raze-gles/source/blood/src/gameutil.h
Grind Core 0d82280b87 - Added event initiator for sectors and walls
- Added dynamic dispersion for custom dude
- Added dynamic attack distance for custom dude
- Added dynamic damage resistance scale for custom dude
- There was some refactor actions performed
- Added player RX channels for triggering the players
- Updates for modern types
- There was added player control modern type which can do a lot things. It's
still WIP
- Other updates and fixes mainly related to gModernMap

Note that your save games will be no longer compatible

# Conflicts:
#	source/blood/src/actor.h
#	source/blood/src/aiunicult.h
#	source/blood/src/db.h
#	source/blood/src/player.h
#	source/blood/src/triggers.h
#	source/blood/src/weapon.cpp
2019-11-11 22:59:05 +01:00

87 lines
3.3 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#pragma once
#include "build.h"
#include "common_game.h"
BEGIN_BLD_NS
struct HITINFO {
short hitsect;
short hitwall;
short hitsprite;
int hitx;
int hity;
int hitz;
};
extern POINT2D baseWall[kMaxWalls];
extern POINT3D baseSprite[kMaxSprites];
extern int baseFloor[kMaxSectors];
extern int baseCeil[kMaxSectors];
extern int velFloor[kMaxSectors];
extern int velCeil[kMaxSectors];
extern short gUpperLink[kMaxSectors];
extern short gLowerLink[kMaxSectors];
extern HITINFO gHitInfo;
enum {
PARALLAXCLIP_CEILING = 1,
PARALLAXCLIP_FLOOR = 2,
};
// by NoOne: functions to quckly check range of specifical arrays
inline bool spriRangeIsFine(int nIndex) {
return (nIndex >= 0 && nIndex < kMaxSprites);
}
inline bool sectRangeIsFine(int nIndex) {
return (nIndex >= 0 && nIndex < kMaxSectors);
}
inline bool wallRangeIsFine(int nIndex) {
return (nIndex >= 0 && nIndex < kMaxWalls);
}
///
bool AreSectorsNeighbors(int sect1, int sect2);
bool FindSector(int nX, int nY, int nZ, int *nSector);
bool FindSector(int nX, int nY, int *nSector);
void CalcFrameRate(void);
bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist);
bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
bool CheckProximityWall(int nWall, int x, int y, int nDist);
int GetWallAngle(int nWall);
void GetWallNormal(int nWall, int *pX, int *pY);
bool IntersectRay(int wx, int wy, int wdx, int wdy, int x1, int y1, int z1, int x2, int y2, int z2, int *ix, int *iy, int *iz);
int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8);
int VectorScan(spritetype *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac);
void GetZRange(spritetype *pSprite, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
unsigned int ClipMove(int *x, int *y, int *z, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask);
int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit, short *a8);
END_BLD_NS