TombEngine/TR5Main/Game/Lara/lara_basic.cpp
2022-03-04 15:51:53 +11:00

2507 lines
56 KiB
C++

#include "framework.h"
#include "Game/Lara/lara_basic.h"
#include "Game/animation.h"
#include "Game/camera.h"
#include "Game/collision/collide_room.h"
#include "Game/health.h"
#include "Game/items.h"
#include "Game/Lara/lara.h"
#include "Game/Lara/lara_tests.h"
#include "Game/Lara/lara_collide.h"
#include "Game/Lara/lara_slide.h"
#include "Game/Lara/lara_monkey.h"
#include "Game/Lara/lara_helpers.h"
#include "Game/pickup/pickup.h"
#include "Sound/sound.h"
#include "Specific/input.h"
#include "Specific/level.h"
#include "Specific/setup.h"
#include "Scripting/GameFlowScript.h"
// ------------------------------
// BASIC MOVEMENT & MISCELLANEOUS
// Control & Collision Functions
// ------------------------------
// --------------
// MISCELLANEOUS:
// --------------
void lara_void_func(ITEM_INFO* item, COLL_INFO* coll)
{
return;
}
void lara_default_col(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraResetGravityStatus(item, coll);
}
void lara_as_special(ITEM_INFO* item, COLL_INFO* coll)
{
Camera.flags = CF_FOLLOW_CENTER;
Camera.targetAngle = ANGLE(170.0f);
Camera.targetElevation = -ANGLE(25.0f);
}
void lara_as_null(ITEM_INFO* item, COLL_INFO* coll)
{
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
}
void lara_as_controlled(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (item->FrameNumber == g_Level.Anims[item->AnimNumber].frameEnd - 1)
{
lara->Control.HandStatus = HandStatus::Free;
if (UseForcedFixedCamera)
UseForcedFixedCamera = 0;
}
}
void lara_as_controlled_no_look(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
}
// State: LS_VAULT (164),
// LS_VAULT_2_STEPS (165), LS_VAULT_3_STEPS (166),
// VAULT_1_STEP_CROUCH (167), VAULT_2_STEPS_CROUCH (168), VAULT_3_STEPS_CROUCH (169)
// Collision: lara_void_func()
void lara_as_vault(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
EaseOutLaraHeight(item, lara->ProjectedFloorHeight - item->Position.yPos);
ApproachLaraTargetAngle(item, lara->TargetAngle, 2.5f);
}
// State: LS_AUTO_JUMP (62)
// Collision: lara_lara_void_func()
void lara_as_auto_jump(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
ApproachLaraTargetAngle(item, lara->TargetAngle, 2.5f);
}
// ---------------
// BASIC MOVEMENT:
// ---------------
// State: LS_WALK_FORWARD (0)
// Collision: lara_col_walk_forward()
void lara_as_walk_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.RunJump++;
if (lara->Control.Count.RunJump > (LARA_RUN_JUMP_TIME / 2 + 4))
lara->Control.Count.RunJump = LARA_RUN_JUMP_TIME / 2 + 4;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
// TODO: Implement item alignment properly someday. @Sezz 2021.11.01
if (lara->Control.IsMoving)
return;
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_MED_TURN_MAX)
lara->Control.TurnRate = -LARA_MED_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 6);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_MED_TURN_MAX)
lara->Control.TurnRate = LARA_MED_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 6);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->TargetState = LS_WADE_FORWARD;
else if (TrInput & IN_WALK) [[likely]]
item->TargetState = LS_WALK_FORWARD;
else
item->TargetState = LS_RUN_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LA_WALK_FORWARD (0)
// Control: lara_as_walk_forward()
void lara_col_walk_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot;
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = lara->Control.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;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (LaraDeflectEdge(item, coll))
LaraCollideStop(item, coll);
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_RUN_FORWARD (1)
// Collision: lara_col_run_forward()
void lara_as_run_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.RunJump++;
if (lara->Control.Count.RunJump > LARA_RUN_JUMP_TIME)
lara->Control.Count.RunJump = LARA_RUN_JUMP_TIME;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_FAST_TURN_MAX)
