#include "framework.h" #include "lara.h" #include "lara_tests.h" #include "input.h" #include "level.h" #include "animation.h" #include "lara_climb.h" #include "lara_monkey.h" #include "lara_collide.h" #include "control/control.h" #include "control/los.h" #include "items.h" #include "Renderer11.h" using namespace TEN::Renderer; using namespace TEN::Floordata; /*this file has all the generic test functions called in lara's state code*/ // Test if a ledge in front of item is valid to climb. bool TestValidLedge(ITEM_INFO* item, COLL_INFO* coll, bool ignoreHeadroom, bool heightLimit) { // Determine probe base point. // We use 1/3 radius extents here for two purposes. First - we can't guarantee that // shifts weren't already applied and misfire may occur. Second - it guarantees // that Lara won't land on a very thin edge of diagonal geometry. int xf = phd_sin(coll->NearestLedgeAngle) * (coll->Setup.Radius * 1.3f); int zf = phd_cos(coll->NearestLedgeAngle) * (coll->Setup.Radius * 1.3f); // Determine probe left/right points int xl = xf + phd_sin(coll->NearestLedgeAngle - ANGLE(90)) * coll->Setup.Radius; int zl = zf + phd_cos(coll->NearestLedgeAngle - ANGLE(90)) * coll->Setup.Radius; int xr = xf + phd_sin(coll->NearestLedgeAngle + ANGLE(90)) * coll->Setup.Radius; int zr = zf + phd_cos(coll->NearestLedgeAngle + ANGLE(90)) * coll->Setup.Radius; // Determine probe top point int y = item->pos.yPos - coll->Setup.Height; // Get floor heights at both points auto left = GetCollisionResult(item->pos.xPos + xl, y, item->pos.zPos + zl, GetRoom(item->location, item->pos.xPos, y, item->pos.zPos).roomNumber).Position.Floor; auto right = GetCollisionResult(item->pos.xPos + xr, y, item->pos.zPos + zr, GetRoom(item->location, item->pos.xPos, y, item->pos.zPos).roomNumber).Position.Floor; //g_Renderer.addDebugSphere(Vector3(item->pos.xPos + xl, left, item->pos.zPos + zl), 64, Vector4::One, RENDERER_DEBUG_PAGE::LOGIC_STATS); //g_Renderer.addDebugSphere(Vector3(item->pos.xPos + xr, right, item->pos.zPos + zr), 64, Vector4::One, RENDERER_DEBUG_PAGE::LOGIC_STATS); // Determine allowed slope difference for a given collision radius auto slopeDelta = ((float)STEPUP_HEIGHT / (float)WALL_SIZE) * (coll->Setup.Radius * 2); // If specified, limit vertical search zone only to nearest height if (heightLimit && (abs(left - y) > (STEP_SIZE / 2) || abs(right - y) > (STEP_SIZE / 2))) return false; // Discard if there is a slope beyond tolerance delta if (abs(left - right) >= slopeDelta) return false; // Discard if ledge is not within distance threshold if (abs(coll->NearestLedgeDistance) > coll->Setup.Radius) return false; // Discard if ledge is not within angle threshold if (!TestValidLedgeAngle(item, coll)) return false; if (!ignoreHeadroom) { auto headroom = (coll->Front.Floor + coll->Setup.Height) - coll->Middle.Ceiling; if (headroom < STEP_SIZE) return false; } return (coll->CollisionType == CT_FRONT); } bool TestValidLedgeAngle(ITEM_INFO* item, COLL_INFO* coll) { return (abs((short) (coll->NearestLedgeAngle - item->pos.yRot)) <= LARA_GRAB_THRESHOLD); } bool TestLaraVault(ITEM_INFO* item, COLL_INFO* coll) { if (!(TrInput & IN_ACTION) || Lara.gunStatus != LG_NO_ARMS) return false; if (TestLaraSwamp(item) && Lara.waterSurfaceDist < -(STOP_SIZE + STEP_SIZE)) return false; // TODO: Enable with lua! Lara.NewAnims.CrawlVault1click = 1; Lara.NewAnims.CrawlVault2click = 1; Lara.NewAnims.CrawlVault3click = 1; Lara.NewAnims.MonkeyVault = 1; if (TestValidLedge(item, coll)) { bool success = false; if (coll->Front.Floor < 0 && coll->Front.Floor >= -256) { if (Lara.NewAnims.CrawlVault1click && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256)) { item->animNumber = LA_VAULT_TO_CROUCH_1CLICK; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 256; Lara.gunStatus = LG_HANDS_BUSY; success = true; } } else if (coll->Front.Floor >= -640 && coll->Front.Floor <= -384) { if (coll->Front.Floor - coll->Front.Ceiling >= 0 && coll->FrontLeft.Floor - coll->FrontLeft.Ceiling >= 0 && coll->FrontRight.Floor - coll->FrontRight.Ceiling >= 0) { item->animNumber = LA_VAULT_TO_STAND_2CLICK_START; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_STOP; item->pos.yPos += coll->Front.Floor + 512; Lara.gunStatus = LG_HANDS_BUSY; success = true; } else if (Lara.NewAnims.CrawlVault2click && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256)) { item->animNumber = LA_VAULT_TO_CROUCH_2CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_GRABBING; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 512; Lara.gunStatus = LG_HANDS_BUSY; success = true; } } else if (coll->Front.Floor >= -896 && coll->Front.Floor <= -640) { if (coll->Front.Floor - coll->Front.Ceiling >= 0 && coll->FrontLeft.Floor - coll->FrontLeft.Ceiling >= 0 && coll->FrontRight.Floor - coll->FrontRight.Ceiling >= 0) { item->animNumber = LA_VAULT_TO_STAND_3CLICK; item->currentAnimState = LS_GRABBING; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_STOP; item->pos.yPos += coll->Front.Floor + 768; Lara.gunStatus = LG_HANDS_BUSY; success = true; } else if (Lara.NewAnims.CrawlVault3click && (abs(coll->Front.Ceiling - coll->Front.Floor) < 256)) { item->animNumber = LA_VAULT_TO_CROUCH_3CLICK; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->currentAnimState = LS_GRABBING; item->goalAnimState = LS_CROUCH_IDLE; item->pos.yPos += coll->Front.Floor + 768; Lara.gunStatus = LG_HANDS_BUSY; success = true; } } else if (coll->Front.Floor >= -1920 && coll->Front.Floor <= -896) { item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_STOP; Lara.calcFallSpeed = -3 - sqrt(-9600 - 12 * coll->Front.Floor); AnimateLara(item); success = true; } if (success) { SnapItemToLedge(item, coll, 0.2f); return true; } } if (TestValidLedgeAngle(item, coll) && Lara.climbStatus) { if (coll->Front.Floor > -1920 || Lara.waterStatus == LW_WADE || coll->FrontLeft.Floor > -1920 || coll->FrontRight.Floor > -2048 || coll->Middle.Ceiling > -1158) { if ((coll->Front.Floor < -1024 || coll->Front.Ceiling >= 506) && coll->Middle.Ceiling <= -518) { if (TestLaraClimbStance(item, coll)) { item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_LADDER_IDLE; item->currentAnimState = LS_STOP; Lara.gunStatus = LG_HANDS_BUSY; Lara.turnRate = 0; ShiftItem(item, coll); SnapItemToGrid(item, coll); // HACK: until fragile ladder code is refactored, we must exactly snap to grid. AnimateLara(item); return true; } } return false; } item->animNumber = LA_STAND_SOLID; item->frameNumber = g_Level.Anims[item->animNumber].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_STOP; Lara.calcFallSpeed = -116; Lara.turnRate = 0; ShiftItem(item, coll); SnapItemToGrid(item, coll); // HACK: until fragile ladder code is refactored, we must exactly snap to grid. AnimateLara(item); return true; } if (Lara.canMonkeySwing && Lara.NewAnims.MonkeyVault) { short roomNum = item->roomNumber; int ceiling = (GetCeiling(GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNum), item->pos.xPos, item->pos.yPos, item->pos.zPos))-(item->pos.yPos); if (ceiling > 1792 || ceiling < -1792 || abs(ceiling) == 768) return false; item->animNumber = LA_STAND_IDLE; item->frameNumber = g_Level.Anims[LA_STAND_IDLE].frameBase; item->goalAnimState = LS_JUMP_UP; item->currentAnimState = LS_TEST_1; return true; } return false; } bool TestLaraStandUp(COLL_INFO* coll) { return (coll->Middle.Ceiling >= -362); } bool TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll) { static short oldAngle = 1; if (abs(coll->TiltX) <= 2 && abs(coll->TiltZ) <= 2) return false; short angle = ANGLE(0.0f); if (coll->TiltX > 2) angle = -ANGLE(90.0f); else if (coll->TiltX < -2) angle = ANGLE(90.0f); if (coll->TiltZ > 2 && coll->TiltZ > abs(coll->TiltX)) angle = ANGLE(180.0f); else if (coll->TiltZ < -2 && -coll->TiltZ > abs(coll->TiltX)) angle = ANGLE(0.0f); short delta = angle - item->pos.yRot; ShiftItem(item, coll); if (delta < -ANGLE(90.0f) || delta > ANGLE(90.0f)) { if (item->currentAnimState == LS_SLIDE_BACK && oldAngle == angle) return true; SetAnimation(item, LA_SLIDE_BACK_START); item->pos.yRot = angle + ANGLE(180.0f); } else { if (item->currentAnimState == LS_SLIDE_FORWARD && oldAngle == angle) return true; SetAnimation(item, LA_SLIDE_FORWARD); item->pos.yRot = angle; } Lara.moveAngle = angle; oldAngle = angle; return true; } SPLAT_COLL TestLaraWall(ITEM_INFO* item, int front, int right, int down) { int x = item->pos.xPos; int y = item->pos.yPos + down; int z = item->pos.zPos; short angle = GetQuadrant(item->pos.yRot); short roomNum = item->roomNumber; FLOOR_INFO* floor; int h, c; switch (angle) { case NORTH: x -= right; break; case EAST: z -= right; break; case SOUTH: x += right; break; case WEST: z += right; break; default: break; } GetFloor(x, y, z, &roomNum); switch (angle) { case NORTH: z += front; break; case EAST: x += front; break; case SOUTH: z -= front; break; case WEST: x -= front; break; default: break; } floor = GetFloor(x, y, z, &roomNum); h = GetFloorHeight(floor, x, y, z); c = GetCeiling(floor, x, y, z); if (h == NO_HEIGHT) return SPLAT_COLL::WALL; if (y >= h || y <= c) return SPLAT_COLL::STEP; return SPLAT_COLL::NONE; } bool TestLaraHangJumpUp(ITEM_INFO* item, COLL_INFO* coll) { if (!