doom3-bfg/doomclassic/doom/p_spec.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include "Main.h"
#include <stdlib.h>
#include "doomdef.h"
#include "doomstat.h"
#include "i_system.h"
#include "z_zone.h"
#include "m_argv.h"
#include "m_random.h"
#include "w_wad.h"
#include "r_local.h"
#include "p_local.h"
#include "g_game.h"
#include "s_sound.h"
// State.
#include "r_state.h"
// Data.
#include "sounds.h"
#include "../../neo/d3xp/Game_Local.h"
//
// Animating textures and planes
// There is another anim_t used in wi_stuff, unrelated. BLAH!
// we now use anim_t2
//
//
// source animation definition
//
//
// P_InitPicAnims
//
// Floor/ceiling animation sequences,
// defined by first and last frame,
// i.e. the flat (64x64 tile) name to
// be used.
// The full animation sequence is given
// using all the flats between the start
// and end entry, in the order found in
// the WAD file.
//
const animdef_t animdefs[] =
{
{false, "NUKAGE3", "NUKAGE1", 8},
{false, "FWATER4", "FWATER1", 8},
{false, "SWATER4", "SWATER1", 8},
{false, "LAVA4", "LAVA1", 8},
{false, "BLOOD3", "BLOOD1", 8},
// DOOM II flat animations.
{false, "RROCK08", "RROCK05", 8},
{false, "SLIME04", "SLIME01", 8},
{false, "SLIME08", "SLIME05", 8},
{false, "SLIME12", "SLIME09", 8},
{true, "BLODGR4", "BLODGR1", 8},
{true, "SLADRIP3", "SLADRIP1", 8},
{true, "BLODRIP4", "BLODRIP1", 8},
{true, "FIREWALL", "FIREWALA", 8},
{true, "GSTFONT3", "GSTFONT1", 8},
{true, "FIRELAVA", "FIRELAV3", 8},
{true, "FIREMAG3", "FIREMAG1", 8},
{true, "FIREBLU2", "FIREBLU1", 8},
{true, "ROCKRED3", "ROCKRED1", 8},
{true, "BFALL4", "BFALL1", 8},
{true, "SFALL4", "SFALL1", 8},
{true, "WFALL4", "WFALL1", 8},
{true, "DBRAIN4", "DBRAIN1", 8},
{-1}
};
//
// Animating line specials
//
void P_InitPicAnims (void)
{
int i;
// Init animation
::g->lastanim = ::g->anims;
for (i=0 ; animdefs[i].istexture != (qboolean)-1 ; i++)
{
if (animdefs[i].istexture)
{
// different episode ?
if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
continue;
::g->lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
::g->lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
}
else
{
if (W_CheckNumForName(animdefs[i].startname) == -1)
continue;
::g->lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
::g->lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
}
::g->lastanim->istexture = animdefs[i].istexture;
::g->lastanim->numpics = ::g->lastanim->picnum - ::g->lastanim->basepic + 1;
if (::g->lastanim->numpics < 2)
I_Error ("P_InitPicAnims: bad cycle from %s to %s",
animdefs[i].startname,
animdefs[i].endname);
::g->lastanim->speed = animdefs[i].speed;
::g->lastanim++;
}
}
//
// UTILITIES
//
//
// getSide()
// Will return a side_t*
// given the number of the current sector,
// the line number, and the side (0/1) that you want.
//
side_t*
getSide
( int currentSector,
int line,
int side )
{
return &::g->sides[ (::g->sectors[currentSector].lines[line])->sidenum[side] ];
}
//
// getSector()
// Will return a sector_t*
// given the number of the current sector,
// the line number and the side (0/1) that you want.
//
sector_t*
getSector
( int currentSector,
int line,
int side )
{
return ::g->sides[ (::g->sectors[currentSector].lines[line])->sidenum[side] ].sector;
}
//
// twoSided()
// Given the sector number and the line number,
// it will tell you whether the line is two-sided or not.
//
int
twoSided
( int sector,
int line )
{
return (::g->sectors[sector].lines[line])->flags & ML_TWOSIDED;
}
//
// getNextSector()
// Return sector_t * of sector next to current.
