gzdoom/src/g_shared/a_sharedglobal.h
Randy Heit e32e44209e - Added SpawnDecal ACS function:
int SpawnDecal(int tid, str decalname, int flags, fixed angle, int zoffset, int distance)
  Traces a line from tid's actor until hitting a wall, then creates a decal there. Returns the
  number of decals spawned.
  * tid = Which actor(s) to start the trace at.
  * decalname = Which decal to spawn.
  * flags =
    * SDF_ABSANGLE = Angle parameter is an absolute angle. Otherwise, it's relative to the origin actor's angle.
    * SDF_PERMANENT = Decal ignores cl_maxdecals. Otherwise, it will eventually disappear.
  * angle = Direction in which to search for a wall. Defaults to 0.0.
  * zoffset = Offset from the middle of the origin actor for the Z height of the decal. Defaults to 0.
  * distance = Maximum distance to search for a wall. Defaults to 64.

SVN r4330 (trunk)
2013-06-05 02:15:21 +00:00

201 lines
5.1 KiB
C++

#ifndef __A_SHAREDGLOBAL_H__
#define __A_SHAREDGLOBAL_H__
#include "info.h"
#include "actor.h"
class FDecalTemplate;
struct vertex_t;
struct side_t;
struct F3DFloor;
void P_SpawnDirt (AActor *actor, fixed_t radius);
class DBaseDecal *ShootDecal(const FDecalTemplate *tpl, AActor *basisactor, sector_t *sec, fixed_t x, fixed_t y, fixed_t z, angle_t angle, fixed_t tracedist, bool permanent);
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<ASkyViewpoint> 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<AActor> 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<AActor> 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, FName damagetype);
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, int dmgflags);
void Destroy ();
TObjPtr<AActor> 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__