SRB2/src/p_spec.h

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// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_spec.h
/// \brief Implements special effects:
/// Texture animation, height or lighting changes
/// according to adjacent sectors, respective
/// utility functions, etc.
#ifndef __P_SPEC__
#define __P_SPEC__
extern mobj_t *skyboxmo[2];
// GETSECSPECIAL (specialval, section)
//
// Pulls out the special # from a particular section.
//
#define GETSECSPECIAL(i,j) ((i >> ((j-1)*4))&15)
// at game start
void P_InitPicAnims(void);
// at map load (sectors)
void P_SetupLevelFlatAnims(void);
// at map load
void P_SpawnSpecials(INT32 fromnetsave);
// every tic
void P_UpdateSpecials(void);
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
void P_PlayerInSpecialSector(player_t *player);
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
fixed_t P_FindLowestFloorSurrounding(sector_t *sec);
fixed_t P_FindHighestFloorSurrounding(sector_t *sec);
fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight);
fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight);
fixed_t P_FindLowestCeilingSurrounding(sector_t *sec);
fixed_t P_FindHighestCeilingSurrounding(sector_t *sec);
INT32 P_FindSectorFromLineTag(line_t *line, INT32 start);
INT32 P_FindSectorFromTag(INT16 tag, INT32 start);
INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start);
INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max);
void P_SetupSignExit(player_t *player);
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);
void P_ChangeSectorTag(UINT32 sector, INT16 newtag);
//
// P_LIGHTS
//
/** Fire flicker action structure.
*/
typedef struct
{
thinker_t thinker; ///< The thinker in use for the effect.
sector_t *sector; ///< The sector where action is taking place.
INT32 count;
INT32 resetcount;
INT32 maxlight; ///< The brightest light level to use.
INT32 minlight; ///< The darkest light level to use.
} fireflicker_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
INT32 maxlight;
INT32 minlight;
} lightflash_t;
/** Laser block thinker.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for laser.
ffloor_t *ffloor; ///< 3Dfloor that is a laser.
sector_t *sector; ///< Sector in which the effect takes place.
sector_t *sec;
line_t *sourceline;
} laserthink_t;
/** Strobe light action structure..
*/
typedef struct
{
thinker_t thinker; ///< The thinker in use for the effect.
sector_t *sector; ///< The sector where the action is taking place.
INT32 count;
INT32 minlight; ///< The minimum light level to use.
INT32 maxlight; ///< The maximum light level to use.
INT32 darktime; ///< How INT32 to use minlight.
INT32 brighttime; ///< How INT32 to use maxlight.
} strobe_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
INT32 minlight;
INT32 maxlight;
INT32 direction;
INT32 speed;
} glow_t;
/** Thinker struct for fading lights.
*/
typedef struct
{
thinker_t thinker; ///< Thinker in use for the effect.
sector_t *sector; ///< Sector where action is taking place.
INT32 destlevel; ///< Light level we're fading to.
INT32 speed; ///< Speed at which to change light level.
} lightlevel_t;
#define GLOWSPEED 8
#define STROBEBRIGHT 5
#define FASTDARK 15
#define SLOWDARK 35
void T_FireFlicker(fireflicker_t *flick);
fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxsector, INT32 length);
void T_LightningFlash(lightflash_t *flash);
void T_StrobeFlash(strobe_t *flash);
void P_SpawnLightningFlash(sector_t *sector);
strobe_t * P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector, INT32 darktime, INT32 brighttime, boolean inSync);
void T_Glow(glow_t *g);
glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector, INT32 length);
void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed);
void T_LightFade(lightlevel_t *ll);
typedef enum
{
floor_special,
ceiling_special,
lighting_special,
} special_e;
//
// P_CEILNG
//
typedef enum
{
raiseToHighest,
lowerToLowest,
raiseToLowest,
lowerToLowestFast,
instantRaise, // instant-move for ceilings
lowerAndCrush,
crushAndRaise,
fastCrushAndRaise,
crushCeilOnce,
crushBothOnce,
moveCeilingByFrontSector,
instantMoveCeilingByFrontSector,
moveCeilingByFrontTexture,
bounceCeiling,
bounceCeilingCrush,
} ceiling_e;
/** Ceiling movement structure.
