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455 lines
13 KiB
C
455 lines
13 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_spec.h
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/// \brief Implements special effects:
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/// Texture animation, height or lighting changes
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/// according to adjacent sectors, respective
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/// utility functions, etc.
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#ifndef __P_SPEC__
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#define __P_SPEC__
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extern mobj_t *skyboxmo[2];
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// GETSECSPECIAL (specialval, section)
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//
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// Pulls out the special # from a particular section.
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//
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#define GETSECSPECIAL(i,j) ((i >> ((j-1)*4))&15)
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// at game start
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void P_InitPicAnims(void);
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// at map load (sectors)
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void P_SetupLevelFlatAnims(void);
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// at map load
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void P_SpawnSpecials(INT32 fromnetsave);
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// every tic
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void P_UpdateSpecials(void);
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sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
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void P_PlayerInSpecialSector(player_t *player);
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void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
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fixed_t P_FindLowestFloorSurrounding(sector_t *sec);
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fixed_t P_FindHighestFloorSurrounding(sector_t *sec);
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fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight);
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fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight);
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fixed_t P_FindLowestCeilingSurrounding(sector_t *sec);
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fixed_t P_FindHighestCeilingSurrounding(sector_t *sec);
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INT32 P_FindSectorFromLineTag(line_t *line, INT32 start);
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INT32 P_FindSectorFromTag(INT16 tag, INT32 start);
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INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start);
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INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max);
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void P_SetupSignExit(player_t *player);
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boolean P_IsFlagAtBase(mobjtype_t flag);
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void P_SwitchWeather(INT32 weathernum);
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boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller);
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void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller);
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void P_ChangeSectorTag(UINT32 sector, INT16 newtag);
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//
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// P_LIGHTS
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//
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/** Fire flicker action structure.
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*/
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typedef struct
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{
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thinker_t thinker; ///< The thinker in use for the effect.
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sector_t *sector; ///< The sector where action is taking place.
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INT32 count;
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INT32 resetcount;
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INT32 maxlight; ///< The brightest light level to use.
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INT32 minlight; ///< The darkest light level to use.
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} fireflicker_t;
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typedef struct
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{
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thinker_t thinker;
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sector_t *sector;
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INT32 maxlight;
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INT32 minlight;
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} lightflash_t;
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/** Laser block thinker.
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*/
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typedef struct
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{
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thinker_t thinker; ///< Thinker structure for laser.
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ffloor_t *ffloor; ///< 3Dfloor that is a laser.
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sector_t *sector; ///< Sector in which the effect takes place.
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sector_t *sec;
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line_t *sourceline;
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} laserthink_t;
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/** Strobe light action structure..
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*/
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typedef struct
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{
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thinker_t thinker; ///< The thinker in use for the effect.
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sector_t *sector; ///< The sector where the action is taking place.
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INT32 count;
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INT32 minlight; ///< The minimum light level to use.
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INT32 maxlight; ///< The maximum light level to use.
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INT32 darktime; ///< How INT32 to use minlight.
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INT32 brighttime; ///< How INT32 to use maxlight.
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} strobe_t;
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typedef struct
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{
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thinker_t thinker;
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sector_t *sector;
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INT32 minlight;
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INT32 maxlight;
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INT32 direction;
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INT32 speed;
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} glow_t;
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/** Thinker struct for fading lights.
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*/
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typedef struct
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{
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thinker_t thinker; ///< Thinker in use for the effect.
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sector_t *sector; ///< Sector where action is taking place.
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INT32 destlevel; ///< Light level we're fading to.
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INT32 speed; ///< Speed at which to change light level.
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} lightlevel_t;
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#define GLOWSPEED 8
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#define STROBEBRIGHT 5
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#define FASTDARK 15
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#define SLOWDARK 35
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void T_FireFlicker(fireflicker_t *flick);
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fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxsector, INT32 length);
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void T_LightningFlash(lightflash_t *flash);
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void T_StrobeFlash(strobe_t *flash);
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void P_SpawnLightningFlash(sector_t *sector);
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strobe_t * P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector, INT32 darktime, INT32 brighttime, boolean inSync);
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void T_Glow(glow_t *g);
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glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector, INT32 length);
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void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed);
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void T_LightFade(lightlevel_t *ll);
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typedef enum
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{
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floor_special,
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ceiling_special,
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lighting_special,
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} special_e;
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//
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// P_CEILNG
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//
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typedef enum
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{
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raiseToHighest,
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lowerToLowest,
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raiseToLowest,
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lowerToLowestFast,
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instantRaise, // instant-move for ceilings
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lowerAndCrush,
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crushAndRaise,
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fastCrushAndRaise,
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crushCeilOnce,
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crushBothOnce,
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moveCeilingByFrontSector,
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instantMoveCeilingByFrontSector,
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moveCeilingByFrontTexture,
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bounceCeiling,
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bounceCeilingCrush,
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} ceiling_e;
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/** Ceiling movement structure.
