ref: d27d3bb8b68f1e0f066a0749601ff32431325983
dir: /src/p_spec.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // 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., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // DESCRIPTION: none // Implements special effects: // Texture animation, height or lighting changes // according to adjacent sectors, respective // utility functions, etc. // //----------------------------------------------------------------------------- #ifndef __P_SPEC__ #define __P_SPEC__ // // End-level timer (-TIMER option) // extern boolean levelTimer; extern int levelTimeCount; // Define values for map objects #define MO_TELEPORTMAN 14 // at game start void P_InitPicAnims (void); // at map load void P_SpawnSpecials (void); // every tic void P_UpdateSpecials (void); // when needed boolean P_UseSpecialLine ( mobj_t* thing, line_t* line, int side ); void P_ShootSpecialLine ( mobj_t* thing, line_t* line ); void P_CrossSpecialLine ( int linenum, int side, mobj_t* thing ); void P_PlayerInSpecialSector (player_t* player); int twoSided ( int sector, int line ); sector_t* getSector ( int currentSector, int line, int side ); side_t* getSide ( int currentSector, int line, int side ); fixed_t P_FindLowestFloorSurrounding(sector_t* sec); fixed_t P_FindHighestFloorSurrounding(sector_t* sec); fixed_t P_FindNextHighestFloor ( sector_t* sec, int currentheight ); fixed_t P_FindLowestCeilingSurrounding(sector_t* sec); fixed_t P_FindHighestCeilingSurrounding(sector_t* sec); int P_FindSectorFromLineTag ( line_t* line, int start ); int P_FindMinSurroundingLight ( sector_t* sector, int max ); sector_t* getNextSector ( line_t* line, sector_t* sec ); // // SPECIAL // int EV_DoDonut(line_t* line); // // P_LIGHTS // typedef struct { thinker_t thinker; sector_t* sector; int count; int maxlight; int minlight; } fireflicker_t; typedef struct { thinker_t thinker; sector_t* sector; int count; int maxlight; int minlight; int maxtime; int mintime; } lightflash_t; typedef struct { thinker_t thinker; sector_t* sector; int count; int minlight; int maxlight; int darktime; int brighttime; } strobe_t; typedef struct { thinker_t thinker; sector_t* sector; int minlight; int maxlight; int direction; } glow_t; #define GLOWSPEED 8 #define STROBEBRIGHT 5 #define FASTDARK 15 #define SLOWDARK 35 void P_SpawnFireFlicker (sector_t* sector); void T_LightFlash (lightflash_t* flash); void P_SpawnLightFlash (sector_t* sector); void T_StrobeFlash (strobe_t* flash); void P_SpawnStrobeFlash ( sector_t* sector, int fastOrSlow, int inSync ); void EV_StartLightStrobing(line_t* line); void EV_TurnTagLightsOff(line_t* line); void EV_LightTurnOn ( line_t* line, int bright ); void T_Glow(glow_t* g); void P_SpawnGlowingLight(sector_t* sector); // // P_SWITCH // typedef struct { char name1[9]; char name2[9]; short episode; } switchlist_t; typedef enum { top, middle, bottom } bwhere_e; typedef struct { line_t* line; bwhere_e where; int btexture; int btimer; degenmobj_t *soundorg; } button_t; // max # of wall switches in a level #define MAXSWITCHES 50 // 4 players, 4 buttons each at once, max. #define MAXBUTTONS 16 // 1 second, in ticks. #define BUTTONTIME 35 extern button_t buttonlist[MAXBUTTONS]; void P_ChangeSwitchTexture ( line_t* line, int useAgain ); void P_InitSwitchList(void); // // P_PLATS // typedef enum { up, down, waiting, in_stasis } plat_e; typedef enum { perpetualRaise, downWaitUpStay, raiseAndChange, raiseToNearestAndChange, blazeDWUS } plattype_e; typedef struct { thinker_t thinker; sector_t* sector; fixed_t speed; fixed_t low; fixed_t high; int wait; int count; plat_e status; plat_e oldstatus; boolean crush; int tag; plattype_e type; } plat_t; #define PLATWAIT 3 #define PLATSPEED FRACUNIT #define MAXPLATS 30 extern plat_t* activeplats[MAXPLATS]; void T_PlatRaise(plat_t* plat); int EV_DoPlat ( line_t* line, plattype_e type, int amount ); void