetElevation = -ANGLE(25.0f); } void lara_as_slideback(ITEM_INFO* item, COLL_INFO* coll)//1A9E0(<), 1AB14(<) (F) { if ((TrInput & IN_JUMP) && !(TrInput & IN_FORWARD)) { item->goalAnimState = LS_JUMP_BACK; } } void lara_as_fallback(ITEM_INFO* item, COLL_INFO* coll)//1959C(<), 196D0(<) (F) { if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; if (TrInput & IN_ACTION) if (Lara.gunStatus == LG_NO_ARMS) item->goalAnimState = LS_REACH; } void lara_as_leftjump(ITEM_INFO* item, COLL_INFO* coll)//1A92C(<), 1AA60(<) (F) { Lara.look = false; if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; else if (TrInput & IN_RIGHT && item->goalAnimState != LS_STOP) item->goalAnimState = LS_JUMP_ROLL_180; } void lara_as_rightjump(ITEM_INFO* item, COLL_INFO* coll)//1A8C4(<), 1A9F8(<) (F) { Lara.look = false; if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; else if (TrInput & IN_LEFT && item->goalAnimState != LS_STOP) item->goalAnimState = LS_JUMP_ROLL_180; } void lara_as_backjump(ITEM_INFO* item, COLL_INFO* coll)//1A854(<), 1A988(<) (F) { Camera.targetAngle = ANGLE(135.0f); if (item->fallspeed <= LARA_FREEFALL_SPEED) { if (item->goalAnimState == LS_RUN_FORWARD) { item->goalAnimState = LS_STOP; } else if ((TrInput & IN_FORWARD || TrInput & IN_ROLL) && item->goalAnimState != LS_STOP) { item->goalAnimState = LS_JUMP_ROLL_180; } } else { item->goalAnimState = LS_FREEFALL; } } void lara_as_slide(ITEM_INFO* item, COLL_INFO* coll)//1A824(<), 1A958(<) (F) { Camera.targetElevation = -ANGLE(45.0f); // FIXED if ((TrInput & IN_JUMP) && !(TrInput & IN_BACK)) item->goalAnimState = LS_JUMP_FORWARD; } void lara_as_stepleft(ITEM_INFO* item, COLL_INFO* coll)//1A750(<), 1A884(<) (F) { Lara.look = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (!Lara.isMoving) { if (!(TrInput & IN_LSTEP)) { item->goalAnimState = LS_STOP; } if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -LARA_SLOW_TURN) Lara.turnRate = -LARA_SLOW_TURN; } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > LARA_SLOW_TURN) Lara.turnRate = LARA_SLOW_TURN; } } } void lara_as_stepright(ITEM_INFO* item, COLL_INFO* coll)//1A67C(<), 1A7B0(<) (F) { Lara.look = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (!Lara.isMoving) { if (!(TrInput & IN_RSTEP)) { item->goalAnimState = LS_STOP; } if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(4.0f)) Lara.turnRate = -ANGLE(4.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(4.0f)) Lara.turnRate = ANGLE(4.0f); } } } void lara_col_fastturn(ITEM_INFO* item, COLL_INFO* coll)//1A65C(<), 1A790(<) (F) { lara_col_stop(item, coll); } void lara_as_fastturn(ITEM_INFO* item, COLL_INFO* coll)//1A5F8(<), 1A72C(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (Lara.turnRate < 0) { Lara.turnRate = -LARA_FAST_TURN; if (!(TrInput & IN_LEFT)) item->goalAnimState = LS_STOP; } else { Lara.turnRate = LARA_FAST_TURN; if (!(TrInput & IN_RIGHT)) item->goalAnimState = LS_STOP; } } void lara_as_null(ITEM_INFO* item, COLL_INFO* coll)//1A5DC(<), 1A710(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; } void lara_as_back(ITEM_INFO* item, COLL_INFO* coll)//1A4F0(<), 1A624(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (!Lara.isMoving) { if ((TrInput & IN_BACK) && ((TrInput & IN_WALK) || Lara.waterStatus == LW_WADE)) item->goalAnimState = LS_WALK_BACK; else item->goalAnimState = LS_STOP; if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(4.0f)) Lara.turnRate = -ANGLE(4.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(4.0f)) Lara.turnRate = ANGLE(4.0f); } } } void lara_as_compress(ITEM_INFO* item, COLL_INFO* coll) { if (Lara.waterStatus != LW_WADE) { if (TrInput & IN_FORWARD && LaraFloorFront(item, item->pos.yRot, 256) >= -384) { item->goalAnimState = LS_JUMP_FORWARD; Lara.moveAngle = 0; } else if (TrInput & IN_LEFT && LaraFloorFront(item, item->pos.yRot - ANGLE(90.0f), 256) >= -384) { item->goalAnimState = LS_JUMP_RIGHT; Lara.moveAngle = -ANGLE(90); } else if (TrInput & IN_RIGHT && LaraFloorFront(item, item->pos.yRot + ANGLE(90.0f), 256) >= -384) { item->goalAnimState = LS_JUMP_LEFT; Lara.moveAngle = ANGLE(90); } else if (TrInput & IN_BACK && LaraFloorFront(item, item->pos.yRot - ANGLE(180.0f), 256) >= -384) { item->goalAnimState = LS_JUMP_BACK; Lara.moveAngle = ANGLE(180); } } if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; } void lara_as_splat(ITEM_INFO* item, COLL_INFO* coll)//1A340(<), 1A474(<) (F) { Lara.look = false; } void lara_as_intcornerr(ITEM_INFO* item, COLL_INFO* coll)//1A2EC(<), 1A420(<) (F) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); SetCornerAnim(item, coll, ANGLE(90.0f), item->animNumber == LA_SHIMMY_RIGHT_CORNER_INNER_END || item->animNumber == LA_LADDER_RIGHT_CORNER_INNER_END); } void lara_as_intcornerl(ITEM_INFO* item, COLL_INFO* coll)//1A298(<), 1A3CC(<) (F) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); SetCornerAnim(item, coll, -ANGLE(90.0f), item->animNumber == LA_SHIMMY_LEFT_CORNER_INNER_END || item->animNumber == LA_LADDER_LEFT_CORNER_INNER_END); } void lara_as_extcornerr(ITEM_INFO* item, COLL_INFO* coll)//1A244(<), 1A378(<) (F) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); SetCornerAnim(item, coll, -ANGLE(90.0f), item->animNumber == LA_SHIMMY_RIGHT_CORNER_OUTER_END || item->animNumber == LA_LADDER_RIGHT_CORNER_OUTER_END); } void lara_as_extcornerl(ITEM_INFO* item, COLL_INFO* coll)//1A1F0(<), 1A324(<) (F) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); SetCornerAnim(item, coll, ANGLE(90.0f), item->animNumber == LA_SHIMMY_LEFT_CORNER_OUTER_END || item->animNumber == LA_LADDER_LEFT_CORNER_OUTER_END); } void lara_col_hangright(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { Lara.moveAngle = ANGLE(90); coll->radius = 102; /* @ORIGINAL_BUG: this value (instead of LARA_RAD) can make Lara glitch if coll->frontType is DIAGONAL or SPLIT_TRI */ LaraHangTest(item, coll); Lara.moveAngle = ANGLE(90); } void lara_as_hangright(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); if (!(TrInput & (IN_RIGHT | IN_RSTEP))) item->goalAnimState = LS_HANG; } void lara_col_hangleft(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { Lara.moveAngle = -ANGLE(90); coll->radius = 102; /* @ORIGINAL_BUG: this value (instead of LARA_RAD) can make Lara glitch if coll->frontType is DIAGONAL or SPLIT_TRI */ LaraHangTest(item, coll); Lara.moveAngle = -ANGLE(90); } void lara_as_hangleft(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); if (!(TrInput & (IN_LEFT | IN_LSTEP))) item->goalAnimState = LS_HANG; } void lara_col_hang(ITEM_INFO* item, COLL_INFO* coll)//19AC8, 19BFC (F) { item->fallspeed = 0; item->gravityStatus = false; if (item->animNumber == LA_REACH_TO_HANG) { int flag; if (TrInput & IN_LEFT || TrInput & IN_LSTEP) { if (CanLaraHangSideways(item, coll, -ANGLE(90.0f))) { item->goalAnimState = LS_SHIMMY_LEFT; return; } flag = LaraHangLeftCornerTest(item, coll); if (flag != 0) { if (flag <= 0) item->goalAnimState = LS_SHIMMY_INNER_LEFT; else item->goalAnimState = LS_SHIMMY_OUTER_LEFT; return; } } if (TrInput & IN_RIGHT || TrInput & IN_RSTEP) { if (CanLaraHangSideways(item, coll, ANGLE(90.0f))) { item->goalAnimState = LS_SHIMMY_RIGHT; return; } flag = LaraHangRightCornerTest(item, coll); if (flag != 0) { if (flag <= 0) item->goalAnimState = LS_SHIMMY_INNER_RIGHT; else item->goalAnimState = LS_SHIMMY_OUTER_RIGHT; return; } } } Lara.moveAngle = 0; LaraHangTest(item, coll); if (item->animNumber == LA_REACH_TO_HANG) { TestForObjectOnLedge(item, coll); if (TrInput & IN_FORWARD) { if (coll->frontFloor > -850) { if (coll->frontFloor < -650 && coll->frontFloor >= coll->frontCeiling && coll->frontFloor >= coll->leftCeiling2 && coll->frontFloor >= coll->rightCeiling2) { if (abs(coll->leftFloor2 - coll->rightFloor2) < 60 && !coll->hitStatic) { if (TrInput & IN_WALK) { item->goalAnimState = LS_HANDSTAND; } else if (TrInput & IN_DUCK) { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; } else { item->goalAnimState = LS_GRABBING; } return; } } if (coll->frontFloor < -650 && coll->frontFloor - coll->frontCeiling >= -256 && coll->frontFloor - coll->leftCeiling2 >= -256 && coll->frontFloor - coll->rightCeiling2 >= -256) { if (abs(coll->leftFloor2 - coll->rightFloor2) < 60 && !coll->hitStatic) { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; return; } } } if (Lara.climbStatus != 0 && coll->midCeiling <= -256 && abs(coll->leftCeiling2 - coll->rightCeiling2) < 60) { if (LaraTestClimbStance(item, coll)) { item->goalAnimState = LS_LADDER_IDLE; } else { item->animNumber = LA_LADDER_SHIMMY_UP; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_HANG; item->currentAnimState = LS_HANG; } } return; } if (TrInput & IN_BACK && Lara.climbStatus && coll->midFloor > 344 && item->animNumber == LA_REACH_TO_HANG) { if (LaraTestClimbStance(item, coll)) { item->goalAnimState = LS_LADDER_IDLE; } else { item->animNumber = LA_LADDER_SHIMMY_DOWN; item->goalAnimState = LS_HANG; item->currentAnimState = LS_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } } } void lara_as_hang(ITEM_INFO* item, COLL_INFO* coll)//19A28, 19B5C (F) { Lara.isClimbing = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (TrInput & IN_LOOK) LookUpDown(); coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); } void lara_void_func(ITEM_INFO* item, COLL_INFO* coll)//19928(<), 19A5C(<) (F) { return; } void lara_as_fastfall(ITEM_INFO* item, COLL_INFO* coll)//198BC(<), 199F0(<) (F) { item->speed = (item->speed * 95) / 100; if (item->fallspeed == 154) SoundEffect(SFX_LARA_FALL, &item->pos, 0); } void lara_as_death(ITEM_INFO* item, COLL_INFO* coll)//19830(<), 19964(<) (F) { Lara.look = false; coll->enableBaddiePush = false; coll->enableSpaz = false; if (BinocularRange) { BinocularRange = 0; LaserSight = 0; AlterFOV(ANGLE(80.0f)); LaraItem->meshBits = -1; Lara.busy = false; } } void lara_as_turn_l(ITEM_INFO* item, COLL_INFO* coll)//1972C(<), 19860(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } Lara.turnRate -= LARA_TURN_RATE; if (Lara.gunStatus != LG_READY || Lara.waterStatus == LW_WADE) { if (Lara.turnRate < -ANGLE(4.0f)) { if (TrInput & IN_WALK) Lara.turnRate = -ANGLE(4.0f); else item->goalAnimState = LS_TURN_FAST; } } else { item->goalAnimState = LS_TURN_FAST; } if (!(TrInput & IN_FORWARD)) { if (!(TrInput & IN_LEFT)) item->goalAnimState = LS_STOP; return; } if (Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_WADE_FORWARD; } else if (TrInput & IN_WALK) { item->goalAnimState = LS_WALK_FORWARD; } else { item->goalAnimState = LS_RUN_FORWARD; } } void lara_as_turn_r(ITEM_INFO* item, COLL_INFO* coll)//19628(<), 1975C(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } Lara.turnRate += LARA_TURN_RATE; if (Lara.gunStatus != LG_READY || Lara.waterStatus == LW_WADE) { if (Lara.turnRate > ANGLE(4.0f)) { if (TrInput & IN_WALK) Lara.turnRate = ANGLE(4.0f); else item->goalAnimState = LS_TURN_FAST; } } else { item->goalAnimState = LS_TURN_FAST; } if (!(TrInput & IN_FORWARD)) { if (!(TrInput & IN_RIGHT)) item->goalAnimState = LS_STOP; return; } if (Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_WADE_FORWARD; } else if (TrInput & IN_WALK) { item->goalAnimState = LS_WALK_FORWARD; } else { item->goalAnimState = LS_RUN_FORWARD; } } void lara_as_fastback(ITEM_INFO* item, COLL_INFO* coll)//1959C(<), 196D0(<) (F) { item->goalAnimState = LS_STOP; if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(6.0f)) Lara.turnRate = -ANGLE(6.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(6.0f)) Lara.turnRate = ANGLE(6.0f); } } void lara_as_run(ITEM_INFO* item, COLL_INFO* coll)//192EC, 19420 (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } if (TrInput & IN_ROLL) { item->animNumber = LA_ROLL_180_START; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 2; item->currentAnimState = LS_ROLL_FORWARD; item->goalAnimState = LS_STOP; return; } if (TrInput & IN_SPRINT && DashTimer) { item->goalAnimState = LS_SPRINT; return; } if (TrInput & IN_DUCK && Lara.waterStatus != LW_WADE && (Lara.gunStatus == LG_NO_ARMS || Lara.gunType == WEAPON_NONE || Lara.gunType == WEAPON_PISTOLS || Lara.gunType == WEAPON_REVOLVER || Lara.gunType == WEAPON_UZI || Lara.gunType == WEAPON_FLARE)) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -LARA_FAST_TURN) Lara.turnRate = -LARA_FAST_TURN; item->pos.zRot -= LARA_LEAN_RATE; if (item->pos.zRot < -LARA_LEAN_MAX) item->pos.zRot = -LARA_LEAN_MAX; } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > LARA_FAST_TURN) Lara.turnRate = LARA_FAST_TURN; item->pos.zRot += LARA_LEAN_RATE; if (item->pos.zRot > LARA_LEAN_MAX) item->pos.zRot = LARA_LEAN_MAX; } if (item->animNumber == LA_STAND_TO_RUN) { doJump = false; } else if (item->animNumber == LA_RUN) { if (item->frameNumber == 4) doJump = true; } else { doJump = true; } if (TrInput & IN_JUMP && doJump && !item->gravityStatus) { item->goalAnimState = LS_JUMP_FORWARD; } else if (TrInput & IN_FORWARD) { if (Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_WADE_FORWARD; } else { if (TrInput & IN_WALK) item->goalAnimState = LS_WALK_FORWARD; else item->goalAnimState = LS_RUN_FORWARD; } } else { item->goalAnimState = LS_STOP; } } void lara_as_walk(ITEM_INFO* item, COLL_INFO* coll)//191B8(<), 192EC(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (!Lara.isMoving) { if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(4.0f)) Lara.turnRate = -ANGLE(4.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(4.0f)) Lara.turnRate = ANGLE(4.0f); } if (TrInput & IN_FORWARD) { if (Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_WADE_FORWARD; } else if (TrInput & IN_WALK) { item->goalAnimState = LS_WALK_FORWARD; } else { item->goalAnimState = LS_RUN_FORWARD; } } else { item->goalAnimState = LS_STOP; } } } // FIXED void lara_col_reach(ITEM_INFO* item, COLL_INFO* coll)//18D0C, 18E40 (F) { if (Lara.ropePtr == -1) item->gravityStatus = true; Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = 0; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); short angle; bool result = false; int edge = 0; int edgeCatch = 0; if (TrInput & IN_ACTION && Lara.gunStatus == LG_NO_ARMS && !coll->hitStatic) { if (Lara.canMonkeySwing && coll->collType == CT_TOP) { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Lara.gunStatus = LG_HANDS_BUSY; item->animNumber = LA_REACH_TO_MONKEYSWING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MONKEYSWING_IDLE; item->currentAnimState = LS_MONKEYSWING_IDLE; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; return; } if (coll->midCeiling <= -384 && coll->midFloor >= 200 && coll->collType == CT_FRONT) { edgeCatch = LaraTestEdgeCatch(item, coll, &edge); if (!(!edgeCatch || edgeCatch < 0 && !LaraTestHangOnClimbWall(item, coll))) { angle = item->pos.yRot; if (coll->midSplitFloor && coll->frontSplitFloor == coll->midSplitFloor) { result = SnapToDiagonal(angle, 35); } else { result = SnapToQuadrant(angle, 35); } } } } if (!result) { LaraSlideEdgeJump(item, coll); coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); ShiftItem(item, coll); if (item->fallspeed > 0 && coll->midFloor <= 0) { if (LaraLandedBad(item, coll)) { item->goalAnimState = LS_DEATH; } else { item->goalAnimState = LS_STOP; item->fallspeed = 0; item->gravityStatus = false; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } } else { if (TestHangSwingIn(item, angle)) { /* if (TR12_OSCILLATE_HANG == true) { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->animNumber = LA_REACH_TO_HANG_OSCILLATE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; } else { */ Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->animNumber = LA_REACH_TO_MONKEYSWING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_MONKEYSWING_IDLE; item->goalAnimState = LS_MONKEYSWING_IDLE; // } } else { if (TestHangFeet(item, angle)) { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG_FEET; } else { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; } } BOUNDING_BOX* bounds = GetBoundsAccurate(item); if (edgeCatch <= 0) { item->pos.yPos = edge - bounds->Y1 - 22; } else { item->pos.yPos += coll->frontFloor - bounds->Y1; if (coll->midSplitFloor) { Vector2 v = GetDiagonalIntersect(item->pos.xPos, item->pos.zPos, coll->midSplitFloor, LARA_RAD, angle); item->pos.xPos = v.x; item->pos.zPos = v.y; } else { Vector2 v = GetOrthogonalIntersect(item->pos.xPos, item->pos.zPos, LARA_RAD, angle); item->pos.xPos = v.x; item->pos.zPos = v.y; } } item->pos.yRot = angle; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_HANDS_BUSY; } } void lara_as_reach(ITEM_INFO* item, COLL_INFO* coll)//18CE0(<), 18E14(<) (F) { Camera.targetAngle = ANGLE(85.0f); if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; } void lara_col_forwardjump(ITEM_INFO* item, COLL_INFO* coll)//18B88, 18CBC (F) { if (item->speed < 0) Lara.moveAngle = ANGLE(180); else Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (item->speed < 0) Lara.moveAngle = 0; if (coll->midFloor <= 0 && item->fallspeed > 0) { if (LaraLandedBad(item, coll)) { item->goalAnimState = LS_DEATH; } else { if (Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_STOP; } else { if (TrInput & IN_FORWARD && !