// NULL if not two-sided line
//
sector_t*
getNextSector
( line_t* line,
sector_t* sec )
{
if (!(line->flags & ML_TWOSIDED))
return NULL;
if (line->frontsector == sec)
return line->backsector;
return line->frontsector;
}
//
// P_FindLowestFloorSurrounding()
// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t floor = sec->floorheight;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->floorheight < floor)
floor = other->floorheight;
}
return floor;
}
//
// P_FindHighestFloorSurrounding()
// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t floor = -500*FRACUNIT;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->floorheight > floor)
floor = other->floorheight;
}
return floor;
}
//
// P_FindNextHighestFloor
// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
// Note: this should be doable w/o a fixed array.
// 20 adjoining ::g->sectors max!
fixed_t
P_FindNextHighestFloor
( sector_t* sec,
int currentheight )
{
int i;
int h;
int min;
line_t* check;
sector_t* other;
fixed_t height = currentheight;
fixed_t heightlist[MAX_ADJOINING_SECTORS];
for (i=0, h=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->floorheight > height)
heightlist[h++] = other->floorheight;
// Check for overflow. Exit.
if ( h >= MAX_ADJOINING_SECTORS )
{
I_PrintfE("Sector with more than 20 adjoining sectors\n" );
break;
}
}
// Find lowest height in list
if (!h)
return currentheight;
min = heightlist[0];
// Range checking?
for (i = 1;i < h;i++)
if (heightlist[i] < min)
min = heightlist[i];
return min;
}
//
// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
//
fixed_t
P_FindLowestCeilingSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t height = MAXINT;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->ceilingheight < height)
height = other->ceilingheight;
}
return height;
}
//
// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
//
fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t height = 0;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->ceilingheight > height)
height = other->ceilingheight;
}
return height;
}
//
// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
//
int
P_FindSectorFromLineTag
( line_t* line,
int start )
{
int i;
for (i = start+1; i < ::g->numsectors; i++)
if (::g->sectors[i].tag == line->tag)
return i;
return -1;
}
//
// Find minimum light from an adjacent sector
//
int
P_FindMinSurroundingLight
( sector_t* sector,
int max )
{
int i;
int min;
line_t* line;
sector_t* check;
min = max;
for (i=0 ; i < sector->linecount ; i++)
{
line = sector->lines[i];
check = getNextSector(line,sector);
if (!check)
continue;
if (check->lightlevel < min)
min = check->lightlevel;
}
return min;
}
//
// EVENTS
// Events are operations triggered by using, crossing,
// or shooting special ::g->lines, or by timed thinkers.
//
//
// P_CrossSpecialLine - TRIGGER
// Called every time a thing origin is about
// to cross a line with a non 0 special.
//
void
P_CrossSpecialLine
( int linenum,
int side,
mobj_t* thing )
{
line_t* line;
int ok;
line = &::g->lines[linenum];
// Triggers that other things can activate
if (!thing->player)
{
// Things that should NOT trigger specials...
switch(thing->type)
{
case MT_ROCKET:
case MT_PLASMA:
case MT_BFG:
case MT_TROOPSHOT:
case MT_HEADSHOT:
case MT_BRUISERSHOT:
return;
break;
default: break;
}
ok = 0;
switch(line->special)
{
case 39: // TELEPORT TRIGGER
case 97: // TELEPORT RETRIGGER
case 125: // TELEPORT MONSTERONLY TRIGGER
case 126: // TELEPORT MONSTERONLY RETRIGGER
case 4: // RAISE DOOR
case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
ok = 1;
break;
}
if (!ok)
return;
}
// Note: could use some const's here.
switch (line->special)
{
// TRIGGERS.
