v4k-git-backup/demos/ports/doom/src/p_spec.h

430 lines
8.0 KiB
C++

// 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
//-----------------------------------------------------------------------------
//
// $Log:$
//
//-----------------------------------------------------------------------------