(TrInput & IN_STEPSHIFT)) item->goalAnimState = LS_RUN_FORWARD; else item->goalAnimState = LS_STOP; } } item->gravityStatus = false; item->fallspeed = 0; item->speed = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; AnimateLara(item); } } void lara_as_forwardjump(ITEM_INFO* item, COLL_INFO* coll)//18A34, 18B68 (F) { if (item->goalAnimState == LS_SWANDIVE_START || item->goalAnimState == LS_REACH) item->goalAnimState = LS_JUMP_FORWARD; if (item->goalAnimState != LS_DEATH && item->goalAnimState != LS_STOP && item->goalAnimState != LS_RUN_FORWARD) { if (Lara.gunStatus == LG_NO_ARMS && TrInput & IN_ACTION) item->goalAnimState = LS_REACH; if (TrInput & IN_BACK || TrInput & IN_ROLL) item->goalAnimState = LS_JUMP_ROLL_180; if (Lara.gunStatus == LG_NO_ARMS && TrInput & IN_WALK) item->goalAnimState = LS_SWANDIVE_START; if (item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; } if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(3.0f)) Lara.turnRate = -ANGLE(3.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(3.0f)) Lara.turnRate = ANGLE(3.0f); } } void lara_col_upjump(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; coll->hitCeiling = false; coll->facing = item->speed < 0 ? Lara.moveAngle + ANGLE(180.0f) : Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 870); if (TrInput & IN_ACTION && Lara.gunStatus == LG_NO_ARMS && !coll->hitStatic) { if (Lara.canMonkeySwing && coll->collType == CT_TOP) { item->goalAnimState = LS_MONKEYSWING_IDLE; item->currentAnimState = LS_MONKEYSWING_IDLE; item->animNumber = LA_JUMP_UP_TO_MONKEYSWING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; MonkeySwingSnap(item, coll); return; } if (coll->collType == CT_FRONT && coll->midCeiling <= -STEPUP_HEIGHT) { int edge; int edgeCatch = LaraTestEdgeCatch(item, coll, &edge); if (edgeCatch) { if (edgeCatch >= 0 || LaraTestHangOnClimbWall(item, coll)) { short angle = item->pos.yRot; bool result; if (coll->midSplitFloor && coll->frontSplitFloor == coll->midSplitFloor) { result = SnapToDiagonal(angle, 35); } else { result = SnapToQuadrant(angle, 35); } if (result) { BOUNDING_BOX* bounds; if (TestHangSwingIn(item, angle)) { item->animNumber = LA_JUMP_UP_TO_MONKEYSWING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MONKEYSWING_IDLE; item->currentAnimState = LS_MONKEYSWING_IDLE; } else { if (TestHangFeet(item, angle)) { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 12; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG_FEET; } else { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 12; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; } } bounds = GetBoundsAccurate(item); if (edgeCatch <= 0) item->pos.yPos = edge - bounds->Y1 + 4; else item->pos.yPos += coll->frontFloor - bounds->Y1; if (coll->midSplitFloor) { Vector2 v = GetDiagonalIntersect(item->pos.xPos, item->pos.zPos, coll->midSplitFloor, LARA_RAD, item->pos.yRot); item->pos.xPos = v.x; item->pos.zPos = v.y; } else { Vector2 v = GetOrthogonalIntersect(item->pos.xPos, item->pos.zPos, LARA_RAD, item->pos.yRot); item->pos.xPos = v.x; item->pos.zPos = v.y; } item->pos.yRot = angle; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; Lara.torsoYrot = 0; Lara.torsoXrot = 0; return; } } } } } ShiftItem(item, coll); if (coll->collType == CT_CLAMP || coll->collType == CT_TOP || coll->collType == CT_TOP_FRONT || coll->hitCeiling) item->fallspeed = 1; if (coll->collType == CT_NONE) { if (item->fallspeed < -70) { if (TrInput & IN_FORWARD && item->speed < 5) { item->speed++; } else if (TrInput & IN_BACK && item->speed > -5) { item->speed -= 2; } } } else { item->speed = item->speed <= 0 ? -2 : 2; } if (item->fallspeed > 0 && coll->midFloor <= 0) { item->goalAnimState = LaraLandedBad(item, coll) ? LS_DEATH : LS_STOP; item->gravityStatus = false; item->fallspeed = 0; if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_as_upjump(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (item->fallspeed > LARA_FREEFALL_SPEED) { item->goalAnimState = LS_FREEFALL; } } void lara_col_stop(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { Lara.moveAngle = 0; coll->badPos = STEPUP_HEIGHT; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; item->gravityStatus = false; item->fallspeed = 0; coll->slopesArePits = true; coll->slopesAreWalls = 1; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (LaraHitCeiling(item, coll)) return; if (LaraFallen(item, coll)) return; if (TestLaraSlide(item, coll)) return; ShiftItem(item, coll); #if 1 if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; #else if (!(g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) || coll->midFloor < 0) item->pos.yPos += coll->midFloor; else if (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP && coll->midFloor) item->pos.yPos += SWAMP_GRAVITY; #endif } void lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { LaraClimbRope(item, coll); } void lara_as_climbrope(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (TrInput & IN_ROLL) { FallFromRope(item); } else { Camera.targetAngle = ANGLE(30.0f); if (g_Level.Anims[item->animNumber].frameEnd == item->frameNumber) { item->frameNumber = g_Level.Anims[item->animNumber].frameBase; Lara.ropeSegment -= 2; } if (!(TrInput & IN_FORWARD) || Lara.ropeSegment <= 4) item->goalAnimState = LS_ROPE_IDLE; } } void lara_col_ropefwd(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { Camera.targetDistance = SECTOR(2); UpdateRopeSwing(item); if (item->animNumber == LA_ROPE_SWING) { if (TrInput & IN_SPRINT) { int vel; if (abs(Lara.ropeLastX) < 9000) vel = 192 * (9000 - abs(Lara.ropeLastX)) / 9000; else vel = 0; ApplyVelocityToRope(Lara.ropeSegment - 2, item->pos.yRot + (Lara.ropeDirection ? ANGLE(0.0f) : ANGLE(180.0f)), vel >> 5); } if (Lara.ropeFrame > Lara.ropeDFrame) { Lara.ropeFrame -= (unsigned short)Lara.ropeFrameRate; if (Lara.ropeFrame < Lara.ropeDFrame) Lara.ropeFrame = Lara.ropeDFrame; } else if (Lara.ropeFrame < Lara.ropeDFrame) { Lara.ropeFrame += (unsigned short)Lara.ropeFrameRate; if (Lara.ropeFrame > Lara.ropeDFrame) Lara.ropeFrame = Lara.ropeDFrame; } item->frameNumber = Lara.ropeFrame >> 8; if (!(TrInput & IN_SPRINT) && item->frameNumber == g_Level.Anims[LA_ROPE_SWING].frameBase + 32 && Lara.ropeMaxXBackward < 6750 && Lara.ropeMaxXForward < 6750) { item->animNumber = LA_JUMP_UP_TO_ROPE_END; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_ROPE_IDLE; item->goalAnimState = LS_ROPE_IDLE; } if (TrInput & IN_JUMP) JumpOffRope(item); } else if (item->frameNumber == g_Level.Anims[LA_ROPE_IDLE_TO_SWING].frameBase + 15) { ApplyVelocityToRope(Lara.ropeSegment, item->pos.yRot, 128); } } void lara_as_roper(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (TrInput & IN_ACTION) { if (TrInput & IN_RIGHT) { Lara.ropeY -= 256; } else { item->goalAnimState = LS_ROPE_IDLE; } } else { FallFromRope(item); } } void lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (TrInput & IN_ACTION) { if (TrInput & IN_LEFT) { Lara.ropeY += 256; } else { item->goalAnimState = LS_ROPE_IDLE; } } else { FallFromRope(item); } } void lara_col_rope(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (TrInput & IN_ACTION) { UpdateRopeSwing(item); if (TrInput & IN_SPRINT) { Lara.ropeDFrame = (g_Level.Anims[LA_ROPE_SWING].frameBase + 32) << 8; Lara.ropeFrame = Lara.ropeDFrame; item->goalAnimState = LS_ROPE_SWING; } else if (TrInput & IN_FORWARD && Lara.ropeSegment > 4) { item->goalAnimState = LS_ROPE_UP; } else if (TrInput & IN_BACK && Lara.ropeSegment < 21) { item->goalAnimState = LS_ROPE_DOWN; Lara.ropeFlag = 0; Lara.ropeCount = 0; } else if (TrInput & IN_LEFT) { item->goalAnimState = LS_ROPE_TURN_CLOCKWISE; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_ROPE_TURN_COUNTER_CLOCKWISE; } } else { FallFromRope(item); } } void lara_as_rope(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { if (!