(TrInput & IN_ACTION) || (Lara.gunStatus != LG_NO_ARMS) || (coll->HitStatic)) return false; if (Lara.canMonkeySwing && coll->CollisionType == CT_TOP) { SetAnimation(item, LA_JUMP_UP_TO_MONKEYSWING); item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; MonkeySwingSnap(item, coll); return true; } if ((coll->CollisionType != CT_FRONT) || (coll->Middle.Ceiling > -STEPUP_HEIGHT)) return false; int edge; auto edgeCatch = TestLaraEdgeCatch(item, coll, &edge); if (!edgeCatch) return false; bool ladder = TestLaraHangOnClimbWall(item, coll); if (!(ladder && edgeCatch) && !(TestValidLedge(item, coll, true, true) && edgeCatch > 0)) return false; auto angle = item->pos.yRot; if (TestHangSwingIn(item, angle)) { SetAnimation(item, LA_JUMP_UP_TO_MONKEYSWING); } else { SetAnimation(item, LA_REACH_TO_HANG, 12); if (TestHangFeet(item, angle)) item->goalAnimState = LS_HANG_FEET; } auto bounds = GetBoundsAccurate(item); if (edgeCatch <= 0) item->pos.yPos = edge - bounds->Y1 + 4; else item->pos.yPos += coll->Front.Floor - bounds->Y1; if (ladder) SnapItemToGrid(item, coll); // HACK: until fragile ladder code is refactored, we must exactly snap to grid. else SnapItemToLedge(item, coll); item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; Lara.torsoYrot = 0; Lara.torsoXrot = 0; return true; } bool TestLaraHangJump(ITEM_INFO* item, COLL_INFO* coll) { if (!(TrInput & IN_ACTION) || (Lara.gunStatus != LG_NO_ARMS) || (coll->HitStatic)) return false; if (Lara.canMonkeySwing && coll->CollisionType == CT_TOP) { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; Lara.gunStatus = LG_HANDS_BUSY; SetAnimation(item, LA_REACH_TO_MONKEYSWING); item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; return true; } if ((coll->Middle.Ceiling > -STEPUP_HEIGHT) || (coll->Middle.Floor < 200) || (coll->CollisionType != CT_FRONT)) return false; int edge; auto edgeCatch = TestLaraEdgeCatch(item, coll, &edge); if (!edgeCatch) return false; bool ladder = TestLaraHangOnClimbWall(item, coll); if (!(ladder && edgeCatch) && !(TestValidLedge(item, coll, true, true) && edgeCatch > 0)) return false; auto angle = item->pos.yRot; Lara.NewAnims.OscillateHanging = true; if (TestHangSwingIn(item, angle)) { if (Lara.NewAnims.OscillateHanging) { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; SetAnimation(item, LA_REACH_TO_HANG_OSCILLATE); } else { Lara.headYrot = 0; Lara.headXrot = 0; Lara.torsoYrot = 0; Lara.torsoXrot = 0; SetAnimation(item, LA_REACH_TO_MONKEYSWING); } } else { SetAnimation(item, LA_REACH_TO_HANG); if (TestHangFeet(item, angle)) item->goalAnimState = LS_HANG_FEET; } auto bounds = GetBoundsAccurate(item); if (edgeCatch <= 0) { item->pos.yPos = edge - bounds->Y1 - 20; item->pos.yRot = coll->NearestLedgeAngle; } else item->pos.yPos += coll->Front.Floor - bounds->Y1 - 20; if (ladder) SnapItemToGrid(item, coll); // HACK: until fragile ladder code is refactored, we must exactly snap to grid. else SnapItemToLedge(item, coll, 0.2f); item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_HANDS_BUSY; return true; } bool TestLaraHang(ITEM_INFO* item, COLL_INFO* coll) { auto delta = 0; auto flag = false; auto angle = Lara.moveAngle; if (Lara.moveAngle == (short) (item->pos.yRot - ANGLE(90.0f))) delta = -coll->Setup.Radius; else if (Lara.moveAngle == (short) (item->pos.yRot + ANGLE(90.0f))) delta = coll->Setup.Radius; auto s = phd_sin(Lara.moveAngle); auto c = phd_cos(Lara.moveAngle); auto testShift = Vector2(s * delta, c * delta); auto hdif = LaraFloorFront(item, Lara.moveAngle, coll->Setup.Radius); if (hdif < 200) flag = true; auto cdif = LaraCeilingFront(item, Lara.moveAngle, coll->Setup.Radius, 0); auto dir = GetQuadrant(item->pos.yRot); // When Lara is about to move, use larger embed offset for stabilizing diagonal shimmying) auto embedOffset = 4; if (TrInput & (IN_LEFT | IN_RIGHT)) embedOffset = 16; item->pos.xPos += phd_sin(item->pos.yRot) * embedOffset; item->pos.zPos += phd_cos(item->pos.yRot) * embedOffset; Lara.moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -STEPUP_HEIGHT; coll->Setup.BadCeilingHeight = 0; coll->Setup.ForwardAngle = Lara.moveAngle; GetCollisionInfo(coll, item); bool result = false; if (Lara.climbStatus) { if (TrInput & IN_ACTION && item->hitPoints > 0) { Lara.moveAngle = angle; if (!TestLaraHangOnClimbWall(item, coll)) { if (item->animNumber != LA_LADDER_TO_HANG_RIGHT && item->animNumber != LA_LADDER_TO_HANG_LEFT) { LaraSnapToEdgeOfBlock(item, coll, dir); item->pos.yPos = coll->Setup.OldPosition.y; SetAnimation(item, LA_REACH_TO_HANG, 21); } result = true; } else { if (item->animNumber == LA_REACH_TO_HANG && item->frameNumber == GetFrameNumber(item, 21) && TestLaraClimbStance(item, coll)) { item->goalAnimState = LS_LADDER_IDLE; } } } else { SetAnimation(item, LA_FALL_START); item->pos.yPos += 256; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; } } else { if (TrInput & IN_ACTION && item->hitPoints > 0 && coll->Front.Floor <= 0) { if (flag && hdif > 0 && delta > 0 == coll->MiddleLeft.Floor > coll->MiddleRight.Floor) flag = false; auto front = coll->Front.Floor; auto dfront = coll->Front.Floor - GetBoundsAccurate(item)->Y1; auto flag2 = false; auto x = item->pos.xPos; auto z = item->pos.zPos; if (delta != 0) { x += testShift.x; z += testShift.y; } Lara.moveAngle = angle; if (256 << dir & GetClimbFlags(x, item->pos.yPos, z, item->roomNumber)) { if (!TestLaraHangOnClimbWall(item, coll)) dfront = 0; } else if (!TestValidLedge(item, coll, true)) { if (delta < 0 && coll->FrontLeft.Floor != coll->Front.Floor || delta > 0 && coll->FrontRight.Floor != coll->Front.Floor) flag2 = true; } coll->Front.Floor = front; if (!flag2 && coll->Middle.Ceiling < 0 && coll->CollisionType == CT_FRONT && !flag && !coll->HitStatic && cdif <= -950 && abs(dfront) < SLOPE_DIFFERENCE && TestValidLedgeAngle(item, coll)) { if (item->speed != 0) SnapItemToLedge(item, coll); item->pos.yPos += dfront; } else { item->pos.xPos = coll->Setup.OldPosition.x; item->pos.yPos = coll->Setup.OldPosition.y; item->pos.zPos = coll->Setup.OldPosition.z; if (item->currentAnimState == LS_SHIMMY_LEFT || item->currentAnimState == LS_SHIMMY_RIGHT) { SetAnimation(item, LA_REACH_TO_HANG, 21); } else if (item->currentAnimState == LS_SHIMMY_FEET_LEFT || item->currentAnimState == LS_SHIMMY_FEET_RIGHT) { SetAnimation(item, LA_HANG_FEET_IDLE); } result = true; } } else { SetAnimation(item, LA_JUMP_UP, 9); item->pos.xPos += coll->Shift.x; item->pos.yPos += GetBoundsAccurate(item)->Y2; item->pos.zPos += coll->Shift.z; item->gravityStatus = true; item->speed = 2; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; } } return result; } CORNER_RESULT TestLaraHangCorner(ITEM_INFO* item, COLL_INFO* coll, float testAngle) { // Lara isn't in stop state yet, bypass test if (item->animNumber != LA_REACH_TO_HANG && item->animNumber != LA_HANG_FEET_IDLE) return CORNER_RESULT::NONE; // Static is in the way, bypass test if (coll->HitStatic) return CORNER_RESULT::NONE; // INNER CORNER TESTS // Backup old Lara position and frontal collision auto oldPos = item->pos; int oldFrontFloor = coll->Front.Floor; // Quadrant is only used for ladder checks auto quadrant = GetQuadrant(item->pos.yRot); // Get bounding box height for further ledge height calculations auto bounds = GetBoundsAccurate(item); // Virtually rotate Lara 90 degrees to the right and snap to nearest ledge, if any. short newAngle = item->pos.yRot + ANGLE(testAngle); item->pos.yRot = newAngle; SnapItemToLedge(item, coll, item->pos.yRot); // Do further testing only if test angle is equal to resulting edge angle if (newAngle == item->pos.yRot) { // Push Lara further to the right to avoid false floor hits on the left side auto c = phd_cos(item->pos.yRot + ANGLE(testAngle)); auto s = phd_sin(item->pos.yRot + ANGLE(testAngle)); item->pos.xPos += s * coll->Setup.Radius / 2; item->pos.zPos += c * coll->Setup.Radius / 2; // Store next position Lara.nextCornerPos.x = item->pos.xPos; Lara.nextCornerPos.y = LaraCollisionAboveFront(item, item->pos.yRot, coll->Setup.Radius, abs(bounds->Y1)).Position.Floor + abs(bounds->Y1); Lara.nextCornerPos.z = item->pos.zPos; auto result = TestLaraValidHangPos(item, coll); if (result) { if (abs(oldFrontFloor - coll->Front.Floor) <= SLOPE_DIFFERENCE) { // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; return CORNER_RESULT::INNER; } } if (Lara.climbStatus) { auto angleSet = testAngle > 0 ? LeftExtRightIntTab : LeftIntRightExtTab; if (GetClimbFlags(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) & (short)angleSet[quadrant]) { // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; return CORNER_RESULT::INNER; } } } // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; // OUTER CORNER TESTS // Test if there's a material obstacles blocking outer corner pathway if (LaraFloorFront(item, item->pos.yRot + ANGLE(testAngle), coll->Setup.Radius + STEP_SIZE) < 0) return CORNER_RESULT::NONE; if (LaraCeilingFront(item, item->pos.yRot + ANGLE(testAngle), coll->Setup.Radius + STEP_SIZE, coll->Setup.Height) > 0) return CORNER_RESULT::NONE; // Last chance for possible diagonal vs. non-diagonal cases: ray test if (!LaraPositionOnLOS(item, item->pos.yRot + ANGLE(testAngle), coll->Setup.Radius + STEP_SIZE)) return CORNER_RESULT::NONE; // Push Lara diagonally to other side of corner at distance of 1/2 wall size auto c = phd_cos(item->pos.yRot + ANGLE(testAngle / 2)); auto s = phd_sin(item->pos.yRot + ANGLE(testAngle / 2)); item->pos.xPos += s * WALL_SIZE / 3; item->pos.zPos += c * WALL_SIZE / 3; // Virtually rotate Lara 90 degrees to the left and snap to nearest ledge, if any. newAngle = item->pos.yRot - ANGLE(testAngle); item->pos.yRot = newAngle; Lara.moveAngle = item->pos.yRot; SnapItemToLedge(item, coll, item->pos.yRot); // Do further testing only if test angle is equal to resulting edge angle if (newAngle == item->pos.yRot) { // Store next position Lara.nextCornerPos.x = item->pos.xPos; Lara.nextCornerPos.y = LaraCollisionAboveFront(item, item->pos.yRot, coll->Setup.Radius, abs(bounds->Y1)).Position.Floor + abs(bounds->Y1); Lara.nextCornerPos.z = item->pos.zPos; if (TestLaraValidHangPos(item, coll)) { if (abs(oldFrontFloor - coll->Front.Floor) <= SLOPE_DIFFERENCE) { // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; return CORNER_RESULT::OUTER; } } if (Lara.climbStatus) { auto angleSet = testAngle > 0 ? LeftIntRightExtTab : LeftExtRightIntTab; if (GetClimbFlags(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber) & (short)angleSet[quadrant]) { // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; return CORNER_RESULT::OUTER; } } } // Restore original item positions item->pos = oldPos; Lara.moveAngle = oldPos.yRot; return CORNER_RESULT::NONE; } bool TestLaraValidHangPos(ITEM_INFO* item, COLL_INFO* coll) { // Get incoming ledge height and own Lara's upper bound. // First one will be negative while first one is positive. // Difference between two indicates difference in height between ledges. auto frontFloor = LaraCollisionAboveFront(item, Lara.moveAngle, coll->Setup.Radius + STEP_SIZE / 2, LARA_HEIGHT).Position.Floor; auto laraUpperBound = item->pos.yPos - coll->Setup.Height; // If difference is above 1/2 click, return false (ledge is out of reach). if (abs(frontFloor - laraUpperBound) > STEP_SIZE / 2) return false; // Embed Lara into wall to make collision test succeed item->pos.xPos += phd_sin(item->pos.yRot) * 8; item->pos.zPos += phd_cos(item->pos.yRot) * 8; // Setup new GCI call Lara.moveAngle = item->pos.yRot; coll->Setup.BadHeightDown = NO_BAD_POS; coll->Setup.BadHeightUp = -512; coll->Setup.BadCeilingHeight = 0; coll->Setup.Mode = COLL_PROBE_MODE::FREE_FLAT; coll->Setup.ForwardAngle = Lara.moveAngle; GetCollisionInfo(coll, item); // Filter out narrow ceiling spaces, no collision cases and statics in front. if (coll->Middle.Ceiling >= 0 || coll->CollisionType != CT_FRONT || coll->HitStatic) return false; // Finally, do ordinary ledge checks (slope difference etc.) return TestValidLedge(item, coll); } bool TestLaraClimbStance(ITEM_INFO* item, COLL_INFO* coll) { int shift_r, shift_l; if (LaraTestClimbPos(item, coll->Setup.Radius, coll->Setup.Radius + 120, -700, STOP_SIZE, &shift_r) != 1) return false; if (LaraTestClimbPos(item, coll->Setup.Radius, -(coll->Setup.Radius + 120), -700, STOP_SIZE, &shift_l) != 1) return false; if (shift_r) { if (shift_l) { if (shift_r < 0 != shift_l < 0) return false; if ((shift_r < 0 && shift_l < shift_r) || (shift_r > 0 && shift_l > shift_r)) { item->pos.yPos += shift_l; return true; } } item->pos.yPos += shift_r; } else if (shift_l) { item->pos.yPos += shift_l; } return true; } bool TestLaraHangOnClimbWall(ITEM_INFO* item, COLL_INFO* coll) { int shift, result; if (Lara.climbStatus == 0) return false; if (item->fallspeed < 0) return false; // HACK: Climb wall tests are highly fragile and depend on quadrant shifts. // Until climb wall tests are fully refactored, we