// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2019 by Sonic Team Junior. // // 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]; // current skybox mobjs: 0 = viewpoint, 1 = centerpoint extern mobj_t *skyboxviewpnts[16]; // array of MT_SKYBOX viewpoint mobjs extern mobj_t *skyboxcenterpnts[16]; // array of MT_SKYBOX centerpoint mobjs // 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_InitSpecials(void); void P_SpawnSpecials(boolean 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); void P_SwitchWeather(INT32 weathernum); boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller); void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller); void P_ChangeSectorTag(UINT32 sector, INT16 newtag); void P_RunNightserizeExecutors(mobj_t *actor); void P_RunDeNightserizeExecutors(mobj_t *actor); void P_RunNightsLapExecutors(mobj_t *actor); void P_RunNightsCapsuleTouchExecutors(mobj_t *actor, boolean entering, boolean enoughspheres); ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id); // // 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. INT16 sourcelevel; ///< Light level we're fading from. INT16 destlevel; ///< Light level we're fading to. fixed_t fixedcurlevel; ///< Fixed point for current light level. fixed_t fixedpertic; ///< Fixed point for increment per tic. // The reason for those two above to be fixed point is to deal with decimal values that would otherwise get trimmed away. INT32 timer; ///< Internal timer. } lightlevel_t; #define GLOWSPEED 8 #define STROBEBRIGHT 5 #define FASTDARK 15 #define SLOWDARK 35 void P_RemoveLighting(sector_t *sector); 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_FadeLightBySector(sector_t *sector, INT32 destvalue, INT32 speed, boolean ticbased); void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed, boolean ticbased, boolean force); 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(ffloor_t *rover, sector_t *sector, 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 sector_t *sector; // Pointer to triggering sector 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, FRACUNIT = normal. 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); // Model for fading FOFs typedef struct { thinker_t thinker; ///< Thinker structure for effect. ffloor_t *rover; ///< Target ffloor extracolormap_t *dest_exc; ///< Colormap to fade to UINT32 sectornum; ///< Number of ffloor target sector UINT32 ffloornum; ///< Number of ffloor of target sector INT32 alpha; ///< Internal alpha counter INT16 sourcevalue; ///< Transparency value to fade from INT16 destvalue; ///< Transparency value to fade to INT16 destlightlevel; ///< Light level to fade to INT16 speed; ///< Speed to fade by boolean ticbased; ///< Tic-based logic toggle INT32 timer; ///< Timer for tic-based logic boolean doexists; ///< Handle FF_EXISTS boolean dotranslucent; ///< Handle FF_TRANSLUCENT boolean dolighting; ///< Handle shadows and light blocks boolean docolormap; ///< Handle colormaps boolean docollision; ///< Handle interactive flags boolean doghostfade; ///< No interactive flags during fading boolean exactalpha; ///< Use exact alpha values (opengl) } fade_t; void T_Fade(fade_t *d); // Model for fading colormaps typedef struct { thinker_t thinker; ///< Thinker structure for effect. sector_t *sector; ///< Sector where action is taking place. extracolormap_t *source_exc; extracolormap_t *dest_exc; boolean ticbased; ///< Tic-based timing INT32 duration; ///< Total duration for tic-based logic (OR: speed increment) INT32 timer; ///< Timer for tic-based logic (OR: internal speed counter) } fadecolormap_t; void T_FadeColormap(fadecolormap_t *d); // Prototype functions for pushers void T_Pusher(pusher_t *p); mobj_t *P_GetPushThing(UINT32 s); // Plane displacement typedef struct { thinker_t thinker; ///< Thinker structure for plane displacement effect. INT32 affectee; ///< Number of affected sector. INT32 control; ///< Control sector used to control plane positions. fixed_t last_height; ///< Last known height of control sector. fixed_t speed; ///< Plane movement speed. UINT8 reverse; ///< Move in reverse direction to control sector? /** Types of plane displacement effects. */ enum { pd_floor, ///< Displace floor. pd_ceiling, ///< Displace ceiling. pd_both, ///< Displace both floor AND ceiling. } type; } planedisplace_t; void T_PlaneDisplace(planedisplace_t *pd); void P_CalcHeight(player_t *player); sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo); #endif