TombEngine/TR5Main/Game/Lara/lara_objects.cpp

1160 lines
27 KiB
C++

#include "framework.h"
#include "Game/Lara/lara_objects.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/control/control.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_tests.h"
#include "Objects/Generic/Object/rope.h"
#include "Sound/sound.h"
#include "Specific/input.h"
#include "Specific/level.h"
using namespace TEN::Entities::Generic;
// -----------------------------------
// MISCELLANEOUS INTERACTABLE OBJECTS
// State Control & Collision Functions
// -----------------------------------
// ------
// PICKUP
// ------
void lara_as_pickup(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 39, 98*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = -ANGLE(130.0f);
Camera.targetElevation = -ANGLE(15.0f);
Camera.targetDistance = WALL_SIZE;
if (TestLastFrame(item))
item->TargetState = GetNextAnimState(item);
}
void lara_as_pickupflare(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 67*/
/*collison: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = ANGLE(130.0f);
Camera.targetElevation = -ANGLE(15.0f);
Camera.targetDistance = WALL_SIZE;
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd - 1)
info->gunStatus = LG_HANDS_FREE;
}
// ------
// SWITCH
// ------
void lara_as_switchon(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*states 40, 126*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = ANGLE(80.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.targetDistance = WALL_SIZE;
Camera.speed = 6;
}
void lara_as_switchoff(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 41*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = ANGLE(80.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.targetDistance = WALL_SIZE;
Camera.speed = 6;
}
void lara_col_turnswitch(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 95*/
/*state code: lara_as_controlled_no_look*/
if (coll->Setup.OldPosition.x != item->Position.xPos || coll->Setup.OldPosition.z != item->Position.zPos)
{
if (item->AnimNumber == LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_CONTINUE)
{
item->Position.yRot -= ANGLE(90.0f);
item->AnimNumber = LA_TURNSWITCH_PUSH_COUNTER_CLOCKWISE_END;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
}
if (item->AnimNumber == LA_TURNSWITCH_PUSH_CLOCKWISE_CONTINUE)
{
item->Position.yRot += ANGLE(90.0f);
item->AnimNumber = LA_TURNSWITCH_PUSH_CLOCKWISE_END;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
}
}
}
// ----------
// RECEPTACLE
// ----------
void lara_as_usekey(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 42*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = -ANGLE(80.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.targetDistance = WALL_SIZE;
}
void lara_as_usepuzzle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 43*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = -ANGLE(80.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.targetDistance = WALL_SIZE;
if (TestLastFrame(item))
{
if (item->ItemFlags[0])
{
item->AnimNumber = item->ItemFlags[0];
item->ActiveState = LS_MISC_CONTROL;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
}
}
}
// --------
// PUSHABLE
// --------
void lara_as_pushblock(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 36*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.flags = CF_FOLLOW_CENTER;
