| 19 | } |
| 20 | |
| 21 | bool IsNextSectorValid(const ItemInfo& item, const Vector3& dir, float dist, bool canFloat) |
| 22 | { |
| 23 | auto projectedPos = Geometry::TranslatePoint(item.Pose.Position, dir, dist); |
| 24 | auto pointColl = GetPointCollision(item.Pose.Position, item.RoomNumber, dir, dist); |
| 25 | int height = GameBoundingBox(&item).GetHeight(); |
| 26 | |
| 27 | // TODO: Use floor normal directly. |
| 28 | auto floorTilt = GetSurfaceTilt(pointColl.GetFloorNormal(), true); |
| 29 | |
| 30 | // Test for wall. |
| 31 | if (pointColl.GetSector().IsWall(projectedPos.x, projectedPos.z)) |
| 32 | return false; |
| 33 | |
| 34 | // Test for slippery slope. |
| 35 | if (pointColl.IsSteepFloor()) |
| 36 | return false; |
| 37 | |
| 38 | // Flat floor. |
| 39 | if ((abs(floorTilt.x) == 0 && abs(floorTilt.y) == 0)) |
| 40 | { |
| 41 | // Test for step. |
| 42 | int relFloorHeight = abs(pointColl.GetFloorHeight() - item.Pose.Position.y); |
| 43 | if (relFloorHeight >= CLICK(1) && item.Pose.Position.y >= pointColl.GetFloorHeight() && canFloat) |
| 44 | { |
| 45 | return false; |
| 46 | } |
| 47 | else if (relFloorHeight >= CLICK(1) && !canFloat) |
| 48 | { |
| 49 | return false; |
| 50 | } |
| 51 | } |
| 52 | // Sloped floor. |
| 53 | else |
| 54 | { |
| 55 | // Half block. |
| 56 | int relFloorHeight = abs(pointColl.GetFloorHeight() - item.Pose.Position.y); |
| 57 | if (relFloorHeight > CLICK(1) && canFloat) |
| 58 | { |
| 59 | return false; |
| 60 | } |
| 61 | else if (relFloorHeight > CLICK(2) && !canFloat) |
| 62 | { |
| 63 | return false; |
| 64 | } |
| 65 | |
| 66 | short slopeAngle = ANGLE(0.0f); |
| 67 | if (floorTilt.x > 0) |
| 68 | { |
| 69 | slopeAngle = ANGLE(-90.0f); |
| 70 | } |
| 71 | else if (floorTilt.x < 0) |
| 72 | { |
| 73 | slopeAngle = ANGLE(90.0f); |
| 74 | } |
| 75 | |
| 76 | if (floorTilt.y > 0 && floorTilt.y > abs(floorTilt.x)) |
| 77 | { |
| 78 | slopeAngle = ANGLE(180.0f); |
no test coverage detected