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478672879e
The really easy stuff…
61 lines
3 KiB
C
61 lines
3 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 "build.h"
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#include "common_game.h"
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BEGIN_BLD_NS
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enum {
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PARALLAXCLIP_CEILING = 1,
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PARALLAXCLIP_FLOOR = 2,
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};
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bool CheckProximity(DBloodActor* pSprite, const DVector3& pos, sectortype* pSector, int nDist);
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bool CheckProximityPoint(int nX1, int nY1, int nZ1, int nX2, int nY2, int nZ2, int nDist);
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int GetWallAngle(walltype* pWall);
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void GetWallNormal(walltype* pWall, int* pX, int* pY);
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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);
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int HitScan(DBloodActor* pSprite, int z, int dx, int dy, int dz, unsigned int nMask, int a8);
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inline int HitScan(DBloodActor* pSprite, double z, int dx, int dy, int dz, unsigned int nMask, int a8)
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{
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return HitScan(pSprite, int(z * zworldtoint), dx, dy, dz, nMask, a8);
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}
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int VectorScan(DBloodActor* pSprite, int nOffset, int nZOffset, int dx, int dy, int dz, int nRange, int ac);
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void GetZRange(DBloodActor* pSprite, int* ceilZ, Collision* ceilHit, int* floorZ, Collision* floorHit, int nDist, unsigned int nMask, unsigned int nClipParallax = 0);
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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);
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int GetDistToLine(int x1, int y1, int x2, int y2, int x3, int y3);
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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);
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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)
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{
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// this uses floats only partially.
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vec3_t ipos = { int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint)};
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ClipMove(ipos, pSector, xv, yv, wd, cd, fd, nMask, hit, tracecount);
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pos = { ipos.X * inttoworld, ipos.Y * inttoworld, ipos.Z * zinttoworld };
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}
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BitArray GetClosestSpriteSectors(sectortype* pSector, const DVector2& pos, int nDist, TArray<walltype*>* pWalls, bool newSectCheckMethod = false);
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int picWidth(int nPic, int repeat);
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int picHeight(int nPic, int repeat);
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END_BLD_NS
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