raze/source/games/blood/src/misc.h
2022-10-10 17:37:19 +02:00

117 lines
2.9 KiB
C++

//-------------------------------------------------------------------------
/*
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 "m_fixed.h"
#include "filesystem.h"
BEGIN_BLD_NS
class DBloodActor;
using HitInfo = THitInfo<DBloodActor>;
using Collision = TCollision<DBloodActor>;
void playlogos();
unsigned int qrand(void);
int wrand(void);
void wsrand(int);
void FireInit(void);
void FireProcess(void);
void UpdateNetworkMenus(void);
void InitMirrors(void);
void setPortalFlags(int mode);
void processSpritesOnOtherSideOfPortal(int x, int y, int interpolation);
void DrawMirrors(int x, int y, int z, fixed_t a, fixed_t horiz, int smooth, int viewPlayer);
int qanimateoffs(int a1, int a2);
struct PLAYER;
bool checkLitSprayOrTNT(PLAYER* pPlayer);
void WeaponInit(void);
void WeaponDraw(PLAYER* pPlayer, int a2, double a3, double a4, int a5);
void WeaponRaise(PLAYER* pPlayer);
void WeaponLower(PLAYER* pPlayer);
int WeaponUpgrade(PLAYER* pPlayer, int newWeapon);
void WeaponProcess(PLAYER* pPlayer);
void WeaponUpdateState(PLAYER* pPlayer);
void teslaHit(DBloodActor* pMissile, int a2);
void WeaponPrecache();
struct ZONE {
DVector3 pos;
sectortype* sector;
short ang;
};
extern ZONE gStartZone[8];
void warpInit(TArray<DBloodActor*>& actors);
int CheckLink(DBloodActor* pSprite);
int CheckLink(int* x, int* y, int* z, sectortype** pSector);
int GetOctant(int x, int y);
void RotateVector(int* dx, int* dy, int nAngle);
void RotatePoint(int* x, int* y, int nAngle, int ox, int oy);
#include "m_fixed.h"
inline int Sin(int ang)
{
return sintable[ang & 2047];
}
inline int Cos(int ang)
{
return sintable[(ang + 512) & 2047];
}
enum SurfaceType {
kSurfNone = 0,
kSurfStone,
kSurfMetal,
kSurfWood,
kSurfFlesh,
kSurfWater,
kSurfDirt,
kSurfClay,
kSurfSnow,
kSurfIce,
kSurfLeaves,
kSurfCloth,
kSurfPlant,
kSurfGoo,
kSurfLava,
kSurfMax
};
extern uint8_t surfType[MAXTILES];
extern int8_t tileShade[MAXTILES];
extern short voxelIndex[MAXTILES];
extern int nPrecacheCount;
void tilePrecacheTile(int nTile, int nType, int palette);
int tileGetSurfType(int hit);
int tileGetSurfType(CollisionBase& hit);
END_BLD_NS