//------------------------------------------------------------------------- /* 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 { DBloodActor* hitactor; int hitsect; int hitwall; int hitx; int hity; int hitz; void clearObj() { hitsect = hitwall = -1; hitactor = nullptr; } void set(hitdata_t* hit); }; extern HITINFO gHitInfo; enum { PARALLAXCLIP_CEILING = 1, PARALLAXCLIP_FLOOR = 2, }; struct Collision; bool FindSector(int nX, int nY, int nZ, int *nSector); bool FindSector(int nX, int nY, int *nSector); bool CheckProximity(DBloodActor *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(walltype* nWall, int x, int y, int nDist); int GetWallAngle(walltype* pWall); void GetWallNormal(walltype* pWall, 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(DBloodActor *pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8); int VectorScan(DBloodActor *pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac); void GetZRange(DBloodActor *pSprite, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0); void GetZRangeAtXYZ(int x, int y, int z, int nSector, int *ceilZ, Collision *ceilHit, int *floorZ, Collision *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(vec3_t* pos, int *nSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, int tracecount = 3); BitArray GetClosestSpriteSectors(int nSector, int x, int y, int nDist, TArray* pWalls, bool newSectCheckMethod = false); int picWidth(int nPic, int repeat); int picHeight(int nPic, int repeat); END_BLD_NS