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