TombEngine/TR5Main/Game/Lara/lara_jump.cpp

765 lines
18 KiB
C++

#include "framework.h"
#include "Game/Lara/lara_jump.h"
#include "Game/camera.h"
#include "Game/control/control.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_collide.h"
#include "Game/Lara/lara_tests.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/Lara/lara_basic.h"
#include "Scripting/GameFlowScript.h"
#include "Sound/sound.h"
#include "Specific/input.h"
#include "Specific/level.h"
#include "Specific/setup.h"
// -----------------------------
// JUMP
// Control & Collision Functions
// -----------------------------
// State: LS_JUMP_FORWARD (3)
// Collision: lara_col_jump_forward()
void lara_as_jump_forward(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
if (item->hitPoints <= 0)
return;
// Update running jump counter in preparation for possible jump action soon after landing.
info->runJumpCount++;
if (info->runJumpCount > LARA_RUN_JUMP_TIME / 2)
info->runJumpCount = LARA_RUN_JUMP_TIME / 2;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX)
info->turnRate = -LARA_JUMP_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX)
info->turnRate = LARA_JUMP_TURN_MAX;
}
if (TrInput & IN_ACTION &&
info->gunStatus == LG_HANDS_FREE)
{
item->goalAnimState = LS_REACH;
return;
}
if (TrInput & (IN_ROLL | IN_BACK))
{
item->goalAnimState = LS_JUMP_ROLL_180;
return;
}
if (TrInput & IN_WALK &&
info->gunStatus == LG_HANDS_FREE)
{
item->goalAnimState = LS_SWAN_DIVE_START;
return;
}
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_JUMP_FORWARD (3)
// Control: lara_as_jump_forward()
void lara_col_jump_forward(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->moveAngle = (item->speed > 0) ? item->pos.yRot : item->pos.yRot + ANGLE(180.0f);
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (item->speed < 0)
info->moveAngle = item->pos.yRot;
if (TestLaraLand(item, coll))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else if (TrInput & IN_FORWARD && !(TrInput & IN_WALK) &&
info->waterStatus != LW_WADE) [[likely]]
{
item->goalAnimState = LS_RUN_FORWARD;
}
else
item->goalAnimState = LS_IDLE;
// TODO: It's still possible to achieve a softlock.
DoLaraLand(item, coll);
}
}
// State: LS_FREEFALL (9)
// Collision: lara_col_freefall()
void lara_as_freefall(ITEM_INFO* item, COLL_INFO* coll)
{
item->speed = item->speed * 0.95f;
if (item->fallspeed == LARA_FREEFALL_SCREAM_SPEED &&
item->hitPoints > 0)
{
SoundEffect(SFX_TR4_LARA_FALL, &item->pos, 0);
}
item->goalAnimState = LS_FREEFALL;
}
// State: LS_FREEFALL (9)
// Control: lara_as_freefall()
void lara_col_freefall(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
item->gravityStatus = true;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraSlideEdgeJump(item, coll);
if (TestLaraLand(item, coll))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
StopSoundEffect(SFX_TR4_LARA_FALL);
DoLaraLand(item, coll);
}
}
// State: LS_REACH (11)
// Collision: lara_col_reach()
void lara_as_reach(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
Camera.targetAngle = ANGLE(85.0f);
if (item->hitPoints <= 0)
return;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX / 2)
info->turnRate = -LARA_JUMP_TURN_MAX / 2;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX / 2)
info->turnRate = LARA_JUMP_TURN_MAX / 2;
}
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
item->goalAnimState = LS_REACH;
}
// State: LS_REACH (11)
// Control: lara_as_reach()
void lara_col_reach(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
if (info->ropePtr == -1)
item->gravityStatus = true;
info->moveAngle = item->pos.yRot;
// HACK: height is altered according to fallspeed to fix "issues" with physically impossible
// 6-click high ceiling running jumps. While TEN model is physically correct, original engines
// allowed certain margin of deflection due to bug caused by hacky inclusion of headroom in coll checks.