Camera.targetAngle = ANGLE(35.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.laraNode = LM_TORSO;
}
void lara_as_pullblock(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 37*/
/*collision: lara_default_col*/
info->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.flags = CF_FOLLOW_CENTER;
Camera.targetAngle = ANGLE(35.0f);
Camera.targetElevation = -ANGLE(25.0f);
Camera.laraNode = LM_TORSO;
}
void lara_as_ppready(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 38*/
/*collision: lara_default_col*/
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
Camera.targetAngle = ANGLE(75.0f);
if (!(TrInput & IN_ACTION))
item->TargetState = LS_IDLE;
}
// ------
// PULLEY
// ------
void lara_as_pulley(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 104*/
/*collision: lara_default_col*/
LaraInfo*& info = item->Data;
ITEM_INFO* pulley = &g_Level.Items[info->interactedItem];
info->Control.CanLook = false;
coll->Setup.EnableSpasm = false;
coll->Setup.EnableObjectPush = false;
if (TrInput & IN_ACTION && pulley->TriggerFlags)
item->TargetState = LS_PULLEY;
else
item->TargetState = LS_IDLE;
if (item->AnimNumber == LA_PULLEY_PULL &&
item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase + 44)
{
if (pulley->TriggerFlags)
{
if (!pulley->ItemFlags[1])
{
pulley->TriggerFlags--;
if (pulley->TriggerFlags)
{
if (pulley->ItemFlags[2])
{
pulley->ItemFlags[2] = 0;
pulley->Status = ITEM_DEACTIVATED;
}
}
else
{
pulley->Status = ITEM_DEACTIVATED;
pulley->ItemFlags[2] = 1;
if (pulley->ItemFlags[3] >= 0)
pulley->TriggerFlags = abs(pulley->ItemFlags[3]);
else
pulley->ItemFlags[0] = 1;
}
}
}
}
if (item->AnimNumber == LA_PULLEY_RELEASE &&
item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd - 1)
{
info->gunStatus = LG_HANDS_FREE;
}
}
// --------------
// HORIZONTAL BAR
// --------------
void lara_as_parallelbars(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 128*/
/*collision: lara_default_col*/
if (!(TrInput & IN_ACTION) || TrInput & IN_JUMP)
item->TargetState = LS_BARS_JUMP;
}
void lara_as_pbleapoff(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 129*/
/*collision: lara_default_col*/
ITEM_INFO* barItem = &g_Level.Items[Lara.interactedItem];
item->Airborne = true;
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameBase)
{
int dist;
if (item->Position.yRot == barItem->Position.yRot)
dist = barItem->TriggerFlags / 100 - 2;
else
dist = barItem->TriggerFlags % 100 - 2;
item->VerticalVelocity = -(20 * dist + 64);
item->Velocity = 20 * dist + 58;
}
if (TestLastFrame(item))
{
SetAnimation(item, LA_REACH);
item->Position.xPos += 700 * phd_sin(item->Position.yRot);
item->Position.yPos -= 361;
item->Position.zPos += 700 * phd_cos(item->Position.yRot);
}
}
// ---------
// TIGHTROPE
// ---------
#ifdef NEW_TIGHTROPE
void lara_trbalance_mesh(ITEM_INFO* item)
{
LaraInfo*& info = item->Data;
item->Position.zRot = info->tightrope.balance / 4;
info->Control.ExtraTorsoRot.zRot = -info->tightrope.balance;
}
void lara_trbalance_regen(ITEM_INFO* item)
{
LaraInfo*& info = item->Data;
if (info->tightrope.timeOnTightrope <= 32)
info->tightrope.timeOnTightrope = 0;
else
info->tightrope.timeOnTightrope -= 32;
if (info->tightrope.balance > 0)
{
if (info->tightrope.balance <= ANGLE(0.75f))
info->tightrope.balance = 0;
else
info->tightrope.balance -= ANGLE(0.75f);
}
if (info->tightrope.balance < 0)
{
if (info->tightrope.balance >= -ANGLE(0.75f))
