mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-02 09:47:58 +03:00
618 lines
16 KiB
C++
618 lines
16 KiB
C++
#include "framework.h"
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#include "Game/Lara/lara_helpers.h"
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#include "Game/collision/collide_room.h"
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#include "Game/control/control.h"
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#include "Game/items.h"
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#include "Game/Lara/lara.h"
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#include "Game/Lara/lara_collide.h"
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#include "Game/Lara/lara_fire.h"
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#include "Game/Lara/lara_tests.h"
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#include "Scripting/GameFlowScript.h"
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#include "Specific/input.h"
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#include "Specific/level.h"
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#include "Specific/setup.h"
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#include "Objects/TR2/Vehicles/skidoo.h"
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#include "Objects/TR3/Vehicles/biggun.h"
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#include "Objects/TR3/Vehicles/kayak.h"
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#include "Objects/TR3/Vehicles/minecart.h"
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#include "Objects/TR3/Vehicles/quad.h"
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#include "Objects/TR3/Vehicles/upv.h"
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#include "Objects/TR4/Vehicles/jeep.h"
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#include "Objects/TR4/Vehicles/motorbike.h"
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// -----------------------------
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// HELPER FUNCTIONS
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// For State Control & Collision
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// -----------------------------
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// TODO: Make lean rate proportional to the turn rate, allowing for nicer aesthetics with future analog stick input.
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void DoLaraLean(ITEM_INFO* item, COLL_INFO* coll, short maxAngle, short rate)
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{
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if (!item->Velocity)
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return;
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int sign = copysign(1, maxAngle);
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rate = abs(rate);
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if (coll->CollisionType == CT_LEFT || coll->CollisionType == CT_RIGHT)
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item->Position.zRot += std::min<short>(rate, abs((maxAngle * 3) / 5 - item->Position.zRot) / 3) * sign;
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else
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item->Position.zRot += std::min<short>(rate, abs(maxAngle - item->Position.zRot) / 3) * sign;
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}
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void ApproachLaraTargetAngle(ITEM_INFO* item, short targetAngle, float rate)
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{
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auto* lara = GetLaraInfo(item);
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if (!rate)
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{
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TENLog(std::string("ApproachLaraTargetAngle() attempted division by zero!"), LogLevel::Warning);
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return;
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}
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rate = abs(rate);
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if (abs((short)(targetAngle - item->Position.yRot)) > ANGLE(0.1f))
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item->Position.yRot += (short)(targetAngle - item->Position.yRot) / rate;
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else
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item->Position.yRot = targetAngle;
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}
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void EaseOutLaraHeight(ITEM_INFO* item, int height)
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{
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if (height == NO_HEIGHT)
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return;
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// Translate Lara to new height.
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// TODO: This approach may cause undesirable artefacts where an object pushes Lara rapidly up/down a slope or a platform rapidly ascends/descends.
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static constexpr int rate = 50;
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int threshold = std::max(abs(item->Velocity) / 3 * 2, CLICK(1) / 16);
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int sign = std::copysign(1, height);
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if (TestEnvironment(ENV_FLAG_SWAMP, item) && height > 0)
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item->Position.yPos += SWAMP_GRAVITY;
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else if (abs(height) > (STEPUP_HEIGHT / 2)) // Outer range.
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item->Position.yPos += rate * sign;
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else if (abs(height) <= (STEPUP_HEIGHT / 2) && // Inner range.
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abs(height) >= threshold)
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{
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item->Position.yPos += std::max<int>(abs(height / 2.75), threshold) * sign;
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}
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else
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item->Position.yPos += height;
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}
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// TODO: Some states can't make the most of this function due to missing step up/down animations.
