/* ** p_trace.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __P_TRACE_H__ #define __P_TRACE_H__ #include #include "actor.h" #include "cmdlib.h" #include "textures/textures.h" struct sector_t; struct line_t; class AActor; struct F3DFloor; enum ETraceResult { TRACE_HitNone, TRACE_HitFloor, TRACE_HitCeiling, TRACE_HitWall, TRACE_HitActor }; enum { TIER_Middle, TIER_Upper, TIER_Lower, TIER_FFloor, }; struct FTraceResults { sector_t *Sector; FTextureID HitTexture; DVector3 HitPos; DVector3 HitVector; DVector3 SrcFromTarget; DAngle SrcAngleFromTarget; double Distance; double Fraction; AActor *Actor; // valid if hit an actor line_t *Line; // valid if hit a line BYTE Side; BYTE Tier; bool unlinked; // passed through a portal without static offset. ETraceResult HitType; F3DFloor *ffloor; sector_t *CrossedWater; // For Boom-style, Transfer_Heights-based deep water DVector3 CrossedWaterPos; // remember the position so that we can use it for spawning the splash F3DFloor *Crossed3DWater; // For 3D floor-based deep water DVector3 Crossed3DWaterPos; void CopyIfCloser(FTraceResults *other) { if (other->Distance < Distance || HitType == TRACE_HitNone) { memcpy(this, other, myoffsetof(FTraceResults, CrossedWater)); } if (CrossedWater == NULL && other->CrossedWater != NULL) { CrossedWater = other->CrossedWater; CrossedWaterPos = other->CrossedWaterPos; } if (Crossed3DWater == NULL && other->Crossed3DWater != NULL) { Crossed3DWater = other->Crossed3DWater; Crossed3DWaterPos = other->Crossed3DWaterPos; } } }; enum { TRACE_NoSky = 1, // Hitting the sky returns TRACE_HitNone TRACE_PCross = 2, // Trigger SPAC_PCROSS lines TRACE_Impact = 4, // Trigger SPAC_IMPACT lines TRACE_PortalRestrict= 8, // Cannot go through portals without a static link offset. }; // return values from callback enum ETraceStatus { TRACE_Stop, // stop the trace, returning this hit TRACE_Continue, // continue the trace, returning this hit if there are none further along TRACE_Skip, // continue the trace; do not return this hit TRACE_Abort, // stop the trace, returning no hits }; bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector, fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist, ActorFlags ActorMask, DWORD WallMask, AActor *ignore, FTraceResults &res, DWORD traceFlags=0, ETraceStatus (*callback)(FTraceResults &res, void *)=NULL, void *callbackdata=NULL); inline bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, double maxDist, ActorFlags ActorMask, DWORD WallMask, AActor *ignore, FTraceResults &res, DWORD traceFlags = 0, ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL) { return Trace(FLOAT2FIXED(start.X), FLOAT2FIXED(start.Y), FLOAT2FIXED(start.Z), sector, FLOAT2FIXED(direction.X), FLOAT2FIXED(direction.Y), FLOAT2FIXED(direction.Z), FLOAT2FIXED(maxDist), ActorMask, WallMask, ignore, res, traceFlags, callback, callbackdata); } #endif //__P_TRACE_H__