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117 lines
2.9 KiB
C++
117 lines
2.9 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#pragma once
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#include "m_fixed.h"
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#include "filesystem.h"
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BEGIN_BLD_NS
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class DBloodActor;
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using HitInfo = THitInfo<DBloodActor>;
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using Collision = TCollision<DBloodActor>;
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void playlogos();
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unsigned int qrand(void);
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int wrand(void);
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void wsrand(int);
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void FireInit(void);
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void FireProcess(void);
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void UpdateNetworkMenus(void);
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void InitMirrors(void);
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void setPortalFlags(int mode);
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void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
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void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
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int qanimateoffs(int a1, int a2);
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struct PLAYER;
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bool checkFired6or7(PLAYER* pPlayer);
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void WeaponInit(void);
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void WeaponDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5);
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void WeaponRaise(PLAYER* pPlayer);
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void WeaponLower(PLAYER* pPlayer);
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int WeaponUpgrade(PLAYER* pPlayer, int newWeapon);
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void WeaponProcess(PLAYER* pPlayer);
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void WeaponUpdateState(PLAYER* pPlayer);
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void teslaHit(DBloodActor* pMissile, int a2);
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void WeaponPrecache();
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struct ZONE {
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int x, y, z;
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sectortype* sector;
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short ang;
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};
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extern ZONE gStartZone[8];
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void warpInit(TArray<DBloodActor*>& actors);
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int CheckLink(DBloodActor* pSprite);
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int CheckLink(int* x, int* y, int* z, sectortype** pSector);
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int GetOctant(int x, int y);
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void RotateVector(int* dx, int* dy, int nAngle);
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void RotatePoint(int* x, int* y, int nAngle, int ox, int oy);
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#include "m_fixed.h"
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inline int Sin(int ang)
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{
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return sintable[ang & 2047];
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}
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inline int Cos(int ang)
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{
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return sintable[(ang + 512) & 2047];
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}
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enum SurfaceType {
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kSurfNone = 0,
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kSurfStone,
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kSurfMetal,
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kSurfWood,
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kSurfFlesh,
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kSurfWater,
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kSurfDirt,
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kSurfClay,
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kSurfSnow,
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kSurfIce,
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kSurfLeaves,
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kSurfCloth,
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kSurfPlant,
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kSurfGoo,
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kSurfLava,
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kSurfMax
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};
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extern uint8_t surfType[MAXTILES];
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extern int8_t tileShade[MAXTILES];
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extern short voxelIndex[MAXTILES];
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extern int nPrecacheCount;
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void tilePrecacheTile(int nTile, int nType, int palette);
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int tileGetSurfType(int hit);
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int tileGetSurfType(CollisionBase& hit);
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END_BLD_NS
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