gzdoom/src/p_terrain.h
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00

108 lines
3.1 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 "dobject.h"
#include "m_fixed.h"
#include "tarray.h"
#include "name.h"
#include "s_sound.h"
#include "textures/textures.h"
// 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__