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// Try implementing leg IK as a substitute to make step animations obsolete. @Sezz 2021.10.09
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void DoLaraStep(ITEM_INFO* item, COLL_INFO* coll)
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{
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if (!TestEnvironment(ENV_FLAG_SWAMP, item))
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{
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if (TestLaraStepUp(item, coll))
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{
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item->TargetState = LS_STEP_UP;
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if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
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{
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item->Position.yPos += coll->Middle.Floor;
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return;
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}
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}
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else if (TestLaraStepDown(item, coll))
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{
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item->TargetState = LS_STEP_DOWN;
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if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
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{
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item->Position.yPos += coll->Middle.Floor;
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return;
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}
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}
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}
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EaseOutLaraHeight(item, coll->Middle.Floor);
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}
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void DoLaraMonkeyStep(ITEM_INFO* item, COLL_INFO* coll)
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{
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EaseOutLaraHeight(item, coll->Middle.Ceiling);
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}
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// TODO: Doesn't always work on bridges.
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void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll)
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{
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coll->Setup.ForwardAngle = item->Position.yRot + ANGLE(180.0f);
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GetCollisionInfo(coll, item);
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SnapItemToLedge(item, coll);
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MoveItem(item, item->Position.yRot, -LARA_RAD_CRAWL);
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item->Position.yRot += ANGLE(180.0f);
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LaraResetGravityStatus(item, coll);
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}
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void DoLaraCrawlFlex(ITEM_INFO* item, COLL_INFO* coll, short maxAngle, short rate)
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{
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auto* lara = GetLaraInfo(item);
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if (!item->Velocity)
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return;
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int sign = copysign(1, maxAngle);
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rate = copysign(rate, maxAngle);
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lara->ExtraTorsoRot.zRot += std::min(abs(rate), abs(maxAngle - lara->ExtraTorsoRot.zRot) / 6) * sign;
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if (!(TrInput & IN_LOOK) &&
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item->ActiveState != LS_CRAWL_BACK)
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{
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lara->ExtraHeadRot.zRot = lara->ExtraTorsoRot.zRot / 2;
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lara->ExtraHeadRot.yRot = lara->ExtraHeadRot.zRot;
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}
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}
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void DoLaraFallDamage(ITEM_INFO* item)
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{
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if (item->VerticalVelocity >= LARA_DAMAGE_VELOCITY)
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{
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if (item->VerticalVelocity >= LARA_DEATH_VELOCITY)
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item->HitPoints = 0;
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else [[likely]]
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{
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int base = item->VerticalVelocity - (LARA_DAMAGE_VELOCITY - 1);
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item->HitPoints -= LARA_HEALTH_MAX * (pow(base, 2) / 196);
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}
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}
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}
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void DoLaraTightropeBalance(ITEM_INFO* item)
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{
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auto* lara = GetLaraInfo(item);
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const int factor = ((lara->Control.Tightrope.TimeOnTightrope >> 7) & 0xFF) * 128;
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if (TrInput & IN_LEFT)
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lara->Control.Tightrope.Balance += ANGLE(1.4f);
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if (TrInput & IN_RIGHT)
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lara->Control.Tightrope.Balance -= ANGLE(1.4f);
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if (lara->Control.Tightrope.Balance < 0)
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{
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lara->Control.Tightrope.Balance -= factor;
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if (lara->Control.Tightrope.Balance <= -ANGLE(45.0f))
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lara->Control.Tightrope.Balance = ANGLE(45.0f);
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}
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else if (lara->Control.Tightrope.Balance > 0)
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{
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lara->Control.Tightrope.Balance += factor;
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if (lara->Control.Tightrope.Balance >= ANGLE(45.0f))
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lara->Control.Tightrope.Balance = ANGLE(45.0f);
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}
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else
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lara->Control.Tightrope.Balance = GetRandomControl() & 1 ? -1 : 1;
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}
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void DoLaraTightropeLean(ITEM_INFO* item)
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{
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auto* lara = GetLaraInfo(item);
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item->Position.zRot = lara->Control.Tightrope.Balance / 4;
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lara->ExtraTorsoRot.zRot = -lara->Control.Tightrope.Balance;
