#pragma once #include "gamecontrol.h" #include "buildtypes.h" #include "binaryangle.h" extern int cameradist, cameraclock; bool calcChaseCamPos(int* px, int* py, int* pz, spritetype* pspr, short *psectnum, binangle ang, fixedhoriz horiz, double const smoothratio); bool spriteIsModelOrVoxel(const spritetype* tspr); void PlanesAtPoint(usectorptr_t sec, float dax, float day, float* ceilz, float* florz); struct PlaneParam { float dx, dy; int length; }; void PlanesAtPoint(usectorptr_t sec, PlaneParam* pp, float dax, float day, float* ceilz, float* florz); // y is negated so that the orientation is the same as in GZDoom, in order to use its utilities. // The render code should NOT use Build coordinates for anything! inline double WallStartX(int wallnum) { return wall[wallnum].x * (1 / 16.); } inline double WallStartY(int wallnum) { return wall[wallnum].y * (1 / -16.); } inline double WallEndX(int wallnum) { return wall[wall[wallnum].point2].x * (1 / 16.); } inline double WallEndY(int wallnum) { return wall[wall[wallnum].point2].y * (1 / -16.); } inline double WallStartX(const walltype* wallnum) { return wallnum->x * (1 / 16.); } inline double WallStartY(const walltype* wallnum) { return wallnum->y * (1 / -16.); } inline double WallEndX(const walltype* wallnum) { return wall[wallnum->point2].x * (1 / 16.); } inline double WallEndY(const walltype* wallnum) { return wall[wallnum->point2].y * (1 / -16.); } inline double SpriteX(int wallnum) { return sprite[wallnum].x * (1 / 16.); } inline double SpriteY(int wallnum) { return sprite[wallnum].y * (1 / -16.); } inline double PointOnLineSide(double x, double y, double linex, double liney, double deltax, double deltay) { return (x - linex) * deltay - (y - liney) * deltax; }