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474efef336
Also, make cloudx[] and cloudy[] scalars, as the per-sector values were always identical. In prelevel(), warn if some CLOUDYSKIES-ceiling sectors could not be set up due to reaching the new 256 sector limit. git-svn-id: https://svn.eduke32.com/eduke32@5156 1a8010ca-5511-0410-912e-c29ae57300e0
170 lines
5.4 KiB
C
170 lines
5.4 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 "gamevars.h"
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#include "actors.h" // actor_t
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#include "player.h" // playerspawn_t
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#include "namesdyn.h" // for G_GetForcefieldPicnum()
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#ifdef __cplusplus
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extern "C" {
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#endif
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#define MAXCYCLERS 1024
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#define MAXANIMATES 256
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#define MAXANIMWALLS 512
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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 animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
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intptr_t animateptr[MAXANIMATES];
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int32_t lockclock;
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int32_t msx[2048], msy[2048];
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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 animatesect[MAXANIMATES];
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int16_t cyclers[MAXCYCLERS][6];
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int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
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int16_t g_numAnimWalls;
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int16_t g_numClouds,clouds[256],cloudx,cloudy;
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int16_t g_numCyclers;
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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_numPlayerSprites;
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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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tsectortype sector[MAXSECTORS];
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spriteext_t spriteext[MAXSPRITES];
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tspritetype sprite[MAXSPRITES];
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twalltype wall[MAXWALLS];
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#if !defined LUNATIC
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intptr_t *vars[MAXGAMEVARS];
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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 MapInfo[(MAXVOLUMES+1)*MAXLEVELS]; // +1 volume for "intro", "briefing" music
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void G_ActivateBySector(int32_t sect,int32_t j);
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int32_t S_FindMusicSFX(int32_t sn, int32_t *sndptr);
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int32_t A_CallSound(int32_t sn,int32_t whatsprite);
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int32_t A_CheckHitSprite(int32_t i,int16_t *hitsp);
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void A_DamageObject(int32_t i,int32_t sn);
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void A_DamageWall(int32_t spr,int32_t dawallnum,const vec3_t *pos,int32_t atwith);
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int32_t __fastcall A_FindPlayer(const spritetype *s,int32_t *d);
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void G_AlignWarpElevators(void);
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int32_t CheckDoorTile(int32_t dapic);
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void G_AnimateCamSprite(int32_t smoothratio);
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void G_AnimateWalls(void);
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int32_t G_ActivateWarpElevators(int32_t s,int32_t d);
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int32_t G_CheckActivatorMotion(int32_t lotag);
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void G_DoSectorAnimations(void);
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void G_OperateActivators(int32_t low,int32_t snum);
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void G_OperateForceFields(int32_t s,int32_t low);
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void G_OperateMasterSwitches(int32_t low);
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void G_OperateRespawns(int32_t low);
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void G_OperateSectors(int32_t sn,int32_t ii);
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void P_HandleSharedKeys(int32_t snum);
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int32_t GetAnimationGoal(const int32_t *animptr);
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int32_t isanearoperator(int32_t lotag);
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int32_t isanunderoperator(int32_t lotag);
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int32_t P_ActivateSwitch(int32_t snum,int32_t w,int32_t switchissprite);
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void P_CheckSectors(int32_t snum);
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int32_t Sect_DamageCeilingOrFloor(int32_t floorp, int32_t sn);
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int32_t SetAnimation(int32_t animsect,int32_t *animptr,int32_t thegoal,int32_t thevel);
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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 inline int32_t G_GetForcefieldPicnum(int32_t wallnum)
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{
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int32_t picnum = wall[wallnum].overpicnum;
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if (picnum == W_FORCEFIELD+1)
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picnum = W_FORCEFIELD;
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return picnum;
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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 i, int32_t smoothratio)
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{
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const spritetype *const cs = &sprite[i];
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const actor_t *const ca = &actor[i];
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vec3_t cam = { 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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return cam;
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}
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#ifdef __cplusplus
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}
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#endif
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#include "sector_inline.h"
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#endif
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