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ed25cf61c5
Note that this originates from Boom so it needs to keep the Doom license.
51 lines
1.3 KiB
C++
51 lines
1.3 KiB
C++
#ifndef __P_BLOCKMAP_H
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#define __P_BLOCKMAP_H
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#include "doomtype.h"
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class AActor;
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// [RH] Like msecnode_t, but for the blockmap
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struct FBlockNode
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{
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AActor *Me; // actor this node references
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int BlockIndex; // index into blocklinks for the block this node is in
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int Group; // portal group this link belongs to (can be different than the actor's own group
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FBlockNode **PrevActor; // previous actor in this block
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FBlockNode *NextActor; // next actor in this block
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FBlockNode **PrevBlock; // previous block this actor is in
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FBlockNode *NextBlock; // next block this actor is in
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static FBlockNode *Create (AActor *who, int x, int y, int group = -1);
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void Release ();
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static FBlockNode *FreeBlocks;
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};
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extern int* blockmaplump; // offsets in blockmap are from here
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extern int* blockmap;
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extern int bmapwidth;
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extern int bmapheight; // in mapblocks
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extern double bmaporgx;
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extern double bmaporgy; // origin of block map
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extern FBlockNode** blocklinks; // for thing chains
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// mapblocks are used to check movement
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// against lines and things
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enum
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{
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MAPBLOCKUNITS = 128
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};
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inline int GetBlockX(double xpos)
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{
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return int((xpos - bmaporgx) / MAPBLOCKUNITS);
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}
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inline int GetBlockY(double ypos)
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{
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return int((ypos - bmaporgy) / MAPBLOCKUNITS);
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}
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#endif
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