TombEngine/TR5Main/Game/collide.h

120 lines
3.9 KiB
C++

#pragma once
#include "phd_global.h"
#include "level.h"
// used by coll->badPos
#define NO_BAD_POS (-NO_HEIGHT)
// used by coll->badNeg
#define NO_BAD_NEG NO_HEIGHT
#define MAX_COLLIDED_OBJECTS 1024
struct COLL_RESULT
{
FLOOR_INFO* Block;
FLOOR_INFO* BottomBlock;
int RoomNumber;
int FloorHeight;
int HeightType;
int TiltX;
int TiltZ;
int SplitFloor;
int CeilingHeight;
int SplitCeiling;
};
struct COLL_FLOOR
{
int Floor;
int Ceiling;
int Type;
int SplitFloor;
int SplitCeiling;
};
struct COLL_INFO
{
COLL_FLOOR middle; // mid
COLL_FLOOR middleLeft; // left
COLL_FLOOR middleRight; // right
COLL_FLOOR front; // front
COLL_FLOOR frontLeft; // left2
COLL_FLOOR frontRight; // right2
int radius;
int badPos;
int badNeg;
int badCeiling;
PHD_VECTOR shift;
PHD_VECTOR old;
short oldAnimState;
short oldAnimNumber;
short oldFrameNumber;
short facing;
short quadrant;
short collType; // CT_enum
signed char tiltX;
signed char tiltZ;
bool hitByBaddie;
bool hitStatic;
bool slopesAreWalls;
bool slopesArePits;
bool lavaIsPit;
bool enableBaddiePush;
bool enableSpaz;
bool hitCeiling;
};
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];
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);
COLL_RESULT GetCollisionResult(FLOOR_INFO* floor, int x, int y, int z);
COLL_RESULT GetCollisionResult(int x, int y, int z, short roomNumber);
COLL_RESULT GetCollisionResult(ITEM_INFO* item);
int FindGridShift(int x, int z);
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);
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);
void GetCollisionInfo(COLL_INFO* coll, int xPos, int yPos, int zPos, int roomNumber, int objectHeight);
void GetObjectCollisionInfo(COLL_INFO* coll, int xPos, int yPos, int zPos, int roomNumber, int objectHeight);
void DoObjectDynamics(short itemNumber, int x, int y, int z, int xv, int yv, int zv);
void LaraBaddieCollision(ITEM_INFO* item, COLL_INFO* coll);
bool SnapToQuadrant(short& angle, int interval);
int GetQuadrant(short angle);
bool SnapToDiagonal(short& angle, int interval);
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;