raze-gles/source/duke3d/src/sector.h
hendricks266 928ce686a6 CON: Add EVENT_DAMAGESPRITE, EVENT_POSTDAMAGESPRITE, EVENT_DAMAGEWALL, EVENT_DAMAGECEILING, and EVENT_DAMAGEFLOOR.
In these events, THISACTOR is the projectile (or source of damage), and RETURN is the sprite/wall/sector affected.
Set RETURN to -1 to cancel any hardcoded effects.
ud.return 1 through 5 are the parameters passed to hitradius if RADIUSEXPLOSION is the source of the damage. ud.return 1 is -1 otherwise.

New tokens "damageeventtile" and "damageeventtilerange" or tiledata[].gameflags & SFLAG_DAMAGEEVENT to enable processing for receivers with corresponding tilenums.

CON commands to replicate hardcoded effects (beyond switching tilenums, such as spawning glass) are forthcoming.

Use of EVENT_DAMAGEHPLANE is hereby discouraged.

Patch from Striker, based on work by Fox.

git-svn-id: https://svn.eduke32.com/eduke32@6771 1a8010ca-5511-0410-912e-c29ae57300e0
2018-03-17 03:26:10 +00:00

194 lines
6.1 KiB
C

//-------------------------------------------------------------------------
/*
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 1024
#define MAXANIMWALLS 512
#define MAXANIMPOINTS 2048
#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 g_animateGoal[MAXANIMATES], g_animateVel[MAXANIMATES], g_animateCnt;
intptr_t g_animatePtr[MAXANIMATES];
int32_t lockclock;
vec2_t origins[MAXANIMPOINTS];
int32_t randomseed, g_globalRandom;
int32_t pskyidx;
int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
int16_t g_animateSect[MAXANIMATES];
int16_t g_cyclers[MAXCYCLERS][6];
int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
int16_t g_animWallCnt;
int16_t g_cloudCnt,g_cloudSect[256],g_cloudX,g_cloudY;
int16_t g_cyclerCnt;
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_playerSpawnCnt;
uint8_t show2dsector[(MAXSECTORS+7)>>3];
actor_t actor[MAXSPRITES];
playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
animwalltype animwall[MAXANIMWALLS];
usectortype sector[MAXSECTORS];
spriteext_t spriteext[MAXSPRITES];
uspritetype sprite[MAXSPRITES];
uwalltype wall[MAXWALLS];
#ifndef NEW_MAP_FORMAT
wallext_t wallext[MAXWALLS];
#endif
#if !defined LUNATIC
intptr_t *vars[MAXGAMEVARS];
intptr_t *arrays[MAXGAMEARRAYS];
int32_t arraysiz[MAXGAMEARRAYS];
#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;
mapstate_t *savedstate;
} map_t;
//extern map_t g_mapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
void G_ActivateBySector(int sect,int j);
int S_FindMusicSFX(int sectNum, int *sndptr);
int A_CallSound(int sectNum,int spriteNum);
int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
void A_DamageObject_Internal(int spriteNum, int const dmgSrc);
void A_DamageObject(int spriteNum,int const dmgSrc);
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int atwith);
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int atwith);
int __fastcall A_FindPlayer(const spritetype *pSprite,int32_t *dist);
void G_AlignWarpElevators(void);
int CheckDoorTile(int tileNum);
void G_AnimateCamSprite(int smoothRatio);
void G_AnimateWalls(void);
int G_ActivateWarpElevators(int s,int d);
int G_CheckActivatorMotion(int lotag);
void G_DoSectorAnimations(void);
void G_OperateActivators(int nTag, int playerNum);
void G_OperateForceFields(int spriteNum,int wallTag);
void G_OperateMasterSwitches(int nTag);
void G_OperateRespawns(int lotag);
void G_OperateSectors(int sectNum,int spriteNum);
void P_HandleSharedKeys(int playerNum);
int GetAnimationGoal(const int32_t *animPtr);
int isanearoperator(int lotag);
int isanunderoperator(int lotag);
int P_ActivateSwitch(int playerNum, int nObject, int nSwitchType);
void P_CheckSectors(int snum);
void Sect_DamageFloor_Internal(int const spriteNum, int const sectNum);
void Sect_DamageFloor(int const spriteNum, int const sectNum);
void Sect_DamageCeiling_Internal(int const spriteNum, int const sectNum);
void Sect_DamageCeiling(int const spriteNum, int const sectNum);
int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);
#define FORCEFIELD_CSTAT (64+16+4+1)
// Returns W_FORCEFIELD if wall has a forcefield overpicnum, its overpicnum else.
static inline int G_GetForcefieldPicnum(int wallNum)
{
int tileNum = wall[wallNum].overpicnum;
if (tileNum == W_FORCEFIELD + 1)
tileNum = W_FORCEFIELD;
return tileNum;
}
// Returns the interpolated position of the camera that the player is looking
// through (using a viewscreen). <i> 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;
}
EXTERN_INLINE_HEADER int32_t G_CheckPlayerInSector(int32_t sect);
#ifdef __cplusplus
}
#endif
#if defined sector_c_ || !defined DISABLE_INLINING
EXTERN_INLINE int32_t G_CheckPlayerInSector(int32_t sect)
{
int32_t i;
for (TRAVERSE_CONNECT(i))
if ((unsigned)g_player[i].ps->i < MAXSPRITES && sprite[g_player[i].ps->i].sectnum == sect)
return i;
return -1;
}
#endif
#endif