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157 lines
4.6 KiB
C++
157 lines
4.6 KiB
C++
#ifndef __A_SHAREDGLOBAL_H__
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#define __A_SHAREDGLOBAL_H__
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#include "info.h"
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#include "actor.h"
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class FDecalTemplate;
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struct vertex_t;
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struct side_t;
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struct F3DFloor;
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class DBaseDecal;
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struct SpreadInfo;
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DBaseDecal *ShootDecal(FLevelLocals *Level, const FDecalTemplate *tpl, sector_t *sec, double x, double y, double z, DAngle angle, double tracedist, bool permanent);
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void SprayDecal(AActor *shooter, const char *name,double distance = 172.);
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class DBaseDecal : public DThinker
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{
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DECLARE_CLASS (DBaseDecal, DThinker)
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HAS_OBJECT_POINTERS
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public:
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static const int DEFAULT_STAT = STAT_DECAL;
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void Construct(double z = 0);
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void Construct(const AActor *actor);
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void Construct(const DBaseDecal *basis);
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void Serialize(FSerializer &arc);
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void OnDestroy() override;
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virtual void Expired() {} // For thinkers that can remove their decal. For impact decal bookkeeping.
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FTextureID StickToWall(side_t *wall, double x, double y, F3DFloor * ffloor);
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double GetRealZ (const side_t *wall) const;
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void SetShade (uint32_t rgb);
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void SetShade (int r, int g, int b);
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void SetTranslation(uint32_t trans);
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void Spread (const FDecalTemplate *tpl, side_t *wall, double x, double y, double z, F3DFloor * ffloor);
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void GetXY (side_t *side, double &x, double &y) const;
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DBaseDecal *WallNext = nullptr, *WallPrev = nullptr;
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double LeftDistance = 0;
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double Z;
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double ScaleX = 1, ScaleY = 1;
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double Alpha = 1;
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uint32_t AlphaColor = 0;
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int Translation = 0;
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FTextureID PicNum;
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uint32_t RenderFlags = 0;
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FRenderStyle RenderStyle;
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side_t *Side = nullptr;
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sector_t *Sector = nullptr;
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protected:
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virtual DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const;
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void CalcFracPos(side_t *wall, double x, double y);
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void Remove ();
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static void SpreadLeft (double r, vertex_t *v1, side_t *feelwall, F3DFloor *ffloor, SpreadInfo *spread);
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static void SpreadRight (double r, side_t *feelwall, double wallsize, F3DFloor *ffloor, SpreadInfo *spread);
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};
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class DImpactDecal : public DBaseDecal
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{
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DECLARE_CLASS (DImpactDecal, DBaseDecal)
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public:
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static const int DEFAULT_STAT = STAT_AUTODECAL;
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void Construct(double z = 0)
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{
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Super::Construct(z);
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}
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void Construct(side_t *wall, const FDecalTemplate *templ);
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static DImpactDecal *StaticCreate(FLevelLocals *Level, const char *name, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0, uint32_t bloodTranslation = 0);
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static DImpactDecal *StaticCreate(FLevelLocals *Level, const FDecalTemplate *tpl, const DVector3 &pos, side_t *wall, F3DFloor * ffloor, PalEntry color = 0, uint32_t bloodTranslation = 0);
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void BeginPlay ();
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void Expired() override;
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protected:
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DBaseDecal *CloneSelf(const FDecalTemplate *tpl, double x, double y, double z, side_t *wall, F3DFloor * ffloor) const;
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void CheckMax ();
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};
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class DFlashFader : public DThinker
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{
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DECLARE_CLASS (DFlashFader, DThinker)
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HAS_OBJECT_POINTERS
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public:
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void Construct(float r1, float g1, float b1, float a1,
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float r2, float g2, float b2, float a2,
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float time, AActor *who, bool terminate = false);
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void OnDestroy() override;
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void Serialize(FSerializer &arc);
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void Tick ();
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AActor *WhoFor() { return ForWho; }
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void Cancel ();
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protected:
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float Blends[2][4];
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int TotalTics;
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int RemainingTics;
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TObjPtr<AActor*> ForWho;
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bool Terminate;
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void SetBlend (float time);
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};
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enum
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{
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QF_RELATIVE = 1,
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QF_SCALEDOWN = 1 << 1,
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QF_SCALEUP = 1 << 2,
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QF_MAX = 1 << 3,
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QF_FULLINTENSITY = 1 << 4,
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QF_WAVE = 1 << 5,
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};
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struct FQuakeJiggers
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{
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DVector3 Intensity;
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double RollIntensity, RollWave;
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};
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class DEarthquake : public DThinker
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{
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DECLARE_CLASS (DEarthquake, DThinker)
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HAS_OBJECT_POINTERS
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public:
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static const int DEFAULT_STAT = STAT_EARTHQUAKE;
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void Construct(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
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void Serialize(FSerializer &arc);
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void Tick ();
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TObjPtr<AActor*> m_Spot;
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double m_TremorRadius, m_DamageRadius;
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int m_Countdown;
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int m_CountdownStart;
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FSoundID m_QuakeSFX;
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int m_Flags;
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DVector3 m_Intensity;
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DVector3 m_WaveSpeed;
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double m_Falloff;
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int m_Highpoint, m_MiniCount;
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double m_RollIntensity, m_RollWave;
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double GetModIntensity(double intensity, bool fake = false) const;
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double GetModWave(double ticFrac, double waveMultiplier) const;
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double GetFalloff(double dist) const;
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static int StaticGetQuakeIntensities(double ticFrac, AActor *viewer, FQuakeJiggers &jiggers);
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};
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#endif //__A_SHAREDGLOBAL_H__
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