info->tightrope.balance = 0;
else
info->tightrope.balance += ANGLE(0.75f);
}
}
void lara_trbalance(ITEM_INFO* item)
{
LaraInfo*& info = item->Data;
const int factor = ((info->tightrope.timeOnTightrope >> 7) & 0xFF) * 128;
if (TrInput & IN_LEFT)
info->tightrope.balance += ANGLE(1.4f);
if (TrInput & IN_RIGHT)
info->tightrope.balance -= ANGLE(1.4f);
if (info->tightrope.balance < 0)
{
info->tightrope.balance -= factor;
if (info->tightrope.balance <= -ANGLE(45.0f))
info->tightrope.balance = ANGLE(45.0f);
}
else if (info->tightrope.balance > 0)
{
info->tightrope.balance += factor;
if (info->tightrope.balance >= ANGLE(45.0f))
info->tightrope.balance = ANGLE(45.0f);
}
else
info->tightrope.balance = GetRandomControl() & 1 ? -1 : 1;
}
void lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll)
{
if (TrInput & IN_LOOK)
LookUpDown();
lara_trbalance_regen(item);
lara_trbalance_mesh(item);
if (TrInput & IN_FORWARD)
item->TargetState = LS_TIGHTROPE_FORWARD;
else if (TrInput & (IN_ROLL | IN_BACK))
{
if (item->AnimNumber == LA_TIGHTROPE_IDLE)
{
item->ActiveState = LS_TIGHTROPE_TURN_180;
item->AnimNumber = LA_TIGHTROPE_TURN_180;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
}
}
}
void lara_as_trexit(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
lara_trbalance_regen(item);
lara_trbalance_mesh(item);
if (item->AnimNumber == LA_TIGHTROPE_END &&
TestLastFrame(item))
{
info->Control.ExtraTorsoRot.zRot = 0;
item->Position.zRot = 0;
}
}
void lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
auto probe = GetCollisionResult(item);
if (probe.Position.Floor == item->Position.yPos &&
info->tightrope.canGoOff)
{
lara_trbalance_regen(item);
item->TargetState = LS_TIGHTROPE_EXIT;
}
if (item->TargetState != LS_TIGHTROPE_EXIT &&
(TrInput & (IN_BACK | IN_ROLL) || !(TrInput & IN_FORWARD)))
{
item->TargetState = LS_TIGHTROPE_IDLE;
}
info->tightrope.timeOnTightrope++;
lara_trbalance(item);
lara_trbalance_mesh(item);
if (info->tightrope.balance >= 8000)
SetAnimation(item, LA_TIGHTROPE_FALL_RIGHT);
else if (info->tightrope.balance <= -8000)
SetAnimation(item, LA_TIGHTROPE_FALL_LEFT);
}
void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 122, 123*/
/*collision: lara_default_col*/
lara_trbalance_regen(item);
lara_trbalance_mesh(item);
if (TestLastFrame(item))
{
PHD_VECTOR pos{ 0, 75, 0 };
GetLaraJointPosition(&pos, LM_RFOOT);
item->Position.xPos = pos.x;
item->Position.yPos = pos.y;
item->Position.zPos = pos.z;
item->TargetState = LS_FREEFALL;
item->ActiveState = LS_FREEFALL;
item->AnimNumber = LA_FREEFALL;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
item->VerticalVelocity = 81;
Camera.targetspeed = 16;
}
}
#else
void lara_as_trpose(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 119*/
/*collision: lara_default_col*/
if (TrInput & IN_LOOK)
LookUpDown();
GetTighRopeFallOff(127);
if (LaraItem->ActiveState != LS_TIGHTROPE_UNBALANCE_LEFT)
{
if (Lara.tightRopeFall)
{
if (GetRandomControl() & 1)
item->TargetState = LS_TIGHTROPE_UNBALANCE_RIGHT;
else
item->TargetState = LS_TIGHTROPE_UNBALANCE_LEFT;
}
else
{
if (TrInput & IN_FORWARD)
item->TargetState = LS_TIGHTROPE_FORWARD;
else if (TrInput & (IN_ROLL | IN_BACK))
{
if (item->AnimNumber == LA_TIGHTROPE_IDLE)
{
item->ActiveState = LS_TIGHTROPE_TURN_180;
item->AnimNumber = LA_TIGHTROPE_TURN_180;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
GetTighRopeFallOff(1);
