SRB2/src/p_spec.h
Monster Iestyn 9238b2d50f Merge branch 'level-specials-setup-stuff' into 'master'
Level specials setup stuff

Some changes to level setup, largely inconsequential for gameplay but maybe helpful for Lua scripting:

* gravity, weather, and some other internal variables are set to their defaults before loading things, so their values from a previous level don't affect mobj spawning potentially
* Tag lists are also initialised before loading things, so that tag-based search functions (such as P_FindSpecialLineFromTag) can be used internally for the maces and particle generator. This should probably extend to Lua as well
* the level header "forcecharacter" no longer recognises "255" as "None" anymore. This is because it no longer takes skin numbers (as of whenever that change was added... version 2.0?), and level headers are auto-cleared when edited anyway.

See merge request !88
2017-05-08 15:15:50 -04:00

482 lines
14 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2016 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_spec.h
/// \brief Implements special effects:
/// Texture animation, height or lighting changes
/// according to adjacent sectors, respective
/// utility functions, etc.
#ifndef __P_SPEC__
#define __P_SPEC__
extern mobj_t *skyboxmo[2]; // current skybox mobjs: 0 = viewpoint, 1 = centerpoint
extern mobj_t *skyboxviewpnts[16]; // array of MT_SKYBOX viewpoint mobjs
extern mobj_t *skyboxcenterpnts[16]; // array of MT_SKYBOX centerpoint mobjs
// GETSECSPECIAL (specialval, section)
//
// Pulls out the special # from a particular section.
//
#define GETSECSPECIAL(i,j) ((i >> ((j-1)*4))&15)
// at game start
void P_InitPicAnims(void);
// at map load (sectors)
void P_SetupLevelFlatAnims(void);
// at map load
void P_InitSpecials(void);
void P_SpawnSpecials(INT32 fromnetsave);
// every tic
void P_UpdateSpecials(void);
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number);
void P_PlayerInSpecialSector(player_t *player);
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector);
fixed_t P_FindLowestFloorSurrounding(sector_t *sec);
fixed_t P_FindHighestFloorSurrounding(sector_t *sec);
fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight);
fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight);
fixed_t P_FindLowestCeilingSurrounding(sector_t *sec);
fixed_t P_FindHighestCeilingSurrounding(sector_t *sec);
INT32 P_FindSectorFromLineTag(line_t *line, INT32 start);
INT32 P_FindSectorFromTag(INT16 tag, INT32 start);
INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start);
INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max);
void P_SetupSignExit(player_t *player);
boolean P_IsFlagAtBase(mobjtype_t flag);
void P_SwitchWeather(INT32 weathernum);
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller);
void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller);
void P_ChangeSectorTag(UINT32 sector, INT16 newtag);
ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id);
//
// P_LIGHTS
//
/** Fire flicker action structure.
*/
typedef struct
{
thinker_t thinker; ///< The thinker in use for the effect.
sector_t *sector; ///< The sector where action is taking place.
INT32 count;
INT32 resetcount;
INT32 maxlight; ///< The brightest light level to use.
INT32 minlight; ///< The darkest light level to use.
} fireflicker_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
INT32 maxlight;
INT32 minlight;
} lightflash_t;
/** Laser block thinker.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for laser.
ffloor_t *ffloor; ///< 3Dfloor that is a laser.
sector_t *sector; ///< Sector in which the effect takes place.
sector_t *sec;
line_t *sourceline;
} laserthink_t;
/** Strobe light action structure..
*/
typedef struct
{
thinker_t thinker; ///< The thinker in use for the effect.
sector_t *sector; ///< The sector where the action is taking place.
INT32 count;
INT32 minlight; ///< The minimum light level to use.
INT32 maxlight; ///< The maximum light level to use.
INT32 darktime; ///< How INT32 to use minlight.
INT32 brighttime; ///< How INT32 to use maxlight.