lara->Control.TurnRate = -LARA_FAST_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_FAST_TURN_MAX)
lara->Control.TurnRate = LARA_FAST_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE);
}
if ((TrInput & IN_JUMP || lara->Control.RunJumpQueued) &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
if (lara->Control.Count.RunJump >= LARA_RUN_JUMP_TIME &&
TestLaraRunJumpForward(item, coll))
{
item->TargetState = LS_JUMP_FORWARD;
return;
}
SetLaraRunJumpQueue(item, coll);
}
if (TrInput & IN_SPRINT && lara->SprintEnergy &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_SPRINT;
return;
}
if ((TrInput & (IN_ROLL | IN_FORWARD & IN_BACK)) && !lara->Control.RunJumpQueued &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)) &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->TargetState = LS_WADE_FORWARD;
else if (TrInput & IN_WALK)
item->TargetState = LS_WALK_FORWARD;
else [[likely]]
item->TargetState = LS_RUN_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_RUN_FORWARD (1)
// Control: lara_as_run_forward()
void lara_col_run_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot;
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraResetGravityStatus(item, coll);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->Position.zRot = 0;
if (TestLaraSplat(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f)) ||
coll->HitTallObject)
{
item->TargetState = LS_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SPLAT;
return;
}
}
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_IDLE (2), LS_SPLAT_SOFT (170)
// Collision: lara_col_idle()
void lara_as_idle(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = ((isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) || item->AnimNumber == LA_SWANDIVE_ROLL) ? false : true;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
// Handles waterskin and clockwork beetle.
// TODO: Hardcoding.
if (UseSpecialItem(item))
return;
if (TrInput & IN_LOOK && lara->Control.CanLook)
LookUpDown(item);
if (TrInput & IN_LEFT &&
!(TrInput & IN_JUMP)) // JUMP locks y rotation.
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
}
else if (TrInput & IN_RIGHT &&
!(TrInput & IN_JUMP))
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
}
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PseudoLaraAsSwampIdle(item, coll);
else [[likely]]
PseudoLaraAsWadeIdle(item, coll);
return;
}
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
item->TargetState = LS_JUMP_PREPARE;
return;
}
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)))
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_LEFT)
{
if (TrInput & IN_SPRINT ||
lara->Control.TurnRate <= -LARA_SLOW_TURN_MAX ||
(lara->Control.HandStatus == HandStatus::WeaponReady && lara->Control.WeaponControl.GunType != WEAPON_TORCH) ||
(lara->Control.HandStatus == HandStatus::DrawWeapon && lara->Control.WeaponControl.GunType != WEAPON_FLARE))
{
item->TargetState = LS_TURN_LEFT_FAST;
}
else [[likely]]
item->TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
if (TrInput & IN_SPRINT ||
lara->Control.TurnRate >= LARA_SLOW_TURN_MAX ||
(lara->Control.HandStatus == HandStatus::WeaponReady && lara->Control.WeaponControl.GunType != WEAPON_TORCH) ||
(lara->Control.HandStatus == HandStatus::DrawWeapon && lara->Control.WeaponControl.GunType != WEAPON_FLARE))
{
item->TargetState = LS_TURN_RIGHT_FAST;
}
else [[likely]]
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
// TODO: Without animation blending, the AFK state's
// movement lock will be rather obnoxious.
// Adding some idle breathing would also be nice. @Sezz 2021.10.31
if (lara->Control.Count.Pose >= LARA_POSE_TIME && TestLaraPose(item, coll) &&
g_GameFlow->Animations.HasPose)
{
item->TargetState = LS_POSE;
return;
}
item->TargetState = LS_IDLE;
}
// TODO: Future-proof for rising water.
// TODO: Make these into true states someday? It may take a bit of work. @Sezz 2021.10.13
// Pseudo-state for idling in wade-height water.
void PseudoLaraAsWadeIdle(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_WADE_FORWARD;
return;
}
}
if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for idling in swamps.
