TombEngine/TR5Main/Game/Lara/lara_helpers.cpp
2021-11-28 13:56:12 +11:00

202 lines
4.9 KiB
C++

#include "framework.h"
#include "collide.h"
#include "control/control.h"
#include "input.h"
#include "items.h"
#include "level.h"
#include "lara.h"
#include "lara_tests.h"
#include "lara_collide.h"
#include "setup.h"
// -----------------------------
// HELPER FUNCTIONS
// For State Control & Collision
// -----------------------------
// TODO: Some states can't make the most of this function due to missing step up/down animations.
// Try implementing leg IK as a substitute to make step animations obsolete. @Sezz 2021.10.09
void DoLaraStep(ITEM_INFO* item, COLL_INFO* coll)
{
if (TestLaraStepUp(item, coll) &&
!TestLaraSwamp(item))
{
item->goalAnimState = LS_STEP_UP;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
else if (TestLaraStepDown(item, coll) &&
!TestLaraSwamp(item))
{
item->goalAnimState = LS_STEP_DOWN;
if (GetChange(item, &g_Level.Anims[item->animNumber]))
{
item->pos.yPos += coll->Middle.Floor;
return;
}
}
// Height difference is below threshold for step dispatch OR step animation doesn't exist; translate Lara to new floor height.
// TODO: This approach might cause underirable artefacts where an object pushes Lara rapidly up/down a slope or a platform rapidly ascends/descends.
int div = 2; // 3?
int rate = 50;
int threshold = STEP_SIZE / 8;
if (coll->Middle.Floor != NO_HEIGHT)
{
if (TestLaraSwamp(item) &&
coll->Middle.Floor > 0)
{
item->pos.yPos += SWAMP_GRAVITY;
}
else if (abs(coll->Middle.Floor) > (STEPUP_HEIGHT / 2) && // Outer range.
abs(coll->Middle.Floor) > threshold)
{
if (coll->Middle.Floor <= rate) // Lower floor range.
item->pos.yPos -= rate;
else if (coll->Middle.Floor >= -rate) // Upper floor range.
item->pos.yPos += rate;
}
else if (abs(coll->Middle.Floor) <= (STEPUP_HEIGHT / 2) && // Inner range.
abs(coll->Middle.Floor) > threshold)
{
item->pos.yPos += coll->Middle.Floor / div;
}
else
item->pos.yPos += coll->Middle.Floor;
}
}
void DoLaraCrawlVault(ITEM_INFO* item, COLL_INFO* coll)
{
if (TestLaraCrawlExitDownStep(item, coll))
{
if (TrInput & IN_DUCK)
item->goalAnimState = LS_STEP_DOWN;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_DOWN_STEP;
return;
}
if (TestLaraCrawlExitJump(item, coll))
{
if (TrInput & IN_WALK)
item->goalAnimState = LS_CRAWL_EXIT_FLIP;
else [[likely]]
item->goalAnimState = LS_CRAWL_EXIT_JUMP;
return;
}
if (TestLaraCrawlUpStep(item, coll))
{
item->goalAnimState = LS_STEP_UP;
return;
}
if (TestLaraCrawlDownStep(item, coll))
{
item->goalAnimState = LS_STEP_DOWN;
return;
}
}
void DoLaraCrawlToHangSnap(ITEM_INFO* item, COLL_INFO* coll)
{
coll->Setup.ForwardAngle += ANGLE(180.0f);
GetCollisionInfo(coll, item);
SnapItemToLedge(item, coll);
MoveItem(item, coll->Setup.ForwardAngle, -LARA_RAD_CRAWL);
item->pos.yRot += ANGLE(180.0f);
LaraResetGravityStatus(item, coll);
}
// TODO: Make lean rate proportional to the turn rate, allowing for nicer aesthetics with future analog stick input.
void DoLaraLean(ITEM_INFO* item, COLL_INFO* coll, int maxAngle, short rate)
{
if (item->speed)
{
int sign = copysign(1, maxAngle);
rate = copysign(rate, maxAngle);
if (coll->CollisionType == CT_LEFT || coll->CollisionType == CT_RIGHT)
item->pos.zRot += std::min(abs(rate), abs((maxAngle * 3) / 5 - item->pos.zRot) / 3) * sign;
else
item->pos.zRot += std::min(abs(rate), abs(maxAngle - item->pos.zRot) / 3) * sign;
}
}
void DoLaraCrawlFlex(ITEM_INFO* item, COLL_INFO* coll, short maxAngle, short rate)
{
LaraInfo*& info = item->data;
int sign = copysign(1, maxAngle);
rate = copysign(rate, maxAngle);
info->torsoZrot += std::min(abs(rate), abs(maxAngle - info->torsoZrot) / 6) * sign;
if (!(TrInput & IN_LOOK) &&
item->currentAnimState != LS_CRAWL_BACK)
{
info->headZrot = info->torsoZrot / 2;
info->headYrot = info->headZrot;
}
}
void ResetLaraFlex(ITEM_INFO* item, short rate)
{
LaraInfo*& info = item->data;
// Reset head.
if (abs(info->headXrot) > ANGLE(0.1f))
info->headXrot += info->headXrot / -rate;
else
info->headXrot = 0;
if (abs(info->headYrot) > ANGLE(0.1f))
info->headYrot += info->headYrot / -rate;
else
info->headYrot = 0;
if (abs(info->headZrot) > ANGLE(0.1f))
info->headZrot += info->headZrot / -rate;
else
info->headZrot = 0;
// Reset torso.
if (abs(info->torsoXrot) > ANGLE(0.1f))
info->torsoXrot += info->torsoXrot / -rate;
else
info->torsoXrot = 0;
if (abs(info->torsoYrot) > ANGLE(0.1f))
info->torsoYrot += info->torsoYrot / -rate;
else
info->torsoYrot = 0;
if (abs(info->torsoZrot) > ANGLE(0.1f))
info->torsoZrot += info->torsoZrot / -rate;
else
info->torsoZrot = 0;
}
void SetLaraFallState(ITEM_INFO* item)
{
SetAnimation(item, LA_FALL_START);
item->fallspeed = 0;
item->gravityStatus = true;
}
void SetLaraFallBackState(ITEM_INFO* item)
{
SetAnimation(item, LA_FALL_BACK);
item->fallspeed = 0;
item->gravityStatus = true;
}