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https://github.com/ZDoom/gzdoom-gles.git
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082042818b
This is necessary because otherwise the level data cannot be serialized before the actors.
237 lines
5.6 KiB
C++
237 lines
5.6 KiB
C++
#ifndef __A_SHAREDGLOBAL_H__
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#define __A_SHAREDGLOBAL_H__
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#include "info.h"
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#include "actor.h"
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class FDecalTemplate;
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struct vertex_t;
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struct side_t;
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struct F3DFloor;
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class DBaseDecal;
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void P_SpawnDirt (AActor *actor, double radius);
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class DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent);
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class DBaseDecal : public DThinker
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{
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DECLARE_CLASS (DBaseDecal, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DBaseDecal ();
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DBaseDecal(double z);
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DBaseDecal(int statnum, double z);
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DBaseDecal (const AActor *actor);
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DBaseDecal (const DBaseDecal *basis);
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void Serialize (FArchive &arc);
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void Destroy ();
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FTextureID StickToWall(side_t *wall, double x, double y, F3DFloor * ffloor);
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double GetRealZ (const side_t *wall) const;
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void SetShade (DWORD rgb);
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void SetShade (int r, int g, int b);
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void Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor);
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void GetXY (side_t *side, double &x, double &y) const;
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static void SerializeChain (FArchive &arc, DBaseDecal **firstptr);
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DBaseDecal *WallNext, **WallPrev;
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double LeftDistance;
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double Z;
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double ScaleX, ScaleY;
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double Alpha;
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DWORD AlphaColor;
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int Translation;
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FTextureID PicNum;
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DWORD RenderFlags;
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FRenderStyle RenderStyle;
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sector_t * Sector; // required for 3D floors
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protected:
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virtual DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const;
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void CalcFracPos(side_t *wall, double x, double y);
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void Remove ();
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static void SpreadLeft (double r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor);
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static void SpreadRight (double r, side_t *feelwall, double wallsize, F3DFloor *ffloor);
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};
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class DImpactDecal : public DBaseDecal
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{
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DECLARE_CLASS (DImpactDecal, DBaseDecal)
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public:
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DImpactDecal(double z);
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DImpactDecal (side_t *wall, const FDecalTemplate *templ);
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static DImpactDecal *StaticCreate(const char *name, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0);
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static DImpactDecal *StaticCreate(const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0);
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void BeginPlay ();
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void Destroy ();
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void Serialize (FArchive &arc);
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static void SerializeTime (FArchive &arc);
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protected:
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DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const;
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static void CheckMax ();
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private:
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DImpactDecal();
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};
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class ATeleportFog : public AActor
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{
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DECLARE_CLASS (ATeleportFog, AActor)
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public:
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void PostBeginPlay ();
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};
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class ASkyViewpoint : public AActor
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{
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DECLARE_CLASS (ASkyViewpoint, AActor)
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public:
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void BeginPlay ();
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void Destroy ();
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};
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// For an EE compatible linedef based definition.
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class ASkyCamCompat : public ASkyViewpoint
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{
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DECLARE_CLASS (ASkyCamCompat, ASkyViewpoint)
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public:
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void BeginPlay();
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};
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class AStackPoint : public ASkyViewpoint
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{
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DECLARE_CLASS (AStackPoint, ASkyViewpoint)
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public:
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void BeginPlay ();
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};
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class DFlashFader : public DThinker
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{
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DECLARE_CLASS (DFlashFader, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DFlashFader (float r1, float g1, float b1, float a1,
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float r2, float g2, float b2, float a2,
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float time, AActor *who);
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void Destroy ();
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void Serialize (FArchive &arc);
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void Tick ();
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AActor *WhoFor() { return ForWho; }
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void Cancel ();
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protected:
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float Blends[2][4];
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int TotalTics;
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int StartTic;
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TObjPtr<AActor> ForWho;
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void SetBlend (float time);
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DFlashFader ();
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};
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enum
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{
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QF_RELATIVE = 1,
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QF_SCALEDOWN = 1 << 1,
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QF_SCALEUP = 1 << 2,
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QF_MAX = 1 << 3,
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QF_FULLINTENSITY = 1 << 4,
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QF_WAVE = 1 << 5,
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};
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struct FQuakeJiggers
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{
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DVector3 Intensity;
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double Falloff;
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double WFalloff;
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};
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class DEarthquake : public DThinker
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{
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DECLARE_CLASS (DEarthquake, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint);
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void Serialize (FArchive &arc);
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void Tick ();
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TObjPtr<AActor> m_Spot;
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double m_TremorRadius, m_DamageRadius;
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int m_Countdown;
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int m_CountdownStart;
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FSoundID m_QuakeSFX;
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int m_Flags;
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DVector3 m_Intensity;
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DVector3 m_WaveSpeed;
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double m_Falloff;
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int m_Highpoint, m_MiniCount;
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double GetModIntensity(double intensity) const;
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double GetModWave(double waveMultiplier) const;
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double GetFalloff(double dist) const;
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static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
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private:
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DEarthquake ();
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};
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class AMorphProjectile : public AActor
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{
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DECLARE_CLASS (AMorphProjectile, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage, FName damagetype);
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void Serialize (FArchive &arc);
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FNameNoInit PlayerClass, MonsterClass, MorphFlash, UnMorphFlash;
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int Duration, MorphStyle;
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};
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class AMorphedMonster : public AActor
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{
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DECLARE_CLASS (AMorphedMonster, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Tick ();
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void Serialize (FArchive &arc);
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void Die (AActor *source, AActor *inflictor, int dmgflags);
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void Destroy ();
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TObjPtr<AActor> UnmorphedMe;
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int UnmorphTime, MorphStyle;
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PClassActor *MorphExitFlash;
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ActorFlags FlagsSave;
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};
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class AMapMarker : public AActor
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{
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DECLARE_CLASS(AMapMarker, AActor)
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public:
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void BeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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class AFastProjectile : public AActor
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{
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DECLARE_CLASS(AFastProjectile, AActor)
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public:
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void Tick ();
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virtual void Effect();
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};
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#endif //__A_SHAREDGLOBAL_H__
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