TombEngine/TR5Main/Game/footprint.cpp

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#include "footprint.h"
#include "control.h"
#include "lara.h"
std::deque<FOOTPRINT_STRUCT> footprints = deque<FOOTPRINT_STRUCT>();
bool CheckFootOnFloor(ITEM_INFO& const item, int mesh, PHD_3DPOS& outFootprintPosition){
int x = item.pos.xPos;
int y = item.pos.yPos;
int z = item.pos.zPos;
short roomNumber = item.roomNumber;
FLOOR_INFO* floor = GetFloor(x, y, z, &roomNumber);
int height = GetFloorHeight(floor, x, y, z);
int diff;
PHD_VECTOR pos;
pos.x = pos.z = 0;
pos.y = FOOT_HEIGHT_OFFSET;
GetLaraJointPosition(&pos, mesh);
outFootprintPosition.xPos = pos.x;
outFootprintPosition.zPos = pos.z;
outFootprintPosition.yPos = height-1;
outFootprintPosition.yRot = item.pos.yRot;
return abs(pos.y - height) < 32;
}
int getFootprintIndexWithLowestLife()
{
int lowestLife = footprints[0].life;
int index = 0;
for (int i = 1; i < MAX_FOOTPRINTS; i++) {
if (!footprints[i].active) {
index = i;
break;
}
if (footprints[i].life < lowestLife) {
index = i;
}
}
return index;
}
void updateFootprints()
{
if (footprints.size() == 0) {
return;
}
for (auto i = footprints.begin(); i != footprints.end(); i++) {
FOOTPRINT_STRUCT& footprint = *i;
footprint.life--;
if (footprint.life <= 0) {
footprints.pop_back();
}
if (footprint.life > footprint.lifeStartFading) {
footprint.opacity = footprint.startOpacity;
}
else {
float opacity = lerp(0, footprint.startOpacity, fmax(0, fmin(1, footprint.life / (float)footprint.lifeStartFading)));
footprint.opacity = opacity;
}
}
}