coll->Setup.Height = item->fallspeed > 0 ? LARA_HEIGHT_REACH : LARA_HEIGHT;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = 0;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
coll->Setup.Radius = coll->Setup.Radius * 1.2f;
coll->Setup.Mode = COLL_PROBE_MODE::FREE_FORWARD;
GetCollisionInfo(coll, item);
if (TestLaraHangJump(item, coll))
return;
LaraSlideEdgeJump(item, coll);
GetCollisionInfo(coll, item);
ShiftItem(item, coll);
if (TestLaraLand(item, coll))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
DoLaraLand(item, coll);
}
}
// TODO: Unused? Naming is also completely mismatched; enum calls it LS_GRAB_TO_FALL.
void lara_col_land(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 14*/
/*state code: lara_void_func*/
lara_col_idle(item, coll);
}
// State: LS_JUMP_PREPARE (15)
// Collision: lara_col_jump_prepare()
void lara_as_jump_prepare(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
if (item->hitPoints <= 0)
{
item->goalAnimState = LS_IDLE;
return;
}
if (TrInput & IN_LEFT &&
TrInput & (IN_FORWARD | IN_BACK))
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_SLOW_TURN_MAX)
info->turnRate = -LARA_SLOW_TURN_MAX;
}
else if (TrInput & IN_RIGHT &&
TrInput & (IN_FORWARD | IN_BACK))
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_SLOW_TURN_MAX)
info->turnRate = LARA_SLOW_TURN_MAX;
}
// JUMP key repressed without directional key; cancel directional jump lock.
if (DbInput & IN_JUMP && !(TrInput & IN_DIRECTION))
{
if (TestLaraJumpUp(item, coll))
{
item->goalAnimState = LS_JUMP_UP;
info->jumpDirection = LaraJumpDirection::Up;
}
else
{
item->goalAnimState = LS_IDLE;
info->jumpDirection = LaraJumpDirection::None;
}
return;
}
if ((TrInput & IN_FORWARD ||
!(TrInput & IN_DIRECTION) && info->jumpDirection == LaraJumpDirection::Forward) &&
TestLaraJumpForward(item, coll))
{
item->goalAnimState = LS_JUMP_FORWARD;
info->jumpDirection = LaraJumpDirection::Forward;
return;
}
else if ((TrInput & IN_BACK ||
!(TrInput & IN_DIRECTION) && info->jumpDirection == LaraJumpDirection::Back) &&
TestLaraJumpBack(item, coll))
{
item->goalAnimState = LS_JUMP_BACK;
info->jumpDirection = LaraJumpDirection::Back;
return;
}
if ((TrInput & IN_LEFT ||
!(TrInput & IN_DIRECTION) && info->jumpDirection == LaraJumpDirection::Left) &&
TestLaraJumpLeft(item, coll))
{
item->goalAnimState = LS_JUMP_LEFT;
info->jumpDirection = LaraJumpDirection::Left;
return;
}
else if ((TrInput & IN_RIGHT ||
!(TrInput & IN_DIRECTION) && info->jumpDirection == LaraJumpDirection::Right) &&
TestLaraJumpRight(item, coll))
{
item->goalAnimState = LS_JUMP_RIGHT;
info->jumpDirection = LaraJumpDirection::Right;
return;
}
// No directional key pressed and no directional lock; commit to jump up.
if (TestLaraJumpUp(item, coll))
{
item->goalAnimState = LS_JUMP_UP;
info->jumpDirection = LaraJumpDirection::Up;
return;
}
item->goalAnimState = LS_IDLE;
info->jumpDirection = LaraJumpDirection::None;
}
// State: LS_JUMP_PREPARE (15)
// Collision: lara_as_jump_prepare()
void lara_col_jump_prepare(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
item->gravityStatus = false;
item->fallspeed = 0;
info->moveAngle = item->pos.yRot;
switch (info->jumpDirection)
{
case LaraJumpDirection::Back:
info->moveAngle += ANGLE(180.0f);
break;
case LaraJumpDirection::Left:
info->moveAngle -= ANGLE(90.0f);
break;
case LaraJumpDirection::Right:
info->moveAngle += ANGLE(90.0f);
break;
default:
break;
}
coll->Setup.BadHeightDown = TestLaraSwamp(item) ? NO_BAD_POS : STEPUP_HEIGHT;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = 0;
coll->Setup.SlopesArePits = TestLaraSwamp(item) ? false : true;
coll->Setup.SlopesAreWalls = TestLaraSwamp(item) ? false : true;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_JUMP_BACK (25)
// Collision: lara_col_jump_back()
void lara_as_jump_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
Camera.targetAngle = ANGLE(135.0f);
if (item->hitPoints <= 0)
return;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX / 2)
info->turnRate = -LARA_JUMP_TURN_MAX / 2;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX / 2)
info->turnRate = LARA_JUMP_TURN_MAX / 2;
}
if (TrInput & (IN_ROLL | IN_FORWARD))
{
item->goalAnimState = LS_JUMP_ROLL_180;
return;
}
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_JUMP_BACK (25)
// Control: lara_as_jump_back()
void lara_col_jump_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraJumpCollision(item, coll, item->pos.yRot + ANGLE(180.0f));
}
// State: LS_JUMP_RIGHT (26)
// Collision: lara_col_jump_right()
void lara_as_jump_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
if (item->hitPoints <= 0)
return;
if (TestLaraLand(item, coll))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
return;
}
// TODO: Core appears to have planned this feature. Add an animation to make it possible.