}
}
}
}
}
void lara_as_trwalk(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 121*/
/*collision: lara_default_col*/
if (Lara.tightRopeOnCount)
Lara.tightRopeOnCount--;
else if (Lara.tightRopeOff)
{
short roomNumber = item->RoomNumber;
if (GetFloorHeight(GetFloor(item->Position.xPos, item->Position.yPos, item->Position.zPos, &roomNumber),
item->Position.xPos, item->Position.yPos, item->Position.zPos) == item->Position.yPos)
{
Lara.tightRopeOff = 0;
item->TargetState = LS_TIGHTROPE_EXIT;
}
}
else
GetTighRopeFallOff(127);
if (item->ActiveState != LS_TIGHTROPE_UNBALANCE_LEFT)
{
if (TrInput & IN_LOOK)
LookUpDown();
if ((Lara.tightRopeFall || (TrInput & (IN_BACK | IN_ROLL) || !(TrInput & IN_FORWARD)) && !Lara.tightRopeOnCount && !Lara.tightRopeOff) &&
item->TargetState != LS_TIGHTROPE_EXIT)
{
item->TargetState = LS_TIGHTROPE_IDLE;
}
}
}
void lara_as_trfall(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 122, 123*/
/*collision: lara_default_col*/
if (item->AnimNumber == LA_TIGHTROPE_FALL_LEFT || item->AnimNumber == LA_TIGHTROPE_FALL_RIGHT)
{
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd)
{
PHD_VECTOR pos;
pos.x = 0;
pos.y = 0;
pos.z = 0;
GetLaraJointPosition(&pos, LM_RFOOT);
item->Position.xPos = pos.x;
item->Position.yPos = pos.y + 75;
item->Position.zPos = pos.z;
item->TargetState = LS_FREEFALL;
item->ActiveState = LS_FREEFALL;
item->AnimNumber = LA_FREEFALL;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
item->VerticalVelocity = 81;
Camera.targetspeed = 16;
}
}
else
{
int undoInp, wrongInput;
int undoAnim, undoFrame;
if (Lara.tightRopeOnCount > 0)
Lara.tightRopeOnCount--;
if (item->AnimNumber == LA_TIGHTROPE_UNBALANCE_LEFT)
{
undoInp = IN_RIGHT;
wrongInput = IN_LEFT;
undoAnim = LA_TIGHTROPE_RECOVER_LEFT;
}
else if (item->AnimNumber == LA_TIGHTROPE_UNBALANCE_RIGHT)
{
undoInp = IN_LEFT;
wrongInput = IN_RIGHT;
undoAnim = LA_TIGHTROPE_RECOVER_RIGHT;
}
else
return;
undoFrame = g_Level.Anims[item->AnimNumber].frameEnd + g_Level.Anims[undoAnim].frameBase - item->FrameNumber;
if (TrInput & undoInp && Lara.tightRopeOnCount == 0)
{
item->ActiveState = LS_TIGHTROPE_RECOVER_BALANCE;
item->TargetState = LS_TIGHTROPE_IDLE;
item->AnimNumber = undoAnim;
item->FrameNumber = undoFrame;
Lara.tightRopeFall--;
}
else
{
if (TrInput & wrongInput)
{
if (Lara.tightRopeOnCount < 10)
Lara.tightRopeOnCount += (GetRandomControl() & 3) + 2;
}
}
}
}
#endif
// ----
// ROPE
// ----
void lara_as_ropel(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 90*/
/*collision: lara_void_func*/
if (TrInput & IN_ACTION)
{
if (TrInput & IN_LEFT)
Lara.Control.RopeControl.Y += ANGLE(1.4f);
else
item->TargetState = LS_ROPE_IDLE;
}
else
FallFromRope(item);
}
void lara_as_roper(ITEM_INFO* item, COLL_INFO* coll)
{
if (TrInput & IN_ACTION)
{
if (TrInput & IN_RIGHT)
Lara.Control.RopeControl.Y -= ANGLE(1.4f);
else
item->TargetState = LS_ROPE_IDLE;
}
else
FallFromRope(item);
}
void lara_as_rope(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 111, 114, 115*/
/*collison: lara_col_rope(111), lara_col_ropefwd(114, 115)*/
if (!(TrInput & IN_ACTION))
FallFromRope(item);
if (TrInput & IN_LOOK)
LookUpDown();
}
void lara_col_rope(ITEM_INFO* item, COLL_INFO* coll)
{
/*state: 111*/
/*state code: lara_as_rope*/
if (TrInput & IN_ACTION)
{
UpdateRopeSwing(item);
if (TrInput & IN_SPRINT)
{
Lara.Control.RopeControl.DFrame = (g_Level.Anims[LA_ROPE_SWING].frameBase + 32) << 8;
