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p_spec.h
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2023 Frenkel Smeijers
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// 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, see <https://www.gnu.org/licenses/>.
//
// P_spec.h
/*
===============================================================================
P_SPEC
===============================================================================
*/
//
// Animating textures and planes
//
typedef struct
{
boolean istexture;
int32_t picnum;
int32_t basepic;
int32_t numpics;
int32_t speed;
} anim_t;
//
// source animation definition
//
typedef struct
{
boolean istexture; // if false, it's a flat
char endname[9];
char startname[9];
int32_t speed;
} animdef_t;
#define MAXANIMS 32
//
// Animating line specials
//
#define MAXLINEANIMS 64
// 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, int32_t side);
void P_ShootSpecialLine ( mobj_t *thing, line_t *line);
void P_CrossSpecialLine (int32_t linenum, int32_t side, mobj_t *thing);
void P_PlayerInSpecialSector (player_t *player);
boolean twoSided(int32_t sector,int32_t line);
sector_t *getSector(int32_t currentSector,int32_t line,int32_t side);
side_t *getSide(int32_t currentSector,int32_t line, int32_t side);
fixed_t P_FindLowestFloorSurrounding(sector_t *sec);
fixed_t P_FindHighestFloorSurrounding(sector_t *sec);
fixed_t P_FindNextHighestFloor(sector_t *sec);
fixed_t P_FindLowestCeilingSurrounding(sector_t *sec);
fixed_t P_FindHighestCeilingSurrounding(sector_t *sec);
int32_t P_FindSectorFromLineTag(line_t *line,int32_t start);
int32_t P_FindMinSurroundingLight(sector_t *sector);
sector_t *getNextSector(line_t *line,sector_t *sec);
//
// SPECIAL
//
boolean EV_DoDonut(line_t *line);
/*
===============================================================================
P_LIGHTS
===============================================================================
*/
typedef struct
{
thinker_t thinker;
sector_t *sector;
int32_t count;
int32_t maxlight;
int32_t minlight;
} fireflicker_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
int32_t count;
int32_t maxlight;
int32_t minlight;
int32_t maxtime;
int32_t mintime;
} lightflash_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
int32_t count;
int32_t minlight;
int32_t maxlight;
int32_t darktime;
int32_t brighttime;
} strobe_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
int32_t minlight;
int32_t maxlight;
int32_t direction;
} glow_t;
#define GLOWSPEED 8
#define STROBEBRIGHT 5
#define FASTDARK 15
#define SLOWDARK 35
void P_SpawnFireFlicker (sector_t *sector);
void T_LightFlash (lightflash_t *flash);
void P_SpawnLightFlash (sector_t *sector);
void T_StrobeFlash (strobe_t *flash);
void P_SpawnStrobeFlash (sector_t *sector, int32_t fastOrSlow, int32_t inSync);
void EV_StartLightStrobing(line_t *line);
void EV_TurnTagLightsOff(line_t *line);
void EV_LightTurnOn(line_t *line, int32_t bright);
void T_Glow(glow_t *g);
void P_SpawnGlowingLight(sector_t *sector);
/*
===============================================================================
P_SWITCH
===============================================================================
*/
typedef struct
{
char name1[9];
char name2[9];
int16_t episode;
} switchlist_t;
typedef enum
{
top,
middle,
bottom
} bwhere_e;
typedef struct
{
line_t *line;
bwhere_e where;
int32_t btexture;
int32_t 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 TICRATE // 1 second
extern button_t buttonlist[MAXBUTTONS];
void P_ChangeSwitchTexture(line_t *line,int32_t useAgain);
void P_InitSwitchList(void);
/*
===============================================================================
P_PLATS
===============================================================================
*/
typedef enum
{
up,
down,
waiting,
in_stasis
} plat_e;
typedef enum
{
perpetualRaise,
downWaitUpStay,
raiseAndChange,
raiseToNearestAndChange,
blazeDWUS
} plattype_e;
typedef struct
{
thinker_t thinker;
sector_t *sector;
fixed_t speed;
fixed_t low;
fixed_t high;
int32_t wait;
int32_t count;
plat_e status;
plat_e oldstatus;
boolean crush;
int32_t 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);
boolean EV_DoPlat(line_t *line,plattype_e type,int32_t amount);
void P_AddActivePlat(plat_t *plat);
void EV_StopPlat(line_t *line);
/*
===============================================================================
P_DOORS
===============================================================================
*/
typedef enum
{
normal,
close30ThenOpen,
close,
open,
raiseIn5Mins,
blazeRaise,
blazeOpen,
blazeClose
} vldoor_e;
typedef struct
{
thinker_t thinker;
vldoor_e type;
sector_t *sector;
fixed_t topheight;
fixed_t speed;
int32_t direction; // 1 = up, 0 = waiting at top, -1 = down
int32_t topwait; // tics to wait at the top
// (keep in case a door going down is reset)
int32_t 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);
boolean EV_DoDoor (line_t *line, vldoor_e type);
boolean EV_DoLockedDoor (line_t *line, vldoor_e type, mobj_t *thing);
void T_VerticalDoor (vldoor_t *door);
void P_SpawnDoorCloseIn30 (sector_t *sec);
void P_SpawnDoorRaiseIn5Mins (sector_t *sec);
/*
===============================================================================
P_CEILNG
===============================================================================
*/
typedef enum
{
lowerToFloor,
raiseToHighest,
lowerAndCrush,
crushAndRaise,
fastCrushAndRaise,
silentCrushAndRaise
} ceiling_e;
typedef struct
{
thinker_t thinker;
ceiling_e type;
sector_t *sector;
fixed_t bottomheight, topheight;
fixed_t speed;
boolean crush;
int32_t direction; // 1 = up, 0 = waiting, -1 = down
int32_t tag; // ID
int32_t olddirection;
} ceiling_t;
#define CEILSPEED FRACUNIT
#define CEILWAIT 150
#define MAXCEILINGS 30
extern ceiling_t *activeceilings[MAXCEILINGS];
boolean EV_DoCeiling (line_t *line, ceiling_e type);
void T_MoveCeiling (ceiling_t *ceiling);
void P_AddActiveCeiling(ceiling_t *c);
void EV_CeilingCrushStop(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,
raiseFloorTurbo, // raise to next highest floor, turbo-speed
donutRaise,
raiseFloor512
} floor_e;
typedef struct
{
thinker_t thinker;
floor_e type;
boolean crush;
sector_t *sector;
int32_t direction;
int32_t newspecial;
int16_t texture;
fixed_t floordestheight;
fixed_t speed;
} floormove_t;
#define FLOORSPEED FRACUNIT
typedef enum
{
ok,
crushed,
pastdest
} result_e;
result_e T_MovePlane(sector_t *sector,fixed_t speed,
fixed_t dest,boolean crush,int32_t floorOrCeiling,int32_t direction);
boolean EV_BuildStairs(line_t *line, boolean build8);
boolean EV_DoFloor(line_t *line,floor_e floortype);
void T_MoveFloor(floormove_t *floor);
/*
===============================================================================
P_TELEPT
===============================================================================
*/
void EV_Teleport(line_t *line, int32_t side, mobj_t *thing);