mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 15:02:01 +00:00
156d1e61fd
- Converting the wave speed back to floats, since I'm using sin() instead of the finesine table now. - Pre-shift the quake intensities to avoid extra shifting in GetModIntensity. - Loading old saves will shift the intensities to fixed point but will not convert the fixed wave speeds to floats. The chances of this being in a savegame where the speeds are non-zero is pretty much nil, and int and floating point 0 are bitwise identical (not counting -0.0).
935 lines
23 KiB
C++
935 lines
23 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION: none
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// Implements special effects:
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// Texture animation, height or lighting changes
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// according to adjacent sectors, respective
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// utility functions, etc.
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//
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//-----------------------------------------------------------------------------
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#ifndef __P_SPEC__
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#define __P_SPEC__
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#include "dsectoreffect.h"
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#include "doomdata.h"
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#include "r_state.h"
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class FScanner;
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struct level_info_t;
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//jff 2/23/98 identify the special classes that can share sectors
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typedef enum
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{
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floor_special,
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ceiling_special,
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lighting_special,
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} special_e;
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// killough 3/7/98: Add generalized scroll effects
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class DScroller : public DThinker
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{
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DECLARE_CLASS (DScroller, DThinker)
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HAS_OBJECT_POINTERS
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public:
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enum EScrollType
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{
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sc_side,
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sc_floor,
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sc_ceiling,
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sc_carry,
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sc_carry_ceiling, // killough 4/11/98: carry objects hanging on ceilings
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};
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enum EScrollPos
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{
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scw_top=1,
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scw_mid=2,
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scw_bottom=4,
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scw_all=7,
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};
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DScroller (EScrollType type, fixed_t dx, fixed_t dy, int control, int affectee, int accel, int scrollpos = scw_all);
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DScroller (fixed_t dx, fixed_t dy, const line_t *l, int control, int accel, int scrollpos = scw_all);
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void Destroy();
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void Serialize (FArchive &arc);
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void Tick ();
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bool AffectsWall (int wallnum) const { return m_Type == sc_side && m_Affectee == wallnum; }
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int GetWallNum () const { return m_Type == sc_side ? m_Affectee : -1; }
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void SetRate (fixed_t dx, fixed_t dy) { m_dx = dx; m_dy = dy; }
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bool IsType (EScrollType type) const { return type == m_Type; }
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int GetAffectee () const { return m_Affectee; }
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int GetScrollParts() const { return m_Parts; }
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protected:
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EScrollType m_Type; // Type of scroll effect
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fixed_t m_dx, m_dy; // (dx,dy) scroll speeds
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int m_Affectee; // Number of affected sidedef, sector, tag, or whatever
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int m_Control; // Control sector (-1 if none) used to control scrolling
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fixed_t m_LastHeight; // Last known height of control sector
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fixed_t m_vdx, m_vdy; // Accumulated velocity if accelerative
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int m_Accel; // Whether it's accelerative
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int m_Parts; // Which parts of a sidedef are being scrolled?
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TObjPtr<DInterpolation> m_Interpolations[3];
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private:
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DScroller ();
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};
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// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
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// (This is so scrolling floors and objects on them can move at same speed.)
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enum { CARRYFACTOR = (3*FRACUNIT >> 5) };
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// phares 3/20/98: added new model of Pushers for push/pull effects
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class DPusher : public DThinker
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{
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DECLARE_CLASS (DPusher, DThinker)
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HAS_OBJECT_POINTERS
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public:
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enum EPusher
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{
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p_push,
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p_pull,
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p_wind,
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p_current
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};
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DPusher ();
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DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
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void Serialize (FArchive &arc);
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int CheckForSectorMatch (EPusher type, int tag);
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void ChangeValues (int magnitude, int angle)
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{
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angle_t ang = ((angle_t)(angle<<24)) >> ANGLETOFINESHIFT;
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m_Xmag = (magnitude * finecosine[ang]) >> FRACBITS;
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m_Ymag = (magnitude * finesine[ang]) >> FRACBITS;
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m_Magnitude = magnitude;
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}
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void Tick ();
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protected:
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EPusher m_Type;
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TObjPtr<AActor> m_Source;// Point source if point pusher
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int m_Xmag; // X Strength
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int m_Ymag; // Y Strength
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int m_Magnitude; // Vector strength for point pusher
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int m_Radius; // Effective radius for point pusher
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int m_X; // X of point source if point pusher
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int m_Y; // Y of point source if point pusher
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int m_Affectee; // Number of affected sector
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friend bool PIT_PushThing (AActor *thing);
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};
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bool PIT_PushThing (AActor *thing);
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// Define values for map objects
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#define MO_TELEPORTMAN 14
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// Flags for P_SectorDamage
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#define DAMAGE_PLAYERS 1
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#define DAMAGE_NONPLAYERS 2
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#define DAMAGE_IN_AIR 4
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#define DAMAGE_SUBCLASSES_PROTECT 8
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// [RH] If a deathmatch game, checks to see if noexit is enabled.
