#ifndef __PO_MAN_H #define __PO_MAN_H #include "tarray.h" #include "r_defs.h" #include "m_bbox.h" class DPolyAction : public DThinker { DECLARE_CLASS(DPolyAction, DThinker) HAS_OBJECT_POINTERS public: DPolyAction(int polyNum); void Serialize(FSerializer &arc); void Destroy(); void Stop(); double GetSpeed() const { return m_Speed; } void StopInterpolation(); protected: DPolyAction(); int m_PolyObj; double m_Speed; double m_Dist; TObjPtr m_Interpolation; void SetInterpolation(); }; struct FPolyVertex { DVector2 pos; FPolyVertex &operator=(vertex_t *v) { pos = v->fPos(); return *this; } }; struct FPolySeg { FPolyVertex v1; FPolyVertex v2; side_t *wall; }; // // Linked lists of polyobjects // struct FPolyObj; struct FPolyNode { FPolyObj *poly; // owning polyobject FPolyNode *pnext; // next polyobj in list FPolyNode *pprev; // previous polyobj subsector_t *subsector; // containimg subsector FPolyNode *snext; // next subsector TArray segs; // segs for this node int state; }; // ===== Polyobj data ===== struct FPolyObj { TArray Sidedefs; TArray Linedefs; TArray Vertices; TArray OriginalPts; TArray PrevPts; FPolyVertex StartSpot; FPolyVertex CenterSpot; FBoundingBox Bounds; // Bounds in map coordinates subsector_t *CenterSubsector; int MirrorNum; DAngle Angle; int tag; // reference tag assigned in HereticEd int bbox[4]; // bounds in blockmap coordinates int validcount; int crush; // should the polyobj attempt to crush mobjs? bool bHurtOnTouch; // should the polyobj hurt anything it touches? bool bBlocked; BYTE bHasPortals; // 1 for any portal, 2 for a linked portal (2 must block rotations.) int seqType; double Size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT) FPolyNode *subsectorlinks; TObjPtr specialdata; // pointer to a thinker, if the poly is moving TObjPtr interpolation; FPolyObj(); DInterpolation *SetInterpolation(); void StopInterpolation(); int GetMirror(); bool MovePolyobj (const DVector2 &pos, bool force = false); bool RotatePolyobj (DAngle angle, bool fromsave = false); void ClosestPoint(const DVector2 &fpos, DVector2 &out, side_t **side) const; void LinkPolyobj (); void RecalcActorFloorCeil(FBoundingBox bounds) const; void CreateSubsectorLinks(); void ClearSubsectorLinks(); void CalcCenter(); void UpdateLinks(); static void ClearAllSubsectorLinks(); private: void ThrustMobj (AActor *actor, side_t *side); void UpdateBBox (); void DoMovePolyobj (const DVector2 &pos); void UnLinkPolyobj (); bool CheckMobjBlocking (side_t *sd); }; extern FPolyObj *polyobjs; // list of all poly-objects on the level struct polyblock_t { FPolyObj *polyobj; struct polyblock_t *prev; struct polyblock_t *next; }; void PO_LinkToSubsectors(); // ===== PO_MAN ===== typedef enum { PODOOR_NONE, PODOOR_SLIDE, PODOOR_SWING, } podoortype_t; bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle, int direction, bool overRide); bool EV_MovePoly (line_t *line, int polyNum, double speed, DAngle angle, double dist, bool overRide); bool EV_MovePolyTo (line_t *line, int polyNum, double speed, const DVector2 &pos, bool overRide); bool EV_OpenPolyDoor (line_t *line, int polyNum, double speed, DAngle angle, int delay, double distance, podoortype_t type); bool EV_StopPoly (int polyNum); // [RH] Data structure for P_SpawnMapThing() to keep track // of polyobject-related things. struct polyspawns_t { polyspawns_t *next; DVector2 pos; short angle; short type; }; extern int po_NumPolyobjs; extern polyspawns_t *polyspawns; // [RH] list of polyobject things to spawn void PO_Init (); bool PO_Busy (int polyobj); FPolyObj *PO_GetPolyobj(int polyNum); #endif