gzdoom/src/p_spec.h

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// DESCRIPTION: none
// Implements special effects:
// Texture animation, height or lighting changes
// according to adjacent sectors, respective
// utility functions, etc.
//
//-----------------------------------------------------------------------------
#ifndef __P_SPEC__
#define __P_SPEC__
#include "dsectoreffect.h"
#include "doomdata.h"
#include "r_state.h"
- 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)
2008-01-25 23:57:44 +00:00
class FScanner;
struct level_info_t;
- 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)
2008-01-25 23:57:44 +00:00
//jff 2/23/98 identify the special classes that can share sectors
typedef enum
{
floor_special,
ceiling_special,
lighting_special,
} special_e;
// killough 3/7/98: Add generalized scroll effects
class DScroller : public DThinker
{
DECLARE_CLASS (DScroller, DThinker)
HAS_OBJECT_POINTERS
public:
enum EScrollType
{
sc_side,
sc_floor,
sc_ceiling,
sc_carry,
sc_carry_ceiling, // killough 4/11/98: carry objects hanging on ceilings
};
enum EScrollPos
{
scw_top=1,
scw_mid=2,
scw_bottom=4,
scw_all=7,
};
DScroller (EScrollType type, fixed_t dx, fixed_t dy, int control, int affectee, int accel, int scrollpos = scw_all);
DScroller (fixed_t dx, fixed_t dy, const line_t *l, int control, int accel, int scrollpos = scw_all);
void Destroy();
void Serialize (FArchive &arc);
void Tick ();
bool AffectsWall (int wallnum) const { return m_Type == sc_side && m_Affectee == wallnum; }
int GetWallNum () const { return m_Type == sc_side ? m_Affectee : -1; }
void SetRate (fixed_t dx, fixed_t dy) { m_dx = dx; m_dy = dy; }
bool IsType (EScrollType type) const { return type == m_Type; }
int GetAffectee () const { return m_Affectee; }
int GetScrollParts() const { return m_Parts; }
protected:
EScrollType m_Type; // Type of scroll effect
fixed_t m_dx, m_dy; // (dx,dy) scroll speeds
int m_Affectee; // Number of affected sidedef, sector, tag, or whatever
int m_Control; // Control sector (-1 if none) used to control scrolling
fixed_t m_LastHeight; // Last known height of control sector
fixed_t m_vdx, m_vdy; // Accumulated velocity if accelerative
int m_Accel; // Whether it's accelerative
int m_Parts; // Which parts of a sidedef are being scrolled?
TObjPtr<DInterpolation> m_Interpolations[3];
private:
DScroller ();
};
// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
// (This is so scrolling floors and objects on them can move at same speed.)
enum { CARRYFACTOR = (3*FRACUNIT >> 5) };
// phares 3/20/98: added new model of Pushers for push/pull effects
class DPusher : public DThinker
{
DECLARE_CLASS (DPusher, DThinker)
HAS_OBJECT_POINTERS
public:
enum EPusher
{
p_push,
p_pull,
p_wind,
p_current
};
DPusher ();
DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
void Serialize (FArchive &arc);
int CheckForSectorMatch (EPusher type, int tag);
void ChangeValues (int magnitude, int angle)
{
angle_t ang = ((angle_t)(angle<<24)) >> ANGLETOFINESHIFT;
m_Xmag = (magnitude * finecosine[ang]) >> FRACBITS;
m_Ymag = (magnitude * finesine[ang]) >> FRACBITS;
m_Magnitude = magnitude;
}
void Tick ();
protected:
EPusher m_Type;
TObjPtr<AActor> m_Source;// Point source if point pusher
int m_Xmag; // X Strength
int m_Ymag; // Y Strength
int m_Magnitude; // Vector strength for point pusher
int m_Radius; // Effective radius for point pusher
int m_X; // X of point source if point pusher
int m_Y; // Y of point source if point pusher
int m_Affectee; // Number of affected sector
friend bool PIT_PushThing (AActor *thing);
};
bool PIT_PushThing (AActor *thing);
// Define values for map objects
#define MO_TELEPORTMAN 14
// Flags for P_SectorDamage
#define DAMAGE_PLAYERS 1
#define DAMAGE_NONPLAYERS 2
#define DAMAGE_IN_AIR 4
#define DAMAGE_SUBCLASSES_PROTECT 8
// [RH] If a deathmatch game, checks to see if noexit is enabled.
