ref: 5781718e4d025711c24f6db2eaea14de2d17fec9
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__ */