TombEngine/TR5Main/Game/Lara/lara_helpers.cpp

86 lines
No EOL
2.4 KiB
C++

#include "framework.h"
#include "collide.h"
#include "items.h"
#include "level.h"
#include "lara.h"
bool IsStandingWeapon(LARA_WEAPON_TYPE gunType)
{
if (gunType == WEAPON_SHOTGUN
|| gunType == WEAPON_HK
|| gunType == WEAPON_CROSSBOW
|| gunType == WEAPON_TORCH
|| gunType == WEAPON_GRENADE_LAUNCHER
|| gunType == WEAPON_HARPOON_GUN
|| gunType == WEAPON_ROCKET_LAUNCHER
|| gunType == WEAPON_SNOWMOBILE)
{
return true;
}
return false;
}
// 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;
}
// 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;
}
}