gzdoom/src/p_trace.h
Christoph Oelckers 4a79602325 - floatification of g_shared.
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00

143 lines
4.5 KiB
C++

/*
** 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 <stddef.h>
#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__