// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // 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__ #include "p_mobj.h" #include "r_defs.h" // // End-level timer (-TIMER option) // extern doom_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 doom_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; mobj_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; doom_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 { door_normal, close30ThenOpen, door_close, door_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); // // 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; doom_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; doom_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, doom_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 //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------