#ifndef __SECTORE_H #define __SECTORE_H // 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well. typedef enum { FF_EXISTS = 0x1, //MAKE SURE IT'S VALID FF_SOLID = 0x2, //Does it clip things? FF_RENDERSIDES = 0x4, //Render the sides? FF_RENDERPLANES = 0x8, //Render the floor/ceiling? FF_RENDERALL = 0xC, //Render everything? FF_SWIMMABLE = 0x10, //Can we swim? FF_NOSHADE = 0x20, //Does it mess with the lighting? FF_BOTHPLANES = 0x200, //Render both planes all the time? FF_TRANSLUCENT = 0x800, //See through! FF_FOG = 0x1000, //Fog "brush"? FF_INVERTPLANES = 0x2000, //Reverse the plane visibility rules? FF_ALLSIDES = 0x4000, //Render inside and outside sides? FF_INVERTSIDES = 0x8000, //Only render inside sides? FF_DOUBLESHADOW = 0x10000,//Make two lightlist entries to reset light? FF_UPPERTEXTURE = 0x20000, FF_LOWERTEXTURE = 0x40000, FF_THINFLOOR = 0x80000, // EDGE FF_SCROLLY = 0x100000, // EDGE - not yet implemented!!! FF_FIX = 0x200000, // use floor of model sector as floor and floor of real sector as ceiling FF_INVERTSECTOR = 0x400000, // swap meaning of sector planes FF_DYNAMIC = 0x800000, // created by partitioning another 3D-floor due to overlap FF_CLIPPED = 0x1000000, // split into several dynamic ffloors FF_SEETHROUGH = 0x2000000, FF_SHOOTTHROUGH = 0x4000000, FF_FADEWALLS = 0x8000000, // Applies real fog to walls and doesn't blend the view FF_ADDITIVETRANS = 0x10000000, // Render this floor with additive translucency FF_FLOOD = 0x20000000, // extends towards the next lowest flooding or solid 3D floor or the bottom of the sector FF_THISINSIDE = 0x40000000, // hack for software 3D with FF_BOTHPLANES FF_RESET = 0x80000000, // light effect is completely reset, once interrupted } ffloortype_e; // This is for the purpose of Sector_SetContents: #ifdef _MSC_VER enum : unsigned int // MSVC is apparently the only compiler that supports this syntax #else enum #endif { VC_EMPTY = 0, // Here's the original values of the color shifts in Vavoom, and in ARGB: VC_WATER = 0x80825032, // 130, 80, 50, 128 -> 80.82.50.32 (was 0x101080) VC_LAVA = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (was 0xf0f010) VC_NUKAGE = 0x9632FF32, // 50, 255, 50, 150 -> 96.32.FF.32 (was 0x108010) VC_SLIME = 0x96001905, // 0, 25, 5, 150 -> 96.00.19.05 (was 0x287020) VC_HELLSLIME = 0x96FF5000, // 255, 80, 0, 150 -> 96.FF.50.00 (wasn't covered) VC_BLOOD = 0x96A00A0A, // 160, 16, 16, 150 -> 96.A0.0A.0A (was 0x801010) VC_SLUDGE = 0x9680A080, // 128, 160, 128, 150 -> 96.80.A0.80 (wasn't covered) VC_HAZARD = 0x8080A080, // 128, 160, 128, 128 -> 80.80.A0.80 (wasn't covered) VC_BOOMWATER = 0x80004FA5, // Boom WATERMAP: -> 80.00.4F.A5 (wasn't covered) VC_ALPHAMASK = 0xFF000000, VC_COLORMASK = 0x00FFFFFF, }; struct secplane_t; struct FDynamicColormap; struct F3DFloor { struct planeref { secplane_t * plane; const FTextureID * texture; sector_t * model; PalEntry * flatcolor; int isceiling; int vindex; bool copied; void copyPlane(planeref * other) { *this = *other; copied = true; } }; planeref bottom; planeref top; short *toplightlevel; unsigned int flags; line_t* master; sector_t * model; sector_t * target; int lastlight; int alpha; FDynamicColormap *GetColormap(); void UpdateColormap(FDynamicColormap *&map); PalEntry GetBlend(); }; struct lightlist_t { secplane_t plane; short * p_lightlevel; FDynamicColormap * extra_colormap; PalEntry blend; int flags; F3DFloor* lightsource; F3DFloor* caster; }; class player_s; void P_PlayerOnSpecial3DFloor(player_t* player); bool P_CheckFor3DFloorHit(AActor * mo, double z); bool P_CheckFor3DCeilingHit(AActor * mo, double z); void P_Recalculate3DFloors(sector_t *); void P_RecalculateAttached3DFloors(sector_t * sec); void P_RecalculateLights(sector_t *sector); void P_RecalculateAttachedLights(sector_t *sector); lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside); void P_Spawn3DFloors( void ); struct FLineOpening; void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef, double x, double y, bool restrict); secplane_t P_FindFloorPlane(sector_t * sector, const DVector3 &pos); int P_Find3DFloor(sector_t * sec, const DVector3 &pos, bool above, bool floor, double &cmpz); #endif