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*/
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typedef struct
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{
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thinker_t thinker; ///< Thinker for the type of movement.
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ceiling_e type; ///< Type of movement.
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sector_t *sector; ///< Sector where the action is taking place.
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fixed_t bottomheight; ///< The lowest height to move to.
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fixed_t topheight; ///< The highest height to move to.
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fixed_t speed; ///< Ceiling speed.
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fixed_t oldspeed;
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fixed_t delay;
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fixed_t delaytimer;
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UINT8 crush; ///< Whether to crush things or not.
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INT32 texture; ///< The number of a flat to use when done.
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INT32 direction; ///< 1 = up, 0 = waiting, -1 = down.
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// ID
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INT32 tag;
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INT32 olddirection;
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fixed_t origspeed; ///< The original, "real" speed.
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INT32 sourceline; ///< Index of the source linedef
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} ceiling_t;
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#define CEILSPEED (FRACUNIT)
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INT32 EV_DoCeiling(line_t *line, ceiling_e type);
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INT32 EV_DoCrush(line_t *line, ceiling_e type);
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void T_CrushCeiling(ceiling_t *ceiling);
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void T_MoveCeiling(ceiling_t *ceiling);
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//
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// P_FLOOR
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//
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typedef enum
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{
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// lower floor to lowest surrounding floor
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lowerFloorToLowest,
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// raise floor to next highest surrounding floor
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raiseFloorToNearestFast,
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// move the floor down instantly
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instantLower,
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moveFloorByFrontSector,
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instantMoveFloorByFrontSector,
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moveFloorByFrontTexture,
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bounceFloor,
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bounceFloorCrush,
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crushFloorOnce,
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} floor_e;
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typedef enum
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{
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elevateUp,
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elevateDown,
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elevateCurrent,
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elevateContinuous,
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elevateBounce,
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elevateHighest,
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bridgeFall,
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} elevator_e;
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typedef struct
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{
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thinker_t thinker;
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floor_e type;
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UINT8 crush;
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sector_t *sector;
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INT32 direction;
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INT32 texture;
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fixed_t floordestheight;
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fixed_t speed;
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fixed_t origspeed;
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fixed_t delay;
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fixed_t delaytimer;
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} floormove_t;
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typedef struct
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{
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thinker_t thinker;
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elevator_e type;
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sector_t *sector;
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sector_t *actionsector; // The sector the rover action is taking place in.
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INT32 direction;
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fixed_t floordestheight;
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fixed_t ceilingdestheight;
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fixed_t speed;
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fixed_t origspeed;
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fixed_t low;
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fixed_t high;
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fixed_t distance;
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fixed_t delay;
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fixed_t delaytimer;
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fixed_t floorwasheight; // Height the floor WAS at
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fixed_t ceilingwasheight; // Height the ceiling WAS at
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player_t *player; // Player who initiated the thinker (used for airbob)
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line_t *sourceline;
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} elevator_t;
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typedef struct
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{
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thinker_t thinker;
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fixed_t vars[16]; // Misc. variables
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fixed_t var2s[16]; // Second misc variables buffer.
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line_t *sourceline; // Source line of the thinker
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sector_t *sector; // Sector the thinker is from
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} levelspecthink_t;
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#define ELEVATORSPEED (FRACUNIT*4)
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#define FLOORSPEED (FRACUNIT)
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typedef enum
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{
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ok,
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crushed,
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pastdest
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} result_e;
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result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crush,
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INT32 floorOrCeiling, INT32 direction);
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INT32 EV_DoFloor(line_t *line, floor_e floortype);
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INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed);
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void EV_CrumbleChain(sector_t *sec, ffloor_t *rover);
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INT32 EV_BounceSector(sector_t *sector, fixed_t momz, line_t *sourceline);
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// Some other special 3dfloor types
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INT32 EV_StartCrumble(sector_t *sector, ffloor_t *rover,
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boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn);
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INT32 EV_DoContinuousFall(sector_t *sec, sector_t *pbacksector, fixed_t spd, boolean backwards);
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INT32 EV_MarioBlock(sector_t *sector, sector_t *roversector, fixed_t topheight, mobj_t *puncher);
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void T_MoveFloor(floormove_t *movefloor);
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void T_MoveElevator(elevator_t *elevator);
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void T_ContinuousFalling(levelspecthink_t *faller);
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void T_BounceCheese(levelspecthink_t *bouncer);
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void T_StartCrumble(elevator_t *elevator);
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void T_MarioBlock(levelspecthink_t *block);
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void T_SpikeSector(levelspecthink_t *spikes);
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void T_FloatSector(levelspecthink_t *floater);
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void T_BridgeThinker(levelspecthink_t *bridge);
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void T_MarioBlockChecker(levelspecthink_t *block);
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void T_ThwompSector(levelspecthink_t *thwomp);
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void T_NoEnemiesSector(levelspecthink_t *nobaddies);
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void T_EachTimeThinker(levelspecthink_t *eachtime);
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void T_CameraScanner(elevator_t *elevator);
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void T_RaiseSector(levelspecthink_t *sraise);
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typedef struct
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{
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thinker_t thinker; // Thinker for linedef executor delay
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line_t *line; // Pointer to line that is waiting.
