gzdoom-gles/src/g_shared/a_sharedglobal.h

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#ifndef __A_SHAREDGLOBAL_H__
#define __A_SHAREDGLOBAL_H__
#include "info.h"
#include "actor.h"
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class FDecalTemplate;
struct vertex_t;
struct side_t;
struct F3DFloor;
extern void P_SpawnDirt (AActor *actor, fixed_t radius);
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class DBaseDecal : public DThinker
{
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DECLARE_CLASS (DBaseDecal, DThinker)
HAS_OBJECT_POINTERS
public:
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DBaseDecal ();
DBaseDecal (fixed_t z);
DBaseDecal (int statnum, fixed_t z);
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DBaseDecal (const AActor *actor);
DBaseDecal (const DBaseDecal *basis);
void Serialize (FArchive &arc);
void Destroy ();
FTextureID StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor * ffloor);
fixed_t GetRealZ (const side_t *wall) const;
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void SetShade (DWORD rgb);
void SetShade (int r, int g, int b);
void Spread (const FDecalTemplate *tpl, side_t *wall, fixed_t x, fixed_t y, fixed_t z, F3DFloor * ffloor);
void GetXY (side_t *side, fixed_t &x, fixed_t &y) const;
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static void SerializeChain (FArchive &arc, DBaseDecal **firstptr);
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DBaseDecal *WallNext, **WallPrev;
fixed_t LeftDistance;
fixed_t Z;
fixed_t ScaleX, ScaleY;
fixed_t Alpha;
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DWORD AlphaColor;
int Translation;
FTextureID PicNum;
May 3, 2006 (Changes by Graf Zahl) - Removed doom.x, heretic.x and strife.x from the SVN repository. These are generated files. - Fixed: A_PainDie has to check whether a valid target exists before calling IsFriend. - Fixed: FDecalLib::FindAnimator needs a signed counter to work properly. May 1, 2006 (Changes by Graf Zahl) - Added support for game specific pickup messages, if only to be able to define Raven's invulnerability item in DECORATE. - Removed A_TreeDeath because it is no longer used. - Fixed: When picking up a PowerupGiver for an active powerup the blend color and the duration were transferred to a temorary item and never took effect. They have to be trnasferred to the newly created powerup item before trying to give it to the player, not afterward. - Made the colormap of the InvulnerabilitySphere item specific. The base power class still needs to have its color adjusted per game though and since Raven's invulnerability item is used in both Hexen and Heretic it can't define its own colormap/blend. - Separated the invulnerability colormaps from the game being played and made them item specific. They can also be specified as regular blend colors in DECORATE now. - Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp, a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE. - Changed the Soulsphere to be a real health item with the Dehacked modifications made in d_dehacked.cpp as for most other items which need to be adjusted. - Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods from AInvulnerabilitySphere and ABlurSphere. - Converted a_splashes.cpp to DECORATE. - Converted most of a_debris.cpp to DECORATE. SVN r73 (trunk)
2006-05-03 14:54:48 +00:00
DWORD RenderFlags;
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
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FRenderStyle RenderStyle;
sector_t * Sector; // required for 3D floors
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protected:
virtual DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor) const;
void CalcFracPos (side_t *wall, fixed_t x, fixed_t y);
void Remove ();
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static void SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor);
static void SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor *ffloor);
};
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class DImpactDecal : public DBaseDecal
{
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DECLARE_CLASS (DImpactDecal, DBaseDecal)
public:
DImpactDecal (fixed_t z);
DImpactDecal (side_t *wall, const FDecalTemplate *templ);
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static DImpactDecal *StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
static DImpactDecal *StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0);
void BeginPlay ();
void Destroy ();
void Serialize (FArchive &arc);
static void SerializeTime (FArchive &arc);
protected:
DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor) const;
static void CheckMax ();
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private:
DImpactDecal();
};
class ATeleportFog : public AActor
{
DECLARE_CLASS (ATeleportFog, AActor)
public:
void PostBeginPlay ();
};
class ASkyViewpoint : public AActor
{
DECLARE_CLASS (ASkyViewpoint, AActor)
HAS_OBJECT_POINTERS
public:
void Serialize (FArchive &arc);
void BeginPlay ();
void Destroy ();
bool bInSkybox;
bool bAlways;
TObjPtr<ASkyViewpoint> Mate;
};
class AStackPoint : public ASkyViewpoint
{
DECLARE_CLASS (AStackPoint, ASkyViewpoint)
public:
void BeginPlay ();
};
class DFlashFader : public DThinker
{
DECLARE_CLASS (DFlashFader, DThinker)
HAS_OBJECT_POINTERS
public:
DFlashFader (float r1, float g1, float b1, float a1,
float r2, float g2, float b2, float a2,
float time, AActor *who);
void Destroy ();
void Serialize (FArchive &arc);
void Tick ();
AActor *WhoFor() { return ForWho; }
void Cancel ();
protected:
float Blends[2][4];
int TotalTics;
int StartTic;
TObjPtr<AActor> ForWho;
void SetBlend (float time);
DFlashFader ();
};
class DEarthquake : public DThinker
{
DECLARE_CLASS (DEarthquake, DThinker)
HAS_OBJECT_POINTERS
public:
DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
void Serialize (FArchive &arc);
void Tick ();
TObjPtr<AActor> m_Spot;
fixed_t m_TremorRadius, m_DamageRadius;
int m_Intensity;
int m_Countdown;
FSoundID m_QuakeSFX;
static int StaticGetQuakeIntensity (AActor *viewer);
private:
DEarthquake ();
};
class AMorphProjectile : public AActor
{
DECLARE_CLASS (AMorphProjectile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage);
void Serialize (FArchive &arc);
FNameNoInit PlayerClass, MonsterClass, MorphFlash, UnMorphFlash;
int Duration, MorphStyle;
};
class AMorphedMonster : public AActor
{
DECLARE_CLASS (AMorphedMonster, AActor)
HAS_OBJECT_POINTERS
public:
void Tick ();
void Serialize (FArchive &arc);
void Die (AActor *source, AActor *inflictor, int dmgflags);
void Destroy ();
TObjPtr<AActor> UnmorphedMe;
int UnmorphTime, MorphStyle;
const PClass *MorphExitFlash;
DWORD FlagsSave;
};
class AMapMarker : public AActor
{
DECLARE_CLASS(AMapMarker, AActor)
public:
void BeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
class AFastProjectile : public AActor
{
DECLARE_CLASS(AFastProjectile, AActor)
public:
void Tick ();
virtual void Effect();
};
#endif //__A_SHAREDGLOBAL_H__