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// If so, it kills the player and returns false. Otherwise,
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// it returns true, and the player is allowed to live.
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bool CheckIfExitIsGood (AActor *self, level_info_t *info);
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// at map load
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void P_SpawnSpecials (void);
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// every tic
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void P_UpdateSpecials (void);
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// when needed
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bool P_ActivateLine (line_t *ld, AActor *mo, int side, int activationType);
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bool P_TestActivateLine (line_t *ld, AActor *mo, int side, int activationType);
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bool P_PredictLine (line_t *ld, AActor *mo, int side, int activationType);
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void P_PlayerInSpecialSector (player_t *player, sector_t * sector=NULL);
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void P_PlayerOnSpecialFlat (player_t *player, int floorType);
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void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags);
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void P_SetSectorFriction (int tag, int amount, bool alterFlag);
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inline fixed_t FrictionToMoveFactor(fixed_t friction)
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{
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fixed_t movefactor;
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// [RH] Twiddled these values so that velocity on ice (with
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// friction 0xf900) is the same as in Heretic/Hexen.
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if (friction >= ORIG_FRICTION) // ice
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// movefactor = ((0x10092 - friction)*(0x70))/0x158;
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movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
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else
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movefactor = ((friction - 0xDB34)*(0xA))/0x80;
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// killough 8/28/98: prevent odd situations
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if (movefactor < 32)
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movefactor = 32;
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return movefactor;
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}
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void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum);
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//
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// getSide()
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// Will return a side_t*
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// given the number of the current sector,
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// the line number, and the side (0/1) that you want.
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//
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inline side_t *getSide (int currentSector, int line, int side)
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{
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return (sectors[currentSector].lines[line])->sidedef[side];
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}
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//
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// getSector()
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// Will return a sector_t*
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// given the number of the current sector,
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// the line number and the side (0/1) that you want.
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//
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inline sector_t *getSector (int currentSector, int line, int side)
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{
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return (sectors[currentSector].lines[line])->sidedef[side]->sector;
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}
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//
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// twoSided()
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// Given the sector number and the line number,
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// it will tell you whether the line is two-sided or not.
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//
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inline int twoSided (int sector, int line)
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{
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return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
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}
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//
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// getNextSector()
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// Return sector_t * of sector next to current.
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// NULL if not two-sided line
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//
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inline sector_t *getNextSector (line_t *line, const sector_t *sec)
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{
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if (!(line->flags & ML_TWOSIDED))
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return NULL;
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return line->frontsector == sec ?