// If so, it kills the player and returns false. Otherwise,
// it returns true, and the player is allowed to live.
bool CheckIfExitIsGood (AActor *self, level_info_t *info);
// at map load
void P_SpawnSpecials (void);
// every tic
void P_UpdateSpecials (void);
// when needed
bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType);
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType);
bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
void P_PlayerOnSpecialFlat (player_t *player, int floorType);
void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags);
void P_SetSectorFriction (int tag, int amount, bool alterFlag);
inline fixed_t FrictionToMoveFactor(fixed_t friction)
{
fixed_t movefactor;
// [RH] Twiddled these values so that velocity on ice (with
// friction 0xf900) is the same as in Heretic/Hexen.
if (friction >= ORIG_FRICTION) // ice
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
return movefactor;
}
void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum);
//
// getSide()
// Will return a side_t*
// given the number of the current sector,
// the line number, and the side (0/1) that you want.
//
inline side_t *getSide (int currentSector, int line, int side)
{
return (sectors[currentSector].lines[line])->sidedef[side];
}
//
// getSector()
// Will return a sector_t*
// given the number of the current sector,
// the line number and the side (0/1) that you want.
//
inline sector_t *getSector (int currentSector, int line, int side)
{
return (sectors[currentSector].lines[line])->sidedef[side]->sector;
}
//
// twoSided()
// Given the sector number and the line number,
// it will tell you whether the line is two-sided or not.
//
inline int twoSided (int sector, int line)
{
return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
}
//
// getNextSector()
// Return sector_t * of sector next to current.
// NULL if not two-sided line
//
inline sector_t *getNextSector (line_t *line, const sector_t *sec)
{
if (!(line->flags & ML_TWOSIDED))
return NULL;
return line->frontsector == sec ?
(line->backsector != sec ? line->backsector : NULL) :
line->frontsector;
}
class FSectorTagIterator
{
protected:
int searchtag;
int start;
public:
FSectorTagIterator(int tag)
{
searchtag = tag;
start = sectors[(unsigned)tag % (unsigned)numsectors].firsttag;
}
// Special constructor for actions that treat tag 0 as 'back of activation line'
FSectorTagIterator(int tag, line_t *line)
{
if (tag == 0)
{
searchtag = INT_MIN;
start = (line == NULL || line->backsector == NULL)? -1 : (int)(line->backsector - sectors);
}
else
{
searchtag = tag;
start = sectors[(unsigned)tag % (unsigned)numsectors].firsttag;
}
}
int Next();
int NextCompat(bool compat, int secnum);
};
class FLineIdIterator
{
protected:
int searchtag;
int start;
public:
FLineIdIterator(int id)
{
searchtag = id;
start = lines[(unsigned) id % (unsigned) numlines].firstid;
}
int Next();
};
inline int P_FindFirstSectorFromTag(int tag)
{
FSectorTagIterator it(tag);
return it.Next();
}
inline int P_FindFirstLineFromID(int tag)
{
FLineIdIterator it(tag);
return it.Next();
}
//
// P_LIGHTS