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mobj_t *caller; // Pointer to calling mobj
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sector_t *sector; // Pointer to triggering sector
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INT32 timer; // Delay timer
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} executor_t;
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void T_ExecutorDelay(executor_t *e);
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/** Generalized scroller.
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*/
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typedef struct
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{
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thinker_t thinker; ///< Thinker structure for scrolling.
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fixed_t dx, dy; ///< (dx,dy) scroll speeds.
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INT32 affectee; ///< Number of affected sidedef or sector.
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INT32 control; ///< Control sector (-1 if none) used to control scrolling.
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fixed_t last_height; ///< Last known height of control sector.
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fixed_t vdx, vdy; ///< Accumulated velocity if accelerative.
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INT32 accel; ///< Whether it's accelerative.
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INT32 exclusive; ///< If a conveyor, same property as in pusher_t
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/** Types of generalized scrollers.
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*/
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enum
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{
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sc_side, ///< Scroll wall texture on a sidedef.
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sc_floor, ///< Scroll floor.
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sc_ceiling, ///< Scroll ceiling.
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sc_carry, ///< Carry objects on floor.
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sc_carry_ceiling,///< Carry objects on ceiling (for 3Dfloor conveyors).
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} type;
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} scroll_t;
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void T_Scroll(scroll_t *s);
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void T_LaserFlash(laserthink_t *flash);
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/** Friction for ice/sludge effects.
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*/
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typedef struct
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{
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thinker_t thinker; ///< Thinker structure for friction.
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INT32 friction; ///< Friction value, 0xe800 = normal.
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INT32 movefactor; ///< Inertia factor when adding to momentum.
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INT32 affectee; ///< Number of affected sector.
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INT32 referrer; ///< If roverfriction == true, then this will contain the sector # of the control sector where the effect was applied.
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UINT8 roverfriction; ///< flag for whether friction originated from a FOF or not
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} friction_t;
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// Friction defines.
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#define ORIG_FRICTION (0xE8 << (FRACBITS-8)) ///< Original value.
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#define ORIG_FRICTION_FACTOR (8 << (FRACBITS-8)) ///< Original value.
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void T_Friction(friction_t *f);
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typedef enum
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{
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p_push, ///< Point pusher or puller.
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p_wind, ///< Wind.
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p_current, ///< Current.
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p_upcurrent, ///< Upwards current.
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p_downcurrent, ///< Downwards current.
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p_upwind, ///< Upwards wind.
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p_downwind ///< Downwards wind.
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} pushertype_e;
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// Model for pushers for push/pull effects
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typedef struct
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{
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thinker_t thinker; ///< Thinker structure for push/pull effect.
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/** Types of push/pull effects.
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*/
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pushertype_e type; ///< Type of push/pull effect.
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mobj_t *source; ///< Point source if point pusher/puller.
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INT32 x_mag; ///< X strength.
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INT32 y_mag; ///< Y strength.
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INT32 magnitude; ///< Vector strength for point pusher/puller.
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INT32 radius; ///< Effective radius for point pusher/puller.
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INT32 x, y, z; ///< Point source if point pusher/puller.
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INT32 affectee; ///< Number of affected sector.
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UINT8 roverpusher; ///< flag for whether pusher originated from a FOF or not
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INT32 referrer; ///< If roverpusher == true, then this will contain the sector # of the control sector where the effect was applied.
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INT32 exclusive; /// < Once this affect has been applied to a mobj, no other pushers may affect it.
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INT32 slider; /// < Should the player go into an uncontrollable slide?
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} pusher_t;
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// Model for disappearing/reappearing FOFs
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typedef struct
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{
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thinker_t thinker; ///< Thinker structure for effect.
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tic_t appeartime; ///< Tics to be appeared for
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tic_t disappeartime;///< Tics to be disappeared for
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tic_t offset; ///< Time to wait until thinker starts
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tic_t timer; ///< Timer between states
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INT32 affectee; ///< Number of affected line
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INT32 sourceline; ///< Number of source line
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INT32 exists; ///< Exists toggle
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} disappear_t;
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void T_Disappear(disappear_t *d);
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// Prototype functions for pushers
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void T_Pusher(pusher_t *p);
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mobj_t *P_GetPushThing(UINT32 s);
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void P_CalcHeight(player_t *player);
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sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo);
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#endif
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