mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-18 02:01:39 +00:00
0d82280b87
- 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
87 lines
3.3 KiB
C
87 lines
3.3 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "build.h"
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#include "common_game.h"
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BEGIN_BLD_NS
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struct HITINFO {
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short hitsect;
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short hitwall;
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short hitsprite;
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int hitx;
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int hity;
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int hitz;
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};
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extern POINT2D baseWall[kMaxWalls];
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extern POINT3D baseSprite[kMaxSprites];
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extern int baseFloor[kMaxSectors];
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extern int baseCeil[kMaxSectors];
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extern int velFloor[kMaxSectors];
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extern int velCeil[kMaxSectors];
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extern short gUpperLink[kMaxSectors];
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extern short gLowerLink[kMaxSectors];
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extern HITINFO gHitInfo;
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enum {
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PARALLAXCLIP_CEILING = 1,
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PARALLAXCLIP_FLOOR = 2,
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};
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// by NoOne: functions to quckly check range of specifical arrays
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inline bool spriRangeIsFine(int nIndex) {
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return (nIndex >= 0 && nIndex < kMaxSprites);
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}
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inline bool sectRangeIsFine(int nIndex) {
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return (nIndex >= 0 && nIndex < kMaxSectors);
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}
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inline bool wallRangeIsFine(int nIndex) {
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return (nIndex >= 0 && nIndex < kMaxWalls);
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}
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///
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bool AreSectorsNeighbors(int sect1, int sect2);
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bool FindSector(int nX, int nY, int nZ, int *nSector);
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bool FindSector(int nX, int nY, int *nSector);
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void CalcFrameRate(void);
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bool CheckProximity(spritetype *pSprite, int nX, int nY, int nZ, int nSector, int nDist);
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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bool CheckProximityWall(int nWall, int x, int y, int nDist);
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int GetWallAngle(int nWall);
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void GetWallNormal(int nWall, int *pX, int *pY);
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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);
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int HitScan(spritetype *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8);
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int VectorScan(spritetype *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac);
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void GetZRange(spritetype *pSprite, int *ceilZ, int *ceilHit, int *floorZ, int *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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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);
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int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
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unsigned int ClipMove(int *x, int *y, int *z, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask);
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int GetClosestSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit);
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int GetClosestSpriteSectors(int nSector, int x, int y, int nDist, short *pSectors, char *pSectBit, short *a8);
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END_BLD_NS
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