mirror of
https://github.com/ZDoom/gzdoom.git
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b07542ddd6
SVN r1225 (trunk)
106 lines
3 KiB
C++
106 lines
3 KiB
C++
/*
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** p_terrain.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2006 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __P_TERRAIN_H__
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#define __P_TERRAIN_H__
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#include "s_sound.h"
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#include "textures/textures.h"
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struct PClass;
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// This is just a wrapper class so that I don't have to expose FTextureID's implementation
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// to anything that doesn't really need it.
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class FTerrainTypeArray
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{
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public:
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TArray<BYTE> Types;
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BYTE &operator [](FTextureID tex)
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{
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return Types[tex.GetIndex()];
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}
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BYTE &operator [](int texnum)
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{
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return Types[texnum];
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}
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void Resize(unsigned newsize)
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{
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Types.Resize(newsize);
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}
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};
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extern FTerrainTypeArray TerrainTypes;
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// at game start
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void P_InitTerrainTypes ();
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struct FSplashDef
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{
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FName Name;
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FSoundID SmallSplashSound;
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FSoundID NormalSplashSound;
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const PClass *SmallSplash;
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const PClass *SplashBase;
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const PClass *SplashChunk;
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BYTE ChunkXVelShift;
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BYTE ChunkYVelShift;
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BYTE ChunkZVelShift;
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fixed_t ChunkBaseZVel;
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fixed_t SmallSplashClip;
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bool NoAlert;
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};
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struct FTerrainDef
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{
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FName Name;
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int Splash;
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int DamageAmount;
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FName DamageMOD;
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int DamageTimeMask;
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fixed_t FootClip;
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float StepVolume;
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int WalkStepTics;
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int RunStepTics;
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FSoundID LeftStepSound;
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FSoundID RightStepSound;
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bool IsLiquid;
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bool AllowProtection;
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fixed_t Friction;
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fixed_t MoveFactor;
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};
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extern TArray<FSplashDef> Splashes;
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extern TArray<FTerrainDef> Terrains;
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#endif //__P_TERRAIN_H__
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