ref: f44bd7da56922c48b42561d39ddf5bd2d81b421e
dir: /src/heretic/p_spec.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2008 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. // //----------------------------------------------------------------------------- // P_spec.h /* =============================================================================== P_SPEC =============================================================================== */ // // Animating textures and planes // typedef struct { boolean istexture; int picnum; int basepic; int numpics; int speed; } anim_t; // // source animation definition // typedef struct { boolean istexture; // if false, it's a flat char endname[9]; char startname[9]; int speed; } animdef_t; #define MAXANIMS 32 extern anim_t anims[MAXANIMS], *lastanim; extern int *TerrainTypes; // // Animating line specials // #define MAXLINEANIMS 64 extern short numlinespecials; extern line_t *linespeciallist[MAXLINEANIMS]; // Define values for map objects #define MO_TELEPORTMAN 14 // at game start void P_InitPicAnims(void); void P_InitTerrainTypes(void); void P_InitLava(void); // at map load void P_SpawnSpecials(void); void P_InitAmbientSound(void); void P_AddAmbientSfx(int sequence); // every tic void P_UpdateSpecials(void); void P_AmbientSound(void); // when needed boolean P_UseSpecialLine(mobj_t * thing, line_t * line); 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; 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 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; void *soundorg; } button_t; #define MAXSWITCHES 50 // max # of wall switches in a level #define MAXBUTTONS 16 // 4 players, 4 buttons each at once, max. #define BUTTONTIME 35 // 1 second 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 } 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 } vldoor_e; typedef struct { thinker_t thinker; vldoor_e type; sector_t *sector; fixed_t topheight; fixed_t speed; int direction; // 1 = up, 0 = waiting at top, -1 = down int topwait; // tics to wait at the top // (keep in case a door going down is reset) int topcountdown; // when it reaches 0, start going down } 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, fixed_t speed); void T_VerticalDoor(vldoor_t * door); void P_SpawnDoorCloseIn30(sector_t * sec); void P_SpawnDoorRaiseIn5Mins(sector_t * sec, int secnum); /* =============================================================================== P_CEILNG =============================================================================== */ typedef enum { lowerToFloor, raiseToHighest, lowerAndCrush, crushAndRaise, fastCrushAndRaise } ceiling_e; typedef struct { thinker_t thinker; ceiling_e type; sector_t *sector; fixed_t bottomheight, topheight; fixed_t speed; boolean crush; int direction; // 1 = up, 0 = waiting, -1 = down int tag; // ID 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 { lowerFloor, // lower floor to highest surrounding floor lowerFloorToLowest, // lower floor to lowest surrounding floor turboLower, // lower floor to highest surrounding floor VERY FAST raiseFloor, // raise floor to lowest surrounding CEILING raiseFloorToNearest, // raise floor to next highest surrounding floor raiseToTexture, // raise floor to shortest height texture around it lowerAndChange, // lower floor to lowest surrounding floor and change // floorpic raiseFloor24, raiseFloor24AndChange, raiseFloorCrush, donutRaise, raiseBuildStep // One step of a staircase } floor_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, fixed_t stepDelta); int EV_DoFloor(line_t * line, floor_e floortype); void T_MoveFloor(floormove_t * floor); /* =============================================================================== P_TELEPT =============================================================================== */ boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle); boolean EV_Teleport(line_t * line, int side, mobj_t * thing);