gzdoom/src/gamedata/p_terrain.h
2020-04-11 20:20:38 +02:00

129 lines
3.5 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.h"
class PClass;
extern uint16_t DefaultTerrainType;
class FTerrainTypeArray
{
public:
TArray<uint16_t> Types;
uint16_t operator [](FTextureID tex) const
{
if ((unsigned)tex.GetIndex() >= Types.Size()) return DefaultTerrainType;
uint16_t type = Types[tex.GetIndex()];
return type == 0xffff? DefaultTerrainType : type;
}
uint16_t operator [](int texnum) const
{
if ((unsigned)texnum >= Types.Size()) return DefaultTerrainType;
uint16_t type = Types[texnum];
return type == 0xffff? DefaultTerrainType : type;
}
void Resize(unsigned newsize)
{
Types.Resize(newsize);
}
void Clear()
{
memset (&Types[0], 0xff, Types.Size()*sizeof(uint16_t));
}
void Set(int index, int value)
{
if ((unsigned)index >= Types.Size())
{
int oldsize = Types.Size();
Resize(index + 1);
memset(&Types[oldsize], 0xff, (index + 1 - oldsize)*sizeof(uint16_t));
}
Types[index] = value;
}
};
extern FTerrainTypeArray TerrainTypes;
// at game start
void P_InitTerrainTypes ();
struct FSplashDef
{
FName Name;
FSoundID SmallSplashSound;
FSoundID NormalSplashSound;
PClassActor *SmallSplash;
PClassActor *SplashBase;
PClassActor *SplashChunk;
uint8_t ChunkXVelShift;
uint8_t ChunkYVelShift;
uint8_t ChunkZVelShift;
bool NoAlert;
double ChunkBaseZVel;
double SmallSplashClip;
};
struct FTerrainDef
{
FName Name;
int Splash;
int DamageAmount;
FName DamageMOD;
int DamageTimeMask;
double FootClip;
float StepVolume;
int WalkStepTics;
int RunStepTics;
FSoundID LeftStepSound;
FSoundID RightStepSound;
bool IsLiquid;
bool AllowProtection;
bool DamageOnLand;
double Friction;
double MoveFactor;
};
extern TArray<FSplashDef> Splashes;
extern TArray<FTerrainDef> Terrains;
int P_FindTerrain(FName name);
FName P_GetTerrainName(int terrainnum);
#endif //__P_TERRAIN_H__