gzdoom/src/p_blockmap.h
Christoph Oelckers ed25cf61c5 - moved the msecnode code to its own file.
Note that this originates from Boom so it needs to keep the Doom license.
2017-01-06 12:54:01 +01:00

51 lines
1.3 KiB
C++

#ifndef __P_BLOCKMAP_H
#define __P_BLOCKMAP_H
#include "doomtype.h"
class AActor;
// [RH] Like msecnode_t, but for the blockmap
struct FBlockNode
{
AActor *Me; // actor this node references
int BlockIndex; // index into blocklinks for the block this node is in
int Group; // portal group this link belongs to (can be different than the actor's own group
FBlockNode **PrevActor; // previous actor in this block
FBlockNode *NextActor; // next actor in this block
FBlockNode **PrevBlock; // previous block this actor is in
FBlockNode *NextBlock; // next block this actor is in
static FBlockNode *Create (AActor *who, int x, int y, int group = -1);
void Release ();
static FBlockNode *FreeBlocks;
};
extern int* blockmaplump; // offsets in blockmap are from here
extern int* blockmap;
extern int bmapwidth;
extern int bmapheight; // in mapblocks
extern double bmaporgx;
extern double bmaporgy; // origin of block map
extern FBlockNode** blocklinks; // for thing chains
// mapblocks are used to check movement
// against lines and things
enum
{
MAPBLOCKUNITS = 128
};
inline int GetBlockX(double xpos)
{
return int((xpos - bmaporgx) / MAPBLOCKUNITS);
}
inline int GetBlockY(double ypos)
{
return int((ypos - bmaporgy) / MAPBLOCKUNITS);
}
#endif