need to recalculate COLL_INFO. auto coll2 = *coll; coll2.Setup.Mode = COLL_PROBE_MODE::QUADRANTS; GetCollisionInfo(&coll2, item); switch (GetQuadrant(item->pos.yRot)) { case NORTH: case SOUTH: item->pos.zPos += coll2.Shift.z; break; case EAST: case WEST: item->pos.xPos += coll2.Shift.x; break; default: break; } auto bounds = GetBoundsAccurate(item); if (Lara.moveAngle != item->pos.yRot) { short l = LaraCeilingFront(item, item->pos.yRot, 0, 0); short r = LaraCeilingFront(item, Lara.moveAngle, STEP_SIZE / 2, 0); if (abs(l - r) > SLOPE_DIFFERENCE) return false; } if (LaraTestClimbPos(item, LARA_RAD, LARA_RAD, bounds->Y1, bounds->Y2 - bounds->Y1, &shift) && LaraTestClimbPos(item, LARA_RAD, -LARA_RAD, bounds->Y1, bounds->Y2 - bounds->Y1, &shift)) { result = LaraTestClimbPos(item, LARA_RAD, 0, bounds->Y1, bounds->Y2 - bounds->Y1, &shift); if (result) { if (result != 1) item->pos.yPos += shift; return true; } } return false; } int TestLaraEdgeCatch(ITEM_INFO* item, COLL_INFO* coll, int* edge) { BOUNDING_BOX* bounds = GetBoundsAccurate(item); int hdif = coll->Front.Floor - bounds->Y1; if (hdif < 0 == hdif + item->fallspeed < 0) { hdif = item->pos.yPos + bounds->Y1; if ((hdif + item->fallspeed & 0xFFFFFF00) != (hdif & 0xFFFFFF00)) { if (item->fallspeed > 0) *edge = (hdif + item->fallspeed) & 0xFFFFFF00; else *edge = hdif & 0xFFFFFF00; return -1; } return 0; } if (!TestValidLedge(item, coll, true)) return 0; return 1; } bool TestHangSwingIn(ITEM_INFO* item, short angle) { int x = item->pos.xPos; int y = item->pos.yPos; int z = item->pos.zPos; short roomNum = item->roomNumber; FLOOR_INFO* floor; int floorHeight, ceilingHeight; Lara.NewAnims.OscillateHanging = true; z += phd_cos(angle) * (STEP_SIZE / 2); x += phd_sin(angle) * (STEP_SIZE / 2); floor = GetFloor(x, y, z, &roomNum); floorHeight = GetFloorHeight(floor, x, y, z); ceilingHeight = GetCeiling(floor, x, y, z); if (floorHeight != NO_HEIGHT) { if (Lara.NewAnims.OscillateHanging) { if (floorHeight - y > 0 && ceilingHeight - y < -400) return true; } else { if (floorHeight - y > 0 && ceilingHeight - y < -400 && (y - 819 - ceilingHeight > -72)) return true; } } return false; } bool TestHangFeet(ITEM_INFO* item, short angle) { //##LUA debug etc. Lara.NewAnims.FeetHanging = false; if (Lara.climbStatus || !Lara.NewAnims.FeetHanging) return false; int x = item->pos.xPos; int y = item->pos.yPos; int z = item->pos.zPos; short roomNum = item->roomNumber; z += phd_cos(angle) * (STEP_SIZE / 2); x += phd_sin(angle) * (STEP_SIZE / 2); auto floor = GetFloor(x, y, z, &roomNum); int floorHeight = GetFloorHeight(floor, x, y, z); int ceilingHeight = GetCeiling(floor, x, y, z); int m = ceilingHeight - y; int j = y - (STEP_SIZE / 2) - ceilingHeight; if (floorHeight != NO_HEIGHT) { if (floorHeight < y && m < -(STEP_SIZE / 2) && j > -(STEP_SIZE / 4 + STEP_SIZE / 32)) return true; } return false; } bool TestLaraHangSideways(ITEM_INFO* item, COLL_INFO* coll, short angle) { int oldx = item->pos.xPos; int oldz = item->pos.zPos; int x = item->pos.xPos; int z = item->pos.zPos; Lara.moveAngle = item->pos.yRot + angle; z += phd_cos(Lara.moveAngle) * 16; x += phd_sin(Lara.moveAngle) * 16; item->pos.xPos = x; item->pos.zPos = z; coll->Setup.OldPosition.y = item->pos.yPos; auto res = TestLaraHang(item, coll); item->pos.xPos = oldx; item->pos.zPos = oldz; Lara.moveAngle = item->pos.yRot + angle; return !res; } void SetCornerAnim(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip) { if (item->hitPoints <= 0) { SetAnimation(item, LA_FALL_START); item->gravityStatus = true; item->speed = 2; item->pos.yPos += STEP_SIZE; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; item->pos.yRot += rot / 2; } else if (flip) { if (Lara.isClimbing) { SetAnimation(item, LA_LADDER_IDLE); } else { SetAnimation(item, LA_REACH_TO_HANG, 21); } coll->Setup.OldPosition.x = item->pos.xPos = Lara.nextCornerPos.x; coll->Setup.OldPosition.y = item->pos.yPos = Lara.nextCornerPos.y; coll->Setup.OldPosition.z = item->pos.zPos = Lara.nextCornerPos.z; item->pos.yRot += rot; } } void SetCornerAnimFeet(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip) { if (item->hitPoints <= 0) { SetAnimation(item, LA_FALL_START); item->gravityStatus = true; item->speed = 2; item->pos.yPos += STEP_SIZE; item->fallspeed = 1; Lara.gunStatus = LG_NO_ARMS; item->pos.yRot += rot / 2; } else if (flip) { SetAnimation(item, LA_HANG_FEET_IDLE); coll->Setup.OldPosition.x = item->pos.xPos = Lara.nextCornerPos.x; coll->Setup.OldPosition.y = item->pos.yPos = Lara.nextCornerPos.y; coll->Setup.OldPosition.z = item->pos.zPos = Lara.nextCornerPos.z; item->pos.yRot += rot; } } bool LaraFacingCorner(ITEM_INFO* item, short ang, int dist) { auto angle1 = ang + ANGLE(15); auto angle2 = ang - ANGLE(15); auto vec1 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(angle1), item->pos.yPos - (LARA_HEIGHT / 2), item->pos.zPos + dist * phd_cos(angle1), item->roomNumber); auto vec2 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(angle2), item->pos.yPos - (LARA_HEIGHT / 2), item->pos.zPos + dist * phd_cos(angle2), item->roomNumber); auto pos = GAME_VECTOR(item->pos.xPos, item->pos.yPos, item->pos.zPos, item->roomNumber); auto result1 = LOS(&pos, &vec1); auto result2 = LOS(&pos, &vec2); return (result1 == 0 && result2 == 0); } bool LaraPositionOnLOS(ITEM_INFO* item, short ang, int dist) { auto pos1 = GAME_VECTOR(item->pos.xPos, item->pos.yPos - LARA_HEADROOM, item->pos.zPos, item->roomNumber); auto pos2 = GAME_VECTOR(item->pos.xPos, item->pos.yPos - LARA_HEIGHT + LARA_HEADROOM, item->pos.zPos, item->roomNumber); auto vec1 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(ang), item->pos.yPos - LARA_HEADROOM, item->pos.zPos + dist * phd_cos(ang), item->roomNumber); auto vec2 = GAME_VECTOR(item->pos.xPos + dist * phd_sin(ang), item->pos.yPos - LARA_HEIGHT + LARA_HEADROOM, item->pos.zPos + dist * phd_cos(ang), item->roomNumber); auto result1 = LOS(&pos1, &vec1); auto result2 = LOS(&pos2, &vec2); return (result1 != 0 && result2 != 0); } int LaraFloorFront(ITEM_INFO* item, short ang, int dist) { return LaraCollisionFront(item, ang, dist).Position.Floor; } COLL_RESULT LaraCollisionFront(ITEM_INFO* item, short ang, int dist) { auto collResult = GetCollisionResult(item, ang, dist, -LARA_HEIGHT); if (collResult.Position.Floor != NO_HEIGHT) collResult.Position.Floor -= item->pos.yPos; return collResult; } COLL_RESULT LaraCollisionAboveFront(ITEM_INFO* item, short ang, int dist, int h) { int x = item->pos.xPos + dist * phd_sin(ang); int y = item->pos.yPos - h; int z = item->pos.zPos + dist * phd_cos(ang); return GetCollisionResult(x, y, z, GetCollisionResult(item->pos.xPos, y, item->pos.zPos, item->roomNumber).RoomNumber); } int LaraCeilingFront(ITEM_INFO* item, short ang, int dist, int h) { return LaraCeilingCollisionFront(item, ang, dist, h).Position.Ceiling; } COLL_RESULT LaraCeilingCollisionFront(ITEM_INFO* item, short ang, int dist, int h) { auto collResult = GetCollisionResult(item, ang, dist, -h); if (collResult.Position.Ceiling != NO_HEIGHT) collResult.Position.Ceiling += h - item->pos.yPos; return collResult; } bool LaraFallen(ITEM_INFO* item, COLL_INFO* coll) { if (Lara.waterStatus == LW_WADE || coll->Middle.Floor <= STEPUP_HEIGHT) { return false; } 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; return true; } bool LaraLandedBad(ITEM_INFO* item, COLL_INFO* coll) { int landspeed = item->fallspeed - 140; if (landspeed > 0) { if (landspeed <= 14) { item->hitPoints -= 1000 * SQUARE(landspeed) / 196; return item->hitPoints <= 0; } else { item->hitPoints = -1; return true; } } return false; } bool TestLaraWaterStepOut(ITEM_INFO* item, COLL_INFO* coll) { if (coll->CollisionType == CT_FRONT || coll->Middle.Slope || coll->Middle.Floor >= 0) { return false; } if (coll->Middle.Floor >= -(STEP_SIZE / 2)) { SetAnimation(item, LA_STAND_IDLE); } else { SetAnimation(item, LA_ONWATER_TO_WADE_1CLICK); item->goalAnimState = LS_STOP; } item->pos.yPos += coll->Middle.Floor + (STOP_SIZE + STEP_SIZE / 2 + STEP_SIZE / 4 - 9); UpdateItemRoom(item, -(STEPUP_HEIGHT - 3)); item->pos.zRot = 0; item->pos.xRot = 0; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.waterStatus = LW_WADE; return true; } bool TestLaraWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll) { if (coll->CollisionType != CT_FRONT || !