// All from here to RETRIGGERS.
case 2:
// Open Door
EV_DoDoor(line,opened);
line->special = 0;
break;
case 3:
// Close Door
EV_DoDoor(line,closed);
line->special = 0;
break;
case 4:
// Raise Door
EV_DoDoor(line,normal);
line->special = 0;
break;
case 5:
// Raise Floor
EV_DoFloor(line,raiseFloor);
line->special = 0;
break;
case 6:
// Fast Ceiling Crush & Raise
EV_DoCeiling(line,fastCrushAndRaise);
line->special = 0;
break;
case 8:
// Build Stairs
EV_BuildStairs(line,build8);
line->special = 0;
break;
case 10:
// PlatDownWaitUp
EV_DoPlat(line,downWaitUpStay,0);
line->special = 0;
break;
case 12:
// Light Turn On - brightest near
EV_LightTurnOn(line,0);
line->special = 0;
break;
case 13:
// Light Turn On 255
EV_LightTurnOn(line,255);
line->special = 0;
break;
case 16:
// Close Door 30
EV_DoDoor(line,close30ThenOpen);
line->special = 0;
break;
case 17:
// Start Light Strobing
EV_StartLightStrobing(line);
line->special = 0;
break;
case 19:
// Lower Floor
EV_DoFloor(line,lowerFloor);
line->special = 0;
break;
case 22:
// Raise floor to nearest height and change texture
EV_DoPlat(line,raiseToNearestAndChange,0);
line->special = 0;
break;
case 25:
// Ceiling Crush and Raise
EV_DoCeiling(line,crushAndRaise);
line->special = 0;
break;
case 30:
// Raise floor to shortest texture height
// on either side of ::g->lines.
EV_DoFloor(line,raiseToTexture);
line->special = 0;
break;
case 35:
// Lights Very Dark
EV_LightTurnOn(line,35);
line->special = 0;
break;
case 36:
// Lower Floor (TURBO)
EV_DoFloor(line,turboLower);
line->special = 0;
break;
case 37:
// LowerAndChange
EV_DoFloor(line,lowerAndChange);
line->special = 0;
break;
case 38:
// Lower Floor To Lowest
EV_DoFloor( line, lowerFloorToLowest );
line->special = 0;
break;
case 39:
// TELEPORT!
EV_Teleport( line, side, thing );
line->special = 0;
break;
case 40:
// RaiseCeilingLowerFloor
EV_DoCeiling( line, raiseToHighest );
EV_DoFloor( line, lowerFloorToLowest );
line->special = 0;
break;
case 44:
// Ceiling Crush
EV_DoCeiling( line, lowerAndCrush );
line->special = 0;
break;
case 52:
// EXIT!
// DHM - Nerve :: Don't exit level in death match, timelimit and fraglimit only
if ( !::g->deathmatch && ::g->gameaction != ga_completed ) {
G_ExitLevel();
}
break;
case 53:
// Perpetual Platform Raise
EV_DoPlat(line,perpetualRaise,0);
line->special = 0;
break;
case 54:
// Platform Stop
EV_StopPlat(line);
line->special = 0;
break;
case 56:
// Raise Floor Crush
EV_DoFloor(line,raiseFloorCrush);
line->special = 0;
break;
case 57:
// Ceiling Crush Stop
EV_CeilingCrushStop(line);
line->special = 0;
break;
case 58:
// Raise Floor 24
EV_DoFloor(line,raiseFloor24);
line->special = 0;
break;
case 59:
// Raise Floor 24 And Change
EV_DoFloor(line,raiseFloor24AndChange);
line->special = 0;
break;
case 104:
// Turn lights off in sector(tag)
EV_TurnTagLightsOff(line);
line->special = 0;
break;
case 108:
// Blazing Door Raise (faster than TURBO!)
EV_DoDoor (line,blazeRaise);
line->special = 0;
break;
case 109:
// Blazing Door Open (faster than TURBO!)
EV_DoDoor (line,blazeOpen);
line->special = 0;
break;
case 100:
// Build Stairs Turbo 16
EV_BuildStairs(line,turbo16);
line->special = 0;
break;
case 110:
// Blazing Door Close (faster than TURBO!)