(TrInput & IN_ACTION)) FallFromRope(item); if (TrInput & IN_LOOK) LookUpDown(); } void lara_col_poledown(ITEM_INFO* item, COLL_INFO* coll)//171A0, 172D4 (F) { coll->enableSpaz = false; coll->enableBaddiePush = false; if (TrInput & IN_LOOK) LookUpDown(); if ((TrInput & (IN_BACK | IN_ACTION)) != (IN_BACK | IN_ACTION) || item->hitPoints <= 0) item->goalAnimState = LS_POLE_IDLE; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; Lara.moveAngle = 0; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; coll->radius = 100; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (coll->midFloor < 0) { short roomNumber = item->roomNumber; item->floor = GetFloorHeight(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber), item->pos.xPos, item->pos.yPos - 762, item->pos.zPos); item->goalAnimState = LS_POLE_IDLE; item->itemFlags[2] = 0; } if (TrInput & IN_LEFT) { item->pos.yRot += 256; } else if (TrInput & IN_RIGHT) { item->pos.yRot -= 256; } if (item->animNumber == LA_POLE_DOWN_END) { item->itemFlags[2] -= SECTOR(1); } else { item->itemFlags[2] += 256; } // CHECK SoundEffect(SFX_LARA_ROPEDOWN_LOOP, &item->pos, 0); item->itemFlags[2] = CLAMP(item->itemFlags[2], 0, ANGLE(90.0f)); item->pos.yPos += item->itemFlags[2] >> 8; } void lara_col_poleup(ITEM_INFO* item, COLL_INFO* coll)//170D8(<), 1720C(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; if (TrInput & IN_LOOK) LookUpDown(); if (!(TrInput & IN_ACTION) || !(TrInput & IN_FORWARD) || item->hitPoints <= 0) item->goalAnimState = LS_POLE_IDLE; short roomNumber = item->roomNumber; if (item->pos.yPos - GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber), item->pos.xPos, item->pos.yPos, item->pos.zPos) < SECTOR(1)) item->goalAnimState = LS_POLE_IDLE; } void lara_as_poleright(ITEM_INFO* item, COLL_INFO* coll)//1707C(<), 171B0(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; if (!(TrInput & IN_RIGHT) || !(TrInput & IN_ACTION) || (TrInput & (IN_FORWARD | IN_BACK)) || item->hitPoints <= 0) item->goalAnimState = LS_POLE_IDLE; else item->pos.yRot -= 256; } void lara_as_poleleft(ITEM_INFO* item, COLL_INFO* coll)//17020(<), 17154(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; if (!(TrInput & IN_LEFT) || !(TrInput & IN_ACTION) || (TrInput & (IN_FORWARD | IN_BACK)) || item->hitPoints <= 0) item->goalAnimState = LS_POLE_IDLE; else item->pos.yRot += 256; } void lara_col_polestat(ITEM_INFO* item, COLL_INFO* coll)//16DFC, 16F30 (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_FREEFALL; return; } coll->enableSpaz = false; coll->enableBaddiePush = false; if (item->animNumber == LA_POLE_IDLE) { coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; Lara.moveAngle = 0; coll->facing = Lara.moveAngle; coll->radius = 100; coll->slopesAreWalls = true; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (TrInput & IN_ACTION) { item->goalAnimState = LS_POLE_IDLE; if (TrInput & IN_LEFT) { item->goalAnimState = LS_POLE_TURN_CLOCKWISE; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_POLE_TURN_COUNTER_CLOCKWISE; } if (TrInput & IN_LOOK) LookUpDown(); if (TrInput & IN_FORWARD) { short roomNum = item->roomNumber; if (item->pos.yPos - GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNum), item->pos.xPos, item->pos.yPos, item->pos.zPos) > SECTOR(1)) { item->goalAnimState = LS_POLE_UP; } } else if (TrInput & IN_BACK && coll->midFloor > 0) { item->goalAnimState = LS_POLE_DOWN; item->itemFlags[2] = 0; } if (TrInput & IN_JUMP) item->goalAnimState = LS_JUMP_BACK; } else if (coll->midFloor <= 0) { item->goalAnimState = LS_STOP; } else { item->pos.xPos -= (phd_sin(item->pos.yRot)) << 6 >> W2V_SHIFT; item->pos.zPos -= (phd_cos(item->pos.yRot)) << 6 >> W2V_SHIFT; item->goalAnimState = LS_FREEFALL; } } } void lara_col_monkey180(ITEM_INFO* item, COLL_INFO* coll)//16DDC, 16F10 (F) { lara_col_monkeyswing(item, coll); } void lara_as_monkey180(ITEM_INFO* item, COLL_INFO* coll)//16DB8(<), 16EEC(<) (F) { coll->enableBaddiePush = false; coll->enableSpaz = false; item->goalAnimState = LS_MONKEYSWING_IDLE; } void lara_as_hangturnr(ITEM_INFO* item, COLL_INFO* coll)//16D64(<), 16E98(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_MONKEYSWING_IDLE; return; } Camera.targetElevation = 1820; Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->pos.yRot += ANGLE(1.5f); if (!(TrInput & IN_RIGHT)) item->goalAnimState = LS_MONKEYSWING_IDLE; } void lara_col_hangturnlr(ITEM_INFO* item, COLL_INFO* coll)//16C94(<), 16DC8(<) (F) { if ((TrInput & IN_ACTION) && Lara.canMonkeySwing) { coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; Lara.moveAngle = 0; coll->facing = item->pos.yRot; coll->radius = 100; coll->slopesAreWalls = true; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 600); MonkeySwingSnap(item, coll); } else { MonkeySwingFall(item); } } void lara_as_hangturnl(ITEM_INFO* item, COLL_INFO* coll)//16C40(<), 16D74(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_MONKEYSWING_IDLE; return; } Camera.targetElevation = 1820; Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->pos.yRot -= ANGLE(1.5f); if (!(TrInput & IN_LEFT)) item->goalAnimState = LS_MONKEYSWING_IDLE; } void lara_col_monkeyr(ITEM_INFO* item, COLL_INFO* coll)//16B9C(<), 16CD0(<) (F) { if ((TrInput & IN_ACTION) && Lara.canMonkeySwing) { if (TestMonkeyRight(item, coll)) { MonkeySwingSnap(item, coll); } else { item->animNumber = LA_MONKEYSWING_IDLE; item->currentAnimState = LS_MONKEYSWING_IDLE; item->goalAnimState = LS_MONKEYSWING_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } else { MonkeySwingFall(item); } } void lara_as_monkeyr(ITEM_INFO* item, COLL_INFO* coll)//16B24(<), 16C58(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_MONKEYSWING_IDLE; return; } Lara.torsoYrot = 0; Lara.torsoXrot = 0; coll->enableBaddiePush = false; coll->enableSpaz = false; if (TrInput & IN_RSTEP) { item->goalAnimState = LS_MONKEYSWING_RIGHT; Camera.targetElevation = ANGLE(10.0f); } else { item->goalAnimState = LS_MONKEYSWING_IDLE; Camera.targetElevation = ANGLE(10.0f); } } void lara_col_monkeyl(ITEM_INFO* item, COLL_INFO* coll)//16A80(<), 16BB4(<) (F) { if ((TrInput & IN_ACTION) && Lara.canMonkeySwing) { if (TestMonkeyLeft(item, coll)) { MonkeySwingSnap(item, coll); } else { item->animNumber = LA_MONKEYSWING_IDLE; item->currentAnimState = LS_MONKEYSWING_IDLE; item->goalAnimState = LS_MONKEYSWING_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } else { MonkeySwingFall(item); } } void lara_as_monkeyl(ITEM_INFO* item, COLL_INFO* coll)//16A0C(<), 16B40(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_MONKEYSWING_IDLE; return; } Lara.torsoYrot = 0; Lara.torsoXrot = 0; coll->enableBaddiePush = false; coll->enableSpaz = false; if (TrInput & IN_LSTEP) { item->goalAnimState = LS_MONKEYSWING_LEFT; Camera.targetElevation = ANGLE(10.0f); } else { item->goalAnimState = LS_MONKEYSWING_IDLE; Camera.targetElevation = ANGLE(10.0f); } } void lara_col_monkeyswing(ITEM_INFO* item, COLL_INFO* coll)//16828, 1695C (F) { if (TrInput & IN_ACTION && Lara.canMonkeySwing) { coll->badPos = NO_BAD_POS; coll->badNeg = NO_HEIGHT; coll->badCeiling = 0; Lara.moveAngle = 0; coll->enableSpaz = false; coll->enableBaddiePush = false; coll->facing = Lara.moveAngle; coll->radius = 100; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 600); if (coll->collType == CT_FRONT || abs(coll->midCeiling - coll->frontCeiling) > 50) { item->animNumber = LA_MONKEYSWING_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_MONKEYSWING_IDLE; item->goalAnimState = LS_MONKEYSWING_IDLE; } else { if (abs(coll->midCeiling - coll->leftCeiling2) <= 50) { if (abs(coll->midCeiling - coll->rightCeiling2) > 50) { ShiftItem(item, coll); item->pos.yRot -= ANGLE(5.0f); } } else { ShiftItem(item, coll); item->pos.yRot += ANGLE(5.0f); } Camera.targetElevation = ANGLE(10.0f); MonkeySwingSnap(item, coll); } } else { MonkeySwingFall(item); } } void lara_as_monkeyswing(ITEM_INFO* item, COLL_INFO* coll)//1670C, 16840 (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_MONKEYSWING_IDLE; return; } coll->enableSpaz = false; coll->enableBaddiePush = false; Lara.torsoYrot = 0; Lara.torsoXrot = 0; if (TrInput & IN_LOOK) LookUpDown(); if (TrInput & IN_FORWARD) item->goalAnimState = LS_MONKEYSWING_FORWARD; else item->goalAnimState = LS_MONKEYSWING_IDLE; if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(3.0f)) Lara.turnRate = -ANGLE(3.