#ifndef __A_SHAREDGLOBAL_H__ #define __A_SHAREDGLOBAL_H__ #include "info.h" #include "actor.h" class FDecalTemplate; struct vertex_t; struct side_t; struct F3DFloor; extern void P_SpawnDirt (AActor *actor, fixed_t radius); class DBaseDecal : public DThinker { DECLARE_CLASS (DBaseDecal, DThinker) HAS_OBJECT_POINTERS public: DBaseDecal (); DBaseDecal (fixed_t z); DBaseDecal (int statnum, fixed_t z); DBaseDecal (const AActor *actor); DBaseDecal (const DBaseDecal *basis); void Serialize (FArchive &arc); void Destroy (); FTextureID StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor * ffloor); fixed_t 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, fixed_t x, fixed_t y, fixed_t z, F3DFloor * ffloor); void GetXY (side_t *side, fixed_t &x, fixed_t &y) const; static void SerializeChain (FArchive &arc, DBaseDecal **firstptr); DBaseDecal *WallNext, **WallPrev; fixed_t LeftDistance; fixed_t Z; fixed_t ScaleX, ScaleY; fixed_t Alpha; DWORD AlphaColor; int Translation; FTextureID PicNum; DWORD RenderFlags; FRenderStyle RenderStyle; sector_t * Sector; // required for 3D floors protected: virtual DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor) const; void CalcFracPos (side_t *wall, fixed_t x, fixed_t y); void Remove (); static void SpreadLeft (fixed_t r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor); static void SpreadRight (fixed_t r, side_t *feelwall, fixed_t wallsize, F3DFloor *ffloor); }; class DImpactDecal : public DBaseDecal { DECLARE_CLASS (DImpactDecal, DBaseDecal) public: DImpactDecal (fixed_t z); DImpactDecal (side_t *wall, const FDecalTemplate *templ); static DImpactDecal *StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0); static DImpactDecal *StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_t *wall, F3DFloor * ffloor, PalEntry color=0); void BeginPlay (); void Destroy (); void Serialize (FArchive &arc); static void SerializeTime (FArchive &arc); protected: DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t 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) HAS_OBJECT_POINTERS public: void Serialize (FArchive &arc); void BeginPlay (); void Destroy (); bool bInSkybox; bool bAlways; TObjPtr Mate; }; 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 (FArchive &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 (); }; class DEarthquake : public DThinker { DECLARE_CLASS (DEarthquake, DThinker) HAS_OBJECT_POINTERS public: DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx); void Serialize (FArchive &arc); void Tick (); TObjPtr m_Spot; fixed_t m_TremorRadius, m_DamageRadius; int m_Intensity; int m_Countdown; FSoundID m_QuakeSFX; static int StaticGetQuakeIntensity (AActor *viewer); private: DEarthquake (); }; class AMorphProjectile : public AActor { DECLARE_CLASS (AMorphProjectile, AActor) public: int DoSpecialDamage (AActor *target, int damage); void Serialize (FArchive &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 (FArchive &arc); void Die (AActor *source, AActor *inflictor); void Destroy (); TObjPtr UnmorphedMe; int UnmorphTime, MorphStyle; const PClass *MorphExitFlash; DWORD 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__