TombEngine/TR5Main/Game/Lara/lara_tests.h

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#pragma once
Merge branch 'master' into item_data # Conflicts: # TR5Main/Game/Lara/lara.cpp # TR5Main/Game/Lara/lara_collide.cpp # TR5Main/Game/Lara/lara_monkey.cpp # TR5Main/Game/Lara/lara_struct.h # TR5Main/Game/Lara/lara_tests.cpp # TR5Main/Game/collide.h # TR5Main/Game/control.h # TR5Main/Game/effect.h # TR5Main/Game/effect2.cpp # TR5Main/Game/flipeffect.cpp # TR5Main/Game/floordata.h # TR5Main/Game/hair.cpp # TR5Main/Game/health.cpp # TR5Main/Game/items.cpp # TR5Main/Game/newinv2.cpp # TR5Main/Game/spotcam.cpp # TR5Main/Objects/Effects/tr4_bubbles.cpp # TR5Main/Objects/TR1/Entity/tr1_ape.cpp # TR5Main/Objects/TR1/Entity/tr1_bigrat.cpp # TR5Main/Objects/TR1/Entity/tr1_doppelganger.cpp # TR5Main/Objects/TR2/Entity/tr2_birdmonster.cpp # TR5Main/Objects/TR2/Entity/tr2_shark.cpp # TR5Main/Objects/TR2/Entity/tr2_spider.cpp # TR5Main/Objects/TR2/Entity/tr2_yeti.cpp # TR5Main/Objects/TR3/Entity/tr3_fishemitter.cpp # TR5Main/Objects/TR3/Entity/tr3_flamethrower.cpp # TR5Main/Objects/TR3/Entity/tr3_monkey.cpp # TR5Main/Objects/TR3/Entity/tr3_raptor.cpp # TR5Main/Objects/TR3/Entity/tr3_scuba.cpp # TR5Main/Objects/TR3/Entity/tr3_trex.cpp # TR5Main/Objects/TR3/Vehicles/kayak.cpp # TR5Main/Objects/TR3/Vehicles/minecart.cpp # TR5Main/Objects/TR4/Entity/tr4_bat.cpp # TR5Main/Objects/TR4/Entity/tr4_big_beetle.cpp # TR5Main/Objects/TR4/Entity/tr4_bigscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_demigod.cpp # TR5Main/Objects/TR4/Entity/tr4_dog.cpp # TR5Main/Objects/TR4/Entity/tr4_hammerhead.cpp # TR5Main/Objects/TR4/Entity/tr4_harpy.cpp # TR5Main/Objects/TR4/Entity/tr4_mutant.cpp # TR5Main/Objects/TR4/Entity/tr4_smallscorpion.cpp # TR5Main/Objects/TR4/Entity/tr4_troops.cpp # TR5Main/Objects/TR4/Entity/tr4_wildboar.cpp # TR5Main/Objects/TR4/Trap/tr4_joby_spikes.cpp # TR5Main/Objects/TR4/Vehicles/motorbike.cpp # TR5Main/Objects/TR5/Entity/tr5_doberman.cpp # TR5Main/Objects/TR5/Entity/tr5_imp.cpp # TR5Main/Objects/TR5/Entity/tr5_larson.cpp # TR5Main/Objects/TR5/Entity/tr5_lion.cpp # TR5Main/Objects/TR5/Entity/tr5_reaper.cpp # TR5Main/Objects/TR5/Object/tr5_pushableblock.cpp # TR5Main/Objects/TR5/Object/tr5_rollingball.cpp # TR5Main/Objects/TR5/Trap/tr5_fallingceiling.cpp # TR5Main/Renderer/Renderer11Draw2D.cpp # TR5Main/Specific/input.cpp # TR5Main/Specific/level.cpp # TR5Main/TombEngine.vcxproj.filters
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#include "collide.h"
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struct ITEM_INFO;
struct COLL_INFO;
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SPLAT_COLL TestLaraWall(ITEM_INFO* item, int front, int right, int down);
bool TestValidLedge(ITEM_INFO* item, COLL_INFO* coll, bool ignoreHeadroom = false, bool heightLimit = false);
bool TestValidLedgeAngle(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraVault(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraStandUp(COLL_INFO* coll);
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bool TestLaraSlide(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraSwamp(ITEM_INFO* item);
bool TestLaraWater(ITEM_INFO* item);
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bool TestLaraLean(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraHang(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraHangJump(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraHangJumpUp(ITEM_INFO* item, COLL_INFO* coll);
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bool TestLaraClimbStance(ITEM_INFO* item, COLL_INFO* coll);
bool TestLaraHangOnClimbWall(ITEM_INFO* item, COLL_INFO* coll);
int TestLaraEdgeCatch(ITEM_INFO* item, COLL_INFO* coll, int* edge);
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bool TestLaraValidHangPos(ITEM_INFO* item, COLL_INFO* coll);
CORNER_RESULT TestLaraHangCorner(ITEM_INFO* item, COLL_INFO* coll, float testAngle);
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bool TestHangSwingIn(ITEM_INFO* item, short angle);
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bool TestHangFeet(ITEM_INFO* item, short angle);
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bool TestLaraHangSideways(ITEM_INFO* item, COLL_INFO* coll, short angle);
bool LaraFacingCorner(ITEM_INFO* item, short ang, int dist);
bool LaraPositionOnLOS(ITEM_INFO* item, short ang, int dist);
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int LaraFloorFront(ITEM_INFO* item, short ang, int dist);
int LaraCeilingFront(ITEM_INFO* item, short ang, int dist, int h);
COLL_RESULT LaraCollisionFront(ITEM_INFO* item, short ang, int dist);
COLL_RESULT LaraCeilingCollisionFront(ITEM_INFO* item, short ang, int dist, int h);
COLL_RESULT LaraCollisionAboveFront(ITEM_INFO* item, short ang, int dist, int h);
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bool LaraFallen(ITEM_INFO* item, COLL_INFO* coll);
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bool LaraLandedBad(ITEM_INFO* item, COLL_INFO* coll);
void SetCornerAnim(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip);
void SetCornerAnimFeet(ITEM_INFO* item, COLL_INFO* coll, short rot, short flip);
bool TestLaraWaterStepOut(ITEM_INFO* item, COLL_INFO* coll);
bool TestLaraWaterClimbOut(ITEM_INFO* item, COLL_INFO* coll);
bool TestLaraLadderClimbOut(ITEM_INFO* item, COLL_INFO* coll);
void TestLaraWaterDepth(ITEM_INFO* item, COLL_INFO* coll);
#ifndef NEW_TIGHTROPE
void GetTighRopeFallOff(int Regularity);
#endif // !NEW_TIGHTROPE