/* Copyright (C) 2004 Michael Liebscher Copyright (C) 2000 by DarkOne the Hacker This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /* * wolf_math.h: Wolfenstein 3-D math routines. * * Author: Michael Liebscher * * Acknowledgement: * This code was derived from NewWolf, and was originally * written by DarkOne the Hacker. * * */ /* Notes: This module is implemented by wolf_math.c */ #ifndef __WOLF_MATH_H__ #define __WOLF_MATH_H__ #define FLOATTILE 65536.0f // Angle Direction Types & LUTs (Hard Coded! Please do not mess them) typedef enum {q_first, q_second, q_third, q_fourth} quadrant; typedef enum {dir4_east, dir4_north, dir4_west, dir4_south, dir4_nodir} dir4type; typedef enum { dir8_east, dir8_northeast, dir8_north, dir8_northwest, dir8_west, dir8_southwest, dir8_south, dir8_southeast, dir8_nodir} dir8type; extern char dx4dir[5], dy4dir[5], dx8dir[9], dy8dir[9]; extern dir4type opposite4[5], dir4d[3][3]; extern dir8type opposite8[9], dir4to8[5], diagonal[9][9]; extern int dir8angle[9], dir4angle[5]; // ------------------------- * Vectors * ------------------------- // Vectors & angles for 3D-Space typedef struct { long origin[2]; long angle; } placeonplane_t; // ------------------------- * Some Macroses * ------------------------- #define max_of_2(a, b) ((a)>(b)?(a):(b)) #define LABS(x) ((long)(x)>0?(x):-(x)) #define TILE2POS(a) (((a)<>TILESHIFT) #define POS2TILEf(a) ((a)/FLOATTILE) // ------------------------- * vvv FINE angles vvv * ------------------------- #define ASTEP 0.0078125f // 1 FINE=x DEGREES #define ASTEPRAD 0.000136354f // 1 FINE=x RADIANS #define ANG_1RAD 7333.8598 // 1 RADIAN=x FINES #define ANG_0 0 //(int)((float)0/ASTEP) #define ANG_1 128 //(int)((float)1/ASTEP) #define ANG_6 768 //(int)((float)6/ASTEP) #define ANG_15 1920 //(int)((float)15/ASTEP) #define ANG_22_5 2880 //(int)((float)22.5/ASTEP) #define ANG_30 3840 //(int)((float)30/ASTEP) #define ANG_45 5760 //(int)((float)45/ASTEP) #define ANG_67_5 8640 //(int)((float)67.5/ASTEP) #define ANG_90 11520 //(int)((float)90/ASTEP) #define ANG_112_5 14400 //(int)((float)112.5/ASTEP) #define ANG_135 17280 //(int)((float)135/ASTEP) #define ANG_157_5 20160 //(int)((float)157.5/ASTEP) #define ANG_180 23040 //(int)((float)180/ASTEP) #define ANG_202_5 25920 //(int)((float)202.5/ASTEP) #define ANG_225 28800 //(int)((float)225/ASTEP) #define ANG_247_5 31680 //(int)((float)247.5/ASTEP) #define ANG_270 34560 //(int)((float)270/ASTEP) #define ANG_292_5 37440 //(int)((float)292.5/ASTEP) #define ANG_315 40320 //(int)((float)225/ASTEP) #define ANG_337_5 43200 //(int)((float)337.5/ASTEP) #define ANG_360 46080 //(int)((float)360/ASTEP) // ------------------------- * ^^^ FINE angles ^^^ * ------------------------- #define FINE2RAD( a ) (((a) * M_PI ) / ANG_180) #define RAD2FINE( a ) (((a) * ANG_180) / M_PI) #define FINE2DEG( a ) ((float)(a) / ANG_1) // !@# don't lose precision bits #define FINE2DEGf( a ) ((a) / (float)ANG_1) #define DEG2FINE( a ) ((a) * ANG_1) extern double SinTable[], *CosTable, TanTable[ ANG_360 + 1 ]; extern int XnextTable[ ANG_360 + 1], YnextTable[ ANG_360 + 1 ]; extern int ColumnAngle[640]; // extern int G_Build_Tables(void); #define TanDgr( x ) (tan( DEG2RAD( x ) )) #define SinDgr( x ) (sin( DEG2RAD( x ) )) #define CosDgr( x ) (cos( DEG2RAD( x ) )) #define ArcTanDgr( x ) (RAD2DEG( atan( x ) )) #define ArcSinDgr( x ) (RAD2DEG( asin( x ) )) #define ArcCosDgr( x ) (RAD2DEG( acos( x ) )) extern int NormalizeAngle( int angle ); extern int Point2LineDist( int x, int y, int a ); extern int LineLen2Point( int x, int y, int a ); extern quadrant GetQuadrant( float angle ); extern dir4type Get4dir( float angle ); extern dir8type Get8dir( float angle ); extern float TransformPoint( double Point1X, double Point1Y, double Point2X, double Point2Y ); #endif /* __WOLF_MATH_H__ */