#include "framework.h" #include "collide.h" #include "control/control.h" #include "input.h" #include "items.h" #include "level.h" #include "lara.h" #include "lara_helpers.h" #include "lara_tests.h" #include "lara_collide.h" #include "setup.h" #include "GameFlowScript.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 (!TestLaraSwamp(item)) { 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: This approach might cause underirable artefacts where an object pushes Lara rapidly up/down a slope or a platform rapidly ascends/descends. constexpr int rate = 50; int threshold = std::max(abs(item->speed) / 3 * 2, STEP_SIZE / 16); int sign = std::copysign(1, coll->Middle.Floor); if (TestLaraSwamp(item) && coll->Middle.Floor > 0) item->pos.yPos += SWAMP_GRAVITY; else if (abs(coll->Middle.Floor) > (STEPUP_HEIGHT / 2)) // Outer range. item->pos.yPos += rate * sign; else if (abs(coll->Middle.Floor) <= (STEPUP_HEIGHT / 2) && // Inner range. abs(coll->Middle.Floor) >= threshold) { item->pos.yPos += std::max((int)abs(coll->Middle.Floor / 2.75), threshold) * sign; } else item->pos.yPos += coll->Middle.Floor; } void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; ResetLaraFlex(item); if (TestLaraCrawlExitDownStep(item, coll)) { if (TrInput & IN_DUCK && TestLaraCrawlDownStep(item, coll)) item->goalAnimState = LS_STEP_DOWN; else [[likely]] item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP; return; } if (TestLaraCrawlExitJump(item, coll)) { if (TrInput & IN_WALK) item->goalAnimState = LS_CRAWL_EXIT_FLIP; else [[likely]] item->goalAnimState = LS_CRAWL_EXIT_JUMP; return; } if (TestLaraCrawlUpStep(item, coll)) { item->goalAnimState = LS_STEP_UP; return; } if (TestLaraCrawlDownStep(item, coll)) { item->goalAnimState = LS_STEP_DOWN; return; } } void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll) { coll->Setup.ForwardAngle = item->pos.yRot + ANGLE(180.0f); GetCollisionInfo(coll, item); SnapItemToLedge(item, coll); MoveItem(item, item->pos.yRot, -LARA_RAD_CRAWL); item->pos.yRot += ANGLE(180.0f); LaraResetGravityStatus(item, coll); } // TODO: Make lean rate proportional to the turn rate, allowing for nicer aesthetics with future analog stick input. void DoLaraLean(ITEM_INFO* item, COLL_INFO* coll, int maxAngle, short rate) { if (!item->speed) return; int sign = copysign(1, maxAngle); if (coll->CollisionType == CT_LEFT || coll->CollisionType == CT_RIGHT) item->pos.zRot += std::min(rate, (short)(abs((maxAngle * 3) / 5 - item->pos.zRot) / 3)) * sign; else item->pos.zRot += std::min(rate, (short)(abs(maxAngle - item->pos.zRot) / 3)) * sign; } void DoLaraCrawlFlex(ITEM_INFO* item, COLL_INFO* coll, short maxAngle, short rate) { LaraInfo*& info = item->data; if (!item->speed) return; int sign = copysign(1, maxAngle); rate = copysign(rate, maxAngle); info->torsoZrot += std::min(abs(rate), abs(maxAngle - info->torsoZrot) / 6) * sign; if (!(TrInput & IN_LOOK) && item->currentAnimState != LS_CRAWL_BACK) { info->headZrot = info->torsoZrot / 2; info->headYrot = info->headZrot; } } void SetLaraFallState(ITEM_INFO* item) { SetAnimation(item, LA_FALL_START); item->fallspeed = 0; item->gravityStatus = true; } void SetLaraFallBackState(ITEM_INFO* item) { SetAnimation(item, LA_FALL_BACK); item->fallspeed = 0; item->gravityStatus = true; } void ResetLaraFlex(ITEM_INFO* item, float rate) { LaraInfo*& info = item->data; // Reset head. if (abs(info->headXrot) > ANGLE(0.1f)) info->headXrot += info->headXrot / -rate; else info->headXrot = 0; if (abs(info->headYrot) > ANGLE(0.1f)) info->headYrot += info->headYrot / -rate; else info->headYrot = 0; if (abs(info->headZrot) > ANGLE(0.1f)) info->headZrot += info->headZrot / -rate; else info->headZrot = 0; // Reset torso. if (abs(info->torsoXrot) > ANGLE(0.1f)) info->torsoXrot += info->torsoXrot / -rate; else info->torsoXrot = 0; if (abs(info->torsoYrot) > ANGLE(0.1f)) info->torsoYrot += info->torsoYrot / -rate; else info->torsoYrot = 0; if (abs(info->torsoZrot) > ANGLE(0.1f)) info->torsoZrot += info->torsoZrot / -rate; else info->torsoZrot = 0; } void HandleLaraMovementParameters(ITEM_INFO* item, COLL_INFO* coll) { LaraInfo*& info = item->data; // Reset running jump timer. if (item->currentAnimState != LS_RUN_FORWARD && item->currentAnimState != LS_WALK_FORWARD && item->currentAnimState != LS_JUMP_FORWARD && item->currentAnimState != LS_SPRINT && item->currentAnimState != LS_SPRINT_DIVE) { info->jumpCount = 0; } // Reset jump action queue. if (item->currentAnimState != LS_RUN_FORWARD) info->jumpQueued = false; // Increment/reset AFK pose timer. if (info->poseCount < LARA_POSE_TIME && TestLaraPose(item, coll) && !(TrInput & (IN_WAKE | IN_LOOK)) && g_GameFlow->Animations.Pose) { info->poseCount++; } else info->poseCount = 0; // Reset lean. if (!info->isMoving || (info->isMoving && !(TrInput & (IN_LEFT | IN_RIGHT)))) { if (abs(item->pos.zRot) > ANGLE(0.1f)) item->pos.zRot += item->pos.zRot / -6; else item->pos.zRot = 0; } // Reset crawl flex. if (!(TrInput & IN_LOOK) && coll->Setup.Height > LARA_HEIGHT - LARA_HEADROOM && (!item->speed || (item->speed && !(TrInput & (IN_LEFT | IN_RIGHT))))) { ResetLaraFlex(item, 12); } // Reset turn rate. int sign = copysign(1, info->turnRate); if (abs(info->turnRate) > ANGLE(2.0f)) info->turnRate -= ANGLE(2.0f) * sign; else if (abs(info->turnRate) > ANGLE(0.5f)) info->turnRate -= ANGLE(0.5f) * sign; else info->turnRate = 0; item->pos.yRot += info->turnRate; }