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187 lines
6.1 KiB
C
187 lines
6.1 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program 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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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef sector_h_
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#define sector_h_
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#include "actors.h" // actor_t
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#include "gamevars.h"
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#include "macros.h"
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#include "namesdyn.h" // for G_GetForcefieldPicnum()
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#include "player.h" // playerspawn_t
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BEGIN_DUKE_NS
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#define MAXCYCLERS 1024
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#define MAXANIMATES 1024
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#define MAXANIMWALLS 512
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#define MAXANIMPOINTS 2048
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#define VIEWSCREEN_ACTIVE_DISTANCE 8192
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typedef struct {
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int16_t wallnum, tag;
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} animwalltype;
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typedef struct {
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// this needs to have a copy of everything related to the map/actor state
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// see savegame.c
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int32_t g_animateGoal[MAXANIMATES], g_animateVel[MAXANIMATES], g_animateCnt;
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intptr_t g_animatePtr[MAXANIMATES];
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int32_t filler;
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vec2_t origins[MAXANIMPOINTS];
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int32_t randomseed, g_globalRandom;
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int32_t pskyidx;
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int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
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int16_t g_animateSect[MAXANIMATES];
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int16_t g_cyclers[MAXCYCLERS][6];
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int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
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int16_t g_animWallCnt;
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int16_t g_cloudCnt,g_cloudSect[256],g_cloudX,g_cloudY;
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int16_t g_cyclerCnt;
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int32_t numsprites;
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int16_t tailspritefree;
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int16_t headspritesect[MAXSECTORS+1];
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int16_t headspritestat[MAXSTATUS+1];
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int16_t nextspritesect[MAXSPRITES];
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int16_t nextspritestat[MAXSPRITES];
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int16_t numsectors;
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int16_t numwalls;
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int16_t prevspritesect[MAXSPRITES];
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int16_t prevspritestat[MAXSPRITES];
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uint16_t g_earthquakeTime;
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int8_t g_playerSpawnCnt;
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uint8_t show2dsector[(MAXSECTORS+7)>>3];
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actor_t actor[MAXSPRITES];
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playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
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animwalltype animwall[MAXANIMWALLS];
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usectortype sector[MAXSECTORS];
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spriteext_t spriteext[MAXSPRITES];
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uspritetype sprite[MAXSPRITES];
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uwalltype wall[MAXWALLS];
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#ifndef NEW_MAP_FORMAT
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wallext_t wallext[MAXWALLS];
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#endif
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#if !defined LUNATIC
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intptr_t *vars[MAXGAMEVARS];
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intptr_t *arrays[MAXGAMEARRAYS];
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int32_t arraysiz[MAXGAMEARRAYS];
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#else
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char *savecode;
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#endif
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#ifdef YAX_ENABLE
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int32_t numyaxbunches;
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# if !defined NEW_MAP_FORMAT
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int16_t yax_bunchnum[MAXSECTORS][2];
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int16_t yax_nextwall[MAXWALLS][2];
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# endif
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#endif
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} mapstate_t;
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extern void G_SaveMapState();
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extern void G_RestoreMapState();
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typedef struct {
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int32_t partime, designertime;
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char *name, *filename, *musicfn;
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mapstate_t *savedstate;
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} map_t;
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//extern map_t g_mapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
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void G_ActivateBySector(int sect,int spriteNum);
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int S_FindMusicSFX(int sectNum, int *sndptr);
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int A_CallSound(int sectNum,int spriteNum);
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int A_CheckHitSprite(int spriteNum,int16_t *hitSprite);
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void A_DamageObject_Duke3D(int spriteNum, int dmgSrc);
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void A_DamageObject_Generic(int spriteNum, int dmgSrc);
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void A_DamageObject(int spriteNum,int dmgSrc);
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void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t &pos, int weaponNum);
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void A_DamageWall(int spr,int dawallnum,const vec3_t &pos,int weaponNum);
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int __fastcall A_FindPlayer(spritetype const *pSprite,int32_t *dist);
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void G_AlignWarpElevators(void);
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int CheckDoorTile(int tileNum);
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void G_AnimateCamSprite(int smoothRatio);
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void G_AnimateWalls(void);
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int G_ActivateWarpElevators(int s,int warpDir);
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int G_CheckActivatorMotion(int lotag);
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void G_DoSectorAnimations(void);
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void G_OperateActivators(int lotag, int playerNum);
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void G_OperateForceFields(int spriteNum,int wallTag);
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void G_OperateMasterSwitches(int lotag);
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void G_OperateRespawns(int lotag);
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void G_OperateSectors(int sectNum,int spriteNum);
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void P_HandleSharedKeys(int playerNum);
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int GetAnimationGoal(const int32_t *animPtr);
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int isanearoperator(int lotag);
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int isanunderoperator(int lotag);
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int P_ActivateSwitch(int playerNum, int wallOrSprite, int nSwitchType);
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void P_CheckSectors(int playerNum);
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void Sect_DamageFloor_Internal(int spriteNum, int sectNum);
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void Sect_DamageFloor(int spriteNum, int sectNum);
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void Sect_DamageCeiling_Internal(int spriteNum, int sectNum);
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void Sect_DamageCeiling(int spriteNum, int sectNum);
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int SetAnimation(int sectNum,int32_t *animPtr,int goalVal,int animVel);
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#define FORCEFIELD_CSTAT (64+16+4+1)
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// Returns W_FORCEFIELD if wall has a forcefield overpicnum, its overpicnum else.
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static FORCE_INLINE int G_GetForcefieldPicnum(int const wallNum)
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{
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int const tileNum = wall[wallNum].overpicnum;
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return tileNum == W_FORCEFIELD + 1 ? W_FORCEFIELD : tileNum;
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}
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// Returns the interpolated position of the camera that the player is looking
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// through (using a viewscreen). <i> should be the player's ->newowner member.
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static inline vec3_t G_GetCameraPosition(int32_t const i, int32_t const smoothratio)
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{
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auto const cs = (uspriteptr_t)&sprite[i];
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const actor_t *const ca = &actor[i];
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return { ca->bpos.x + mulscale16(cs->x - ca->bpos.x, smoothratio),
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ca->bpos.y + mulscale16(cs->y - ca->bpos.y, smoothratio),
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ca->bpos.z + mulscale16(cs->z - ca->bpos.z, smoothratio) };
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}
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EXTERN_INLINE_HEADER int32_t G_CheckPlayerInSector(int32_t const sect);
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#if defined sector_c_ || !defined DISABLE_INLINING
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EXTERN_INLINE int32_t G_CheckPlayerInSector(int32_t const sect)
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{
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for (int TRAVERSE_CONNECT(i))
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if ((unsigned)g_player[i].ps->i < MAXSPRITES && sprite[g_player[i].ps->i].sectnum == sect)
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return i;
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return -1;
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}
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#endif
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END_DUKE_NS
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#endif
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