// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: none // Implements special effects: // Texture animation, height or lighting changes // according to adjacent sectors, respective // utility functions, etc. // //----------------------------------------------------------------------------- #ifndef __P_SPEC__ #define __P_SPEC__ #include "dsectoreffect.h" #include "doomdata.h" #include "r_state.h" class FScanner; struct level_info_t; struct FThinkerCollection { int RefNum; DThinker *Obj; }; enum class EScroll : int { sc_side, sc_floor, sc_ceiling, sc_carry, sc_carry_ceiling, // killough 4/11/98: carry objects hanging on ceilings }; enum EScrollPos : int { scw_top = 1, scw_mid = 2, scw_bottom = 4, scw_all = 7, }; void P_CreateScroller(EScroll type, double dx, double dy, int control, int affectee, int accel, EScrollPos scrollpos = EScrollPos::scw_all); //jff 2/23/98 identify the special classes that can share sectors typedef enum { floor_special, ceiling_special, lighting_special, } special_e; // Factor to scale scrolling effect into mobj-carrying properties = 3/32. // (This is so scrolling floors and objects on them can move at same speed.) const double CARRYFACTOR = 3 / 32.; // Define values for map objects #define MO_TELEPORTMAN 14 // Flags for P_SectorDamage #define DAMAGE_PLAYERS 1 #define DAMAGE_NONPLAYERS 2 #define DAMAGE_IN_AIR 4 #define DAMAGE_SUBCLASSES_PROTECT 8 // [RH] If a deathmatch game, checks to see if noexit is enabled. // If so, it kills the player and returns false. Otherwise, // it returns true, and the player is allowed to live. bool CheckIfExitIsGood (AActor *self, level_info_t *info); // at map load void P_InitSectorSpecial(sector_t *sector, int special); void P_SpawnSpecials (void); // every tic void P_UpdateSpecials (void); // when needed bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL); bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType, DVector3 *optpos = NULL); bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType); void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL); void P_PlayerOnSpecialFlat (player_t *player, int floorType); void P_SectorDamage(int tag, int amount, FName type, PClassActor *protectClass, int flags); void P_SetSectorFriction (int tag, int amount, bool alterFlag); double FrictionToMoveFactor(double friction); void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum); // // getSide() // Will return a side_t* // given the number of the current sector, // the line number, and the side (0/1) that you want. // inline side_t *getSide (int currentSector, int line, int side) { return (sectors[currentSector].lines[line])->sidedef[side]; } // // getSector() // Will return a sector_t* // given the number of the current sector, // the line number and the side (0/1) that you want. // inline sector_t *getSector (int currentSector, int line, int side) { return (sectors[currentSector].lines[line])->sidedef[side]->sector; } // // twoSided() // Given the sector number and the line number, // it will tell you whether the line is two-sided or not. // inline int twoSided (int sector, int line) { return (sectors[sector].lines[line])->flags & ML_TWOSIDED; } // // getNextSector() // Return sector_t * of sector next to current. // NULL if not two-sided line // inline sector_t *getNextSector (line_t *line, const sector_t *sec) { if (!(line->flags & ML_TWOSIDED)) return NULL; return line->frontsector == sec ? (line->backsector != sec ? line->backsector : NULL) : line->frontsector; } #include "p_tags.h" // // P_LIGHTS // class DLighting : public DSectorEffect { DECLARE_CLASS (DLighting, DSectorEffect) public: DLighting (sector_t *sector); protected: DLighting (); }; class DFireFlicker : public DLighting { DECLARE_CLASS (DFireFlicker, DLighting) public: DFireFlicker (sector_t *sector); DFireFlicker (sector_t *sector, int upper, int lower); void Serialize (FArchive &arc); void Tick (); protected: int m_Count; int m_MaxLight; int m_MinLight; private: DFireFlicker (); }; class DFlicker : public DLighting { DECLARE_CLASS (DFlicker, DLighting) public: DFlicker (sector_t *sector, int upper, int lower); void Serialize (FArchive &arc); void Tick (); protected: int m_Count; int m_MaxLight; int m_MinLight; private: DFlicker (); }; class DLightFlash : public DLighting { DECLARE_CLASS (DLightFlash, DLighting) public: DLightFlash (sector_t *sector); DLightFlash (sector_t *sector, int min, int max); void Serialize (FArchive &arc); void Tick (); protected: int m_Count; int m_MaxLight; int m_MinLight; int m_MaxTime; int m_MinTime; private: DLightFlash (); }; class DStrobe : public DLighting { DECLARE_CLASS (DStrobe, DLighting) public: DStrobe (sector_t *sector, int utics, int ltics, bool inSync); DStrobe (sector_t *sector, int upper, int lower, int utics, int ltics); void Serialize (FArchive &arc); void Tick (); protected: int m_Count; int m_MinLight; int m_MaxLight; int m_DarkTime; int m_BrightTime; private: DStrobe (); }; class DGlow : public DLighting { DECLARE_CLASS (DGlow, DLighting) public: DGlow (sector_t *sector); void Serialize (FArchive &arc); void Tick (); protected: int m_MinLight; int m_MaxLight; int m_Direction; private: DGlow (); }; // [RH] Glow from Light_Glow and Light_Fade specials class DGlow2 : public DLighting { DECLARE_CLASS (DGlow2, DLighting) public: DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot); void Serialize (FArchive &arc); void Tick (); protected: int m_Start; int m_End; int m_MaxTics; int m_Tics; bool m_OneShot; private: DGlow2 (); }; // [RH] Phased light thinker class DPhased : public DLighting { DECLARE_CLASS (DPhased, DLighting) public: DPhased (sector_t *sector); DPhased (sector_t *sector, int baselevel, int phase); void Serialize (FArchive &arc); void Tick (); protected: BYTE m_BaseLevel; BYTE m_Phase; private: DPhased (); DPhased (sector_t *sector, int baselevel); int PhaseHelper (sector_t *sector, int index, int light, sector_t *prev); }; #define GLOWSPEED 8 #define STROBEBRIGHT 5 #define FASTDARK 15 #define SLOWDARK TICRATE void EV_StartLightFlickering (int tag, int upper, int lower); void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics); void EV_StartLightStrobing (int tag, int utics, int ltics); void EV_TurnTagLightsOff (int tag); void EV_LightTurnOn (int tag, int bright); void EV_LightTurnOnPartway (int tag, double frac); // killough 10/98 void EV_LightChange (int tag, int value); void EV_StopLightEffect (int tag); void P_SpawnGlowingLight (sector_t *sector); void EV_StartLightGlowing (int tag, int upper, int lower, int tics); void EV_StartLightFading (int tag, int value, int tics); // // P_SWITCH // #define BUTTONTIME TICRATE // 1 second, in ticks. bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest=NULL); bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno, const DVector3 *optpos = NULL); // // P_PLATS // class DPlat : public DMovingFloor { DECLARE_CLASS (DPlat, DMovingFloor) public: enum EPlatState { up, down, waiting, in_stasis }; enum EPlatType { platPerpetualRaise, platDownWaitUpStay, platDownWaitUpStayStone, platUpWaitDownStay, platUpNearestWaitDownStay, platDownByValue, platUpByValue, platUpByValueStay, platRaiseAndStay, platToggle, platDownToNearestFloor, platDownToLowestCeiling, platRaiseAndStayLockout, }; void Serialize (FArchive &arc); void Tick (); bool IsLift() const { return m_Type == platDownWaitUpStay || m_Type == platDownWaitUpStayStone; } protected: DPlat (sector_t *sector); double m_Speed; double m_Low; double m_High; int m_Wait; int m_Count; EPlatState m_Status; EPlatState m_OldStatus; int m_Crush; int m_Tag; EPlatType m_Type; void PlayPlatSound (const char *sound); void Reactivate (); void Stop (); private: DPlat (); friend bool EV_DoPlat (int tag, line_t *line, EPlatType type, double height, double speed, int delay, int lip, int change); friend void EV_StopPlat (int tag); friend void P_ActivateInStasis (int tag); }; bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height, double speed, int delay, int lip, int change); void EV_StopPlat (int tag); void P_ActivateInStasis (int tag); // // [RH] // P_PILLAR // class DPillar : public DMover { DECLARE_CLASS (DPillar, DMover) HAS_OBJECT_POINTERS public: enum EPillar { pillarBuild, pillarOpen }; DPillar (sector_t *sector, EPillar type, double speed, double height, double height2, int crush, bool hexencrush); void Serialize (FArchive &arc); void Tick (); void Destroy(); protected: EPillar m_Type; double m_FloorSpeed; double m_CeilingSpeed; double m_FloorTarget; double m_CeilingTarget; int m_Crush; bool m_Hexencrush; TObjPtr m_Interp_Ceiling; TObjPtr m_Interp_Floor; private: DPillar (); }; bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag, double speed, double height, double height2, int crush, bool