#pragma once #include "gamecontrol.h" #include "binaryangle.h" #include "build.h" extern int cameradist, cameraclock; void loaddefinitionsfile(const char* fn, bool cumulative = false, bool maingrp = false); bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio); void PlanesAtPoint(const sectortype* sec, int dax, int day, float* ceilz, float* florz); inline void PlanesAtPoint(const sectortype* sec, float dax, float day, float* ceilz, float* florz) // this is just for warning evasion. { PlanesAtPoint(sec, int(dax), int(day), ceilz, florz); } void setWallSectors(); void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out, bool render = false); void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out, bool render = false); void checkRotatedWalls(); // y is negated so that the orientation is the same as in GZDoom, in order to use its utilities. // The render code should NOT use Build coordinates for anything! inline double WallStartX(int wallnum) { return wall[wallnum].x * (1 / 16.); } inline double WallStartY(int wallnum) { return wall[wallnum].y * (1 / -16.); } inline double WallEndX(int wallnum) { return wall[wall[wallnum].point2].x * (1 / 16.); } inline double WallEndY(int wallnum) { return wall[wall[wallnum].point2].y * (1 / -16.); } inline double WallStartX(const walltype* wallnum) { return wallnum->x * (1 / 16.); } inline double WallStartY(const walltype* wallnum) { return wallnum->y * (1 / -16.); } inline DVector2 WallStart(const walltype* wallnum) { return { WallStartX(wallnum), WallStartY(wallnum) }; } inline double WallEndX(const walltype* wallnum) { return wall[wallnum->point2].x * (1 / 16.); } inline double WallEndY(const walltype* wallnum) { return wall[wallnum->point2].y * (1 / -16.); } inline DVector2 WallEnd(const walltype* wallnum) { return { WallEndX(wallnum), WallEndY(wallnum) }; } inline DVector2 WallDelta(const walltype* wallnum) { return WallEnd(wallnum) - WallStart(wallnum); } inline double SpriteX(int wallnum) { return sprite[wallnum].x * (1 / 16.); } inline double SpriteY(int wallnum) { return sprite[wallnum].y * (1 / -16.); } inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay) { return (x - linex) * deltay - (y - liney) * deltax; } inline double PointOnLineSide(const DVector2 &pos, const walltype *line) { return (pos.X - WallStartX(line)) * WallDelta(line).Y - (pos.Y - WallStartY(line)) * WallDelta(line).X; } template inline double PointOnLineSide(const TVector2& pos, const TVector2& linestart, const TVector2& lineend) { return (pos.X - linestart.X) * (lineend.Y - linestart.Y) - (pos.Y - linestart.Y) * (lineend.X - linestart.X); } inline int sectorofwall(int wallNum) { if ((unsigned)wallNum < (unsigned)numwalls) return wall[wallNum].sector; return -1; } extern int numshades; // Return type is int because this gets passed to variadic functions where structs may produce undefined behavior. inline int shadeToLight(int shade) { shade = clamp(shade, 0, numshades - 1); int light = Scale(numshades - 1 - shade, 255, numshades - 1); return PalEntry(255, light, light, light); } inline void copyfloorpal(spritetype* spr, const sectortype* sect) { if (!lookups.noFloorPal(sect->floorpal)) spr->pal = sect->floorpal; } inline void spriteSetSlope(int spritenum, int heinum) { auto spr = &sprite[spritenum]; int cstat = spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK; if (spr->cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) { spr->xoffset = heinum & 255; spr->yoffset = (heinum >> 8) & 255; spr->cstat = (spr->cstat & ~CSTAT_SPRITE_ALIGNMENT_MASK) | (heinum != 0 ? CSTAT_SPRITE_ALIGNMENT_SLOPE : CSTAT_SPRITE_ALIGNMENT_FLOOR); } } inline int spriteGetSlope(int spritenum) { auto spr = &sprite[spritenum]; return ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE) ? 0 : uint8_t(spr->xoffset) + (uint8_t(spr->yoffset) << 8); }