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(line->backsector != sec ? line->backsector : NULL) :
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line->frontsector;
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}
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int P_FindSectorFromTag (int tag, int start);
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int P_FindLineFromID (int id, int start);
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//
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// P_LIGHTS
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//
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class DLighting : public DSectorEffect
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{
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DECLARE_CLASS (DLighting, DSectorEffect)
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public:
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DLighting (sector_t *sector);
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protected:
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DLighting ();
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};
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class DFireFlicker : public DLighting
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{
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DECLARE_CLASS (DFireFlicker, DLighting)
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public:
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DFireFlicker (sector_t *sector);
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DFireFlicker (sector_t *sector, int upper, int lower);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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private:
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DFireFlicker ();
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};
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class DFlicker : public DLighting
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{
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DECLARE_CLASS (DFlicker, DLighting)
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public:
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DFlicker (sector_t *sector, int upper, int lower);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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private:
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DFlicker ();
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};
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class DLightFlash : public DLighting
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{
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DECLARE_CLASS (DLightFlash, DLighting)
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public:
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DLightFlash (sector_t *sector);
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DLightFlash (sector_t *sector, int min, int max);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_Count;
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int m_MaxLight;
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int m_MinLight;
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int m_MaxTime;
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int m_MinTime;
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private:
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DLightFlash ();
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};
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class DStrobe : public DLighting
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{
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DECLARE_CLASS (DStrobe, DLighting)
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public:
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DStrobe (sector_t *sector, int utics, int ltics, bool inSync);
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DStrobe (sector_t *sector, int upper, int lower, int utics, int ltics);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_Count;
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int m_MinLight;
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int m_MaxLight;
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int m_DarkTime;
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int m_BrightTime;
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private:
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DStrobe ();
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};
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class DGlow : public DLighting
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{
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DECLARE_CLASS (DGlow, DLighting)
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public:
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DGlow (sector_t *sector);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_MinLight;
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int m_MaxLight;
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int m_Direction;
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private:
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DGlow ();
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};
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// [RH] Glow from Light_Glow and Light_Fade specials
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class DGlow2 : public DLighting
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{
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DECLARE_CLASS (DGlow2, DLighting)
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public:
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DGlow2 (sector_t *sector, int start, int end, int tics, bool oneshot);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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int m_Start;
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int m_End;
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int m_MaxTics;
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int m_Tics;
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bool m_OneShot;
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private:
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DGlow2 ();
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};
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// [RH] Phased light thinker
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class DPhased : public DLighting
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{
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DECLARE_CLASS (DPhased, DLighting)
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public:
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DPhased (sector_t *sector);
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DPhased (sector_t *sector, int baselevel, int phase);
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void Serialize (FArchive &arc);
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void Tick ();
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protected:
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BYTE m_BaseLevel;
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BYTE m_Phase;
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private:
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DPhased ();
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DPhased (sector_t *sector, int baselevel);
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int PhaseHelper (sector_t *sector, int index, int light, sector_t *prev);
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};
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#define GLOWSPEED 8
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#define STROBEBRIGHT 5
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#define FASTDARK 15
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#define SLOWDARK TICRATE
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void EV_StartLightFlickering (int tag, int upper, int lower);
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void EV_StartLightStrobing (int tag, int upper, int lower, int utics, int ltics);
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void EV_StartLightStrobing (int tag, int utics, int ltics);
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void EV_TurnTagLightsOff (int tag);
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void EV_LightTurnOn (int tag, int bright);
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void EV_LightTurnOnPartway (int tag, fixed_t frac); // killough 10/98
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void EV_LightChange (int tag, int value);
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void EV_StopLightEffect (int tag);
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void P_SpawnGlowingLight (sector_t *sector);
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void EV_StartLightGlowing (int tag, int upper, int lower, int tics);
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void EV_StartLightFading (int tag, int value, int tics);
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//
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// P_SWITCH
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//
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#define BUTTONTIME TICRATE // 1 second, in ticks.