*/
typedef struct
{
thinker_t thinker; ///< Thinker for the type of movement.
ceiling_e type; ///< Type of movement.
sector_t *sector; ///< Sector where the action is taking place.
fixed_t bottomheight; ///< The lowest height to move to.
fixed_t topheight; ///< The highest height to move to.
fixed_t speed; ///< Ceiling speed.
fixed_t oldspeed;
fixed_t delay;
fixed_t delaytimer;
UINT8 crush; ///< Whether to crush things or not.
INT32 texture; ///< The number of a flat to use when done.
INT32 direction; ///< 1 = up, 0 = waiting, -1 = down.
// ID
INT32 tag;
INT32 olddirection;
fixed_t origspeed; ///< The original, "real" speed.
INT32 sourceline; ///< Index of the source linedef
} ceiling_t;
#define CEILSPEED (FRACUNIT)
INT32 EV_DoCeiling(line_t *line, ceiling_e type);
INT32 EV_DoCrush(line_t *line, ceiling_e type);
void T_CrushCeiling(ceiling_t *ceiling);
void T_MoveCeiling(ceiling_t *ceiling);
//
// P_FLOOR
//
typedef enum
{
// lower floor to lowest surrounding floor
lowerFloorToLowest,
// raise floor to next highest surrounding floor
raiseFloorToNearestFast,
// move the floor down instantly
instantLower,
moveFloorByFrontSector,
instantMoveFloorByFrontSector,
moveFloorByFrontTexture,
bounceFloor,
bounceFloorCrush,
crushFloorOnce,
} floor_e;
typedef enum
{
elevateUp,
elevateDown,
elevateCurrent,
elevateContinuous,
elevateBounce,
elevateHighest,
bridgeFall,
} elevator_e;
typedef struct
{
thinker_t thinker;
floor_e type;
UINT8 crush;
sector_t *sector;
INT32 direction;
INT32 texture;
fixed_t floordestheight;
fixed_t speed;
fixed_t origspeed;
fixed_t delay;
fixed_t delaytimer;
} floormove_t;
typedef struct
{
thinker_t thinker;
elevator_e type;
sector_t *sector;
sector_t *actionsector; // The sector the rover action is taking place in.
INT32 direction;
fixed_t floordestheight;
fixed_t ceilingdestheight;
fixed_t speed;
fixed_t origspeed;
fixed_t low;
fixed_t high;
fixed_t distance;
fixed_t delay;
fixed_t delaytimer;
fixed_t floorwasheight; // Height the floor WAS at
fixed_t ceilingwasheight; // Height the ceiling WAS at
player_t *player; // Player who initiated the thinker (used for airbob)
line_t *sourceline;
} elevator_t;
typedef struct
{
thinker_t thinker;
fixed_t vars[16]; // Misc. variables
fixed_t var2s[16]; // Second misc variables buffer.
line_t *sourceline; // Source line of the thinker
sector_t *sector; // Sector the thinker is from
} levelspecthink_t;
#define ELEVATORSPEED (FRACUNIT*4)
#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,
INT32 floorOrCeiling, INT32 direction);
INT32 EV_DoFloor(line_t *line, floor_e floortype);
INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed);
void EV_CrumbleChain(sector_t *sec, ffloor_t *rover);
INT32 EV_BounceSector(sector_t *sector, fixed_t momz, line_t *sourceline);
// Some other special 3dfloor types
INT32 EV_StartCrumble(sector_t *sector, ffloor_t *rover,
boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn);
INT32 EV_DoContinuousFall(sector_t *sec, sector_t *pbacksector, fixed_t spd, boolean backwards);
INT32 EV_MarioBlock(sector_t *sector, sector_t *roversector, fixed_t topheight, mobj_t *puncher);
void T_MoveFloor(floormove_t *movefloor);
void T_MoveElevator(elevator_t *elevator);
void T_ContinuousFalling(levelspecthink_t *faller);
void T_BounceCheese(levelspecthink_t *bouncer);
void T_StartCrumble(elevator_t *elevator);
void T_MarioBlock(levelspecthink_t *block);
void T_SpikeSector(levelspecthink_t *spikes);
void T_FloatSector(levelspecthink_t *floater);
void T_BridgeThinker(levelspecthink_t *bridge);
void T_MarioBlockChecker(levelspecthink_t *block);
void T_ThwompSector(levelspecthink_t *thwomp);
void T_NoEnemiesSector(levelspecthink_t *nobaddies);
void T_EachTimeThinker(levelspecthink_t *eachtime);
void T_CameraScanner(elevator_t *elevator);
void T_RaiseSector(levelspecthink_t *sraise);
typedef struct
{
thinker_t thinker; // Thinker for linedef executor delay
line_t *line; // Pointer to line that is waiting.