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(3.0f)) Lara.turnRate = ANGLE(3.0f); } } void lara_col_hang2(ITEM_INFO* item, COLL_INFO* coll)//163DC, 16510 (F) { item->fallspeed = 0; item->gravityStatus = false; if (Lara.canMonkeySwing) { coll->badPos = NO_BAD_POS; coll->badNeg = NO_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = 0; coll->facing = Lara.moveAngle; coll->radius = 100; Lara.moveAngle = 0; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 600); // FOR DEBUG PURPOSES UNTIL SCRIPTING IS READY- // EnableMonkeyRoll = true; if (TrInput & IN_FORWARD && coll->collType != CT_FRONT && abs(coll->midCeiling - coll->frontCeiling) < 50) { item->goalAnimState = LS_MONKEYSWING_FORWARD; } else if (TrInput & IN_LSTEP && TestMonkeyLeft(item, coll)) { item->goalAnimState = LS_MONKEYSWING_LEFT; } else if (TrInput & IN_RSTEP && TestMonkeyRight(item, coll)) { item->goalAnimState = LS_MONKEYSWING_RIGHT; } else if (TrInput & IN_LEFT) { item->goalAnimState = LS_MONKEYSWING_TURN_LEFT; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_MONKEYSWING_TURN_RIGHT; } else if ((TrInput & IN_ROLL))// && EnableMonkeyRoll == true) { item->currentAnimState = LS_MONKEYSWING_TURN_180; item->goalAnimState = LS_MONKEYSWING_IDLE; item->animNumber = LA_MONKEYSWING_TURN_180; item->frameNumber = g_Level.Anims[LA_MONKEYSWING_TURN_180].frameBase; } MonkeySwingSnap(item, coll); } else { LaraHangTest(item, coll); if (item->goalAnimState == LS_MONKEYSWING_IDLE) { TestForObjectOnLedge(item, coll); if (!(TrInput & IN_FORWARD) || coll->frontFloor <= -850 || coll->frontFloor >= -650 || coll->frontFloor < coll->frontCeiling || coll->leftFloor2 < coll->leftCeiling2 || coll->rightFloor2 < coll->rightCeiling2 || coll->hitStatic) { if (!(TrInput & IN_FORWARD) || coll->frontFloor <= -850 || coll->frontFloor >= -650 || coll->frontFloor - coll->frontCeiling < -256 || coll->leftFloor2 - coll->leftCeiling2 < -256 || coll->rightFloor2 - coll->rightCeiling2 < -256 || coll->hitStatic) { if (TrInput & IN_LEFT || TrInput & IN_LSTEP) { item->goalAnimState = LS_SHIMMY_LEFT; } else if (TrInput & IN_RIGHT || TrInput & IN_RSTEP) { item->goalAnimState = LS_SHIMMY_RIGHT; } } else { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; } } else if (TrInput & IN_WALK) { item->goalAnimState = LS_HANDSTAND; } else if (TrInput & IN_DUCK) { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; } else { item->goalAnimState = LS_GRABBING; } } } } void lara_as_hang2(ITEM_INFO* item, COLL_INFO* coll)//1630C(<), 16440(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } coll->enableBaddiePush = false; coll->enableSpaz = false; Lara.torsoYrot = 0; Lara.torsoXrot = 0; if (Lara.canMonkeySwing) { if (!(TrInput & IN_ACTION) || item->hitPoints <= 0) MonkeySwingFall(item); Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); } if (TrInput & IN_LOOK) LookUpDown(); } short GetDirOctant(int rot)//160B4(<), 161E8(<) (F) { return abs(rot) >= ANGLE(45) && abs(rot) <= ANGLE(135.0f); } void MonkeySwingSnap(ITEM_INFO* item, COLL_INFO* coll)//1605C(<), 16190(<) (F) { short roomNum = item->roomNumber; item->pos.yPos = GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNum), item->pos.xPos, item->pos.yPos, item->pos.zPos) + 704; } void MonkeySwingFall(ITEM_INFO* item)//16004(<), 16138(<) (F) { item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_JUMP_UP; item->animNumber = LA_JUMP_UP; item->frameNumber = g_Level.Anims[item->animNumber].frameBase + 9; item->speed = 2; item->gravityStatus = true; item->fallspeed = 1; item->pos.yPos += 256; Lara.gunStatus = LG_NO_ARMS; } void lara_col_dashdive(ITEM_INFO* item, COLL_INFO* coll)//15E5C, 15F90 (F) { if (item->speed < 0) Lara.moveAngle = ANGLE(180); else Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -256; coll->badCeiling = BAD_JUMP_CEILING; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); LaraDeflectEdgeJump(item, coll); if (!LaraFallen(item, coll)) { if (item->speed < 0) Lara.moveAngle = 0; if (coll->midFloor <= 0 && item->fallspeed > 0) { if (LaraLandedBad(item, coll)) { item->goalAnimState = LS_DEATH; } else if (Lara.waterStatus == LW_WADE || !(TrInput & IN_FORWARD) || TrInput & IN_WALK) { item->goalAnimState = LS_STOP; } else { item->goalAnimState = LS_RUN_FORWARD; } item->gravityStatus = false; item->fallspeed = 0; item->pos.yPos += coll->midFloor; item->speed = 0; AnimateLara(item); } ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_as_dashdive(ITEM_INFO* item, COLL_INFO* coll)//15E1C(<), 15F50(<) (F) { if (item->goalAnimState != LS_DEATH && item->goalAnimState != LS_STOP && item->goalAnimState != LS_RUN_FORWARD && item->fallspeed > LARA_FREEFALL_SPEED) item->goalAnimState = LS_FREEFALL; } void lara_col_dash(ITEM_INFO* item, COLL_INFO* coll)//15C50, 15D84 (F) { Lara.moveAngle = 0; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll) && !TestLaraVault(item, coll)) { if (LaraDeflectEdge(item, coll)) { item->pos.zRot = 0; if (TestWall(item, 256, 0, -640)) { item->goalAnimState = LS_SPLAT; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->currentAnimState = LS_SPLAT; return; } } LaraCollideStop(item, coll); } if (!LaraFallen(item, coll)) { if (coll->midFloor >= -STEPUP_HEIGHT && coll->midFloor < -STEP_SIZE/2) { item->goalAnimState = LS_STEP_UP; GetChange(item, &g_Level.Anims[item->animNumber]); } if (!TestLaraSlide(item, coll)) { if (coll->midFloor < 50) { if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } else { item->goalAnimState = LS_STEP_DOWN; // for theoretical sprint stepdown anims, not in default anims if (GetChange(item, &g_Level.Anims[item->animNumber])) item->pos.yPos += coll->midFloor; // move Lara to midFloor else item->pos.yPos += 50; // do the default aligment } } } } } void lara_as_dash(ITEM_INFO* item, COLL_INFO* coll)//15A28, 15B5C (F) { if (item->hitPoints <= 0 || !DashTimer || !(TrInput & IN_SPRINT) || Lara.waterStatus == LW_WADE) { item->goalAnimState = LS_RUN_FORWARD; return; } DashTimer--; if (TrInput & IN_DUCK && (Lara.gunStatus == LG_NO_ARMS || Lara.gunType == WEAPON_NONE || Lara.gunType == WEAPON_PISTOLS || Lara.gunType == WEAPON_REVOLVER || Lara.gunType == WEAPON_UZI || Lara.gunType == WEAPON_FLARE)) { item->goalAnimState = LS_CROUCH_IDLE; return; } if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(4.0f)) Lara.turnRate = -ANGLE(4.0f); item->pos.zRot -= ANGLE(1.5f); if (item->pos.zRot < -ANGLE(16.0f)) item->pos.zRot = -ANGLE(16.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(4.0f)) Lara.turnRate = ANGLE(4.0f); item->pos.zRot += ANGLE(1.5f); if (item->pos.zRot > ANGLE(16.0f)) item->pos.zRot = ANGLE(16.0f); } if (!(TrInput & IN_JUMP) || item->gravityStatus) { if (TrInput & IN_FORWARD) { if (TrInput & IN_WALK) item->goalAnimState = LS_WALK_FORWARD; else item->goalAnimState = LS_SPRINT; } else if (!(TrInput & IN_LEFT) && !(TrInput & IN_RIGHT)) { item->goalAnimState = LS_STOP; } } else { item->goalAnimState = LS_SPRINT_ROLL; } } void lara_col_crawl2hang(ITEM_INFO* item, COLL_INFO* coll)//15770, 158A4 (F) { Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); coll->enableSpaz = false; coll->enableBaddiePush = false; if (item->animNumber == LA_CRAWL_TO_HANG_END) { int edgeCatch; int edge; item->fallspeed = 512; item->pos.yPos += 255; coll->badPos = NO_BAD_POS; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = BAD_JUMP_CEILING; Lara.moveAngle = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 870); edgeCatch = LaraTestEdgeCatch(item, coll, &edge); if (edgeCatch) { if (edgeCatch >= 0 || LaraTestHangOnClimbWall(item, coll)) { short angle = item->pos.yRot; if (SnapToQuadrant(angle, 35)) { BOUNDING_BOX* bounds; if (TestHangSwingIn(item, angle)) { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->animNumber = LA_JUMP_UP_TO_MONKEYSWING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_MONKEYSWING_IDLE; item->goalAnimState = LS_MONKEYSWING_IDLE; } else { if (TestHangFeet(item, angle)) { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG_FEET; } else { item->animNumber = LA_REACH_TO_HANG; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_HANG; item->goalAnimState = LS_HANG; } } bounds = GetBoundsAccurate(item); if (edgeCatch <= 0) { item->pos.yPos = edge - bounds->Y1; } else { /* item->pos.xPos += coll->shift.x; item->pos.zPos += coll->shift.z; @ORIGINAL_BUG: these two caused teleportation when Lara performed crawl2hang on triangulated geometry. replacing with shifts to the edges of blocks solved it*/ short angl = (unsigned short)(item->pos.yRot + ANGLE(45.0f)) / ANGLE(90.0f); switch (angl) { case NORTH: item->pos.zPos = (item->pos.zPos | (WALL_SIZE - 1)) - LARA_RAD; break; case EAST: item->pos.xPos = (item->pos.xPos | (WALL_SIZE - 1)) - LARA_RAD; break; case SOUTH: item->pos.zPos = (item->pos.zPos & -WALL_SIZE) + LARA_RAD; break; case WEST: item->pos.xPos = (item->pos.xPos & -WALL_SIZE) + LARA_RAD; break; } } item->pos.yPos += coll->frontFloor - bounds->Y1; item->pos.yRot = angle; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_HANDS_BUSY; } } } } } void lara_col_crawlb(ITEM_INFO* item, COLL_INFO* coll)//15614, 15748 (F) { item->gravityStatus = false; item->fallspeed = 0; coll->radius = 250; coll->badPos = 255; coll->badNeg = -127; coll->badCeiling = 400; coll->slopesArePits = true; coll->slopesAreWalls = true; Lara.moveAngle = ANGLE(180); coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400); if (LaraDeflectEdgeDuck(item, coll)) { item->currentAnimState = LS_CRAWL_IDLE; item->goalAnimState = LS_CRAWL_IDLE; if (item->animNumber != LA_CRAWL_IDLE) { item->animNumber = LA_CRAWL_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } else if (LaraFallen(item, coll)) { Lara.gunStatus = LG_NO_ARMS; } else if (!TestLaraSlide(item, coll)) { ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT && coll->midFloor > -256) item->pos.yPos += coll->midFloor; Lara.moveAngle = 0; } } void lara_as_crawlb(ITEM_INFO* item, COLL_INFO* coll)//154F0, 15624 (F) { if (item->hitPoints <= 0 || Lara.waterStatus == 4) { item->goalAnimState = LS_CRAWL_IDLE; return; } if (TrInput & IN_LOOK) LookUpDown(); coll->enableSpaz = false; coll->enableBaddiePush = true; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Camera.targetElevation = -ANGLE(23.0f); if (TrInput & IN_BACK) { if (TrInput & IN_RIGHT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(3.0f)) Lara.turnRate = -ANGLE(3.0f); } else if (TrInput & IN_LEFT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(3.0f)) Lara.turnRate = ANGLE(3.0f); } } else { item->goalAnimState = LS_CRAWL_IDLE; } } void lara_as_all4turnr(ITEM_INFO* item, COLL_INFO* coll)//15484(<), 155B8(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_CRAWL_IDLE; return; } coll->enableSpaz = 0; coll->enableBaddiePush = 1; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Camera.targetElevation = -ANGLE(23.0f); item->pos.yRot += ANGLE(1.5f); if (!(TrInput & IN_RIGHT)) item->goalAnimState = LS_CRAWL_IDLE; } void lara_col_all4turnlr(ITEM_INFO* item, COLL_INFO* coll)//153FC, 15530 (F) { GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400); if (!TestLaraSlide(item, coll)) { if (coll->midFloor != NO_HEIGHT && coll->midFloor > -256) item->pos.yPos += coll->midFloor; } } void lara_as_all4turnl(ITEM_INFO* item, COLL_INFO* coll)//15390(<), 154C4(<) (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_CRAWL_IDLE; return; } coll->enableSpaz = 0; coll->enableBaddiePush = 1; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Camera.targetElevation = -ANGLE(23.0f); item->pos.yRot -= ANGLE(1.5f); if (!(TrInput & IN_LEFT)) item->goalAnimState = LS_CRAWL_IDLE; } void lara_col_crawl(ITEM_INFO* item, COLL_INFO* coll)//1523C, 15370 (F) { item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = 0; coll->radius = 200; coll->badPos = 255; coll->badNeg = -127; coll->badCeiling = 400; coll->slopesArePits = true; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, -400); if (LaraDeflectEdgeDuck(item, coll)) { item->currentAnimState = LS_CRAWL_IDLE; item->goalAnimState = LS_CRAWL_IDLE; if (item->animNumber != LA_CRAWL_IDLE) { item->animNumber = LA_CRAWL_IDLE; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } } else if (LaraFallen(item, coll)) { Lara.gunStatus = LG_NO_ARMS; } else if (!TestLaraSlide(item, coll)) { ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT && coll->midFloor > -256) item->pos.yPos += coll->midFloor; } } void lara_as_crawl(ITEM_INFO* item, COLL_INFO* coll)//150F4, 15228 (F) { if (item->hitPoints <= 0 || TrInput & IN_JUMP) { item->goalAnimState = LS_CRAWL_IDLE; return; } if (TrInput & IN_LOOK) LookUpDown(); Lara.torsoXrot = 0; Lara.torsoYrot = 0; coll->enableSpaz = false; coll->enableBaddiePush = true; Camera.targetElevation = -ANGLE(23.0f); if (TrInput & IN_FORWARD && (TrInput & IN_DUCK || Lara.keepDucked) && Lara.waterStatus != LW_WADE) { if (TrInput & IN_LEFT) { Lara.turnRate -= LARA_TURN_RATE; if (Lara.turnRate < -ANGLE(3.0f)) Lara.turnRate = -ANGLE(3.0f); } else if (TrInput & IN_RIGHT) { Lara.turnRate += LARA_TURN_RATE; if (Lara.turnRate > ANGLE(3.0f)) Lara.turnRate = ANGLE(3.0f); } } else { item->goalAnimState = LS_CRAWL_IDLE; } } void lara_col_all4s(ITEM_INFO* item, COLL_INFO* coll)//14B40, 14C74 (F) { item->fallspeed = 0; item->gravityStatus = false; if (item->goalAnimState != LS_CRAWL_TO_HANG) { Lara.moveAngle = 0; coll->facing = Lara.moveAngle; coll->radius = 200; coll->badPos = 255; coll->badNeg = -127; coll->badCeiling = 400; coll->slopesAreWalls = true; coll->slopesArePits = true; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400); if (LaraFallen(item, coll)) { Lara.gunStatus = LG_NO_ARMS; } else if (!TestLaraSlide(item, coll)) { int slope = abs(coll->leftFloor2 - coll->rightFloor2); Lara.keepDucked = coll->midCeiling >= -362; ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT && coll->midFloor > -256) item->pos.yPos += coll->midFloor; if (TrInput & IN_DUCK || Lara.keepDucked && (!(TrInput & IN_FLARE) && !(TrInput & IN_DRAW) || TrInput & IN_FORWARD) && Lara.waterStatus != LW_WADE) { if (item->animNumber == LA_CRAWL_IDLE || item->animNumber == LA_CROUCH_TO_CRAWL_END || item->animNumber == LA_CRAWL_TO_IDLE_END_RIGHT_POINTLESS || item->animNumber == LA_CRAWL_TO_IDLE_END_LEFT_POINTLESS) { if (TrInput & IN_FORWARD) { if (abs(LaraFloorFront(item, item->pos.yRot, 256)) < 127 && HeightType != BIG_SLOPE) item->goalAnimState = LS_CRAWL_FORWARD; } else if (TrInput & IN_BACK) { short height = LaraCeilingFront(item, item->pos.yRot, -300, 128); short heightl = 0; short heightr = 0; if (height != NO_HEIGHT && height <= 256) { if (TrInput & IN_ACTION) { int x = item->pos.xPos; int z = item->pos.zPos; item->pos.xPos += 128 * phd_sin(item->pos.yRot - ANGLE(90.0f)) >> W2V_SHIFT; item->pos.zPos += 128 * phd_cos(item->pos.yRot - ANGLE(90.0f)) >> W2V_SHIFT; heightl = LaraFloorFront(item, item->pos.yRot, -300); item->pos.xPos += 256 * phd_sin(item->pos.yRot + ANGLE(90.0f)) >> W2V_SHIFT; item->pos.zPos += 256 * phd_cos(item->pos.yRot + ANGLE(90.0f)) >> W2V_SHIFT; heightr = LaraFloorFront(item, item->pos.yRot, -300); item->pos.xPos = x; item->pos.zPos = z; } height = LaraFloorFront(item, item->pos.yRot, -300); if (abs(height) >= 255 || HeightType == BIG_SLOPE) { if (TrInput & IN_ACTION) { if (height > 768 && heightl > 768 && heightr > 768 && slope < 120) { int tmp; ITEM_INFO* tmp1; MESH_INFO* tmp2; int x = item->pos.xPos; int z = item->pos.zPos; item->pos.xPos -= 100 * phd_sin(coll->facing) >> W2V_SHIFT; item->pos.zPos -= 100 * phd_cos(coll->facing) >> W2V_SHIFT; tmp = GetCollidedObjects(item, 100, 1, &tmp1, &tmp2, 0); item->pos.xPos = x; item->pos.zPos = z; if (!tmp) { switch (GetQuadrant(item->pos.yRot)) { case 0: item->pos.yRot = 0; item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225; break; case 1: item->pos.yRot = ANGLE(90.0f); item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225; break; case 2: item->pos.yRot = -ANGLE(180.0f); item->pos.zPos = (item->pos.zPos | 0x3FF) - 225; break; case 3: item->pos.yRot = -ANGLE(90.0f); item->pos.xPos = (item->pos.xPos | 0x3FF) - 225; break; } item->goalAnimState = LS_CRAWL_TO_HANG; } } } } else if (!