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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.
//
//-----------------------------------------------------------------------------


extern int *TerrainTypes;

//
//      scrolling 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_InitTerrainTypes(void);
void P_InitLava(void);

// at map load
void P_SpawnSpecials(void);

// every tic
void P_UpdateSpecials(void);

// when needed
boolean P_ExecuteLineSpecial(int special, byte * args, line_t * line,
                             int side, mobj_t * mo);
boolean P_ActivateLine(line_t * ld, mobj_t * mo, int side,
                       int activationType);
//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);
void P_PlayerOnSpecialFlat(player_t * player, int floorType);

//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_FindSectorFromTag(int tag, int start);
//int P_FindMinSurroundingLight(sector_t *sector,int max);
sector_t *getNextSector(line_t * line, sector_t * sec);
line_t *P_FindLine(int lineTag, int *searchPosition);

//
//      SPECIAL
//
//int EV_DoDonut(line_t *line);

//-------------------------------
// P_anim.c
//-------------------------------

void P_AnimateSurfaces(void);
void P_InitFTAnims(void);
void P_InitLightning(void);
void P_ForceLightning(void);

/*
===============================================================================

							P_LIGHTS

===============================================================================
*/

typedef enum
{
    LITE_RAISEBYVALUE,
    LITE_LOWERBYVALUE,
    LITE_CHANGETOVALUE,
    LITE_FADE,
    LITE_GLOW,
    LITE_FLICKER,
    LITE_STROBE
} lighttype_t;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    lighttype_t type;
    int value1;
    int value2;
    int tics1;
    int tics2;
    int count;
} light_t;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    int index;
    int base;
} phase_t;

#define LIGHT_SEQUENCE_START    2
#define LIGHT_SEQUENCE          3
#define LIGHT_SEQUENCE_ALT      4

void T_Phase(phase_t * phase);
void T_Light(light_t * light);
void P_SpawnPhasedLight(sector_t * sector, int base, int index);
void P_SpawnLightSequence(sector_t * sector, int indexStep);
boolean EV_SpawnLight(line_t * line, byte * arg, lighttype_t type);

#if 0
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;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    int index;
    int base;
} phase_t;

#define GLOWSPEED 8
#define STROBEBRIGHT 5
#define FASTDARK 15
#define SLOWDARK 35

#define LIGHT_SEQUENCE_START    2
#define LIGHT_SEQUENCE                  3
#define LIGHT_SEQUENCE_ALT      4

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);
void T_Phase(phase_t * phase);
void P_SpawnPhasedLight(sector_t * sector, int base, int index);
void P_SpawnLightSequence(sector_t * sector, int indexStep);
#endif

/*
===============================================================================

							P_SWITCH

===============================================================================
*/
typedef struct
{
    char name1[9];
    char name2[9];
    int soundID;
} 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
{
    PLAT_UP,
    PLAT_DOWN,
    PLAT_WAITING,
//      PLAT_IN_STASIS
} plat_e;

typedef enum
{
    PLAT_PERPETUALRAISE,
    PLAT_DOWNWAITUPSTAY,
    PLAT_DOWNBYVALUEWAITUPSTAY,
    PLAT_UPWAITDOWNSTAY,
    PLAT_UPBYVALUEWAITDOWNSTAY,
    //PLAT_RAISEANDCHANGE,
    //PLAT_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;
    int 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, byte * args, plattype_e type, int amount);
void P_AddActivePlat(plat_t * plat);
void P_RemoveActivePlat(plat_t * plat);
void EV_StopPlat(line_t * line, byte * args);

/*
===============================================================================

							P_DOORS

===============================================================================
*/
typedef enum
{
    DREV_NORMAL,
    DREV_CLOSE30THENOPEN,
    DREV_CLOSE,
    DREV_OPEN,
    DREV_RAISEIN5MINS,
} vldoor_e;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    vldoor_e type;
    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

boolean EV_VerticalDoor(line_t * line, mobj_t * thing);
int EV_DoDoor(line_t * line, byte * args, 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
{
    CLEV_LOWERTOFLOOR,
    CLEV_RAISETOHIGHEST,
    CLEV_LOWERANDCRUSH,
    CLEV_CRUSHANDRAISE,
    CLEV_LOWERBYVALUE,
    CLEV_RAISEBYVALUE,
    CLEV_CRUSHRAISEANDSTAY,
    CLEV_MOVETOVALUETIMES8
} ceiling_e;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    ceiling_e type;
    fixed_t bottomheight, topheight;
    fixed_t speed;
    int 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, byte * args, 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, byte * args);

/*
===============================================================================