void PseudoLaraAsSwampIdle(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraWadeForwardSwamp(item, coll))
{
item->TargetState = LS_WADE_FORWARD;
return;
}
}
if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_TURN_LEFT_SLOW;
return;
}
else if (TrInput & IN_RIGHT)
{
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeftSwamp(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRightSwamp(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_IDLE (2), LS_POSE (4), LS_SPLAT_SOFT (170)
// Control: lara_as_idle(), lara_as_pose()
void lara_col_idle(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
item->Airborne = false;
item->VerticalVelocity = 0;
lara->Control.MoveAngle = (item->Velocity >= 0) ? item->Position.yRot : (item->Position.yRot + ANGLE(180.0f));
coll->Setup.LowerFloorBound = isSwamp ? NO_LOWER_BOUND : STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsPit = isSwamp ? false : true;
coll->Setup.FloorSlopeIsWall = isSwamp ? false : true;
coll->Setup.ForwardAngle = lara->Control.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;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_POSE (4)
// Collision: lara_col_idle()
void lara_as_pose(ITEM_INFO* item, COLL_INFO* coll)
{
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (TrInput & IN_LOOK)
LookUpDown(item);
if (TestLaraPose(item, coll))
{
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_WAKE)
{
item->TargetState = LS_IDLE;
return;
}
item->TargetState = LS_POSE;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_RUN_BACK (5)
// Collision: lara_col_run_back()
void lara_as_run_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_MED_TURN_MAX)
lara->Control.TurnRate = -LARA_MED_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_MED_TURN_MAX)
lara->Control.TurnRate = LARA_MED_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4);
}
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_RUN_BACK (5)
// Control: lara_as_run_back()
void lara_col_run_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot + ANGLE(180.0f);
item->VerticalVelocity = 0;
item->Airborne = false;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (coll->Middle.Floor > (STEPUP_HEIGHT / 2))
{
SetLaraFallBackState(item);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
if (LaraDeflectEdge(item, coll))
LaraCollideStop(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_TURN_RIGHT_SLOW (6)
// Collision: lara_col_turn_right_slow()
void lara_as_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate < 0)
lara->Control.TurnRate = 0;
else if (lara->Control.TurnRate > LARA_MED_FAST_TURN_MAX)
lara->Control.TurnRate = LARA_MED_FAST_TURN_MAX;
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PsuedoLaraAsSwampTurnRightSlow(item, coll);
else [[likely]]
PsuedoLaraAsWadeTurnRightSlow(item, coll);
return;
}
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)))
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_RIGHT)
{
if (TrInput & IN_WALK) // TODO: This hasn't worked since TR1.
{
item->TargetState = LS_TURN_RIGHT_SLOW;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
}
else if (lara->Control.TurnRate > LARA_SLOW_MED_TURN_MAX)
item->TargetState = LS_TURN_RIGHT_FAST;
else [[likely]]
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for turning right slowly in wade-height water.
void PsuedoLaraAsWadeTurnRightSlow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (lara->Control.TurnRate > LARA_WADE_TURN_MAX)
lara->Control.TurnRate = LARA_WADE_TURN_MAX;
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_RIGHT)
{
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for turning right slowly in swamps.
void PsuedoLaraAsSwampTurnRightSlow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (lara->Control.TurnRate > LARA_SWAMP_TURN_MAX)
lara->Control.TurnRate = LARA_SWAMP_TURN_MAX;
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraWadeForwardSwamp(item, coll)) [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
else if (TrInput & IN_BACK && TestLaraWalkBackSwamp(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeftSwamp(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRightSwamp(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_RIGHT)
{
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_TURN_RIGHT_SLOW (6)
// Control: lara_as_turn_right_slow()
void lara_col_turn_right_slow(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_idle(item, coll);
}
// State: LS_TURN_LEFT_SLOW (7)
// Collision: lara_col_turn_left_slow()
void lara_as_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate > 0)
lara->Control.TurnRate = 0;
else if (lara->Control.TurnRate < -LARA_MED_FAST_TURN_MAX)
lara->Control.TurnRate = -LARA_MED_FAST_TURN_MAX;
if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (isSwamp)
PsuedoLaraAsSwampTurnLeftSlow(item, coll);
else [[likely]]
PsuedoLaraAsWadeTurnLeftSlow(item, coll);
return;
}
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)))
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if(TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_LEFT)
{
if (TrInput & IN_WALK)
{
item->TargetState = LS_TURN_LEFT_SLOW;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
}
else if (lara->Control.TurnRate < -LARA_SLOW_MED_TURN_MAX)
item->TargetState = LS_TURN_LEFT_FAST;
else [[likely]]
item->TargetState = LS_TURN_RIGHT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for turning left slowly in wade-height water.