(abs(height) >= 127)) { item->goalAnimState = LS_CRAWL_BACK; } } } else if (TrInput & IN_LEFT) { item->animNumber = LA_CRAWL_TURN_LEFT; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_CRAWL_TURN_LEFT; item->goalAnimState = LS_CRAWL_TURN_LEFT; } else if (TrInput & IN_RIGHT) { item->animNumber = LA_CRAWL_TURN_RIGHT; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_CRAWL_TURN_RIGHT; item->goalAnimState = LS_CRAWL_TURN_RIGHT; } } } else { item->goalAnimState = LS_CROUCH_IDLE; } } } } void lara_as_all4s(ITEM_INFO* item, COLL_INFO* coll)//14970, 14A78 (F) { if (item->hitPoints <= 0) { item->goalAnimState = LS_DEATH; return; } // FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED // EnableCrawlFlex1clickdown = true; // EnableCrawlFlex1clickup = true; // EnableCrawlFlex3clickE = true; // EnableCrawlFlex2clickE = true; // EnableCrawlFlex1clickE = true; if (TrInput & IN_JUMP) { GAME_VECTOR s, d; MESH_INFO* StaticMesh; PHD_VECTOR v; if (LaraFloorFront(item, item->pos.yRot, 512) > 768 && LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0) { s.x = LaraItem->pos.xPos; s.y = LaraItem->pos.yPos - 96; s.z = LaraItem->pos.zPos; s.roomNumber = LaraItem->roomNumber; d.x = s.x + (768 * phd_sin(LaraItem->pos.yRot) >> W2V_SHIFT); d.y = s.y + 160; d.z = s.z + (768 * phd_cos(LaraItem->pos.yRot) >> W2V_SHIFT); if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE) { // TODO: fix ObjectOnLOS2 /*if (ObjectOnLOS2(&s, &d, &v, (PHD_VECTOR*)&StaticMesh) == 999) {*/ item->animNumber = LA_CRAWL_JUMP_FLIP_DOWN; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; Lara.gunStatus = LG_HANDS_BUSY; /*}*/ } } else if (LaraFloorFront(item, item->pos.yRot, 256) == 768 && LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0) { s.x = LaraItem->pos.xPos; s.y = LaraItem->pos.yPos - 96; s.z = LaraItem->pos.zPos; s.roomNumber = LaraItem->roomNumber; d.x = s.x + (768 * phd_sin(LaraItem->pos.yRot) >> W2V_SHIFT); d.y = s.y + 160; d.z = s.z + (768 * phd_cos(LaraItem->pos.yRot) >> W2V_SHIFT); if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)// && EnableCrawlFlex3clickE == true) { item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; Lara.gunStatus = LG_HANDS_BUSY; } } else if (LaraFloorFront(item, item->pos.yRot, 256) == 512 && LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0) { s.x = LaraItem->pos.xPos; s.y = LaraItem->pos.yPos - 96; s.z = LaraItem->pos.zPos; s.roomNumber = LaraItem->roomNumber; d.x = s.x + (768 * phd_sin(LaraItem->pos.yRot) >> W2V_SHIFT); d.y = s.y + 160; d.z = s.z + (768 * phd_cos(LaraItem->pos.yRot) >> W2V_SHIFT); if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)// && EnableCrawlFlex2clickE == true) { item->animNumber = LA_CRAWL_JUMP_DOWN_23CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; Lara.gunStatus = LG_HANDS_BUSY; } } else if (LaraFloorFront(item, item->pos.yRot, 256) == 256 && LaraCeilingFront(item, item->pos.yRot, 768, 512) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 768, 512) <= 0) { s.x = LaraItem->pos.xPos; s.y = LaraItem->pos.yPos - 96; s.z = LaraItem->pos.zPos; s.roomNumber = LaraItem->roomNumber; d.x = s.x + (768 * phd_sin(LaraItem->pos.yRot) >> W2V_SHIFT); d.y = s.y + 160; d.z = s.z + (768 * phd_cos(LaraItem->pos.yRot) >> W2V_SHIFT); if (LOS(&s, &d) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE)// && EnableCrawlFlex1clickE == true) { item->animNumber = LA_CRAWL_JUMP_DOWN_1CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; Lara.gunStatus = LG_HANDS_BUSY; } } } if ((TrInput & IN_ACTION) && (TrInput & IN_FORWARD) && item->animNumber != LA_CROUCH_TO_CRAWL_START && item->animNumber != LA_CROUCH_TO_CRAWL_CONTINUE) { if (LaraFloorFront(item, item->pos.yRot, 256) == -256 && LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 256, 256) <= -512)// && // EnableCrawlFlex1clickup == true) { item->animNumber = LA_CRAWL_UP_STEP; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; } else if (LaraFloorFront(item, item->pos.yRot, 256) == 256 && LaraCeilingFront(item, item->pos.yRot, 256, 256) != NO_HEIGHT && LaraCeilingFront(item, item->pos.yRot, 256, -256) <= -512)// && // EnableCrawlFlex1clickdown == true) { item->animNumber = LA_CRAWL_DOWN_STEP; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_MISC_CONTROL; item->currentAnimState = LS_MISC_CONTROL; } } Lara.gunStatus = LG_HANDS_BUSY; if (TrInput & IN_LOOK) LookUpDown(); Lara.torsoXrot = 0; Lara.torsoYrot = 0; coll->enableSpaz = false; coll->enableBaddiePush = true; if (item->animNumber == LA_CROUCH_TO_CRAWL_START) Lara.gunStatus = LG_HANDS_BUSY; Camera.targetElevation = -ANGLE(23.0f); if (g_Level.Rooms[LaraItem->roomNumber].flags & ENV_FLAG_WATER) { item->goalAnimState = LS_CROUCH_IDLE; item->requiredAnimState = LS_STOP; } } void lara_col_duck(ITEM_INFO* item, COLL_INFO* coll)//147C4, 148CC (F) { item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = 0; coll->facing = item->pos.yRot; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400); if (LaraFallen(item, coll)) { Lara.gunStatus = LG_NO_ARMS; } else if (!TestLaraSlide(item, coll)) { Lara.keepDucked = coll->midCeiling >= -362; ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; if (TrInput & IN_DUCK && Lara.waterStatus != LW_WADE || Lara.keepDucked || item->animNumber != LA_CROUCH_IDLE) { if (TrInput & IN_LEFT) { item->goalAnimState = LS_CROUCH_TURN_LEFT; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_CROUCH_TURN_RIGHT; } } else { item->goalAnimState = LS_STOP; } } } void lara_as_duck(ITEM_INFO* item, COLL_INFO* coll)//14688, 14738 (F) { short roomNum; coll->enableSpaz = false; coll->enableBaddiePush = true; Lara.isDucked = true; if (item->hitPoints <= 0) { item->goalAnimState = LS_CRAWL_IDLE; return; } roomNum = LaraItem->roomNumber; if (TrInput & IN_LOOK) LookUpDown(); GetFloor(LaraItem->pos.xPos, LaraItem->pos.yPos, LaraItem->pos.zPos, &roomNum); // FOR DEBUG PURPOSES UNTIL SCRIPTING IS FINISHED- // EnableCrouchRoll = true; if ((TrInput & IN_FORWARD || TrInput & IN_BACK) && (TrInput & IN_DUCK || Lara.keepDucked) && Lara.gunStatus == LG_NO_ARMS && Lara.waterStatus != LW_WADE || Lara.waterSurfaceDist == 256 && !(Lara.waterSurfaceDist > 256)) { if ((item->animNumber == LA_CROUCH_IDLE || item->animNumber == LA_STAND_TO_CROUCH_END) && !(TrInput & IN_FLARE || TrInput & IN_DRAW) && (Lara.gunType != WEAPON_FLARE || Lara.flareAge < 900 && Lara.flareAge != 0)) { Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->goalAnimState = LS_CRAWL_IDLE; } } else if ((TrInput & IN_SPRINT) /*crouch roll*/ && (TrInput & IN_DUCK || Lara.keepDucked) && Lara.gunStatus == LG_NO_ARMS && Lara.waterStatus != LW_WADE || Lara.waterSurfaceDist == 256 && !(Lara.waterSurfaceDist > 256)) // && EnableCrouchRoll == true) { if (LaraFloorFront(item, item->pos.yRot, 1024) >= 384 || //4 clicks away from holes in the floor TestWall(item, 1024, 0, -256)) //4 clicks away from walls return; if (!(TrInput & IN_FLARE || TrInput & IN_DRAW) //avoids some flare spawning/wep stuff && (Lara.gunType != WEAPON_FLARE || Lara.flareAge < 900 && Lara.flareAge != 0)) { Lara.torsoYrot = 0; Lara.torsoXrot = 0; item->goalAnimState = LS_CROUCH_ROLL; } } } void lara_as_crouch_roll(ITEM_INFO* item, COLL_INFO* coll) { Camera.targetElevation = -ANGLE(20.0f); item->goalAnimState = LS_CROUCH_IDLE; } void lara_col_crouch_roll(ITEM_INFO* item, COLL_INFO* coll) { Lara.isDucked = true; item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = 0; coll->facing = item->pos.yRot; coll->badPos = STEPUP_HEIGHT; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } void lara_col_ducklr(ITEM_INFO* item, COLL_INFO* coll)//14534, 145E4 (F) { // FIXED Lara.isDucked = true; if (TrInput & IN_LOOK) LookUpDown(); item->gravityStatus = false; item->fallspeed = 0; Lara.moveAngle = 0; coll->facing = item->pos.yRot; coll->badPos = 384; coll->badNeg = -STEPUP_HEIGHT; coll->badCeiling = 0; coll->slopesAreWalls = true; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, 400); if (LaraFallen(item, coll)) { Lara.gunStatus = LG_NO_ARMS; } else if (!TestLaraSlide(item, coll)) { if (coll->midCeiling < -362) Lara.keepDucked = false; else Lara.keepDucked = true; ShiftItem(item, coll); if (coll->midFloor != NO_HEIGHT) item->pos.yPos += coll->midFloor; } } void lara_as_duckr(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { coll->enableSpaz = false; if ((TrInput & (IN_DUCK | IN_LEFT)) != (IN_DUCK | IN_LEFT) || item->hitPoints <= 0) /* @ORIGINAL_BUG: the condition checks for IN_LEFT instead of IN_RIGHT */ item->goalAnimState = LS_CROUCH_IDLE; item->pos.yRot += ANGLE(1.5f); } void lara_as_duckl(ITEM_INFO* item, COLL_INFO* coll) // (F) (D) { coll->enableSpaz = false; if ((TrInput & (IN_DUCK | IN_LEFT)) != (IN_DUCK | IN_LEFT) || item->hitPoints <= 0) item->goalAnimState = LS_CROUCH_IDLE; item->pos.yRot -= ANGLE(1.5f); } void SnapLaraToEdgeOfBlock(ITEM_INFO* item, COLL_INFO* coll, short angle) // (F) (D) { if (item->currentAnimState == LS_SHIMMY_RIGHT) { switch (angle) { case NORTH: item->pos.xPos = coll->old.x & 0xFFFFFF90 | 0x390; return; case EAST: item->pos.zPos = coll->old.z & 0xFFFFFC70 | 0x70; return; case SOUTH: item->pos.xPos = coll->old.x & 0xFFFFFC70 | 0x70; return; case WEST: default: item->pos.zPos = coll->old.z & 0xFFFFFF90 | 0x390; return; } } if (item->currentAnimState == LS_SHIMMY_LEFT) { switch (angle) { case NORTH: item->pos.xPos = coll->old.x & 0xFFFFFC70 | 0x70; return; case EAST: item->pos.zPos = coll->old.z & 0xFFFFFF90 | 0x390; return; case SOUTH: item->pos.xPos = coll->old.x & 0xFFFFFF90 | 0x390; return; case WEST: default: item->pos.zPos = coll->old.z & 0xFFFFFC70 | 0x70; return; } } if (item->currentAnimState == LS_SHIMMY_FEET_RIGHT) { switch (angle) { case NORTH: item->pos.xPos = coll->old.x & 0xFFFFFF90 | 0x720; return; case EAST: item->pos.zPos = coll->old.z & 0xFFFFFC70 | 0xE0; return; case SOUTH: item->pos.xPos = coll->old.x & 0xFFFFFC70 | 0xE0; return; case WEST: default: item->pos.zPos = coll->old.z & 0xFFFFFF90 | 0x720; return; } } if (item->currentAnimState == LS_SHIMMY_FEET_LEFT) { switch (angle) { case NORTH: item->pos.xPos = coll->old.x & 0xFFFFFC70 | 0xE0; return; case EAST: item->pos.zPos = coll->old.z & 0xFFFFFF90 | 0x720; return; case SOUTH: item->pos.xPos = coll->old.x & 0xFFFFFF90 | 0x720; return; case WEST: default: item->pos.zPos = coll->old.z & 0xFFFFFC70 | 0xE0; return; } } } void LaraSlideEdgeJump(ITEM_INFO* item, COLL_INFO* coll)//12B18, 12BC8 (F) { ShiftItem(item, coll); switch (coll->collType) { case CT_LEFT: item->pos.yRot += ANGLE(5.0f); break; case CT_RIGHT: item->pos.yRot -= ANGLE(5.0f); break; case CT_TOP: case CT_TOP_FRONT: if (item->fallspeed <= 0) item->fallspeed = 1; break; case CT_CLAMP: item->pos.zPos -= (400 * phd_cos(coll->facing)) >> W2V_SHIFT; item->pos.xPos -= (400 * phd_sin(coll->facing)) >> W2V_SHIFT; item->speed = 0; coll->midFloor = 0; if (item->fallspeed <= 0) item->fallspeed = 16; break; } } void lara_slide_slope(ITEM_INFO* item, COLL_INFO* coll)//127BC, 1286C (F) { coll->badPos = NO_BAD_POS; coll->badNeg = -512; coll->badCeiling = 0; coll->facing = Lara.moveAngle; GetCollisionInfo(coll, item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber, LARA_HITE); if (!LaraHitCeiling(item, coll)) { LaraDeflectEdge(item, coll); if (coll->midFloor <= 200) { TestLaraSlide(item, coll); item->pos.yPos += coll->midFloor; if (abs(coll->tiltX) <= 2 && abs(coll->tiltZ) <= 2) { if (TrInput & IN_FORWARD && item->currentAnimState != LS_SLIDE_BACK) { item->goalAnimState = LS_RUN_FORWARD; } else item->goalAnimState = LS_STOP; StopSoundEffect(SFX_LARA_SLIPPING); } } else { if (item->currentAnimState == LS_SLIDE_FORWARD) { item->animNumber = LA_FALL_START; item->frameNumber = g_Level.Anims[LA_FALL_START].frameBase; item->currentAnimState = LS_JUMP_FORWARD; item->goalAnimState = LS_JUMP_FORWARD; } else { item->animNumber = LA_FALL_BACK; item->frameNumber = g_Level.Anims[LA_FALL_BACK].frameBase; item->currentAnimState = LS_FALL_BACK; item->goalAnimState = LS_FALL_BACK; } StopSoundEffect(SFX_LARA_SLIPPING); item->gravityStatus = true; item->fallspeed = 0; } } } void LaraCollideStop(ITEM_INFO* item, COLL_INFO* coll)//126F0(<), 127A0(<) (F) { switch (coll->oldAnimState) { case LS_STOP: case LS_TURN_RIGHT_SLOW: case LS_TURN_LEFT_SLOW: case LS_TURN_FAST: item->currentAnimState = coll->oldAnimState; item->animNumber = coll->oldAnimNumber; item->frameNumber = coll->oldFrameNumber; if (TrInput & IN_LEFT) { item->goalAnimState = LS_TURN_LEFT_SLOW; } else if (TrInput & IN_RIGHT) { item->goalAnimState = LS_TURN_RIGHT_SLOW; } else { item->goalAnimState = LS_STOP; } AnimateLara(item); break; default: item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[LA_STAND_SOLID].frameBase; break; } } /********************** NEW FEET HANGING STUFF ////obviously, not all animations were made yet, we still need: -crouch pull up (works well, tested with placeholder anim) -corner anims (works well, tested with placeholder anim) -handstand (not tested) ***********************/ void lara_as_hang_feet(ITEM_INFO* item, COLL_INFO* coll) { Lara.isClimbing = false; if (item->hitPoints <= 0) { item->goalAnimState = LS_STOP; return; } if (TrInput & IN_LOOK) LookUpDown(); coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); } void lara_col_hang_feet(ITEM_INFO* item, COLL_INFO* coll) { item->fallspeed = 0; item->gravityStatus = false; Lara.moveAngle = 0; LaraHangTest(item, coll); if (!(TrInput & IN_ACTION)) item->goalAnimState = LS_JUMP_UP; if (item->animNumber == LA_HANG_FEET_IDLE) { int flag; if (TrInput & IN_LEFT || TrInput & IN_LSTEP) { if (CanLaraHangSideways(item, coll, -ANGLE(90.0f))) { item->goalAnimState = LS_SHIMMY_FEET_LEFT; return; } flag = LaraHangLeftCornerTest(item, coll); if (flag != 0) { if (flag <= 0) item->goalAnimState = LS_SHIMMY_FEET_INNER_LEFT; else item->goalAnimState = LS_SHIMMY_FEET_OUTER_LEFT; return; } } if (TrInput & IN_RIGHT || TrInput & IN_RSTEP) { if (CanLaraHangSideways(item, coll, ANGLE(90.0f))) { item->goalAnimState = LS_SHIMMY_FEET_RIGHT; return; } flag = LaraHangRightCornerTest(item, coll); if (flag != 0) { if (flag <= 0) item->goalAnimState = LS_SHIMMY_FEET_INNER_RIGHT; else item->goalAnimState = LS_SHIMMY_FEET_OUTER_RIGHT; return; } } TestForObjectOnLedge(item, coll); if (TrInput & IN_FORWARD) { if (coll->frontFloor > -850) { if (coll->frontFloor < -650 && coll->frontFloor >= coll->frontCeiling && coll->frontFloor >= coll->leftCeiling2 && coll->frontFloor >= coll->rightCeiling2) { if (abs(coll->leftFloor2 - coll->rightFloor2) < 60 && !coll->hitStatic) { if (TrInput & IN_WALK) { //till anim item->goalAnimState = LS_HANDSTAND; } else if (TrInput & IN_DUCK) { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; } else { item->goalAnimState = LS_GRABBING; } return; } } } if (coll->frontFloor < -650 && coll->frontFloor - coll->frontCeiling >= -256 && coll->frontFloor - coll->leftCeiling2 >= -256 && coll->frontFloor - coll->rightCeiling2 >= -256) { if (abs(coll->leftFloor2 - coll->rightFloor2) < 60 && !coll->hitStatic) { item->goalAnimState = LS_HANG_TO_CRAWL; item->requiredAnimState = LS_CROUCH_IDLE; return; } } } /* if (Lara.climbStatus != 0 && coll->midCeiling <= -256 && abs(coll->leftCeiling2 - coll->rightCeiling2) < 60) { if (LaraTestClimbStance(item, coll)) { item->goalAnimState = LS_LADDER_IDLE; } else { item->animNumber = LA_LADDER_UP_HANDS; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_HANG; item->currentAnimState = LS_HANG; } } return; }*///commenting till daniel makes anims Lara.moveAngle = 0; LaraHangTest(item, coll); } } void lara_as_hang_feet_shimmyr(ITEM_INFO* item, COLL_INFO* coll) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); if (!(TrInput & (IN_RIGHT | IN_RSTEP))) item->goalAnimState = LS_HANG_FEET; } void lara_col_hang_feet_shimmyr(ITEM_INFO* item, COLL_INFO* coll) { Lara.moveAngle = ANGLE(90); coll->radius = LARA_RAD; LaraHangTest(item, coll); Lara.moveAngle = ANGLE(90); } void lara_as_hang_feet_shimmyl(ITEM_INFO* item, COLL_INFO* coll) { coll->enableBaddiePush = false; coll->enableSpaz = false; Camera.targetAngle = 0; Camera.targetElevation = -ANGLE(45.0f); if (!(TrInput & (IN_LEFT | IN_LSTEP))) item->goalAnimState = LS_HANG_FEET; } void lara_col_hang_feet_shimmyl(ITEM_INFO* item, COLL_INFO* coll) { Lara.moveAngle = -ANGLE(90); coll->radius = LARA_RAD; LaraHangTest(item, coll); Lara.moveAngle = -ANGLE(90); } void lara_as_hang_feet_inRcorner(ITEM_INFO* item, COLL_INFO* coll) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_RIGHT_CORNER_INNER].frameEnd) // I don't like this either but it's better than adding 4 new 1 frame anims? SetCornerAnimFeet(item, coll, ANGLE(90.0f), item->animNumber = LA_SHIMMY_FEET_RIGHT_CORNER_INNER); } void lara_as_hang_feet_inLcorner(ITEM_INFO* item, COLL_INFO* coll) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_LEFT_CORNER_INNER].frameEnd) SetCornerAnimFeet(item, coll, -ANGLE(90.0f), item->animNumber = LA_SHIMMY_FEET_LEFT_CORNER_INNER); } void lara_as_hang_feet_outRcorner(ITEM_INFO* item, COLL_INFO* coll) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_RIGHT_CORNER_OUTER].frameEnd) SetCornerAnimFeet(item, coll, -ANGLE(90.0f), item->animNumber = LA_SHIMMY_FEET_RIGHT_CORNER_OUTER); } void lara_as_hang_feet_outLcorner(ITEM_INFO* item, COLL_INFO* coll) { Camera.laraNode = 8; Camera.targetElevation = ANGLE(33.0f); if (item->frameNumber == g_Level.Anims[LA_SHIMMY_FEET_LEFT_CORNER_OUTER].frameEnd) SetCornerAnimFeet(item, coll, ANGLE(90.0f), item->animNumber = LA_SHIMMY_FEET_LEFT_CORNER_OUTER); }