} strobe_t;
typedef struct
{
thinker_t thinker;
sector_t *sector;
INT32 minlight;
INT32 maxlight;
INT32 direction;
INT32 speed;
} glow_t;
/** Thinker struct for fading lights.
*/
typedef struct
{
thinker_t thinker; ///< Thinker in use for the effect.
sector_t *sector; ///< Sector where action is taking place.
INT32 destlevel; ///< Light level we're fading to.
INT32 speed; ///< Speed at which to change light level.
} lightlevel_t;
#define GLOWSPEED 8
#define STROBEBRIGHT 5
#define FASTDARK 15
#define SLOWDARK 35
void T_FireFlicker(fireflicker_t *flick);
fireflicker_t *P_SpawnAdjustableFireFlicker(sector_t *minsector, sector_t *maxsector, INT32 length);
void T_LightningFlash(lightflash_t *flash);
void T_StrobeFlash(strobe_t *flash);
void P_SpawnLightningFlash(sector_t *sector);
strobe_t * P_SpawnAdjustableStrobeFlash(sector_t *minsector, sector_t *maxsector, INT32 darktime, INT32 brighttime, boolean inSync);
void T_Glow(glow_t *g);
glow_t *P_SpawnAdjustableGlowingLight(sector_t *minsector, sector_t *maxsector, INT32 length);
void P_FadeLight(INT16 tag, INT32 destvalue, INT32 speed);
void T_LightFade(lightlevel_t *ll);
typedef enum
{
floor_special,
ceiling_special,
lighting_special,
} special_e;
//
// P_CEILNG
//
typedef enum
{
raiseToHighest,
lowerToLowest,
raiseToLowest,
lowerToLowestFast,
instantRaise, // instant-move for ceilings
lowerAndCrush,
crushAndRaise,
fastCrushAndRaise,
crushCeilOnce,
crushBothOnce,
moveCeilingByFrontSector,
instantMoveCeilingByFrontSector,
moveCeilingByFrontTexture,
bounceCeiling,
bounceCeilingCrush,
} ceiling_e;
/** Ceiling movement structure.
*/
typedef struct
{
thinker_t thinker; ///< Thinker for the type of movement.
ceiling_e type; ///< Type of movement.
sector_t *sector; ///< Sector where the action is taking place.
fixed_t bottomheight; ///< The lowest height to move to.
fixed_t topheight; ///< The highest height to move to.
fixed_t speed; ///< Ceiling speed.
fixed_t oldspeed;
fixed_t delay;
fixed_t delaytimer;
UINT8 crush; ///< Whether to crush things or not.
INT32 texture; ///< The number of a flat to use when done.
INT32 direction; ///< 1 = up, 0 = waiting, -1 = down.
// ID
INT32 tag;
INT32 olddirection;
fixed_t origspeed; ///< The original, "real" speed.
INT32 sourceline; ///< Index of the source linedef
} ceiling_t;
#define CEILSPEED (FRACUNIT)
INT32 EV_DoCeiling(line_t *line, ceiling_e type);
INT32 EV_DoCrush(line_t *line, ceiling_e type);
void T_CrushCeiling(ceiling_t *ceiling);
void T_MoveCeiling(ceiling_t *ceiling);
//
// P_FLOOR
//
typedef enum
{
// lower floor to lowest surrounding floor
lowerFloorToLowest,
// raise floor to next highest surrounding floor
raiseFloorToNearestFast,
// move the floor down instantly
instantLower,
moveFloorByFrontSector,
instantMoveFloorByFrontSector,
moveFloorByFrontTexture,
bounceFloor,
bounceFloorCrush,
crushFloorOnce,
} floor_e;
typedef enum
{
elevateUp,
elevateDown,
elevateCurrent,
elevateContinuous,
elevateBounce,
elevateHighest,
bridgeFall,
} elevator_e;
typedef struct
{
thinker_t thinker;
floor_e type;
UINT8 crush;
sector_t *sector;
INT32 direction;
INT32 texture;
fixed_t floordestheight;
fixed_t speed;
fixed_t origspeed;
fixed_t delay;
fixed_t delaytimer;
} floormove_t;
typedef struct
{
thinker_t thinker;
elevator_e type;
sector_t *sector;
sector_t *actionsector; // The sector the rover action is taking place in.
