//------------------------------------------------------------------------- /* Copyright (C) 2010 EDuke32 developers and contributors This file is part of EDuke32. EDuke32 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #ifndef sector_h_ #define sector_h_ #include "gamevars.h" #include "actors.h" // actor_t #include "player.h" // playerspawn_t #include "namesdyn.h" // for G_GetForcefieldPicnum() #ifdef __cplusplus extern "C" { #endif #define MAXCYCLERS 1024 #define MAXANIMATES 256 #define MAXANIMWALLS 512 #define VIEWSCREEN_ACTIVE_DISTANCE 8192 typedef struct { int16_t wallnum, tag; } animwalltype; typedef struct { // this needs to have a copy of everything related to the map/actor state // see savegame.c int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount; intptr_t animateptr[MAXANIMATES]; int32_t lockclock; int32_t msx[2048], msy[2048]; int32_t randomseed, g_globalRandom; int32_t pskyidx; int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos; int16_t animatesect[MAXANIMATES]; int16_t cyclers[MAXCYCLERS][6]; int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount; int16_t g_numAnimWalls; int16_t g_numClouds,clouds[128],cloudx[128],cloudy[128]; int16_t g_numCyclers; int32_t numsprites; int16_t tailspritefree; int16_t headspritesect[MAXSECTORS+1]; int16_t headspritestat[MAXSTATUS+1]; int16_t nextspritesect[MAXSPRITES]; int16_t nextspritestat[MAXSPRITES]; int16_t numsectors; int16_t numwalls; int16_t prevspritesect[MAXSPRITES]; int16_t prevspritestat[MAXSPRITES]; uint16_t g_earthquakeTime; int8_t g_numPlayerSprites; uint8_t show2dsector[(MAXSECTORS+7)>>3]; actor_t actor[MAXSPRITES]; playerspawn_t g_playerSpawnPoints[MAXPLAYERS]; animwalltype animwall[MAXANIMWALLS]; tsectortype sector[MAXSECTORS]; spriteext_t spriteext[MAXSPRITES]; tspritetype sprite[MAXSPRITES]; twalltype wall[MAXWALLS]; #if !defined LUNATIC intptr_t *vars[MAXGAMEVARS]; #else char *savecode; #endif #ifdef YAX_ENABLE int32_t numyaxbunches; # if !defined NEW_MAP_FORMAT int16_t yax_bunchnum[MAXSECTORS][2]; int16_t yax_nextwall[MAXWALLS][2]; # endif #endif } mapstate_t; extern void G_SaveMapState(); extern void G_RestoreMapState(); typedef struct { int32_t partime, designertime; char *name, *filename, *musicfn, *ext_musicfn; mapstate_t *savedstate; } map_t; //extern map_t MapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music void G_ActivateBySector(int32_t sect,int32_t j); int32_t S_FindMusicSFX(int32_t sn, int32_t *sndptr); int32_t A_CallSound(int32_t sn,int32_t whatsprite); int32_t A_CheckHitSprite(int32_t i,int16_t *hitsp); void A_DamageObject(int32_t i,int32_t sn); void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith); int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d); void G_AlignWarpElevators(void); int32_t CheckDoorTile(int32_t dapic); void G_AnimateCamSprite(int32_t smoothratio); void G_AnimateWalls(void); int32_t G_ActivateWarpElevators(int32_t s,int32_t d); int32_t G_CheckActivatorMotion(int32_t lotag); void G_DoSectorAnimations(void); void G_OperateActivators(int32_t low,int32_t snum); void G_OperateForceFields(int32_t s,int32_t low); void G_OperateMasterSwitches(int32_t low); void G_OperateRespawns(int32_t low); void G_OperateSectors(int32_t sn,int32_t ii); void P_HandleSharedKeys(int32_t snum); int32_t GetAnimationGoal(const int32_t *animptr); int32_t isanearoperator(int32_t lotag); int32_t isanunderoperator(int32_t lotag); int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite); void P_CheckSectors(int32_t snum); int32_t Sect_DamageCeilingOrFloor(int32_t floorp, int32_t sn); int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel); #define FORCEFIELD_CSTAT (64+16+4+1) // Returns W_FORCEFIELD if wall has a forcefield overpicnum, its overpicnum else. static inline int32_t G_GetForcefieldPicnum(int32_t wallnum) { int32_t picnum = wall[wallnum].overpicnum; if (picnum == W_FORCEFIELD+1) picnum = W_FORCEFIELD; return picnum; } // Returns the interpolated position of the camera that the player is looking // through (using a viewscreen). should be the player's ->newowner member. static inline vec3_t G_GetCameraPosition(int32_t i, int32_t smoothratio) { const spritetype *const cs = &sprite[i]; const actor_t *const ca = &actor[i]; vec3_t cam = { ca->bpos.x + mulscale16(cs->x - ca->bpos.x, smoothratio), ca->bpos.y + mulscale16(cs->y - ca->bpos.y, smoothratio), ca->bpos.z + mulscale16(cs->z - ca->bpos.z, smoothratio) }; return cam; } #ifdef __cplusplus } #endif #include "sector_inline.h" #endif