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}
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void DoLaraTightropeBalanceRegen(ITEM_INFO* item)
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{
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auto* lara = GetLaraInfo(item);
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if (lara->Control.Tightrope.TimeOnTightrope <= 32)
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lara->Control.Tightrope.TimeOnTightrope = 0;
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else
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lara->Control.Tightrope.TimeOnTightrope -= 32;
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if (lara->Control.Tightrope.Balance > 0)
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{
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if (lara->Control.Tightrope.Balance <= ANGLE(0.75f))
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lara->Control.Tightrope.Balance = 0;
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else
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lara->Control.Tightrope.Balance -= ANGLE(0.75f);
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}
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if (lara->Control.Tightrope.Balance < 0)
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{
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if (lara->Control.Tightrope.Balance >= -ANGLE(0.75f))
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lara->Control.Tightrope.Balance = 0;
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else
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lara->Control.Tightrope.Balance += ANGLE(0.75f);
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}
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}
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LaraInfo*& GetLaraInfo(ITEM_INFO* item)
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{
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if (item->ObjectNumber == ID_LARA)
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return (LaraInfo*&)item->Data;
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TENLog(std::string("Attempted to fetch LaraInfo data from entity with object ID ") + std::to_string(item->ObjectNumber), LogLevel::Warning);
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auto* firstLaraItem = FindItem(ID_LARA);
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return (LaraInfo*&)firstLaraItem->Data;
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}
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short GetLaraSlideDirection(ITEM_INFO* item, COLL_INFO* coll)
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{
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short direction = coll->Setup.ForwardAngle;
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auto probe = GetCollisionResult(item);
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// Ground is flat.
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if (!probe.FloorTilt.x && !probe.FloorTilt.y)
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return direction;
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direction = GetSurfaceBearingAngle(probe.FloorTilt.x, probe.FloorTilt.y);
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// Determine nearest cardinal direction of surface bearing.
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if (!g_GameFlow->Animations.HasSlideExtended)
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direction = GetQuadrant(direction) * ANGLE(90.0f);
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return direction;
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}
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void ModulateLaraSlideVelocity(ITEM_INFO* item, COLL_INFO* coll)
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{
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auto* lara = GetLaraInfo(item);
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auto probe = GetCollisionResult(item);
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/*if (g_GameFlow->Animations.HasSlideExtended)
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{
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}
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else
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{
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constexpr int velocity = 50;
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lara->ExtraVelocity.x += velocity;
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}*/
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// TODO
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constexpr int minVelocity = 50; // Apply only when landing?
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constexpr int maxVelocity = LARA_TERMINAL_VELOCITY;
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constexpr int VelocityIncreasePerStep = 1;
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short steepness = GetSurfaceSteepnessAngle(probe.FloorTilt.x, probe.FloorTilt.y);
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short direction = GetSurfaceBearingAngle(probe.FloorTilt.x, probe.FloorTilt.y);
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lara->ExtraVelocity.x += minVelocity;
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}
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void SetLaraJumpDirection(ITEM_INFO* item, COLL_INFO* coll)
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{
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auto* lara = GetLaraInfo(item);
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if (TrInput & IN_FORWARD &&
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TestLaraJumpForward(item, coll))
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{
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lara->Control.JumpDirection = JumpDirection::Forward;
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}
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else if (TrInput & IN_BACK &&
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TestLaraJumpBack(item, coll))
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{
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lara->Control.JumpDirection = JumpDirection::Back;
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}
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else if (TrInput & IN_LEFT &&
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TestLaraJumpLeft(item, coll))
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{
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lara->Control.JumpDirection = JumpDirection::Left;
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}
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else if (TrInput & IN_RIGHT &&
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TestLaraJumpRight(item, coll))
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{
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lara->Control.JumpDirection = JumpDirection::Right;
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}
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else if (TestLaraJumpUp(item, coll)) [[likely]]
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lara->Control.JumpDirection = JumpDirection::Up;
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else
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lara->Control.JumpDirection = JumpDirection::None;
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}
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// TODO: Add a timeout? Imagine a small, sad rain cloud with the properties of a ceiling following Lara overhead.