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
} executor_t;
void T_ExecutorDelay(executor_t *e);
/** Generalized scroller.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for scrolling.
fixed_t dx, dy; ///< (dx,dy) scroll speeds.
INT32 affectee; ///< Number of affected sidedef or sector.
INT32 control; ///< Control sector (-1 if none) used to control scrolling.
fixed_t last_height; ///< Last known height of control sector.
fixed_t vdx, vdy; ///< Accumulated velocity if accelerative.
INT32 accel; ///< Whether it's accelerative.
INT32 exclusive; ///< If a conveyor, same property as in pusher_t
/** Types of generalized scrollers.
*/
enum
{
sc_side, ///< Scroll wall texture on a sidedef.
sc_floor, ///< Scroll floor.
sc_ceiling, ///< Scroll ceiling.
sc_carry, ///< Carry objects on floor.
sc_carry_ceiling,///< Carry objects on ceiling (for 3Dfloor conveyors).
} type;
} scroll_t;
void T_Scroll(scroll_t *s);
void T_LaserFlash(laserthink_t *flash);
/** Friction for ice/sludge effects.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for friction.
INT32 friction; ///< Friction value, 0xe800 = normal.
INT32 movefactor; ///< Inertia factor when adding to momentum.
INT32 affectee; ///< Number of affected sector.
INT32 referrer; ///< If roverfriction == true, then this will contain the sector # of the control sector where the effect was applied.
UINT8 roverfriction; ///< flag for whether friction originated from a FOF or not
} friction_t;
// Friction defines.
#define ORIG_FRICTION (0xE8 << (FRACBITS-8)) ///< Original value.
#define ORIG_FRICTION_FACTOR (8 << (FRACBITS-8)) ///< Original value.
void T_Friction(friction_t *f);
typedef enum
{
p_push, ///< Point pusher or puller.
p_wind, ///< Wind.
p_current, ///< Current.
p_upcurrent, ///< Upwards current.
p_downcurrent, ///< Downwards current.
p_upwind, ///< Upwards wind.
p_downwind ///< Downwards wind.
} pushertype_e;
// Model for pushers for push/pull effects
typedef struct
{
thinker_t thinker; ///< Thinker structure for push/pull effect.
/** Types of push/pull effects.
*/
pushertype_e type; ///< Type of push/pull effect.
mobj_t *source; ///< Point source if point pusher/puller.
INT32 x_mag; ///< X strength.
INT32 y_mag; ///< Y strength.
INT32 magnitude; ///< Vector strength for point pusher/puller.
INT32 radius; ///< Effective radius for point pusher/puller.
INT32 x, y, z; ///< Point source if point pusher/puller.
INT32 affectee; ///< Number of affected sector.
UINT8 roverpusher; ///< flag for whether pusher originated from a FOF or not
INT32 referrer; ///< If roverpusher == true, then this will contain the sector # of the control sector where the effect was applied.
INT32 exclusive; /// < Once this affect has been applied to a mobj, no other pushers may affect it.
INT32 slider; /// < Should the player go into an uncontrollable slide?
} pusher_t;
// Model for disappearing/reappearing FOFs
typedef struct
{
thinker_t thinker; ///< Thinker structure for effect.
tic_t appeartime; ///< Tics to be appeared for
tic_t disappeartime;///< Tics to be disappeared for
tic_t offset; ///< Time to wait until thinker starts
tic_t timer; ///< Timer between states
INT32 affectee; ///< Number of affected line
INT32 sourceline; ///< Number of source line
INT32 exists; ///< Exists toggle
} disappear_t;
void T_Disappear(disappear_t *d);
// Prototype functions for pushers
void T_Pusher(pusher_t *p);
mobj_t *P_GetPushThing(UINT32 s);
void P_CalcHeight(player_t *player);
sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo);
#endif