EV_DoDoor (line,blazeClose);
line->special = 0;
break;
case 119:
// Raise floor to nearest surr. floor
EV_DoFloor(line,raiseFloorToNearest);
line->special = 0;
break;
case 121:
// Blazing PlatDownWaitUpStay
EV_DoPlat(line,blazeDWUS,0);
line->special = 0;
break;
case 124:
// Secret EXIT
if ( !::g->deathmatch && ::g->gameaction != ga_completed ) {
G_SecretExitLevel ();
}
break;
case 125:
// TELEPORT MonsterONLY
if (!thing->player)
{
EV_Teleport( line, side, thing );
line->special = 0;
}
break;
case 130:
// Raise Floor Turbo
EV_DoFloor(line,raiseFloorTurbo);
line->special = 0;
break;
case 141:
// Silent Ceiling Crush & Raise
EV_DoCeiling(line,silentCrushAndRaise);
line->special = 0;
break;
// RETRIGGERS. All from here till end.
case 72:
// Ceiling Crush
EV_DoCeiling( line, lowerAndCrush );
break;
case 73:
// Ceiling Crush and Raise
EV_DoCeiling(line,crushAndRaise);
break;
case 74:
// Ceiling Crush Stop
EV_CeilingCrushStop(line);
break;
case 75:
// Close Door
EV_DoDoor(line,closed);
break;
case 76:
// Close Door 30
EV_DoDoor(line,close30ThenOpen);
break;
case 77:
// Fast Ceiling Crush & Raise
EV_DoCeiling(line,fastCrushAndRaise);
break;
case 79:
// Lights Very Dark
EV_LightTurnOn(line,35);
break;
case 80:
// Light Turn On - brightest near
EV_LightTurnOn(line,0);
break;
case 81:
// Light Turn On 255
EV_LightTurnOn(line,255);
break;
case 82:
// Lower Floor To Lowest
EV_DoFloor( line, lowerFloorToLowest );
break;
case 83:
// Lower Floor
EV_DoFloor(line,lowerFloor);
break;
case 84:
// LowerAndChange
EV_DoFloor(line,lowerAndChange);
break;
case 86:
// Open Door
EV_DoDoor(line,opened);
break;
case 87:
// Perpetual Platform Raise
EV_DoPlat(line,perpetualRaise,0);
break;
case 88:
// PlatDownWaitUp
EV_DoPlat(line,downWaitUpStay,0);
break;
case 89:
// Platform Stop
EV_StopPlat(line);
break;
case 90:
// Raise Door
EV_DoDoor(line,normal);
break;
case 91:
// Raise Floor
EV_DoFloor(line,raiseFloor);
break;
case 92:
// Raise Floor 24
EV_DoFloor(line,raiseFloor24);
break;
case 93:
// Raise Floor 24 And Change
EV_DoFloor(line,raiseFloor24AndChange);
break;
case 94:
// Raise Floor Crush
EV_DoFloor(line,raiseFloorCrush);
break;
case 95:
// Raise floor to nearest height
// and change texture.
EV_DoPlat(line,raiseToNearestAndChange,0);
break;
case 96:
// Raise floor to shortest texture height
// on either side of ::g->lines.
EV_DoFloor(line,raiseToTexture);
break;
case 97:
// TELEPORT!
EV_Teleport( line, side, thing );
break;
case 98:
// Lower Floor (TURBO)
EV_DoFloor(line,turboLower);
break;
case 105:
// Blazing Door Raise (faster than TURBO!)
EV_DoDoor (line,blazeRaise);
break;
case 106:
// Blazing Door Open (faster than TURBO!)
EV_DoDoor (line,blazeOpen);
break;
case 107:
// Blazing Door Close (faster than TURBO!)
EV_DoDoor (line,blazeClose);
break;
case 120:
// Blazing PlatDownWaitUpStay.
EV_DoPlat(line,blazeDWUS,0);
break;
case 126:
// TELEPORT MonsterONLY.
if (!thing->player)
EV_Teleport( line, side, thing );
break;
case 128:
// Raise To Nearest Floor
EV_DoFloor(line,raiseFloorToNearest);
break;
case 129:
// Raise Floor Turbo
EV_DoFloor(line,raiseFloorTurbo);
break;
}
}
//
// P_ShootSpecialLine - IMPACT SPECIALS
// Called when a thing shoots a special line.