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// RunJumpQueued will never reset, and when the sad cloud flies away after an indefinite amount of time, Lara will jump. @Sezz 2022.01.22
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void SetLaraRunJumpQueue(ITEM_INFO* item, COLL_INFO* coll)
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{
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auto* lara = GetLaraInfo(item);
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int y = item->Position.yPos;
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int distance = SECTOR(1);
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auto probe = GetCollisionResult(item, item->Position.yRot, distance, -coll->Setup.Height);
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if ((TestLaraRunJumpForward(item, coll) || // Area close ahead is permissive...
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(probe.Position.Ceiling - y) < -(coll->Setup.Height + (LARA_HEADROOM * 0.8f)) || // OR ceiling height is permissive far ahead
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(probe.Position.Floor - y) >= CLICK(0.5f)) && // OR there is a drop below far ahead.
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probe.Position.Floor != NO_HEIGHT)
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{
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lara->Control.RunJumpQueued = IsRunJumpQueueableState((LaraState)item->TargetState);
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}
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else
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lara->Control.RunJumpQueued = false;
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}
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void SetLaraVault(ITEM_INFO* item, COLL_INFO* coll, VaultTestResult vaultResult)
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{
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auto* lara = GetLaraInfo(item);
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lara->ProjectedFloorHeight = vaultResult.Height;
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lara->Control.HandStatus = vaultResult.SetBusyHands ? HandStatus::Busy : lara->Control.HandStatus;
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lara->Control.TurnRate = 0;
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if (vaultResult.SnapToLedge)
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{
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SnapItemToLedge(item, coll, 0.2f, false);
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lara->TargetAngle = coll->NearestLedgeAngle;
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}
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if (vaultResult.SetJumpVelocity)
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lara->Control.CalculatedJumpVelocity = -3 - sqrt(-9600 - 12 * std::max<int>(lara->ProjectedFloorHeight - item->Position.yPos, -CLICK(7.5f)));
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}
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void SetLaraLand(ITEM_INFO* item, COLL_INFO* coll)
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{
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item->Velocity = 0;
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item->VerticalVelocity = 0;
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//item->Airborne = false; // TODO: Removing this works around an unusual landing bug Core had worked around in an obscure way. I hope to find a proper solution. @Sezz 2022.02.18
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LaraSnapToHeight(item, coll);
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}
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void SetLaraFallState(ITEM_INFO* item)
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{
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SetAnimation(item, LA_FALL_START);
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item->VerticalVelocity = 0;
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item->Airborne = true;
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}
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void SetLaraFallBackState(ITEM_INFO* item)
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{
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SetAnimation(item, LA_FALL_BACK);
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item->VerticalVelocity = 0;
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item->Airborne = true;
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}
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void SetLaraMonkeyFallState(ITEM_INFO* item)
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{
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// HACK: Disallow release during 180 turn action.
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if (item->ActiveState == LS_MONKEY_TURN_180)
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return;
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SetAnimation(item, LA_MONKEY_TO_FREEFALL);
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SetLaraMonkeyRelease(item);
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}
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void SetLaraMonkeyRelease(ITEM_INFO* item)
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{
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auto* lara = GetLaraInfo(item);
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item->Velocity = 2;
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item->VerticalVelocity = 1;
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item->Airborne = true;
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lara->Control.HandStatus = HandStatus::Free;
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}
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void SetLaraSlideState(ITEM_INFO* item, COLL_INFO* coll)
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{
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short direction = GetLaraSlideDirection(item, coll);
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short deltaAngle = direction - item->Position.yRot;
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// TODO: Take inertia into consideration before switching animations if already sliding.
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// Slide backward.
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if (abs(deltaAngle) > ANGLE(90.0f))
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{
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if (item->ActiveState == LS_SLIDE_BACK && abs(short(deltaAngle - ANGLE(180.0f))) <= -ANGLE(180.0f))
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return;
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SetAnimation(item, LA_SLIDE_BACK_START);
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}
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// Slide forward.