//
class DLighting : public DSectorEffect
{
DECLARE_CLASS (DLighting, DSectorEffect)
public:
DLighting (sector_t *sector);
protected:
DLighting ();
};
class DFireFlicker : public DLighting
{
DECLARE_CLASS (DFireFlicker, DLighting)
public:
DFireFlicker (sector_t *sector);
DFireFlicker (sector_t *sector, int upper, int lower);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_Count;
int m_MaxLight;
int m_MinLight;
private:
DFireFlicker ();
};
class DFlicker : public DLighting
{
DECLARE_CLASS (DFlicker, DLighting)
public:
DFlicker (sector_t *sector, int upper, int lower);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_Count;
int m_MaxLight;
int m_MinLight;
private:
DFlicker ();
};
class DLightFlash : public DLighting
{
DECLARE_CLASS (DLightFlash, DLighting)
public:
DLightFlash (sector_t *sector);
DLightFlash (sector_t *sector, int min, int max);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_Count;
int m_MaxLight;
int m_MinLight;
int m_MaxTime;
int m_MinTime;
private:
DLightFlash ();
};
class DStrobe : public DLighting
{
DECLARE_CLASS (DStrobe, DLighting)
public:
DStrobe (sector_t *sector, int utics, int ltics, bool inSync);
DStrobe (sector_t *sector, int upper, int lower, int utics, int ltics);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_Count;
int m_MinLight;
int m_MaxLight;
int m_DarkTime;
int m_BrightTime;
private:
DStrobe ();
};
class DGlow : public DLighting
{
DECLARE_CLASS (DGlow, DLighting)
public:
DGlow (sector_t *sector);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_MinLight;
int m_MaxLight;
int m_Direction;
private:
DGlow ();
};
// [RH] Glow from Light_Glow and Light_Fade specials
class DGlow2 : public DLighting
{
DECLARE_CLASS (DGlow2, DLighting)
public:
DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot);
void Serialize (FArchive &arc);
void Tick ();
protected:
int m_Start;
int m_End;
int m_MaxTics;
int m_Tics;
bool m_OneShot;
private:
DGlow2 ();
};
// [RH] Phased light thinker
class DPhased : public DLighting
{
DECLARE_CLASS (DPhased, DLighting)
public:
DPhased (sector_t *sector);
DPhased (sector_t *sector, int baselevel, int phase);
void Serialize (FArchive &arc);
void Tick ();
protected:
BYTE m_BaseLevel;
BYTE m_Phase;
private:
DPhased ();
DPhased (sector_t *sector, int baselevel);
int PhaseHelper (sector_t *sector, int index, int light, sector_t *prev);
};
#define GLOWSPEED 8
#define STROBEBRIGHT 5
#define FASTDARK 15
#define SLOWDARK TICRATE
void EV_StartLightFlickering (int tag, int upper, int lower);
void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics);
void EV_StartLightStrobing (int tag, int utics, int ltics);
void EV_TurnTagLightsOff (int tag);
void EV_LightTurnOn (int tag, int bright);
void EV_LightTurnOnPartway (int tag, fixed_t frac); // killough 10/98
void EV_LightChange (int tag, int value);
void EV_StopLightEffect (int tag);
void P_SpawnGlowingLight (sector_t *sector);
void EV_StartLightGlowing (int tag, int upper, int lower, int tics);
void EV_StartLightFading (int tag, int value, int tics);
//
// P_SWITCH
//
#define BUTTONTIME TICRATE // 1 second, in ticks.
bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest=NULL);
- VC++ doesn't seem to like the TArray serializer so I added a workaround to be able to save the 3dMidtex attachment info. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. March 17, 2008 (Changes by Graf Zahl) - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. SVN r810 (trunk)
2008-03-18 18:18:18 +00:00
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno);
//
// P_PLATS
//
class DPlat : public DMovingFloor
{
DECLARE_CLASS (DPlat, DMovingFloor)
public:
enum EPlatState
{
up,
down,
waiting,
in_stasis
};
enum EPlatType
{
platPerpetualRaise,
platDownWaitUpStay,
platDownWaitUpStayStone,
platUpWaitDownStay,
platUpNearestWaitDownStay,
platDownByValue,
platUpByValue,
platUpByValueStay,
platRaiseAndStay,
platToggle,
platDownToNearestFloor,
platDownToLowestCeiling,
platRaiseAndStayLockout,
};
void Serialize (FArchive &arc);
void Tick ();
bool IsLift() const { return m_Type == platDownWaitUpStay || m_Type == platDownWaitUpStayStone; }
protected:
DPlat (sector_t *sector);
fixed_t m_Speed;
fixed_t m_Low;
fixed_t m_High;
int m_Wait;
int m_Count;
EPlatState m_Status;
EPlatState m_OldStatus;
int m_Crush;
int m_Tag;
EPlatType m_Type;
void PlayPlatSound (const char *sound);
void Reactivate ();
void Stop ();
private:
DPlat ();
friend bool EV_DoPlat (int tag, line_t *line, EPlatType type,
int height, int speed, int delay, int lip, int change);
friend void EV_StopPlat (int tag);
friend void P_ActivateInStasis (int tag);
};
bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type,
int height, int speed, int delay, int lip, int change);
void EV_StopPlat (int tag);
void P_ActivateInStasis (int tag);
//
// [RH]
// P_PILLAR
//
class DPillar : public DMover
{
DECLARE_CLASS (DPillar, DMover)
HAS_OBJECT_POINTERS
public:
enum EPillar
{
pillarBuild,
pillarOpen
};
DPillar (sector_t *sector, EPillar type, fixed_t speed, fixed_t height,
fixed_t height2, int crush, bool hexencrush);
void Serialize (FArchive &arc);
void Tick ();
void Destroy();
protected:
EPillar m_Type;
fixed_t m_FloorSpeed;
fixed_t m_CeilingSpeed;
fixed_t m_FloorTarget;
fixed_t m_CeilingTarget;
int m_Crush;
bool m_Hexencrush;
TObjPtr<DInterpolation> m_Interp_Ceiling;
TObjPtr<DInterpolation> m_Interp_Floor;
private:
DPillar ();
};
bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag,
fixed_t speed, fixed_t height, fixed_t height2, int crush, bool hexencrush);
//
// P_DOORS
//
class DDoor : public DMovingCeiling
{
DECLARE_CLASS (DDoor, DMovingCeiling)
public:
enum EVlDoor
{
doorClose,
doorOpen,
doorRaise,
doorRaiseIn5Mins,
doorCloseWaitOpen,
};
DDoor (sector_t *sector);
DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag);
void Serialize (FArchive &arc);
void Tick ();
protected:
EVlDoor m_Type;
fixed_t m_TopDist;
fixed_t m_BotDist, m_OldFloorDist;
vertex_t *m_BotSpot;
fixed_t m_Speed;
// 1 = up, 0 = waiting at top, -1 = down
int m_Direction;
// tics to wait at the top
int m_TopWait;
// (keep in case a door going down is reset)
// when it reaches 0, start going down
int m_TopCountdown;
int m_LightTag;
void DoorSound (bool raise, class DSeqNode *curseq=NULL) const;
friend bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock,
int lightTag, bool boomgen);
friend void P_SpawnDoorCloseIn30 (sector_t *sec);
friend void P_SpawnDoorRaiseIn5Mins (sector_t *sec);
private:
DDoor ();
};
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, int speed, int delay, int lock,
int lightTag, bool boomgen = false);
void P_SpawnDoorCloseIn30 (sector_t *sec);
void P_SpawnDoorRaiseIn5Mins (sector_t *sec);