(TrInput & IN_ACTION)) return false; // TODO: Enable with lua! Lara.NewAnims.CrawlFlexWaterPullUp = true; Lara.NewAnims.CrawlFlexSubmerged = true; if (Lara.gunStatus && (Lara.gunStatus != LG_READY || Lara.gunType != WEAPON_FLARE)) { return false; } if (coll->Middle.Ceiling > -STEPUP_HEIGHT) return false; int frontFloor = coll->Front.Floor + LARA_HEIGHT_SURFSWIM; if (frontFloor <= -STOP_SIZE || frontFloor > (STEP_SIZE + STEP_SIZE / 4 - 4)) { return false; } if (!TestValidLedge(item, coll)) return false; auto surface = LaraCollisionAboveFront(item, coll->Setup.ForwardAngle, (STEP_SIZE * 2), STEP_SIZE); auto headroom = surface.Position.Floor - surface.Position.Ceiling; if (frontFloor <= -STEP_SIZE) { if (headroom < LARA_HEIGHT) { if (Lara.NewAnims.CrawlFlexWaterPullUp) SetAnimation(item, LA_ONWATER_TO_CROUCH_1CLICK); else return false; } else SetAnimation(item, LA_ONWATER_TO_STAND_1CLICK); } else if (frontFloor > (STEP_SIZE / 2)) { if (headroom < LARA_HEIGHT) { if (Lara.NewAnims.CrawlFlexSubmerged) SetAnimation(item, LA_ONWATER_TO_CROUCH_M1CLICK); else return false; } else SetAnimation(item, LA_ONWATER_TO_STAND_M1CLICK); } else { if (headroom < LARA_HEIGHT) { if (Lara.NewAnims.CrawlFlexWaterPullUp) SetAnimation(item, LA_ONWATER_TO_CROUCH_0CLICK); else return false; } else SetAnimation(item, LA_ONWATER_TO_STAND_0CLICK); } UpdateItemRoom(item, -LARA_HEIGHT / 2); SnapItemToLedge(item, coll, 1.7f); item->pos.yPos += frontFloor - 5; item->currentAnimState = LS_ONWATER_EXIT; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; Lara.waterStatus = LW_ABOVE_WATER; return true; } bool TestLaraLadderClimbOut(ITEM_INFO* item, COLL_INFO* coll) // NEW function for water to ladder move { if (!(TrInput & IN_ACTION) || !Lara.climbStatus || coll->CollisionType != CT_FRONT) { return false; } if (Lara.gunStatus && (Lara.gunStatus != LG_READY || Lara.gunType != WEAPON_FLARE)) { return false; } if (!TestLaraClimbStance(item, coll)) return false; short rot = item->pos.yRot; if (rot >= -ANGLE(35.0f) && rot <= ANGLE(35.0f)) rot = 0; else if (rot >= ANGLE(55.0f) && rot <= ANGLE(125.0f)) rot = ANGLE(90.0f); else if (rot >= ANGLE(145.0f) || rot <= -ANGLE(145.0f)) rot = ANGLE(180.0f); else if (rot >= -ANGLE(125.0f) && rot <= -ANGLE(55.0f)) rot = -ANGLE(90.0f); if (rot & 0x3FFF) return false; switch ((unsigned short)rot / ANGLE(90.0f)) { case NORTH: item->pos.zPos = (item->pos.zPos | (WALL_SIZE - 1)) - LARA_RAD - 1; break; case EAST: item->pos.xPos = (item->pos.xPos | (WALL_SIZE - 1)) - LARA_RAD - 1; break; case SOUTH: item->pos.zPos = (item->pos.zPos & -WALL_SIZE) + LARA_RAD + 1; break; case WEST: item->pos.xPos = (item->pos.xPos & -WALL_SIZE) + LARA_RAD + 1; break; } SetAnimation(item, LA_ONWATER_IDLE); item->goalAnimState = LS_LADDER_IDLE; AnimateLara(item); item->pos.yRot = rot; item->pos.yPos -= 10;//otherwise she falls back into the water item->pos.zRot = 0; item->pos.xRot = 0; item->gravityStatus = false; item->speed = 0; item->fallspeed = 0; Lara.gunStatus = LG_HANDS_BUSY; Lara.waterStatus = LW_ABOVE_WATER; return true; } void TestLaraWaterDepth(ITEM_INFO* item, COLL_INFO* coll) { short roomNumber = item->roomNumber; FLOOR_INFO* floor = GetFloor(item->pos.xPos, item->pos.yPos, item->pos.zPos, &roomNumber); int waterDepth = GetWaterDepth(item->pos.xPos, item->pos.yPos, item->pos.zPos, roomNumber); if (waterDepth == NO_HEIGHT) { item->fallspeed = 0; item->pos.xPos = coll->Setup.OldPosition.x; item->pos.yPos = coll->Setup.OldPosition.y; item->pos.zPos = coll->Setup.OldPosition.z; } // Height check was at STEP_SIZE * 2 before but changed to this // because now Lara surfaces on a head level, not mid-body level. if (waterDepth <= LARA_HEIGHT - LARA_HEADROOM / 2) { SetAnimation(item, LA_UNDERWATER_TO_STAND); item->goalAnimState = LS_STOP; item->pos.zRot = 0; item->pos.xRot = 0; item->speed = 0; item->fallspeed = 0; item->gravityStatus = false; Lara.waterStatus = LW_WADE; item->pos.yPos = GetFloorHeight(floor, item->pos.xPos, item->pos.yPos, item->pos.zPos); } } #ifndef NEW_TIGHTROPE void GetTighRopeFallOff(int regularity) { if(LaraItem->hitPoints <= 0 || LaraItem->hitStatus) { SetAnimation(LaraItem, LA_TIGHTROPE_FALL_LEFT); } if(!Lara.tightRopeFall && !(GetRandomControl() & regularity)) Lara.tightRopeFall = 2 - ((GetRandomControl() & 0xF) != 0); } #endif // !NEW_TIGHTROPE bool TestLaraLean(ITEM_INFO* item, COLL_INFO* coll) { #if 0 // TODO: make it more fine-tuned when new collision is done. switch (coll->CollisionType) { case CT_RIGHT: if (TrInput & IN_RIGHT) return false; case CT_LEFT: if (TrInput & IN_LEFT) return false; } return true; #else if (coll->CollisionType == CT_RIGHT || coll->CollisionType == CT_LEFT) return false; return true; #endif } bool TestLaraSwamp(ITEM_INFO* item) { return (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_SWAMP) != 0; } bool TestLaraWater(ITEM_INFO* item) { return (g_Level.Rooms[item->roomNumber].flags & ENV_FLAG_WATER) != 0; }