raze/source/games/blood/src/gameutil.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 "build.h"
#include "common_game.h"
BEGIN_BLD_NS
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struct HITINFO {
DBloodActor* hitactor;
sectortype* hitSect;
walltype* hitWall;
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int hitx;
int hity;
int hitz;
void clearObj()
{
hitSect = nullptr;
hitWall = nullptr;
hitactor = nullptr;
}
void set(hitdata_t* hit);
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};
extern HITINFO gHitInfo;
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enum {
PARALLAXCLIP_CEILING = 1,
PARALLAXCLIP_FLOOR = 2,
};
struct Collision;
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bool FindSector(int nX, int nY, int nZ, int *nSector);
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inline bool FindSector(int nX, int nY, int nZ, sectortype** ppSector)
{
int n = sectnum(*ppSector);
bool res = FindSector(nX, nY, nZ, &n);
*ppSector = &sector[n];
return res;
}
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bool FindSector(int nX, int nY, int *nSector);
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inline bool FindSector(int nX, int nY, sectortype** ppSector)
{
int n = sectnum(*ppSector);
bool res = FindSector(nX, nY, &n);
*ppSector = &sector[n];
return res;
}
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[[deprecated]]
bool FindSector(int nX, int nY, int nZ, int* nSector);
[[deprecated]]
bool FindSector(int nX, int nY, int* nSector);
bool CheckProximity(DBloodActor *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);
bool CheckProximityWall(walltype* pWall, int x, int y, int nDist);
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int GetWallAngle(walltype* pWall);
void GetWallNormal(walltype* pWall, 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(DBloodActor *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8);
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int VectorScan(DBloodActor *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac);
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void GetZRange(DBloodActor *pSprite, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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void GetZRangeAtXYZ(int x, int y, int z, sectortype* pSector, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *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(vec3_t* pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3);
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BitArray GetClosestSpriteSectors(sectortype* pSector, int x, int y, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
int picWidth(int nPic, int repeat);
int picHeight(int nPic, int repeat);
inline bool CheckSector(const BitArray& bits, spritetype* spr)
{
return bits[spr->sectnum];
}
END_BLD_NS