ref: 7110aba73616e4f84b933a0db1ff96c4c22a9d6f
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__ */