raze/source/core/gamefuncs.h
Christoph Oelckers 30f4e2b29d - replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00

80 lines
2 KiB
C

#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(const sectortype* sec, float dax, float day, float* ceilz, float* florz);
void setWallSectors();
void GetWallSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
void GetFlatSpritePosition(const spritetype* spr, vec2_t pos, vec2_t* out);
// 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;
}
inline int sectorofwall(int wallNum)
{
if ((unsigned)wallNum < (unsigned)numwalls) return wall[wallNum].sector;
return -1;
}