hexencrush); // // P_DOORS // class DDoor : public DMovingCeiling { DECLARE_CLASS (DDoor, DMovingCeiling) public: enum EVlDoor { doorClose, doorOpen, doorRaise, doorWaitRaise, doorCloseWaitOpen, doorWaitClose, }; DDoor (sector_t *sector); DDoor (sector_t *sec, EVlDoor type, double speed, int delay, int lightTag, int topcountdown); void Serialize (FArchive &arc); void Tick (); protected: EVlDoor m_Type; double m_TopDist; double m_BotDist, m_OldFloorDist; vertex_t *m_BotSpot; double m_Speed; // 1 = up, 0 = waiting at top, -1 = down int m_Direction; // tics to wait at the top int m_TopWait; // (keep in case a door going down is reset) // when it reaches 0, start going down int m_TopCountdown; int m_LightTag; void DoorSound (bool raise, class DSeqNode *curseq=NULL) const; friend bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing, int tag, double speed, int delay, int lock, int lightTag, bool boomgen, int topcountdown); private: DDoor (); }; bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing, int tag, double speed, int delay, int lock, int lightTag, bool boomgen = false, int topcountdown = 0); class DAnimatedDoor : public DMovingCeiling { DECLARE_CLASS (DAnimatedDoor, DMovingCeiling) public: DAnimatedDoor (sector_t *sector); DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay, FDoorAnimation *anim); void Serialize (FArchive &arc); void Tick (); bool StartClosing (); protected: line_t *m_Line1, *m_Line2; int m_Frame; FDoorAnimation *m_DoorAnim; int m_Timer; double m_BotDist; int m_Status; enum { Opening, Waiting, Closing, Dead }; int m_Speed; int m_Delay; bool m_SetBlocking1, m_SetBlocking2; friend bool EV_SlidingDoor (line_t *line, AActor *thing, int tag, int speed, int delay); private: DAnimatedDoor (); }; bool EV_SlidingDoor (line_t *line, AActor *thing, int tag, int speed, int delay); // // P_CEILNG // // [RH] Changed these class DCeiling : public DMovingCeiling { DECLARE_CLASS (DCeiling, DMovingCeiling) public: enum ECeiling { ceilLowerByValue, ceilRaiseByValue, ceilMoveToValue, ceilLowerToHighestFloor, ceilLowerInstant, ceilRaiseInstant, ceilCrushAndRaise, ceilLowerAndCrush, ceil_placeholder, ceilCrushRaiseAndStay, ceilRaiseToNearest, ceilLowerToLowest, ceilLowerToFloor, // The following are only used by Generic_Ceiling ceilRaiseToHighest, ceilLowerToHighest, ceilRaiseToLowest, ceilLowerToNearest, ceilRaiseToHighestFloor, ceilRaiseToFloor, ceilRaiseByTexture, ceilLowerByTexture, genCeilingChg0, genCeilingChgT, genCeilingChg }; enum class ECrushMode { crushDoom = 0, crushHexen = 1, crushSlowdown = 2 }; DCeiling (sector_t *sec); DCeiling (sector_t *sec, double speed1, double speed2, int silent); void Serialize (FArchive &arc); void Tick (); static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, ECrushMode hexencrush); protected: ECeiling m_Type; double m_BottomHeight; double m_TopHeight; double m_Speed; double m_Speed1; // [RH] dnspeed of crushers double m_Speed2; // [RH] upspeed of crushers int m_Crush; ECrushMode m_CrushMode; int m_Silent; int m_Direction; // 1 = up, 0 = waiting, -1 = down // [RH] Need these for BOOM-ish transferring ceilings FTextureID m_Texture; secspecial_t m_NewSpecial; // ID int m_Tag; int m_OldDirection; void PlayCeilingSound (); private: DCeiling (); friend bool EV_CeilingCrushStop (int tag); friend void P_ActivateInStasisCeiling (int tag); }; bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom); bool EV_CeilingCrushStop (int tag); void P_ActivateInStasisCeiling (int tag); // // P_FLOOR // class DFloor : public DMovingFloor { DECLARE_CLASS (DFloor, DMovingFloor) public: enum EFloor { floorLowerToLowest, floorLowerToNearest, floorLowerToHighest, floorLowerByValue, floorRaiseByValue, floorRaiseToHighest, floorRaiseToNearest, floorRaiseAndCrush, floorRaiseAndCrushDoom, floorCrushStop, floorLowerInstant, floorRaiseInstant, floorMoveToValue, floorRaiseToLowestCeiling, floorRaiseByTexture, floorLowerAndChange, floorRaiseAndChange, floorRaiseToLowest, floorRaiseToCeiling, floorLowerToLowestCeiling, floorLowerByTexture, floorLowerToCeiling, donutRaise, buildStair, waitStair, resetStair, // Not to be used as parameters to EV_DoFloor() genFloorChg0, genFloorChgT, genFloorChg }; // [RH] Changed to use Hexen-ish specials enum EStair { buildUp, buildDown }; enum EStairType { stairUseSpecials = 1, stairSync = 2 }; DFloor (sector_t *sec); void Serialize (FArchive &arc); void Tick (); //protected: EFloor m_Type; int m_Crush; bool m_Hexencrush; int m_Direction; secspecial_t m_NewSpecial; FTextureID m_Texture; double m_FloorDestDist; double m_Speed; // [RH] New parameters used to reset and delay stairs double m_OrgDist; int m_ResetCount; int m_Delay; int m_PauseTime; int m_StepTime; int m_PerStepTime; void StartFloorSound (); void SetFloorChangeType (sector_t *sec, int change); friend bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line, double stairsize, double speed, int delay, int reset, int igntxt, int usespecials); friend bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower); friend bool EV_FloorCrushStop (int tag); friend bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed); private: DFloor (); }; bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line, double stairsize, double speed, int delay, int reset, int igntxt, int usespecials); bool EV_DoFloor(DFloor::EFloor floortype, line_t *line, int tag, double speed, double height, int crush, int change, bool hexencrush, bool hereticlower = false); bool EV_FloorCrushStop (int tag); bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed); class DElevator : public DMover { DECLARE_CLASS (DElevator, DMover) HAS_OBJECT_POINTERS public: enum EElevator { elevateUp, elevateDown, elevateCurrent, // [RH] For FloorAndCeiling_Raise/Lower elevateRaise, elevateLower }; DElevator (sector_t *sec); void Destroy(); void Serialize (FArchive &arc); void Tick (); protected: EElevator m_Type; int m_Direction; double m_FloorDestDist; double m_CeilingDestDist; double m_Speed; TObjPtr m_Interp_Ceiling; TObjPtr m_Interp_Floor; void StartFloorSound (); friend bool EV_DoElevator (line_t *line, DElevator::EElevator type, double speed, double height, int tag); private: DElevator (); }; bool EV_DoElevator (line_t *line, DElevator::EElevator type, double speed, double height, int tag); class DWaggleBase : public DMover { DECLARE_CLASS (DWaggleBase, DMover) HAS_OBJECT_POINTERS public: DWaggleBase (sector_t *sec); void Serialize (FArchive &arc); protected: double m_OriginalDist; double m_Accumulator; double m_AccDelta; double m_TargetScale; double m_Scale; double m_ScaleDelta; int m_Ticker; int m_State; TObjPtr m_Interpolation; friend bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset, int timer, bool ceiling); void DoWaggle (bool ceiling); void Destroy(); DWaggleBase (); }; bool EV_StartWaggle (int tag, line_t *line, int height, int speed, int offset, int timer, bool ceiling); class DFloorWaggle : public DWaggleBase { DECLARE_CLASS (DFloorWaggle, DWaggleBase) public: DFloorWaggle (sector_t *sec); void Tick (); private: DFloorWaggle (); }; class DCeilingWaggle : public DWaggleBase { DECLARE_CLASS (DCeilingWaggle, DWaggleBase) public: DCeilingWaggle (sector_t *sec); void Tick (); private: DCeilingWaggle (); }; //jff 3/15/98 pure texture/type change for better generalized support enum EChange { trigChangeOnly, numChangeOnly, }; bool EV_DoChange (line_t *line, EChange changetype, int tag); // // P_TELEPT // enum { TELF_DESTFOG = 1, TELF_SOURCEFOG = 2, TELF_KEEPORIENTATION = 4, TELF_KEEPVELOCITY = 8, TELF_KEEPHEIGHT = 16, }; //Spawns teleport fog. Pass the actor to pluck TeleFogFromType and TeleFogToType. 'from' determines if this is the fog to spawn at the old position (true) or new (false). void P_SpawnTeleportFog(AActor *mobj, const DVector3 &pos, bool beforeTele = true, bool setTarget = false); inline bool P_Teleport(AActor *thing, DVector3 pos, DAngle angle, int flags); bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags); bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse); bool EV_TeleportOther (int other_tid, int dest_tid, bool fog); bool EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog); bool EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int group_tid); // // [RH] ACS (see also p_acs.h) // #define ACS_BACKSIDE 1 #define ACS_ALWAYS 2 #define ACS_WANTRESULT 4 #define ACS_NET 8 int P_StartScript (AActor *who, line_t *where, int script, const char *map, const int *args, int argcount, int flags); void P_SuspendScript (int script, const char *map); void P_TerminateScript (int script, const char *map); void P_DoDeferedScripts (void); // // [RH] p_quake.c // bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint); bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx); #endif