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else [[likely]]
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{
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if (item->ActiveState == LS_SLIDE_FORWARD && abs(deltaAngle) <= ANGLE(180.0f))
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return;
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SetAnimation(item, LA_SLIDE_FORWARD);
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}
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}
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void SetCornerAnimation(ITEM_INFO* item, COLL_INFO* coll, bool flip)
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{
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auto* lara = GetLaraInfo(item);
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if (item->HitPoints <= 0)
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{
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SetAnimation(item, LA_FALL_START);
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item->Position.yPos += CLICK(1);
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item->Position.yRot += lara->NextCornerPos.yRot / 2;
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item->Velocity = 2;
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item->VerticalVelocity = 1;
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item->Airborne = true;
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lara->Control.HandStatus = HandStatus::Free;
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return;
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}
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if (flip)
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{
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if (lara->Control.IsClimbingLadder)
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SetAnimation(item, LA_LADDER_IDLE);
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else
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SetAnimation(item, LA_HANG_IDLE);
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coll->Setup.OldPosition.x = item->Position.xPos = lara->NextCornerPos.xPos;
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coll->Setup.OldPosition.y = item->Position.yPos = lara->NextCornerPos.yPos;
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coll->Setup.OldPosition.z = item->Position.zPos = lara->NextCornerPos.zPos;
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item->Position.yRot = lara->NextCornerPos.yRot;
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}
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}
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void ResetLaraLean(ITEM_INFO* item, float rate, bool resetRoll, bool resetPitch)
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{
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if (!rate)
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{
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TENLog(std::string("ResetLaraLean() attempted division by zero!"), LogLevel::Warning);
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return;
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}
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rate = abs(rate);
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if (resetPitch)
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{
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if (abs(item->Position.xRot) > ANGLE(0.1f))
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item->Position.xRot += item->Position.xRot / -rate;
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else
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item->Position.xRot = 0;
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}
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if (resetRoll)
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{
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if (abs(item->Position.zRot) > ANGLE(0.1f))
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item->Position.zRot += item->Position.zRot / -rate;
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else
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item->Position.zRot = 0;
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}
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}
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void ResetLaraFlex(ITEM_INFO* item, float rate)
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{
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auto* lara = GetLaraInfo(item);
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if (!rate)
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{
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TENLog(std::string("ResetLaraFlex() attempted division by zero!"), LogLevel::Warning);
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return;
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}
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|
|
|
rate = abs(rate);
|
|
|
|
// Reset head.
|
|
if (abs(lara->ExtraHeadRot.xRot) > ANGLE(0.1f))
|
|
lara->ExtraHeadRot.xRot += lara->ExtraHeadRot.xRot / -rate;
|
|
else
|
|
lara->ExtraHeadRot.xRot = 0;
|
|
|
|
if (abs(lara->ExtraHeadRot.yRot) > ANGLE(0.1f))
|
|
lara->ExtraHeadRot.yRot += lara->ExtraHeadRot.yRot / -rate;
|
|
else
|
|
lara->ExtraHeadRot.yRot = 0;
|
|
|
|
if (abs(lara->ExtraHeadRot.zRot) > ANGLE(0.1f))
|
|
lara->ExtraHeadRot.zRot += lara->ExtraHeadRot.zRot / -rate;
|
|
else
|
|
lara->ExtraHeadRot.zRot = 0;
|
|
|
|
// Reset torso.
