raze/source/core/gamefuncs.h
Christoph Oelckers 9fe462d358 - adapted GZDoom's portal framework.
Not tested yet and somewhat stripped down, as the portals this needs to support are a lot less complex - plus some of the issues in Doom do not apply here.
2021-03-21 18:41:23 +01:00

101 lines
2.5 KiB
C

#pragma once
#include "gamecontrol.h"
#include "buildtypes.h"
#include "binaryangle.h"
extern int cameradist, cameraclock;
bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio);
bool spriteIsModelOrVoxel(const spritetype* tspr);
void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
void setWallSectors();
void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
void checkRotatedWalls();
// y is negated so that the orientation is the same as in GZDoom, in order to use its utilities.
// The render code should NOT use Build coordinates for anything!
inline double WallStartX(int wallnum)
{
return wall[wallnum].x * (1 / 16.);
}
inline double WallStartY(int wallnum)
{
return wall[wallnum].y * (1 / -16.);
}
inline double WallEndX(int wallnum)
{
return wall[wall[wallnum].point2].x * (1 / 16.);
}
inline double WallEndY(int wallnum)
{
return wall[wall[wallnum].point2].y * (1 / -16.);
}
inline double WallStartX(const walltype* wallnum)
{
return wallnum->x * (1 / 16.);
}
inline double WallStartY(const walltype* wallnum)
{
return wallnum->y * (1 / -16.);
}
inline DVector2 WallStart(const walltype* wallnum)
{
return { WallStartX(wallnum), WallStartY(wallnum) };
}
inline double WallEndX(const walltype* wallnum)
{
return wall[wallnum->point2].x * (1 / 16.);
}
inline double WallEndY(const walltype* wallnum)
{
return wall[wallnum->point2].y * (1 / -16.);
}
inline DVector2 WallEnd(const walltype* wallnum)
{
return { WallEndX(wallnum), WallEndY(wallnum) };
}
inline DVector2 WallDelta(const walltype* wallnum)
{
return WallEnd(wallnum) - WallStart(wallnum);
}
inline double SpriteX(int wallnum)
{
return sprite[wallnum].x * (1 / 16.);
}
inline double SpriteY(int wallnum)
{
return sprite[wallnum].y * (1 / -16.);
}
inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay)
{
return (x - linex) * deltay - (y - liney) * deltax;
}
inline double PointOnLineSide(const DVector2 &pos, const walltype *line)
{
return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X;
}
inline int sectorofwall(int wallNum)
{
if ((unsigned)wallNum < (unsigned)numwalls) return wall[wallNum].sector;
return -1;
}