//
void
P_ShootSpecialLine
( mobj_t* thing,
line_t* line )
{
int ok;
// Impacts that other things can activate.
if (!thing->player)
{
ok = 0;
switch(line->special)
{
case 46:
// OPEN DOOR IMPACT
ok = 1;
break;
}
if (!ok)
return;
}
switch(line->special)
{
case 24:
// RAISE FLOOR
EV_DoFloor(line,raiseFloor);
P_ChangeSwitchTexture(line,0);
break;
case 46:
// OPEN DOOR
EV_DoDoor(line,opened);
P_ChangeSwitchTexture(line,1);
break;
case 47:
// RAISE FLOOR NEAR AND CHANGE
EV_DoPlat(line,raiseToNearestAndChange,0);
P_ChangeSwitchTexture(line,0);
break;
}
}
//
// P_PlayerInSpecialSector
// Called every tic frame
// that the player origin is in a special sector
//
void P_PlayerInSpecialSector (player_t* player)
{
sector_t* sector;
sector = player->mo->subsector->sector;
// Falling, not all the way down yet?
if (player->mo->z != sector->floorheight)
return;
// Has hitten ground.
switch (sector->special)
{
case 5:
// HELLSLIME DAMAGE
if (!player->powers[pw_ironfeet])
if (!(::g->leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 10);
break;
case 7:
// NUKAGE DAMAGE
if (!player->powers[pw_ironfeet])
if (!(::g->leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 5);
break;
case 16:
// SUPER HELLSLIME DAMAGE
case 4:
// STROBE HURT
if (!player->powers[pw_ironfeet]
|| (P_Random()<5) )
{
if (!(::g->leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 20);
}
break;
case 9:
// SECRET SECTOR
player->secretcount++;
sector->special = 0;
if ( !::g->demoplayback && ( ::g->usergame && !::g->netgame ) ) {
// DHM - Nerve :: Let's give achievements in real time in Doom 2
if ( !common->IsMultiplayer() ) {
switch( DoomLib::GetGameSKU() ) {
case GAME_SKU_DOOM1_BFG: {
// Removing trophies for DOOM and DOOM II BFG due to point limit.
//gameLocal->UnlockAchievement( Doom1BFG_Trophies::SCOUT_FIND_ANY_SECRET );
break;
}
case GAME_SKU_DOOM2_BFG: {
//gameLocal->UnlockAchievement( Doom2BFG_Trophies::IMPORTANT_LOOKING_DOOR_FIND_ANY_SECRET );
idAchievementManager::LocalUser_CompleteAchievement(ACHIEVEMENT_DOOM2_IMPORTANT_LOOKING_DOOR_FIND_ANY_SECRET );
break;
}
case GAME_SKU_DCC: {
// Not on PC.
//gameLocal->UnlockAchievement( DOOM_ACHIEVEMENT_FIND_SECRET );
break;
}
default: {
// No unlocks for other SKUs.
break;
}
}
}
}
break;
case 11:
// EXIT SUPER DAMAGE! (for E1M8 finale)
player->cheats &= ~CF_GODMODE;
if (!(::g->leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 20);
if (player->health <= 10)
G_ExitLevel();
break;
default:
I_Error ("P_PlayerInSpecialSector: "
"unknown special %i",
sector->special);
break;
};
}
//
// P_UpdateSpecials
// Animate planes, scroll walls, etc.