void PsuedoLaraAsWadeTurnLeftSlow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (lara->Control.TurnRate < -LARA_WADE_TURN_MAX)
lara->Control.TurnRate = -LARA_WADE_TURN_MAX;
if (TrInput & IN_JUMP && TestLaraJumpUp(item, coll))
{
item->TargetState = LS_JUMP_PREPARE;
lara->Control.JumpDirection = JumpDirection::Up;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_TURN_LEFT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for turning left slowly in swamps.
void PsuedoLaraAsSwampTurnLeftSlow(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (lara->Control.TurnRate < -LARA_SWAMP_TURN_MAX)
lara->Control.TurnRate = -LARA_SWAMP_TURN_MAX;
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
else if (TrInput & IN_BACK && TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_TURN_LEFT_SLOW;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_TURN_LEFT_SLOW (7)
// Control: lara_as_turn_left_slow()
void lara_col_turn_left_slow(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_turn_right_slow(item, coll);
}
// State: LS_DEATH (8)
// Collision: lara_col_death()
void lara_as_death(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
coll->Setup.EnableObjectPush = false;
coll->Setup.EnableSpasm = false;
if (BinocularRange)
{
BinocularRange = 0;
LaserSight = false;
AlterFOV(ANGLE(80.0f));
item->MeshBits = -1;
lara->IsBusy = false;
}
}
// State: LS_DEATH (8)
// Control: lara_as_death()
void lara_col_death(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
item->Airborne = false;
lara->Control.MoveAngle = item->Position.yRot;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.Radius = LARA_RAD_DEATH;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
StopSoundEffect(SFX_TR4_LARA_FALL);
item->HitPoints = -1;
lara->Air = -1;
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPLAT (12)
// Collision: lara_col_splat()
void lara_as_splat(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
}
// State: LS_SPLAT (12)
// Control: lara_as_splat()
void lara_col_splat(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.FloorSlopeIsPit = true;
coll->Setup.LowerFloorBound = STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
ShiftItem(item, coll);
if (abs(coll->Middle.Floor) <= CLICK(1))
LaraSnapToHeight(item, coll);
}
// State: LS_WALK_BACK (16)
// Collision: lara_col_walk_back()
void lara_as_walk_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (isSwamp &&
lara->Control.WaterStatus == WaterStatus::Wade)
{
PseudoLaraAsSwampWalkBack(item, coll);
return;
}
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 4);
}
if (TrInput & IN_BACK &&
(TrInput & IN_WALK || lara->Control.WaterStatus == WaterStatus::Wade))
{
item->TargetState = LS_WALK_BACK;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for walking back in swamps.
void PseudoLaraAsSwampWalkBack(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX / 3)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX / 3;
DoLaraLean(item, coll, -LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 3);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX / 3)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX / 3;
DoLaraLean(item, coll, LARA_LEAN_MAX / 3, LARA_LEAN_RATE / 3);
}
if (TrInput & IN_BACK)
{
item->TargetState = LS_WALK_BACK;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_WALK_BACK (16)
// Control: lara_as_walk_back()
void lara_col_walk_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Position.yRot + ANGLE(180.0f);
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : STEPUP_HEIGHT;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsPit = isSwamp ? false : true;
coll->Setup.FloorSlopeIsWall = isSwamp ? false : true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = lara->Control.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;
}
if (LaraDeflectEdge(item, coll))
LaraCollideStop(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_TURN_RIGHT_FAST (20)
// Collision: lara_col_turn_right_fast()
void lara_as_turn_right_fast(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate < LARA_MED_TURN_MAX)
lara->Control.TurnRate = LARA_MED_TURN_MAX;
else if (lara->Control.TurnRate > LARA_FAST_TURN_MAX)
lara->Control.TurnRate = LARA_FAST_TURN_MAX;
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)) &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
{
if (TestLaraRunForward(item, coll))
{
item->TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
// TODO: Hold WALK to slow down again.