P_AddActivePlat(plat_t* plat); void P_RemoveActivePlat(plat_t* plat); void EV_StopPlat(line_t* line); void P_ActivateInStasis(int tag); // // P_DOORS // typedef enum { normal, close30ThenOpen, close, open, raiseIn5Mins, blazeRaise, blazeOpen, blazeClose } vldoor_e; typedef struct { thinker_t thinker; vldoor_e type; sector_t* sector; fixed_t topheight; fixed_t speed; // 1 = up, 0 = waiting at top, -1 = down int direction; // tics to wait at the top int topwait; // (keep in case a door going down is reset) // when it reaches 0, start going down int topcountdown; } vldoor_t; #define VDOORSPEED FRACUNIT*2 #define VDOORWAIT 150 void EV_VerticalDoor ( line_t* line, mobj_t* thing ); int EV_DoDoor ( line_t* line, vldoor_e type ); int EV_DoLockedDoor ( line_t* line, vldoor_e type, mobj_t* thing ); void T_VerticalDoor (vldoor_t* door); void P_SpawnDoorCloseIn30 (sector_t* sec); void P_SpawnDoorRaiseIn5Mins ( sector_t* sec, int secnum ); #if 0 // UNUSED // // Sliding doors... // typedef enum { sd_opening, sd_waiting, sd_closing } sd_e; typedef enum { sdt_openOnly, sdt_closeOnly, sdt_openAndClose } sdt_e; typedef struct { thinker_t thinker; sdt_e type; line_t* line; int frame; int whichDoorIndex; int timer; sector_t* frontsector; sector_t* backsector; sd_e status; } slidedoor_t; typedef struct { char frontFrame1[9]; char frontFrame2[9]; char frontFrame3[9]; char frontFrame4[9]; char backFrame1[9]; char backFrame2[9]; char backFrame3[9]; char backFrame4[9]; } slidename_t; typedef struct { int frontFrames[4]; int backFrames[4]; } slideframe_t; // how many frames of animation #define SNUMFRAMES 4 #define SDOORWAIT 35*3 #define SWAITTICS 4 // how many diff. types of anims #define MAXSLIDEDOORS 5 void P_InitSlidingDoorFrames(void); void EV_SlidingDoor ( line_t* line, mobj_t* thing ); #endif // // P_CEILNG // typedef enum { lowerToFloor, raiseToHighest, lowerAndCrush, crushAndRaise, fastCrushAndRaise, silentCrushAndRaise } ceiling_e; typedef struct { thinker_t thinker; ceiling_e type; sector_t* sector; fixed_t bottomheight; fixed_t topheight; fixed_t speed; boolean crush; // 1 = up, 0 = waiting, -1 = down int direction; // ID int tag; int olddirection; } ceiling_t; #define CEILSPEED FRACUNIT #define CEILWAIT 150 #define MAXCEILINGS 30 extern ceiling_t* activeceilings[MAXCEILINGS]; int EV_DoCeiling ( line_t* line, ceiling_e type ); void T_MoveCeiling (ceiling_t* ceiling); void P_AddActiveCeiling(ceiling_t* c); void P_RemoveActiveCeiling(ceiling_t* c); int EV_CeilingCrushStop(line_t* line); void P_ActivateInStasisCeiling(line_t* line); // // P_FLOOR // typedef enum { // lower floor to highest surrounding floor lowerFloor, // lower floor to lowest surrounding floor lowerFloorToLowest, // lower floor to highest surrounding floor VERY FAST turboLower, // raise floor to lowest surrounding CEILING raiseFloor, // raise floor to next highest surrounding floor raiseFloorToNearest, // raise floor to shortest height texture around it raiseToTexture, // lower floor to lowest surrounding floor // and change floorpic lowerAndChange, raiseFloor24, raiseFloor24AndChange, raiseFloorCrush, // raise to next highest floor, turbo-speed raiseFloorTurbo, donutRaise, raiseFloor512 } floor_e; typedef enum { build8, // slowly build by 8 turbo16 // quickly build by 16 } stair_e; typedef struct { thinker_t thinker; floor_e type; boolean crush; sector_t* sector; int direction; int newspecial; short texture; fixed_t floordestheight; fixed_t speed; } floormove_t; #define FLOORSPEED FRACUNIT typedef enum { ok, crushed, pastdest } result_e; result_e T_MovePlane ( sector_t* sector, fixed_t speed, fixed_t dest, boolean crush, int floorOrCeiling, int direction ); int EV_BuildStairs ( line_t* line, stair_e type ); int EV_DoFloor ( line_t* line, floor_e floortype ); void T_MoveFloor( floormove_t* floor); // // P_TELEPT // int EV_Teleport ( line_t* line, int side, mobj_t* thing ); #endif