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bool P_ChangeSwitchTexture (side_t *side, int useAgain, BYTE special, bool *quest=NULL);
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bool P_CheckSwitchRange(AActor *user, line_t *line, int sideno);
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//
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// P_PLATS
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//
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class DPlat : public DMovingFloor
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{
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DECLARE_CLASS (DPlat, DMovingFloor)
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public:
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enum EPlatState
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{
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up,
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down,
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waiting,
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in_stasis
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};
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enum EPlatType
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{
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platPerpetualRaise,
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platDownWaitUpStay,
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platDownWaitUpStayStone,
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platUpWaitDownStay,
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platUpNearestWaitDownStay,
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platDownByValue,
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platUpByValue,
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platUpByValueStay,
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platRaiseAndStay,
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platToggle,
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platDownToNearestFloor,
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platDownToLowestCeiling,
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platRaiseAndStayLockout,
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};
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void Serialize (FArchive &arc);
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void Tick ();
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bool IsLift() const { return m_Type == platDownWaitUpStay || m_Type == platDownWaitUpStayStone; }
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protected:
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DPlat (sector_t *sector);
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fixed_t m_Speed;
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fixed_t m_Low;
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fixed_t m_High;
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int m_Wait;
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int m_Count;
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EPlatState m_Status;
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EPlatState m_OldStatus;
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int m_Crush;
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int m_Tag;
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EPlatType m_Type;
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void PlayPlatSound (const char *sound);
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void Reactivate ();
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void Stop ();
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private:
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DPlat ();
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friend bool EV_DoPlat (int tag, line_t *line, EPlatType type,
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int height, int speed, int delay, int lip, int change);
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friend void EV_StopPlat (int tag);
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friend void P_ActivateInStasis (int tag);
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};
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bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type,
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int height, int speed, int delay, int lip, int change);
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void EV_StopPlat (int tag);
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void P_ActivateInStasis (int tag);
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//
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// [RH]
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// P_PILLAR
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//
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|
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class DPillar : public DMover
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{
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DECLARE_CLASS (DPillar, DMover)
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HAS_OBJECT_POINTERS
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public:
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enum EPillar
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{
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pillarBuild,
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pillarOpen
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};
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|
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DPillar (sector_t *sector, EPillar type, fixed_t speed, fixed_t height,
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fixed_t height2, int crush, bool hexencrush);
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|
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void Serialize (FArchive &arc);
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void Tick ();
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void Destroy();
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|
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|
protected:
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EPillar m_Type;
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fixed_t m_FloorSpeed;
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fixed_t m_CeilingSpeed;
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fixed_t m_FloorTarget;
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fixed_t m_CeilingTarget;
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int m_Crush;
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bool m_Hexencrush;