if (TrInput & IN_RIGHT)
{
item->TargetState = LS_TURN_RIGHT_FAST;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_TURN_RIGHT_FAST (20)
// Control: lara_as_turn_right_fast()
void lara_col_turn_right_fast(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_idle(item, coll);
}
// State: LS_TURN_LEFT_FAST (152)
// Collision: lara_col_turn_left_fast()
void lara_as_turn_left_fast(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate > -LARA_MED_TURN_MAX)
lara->Control.TurnRate = -LARA_MED_TURN_MAX;
else if (lara->Control.TurnRate < -LARA_FAST_TURN_MAX)
lara->Control.TurnRate = -LARA_FAST_TURN_MAX;
if (TrInput & IN_JUMP)
{
SetLaraJumpDirection(item, coll);
if (lara->Control.JumpDirection != JumpDirection::None)
{
item->TargetState = LS_JUMP_PREPARE;
return;
}
}
if (TrInput & IN_ROLL &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)) &&
lara->Control.WaterStatus != WaterStatus::Wade)
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if(lara->Control.WaterStatus == WaterStatus::Wade)
{
if (TestLaraRunForward(item, coll))
{
item->TargetState = LS_WADE_FORWARD;
return;
}
}
else if (TrInput & IN_WALK)
{
if (TestLaraWalkForward(item, coll))
{
item->TargetState = LS_WALK_FORWARD;
return;
}
}
else if (TrInput & IN_SPRINT && TestLaraRunForward(item, coll))
{
item->TargetState = LS_SPRINT;
return;
}
else if (TestLaraRunForward(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_FORWARD;
return;
}
}
else if (TrInput & IN_BACK)
{
if (TrInput & IN_WALK)
{
if (TestLaraWalkBack(item, coll))
{
item->TargetState = LS_WALK_BACK;
return;
}
}
else if (TestLaraRunBack(item, coll)) [[likely]]
{
item->TargetState = LS_RUN_BACK;
return;
}
}
if (TrInput & IN_LSTEP && TestLaraStepLeft(item, coll))
{
item->TargetState = LS_STEP_LEFT;
return;
}
else if (TrInput & IN_RSTEP && TestLaraStepRight(item, coll))
{
item->TargetState = LS_STEP_RIGHT;
return;
}
if (TrInput & IN_LEFT)
{
item->TargetState = LS_TURN_LEFT_FAST;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_TURN_LEFT_FAST (152)
// Control: lara_as_turn_left_fast()
void lara_col_turn_left_fast(ITEM_INFO* item, COLL_INFO* coll)
{
lara_col_idle(item, coll);
}
// State: LS_STEP_RIGHT (21)
// Collision: lara_col_step_right()
void lara_as_step_right(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
}
if (TrInput & IN_RSTEP)
{
item->TargetState = LS_STEP_RIGHT;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_STEP_RIGHT (21)
// Control: lara_as_step_right()
void lara_col_step_right(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Position.yRot + ANGLE(90.0f);
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : CLICK(0.8f);
coll->Setup.UpperFloorBound = -CLICK(0.8f);
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsPit = isSwamp ? false : true;
coll->Setup.FloorSlopeIsWall = isSwamp ? false : true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = lara->Control.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;
}
if (LaraDeflectEdge(item, coll))
{
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_STEP_LEFT (22)
// Collision: lara_col_step_left()
void lara_as_step_left(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (lara->Control.IsMoving)
return;
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
}
if (TrInput & IN_LSTEP)
{
item->TargetState = LS_STEP_LEFT;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_STEP_LEFT (22)
// Control: lara_as_step_left()
void lara_col_step_left(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Position.yRot - ANGLE(90.0f);
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = (lara->Control.WaterStatus == WaterStatus::Wade) ? NO_LOWER_BOUND : CLICK(0.8f);
coll->Setup.UpperFloorBound = -CLICK(0.8f);
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsPit = isSwamp ? false : true;
coll->Setup.FloorSlopeIsWall = isSwamp ? false : true;
coll->Setup.DeathFlagIsPit = true;
coll->Setup.ForwardAngle = lara->Control.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;
}
if (LaraDeflectEdge(item, coll))
{
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_ROLL_BACK (23)
// Collision: lara_col_roll_back()
void lara_as_roll_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_BACK;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_ROLL_BACK (23)
// Control: lara_as_roll_back()
void lara_col_roll_back(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot + ANGLE(180.0f);
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
Camera.laraNode = 0;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestLaraSlide(item, coll))
{
SetLaraSlideState(item, coll);
return;
}
if (coll->Middle.Floor > (STEPUP_HEIGHT / 2)) // Was 200.
