#ifndef __A_SHAREDGLOBAL_H__ #define __A_SHAREDGLOBAL_H__ #include "info.h" #include "actor.h" class FDecalTemplate; struct vertex_t; struct side_t; struct F3DFloor; class DBaseDecal; void P_SpawnDirt (AActor *actor, double radius); class DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent); class DBaseDecal : public DThinker { DECLARE_CLASS (DBaseDecal, DThinker) HAS_OBJECT_POINTERS public: DBaseDecal (); DBaseDecal(double z); DBaseDecal(int statnum, double z); DBaseDecal (const AActor *actor); DBaseDecal (const DBaseDecal *basis); void Serialize(FSerializer &arc); void Destroy (); FTextureID StickToWall(side_t *wall, double x, double y, F3DFloor * ffloor); double GetRealZ (const side_t *wall) const; void SetShade (DWORD rgb); void SetShade (int r, int g, int b); void Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor); void GetXY (side_t *side, double &x, double &y) const; DBaseDecal *WallNext, *WallPrev; double LeftDistance; double Z; double ScaleX, ScaleY; double Alpha; DWORD AlphaColor; int Translation; FTextureID PicNum; DWORD RenderFlags; FRenderStyle RenderStyle; side_t *Side; sector_t *Sector; protected: virtual DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const; void CalcFracPos(side_t *wall, double x, double y); void Remove (); static void SpreadLeft (double r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor); static void SpreadRight (double r, side_t *feelwall, double wallsize, F3DFloor *ffloor); }; class DImpactDecal : public DBaseDecal { DECLARE_CLASS (DImpactDecal, DBaseDecal) public: DImpactDecal(double z); DImpactDecal (side_t *wall, const FDecalTemplate *templ); static DImpactDecal *StaticCreate(const char *name, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0); static DImpactDecal *StaticCreate(const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0); void BeginPlay (); void Destroy (); protected: DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const; static void CheckMax (); private: DImpactDecal(); }; class ATeleportFog : public AActor { DECLARE_CLASS (ATeleportFog, AActor) public: void PostBeginPlay (); }; class ASkyViewpoint : public AActor { DECLARE_CLASS (ASkyViewpoint, AActor) public: void BeginPlay (); void Destroy (); }; // For an EE compatible linedef based definition. class ASkyCamCompat : public ASkyViewpoint { DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint) public: void BeginPlay(); }; 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(FSerializer &arc); void Tick (); AActor *WhoFor() { return ForWho; } void Cancel (); protected: float Blends[2][4]; int TotalTics; int StartTic; TObjPtr ForWho; void SetBlend (float time); DFlashFader (); }; enum { QF_RELATIVE = 1, QF_SCALEDOWN = 1 << 1, QF_SCALEUP = 1 << 2, QF_MAX = 1 << 3, QF_FULLINTENSITY = 1 << 4, QF_WAVE = 1 << 5, }; struct FQuakeJiggers { DVector3 Intensity; DVector3 RelIntensity; DVector3 Offset; DVector3 RelOffset; double RollIntensity, RollWave; }; class DEarthquake : public DThinker { DECLARE_CLASS (DEarthquake, DThinker) HAS_OBJECT_POINTERS public: DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave); void Serialize(FSerializer &arc); void Tick (); TObjPtr m_Spot; double m_TremorRadius, m_DamageRadius; int m_Countdown; int m_CountdownStart; FSoundID m_QuakeSFX; int m_Flags; DVector3 m_Intensity; DVector3 m_WaveSpeed; double m_Falloff; int m_Highpoint, m_MiniCount; double m_RollIntensity, m_RollWave; double GetModIntensity(double intensity, bool fake = false) const; double GetModWave(double waveMultiplier) const; double GetFalloff(double dist) const; static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers); private: DEarthquake (); }; class AMorphProjectile : public AActor { DECLARE_CLASS (AMorphProjectile, AActor) public: int DoSpecialDamage (AActor *target, int damage, FName damagetype); void Serialize(FSerializer &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(FSerializer &arc); void Die (AActor *source, AActor *inflictor, int dmgflags); void Destroy (); TObjPtr UnmorphedMe; int UnmorphTime, MorphStyle; PClassActor *MorphExitFlash; ActorFlags 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__