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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// P_spec.h
/*
===============================================================================
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
char endname[9];
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
{
char name1[9];
char name2[9];
short episode;
} switchlist_t;
typedef enum
{
top,
middle,
bottom
} bwhere_e;
typedef struct
{
line_t *line;
bwhere_e where;
int btexture;
int btimer;
void *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
{
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*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
{
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, 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);
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