class DAnimatedDoor : public DMovingCeiling
{
DECLARE_CLASS (DAnimatedDoor, DMovingCeiling)
public:
DAnimatedDoor (sector_t *sector);
DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim);
void Serialize (FArchive &arc);
void Tick ();
bool StartClosing ();
protected:
line_t *m_Line1, *m_Line2;
int m_Frame;
FDoorAnimation *m_DoorAnim;
int m_Timer;
fixed_t m_BotDist;
int m_Status;
enum
{
Opening,
Waiting,
Closing,
Dead
};
int m_Speed;
int m_Delay;
bool m_SetBlocking1, m_SetBlocking2;
friend bool EV_SlidingDoor (line_t *line, AActor *thing, int tag, int speed, int delay);
private:
DAnimatedDoor ();
};
bool EV_SlidingDoor (line_t *line, AActor *thing, int tag, int speed, int delay);
//
// P_CEILNG
//
// [RH] Changed these
class DCeiling : public DMovingCeiling
{
DECLARE_CLASS (DCeiling, DMovingCeiling)
public:
enum ECeiling
{
ceilLowerByValue,
ceilRaiseByValue,
ceilMoveToValue,
ceilLowerToHighestFloor,
ceilLowerInstant,
ceilRaiseInstant,
ceilCrushAndRaise,
ceilLowerAndCrush,
ceilLowerAndCrushDist,
ceilCrushRaiseAndStay,
ceilRaiseToNearest,
ceilLowerToLowest,
ceilLowerToFloor,
// The following are only used by Generic_Ceiling
ceilRaiseToHighest,
ceilLowerToHighest,
ceilRaiseToLowest,
ceilLowerToNearest,
ceilRaiseToHighestFloor,
ceilRaiseToFloor,
ceilRaiseByTexture,
ceilLowerByTexture,
genCeilingChg0,
genCeilingChgT,
genCeilingChg
};
DCeiling (sector_t *sec);
DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent);
void Serialize (FArchive &arc);
void Tick ();
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
fixed_t speed, fixed_t speed2, fixed_t height,
int crush, int silent, int change, bool hexencrush);
protected:
ECeiling m_Type;
fixed_t m_BottomHeight;
fixed_t m_TopHeight;
fixed_t m_Speed;
fixed_t m_Speed1; // [RH] dnspeed of crushers
fixed_t m_Speed2; // [RH] upspeed of crushers
int m_Crush;
bool m_Hexencrush;
int m_Silent;
int m_Direction; // 1 = up, 0 = waiting, -1 = down
// [RH] Need these for BOOM-ish transferring ceilings
FTextureID m_Texture;
int m_NewSpecial;
// ID
int m_Tag;
int m_OldDirection;
void PlayCeilingSound ();
private:
DCeiling ();
friend bool EV_CeilingCrushStop (int tag);
friend void P_ActivateInStasisCeiling (int tag);
};
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
int tag, fixed_t speed, fixed_t speed2, fixed_t height,
int crush, int silent, int change, bool hexencrush);
bool EV_CeilingCrushStop (int tag);
void P_ActivateInStasisCeiling (int tag);
//
// P_FLOOR
//
class DFloor : public DMovingFloor
{
DECLARE_CLASS (DFloor, DMovingFloor)
public:
enum EFloor
{
floorLowerToLowest,
floorLowerToNearest,
floorLowerToHighest,
floorLowerByValue,
floorRaiseByValue,
floorRaiseToHighest,
floorRaiseToNearest,
floorRaiseAndCrush,
floorRaiseAndCrushDoom,
floorCrushStop,
floorLowerInstant,
floorRaiseInstant,
floorMoveToValue,
floorRaiseToLowestCeiling,
floorRaiseByTexture,
floorLowerAndChange,
floorRaiseAndChange,
floorRaiseToLowest,
floorRaiseToCeiling,
floorLowerToLowestCeiling,
floorLowerByTexture,
floorLowerToCeiling,
donutRaise,
buildStair,
waitStair,
resetStair,
// Not to be used as parameters to EV_DoFloor()
genFloorChg0,
genFloorChgT,
genFloorChg
};
// [RH] Changed to use Hexen-ish specials
enum EStair
{
buildUp,
buildDown
};
DFloor (sector_t *sec);
void Serialize (FArchive &arc);
void Tick ();
protected:
EFloor m_Type;
int m_Crush;
bool m_Hexencrush;
int m_Direction;
int m_NewSpecial;
FTextureID m_Texture;
fixed_t m_FloorDestDist;
fixed_t m_Speed;
// [RH] New parameters used to reset and delay stairs
int m_ResetCount;
int m_OrgDist;
int m_Delay;
