/* ** p_lnspec.h ** New line and sector specials (Using Hexen as a base.) ** **--------------------------------------------------------------------------- ** 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_LNSPEC_H__ #define __P_LNSPEC_H__ #include "doomtype.h" typedef enum { Polyobj_StartLine = 1, Polyobj_RotateLeft = 2, Polyobj_RotateRight = 3, Polyobj_Move = 4, Polyobj_ExplicitLine = 5, Polyobj_MoveTimes8 = 6, Polyobj_DoorSwing = 7, Polyobj_DoorSlide = 8, Line_Horizon = 9, // [RH] draw one-sided wall at horizon Door_Close = 10, Door_Open = 11, Door_Raise = 12, Door_LockedRaise = 13, Door_Animated = 14, Autosave = 15, // [RH] Save the game *now* Transfer_WallLight = 16, Thing_Raise = 17, StartConversation = 18, Floor_LowerByValue = 20, Floor_LowerToLowest = 21, Floor_LowerToNearest = 22, Floor_RaiseByValue = 23, Floor_RaiseToHighest = 24, Floor_RaiseToNearest = 25, Stairs_BuildDown = 26, Stairs_BuildUp = 27, Floor_RaiseAndCrush = 28, Pillar_Build = 29, Pillar_Open = 30, Stairs_BuildDownSync = 31, Stairs_BuildUpSync = 32, ForceField = 33, // [RH] Strife's forcefield special (148) ClearForceField = 34, // [RH] Remove Strife's forcefield from tagged sectors Floor_RaiseByValueTimes8 = 35, Floor_LowerByValueTimes8 = 36, Ceiling_Waggle = 38, // [RH] Complement of Floor_Waggle Teleport_ZombieChanger = 39, // [RH] Needed for Strife Ceiling_LowerByValue = 40, Ceiling_RaiseByValue = 41, Ceiling_CrushAndRaise = 42, Ceiling_LowerAndCrush = 43, Ceiling_CrushStop = 44, Ceiling_CrushRaiseAndStay = 45, Floor_CrushStop = 46, GlassBreak = 49, ExtraFloor_LightOnly = 50, Plat_PerpetualRaise = 60, Plat_Stop = 61, Plat_DownWaitUpStay = 62, Plat_DownByValue = 63, Plat_UpWaitDownStay = 64, Plat_UpByValue = 65, Floor_LowerInstant = 66, Floor_RaiseInstant = 67, Floor_MoveToValueTimes8 = 68, Ceiling_MoveToValueTimes8 = 69, Teleport = 70, Teleport_NoFog = 71, ThrustThing = 72, DamageThing = 73, Teleport_NewMap = 74, Teleport_EndGame = 75, TeleportOther = 76, TeleportGroup = 77, TeleportInSector = 78, ACS_Execute = 80, ACS_Suspend = 81, ACS_Terminate = 82, ACS_LockedExecute = 83, ACS_ExecuteWithResult = 84, ACS_LockedExecuteDoor = 85, Polyobj_OR_RotateLeft = 90, Polyobj_OR_RotateRight = 91, Polyobj_OR_Move = 92, Polyobj_OR_MoveTimes8 = 93, Pillar_BuildAndCrush = 94, FloorAndCeiling_LowerByValue = 95, FloorAndCeiling_RaiseByValue = 96, Scroll_Texture_Left = 100, Scroll_Texture_Right = 101, Scroll_Texture_Up = 102, Scroll_Texture_Down = 103, Light_ForceLightning = 109, Light_RaiseByValue = 110, Light_LowerByValue = 111, Light_ChangeToValue = 112, Light_Fade = 113, Light_Glow = 114, Light_Flicker = 115, Light_Strobe = 116, Light_Stop = 117, Thing_Damage = 119, Radius_Quake = 120, // Earthquake Line_SetIdentification = 121, #if 0 // Skull Tag specials that might be added later Thing_SetGravity = 122, Thing_ReverseGravity = 123, Thing_RevertGravity = 124, #endif Thing_Move = 125, #if 0 // Skull Tag special I doubt I will add Thing_SetSprite = 126, #endif Thing_SetSpecial = 127, ThrustThingZ = 128, UsePuzzleItem = 129, Thing_Activate = 130, Thing_Deactivate = 131, Thing_Remove = 132, Thing_Destroy = 133, Thing_Projectile = 134, Thing_Spawn = 135, Thing_ProjectileGravity = 136, Thing_SpawnNoFog = 137, Floor_Waggle = 138, Thing_SpawnFacing = 139, Sector_ChangeSound = 140, // GZDoom/Vavoom specials (put here so that they don't accidentally redefined) Sector_SetPlaneReflection = 159, Sector_Set3DFloor = 160, Sector_SetContents = 161, // [RH] Begin new specials for ZDoom Plat_UpNearestWaitDownStay = 172, NoiseAlert = 173, SendToCommunicator = 174, Thing_ProjectileIntercept = 175, Thing_ChangeTID = 176, Thing_Hate = 177, Thing_ProjectileAimed = 178, ChangeSkill = 179, Thing_SetTranslation = 180, Plane_Align = 181, Line_Mirror = 182, Line_AlignCeiling = 183, Line_AlignFloor = 184, Sector_SetRotation = 185, Sector_SetCeilingOffset = 186, Sector_SetFloorOffset = 187, Sector_SetCeilingScale = 188, Sector_SetFloorScale = 189, Static_Init = 190, SetPlayerProperty = 191, Ceiling_LowerToHighestFloor = 192, Ceiling_LowerInstant = 193, Ceiling_RaiseInstant = 194, Ceiling_CrushRaiseAndStayA = 195, Ceiling_CrushAndRaiseA = 196, Ceiling_CrushAndRaiseSilentA = 197, Ceiling_RaiseByValueTimes8 = 198, Ceiling_LowerByValueTimes8 = 199, Generic_Floor = 200, Generic_Ceiling = 201, Generic_Door = 202, Generic_Lift = 203, Generic_Stairs = 204, Generic_Crusher = 205, Plat_DownWaitUpStayLip = 206, Plat_PerpetualRaiseLip = 207, TranslucentLine = 208, Transfer_Heights = 209, Transfer_FloorLight = 210, Transfer_CeilingLight = 211, Sector_SetColor = 212, Sector_SetFade = 213, Sector_SetDamage = 214, Teleport_Line = 215, Sector_SetGravity = 216, Stairs_BuildUpDoom = 217, Sector_SetWind = 218, Sector_SetFriction = 219, Sector_SetCurrent = 220, Scroll_Texture_Both = 221, Scroll_Texture_Model = 222, Scroll_Floor = 223, Scroll_Ceiling = 224, Scroll_Texture_Offsets = 225, ACS_ExecuteAlways = 226, PointPush_SetForce = 227, Plat_RaiseAndStayTx0 = 228, Thing_SetGoal = 229, Plat_UpByValueStayTx = 230, Plat_ToggleCeiling = 231, Light_StrobeDoom = 232, Light_MinNeighbor = 233, Light_MaxNeighbor = 234, Floor_TransferTrigger = 235, Floor_TransferNumeric = 236, ChangeCamera = 237, Floor_RaiseToLowestCeiling = 238, Floor_RaiseByValueTxTy = 239, Floor_RaiseByTexture = 240, Floor_LowerToLowestTxTy = 241, Floor_LowerToHighest = 242, Exit_Normal = 243, Exit_Secret = 244, Elevator_RaiseToNearest = 245, Elevator_MoveToFloor = 246, Elevator_LowerToNearest = 247, HealThing = 248, Door_CloseWaitOpen = 249, Floor_Donut = 250, FloorAndCeiling_LowerRaise = 251, Ceiling_RaiseToNearest = 252, Ceiling_LowerToLowest = 253, Ceiling_LowerToFloor = 254, Ceiling_CrushRaiseAndStaySilA = 255 } linespecial_t; typedef enum { Init_Gravity = 0, Init_Color = 1, Init_Damage = 2, NUM_STATIC_INITS, Init_TransferSky = 255 } staticinit_t; typedef enum { Light_Phased = 1, LightSequenceStart = 2, LightSequenceSpecial1 = 3, LightSequenceSpecial2 = 4, Stairs_Special1 = 26, Stairs_Special2 = 27, // [RH] Equivalents for DOOM's sector specials dLight_Flicker = 65, dLight_StrobeFast = 66, dLight_StrobeSlow = 67, dLight_Strobe_Hurt = 68, dDamage_Hellslime = 69, dDamage_Nukage = 71, dLight_Glow = 72, dSector_DoorCloseIn30 = 74, dDamage_End = 75, dLight_StrobeSlowSync = 76, dLight_StrobeFastSync = 77, dSector_DoorRaiseIn5Mins = 78, dFriction_Low = 79, dDamage_SuperHellslime = 80, dLight_FireFlicker = 81, dDamage_LavaWimpy = 82, dDamage_LavaHefty = 83, dScroll_EastLavaDamage = 84, // And here are some for Strife sLight_Strobe_Hurt = 104, sDamage_Hellslime = 105, Damage_InstantDeath = 115, sDamage_SuperHellslime = 116, Scroll_StrifeCurrent = 118, // Caverns of Darkness healing sector Sector_Heal = 196, Light_OutdoorLightning = 197, Light_IndoorLightning1 = 198, Light_IndoorLightning2 = 199, Sky2 = 200, // Hexen-type scrollers Scroll_North_Slow = 201, Scroll_North_Medium = 202, Scroll_North_Fast = 203, Scroll_East_Slow = 204, Scroll_East_Medium = 205, Scroll_East_Fast = 206, Scroll_South_Slow = 207, Scroll_South_Medium = 208, Scroll_South_Fast = 209, Scroll_West_Slow = 210, Scroll_West_Medium = 211, Scroll_West_Fast = 212, Scroll_NorthWest_Slow = 213, Scroll_NorthWest_Medium = 214, Scroll_NorthWest_Fast = 215, Scroll_NorthEast_Slow = 216, Scroll_NorthEast_Medium = 217, Scroll_NorthEast_Fast = 218, Scroll_SouthEast_Slow = 219, Scroll_SouthEast_Medium = 220, Scroll_SouthEast_Fast = 221, Scroll_SouthWest_Slow = 222, Scroll_SouthWest_Medium = 223, Scroll_SouthWest_Fast = 224, // Heretic-type scrollers Carry_East5 = 225, Carry_East10, Carry_East25, Carry_East30, Carry_East35, Carry_North5, Carry_North10, Carry_North25, Carry_North30, Carry_North35, Carry_South5, Carry_South10, Carry_South25, Carry_South30, Carry_South35, Carry_West5, Carry_West10, Carry_West25, Carry_West30, Carry_West35 } sectorspecial_t; // [RH] Equivalents for BOOM's generalized sector types #define DAMAGE_MASK 0x0300 #define SECRET_MASK 0x0400 #define FRICTION_MASK 0x0800 #define PUSH_MASK 0x1000 struct line_s; class AActor; typedef int (*lnSpecFunc)(struct line_s *line, class AActor *activator, bool backSide, int arg1, int arg2, int arg3, int arg4, int arg5); extern lnSpecFunc LineSpecials[256]; #endif //__P_LNSPEC_H__