#include "framework.h" #include "collide.h" #include "control/control.h" #include "input.h" #include "items.h" #include "level.h" #include "lara.h" #include "lara_tests.h" // ----------------------------- // HELPER FUNCTIONS // For State Control & Collision // ----------------------------- // TODO: Some states can't make the most of this function due to missing step up/down animations. // Try implementing leg IK as a substitute to make step animations obsolete. @Sezz 2021.10.09 void DoLaraStep(ITEM_INFO* item, COLL_INFO* coll) { if (TestLaraStepUp(item, coll)) { item->goalAnimState = LS_STEP_UP; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->pos.yPos += coll->Middle.Floor; return; } } else if (TestLaraStepDown(item, coll)) { item->goalAnimState = LS_STEP_DOWN; if (GetChange(item, &g_Level.Anims[item->animNumber])) { item->pos.yPos += coll->Middle.Floor; return; } } // Height difference is below threshold for step dispatch or step animation doesn't exist; translate Lara to new floor height. // TODO: Try using bad heights native to each state. // TODO: Follow cube root curve instead of doing this ugly thing. // TODO: This might cause underirable artefacts where an object pushes Lara rapidly up a slope or a platform ascends. // Leg IK may correct for it, but until I get that working, for any future developments that see Lara phasing below the floor: // comment everything EXCEPT the last two lines. Lara will simply snap to the surface as before (although the LS_RUN and LS_WADE_FORWARD // states had a linear transition of 50 units per frame, so not all original behaviour can be restored from here; // as that is so, I have left commented legacy step code in their respective col functions). @Sezz 2021.10.09 int div = 3; if (abs(coll->Middle.Floor) <= STEPUP_HEIGHT / 2 && abs(coll->Middle.Floor) >= div && coll->Middle.Floor != NO_HEIGHT) { item->pos.yPos += coll->Middle.Floor / div; } else if (abs(coll->Middle.Floor) > STEPUP_HEIGHT / 2 && abs(coll->Middle.Floor) >= div && coll->Middle.Floor != NO_HEIGHT) { if (coll->Middle.Floor >= -50) item->pos.yPos += 50; else if (coll->Middle.Floor <= 50) item->pos.yPos -= 50; } else if (coll->Middle.Floor != NO_HEIGHT) item->pos.yPos += coll->Middle.Floor; } void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll) { if (TestLaraCrawlExitJump(item, coll)) { if (TrInput & IN_WALK) item->goalAnimState = LS_CRAWL_EXIT_FLIP; else [[likely]] item->goalAnimState = LS_CRAWL_EXIT_JUMP; return; } if (TestLaraCrawlExitDownStep(item, coll)) { if (TrInput & IN_DUCK) item->goalAnimState = LS_STEP_DOWN; else [[likely]] item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP; return; } if (TestLaraCrawlUpStep(item, coll)) { item->goalAnimState = LS_STEP_UP; return; } if (TestLaraCrawlDownStep(item, coll)) { item->goalAnimState = LS_STEP_DOWN; return; } } // TODO: Keeping legacy quadrant snaps for now. @Sezz 2021.10.16 void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll) { switch (GetQuadrant(item->pos.yRot)) { case NORTH: item->pos.yRot = 0; item->pos.zPos = (item->pos.zPos & 0xFFFFFC00) + 225; break; case EAST: item->pos.yRot = ANGLE(90.0f); item->pos.xPos = (item->pos.xPos & 0xFFFFFC00) + 225; break; case SOUTH: item->pos.yRot = -ANGLE(180.0f); item->pos.zPos = (item->pos.zPos | 0x3FF) - 225; break; case WEST: item->pos.yRot = -ANGLE(90.0f); item->pos.xPos = (item->pos.xPos | 0x3FF) - 225; break; } } // TODO: State dispatch to a new LS_FALL state. The issue is that goal states set in collision functions are only actuated on the following // frame, resulting in an unacceptable delay. Changing the order in which routine functions are executed is not a viable solution. @Sezz 2021.09.26 void SetLaraFallState(ITEM_INFO* item) { item->animNumber = LA_FALL_START; item->currentAnimState = LS_JUMP_FORWARD; item->goalAnimState = LS_JUMP_FORWARD; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->fallspeed = 0; item->gravityStatus = true; } void SetLaraFallBackState(ITEM_INFO* item) { item->animNumber = LA_FALL_BACK; item->currentAnimState = LS_FALL_BACK; item->goalAnimState = LS_FALL_BACK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->fallspeed = 0; item->gravityStatus = true; } // TODO: Get true slope direction for enhanced sliding mechanics. // Krys, I'd like to have a look at what you did in your TRNG script. @Sezz 2021.09.26 short GetLaraSlideDirection(COLL_INFO* coll) { short laraAngle = ANGLE(0.0f); if (coll->TiltX > 2) laraAngle = -ANGLE(90.0f); else if (coll->TiltX < -2) laraAngle = ANGLE(90.0f); if (coll->TiltZ > 2 && coll->TiltZ > abs(coll->TiltX)) laraAngle = ANGLE(180.0f); else if (coll->TiltZ < -2 && -coll->TiltZ > abs(coll->TiltX)) laraAngle = ANGLE(0.0f); return laraAngle; } // TODO: State dispatches to slide states. Same issue as with SetLaraFallState(). void SetLaraSlideState(ITEM_INFO* item, COLL_INFO* coll) { auto angle = GetLaraSlideDirection(coll); auto polarity = angle - item->pos.yRot; ShiftItem(item, coll); // Slide back. if (polarity < -ANGLE(90.0f) || polarity > ANGLE(90.0f)) { Lara.moveAngle = ANGLE(180); item->pos.yRot = angle + ANGLE(180.0f); item->animNumber = LA_SLIDE_BACK_START; item->goalAnimState = LS_SLIDE_BACK; item->currentAnimState = LS_SLIDE_BACK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; } // Slide forward. else [[likely]] { Lara.moveAngle = 0; item->pos.yRot = angle; item->animNumber = LA_SLIDE_FORWARD; item->goalAnimState = LS_SLIDE_FORWARD; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_SLIDE_FORWARD; } }