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https://github.com/ZDoom/qzdoom.git
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4a79602325
- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
143 lines
4.5 KiB
C++
143 lines
4.5 KiB
C++
/*
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** p_trace.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __P_TRACE_H__
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#define __P_TRACE_H__
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#include <stddef.h>
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#include "actor.h"
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#include "cmdlib.h"
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#include "textures/textures.h"
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struct sector_t;
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struct line_t;
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class AActor;
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struct F3DFloor;
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enum ETraceResult
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{
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TRACE_HitNone,
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TRACE_HitFloor,
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TRACE_HitCeiling,
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TRACE_HitWall,
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TRACE_HitActor
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};
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enum
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{
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TIER_Middle,
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TIER_Upper,
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TIER_Lower,
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TIER_FFloor,
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};
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struct FTraceResults
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{
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sector_t *Sector;
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FTextureID HitTexture;
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DVector3 HitPos;
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DVector3 HitVector;
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DVector3 SrcFromTarget;
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DAngle SrcAngleFromTarget;
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double Distance;
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double Fraction;
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AActor *Actor; // valid if hit an actor
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line_t *Line; // valid if hit a line
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BYTE Side;
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BYTE Tier;
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bool unlinked; // passed through a portal without static offset.
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ETraceResult HitType;
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F3DFloor *ffloor;
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sector_t *CrossedWater; // For Boom-style, Transfer_Heights-based deep water
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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
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DVector3 Crossed3DWaterPos;
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void CopyIfCloser(FTraceResults *other)
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{
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if (other->Distance < Distance || HitType == TRACE_HitNone)
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{
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memcpy(this, other, myoffsetof(FTraceResults, CrossedWater));
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}
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if (CrossedWater == NULL && other->CrossedWater != NULL)
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{
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CrossedWater = other->CrossedWater;
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CrossedWaterPos = other->CrossedWaterPos;
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}
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if (Crossed3DWater == NULL && other->Crossed3DWater != NULL)
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{
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Crossed3DWater = other->Crossed3DWater;
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Crossed3DWaterPos = other->Crossed3DWaterPos;
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}
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}
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};
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enum
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{
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TRACE_NoSky = 1, // Hitting the sky returns TRACE_HitNone
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TRACE_PCross = 2, // Trigger SPAC_PCROSS lines
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TRACE_Impact = 4, // Trigger SPAC_IMPACT lines
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TRACE_PortalRestrict= 8, // Cannot go through portals without a static link offset.
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};
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// return values from callback
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enum ETraceStatus
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{
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TRACE_Stop, // stop the trace, returning this hit
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TRACE_Continue, // continue the trace, returning this hit if there are none further along
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TRACE_Skip, // continue the trace; do not return this hit
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TRACE_Abort, // stop the trace, returning no hits
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};
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bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
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fixed_t vx, fixed_t vy, fixed_t vz, fixed_t maxDist,
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ActorFlags ActorMask, DWORD WallMask, AActor *ignore,
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FTraceResults &res,
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DWORD traceFlags=0,
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ETraceStatus (*callback)(FTraceResults &res, void *)=NULL, void *callbackdata=NULL);
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inline bool Trace(const DVector3 &start, sector_t *sector, const DVector3 &direction, double maxDist,
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ActorFlags ActorMask, DWORD WallMask, AActor *ignore, FTraceResults &res, DWORD traceFlags = 0,
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ETraceStatus(*callback)(FTraceResults &res, void *) = NULL, void *callbackdata = NULL)
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{
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return Trace(FLOAT2FIXED(start.X), FLOAT2FIXED(start.Y), FLOAT2FIXED(start.Z), sector,
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FLOAT2FIXED(direction.X), FLOAT2FIXED(direction.Y), FLOAT2FIXED(direction.Z), FLOAT2FIXED(maxDist),
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ActorMask, WallMask, ignore, res, traceFlags, callback, callbackdata);
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}
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#endif //__P_TRACE_H__
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