gzdoom/src/p_terrain.h
Christoph Oelckers b07542ddd6 More header cleanup.
SVN r1225 (trunk)
2008-09-15 00:47:31 +00:00

106 lines
3 KiB
C++

/*
** 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"
struct 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<BYTE> 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<FSplashDef> Splashes;
extern TArray<FTerrainDef> Terrains;
#endif //__P_TERRAIN_H__