raze/source/games/blood/src/misc.h

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//-------------------------------------------------------------------------
/*
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 "m_fixed.h"
#include "filesystem.h"
BEGIN_BLD_NS
class DBloodActor;
using HitInfo = THitInfo<DBloodActor>;
using Collision = TCollision<DBloodActor>;
void playlogos();
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unsigned int qrand(void);
int wrand(void);
void wsrand(int);
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void FireInit(void);
void FireProcess(void);
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void UpdateNetworkMenus(void);
void InitMirrors(void);
void setPortalFlags(int mode);
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void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
int qanimateoffs(int a1, int a2);
struct PLAYER;
bool checkLitSprayOrTNT(PLAYER* pPlayer);
void WeaponInit(void);
void WeaponDraw(PLAYER* pPlayer, int shade, double xpos, double ypos, int palnum, DAngle angle);
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void WeaponRaise(PLAYER* pPlayer);
void WeaponLower(PLAYER* pPlayer);
int WeaponUpgrade(PLAYER* pPlayer, int newWeapon);
void WeaponProcess(PLAYER* pPlayer);
void WeaponUpdateState(PLAYER* pPlayer);
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void teslaHit(DBloodActor* pMissile, int a2);
void WeaponPrecache();
struct ZONE {
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DVector3 pos;
sectortype* sector;
DAngle angle;
};
extern ZONE gStartZone[8];
void warpInit(TArray<DBloodActor*>& actors);
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int CheckLink(DBloodActor* pSprite);
int CheckLink(DVector3& cPos, sectortype** pSector);
#include "m_fixed.h"
enum SurfaceType {
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kSurfNone = 0,
kSurfStone,
kSurfMetal,
kSurfWood,
kSurfFlesh,
kSurfWater,
kSurfDirt,
kSurfClay,
kSurfSnow,
kSurfIce,
kSurfLeaves,
kSurfCloth,
kSurfPlant,
kSurfGoo,
kSurfLava,
kSurfMax
};
extern short voxelIndex[MAXTILES];
extern int nPrecacheCount;
inline FTextureID mirrortile;
void tilePrecacheTile(int nTile, int nType, int palette);
int tileGetSurfType(CollisionBase& hit);
struct TextureAttr
{
uint8_t surfType = kSurfNone;
int8_t tileShade = 0;
int16_t voxelIndex = -1;
};
class FTextureAttrArray
{
TextureAttr defaultattr;
public:
TArray<TextureAttr> Types;
TextureAttr operator [](FTextureID tex) const
{
if ((unsigned)tex.GetIndex() >= Types.Size()) return defaultattr;
return Types[tex.GetIndex()];
}
void Set(int index, const TextureAttr& value)
{
if ((unsigned)index >= Types.Size())
{
Types.Resize(index + 1);
}
Types[index] = value;
}
};
inline FTextureAttrArray tprops;
END_BLD_NS