|
|
if (abs(lara->ExtraTorsoRot.xRot) > ANGLE(0.1f))
|
|
lara->ExtraTorsoRot.xRot += lara->ExtraTorsoRot.xRot / -rate;
|
|
else
|
|
lara->ExtraTorsoRot.xRot = 0;
|
|
|
|
if (abs(lara->ExtraTorsoRot.yRot) > ANGLE(0.1f))
|
|
lara->ExtraTorsoRot.yRot += lara->ExtraTorsoRot.yRot / -rate;
|
|
else
|
|
lara->ExtraTorsoRot.yRot = 0;
|
|
|
|
if (abs(lara->ExtraTorsoRot.zRot) > ANGLE(0.1f))
|
|
lara->ExtraTorsoRot.zRot += lara->ExtraTorsoRot.zRot / -rate;
|
|
else
|
|
lara->ExtraTorsoRot.zRot = 0;
|
|
}
|
|
|
|
void HandleLaraMovementParameters(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
// Reset running jump timer.
|
|
if (!IsRunJumpCountableState((LaraState)item->ActiveState))
|
|
lara->Control.Count.RunJump = 0;
|
|
|
|
// Reset running jump action queue.
|
|
if (!IsRunJumpQueueableState((LaraState)item->ActiveState))
|
|
lara->Control.RunJumpQueued = false;
|
|
|
|
// Increment/reset AFK pose timer.
|
|
if (lara->Control.Count.Pose < LARA_POSE_TIME &&
|
|
TestLaraPose(item, coll) &&
|
|
!(TrInput & (IN_WAKE | IN_LOOK)) &&
|
|
g_GameFlow->Animations.HasPose)
|
|
{
|
|
lara->Control.Count.Pose++;
|
|
}
|
|
else
|
|
lara->Control.Count.Pose = 0;
|
|
|
|
// Reset lean.
|
|
if (!lara->Control.IsMoving || (lara->Control.IsMoving && !(TrInput & (IN_LEFT | IN_RIGHT))))
|
|
ResetLaraLean(item, 6);
|
|
|
|
// Reset crawl flex.
|
|
if (!(TrInput & IN_LOOK) &&
|
|
coll->Setup.Height > LARA_HEIGHT - LARA_HEADROOM &&
|
|
(!item->Velocity || (item->Velocity && !(TrInput & (IN_LEFT | IN_RIGHT)))))
|
|
{
|
|
ResetLaraFlex(item, 12);
|
|
}
|
|
|
|
// Reset turn rate.
|
|
int sign = copysign(1, lara->Control.TurnRate);
|
|
if (abs(lara->Control.TurnRate) > ANGLE(2.0f))
|
|
lara->Control.TurnRate -= ANGLE(2.0f) * sign;
|
|
else if (abs(lara->Control.TurnRate) > ANGLE(0.5f))
|
|
lara->Control.TurnRate -= ANGLE(0.5f) * sign;
|
|
else
|
|
lara->Control.TurnRate = 0;
|
|
item->Position.yRot += lara->Control.TurnRate;
|
|
}
|
|
|
|
bool HandleLaraVehicle(ITEM_INFO* item, COLL_INFO* coll)
|
|
{
|
|
auto* lara = GetLaraInfo(item);
|
|
|
|
if (lara->Vehicle != NO_ITEM)
|
|
{
|
|
switch (g_Level.Items[lara->Vehicle].ObjectNumber)
|
|
{
|
|
case ID_QUAD:
|
|
QuadBikeControl(item, coll);
|
|
break;
|
|
|
|
case ID_JEEP:
|
|
JeepControl();
|
|
break;
|
|
|
|
case ID_MOTORBIKE:
|
|
MotorbikeControl();
|
|
break;
|
|
|
|
case ID_KAYAK:
|
|
KayakControl(item);
|
|
break;
|
|
|
|
case ID_SNOWMOBILE:
|
|
SkidooControl(item, coll);
|
|
break;
|
|
|
|
case ID_UPV:
|
|
UPVControl(item, coll);
|
|
break;
|
|
|
|
case ID_MINECART:
|
|
MineCartControl(item);
|
|
break;
|
|
|
|
case ID_BIGGUN:
|
|
BigGunControl(item, coll);
|
|
break;
|
|
|
|
// Boats are processed like normal items in loop.
|
|
default:
|
|
LaraGun(item);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|