{
SetLaraFallBackState(item);
return;
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_ROLL_FORWARD (45)
// Collision: lara_col_roll_forward()
void lara_as_roll_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.CanLook = false;
// TODO: Change swandive roll anim state to something sensible.
if (TrInput & IN_FORWARD &&
item->AnimNumber == LA_SWANDIVE_ROLL) // Hack.
{
item->TargetState = LS_RUN_FORWARD;
return;
}
if (TrInput & IN_ROLL)
{
item->TargetState = LS_ROLL_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_ROLL_FORWARD (45)
// Control: lara_as_roll_forward()
void lara_col_roll_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = item->Position.yRot;
item->Airborne = false;
item->VerticalVelocity = 0;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = lara->Control.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(item, coll))
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_WADE_FORWARD (65)
// Collision: lara_col_wade_forward()
void lara_as_wade_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.CanLook = (isSwamp && lara->Control.WaterStatus == WaterStatus::Wade) ? false : true;
Camera.targetElevation = -ANGLE(22.0f);
if (item->HitPoints <= 0)
{
item->TargetState = LS_IDLE;
return;
}
if (isSwamp)
{
PseudoLaraAsSwampWadeForward(item, coll);
return;
}
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_FAST_TURN_MAX)
lara->Control.TurnRate = -LARA_FAST_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_FAST_TURN_MAX)
lara->Control.TurnRate = LARA_FAST_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE / 2);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Dry)
item->TargetState = LS_RUN_FORWARD;
else [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// Pseudo-state for wading in swamps.
void PseudoLaraAsSwampWadeForward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SWAMP_TURN_MAX)
lara->Control.TurnRate = -LARA_SWAMP_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX / 5 * 3, LARA_LEAN_RATE / 3);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SWAMP_TURN_MAX)
lara->Control.TurnRate = LARA_SWAMP_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX / 5 * 3, LARA_LEAN_RATE / 3);
}
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else [[likely]]
item->TargetState = LS_WADE_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_WADE_FORWARD (65)
// Control: lara_as_wade_forward()
void lara_col_wade_forward(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
bool isSwamp = TestEnvironment(ENV_FLAG_SWAMP, item);
lara->Control.MoveAngle = item->Position.yRot;
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = 0;
coll->Setup.FloorSlopeIsWall = isSwamp ? false : true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
if (TestLaraHitCeiling(coll))
{
SetLaraHitCeiling(item, coll);
return;
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (LaraDeflectEdge(item, coll))
{
item->Position.zRot = 0;
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestLaraStep(item, coll) || isSwamp)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPRINT (73)
// Collision: lara_col_sprint()
void lara_as_sprint(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->SprintEnergy--;
lara->Control.Count.RunJump++;
if (lara->Control.Count.RunJump > LARA_RUN_JUMP_TIME)
lara->Control.Count.RunJump = LARA_RUN_JUMP_TIME;
if (item->HitPoints <= 0)
{
item->TargetState = LS_DEATH;
return;
}
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, -LARA_LEAN_MAX, LARA_LEAN_RATE);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, LARA_LEAN_MAX, LARA_LEAN_RATE);
}
if (TrInput & IN_JUMP)
{
item->TargetState = LS_SPRINT_DIVE;
return;
}
if (TrInput & IN_CROUCH &&
(lara->Control.HandStatus == HandStatus::Free || !IsStandingWeapon(lara->Control.WeaponControl.GunType)))
{
item->TargetState = LS_CROUCH_IDLE;
return;
}
// TODO: Supposedly there is a bug wherein sprinting into the boundary between shallow and deep water
// while meeting some condition allows Lara to run around in the water room. Investigate. @Sezz 2021.09.29
if (TrInput & IN_FORWARD)
{
auto vaultResult = TestLaraVault(item, coll);
if (TrInput & IN_ACTION && lara->Control.HandStatus == HandStatus::Free &&
!TestLaraSplat(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f)) && // HACK: Allow immediate vault only in the case of a soft splat.