							P_FLOOR

===============================================================================
*/
typedef enum
{
    FLEV_LOWERFLOOR,            // lower floor to highest surrounding floor
    FLEV_LOWERFLOORTOLOWEST,    // lower floor to lowest surrounding floor
    FLEV_LOWERFLOORBYVALUE,
    FLEV_RAISEFLOOR,            // raise floor to lowest surrounding CEILING
    FLEV_RAISEFLOORTONEAREST,   // raise floor to next highest surrounding floor
    FLEV_RAISEFLOORBYVALUE,
    FLEV_RAISEFLOORCRUSH,
    FLEV_RAISEBUILDSTEP,        // One step of a staircase
    FLEV_RAISEBYVALUETIMES8,
    FLEV_LOWERBYVALUETIMES8,
    FLEV_LOWERTIMES8INSTANT,
    FLEV_RAISETIMES8INSTANT,
    FLEV_MOVETOVALUETIMES8
} floor_e;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    floor_e type;
    int crush;
    int direction;
    int newspecial;
    short texture;
    fixed_t floordestheight;
    fixed_t speed;
    int delayCount;
    int delayTotal;
    fixed_t stairsDelayHeight;
    fixed_t stairsDelayHeightDelta;
    fixed_t resetHeight;
    short resetDelay;
    short resetDelayCount;
    byte textureChange;
} floormove_t;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    int ceilingSpeed;
    int floorSpeed;
    int floordest;
    int ceilingdest;
    int direction;
    int crush;
} pillar_t;

typedef struct
{
    thinker_t thinker;
    sector_t *sector;
    fixed_t originalHeight;
    fixed_t accumulator;
    fixed_t accDelta;
    fixed_t targetScale;
    fixed_t scale;
    fixed_t scaleDelta;
    int ticker;
    int state;
} floorWaggle_t;

#define FLOORSPEED FRACUNIT

typedef enum
{
    RES_OK,
    RES_CRUSHED,
    RES_PASTDEST
} result_e;

typedef enum
{
    STAIRS_NORMAL,
    STAIRS_SYNC,
    STAIRS_PHASED
} stairs_e;

result_e T_MovePlane(sector_t * sector, fixed_t speed,
                     fixed_t dest, int crush, int floorOrCeiling,
                     int direction);

int EV_BuildStairs(line_t * line, byte * args, int direction, stairs_e type);
int EV_DoFloor(line_t * line, byte * args, floor_e floortype);
void T_MoveFloor(floormove_t * floor);
void T_BuildPillar(pillar_t * pillar);
void T_FloorWaggle(floorWaggle_t * waggle);
int EV_BuildPillar(line_t * line, byte * args, boolean crush);
int EV_OpenPillar(line_t * line, byte * args);
int EV_DoFloorAndCeiling(line_t * line, byte * args, boolean raise);
int EV_FloorCrushStop(line_t * line, byte * args);
boolean EV_StartFloorWaggle(int tag, int height, int speed, int offset,
                            int timer);

//--------------------------------------------------------------------------
//
// p_telept
//
//--------------------------------------------------------------------------

boolean P_Teleport(mobj_t * thing, fixed_t x, fixed_t y, angle_t angle,
                   boolean useFog);
boolean EV_Teleport(int tid, mobj_t * thing, boolean fog);

//--------------------------------------------------------------------------
//
// p_acs
//
//--------------------------------------------------------------------------

#define MAX_ACS_SCRIPT_VARS 10
#define MAX_ACS_MAP_VARS 32
#define MAX_ACS_WORLD_VARS 64
#define ACS_STACK_DEPTH 32
#define MAX_ACS_STORE 20

typedef enum
{
    ASTE_INACTIVE,
    ASTE_RUNNING,
    ASTE_SUSPENDED,
    ASTE_WAITINGFORTAG,
    ASTE_WAITINGFORPOLY,
    ASTE_WAITINGFORSCRIPT,
    ASTE_TERMINATING
} aste_t;

typedef struct acs_s acs_t;
typedef struct acsInfo_s acsInfo_t;

struct acsInfo_s
{
    int number;
    int *address;
    int argCount;
    aste_t state;
    int waitValue;
};

struct acs_s
{
    thinker_t thinker;
    mobj_t *activator;
    line_t *line;
    int side;
    int number;
    int infoIndex;
    int delayCount;
    int stack[ACS_STACK_DEPTH];
    int stackPtr;
    int vars[MAX_ACS_SCRIPT_VARS];
    int *ip;
};

typedef struct
{
    int map;                    // Target map
    int script;                 // Script number on target map
    byte args[4];               // Padded to 4 for alignment
} acsstore_t;

void P_LoadACScripts(int lump);
boolean P_StartACS(int number, int map, byte * args, mobj_t * activator,
                   line_t * line, int side);
boolean P_StartLockedACS(line_t * line, byte * args, mobj_t * mo, int side);
boolean P_TerminateACS(int number, int map);
boolean P_SuspendACS(int number, int map);
void T_InterpretACS(acs_t * script);
void P_TagFinished(int tag);
void P_PolyobjFinished(int po);
void P_ACSInitNewGame(void);
void P_CheckACSStore(void);

extern int ACScriptCount;
extern byte *ActionCodeBase;
extern acsInfo_t *ACSInfo;
extern int MapVars[MAX_ACS_MAP_VARS];
extern int WorldVars[MAX_ACS_WORLD_VARS];
extern acsstore_t ACSStore[MAX_ACS_STORE + 1];  // +1 for termination marker

//--------------------------------------------------------------------------
//
// p_things
//
//--------------------------------------------------------------------------

extern mobjtype_t TranslateThingType[];

boolean EV_ThingProjectile(byte * args, boolean gravity);
boolean EV_ThingSpawn(byte * args, boolean fog);
boolean EV_ThingActivate(int tid);
boolean EV_ThingDeactivate(int tid);
boolean EV_ThingRemove(int tid);
boolean EV_ThingDestroy(int tid);