qzdoom/src/p_trace.h

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/*
** 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"
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#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,
TRACE_CrossingPortal,
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};
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;
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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.
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ETraceResult HitType;
F3DFloor *ffloor;
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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
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F3DFloor *Crossed3DWater; // For 3D floor-based deep water
DVector3 Crossed3DWaterPos;
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};
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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.
TRACE_ReportPortals = 16, // Report any portal crossing to the TraceCallback
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};
// 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(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);
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#endif //__P_TRACE_H__