vaultResult.Success)
{
item->TargetState = vaultResult.TargetState;
SetLaraVault(item, coll, vaultResult);
return;
}
else if (lara->Control.WaterStatus == WaterStatus::Wade)
item->TargetState = LS_RUN_FORWARD; // TODO: Dispatch to wade forward state directly. @Sezz 2021.09.29
else if (TrInput & IN_WALK)
item->TargetState = LS_WALK_FORWARD;
else if (TrInput & IN_SPRINT && lara->SprintEnergy > 0) [[likely]]
item->TargetState = LS_SPRINT;
else
item->TargetState = LS_RUN_FORWARD;
return;
}
item->TargetState = LS_IDLE;
}
// State: LS_SPRINT (73)
// Control: lara_as_sprint()
void lara_col_sprint(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->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 = lara->Control.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;
}
if (LaraDeflectEdge(item, coll))
{
item->Position.zRot = 0;
if (TestLaraSplat(item, OFFSET_RADIUS(coll->Setup.Radius), -CLICK(2.5f)) ||
coll->HitTallObject)
{
item->TargetState = LS_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SPLAT;
return;
}
}
item->TargetState = LS_SOFT_SPLAT;
if (GetChange(item, &g_Level.Anims[item->AnimNumber]))
{
item->ActiveState = LS_SOFT_SPLAT;
return;
}
LaraCollideStop(item, coll);
}
if (TestAndDoLaraLadderClimb(item, coll))
return;
if (TestLaraStep(item, coll) && coll->CollisionType != CT_FRONT)
{
DoLaraStep(item, coll);
return;
}
}
// State: LS_SPRINT_DIVE (74)
// Collision: lara_col_sprint_dive()
void lara_as_sprint_dive(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.Count.RunJump++;
if (lara->Control.Count.RunJump > LARA_RUN_JUMP_TIME)
lara->Control.Count.RunJump = LARA_RUN_JUMP_TIME;
if (TrInput & IN_LEFT)
{
lara->Control.TurnRate -= LARA_TURN_RATE;
if (lara->Control.TurnRate < -LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = -LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, -(LARA_LEAN_MAX * 3) / 5, LARA_LEAN_RATE);
}
else if (TrInput & IN_RIGHT)
{
lara->Control.TurnRate += LARA_TURN_RATE;
if (lara->Control.TurnRate > LARA_SLOW_TURN_MAX)
lara->Control.TurnRate = LARA_SLOW_TURN_MAX;
DoLaraLean(item, coll, (LARA_LEAN_MAX * 3) / 5, LARA_LEAN_RATE);
}
item->TargetState = LS_RUN_FORWARD;
}
// State: LS_SPRINT_DIVE (74)
// Control: lara_col_sprint_dive()
void lara_col_sprint_dive(ITEM_INFO* item, COLL_INFO* coll)
{
auto* lara = GetLaraInfo(item);
lara->Control.MoveAngle = (item->Velocity >= 0) ? item->Position.yRot : item->Position.yRot + ANGLE(180.0f);
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
coll->Setup.LowerCeilingBound = BAD_JUMP_CEILING;
coll->Setup.FloorSlopeIsWall = true;
coll->Setup.ForwardAngle = lara->Control.MoveAngle;
GetCollisionInfo(coll, item);
LaraDeflectEdgeJump(item, coll);
if (TestLaraFall(item, coll))
{
SetLaraFallState(item);
return;
}
if (item->Velocity < 0)
lara->Control.MoveAngle = item->Position.yRot; // ???
if (coll->Middle.Floor <= 0 && item->VerticalVelocity > 0)
{
DoLaraFallDamage(item);
if (item->HitPoints <= 0) // TODO: It seems Core wanted to make the sprint dive a true jump.
item->TargetState = LS_DEATH;
else if (!(TrInput & IN_FORWARD) || TrInput & IN_WALK || lara->Control.WaterStatus == WaterStatus::Wade)
item->TargetState = LS_IDLE;
else
item->TargetState = LS_RUN_FORWARD;
item->Airborne = false;
item->VerticalVelocity = 0;
item->Position.yPos += coll->Middle.Floor;
item->Velocity = 0;
AnimateLara(item);
}
ShiftItem(item, coll);
if (TestLaraStep(item, coll))
{
DoLaraStep(item, coll);
return;
}
}