Lara.Control.RopeControl.Frame = Lara.Control.RopeControl.DFrame;
item->TargetState = LS_ROPE_SWING;
}
else if (TrInput & IN_FORWARD && Lara.Control.RopeControl.Segment > 4)
item->TargetState = LS_ROPE_UP;
else if (TrInput & IN_BACK && Lara.Control.RopeControl.Segment < 21)
{
item->TargetState = LS_ROPE_DOWN;
Lara.Control.RopeControl.Flag = 0;
Lara.Control.RopeControl.Count = 0;
}
else if (TrInput & IN_LEFT)
item->TargetState = LS_ROPE_TURN_CLOCKWISE;
else if (TrInput & IN_RIGHT)
item->TargetState = LS_ROPE_TURN_COUNTER_CLOCKWISE;
}
else
FallFromRope(item);
}
void lara_col_ropefwd(ITEM_INFO* item, COLL_INFO* coll)
{
/*states 114, 115*/
/*state code: lara_as_rope(for both)*/
Camera.targetDistance = SECTOR(2);
UpdateRopeSwing(item);
if (item->AnimNumber == LA_ROPE_SWING)
{
if (TrInput & IN_SPRINT)
{
int vel;
if (abs(Lara.Control.RopeControl.LastX) < 9000)
vel = 192 * (9000 - abs(Lara.Control.RopeControl.LastX)) / 9000;
else
vel = 0;
ApplyVelocityToRope(Lara.Control.RopeControl.Segment - 2,
item->Position.yRot + (Lara.Control.RopeControl.Direction ? ANGLE(0.0f) : ANGLE(180.0f)),
vel >> 5);
}
if (Lara.Control.RopeControl.Frame > Lara.Control.RopeControl.DFrame)
{
Lara.Control.RopeControl.Frame -= (unsigned short)Lara.Control.RopeControl.FrameRate;
if (Lara.Control.RopeControl.Frame < Lara.Control.RopeControl.DFrame)
Lara.Control.RopeControl.Frame = Lara.Control.RopeControl.DFrame;
}
else if (Lara.Control.RopeControl.Frame < Lara.Control.RopeControl.DFrame)
{
Lara.Control.RopeControl.Frame += (unsigned short)Lara.Control.RopeControl.FrameRate;
if (Lara.Control.RopeControl.Frame > Lara.Control.RopeControl.DFrame)
Lara.Control.RopeControl.Frame = Lara.Control.RopeControl.DFrame;
}
item->FrameNumber = Lara.Control.RopeControl.Frame >> 8;
if (!(TrInput & IN_SPRINT) &&
item->FrameNumber == g_Level.Anims[LA_ROPE_SWING].frameBase + 32 &&
Lara.Control.RopeControl.MaxXBackward < 6750 &&
Lara.Control.RopeControl.MaxXForward < 6750)
{
item->AnimNumber = LA_JUMP_UP_TO_ROPE_END;
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
item->ActiveState = LS_ROPE_IDLE;
item->TargetState = LS_ROPE_IDLE;
}
if (TrInput & IN_JUMP)
JumpOffRope(item);
}
else if (item->FrameNumber == g_Level.Anims[LA_ROPE_IDLE_TO_SWING].frameBase + 15)
ApplyVelocityToRope(Lara.Control.RopeControl.Segment, item->Position.yRot, 128);
}
void lara_as_climbrope(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 112*/
/*collision: lara_void_func*/
if (TrInput & IN_ROLL)
FallFromRope(item);
else
{
Camera.targetAngle = ANGLE(30.0f);
if (g_Level.Anims[item->AnimNumber].frameEnd == item->FrameNumber)
{
item->FrameNumber = g_Level.Anims[item->AnimNumber].frameBase;
Lara.Control.RopeControl.Segment -= 2;
}
if (!(TrInput & IN_FORWARD) || Lara.Control.RopeControl.Segment <= 4)
item->TargetState = LS_ROPE_IDLE;
}
}
void lara_as_climbroped(ITEM_INFO* item, COLL_INFO* coll)
{
/*state 113*/
/*collision: lara_void_func*/
LaraClimbRope(item, coll);
}
// -------------
// VERTICAL POLE
// -------------
// State: LS_POLE_IDLE (99)
// Collision: lara_col_pole_idle()
void lara_as_pole_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableSpasm = false;
coll->Setup.EnableObjectPush = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_FREEFALL; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
if (item->ActiveState == LA_POLE_IDLE) // Hack.
