TombEngine/TR5Main/Game/collide.h

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#pragma once
#include "phd_global.h"
#include "level.h"
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// used by coll->badPos
#define NO_BAD_POS (-NO_HEIGHT)
// used by coll->badNeg
#define NO_BAD_NEG NO_HEIGHT
struct COLL_FLOOR
{
int floor;
int ceiling;
int type;
int splitFloor;
int splitCeiling;
};
struct COLL_INFO
{
/*
COLL_FLOOR middle; // mid
COLL_FLOOR middle_left; // left
COLL_FLOOR middle_right; // right
COLL_FLOOR front; // front
COLL_FLOOR front_left; // left2
COLL_FLOOR front_right; // right2
*/
int midFloor;
int midCeiling;
int midType;
int midSplitFloor;
int midSplitCeil;
int frontFloor;
int frontCeiling;
int frontType;
int frontSplitFloor;
int frontSplitCeil;
int leftFloor;
int leftCeiling;
int leftType;
int leftSplitFloor;
int leftSplitCeil;
int rightFloor;
int rightCeiling;
int rightType;
int rightSplitFloor;
int rightSplitCeil;
int leftFloor2;
int leftCeiling2;
int leftType2;
int leftSplitFloor2;
int leftSplitCeil2;
int rightFloor2;
int rightCeiling2;
int rightType2;
int rightSplitFloor2;
int rightSplitCeil2;
int radius;
int badPos;
int badNeg;
int badCeiling;
PHD_VECTOR shift;
PHD_VECTOR old;
short oldAnimState;
short oldAnimNumber;
short oldFrameNumber;
short facing;
short quadrant;
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short octant;
short collType; // CT_enum
short* trigger;
signed char tiltX;
signed char tiltZ;
bool hitByBaddie;
bool hitStatic;
bool slopesAreWalls;
bool slopesArePits;
bool lavaIsPit;
bool enableBaddiePush;
bool enableSpaz;
bool hitCeiling;
};
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struct OBJECT_COLLISION_BOUNDS
{
BOUNDING_BOX boundingBox;
short rotX1;
short rotX2;
short rotY1;
short rotY2;
short rotZ1;
short rotZ2;
};
extern BOUNDING_BOX GlobalCollisionBounds;
constexpr auto MAX_ITEMS = 1024;
extern ITEM_INFO* CollidedItems[MAX_ITEMS];
extern MESH_INFO* CollidedMeshes[MAX_ITEMS];
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void GenericSphereBoxCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
int CollideStaticObjects(COLL_INFO* coll, int x, int y, int z, short roomNumber, int hite);
int GetCollidedObjects(ITEM_INFO* collidingItem, int radius, int flag1, ITEM_INFO** collidedItems, MESH_INFO** collidedMeshes, int flag2);
int TestWithGlobalCollisionBounds(ITEM_INFO* item, ITEM_INFO* lara, COLL_INFO* coll);
void TrapCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c);
void TestForObjectOnLedge(ITEM_INFO* item, COLL_INFO* coll);
void ShiftItem(ITEM_INFO* item, COLL_INFO* coll);
void UpdateLaraRoom(ITEM_INFO* item, int height);
short GetTiltType(FLOOR_INFO* floor, int x, int y, int z);
int FindGridShift(int x, int z);
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int TestBoundsCollideStatic(BOUNDING_BOX* bounds, PHD_3DPOS* pos, int radius);
int ItemPushLaraStatic(ITEM_INFO* item, BOUNDING_BOX* bounds, PHD_3DPOS* pos, COLL_INFO* coll);
void AIPickupCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c);
void ObjectCollision(short itemNumber, ITEM_INFO* l, COLL_INFO* c);
void AlignLaraPosition(PHD_VECTOR* vec, ITEM_INFO* item, ITEM_INFO* l);
void TriggerLaraBlood();
int ItemPushLara(ITEM_INFO* item, ITEM_INFO* l, COLL_INFO* coll, int spazon, char bigpush);
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int TestLaraPosition(OBJECT_COLLISION_BOUNDS* bounds, ITEM_INFO* item, ITEM_INFO* l);
int Move3DPosTo3DPos(PHD_3DPOS* src, PHD_3DPOS* dest, int velocity, short angAdd);
int MoveLaraPosition(PHD_VECTOR* pos, ITEM_INFO* item, ITEM_INFO* l);
int TestBoundsCollide(ITEM_INFO* item, ITEM_INFO* l, int radius);
void CreatureCollision(short itemNum, ITEM_INFO* l, COLL_INFO* coll);
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void GetCollisionInfo(COLL_INFO* coll, int xPos, int yPos, int zPos, int roomNumber, int objectHeight);
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void LaraBaddieCollision(ITEM_INFO* item, COLL_INFO* coll);
bool SnapToQuadrant(short& angle, int interval);
int GetQuadrant(short angle);
bool SnapToDiagonal(short& angle, int interval);
int GetOctant(short angle);
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void RotateBoundingBox(std::array<float, 4>& box, short angle);
// New function for rotating item along XZ slopes.
// (int radiusDivide) is for radiusZ, else the MaxZ is too high and cause rotation problem !
// Dont need to set a value in radiusDivide if you dont need it (radiusDivide is set to 1 by default).
// Warning: dont set it to 0 !!!!
void CalcItemToFloorRotation(ITEM_INFO* item, int radiusDivide = 1);
Vector2 GetDiagonalIntersect(int xPos, int zPos, int splitType, int radius, short yRot); // find xPos, zPos that intersects with diagonal on sector
Vector2 GetOrthogonalIntersect(int xPos, int zPos, int radius, short yRot); // find xPos, zPos near sector bound, offset by radius;