INT32 direction;
fixed_t floordestheight;
fixed_t ceilingdestheight;
fixed_t speed;
fixed_t origspeed;
fixed_t low;
fixed_t high;
fixed_t distance;
fixed_t delay;
fixed_t delaytimer;
fixed_t floorwasheight; // Height the floor WAS at
fixed_t ceilingwasheight; // Height the ceiling WAS at
player_t *player; // Player who initiated the thinker (used for airbob)
line_t *sourceline;
} elevator_t;
typedef struct
{
thinker_t thinker;
fixed_t vars[16]; // Misc. variables
fixed_t var2s[16]; // Second misc variables buffer.
line_t *sourceline; // Source line of the thinker
sector_t *sector; // Sector the thinker is from
} levelspecthink_t;
#define ELEVATORSPEED (FRACUNIT*4)
#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 floorOrCeiling, INT32 direction);
INT32 EV_DoFloor(line_t *line, floor_e floortype);
INT32 EV_DoElevator(line_t *line, elevator_e elevtype, boolean customspeed);
void EV_CrumbleChain(sector_t *sec, ffloor_t *rover);
INT32 EV_BounceSector(sector_t *sector, fixed_t momz, line_t *sourceline);
// Some other special 3dfloor types
INT32 EV_StartCrumble(sector_t *sector, ffloor_t *rover,
boolean floating, player_t *player, fixed_t origalpha, boolean crumblereturn);
INT32 EV_DoContinuousFall(sector_t *sec, sector_t *pbacksector, fixed_t spd, boolean backwards);
INT32 EV_MarioBlock(ffloor_t *rover, sector_t *sector, mobj_t *puncher);
void T_MoveFloor(floormove_t *movefloor);
void T_MoveElevator(elevator_t *elevator);
void T_ContinuousFalling(levelspecthink_t *faller);
void T_BounceCheese(levelspecthink_t *bouncer);
void T_StartCrumble(elevator_t *elevator);
void T_MarioBlock(levelspecthink_t *block);
void T_SpikeSector(levelspecthink_t *spikes);
void T_FloatSector(levelspecthink_t *floater);
void T_BridgeThinker(levelspecthink_t *bridge);
void T_MarioBlockChecker(levelspecthink_t *block);
void T_ThwompSector(levelspecthink_t *thwomp);
void T_NoEnemiesSector(levelspecthink_t *nobaddies);
void T_EachTimeThinker(levelspecthink_t *eachtime);
void T_CameraScanner(elevator_t *elevator);
void T_RaiseSector(levelspecthink_t *sraise);
typedef struct
{
thinker_t thinker; // Thinker for linedef executor delay
line_t *line; // Pointer to line that is waiting.
mobj_t *caller; // Pointer to calling mobj
sector_t *sector; // Pointer to triggering sector
INT32 timer; // Delay timer
} executor_t;
void T_ExecutorDelay(executor_t *e);
/** Generalized scroller.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for scrolling.
fixed_t dx, dy; ///< (dx,dy) scroll speeds.
INT32 affectee; ///< Number of affected sidedef or sector.
INT32 control; ///< Control sector (-1 if none) used to control scrolling.
fixed_t last_height; ///< Last known height of control sector.
fixed_t vdx, vdy; ///< Accumulated velocity if accelerative.
INT32 accel; ///< Whether it's accelerative.
INT32 exclusive; ///< If a conveyor, same property as in pusher_t
/** Types of generalized scrollers.
