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p_spec.h
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p_spec.h
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/* P_spec.h */
/*
===============================================================================
P_SPEC
===============================================================================
*/
/* */
/* Animating textures and planes */
/* */
typedef struct
{
boolean istexture;
int picnum;
int basepic;
int numpics;
int current;
} anim_t;
/* */
/* source animation definition */
/* */
typedef struct
{
boolean istexture; /* if false, it's a flat */
char endname[9];
char startname[9];
int speed;
} animdef_t;
#define MAXANIMS 32
extern anim_t anims[MAXANIMS], *lastanim;
/* */
/* Animating line specials */
/* */
#define MAXLINEANIMS 64
extern int numlinespecials;
extern line_t *linespeciallist[MAXLINEANIMS];
/* Define values for map objects */
#define MO_TELEPORTMAN 14
/* at game start */
void P_InitPicAnims (void);
/* at map load */
void P_SpawnSpecials (void);
/* every tic */
void P_UpdateSpecials (void);
/* when needed */
boolean P_UseSpecialLine ( mobj_t *thing, line_t *line);
void P_ShootSpecialLine ( mobj_t *thing, line_t *line);
void P_CrossSpecialLine (line_t *line,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 16
#define STROBEBRIGHT 3
#define FASTDARK 8
#define SLOWDARK 15
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
{
char name1[9];
char name2[9];
} switchlist_t;
typedef enum
{
top,
middle,
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 15 /* 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 /* seconds */
#define PLATSPEED (FRACUNIT*2)
#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
{
normal,
close30ThenOpen,
close,
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*6
#define VDOORWAIT 70
void EV_VerticalDoor (line_t *line, mobj_t *thing);
int EV_DoDoor (line_t *line, vldoor_e type);
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*2
#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
} 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*3
typedef enum
{
ok,
crushed,
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);
int EV_DoFloor(line_t *line,floor_e floortype);
void T_MoveFloor(floormove_t *floor);
/*
===============================================================================
P_TELEPT
===============================================================================
*/
int EV_Teleport( line_t *line,mobj_t *thing );