//------------------------------------------------------------------------- /* 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 enum { PARALLAXCLIP_CEILING = 1, PARALLAXCLIP_FLOOR = 2, }; bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist); bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, 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); inline int HitScan(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsigned int nMask, int a8) { return HitScan(pSprite, int(z * zworldtoint), dx, dy, dz, nMask, 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, sectortype* pSector, 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); void ClipMove(vec3_t& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3); inline void ClipMove(DVector3& pos, sectortype** pSector, int xv, int yv, int wd, int cd, int fd, unsigned int nMask, CollisionBase& hit, int tracecount = 3) { // this uses floats only partially. vec3_t ipos = { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint)}; ClipMove(ipos, pSector, xv, yv, wd, cd, fd, nMask, hit, tracecount); pos = { ipos.X * inttoworld, ipos.Y * inttoworld, ipos.Z * zinttoworld }; } BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray* pWalls, bool newSectCheckMethod = false); int picWidth(int nPic, int repeat); int picHeight(int nPic, int repeat); END_BLD_NS