*/
enum
{
sc_side, ///< Scroll wall texture on a sidedef.
sc_floor, ///< Scroll floor.
sc_ceiling, ///< Scroll ceiling.
sc_carry, ///< Carry objects on floor.
sc_carry_ceiling,///< Carry objects on ceiling (for 3Dfloor conveyors).
} type;
} scroll_t;
void T_Scroll(scroll_t *s);
void T_LaserFlash(laserthink_t *flash);
/** Friction for ice/sludge effects.
*/
typedef struct
{
thinker_t thinker; ///< Thinker structure for friction.
INT32 friction; ///< Friction value, 0xe800 = normal.
INT32 movefactor; ///< Inertia factor when adding to momentum, FRACUNIT = normal.
INT32 affectee; ///< Number of affected sector.
INT32 referrer; ///< If roverfriction == true, then this will contain the sector # of the control sector where the effect was applied.
UINT8 roverfriction; ///< flag for whether friction originated from a FOF or not
} friction_t;
// Friction defines.
#define ORIG_FRICTION (0xE8 << (FRACBITS-8)) ///< Original value.
#define ORIG_FRICTION_FACTOR (8 << (FRACBITS-8)) ///< Original value.
void T_Friction(friction_t *f);
typedef enum
{
p_push, ///< Point pusher or puller.
p_wind, ///< Wind.
p_current, ///< Current.
p_upcurrent, ///< Upwards current.
p_downcurrent, ///< Downwards current.
p_upwind, ///< Upwards wind.
p_downwind ///< Downwards wind.
} pushertype_e;
// Model for pushers for push/pull effects
typedef struct
{
thinker_t thinker; ///< Thinker structure for push/pull effect.
/** Types of push/pull effects.
*/
pushertype_e type; ///< Type of push/pull effect.
mobj_t *source; ///< Point source if point pusher/puller.
INT32 x_mag; ///< X strength.
INT32 y_mag; ///< Y strength.
INT32 magnitude; ///< Vector strength for point pusher/puller.
INT32 radius; ///< Effective radius for point pusher/puller.
INT32 x, y, z; ///< Point source if point pusher/puller.
INT32 affectee; ///< Number of affected sector.
UINT8 roverpusher; ///< flag for whether pusher originated from a FOF or not
INT32 referrer; ///< If roverpusher == true, then this will contain the sector # of the control sector where the effect was applied.
INT32 exclusive; /// < Once this affect has been applied to a mobj, no other pushers may affect it.
INT32 slider; /// < Should the player go into an uncontrollable slide?
} pusher_t;
// Model for disappearing/reappearing FOFs
typedef struct
{
thinker_t thinker; ///< Thinker structure for effect.
tic_t appeartime; ///< Tics to be appeared for
tic_t disappeartime;///< Tics to be disappeared for
tic_t offset; ///< Time to wait until thinker starts
tic_t timer; ///< Timer between states
INT32 affectee; ///< Number of affected line
INT32 sourceline; ///< Number of source line
INT32 exists; ///< Exists toggle
} disappear_t;
void T_Disappear(disappear_t *d);
// Prototype functions for pushers
void T_Pusher(pusher_t *p);
mobj_t *P_GetPushThing(UINT32 s);
// Plane displacement
typedef struct
{
thinker_t thinker; ///< Thinker structure for plane displacement effect.
INT32 affectee; ///< Number of affected sector.
INT32 control; ///< Control sector used to control plane positions.
fixed_t last_height; ///< Last known height of control sector.
fixed_t speed; ///< Plane movement speed.
UINT8 reverse; ///< Move in reverse direction to control sector?
/** Types of plane displacement effects.
*/
enum
{
pd_floor, ///< Displace floor.
pd_ceiling, ///< Displace ceiling.
pd_both, ///< Displace both floor AND ceiling.
} type;
} planedisplace_t;
void T_PlaneDisplace(planedisplace_t *pd);
void P_CalcHeight(player_t *player);
sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo);
#endif