//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 Nuke.YKT This file is part of NBlood. NBlood is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #pragma once #include "m_fixed.h" #include "filesystem.h" BEGIN_BLD_NS class DBloodActor; using HitInfo = THitInfo; using Collision = TCollision; void playlogos(); unsigned int qrand(void); int wrand(void); void wsrand(int); void FireInit(void); void FireProcess(void); void UpdateNetworkMenus(void); void InitMirrors(void); void setPortalFlags(int mode); void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation); void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer); int qanimateoffs(int a1, int a2); struct PLAYER; bool checkLitSprayOrTNT(PLAYER* pPlayer); void WeaponInit(void); void WeaponDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5); void WeaponRaise(PLAYER* pPlayer); void WeaponLower(PLAYER* pPlayer); int WeaponUpgrade(PLAYER* pPlayer, int newWeapon); void WeaponProcess(PLAYER* pPlayer); void WeaponUpdateState(PLAYER* pPlayer); void teslaHit(DBloodActor* pMissile, int a2); void WeaponPrecache(); struct ZONE { DVector3 pos; sectortype* sector; short ang; }; extern ZONE gStartZone[8]; void warpInit(TArray& actors); int CheckLink(DBloodActor* pSprite); int CheckLink(DVector3& cPos, sectortype** pSector); void RotateVector(int* dx, int* dy, int nAngle); #include "m_fixed.h" inline int Sin(int ang) { return sintable[ang & 2047]; } inline int Cos(int ang) { return sintable[(ang + 512) & 2047]; } enum SurfaceType { kSurfNone = 0, kSurfStone, kSurfMetal, kSurfWood, kSurfFlesh, kSurfWater, kSurfDirt, kSurfClay, kSurfSnow, kSurfIce, kSurfLeaves, kSurfCloth, kSurfPlant, kSurfGoo, kSurfLava, kSurfMax }; extern uint8_t surfType[MAXTILES]; extern int8_t tileShade[MAXTILES]; extern short voxelIndex[MAXTILES]; extern int nPrecacheCount; void tilePrecacheTile(int nTile, int nType, int palette); int tileGetSurfType(int hit); int tileGetSurfType(CollisionBase& hit); END_BLD_NS