/* ** p_terrain.h ** **--------------------------------------------------------------------------- ** Copyright 1998-2006 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** */ #ifndef __P_TERRAIN_H__ #define __P_TERRAIN_H__ #include "s_sound.h" #include "textures/textures.h" class PClass; // This is just a wrapper class so that I don't have to expose FTextureID's implementation // to anything that doesn't really need it. class FTerrainTypeArray { public: TArray Types; BYTE &operator [](FTextureID tex) { return Types[tex.GetIndex()]; } BYTE &operator [](int texnum) { return Types[texnum]; } void Resize(unsigned newsize) { Types.Resize(newsize); } }; extern FTerrainTypeArray TerrainTypes; // at game start void P_InitTerrainTypes (); struct FSplashDef { FName Name; FSoundID SmallSplashSound; FSoundID NormalSplashSound; const PClass *SmallSplash; const PClass *SplashBase; const PClass *SplashChunk; BYTE ChunkXVelShift; BYTE ChunkYVelShift; BYTE ChunkZVelShift; fixed_t ChunkBaseZVel; fixed_t SmallSplashClip; bool NoAlert; }; struct FTerrainDef { FName Name; int Splash; int DamageAmount; FName DamageMOD; int DamageTimeMask; fixed_t FootClip; float StepVolume; int WalkStepTics; int RunStepTics; FSoundID LeftStepSound; FSoundID RightStepSound; bool IsLiquid; bool AllowProtection; fixed_t Friction; fixed_t MoveFactor; }; extern TArray Splashes; extern TArray Terrains; #endif //__P_TERRAIN_H__