{
if (TrInput & IN_LEFT)
{
info->Control.TurnRate += LARA_POLE_TURN_RATE;
if (info->Control.TurnRate > LARA_POLE_TURN_MAX)
info->Control.TurnRate = LARA_POLE_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
info->Control.TurnRate -= LARA_POLE_TURN_RATE;
if (info->Control.TurnRate < -LARA_POLE_TURN_MAX)
info->Control.TurnRate = -LARA_POLE_TURN_MAX;
}
}
// TODO: Add forward jump.
if (TrInput & IN_JUMP)
{
item->TargetState = LS_JUMP_BACK;
return;
}
if (TrInput & IN_FORWARD && TestLaraPoleUp(item, coll))
{
item->TargetState = LS_POLE_UP;
return;
}
else if (TrInput & IN_BACK && TestLaraPoleDown(item, coll))
{
item->TargetState = LS_POLE_DOWN;
item->ItemFlags[2] = 0; // Doesn't seem necessary?
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_POLE_TURN_CLOCKWISE;
return;
}
else if (TrInput & IN_RIGHT)
{
item->TargetState = LS_POLE_TURN_COUNTER_CLOCKWISE;
return;
}
item->TargetState = LS_POLE_IDLE;
return;
}
GetCollisionInfo(coll, item); // HACK: Lara may step off poles in mid-air upon reload without this.
if (coll->Middle.Floor <= 0 &&
item->AnimNumber != LA_POLE_JUMP_BACK) // Hack.
{
item->TargetState = LS_IDLE;
return;
}
else if (item->AnimNumber == LA_POLE_IDLE)
{
item->TargetState = LS_FREEFALL;
// TODO: This shouldn't be required, but the set position command doesn't move Lara correctly.
item->Position.xPos -= phd_sin(item->Position.yRot) * 64;
item->Position.zPos -= phd_cos(item->Position.yRot) * 64;
}
}
// State: LS_POLE_IDLE (99)
// Control: lara_as_pole_idle()
void lara_col_pole_idle(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
info->Control.MoveAngle = item->Position.yRot;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = BAD_JUMP_CEILING;
coll->Setup.ForwardAngle = info->Control.MoveAngle;
coll->Setup.Radius = LARA_RAD;
coll->Setup.FloorSlopeIsWall = true;
GetCollisionInfo(coll, item);
// TODO: There's a visible snap if Lara hits the ground at a high velocity.
if (coll->Middle.Floor < 0)
item->Position.yPos += coll->Middle.Floor;
}
// State: LS_POLE_UP (100)
// Collision: lara_col_pole_up()
void lara_as_pole_up(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_ACTION)
{
if (TrInput & IN_LEFT)
{
info->Control.TurnRate += LARA_POLE_TURN_RATE;
if (info->Control.TurnRate > LARA_POLE_TURN_MAX)
info->Control.TurnRate = LARA_POLE_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
info->Control.TurnRate -= LARA_POLE_TURN_RATE;
if (info->Control.TurnRate < -LARA_POLE_TURN_MAX)
info->Control.TurnRate = -LARA_POLE_TURN_MAX;
}
if (TrInput & IN_JUMP)
{
item->TargetState = LS_POLE_IDLE;
return;
}
if (TrInput & IN_FORWARD && TestLaraPoleUp(item, coll))
{
item->TargetState = LS_POLE_UP;
return;
}
item->TargetState = LS_POLE_IDLE;
return;
}
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to freefall?
}
// State: LS_POLE_UP (100)
// Control: lara_as_pole_up()
void lara_col_pole_up(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_pole_idle(item, coll);
}
// State: LS_POLE_DOWN (101)
// Collision: lara_col_pole_down()
void lara_as_pole_down(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableSpasm = false;
coll->Setup.EnableObjectPush = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
// TODO: In WAD.
SoundEffect(SFX_TR4_LARA_POLE_LOOP, &item->Position, 0);
if (TrInput & IN_ACTION)
{
if (TrInput & IN_LEFT)
{
info->Control.TurnRate += LARA_POLE_TURN_RATE;
if (info->Control.TurnRate > LARA_POLE_TURN_MAX)
info->Control.TurnRate = LARA_POLE_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
info->Control.TurnRate -= LARA_POLE_TURN_RATE;
if (info->Control.TurnRate < -LARA_POLE_TURN_MAX)
info->Control.TurnRate = -LARA_POLE_TURN_MAX;
}
if (TrInput & IN_JUMP)
{
item->TargetState = LS_POLE_IDLE;
return;
}
if (TrInput & IN_BACK && TestLaraPoleDown(item, coll))
{
item->TargetState = LS_POLE_DOWN;
return;
}
item->ItemFlags[2] = 0; // Vertical velocity.
item->TargetState = LS_POLE_IDLE;
return;
}
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to freefall?
