gzdoom/src/p_spec.h

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2016-03-01 15:47:10 +00:00
// 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"
class FScanner;
struct level_info_t;
//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 { _f_CARRYFACTOR = (3*FRACUNIT >> 5) };
const double CARRYFACTOR = 3 / 32.;
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// 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)
{
DAngle ang = angle * (360. / 256.);
m_PushVec = ang.ToVector(magnitude);
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m_Magnitude = magnitude;
}
void Tick ();
protected:
EPusher m_Type;
TObjPtr<AActor> m_Source;// Point source if point pusher
DVector2 m_PushVec;
double m_Magnitude; // Vector strength for point pusher
double m_Radius; // Effective _f_radius() for point pusher
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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_InitSectorSpecial(sector_t *sector, int special, bool nothinkers);
void P_SpawnSpecials (void);
// every tic
void P_UpdateSpecials (void);
// when needed
bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, fixedvec3 *optpos = NULL);
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, PClassActor *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;
}
#include "p_tags.h"
//
// 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);
bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, fixedvec3 *optpos = NULL);
//
// 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,
doorWaitRaise,
doorCloseWaitOpen,
doorWaitClose,
};
DDoor (sector_t *sector);
DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int topcountdown, 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, int topcountdown);
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, int topcountdown = 0);
inline bool EV_DoDoor(DDoor::EVlDoor type, line_t *line, AActor *thing,
int tag, double speed, int delay, int lock,
int lightTag, bool boomgen = false, int topcountdown = 0)
{
return EV_DoDoor(type, line, thing, tag, FLOAT2FIXED(speed), delay, lock, lightTag, boomgen, topcountdown);
}
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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,
ceil_placeholder,
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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;
secspecial_t 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
};
enum EStairType
{
stairUseSpecials = 1,
stairSync = 2
};
DFloor (sector_t *sec);
void Serialize (FArchive &arc);
void Tick ();
protected:
EFloor m_Type;
int m_Crush;
bool m_Hexencrush;
int m_Direction;
secspecial_t 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
//
enum
{
TELF_DESTFOG = 1,
TELF_SOURCEFOG = 2,
TELF_KEEPORIENTATION = 4,
TELF_KEEPVELOCITY = 8,
TELF_KEEPHEIGHT = 16,
};
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).
inline void P_SpawnTeleportFog(AActor *mobj, const fixedvec3 &pos, bool beforeTele = true, bool setTarget = false)
{
P_SpawnTeleportFog(mobj, pos.x, pos.y, pos.z, beforeTele, setTarget);
}
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inline void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele = true, bool setTarget = false)
{
P_SpawnTeleportFog(mobj, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), beforeTele, setTarget);
}
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, DAngle angle, int flags); // bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false
inline bool P_Teleport(AActor *thing, const DVector3 &pos, DAngle angle, int flags)
{
return P_Teleport(thing, FLOAT2FIXED(pos.X), FLOAT2FIXED(pos.Y), FLOAT2FIXED(pos.Z), angle, flags);
}
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bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags);
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