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TObjPtr<DInterpolation> m_Interp_Ceiling;
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TObjPtr<DInterpolation> m_Interp_Floor;
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private:
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DPillar ();
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};
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bool EV_DoPillar (DPillar::EPillar type, line_t *line, int tag,
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fixed_t speed, fixed_t height, fixed_t height2, int crush, bool hexencrush);
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//
|
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// P_DOORS
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//
|
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class DDoor : public DMovingCeiling
|
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{
|
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DECLARE_CLASS (DDoor, DMovingCeiling)
|
|
public:
|
|
enum EVlDoor
|
|
{
|
|
doorClose,
|
|
doorOpen,
|
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doorRaise,
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doorRaiseIn5Mins,
|
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doorCloseWaitOpen,
|
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};
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|
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DDoor (sector_t *sector);
|
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DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag);
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|
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
protected:
|
|
EVlDoor m_Type;
|
|
fixed_t m_TopDist;
|
|
fixed_t m_BotDist, m_OldFloorDist;
|
|
vertex_t *m_BotSpot;
|
|
fixed_t 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, int speed, int delay, int lock,
|
|
int lightTag, bool boomgen);
|
|
friend void P_SpawnDoorCloseIn30 (sector_t *sec);
|
|
friend void P_SpawnDoorRaiseIn5Mins (sector_t *sec);
|
|
private:
|
|
DDoor ();
|
|
|
|
};
|
|
|
|
bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
|
|
int tag, int speed, int delay, int lock,
|
|
int lightTag, bool boomgen = false);
|
|
void P_SpawnDoorCloseIn30 (sector_t *sec);
|
|
void P_SpawnDoorRaiseIn5Mins (sector_t *sec);
|
|
|
|
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;
|
|
fixed_t 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,
|
|
ceilLowerAndCrushDist,
|
|
ceilCrushRaiseAndStay,
|
|
ceilRaiseToNearest,
|
|
ceilLowerToLowest,
|
|
ceilLowerToFloor,
|
|
|
|
// The following are only used by Generic_Ceiling
|
|
ceilRaiseToHighest,
|
|
ceilLowerToHighest,
|
|
ceilRaiseToLowest,
|
|
ceilLowerToNearest,
|
|
ceilRaiseToHighestFloor,
|
|
ceilRaiseToFloor,
|
|
ceilRaiseByTexture,
|
|
ceilLowerByTexture,
|
|
|
|
genCeilingChg0,
|
|
genCeilingChgT,
|
|
genCeilingChg
|
|
};
|
|
|
|
DCeiling (sector_t *sec);
|
|
DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent);
|
|
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
|
|
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
|
|
fixed_t speed, fixed_t speed2, fixed_t height,
|
|
int crush, int silent, int change, bool hexencrush);
|
|
|
|
protected:
|
|
ECeiling m_Type;
|
|
fixed_t m_BottomHeight;
|
|
fixed_t m_TopHeight;
|
|
fixed_t m_Speed;
|
|
fixed_t m_Speed1; // [RH] dnspeed of crushers
|
|
fixed_t m_Speed2; // [RH] upspeed of crushers
|
|
int m_Crush;
|
|
bool m_Hexencrush;
|
|
int m_Silent;
|
|
int m_Direction; // 1 = up, 0 = waiting, -1 = down
|
|
|
|
// [RH] Need these for BOOM-ish transferring ceilings
|
|
FTextureID m_Texture;
|
|
int 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, fixed_t speed, fixed_t speed2, fixed_t height,
|
|
int crush, int silent, int change, bool hexencrush);
|
|
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
|
|
};
|
|
|
|
DFloor (sector_t *sec);
|
|
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
|
|
protected:
|
|
EFloor m_Type;
|
|
int m_Crush;
|
|
bool m_Hexencrush;
|
|
int m_Direction;
|
|
int m_NewSpecial;
|
|
FTextureID m_Texture;
|
|
fixed_t m_FloorDestDist;
|
|
fixed_t m_Speed;
|
|
|
|
// [RH] New parameters used to reset and delay stairs
|
|
int m_ResetCount;
|
|
int m_OrgDist;
|
|
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,
|
|
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
|
|
int usespecials);
|
|
friend bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
|
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower);
|
|
friend bool EV_FloorCrushStop (int tag);
|
|
friend bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t slimespeed);
|
|
private:
|
|
DFloor ();
|
|
};
|
|
|
|
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|
fixed_t stairsize, fixed_t speed, int delay, int reset, int igntxt,
|
|
int usespecials);
|
|
bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
|
fixed_t speed, fixed_t height, int crush, int change, bool hexencrush, bool hereticlower=false);
|
|
bool EV_FloorCrushStop (int tag);
|
|
bool EV_DoDonut (int tag, line_t *line, fixed_t pillarspeed, fixed_t 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;
|
|
fixed_t m_FloorDestDist;
|
|
fixed_t m_CeilingDestDist;
|
|
fixed_t m_Speed;
|
|
TObjPtr<DInterpolation> m_Interp_Ceiling;
|
|
TObjPtr<DInterpolation> m_Interp_Floor;
|
|
|
|
void StartFloorSound ();
|
|
|
|
friend bool EV_DoElevator (line_t *line, DElevator::EElevator type, fixed_t speed,
|
|
fixed_t height, int tag);
|
|
private:
|
|
DElevator ();
|
|
};
|
|
|
|
bool EV_DoElevator (line_t *line, DElevator::EElevator type, fixed_t speed,
|
|
fixed_t height, int tag);
|
|
|
|
class DWaggleBase : public DMover
|
|
{
|
|
DECLARE_CLASS (DWaggleBase, DMover)
|
|
HAS_OBJECT_POINTERS
|
|
public:
|
|
DWaggleBase (sector_t *sec);
|
|
|
|
void Serialize (FArchive &arc);
|
|
|
|
protected:
|
|
fixed_t m_OriginalDist;
|
|
fixed_t m_Accumulator;
|
|
fixed_t m_AccDelta;
|
|
fixed_t m_TargetScale;
|
|
fixed_t m_Scale;
|
|
fixed_t m_ScaleDelta;
|
|
int m_Ticker;
|
|
int m_State;
|
|
TObjPtr<DInterpolation> 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
|
|
//
|
|
void P_SpawnTeleportFog(AActor *mobj, fixed_t x, fixed_t y, fixed_t z, bool beforeTele = true, bool setTarget = false); //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).
|
|
bool P_Teleport (AActor *thing, fixed_t x, fixed_t y, fixed_t z, angle_t angle, bool useFog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
|
|
bool EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, bool fog, bool sourceFog, bool keepOrientation, bool haltVelocity = true, bool keepHeight = false);
|
|
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);
|
|
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
|
|
|
|
#endif
|