/*if (TrInput & (IN_ROLL | IN_LEFT))
{
item->goalAnimState = LS_JUMP_ROLL_180;
return;
}*/
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_JUMP_RIGHT (26)
// Control: lara_as_jump_right()
void lara_col_jump_right(ITEM_INFO* item, COLL_INFO* coll)
{
LaraJumpCollision(item, coll, item->pos.yRot + ANGLE(90.0f));
}
// State: LS_JUMP_LEFT (27)
// Collision: lara_as_jump_left()
void lara_as_jump_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
if (item->hitPoints <= 0)
return;
// TODO: Core appears to have planned this feature. Add an animation to make it possible.
/*if (TrInput & (IN_ROLL | IN_RIGHT))
{
item->goalAnimState = LS_JUMP_ROLL_180;
return;
}*/
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_JUMP_LEFT (27)
// Control: lara_as_jump_left()
void lara_col_jump_left(ITEM_INFO* item, COLL_INFO* coll)
{
LaraJumpCollision(item, coll, item->pos.yRot - ANGLE(90.0f));
}
// State: LS_JUMP_UP (27)
// Collision: lara_col_jump_up()
void lara_as_jump_up(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->look = false;
if (item->hitPoints <= 0)
return;
if (TrInput & IN_FORWARD)
{
item->speed += 2;
if (item->speed > 5)
item->speed = 5;
item->pos.xRot -= std::min((short)(LARA_LEAN_RATE / 3), (short)(abs(ANGLE(item->speed) - item->pos.xRot) / 3)) * 1;
info->headXrot -= (ANGLE(5.0f) - item->pos.zRot) / 3;
}
else if (TrInput & IN_BACK)
{
item->speed -= 2;
if (item->speed < -5)
item->speed = -5;
item->pos.xRot += std::min((short)(LARA_LEAN_RATE / 3), (short)(abs(ANGLE(item->speed) - item->pos.xRot) / 3)) * 1;
info->headYrot += (ANGLE(10.0f) - item->pos.zRot) / 3;
}
else
item->speed = item->speed <= 0 ? -2 : 2;
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_JUMP_UP (28)
// Control: lara_as_jump_up()
void lara_col_jump_up(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->moveAngle = item->pos.yRot;
coll->Setup.Height = LARA_HEIGHT_STRETCH;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = (item->speed >= 0) ? info->moveAngle : info->moveAngle + ANGLE(180.0f);
coll->Setup.Mode = COLL_PROBE_MODE::FREE_FORWARD;
GetCollisionInfo(coll, item);
if (TestLaraHangJumpUp(item, coll))
return;
if (coll->CollisionType == CT_CLAMP ||
coll->CollisionType == CT_TOP ||
coll->CollisionType == CT_TOP_FRONT)
{
item->fallspeed = 1;
}
ShiftItem(item, coll);
if (TestLaraLand(item, coll))
{
item->goalAnimState = LS_IDLE;
DoLaraLand(item, coll);
}
}
// State: LS_FALL_BACK (29)
// Collision: lara_col_fall_back()
void lara_as_fall_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
if (item->hitPoints <= 0)
return;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX / 2)
info->turnRate = -LARA_JUMP_TURN_MAX / 2;
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX / 2)
info->turnRate = LARA_JUMP_TURN_MAX / 2;
}
if (TrInput & IN_ACTION &&
info->gunStatus == LG_HANDS_FREE)
{
item->goalAnimState = LS_REACH;
return;
}
if (item->fallspeed >= LARA_FREEFALL_SPEED)
{
item->goalAnimState = LS_FREEFALL;
return;
}
}
// State: LS_FALL_BACK (29)
// Collision: lara_col_fall_back()
void lara_col_fall_back(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->moveAngle = item->pos.yRot + ANGLE(180.0f);
