mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
e513e1ceae
git-svn-id: https://svn.eduke32.com/eduke32@7186 1a8010ca-5511-0410-912e-c29ae57300e0
195 lines
6.1 KiB
C
195 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 "actors.h" // actor_t
|
|
#include "gamevars.h"
|
|
#include "macros.h"
|
|
#include "namesdyn.h" // for G_GetForcefieldPicnum()
|
|
#include "player.h" // playerspawn_t
|
|
|
|
#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 spriteNum);
|
|
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 dmgSrc);
|
|
void A_DamageObject(int spriteNum,int dmgSrc);
|
|
void A_DamageWall_Internal(int spr, int dawallnum, const vec3_t *pos, int weaponNum);
|
|
void A_DamageWall(int spr,int dawallnum,const vec3_t *pos,int weaponNum);
|
|
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 warpDir);
|
|
int G_CheckActivatorMotion(int lotag);
|
|
void G_DoSectorAnimations(void);
|
|
void G_OperateActivators(int lotag, int playerNum);
|
|
void G_OperateForceFields(int spriteNum,int wallTag);
|
|
void G_OperateMasterSwitches(int lotag);
|
|
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 wallOrSprite, int nSwitchType);
|
|
void P_CheckSectors(int playerNum);
|
|
void Sect_DamageFloor_Internal(int spriteNum, int sectNum);
|
|
void Sect_DamageFloor(int spriteNum, int sectNum);
|
|
void Sect_DamageCeiling_Internal(int spriteNum, int sectNum);
|
|
void Sect_DamageCeiling(int spriteNum, int 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
|