ref: cb0b53e51979d276a22428c270c5f7eac004b7da
dir: /p_spec.h/
// P_spec.h #ifndef __P_SPEC__ #define __P_SPEC__ /* ---- P_SPEC ---- */ /* Animating textures and planes */ typedef struct { boolean istexture; int picnum; int basepic; int numpics; int speed; } anim_t; /* source animation definition */ typedef struct { boolean istexture; /* if false, it's a flat */ const char endname[9]; const char startname[9]; int speed; } animdef_t; #define MAXANIMS 32 extern anim_t anims[MAXANIMS], *lastanim; extern int *TerrainTypes; /* Animating line specials */ #define MAXLINEANIMS 64 extern short numlinespecials; extern line_t *linespeciallist[MAXLINEANIMS]; /* Define values for map objects */ #define MO_TELEPORTMAN 14 /* at game start */ void P_InitPicAnims(void); void P_InitTerrainTypes(void); void P_InitLava(void); /* at map load */ void P_SpawnSpecials(void); void P_InitAmbientSound(void); void P_AddAmbientSfx(int sequence); /* every tic */ void P_UpdateSpecials(void); void P_AmbientSound(void); /* when needed */ boolean P_UseSpecialLine ( mobj_t *thing, line_t *line); void P_ShootSpecialLine ( mobj_t *thing, line_t *line); void P_CrossSpecialLine (int linenum, int side, mobj_t *thing); void P_PlayerInSpecialSector(player_t *player); int twoSided(int sector,int line); sector_t *getSector(int currentSector,int line,int side); side_t *getSide(int currentSector,int line, int side); fixed_t P_FindLowestFloorSurrounding(sector_t *sec); fixed_t P_FindHighestFloorSurrounding(sector_t *sec); fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight); fixed_t P_FindLowestCeilingSurrounding(sector_t *sec); fixed_t P_FindHighestCeilingSurrounding(sector_t *sec); int P_FindSectorFromLineTag(line_t *line,int start); int P_FindMinSurroundingLight(sector_t *sector,int max); sector_t *getNextSector(line_t *line,sector_t *sec); /* ---- SPECIAL ---- */ int EV_DoDonut(line_t *line); /* ---- P_LIGHTS ---- */ typedef struct { thinker_t thinker; sector_t *sector; int count; int maxlight; int minlight; int maxtime; int mintime; } lightflash_t; typedef struct { thinker_t thinker; sector_t *sector; int count; int minlight; int maxlight; int darktime; int brighttime; } strobe_t; typedef struct { thinker_t thinker; sector_t *sector; int minlight; int maxlight; int direction; } glow_t; #define GLOWSPEED 8 #define STROBEBRIGHT 5 #define FASTDARK 15 #define SLOWDARK 35 void T_LightFlash (lightflash_t *flash); void P_SpawnLightFlash (sector_t *sector); void T_StrobeFlash (strobe_t *flash); void P_SpawnStrobeFlash (sector_t *sector, int fastOrSlow, int inSync); void EV_StartLightStrobing(line_t *line); void EV_TurnTagLightsOff(line_t *line); void EV_LightTurnOn(line_t *line, int bright); void T_Glow(glow_t *g); void P_SpawnGlowingLight(sector_t *sector); /* ---- P_SWITCH ---- */ typedef struct { const char name1[9]; const char name2[9]; short episode; } switchlist_t; typedef enum { swtch_top, swtch_middle, swtch_bottom } bwhere_e; typedef struct { line_t *line; bwhere_e where; int btexture; int btimer; mobj_t *soundorg; } button_t; #define MAXSWITCHES 50 /* max # of wall switches in a level */ #define MAXBUTTONS 16 /* 4 players, 4 buttons each at once, max. */ #define BUTTONTIME 35 /* 1 second */ extern button_t buttonlist[MAXBUTTONS]; void P_ChangeSwitchTexture(line_t *line, int useAgain); void P_InitSwitchList(void); /* ---- P_PLATS ---- */ typedef enum { up, down, waiting, in_stasis } plat_e; typedef enum { perpetualRaise, downWaitUpStay, raiseAndChange, raiseToNearestAndChange } plattype_e; typedef struct { thinker_t thinker; sector_t *sector; fixed_t speed; fixed_t low; fixed_t high; int wait; int count; plat_e status; plat_e oldstatus; boolean crush; int tag; plattype_e type; } plat_t; #define PLATWAIT 3 #define PLATSPEED FRACUNIT #define MAXPLATS 30 extern plat_t *activeplats[MAXPLATS]; void T_PlatRaise(plat_t *plat); int EV_DoPlat(line_t *line, plattype_e type, int amount); void P_AddActivePlat(plat_t *plat); void P_RemoveActivePlat(plat_t *plat); void EV_StopPlat(line_t *line); void P_ActivateInStasis(int tag); /* ---- P_DOORS ---- */ typedef enum { vldoor_normal, close30ThenOpen, vldoor_close, vldoor_open, raiseIn5Mins } vldoor_e; typedef struct { thinker_t thinker; vldoor_e type; sector_t *sector; fixed_t topheight; fixed_t speed; int direction; /* 1 = up, 0 = waiting at top, -1 = down */ int topwait; /* tics to wait at the top (keep in case a door going down is reset) */ int topcountdown; /* when it reaches 0, start going down */ } vldoor_t; #define VDOORSPEED (FRACUNIT * 2) #define VDOORWAIT 150 void EV_VerticalDoor(line_t *line, mobj_t *thing); int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed); void T_VerticalDoor(vldoor_t *door); void P_SpawnDoorCloseIn30(sector_t *sec); void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum); /* ---- P_CEILNG ---- */ typedef enum { lowerToFloor, raiseToHighest, lowerAndCrush, crushAndRaise, fastCrushAndRaise } ceiling_e; typedef struct { thinker_t thinker; ceiling_e type; sector_t *sector; fixed_t bottomheight, topheight; fixed_t speed; boolean crush; int direction; /* 1 = up, 0 = waiting, -1 = down */ int tag; /* ID */ int olddirection; } ceiling_t; #define CEILSPEED FRACUNIT #define CEILWAIT 150 #define MAXCEILINGS 30 extern ceiling_t *activeceilings[MAXCEILINGS]; int EV_DoCeiling(line_t *line, ceiling_e type); void T_MoveCeiling(ceiling_t *ceiling); void P_AddActiveCeiling(ceiling_t *c); void P_RemoveActiveCeiling(ceiling_t *c); int EV_CeilingCrushStop(line_t *line); void P_ActivateInStasisCeiling(line_t *line); /* ---- P_FLOOR ---- */ typedef enum { lowerFloor, /* lower floor to highest surrounding floor */ lowerFloorToLowest, /* lower floor to lowest surrounding floor */ turboLower, /* lower floor to highest surrounding floor VERY FAST */ raiseFloor, /* raise floor to lowest surrounding CEILING */ raiseFloorToNearest, /* raise floor to next highest surrounding floor */ raiseToTexture, /* raise floor to shortest height texture around it */ lowerAndChange, /* lower floor to lowest surrounding floor and change */ /* floorpic */ raiseFloor24, raiseFloor24AndChange, raiseFloorCrush, donutRaise, raiseBuildStep /* One step of a staircase */ } floor_e; typedef struct { thinker_t thinker; floor_e type; boolean crush; sector_t *sector; int direction; int newspecial; short texture; fixed_t floordestheight; fixed_t speed; } floormove_t; #define FLOORSPEED FRACUNIT typedef enum { res_ok, res_crushed, res_pastdest } result_e; result_e T_MovePlane(sector_t *sector, fixed_t speed, fixed_t dest, boolean crush, int floorOrCeiling, int direction); int EV_BuildStairs(line_t *line, fixed_t stepDelta); int EV_DoFloor(line_t *line, floor_e floortype); void T_MoveFloor(floormove_t *floor); /* ---- p_telept ---- */ boolean P_Teleport(mobj_t *thing, fixed_t x, fixed_t y, angle_t angle); boolean EV_Teleport(line_t *line, int side, mobj_t *thing); #endif /* __P_SPEC__ */