mirror of
https://github.com/ZDoom/gzdoom.git
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c7644ca34e
- Added DECORATE support for setting an actor's args. If this is done it will also disable the actor's special that can be set in a map. This is for actors that want to use A_CountdownArg or similar functions that use the args for something different than the special's parameters. - Converted a_sharedmisc.cpp to DECORATE. - Added a new NActorIterator that can search for classes specified by name. - Added a new constructor to TThinkerIterator that can search for DECORATE defined subclasses that are not represented by a real C++ class. - Fixed: BuildInfoDefaults must set the parent symbol table so that all actors can get to the global symbols stored in AActor. - Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition. - Fixed: A_VileAttack moved the flame without relinking it into the sector lists. It also forgot to set the z-position correctly. (original Doom bug.) - Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling. SVN r401 (trunk)
211 lines
4.9 KiB
C++
211 lines
4.9 KiB
C++
#ifndef __A_SHAREDGLOBAL_H__
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#define __A_SHAREDGLOBAL_H__
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#include "dobject.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_s;
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struct side_s;
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extern void P_SpawnDirt (AActor *actor, fixed_t radius);
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bool P_MorphPlayer (player_s *player);
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bool P_UndoPlayerMorph (player_s *player, bool force);
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bool P_MorphMonster (AActor *actor, const PClass *morphClass);
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bool P_UpdateMorphedMonster (AActor *actor);
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struct side_s;
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class DBaseDecal : public DThinker
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{
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DECLARE_CLASS (DBaseDecal, DThinker)
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public:
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DBaseDecal ();
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DBaseDecal (fixed_t z);
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DBaseDecal (int statnum, fixed_t z);
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DBaseDecal (const AActor *actor);
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DBaseDecal (const DBaseDecal *basis);
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void Serialize (FArchive &arc);
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void Destroy ();
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int StickToWall (side_s *wall, fixed_t x, fixed_t y);
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fixed_t GetRealZ (const side_s *wall) const;
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void SetShade (DWORD rgb);
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void SetShade (int r, int g, int b);
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void Spread (const FDecalTemplate *tpl, side_s *wall, fixed_t x, fixed_t y, fixed_t z);
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void GetXY (side_s *side, fixed_t &x, fixed_t &y) const;
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static void SerializeChain (FArchive &arc, DBaseDecal **firstptr);
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DBaseDecal *WallNext, **WallPrev;
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fixed_t LeftDistance;
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fixed_t Z;
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fixed_t ScaleX, ScaleY;
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fixed_t Alpha;
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DWORD AlphaColor;
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WORD Translation;
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WORD PicNum;
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DWORD RenderFlags;
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BYTE RenderStyle;
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protected:
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virtual DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_s *wall) const;
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void CalcFracPos (side_s *wall, fixed_t x, fixed_t y);
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void Remove ();
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static void SpreadLeft (fixed_t r, vertex_s *v1, side_s *feelwall);
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static void SpreadRight (fixed_t r, side_s *feelwall, fixed_t wallsize);
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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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DImpactDecal (fixed_t z);
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DImpactDecal (side_s *wall, const FDecalTemplate *templ);
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static DImpactDecal *StaticCreate (const char *name, fixed_t x, fixed_t y, fixed_t z, side_s *wall, PalEntry color=0);
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static DImpactDecal *StaticCreate (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_s *wall, PalEntry color=0);
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void BeginPlay ();
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void Destroy ();
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void Serialize (FArchive &arc);
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static void SerializeTime (FArchive &arc);
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protected:
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DBaseDecal *CloneSelf (const FDecalTemplate *tpl, fixed_t x, fixed_t y, fixed_t z, side_s *wall) const;
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static void CheckMax ();
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private:
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DImpactDecal();
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};
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class AAmbientSound : public AActor
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{
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DECLARE_STATELESS_ACTOR (AAmbientSound, AActor)
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public:
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void Serialize (FArchive &arc);
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void BeginPlay ();
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void Tick ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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protected:
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bool bActive;
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private:
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void SetTicker (struct AmbientSound *ambient);
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int NextCheck;
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};
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class ATeleportFog : public AActor
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{
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DECLARE_ACTOR (ATeleportFog, AActor)
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public:
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void PostBeginPlay ();
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};
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class ATeleportDest : public AActor
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{
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DECLARE_STATELESS_ACTOR (ATeleportDest, AActor)
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};
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class ASkyViewpoint : public AActor
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{
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DECLARE_STATELESS_ACTOR (ASkyViewpoint, AActor)
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public:
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void Serialize (FArchive &arc);
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void BeginPlay ();
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bool bInSkybox;
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bool bAlways;
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ASkyViewpoint *Mate;
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fixed_t PlaneAlpha;
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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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DFlashFader (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);
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~DFlashFader ();
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void Serialize (FArchive &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 StartTic;
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AActor *ForWho;
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void SetBlend (float time);
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DFlashFader ();
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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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DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad);
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void Serialize (FArchive &arc);
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void Tick ();
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AActor *m_Spot;
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fixed_t m_TremorRadius, m_DamageRadius;
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int m_Intensity;
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int m_Countdown;
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int m_QuakeSFX;
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static int StaticGetQuakeIntensity (AActor *viewer);
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private:
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DEarthquake ();
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};
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class AMorphProjectile : public AActor
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{
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DECLARE_ACTOR (AMorphProjectile, AActor)
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public:
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int DoSpecialDamage (AActor *target, int damage);
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void Serialize (FArchive &arc);
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FNameNoInit PlayerClass, MonsterClass;
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};
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class AMorphedMonster : public AActor
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{
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DECLARE_ACTOR (AMorphedMonster, AActor)
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HAS_OBJECT_POINTERS
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public:
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void Tick ();
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void Serialize (FArchive &arc);
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void Die (AActor *source, AActor *inflictor);
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void Destroy ();
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AActor *UnmorphedMe;
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int UnmorphTime;
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DWORD FlagsSave;
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};
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class AMapMarker : public AActor
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{
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DECLARE_ACTOR(AMapMarker, AActor)
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public:
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void BeginPlay ();
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void Activate (AActor *activator);
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void Deactivate (AActor *activator);
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};
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#endif //__A_SHAREDGLOBAL_H__
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