}
// State: LS_POLE_DOWN (101)
// Control: lara_as_pole_down()
void lara_col_pole_down(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
info->Control.MoveAngle = item->Position.yRot;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = info->Control.MoveAngle;
coll->Setup.Radius = LARA_RAD;
GetCollisionInfo(coll, item);
// Translate Lara down.
if (item->AnimNumber == LA_POLE_DOWN_END)
item->ItemFlags[2] -= WALL_SIZE;
else
item->ItemFlags[2] += STEP_SIZE;
// Clamp speed.
if (item->ItemFlags[2] < 0)
item->ItemFlags[2] = 0;
else if (item->ItemFlags[2] > SHRT_MAX / 2)
item->ItemFlags[2] = SHRT_MAX / 2;
if (TestLaraPoleCollision(item, coll, false))
item->Position.yPos += item->ItemFlags[2] >> 8;
if (coll->Middle.Floor < 0)
item->Position.yPos += coll->Middle.Floor;
}
// State: LS_POLE_TURN_CLOCKWISE (102)
// Collision: lara_col_pole_turn_clockwise()
void lara_as_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
if (TrInput & IN_FORWARD && TestLaraPoleUp(item, coll))
{
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to climp up.
return;
}
else if (TrInput & IN_BACK && TestLaraPoleDown(item, coll))
{
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to climb down.
return;
}
if (TrInput & IN_LEFT)
{
info->Control.TurnRate += LARA_POLE_TURN_RATE;
if (info->Control.TurnRate > LARA_POLE_TURN_MAX)
info->Control.TurnRate = LARA_POLE_TURN_MAX;
item->TargetState = LS_POLE_TURN_CLOCKWISE;
return;
}
item->TargetState = LS_POLE_IDLE;
return;
}
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to freefall.
}
// State: LS_POLE_TURN_CLOCKWISE (102)
// Control: lara_as_pole_turn_clockwise()
void lara_col_pole_turn_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_pole_idle(item, coll);
}
// State: LS_POLE_TURN_COUNTER_CLOCKWISE (103)
// Collision: lara_col_pole_turn_counter_clockwise()
void lara_as_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_POLE_IDLE; // TODO: Death state dispatch.
return;
}
if (TrInput & IN_LOOK)
LookUpDown();
if (TrInput & IN_ACTION)
{
if (TrInput & IN_FORWARD && TestLaraPoleUp(item, coll))
{
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to climb up.
return;
}
else if (TrInput & IN_BACK && TestLaraPoleDown(item, coll))
{
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to climb down.
return;
}
if (TrInput & IN_RIGHT)
{
info->Control.TurnRate -= LARA_POLE_TURN_RATE;
if (info->Control.TurnRate < -LARA_POLE_TURN_MAX)
info->Control.TurnRate = -LARA_POLE_TURN_MAX;
item->TargetState = LS_POLE_TURN_COUNTER_CLOCKWISE;
return;
}
item->TargetState = LS_POLE_IDLE;
return;
}
item->TargetState = LS_POLE_IDLE; // TODO: Dispatch to freefall.
}
// State: LS_POLE_TURN_COUNTER_CLOCKWISE (103)
// Control: lara_col_pole_turn_counter_clockwise()
void lara_col_pole_turn_counter_clockwise(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_pole_idle(item, coll);
}
// --------
// ZIP-LINE
// --------
void lara_as_deathslide(ITEM_INFO* item, COLL_INFO* coll)
{
LaraInfo*& info = item->Data;
/*state 70*/
/*collision: lara_void_func*/
Camera.targetAngle = ANGLE(70.0f);
if (!(TrInput & IN_ACTION))
{
item->TargetState = LS_JUMP_FORWARD;
AnimateLara(item);
item->Airborne = true;
item->Velocity = 100;
item->VerticalVelocity = 40;
info->Control.MoveAngle = item->Position.yRot;
}
}