int m_PauseTime;
int m_StepTime;
int m_PerStepTime;
void StartFloorSound ();
void SetFloorChangeType (sector_t *sec, int change);
friend bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
int usespecials);
friend bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower);
friend bool EV_FloorCrushStop (int tag);
friend bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed);
private:
DFloor ();
};
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
int usespecials);
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower=false);
bool EV_FloorCrushStop (int tag);
bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed);
class DElevator : public DMover
{
DECLARE_CLASS (DElevator, DMover)
HAS_OBJECT_POINTERS
public:
enum EElevator
{
elevateUp,
elevateDown,
elevateCurrent,
// [RH] For FloorAndCeiling_Raise/Lower
elevateRaise,
elevateLower
};
DElevator (sector_t *sec);
void Destroy();
void Serialize (FArchive &arc);
void Tick ();
protected:
EElevator m_Type;
int m_Direction;
fixed_t m_FloorDestDist;
fixed_t m_CeilingDestDist;
fixed_t m_Speed;
TObjPtr<DInterpolation> m_Interp_Ceiling;
TObjPtr<DInterpolation> m_Interp_Floor;
void StartFloorSound ();
friend bool EV_DoElevator (line_t *line, DElevator::EElevator type, fixed_t speed,
fixed_t height, int tag);
private:
DElevator ();
};
bool EV_DoElevator (line_t *line, DElevator::EElevator type, fixed_t speed,
fixed_t height, int tag);
class DWaggleBase : public DMover
{
DECLARE_CLASS (DWaggleBase, DMover)
HAS_OBJECT_POINTERS
public:
DWaggleBase (sector_t *sec);
void Serialize (FArchive &arc);
protected:
fixed_t m_OriginalDist;
fixed_t m_Accumulator;
fixed_t m_AccDelta;
fixed_t m_TargetScale;
fixed_t m_Scale;
fixed_t m_ScaleDelta;
int m_Ticker;
int m_State;
TObjPtr<DInterpolation> m_Interpolation;
friend bool EV_StartWaggle (int tag, line_t *line, int height, int speed,
int offset, int timer, bool ceiling);
void DoWaggle (bool ceiling);
void Destroy();
DWaggleBase ();
};
bool EV_StartWaggle (int tag, line_t *line, int height, int speed,
int offset, int timer, bool ceiling);
class DFloorWaggle : public DWaggleBase
{
DECLARE_CLASS (DFloorWaggle, DWaggleBase)
public:
DFloorWaggle (sector_t *sec);
void Tick ();
private:
DFloorWaggle ();
};
class DCeilingWaggle : public DWaggleBase
{
DECLARE_CLASS (DCeilingWaggle, DWaggleBase)
public:
DCeilingWaggle (sector_t *sec);
void Tick ();
private:
DCeilingWaggle ();
};
//jff 3/15/98 pure texture/type change for better generalized support
enum EChange
{
trigChangeOnly,
numChangeOnly,
};
bool EV_DoChange (line_t *line, EChange changetype, int tag);
//
// P_TELEPT
//
2014-12-17 23:16:56 +00:00
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele = true, bool setTarget = false); //Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false).
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse);
bool EV_TeleportOther (int other_tid, int dest_tid, bool fog);
bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog);
bool EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int group_tid);
//
// [RH] ACS (see also p_acs.h)
//
#define ACS_BACKSIDE 1
#define ACS_ALWAYS 2
#define ACS_WANTRESULT 4
#define ACS_NET 8
int P_StartScript (AActor *who, line_t *where, int script, const char *map, const int *args, int argcount, int flags);
void P_SuspendScript (int script, const char *map);
void P_TerminateScript (int script, const char *map);
void P_DoDeferedScripts (void);
//
// [RH] p_quake.c
//
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ);
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
#endif