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (TestLaraLand(item, coll))
{
if (LaraLandedBad(item, coll))
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
DoLaraLand(item, coll);
}
}
// State: LS_SWAN_DIVE_START (52)
// Collision: lara_col_swan_dive()
void lara_as_swan_dive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->gunStatus = LG_HANDS_BUSY;
info->look = false;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_LEFT)
{
info->turnRate -= LARA_TURN_RATE;
if (info->turnRate < -LARA_JUMP_TURN_MAX)
info->turnRate = -LARA_JUMP_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
else if (TrInput & IN_RIGHT)
{
info->turnRate += LARA_TURN_RATE;
if (info->turnRate > LARA_JUMP_TURN_MAX)
info->turnRate = LARA_JUMP_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
if (item->fallspeed >= LARA_FREEFALL_SPEED && item->goalAnimState != LS_FREEFALL_DIVE)
item->goalAnimState = LS_SWAN_DIVE_END;
}
// State: LS_SWAN_DIVE_START (52)
// Control: lara_as_swan_dive()
void lara_col_swan_dive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
auto bounds = GetBoundsAccurate(item);
auto realHeight = bounds->Y2 - bounds->Y1;
info->moveAngle = item->pos.yRot;
info->keepLow = TestLaraKeepLow(item, coll);
coll->Setup.Height = std::max(LARA_HEIGHT_CRAWL, (int)(realHeight * 0.7f));
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
if (LaraDeflectEdgeJump(item, coll))
info->gunStatus = LG_HANDS_FREE;
if (coll->Middle.Floor <= 0 && item->fallspeed > 0)
{
auto probe = GetCollisionResult(item, coll->Setup.ForwardAngle, coll->Setup.Radius, -coll->Setup.Height);
if (TestLaraSlide(item, coll))
SetLaraSlideState(item, coll);
else if (info->keepLow ||
abs(probe.Position.Ceiling - probe.Position.Floor) < LARA_HEIGHT &&
g_GameFlow->Animations.CrawlspaceSwandive)
{
SetAnimation(item, LA_SPRINT_TO_CROUCH_LEFT, 10);
if (!info->keepLow) // HACK: If Lara landed on the edge, shift forward to avoid standing up or falling out.
MoveItem(item, coll->Setup.ForwardAngle, STEP_SIZE / 2);
}
else [[likely]]
SetAnimation(item, LA_SWANDIVE_ROLL, 0);
item->fallspeed = 0;
item->gravityStatus = false;
info->gunStatus = LG_HANDS_FREE;
LaraSnapToHeight(item, coll);
}
}
// State: LS_FREEFALL_DIVE (53)
// Collision: lara_col_freefall_dive()
void lara_as_freefall_dive(ITEM_INFO* item, COLL_INFO* coll)
{
item->speed = item->speed * 0.95f;
coll->Setup.EnableObjectPush = true;
coll->Setup.EnableSpaz = false;
if (TrInput & IN_ROLL &&
item->goalAnimState == LS_SWAN_DIVE_END)
{
item->goalAnimState = LS_JUMP_ROLL_180;
return;
}
}
// State: LS_FREEFALL_DIVE (53)
// Control: lara_as_freefall_dive()
void lara_col_freefall_dive(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->data;
info->moveAngle = item->pos.yRot;
coll->Setup.BadHeightDown = NO_BAD_POS;
coll->Setup.BadHeightUp = -STEPUP_HEIGHT;
coll->Setup.BadCeilingHeight = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->moveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (TestLaraLand(item, coll))
{
if (item->fallspeed >= LARA_FREEFALL_DIVE_DEATH_SPEED)
item->goalAnimState = LS_DEATH;
else
item->goalAnimState = LS_IDLE;
DoLaraLand(item, coll);
}
}