//
int PlayerFrags( int playernum ) {
int frags = 0;
for( int i=0 ; i<MAXPLAYERS ; i++) {
if ( i != playernum ) {
frags += ::g->players[playernum].frags[i];
}
}
frags -= ::g->players[playernum].frags[playernum];
return frags;
}
void P_UpdateSpecials (void)
{
anim_t2* anim;
int pic;
int i;
line_t* line;
// LEVEL TIMER
if (::g->levelTimer == true)
{
::g->levelTimeCount--;
if (!::g->levelTimeCount)
G_ExitLevel();
}
// DHM - Nerve :: FRAG COUNT
if ( ::g->deathmatch && ::g->levelFragCount > 0 ) {
bool fragCountHit = false;
for ( int i=0; i<MAXPLAYERS; i++ ) {
if ( ::g->playeringame[i] ) {
if ( PlayerFrags(i) >= ::g->levelFragCount ) {
fragCountHit = true;
}
}
}
if ( fragCountHit ) {
G_ExitLevel();
}
}
// ANIMATE FLATS AND TEXTURES GLOBALLY
for (anim = ::g->anims ; anim < ::g->lastanim ; anim++)
{
for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
{
pic = anim->basepic + ( (::g->leveltime/anim->speed + i)%anim->numpics );
if (anim->istexture)
::g->texturetranslation[i] = pic;
else
::g->flattranslation[i] = pic;
}
}
// ANIMATE LINE SPECIALS
for (i = 0; i < ::g->numlinespecials; i++)
{
line = ::g->linespeciallist[i];
switch(line->special)
{
case 48:
// EFFECT FIRSTCOL SCROLL +
::g->sides[line->sidenum[0]].textureoffset += FRACUNIT;
break;
}
}
// DO BUTTONS
for (i = 0; i < MAXBUTTONS; i++)
if (::g->buttonlist[i].btimer)
{
::g->buttonlist[i].btimer--;
if (!::g->buttonlist[i].btimer)
{
switch(::g->buttonlist[i].where)
{
case top:
::g->sides[::g->buttonlist[i].line->sidenum[0]].toptexture =
::g->buttonlist[i].btexture;
break;
case middle:
::g->sides[::g->buttonlist[i].line->sidenum[0]].midtexture =
::g->buttonlist[i].btexture;
break;
case bottom:
::g->sides[::g->buttonlist[i].line->sidenum[0]].bottomtexture =
::g->buttonlist[i].btexture;
break;
}
S_StartSound((mobj_t *)&::g->buttonlist[i].soundorg,sfx_swtchn);
memset(&::g->buttonlist[i],0,sizeof(button_t));
}
}
}
//
// Special Stuff that can not be categorized
//
int EV_DoDonut(line_t* line)
{
sector_t* s1;
sector_t* s2;
sector_t* s3;
int secnum;
int rtn;
int i;
floormove_t* floor;
secnum = -1;
rtn = 0;
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
s1 = &::g->sectors[secnum];
// ALREADY MOVING? IF SO, KEEP GOING...
if (s1->specialdata)
continue;
rtn = 1;
s2 = getNextSector(s1->lines[0],s1);
for (i = 0;i < s2->linecount;i++)
{
if ((!(s2->lines[i]->flags & ML_TWOSIDED)) ||
(s2->lines[i]->backsector == s1))
continue;
s3 = s2->lines[i]->backsector;
// Spawn rising slime
floor = (floormove_t*)DoomLib::Z_Malloc (sizeof(*floor), PU_LEVEL, 0);
P_AddThinker (&floor->thinker);
s2->specialdata = floor;
floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
floor->type = donutRaise;
floor->crush = false;
floor->direction = 1;
floor->sector = s2;
floor->speed = FLOORSPEED / 2;
floor->texture = s3->floorpic;
floor->newspecial = 0;
floor->floordestheight = s3->floorheight;
// Spawn lowering donut-hole
floor = (floormove_t*)DoomLib::Z_Malloc (sizeof(*floor), PU_LEVEL, 0);
P_AddThinker (&floor->thinker);
s1->specialdata = floor;
floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
floor->type = lowerFloor;
floor->crush = false;
floor->direction = -1;
floor->sector = s1;
floor->speed = FLOORSPEED / 2;
floor->floordestheight = s3->floorheight;
break;
}
}
return rtn;
}
//
// SPECIAL SPAWNING
//
//
// P_SpawnSpecials
// After the map has been loaded, scan for specials
// that spawn thinkers
//
// Parses command line parameters.
void P_SpawnSpecials (void)
{
sector_t* sector;
int i;
int episode;
episode = 1;
if (W_CheckNumForName("texture2") >= 0)
episode = 2;
// See if -TIMER needs to be used.
::g->levelTimer = false;
i = M_CheckParm("-avg");
if (i && ::g->deathmatch)
{
::g->levelTimer = true;
::g->levelTimeCount = 20 * 60 * TICRATE;
}
//i = M_CheckParm("-timer");
//if (i && ::g->deathmatch)
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
const int timeLimit = session->GetActingGameStateLobbyBase().GetMatchParms().gameTimeLimit;
#else
const int timeLimit = 0;
#endif
if (timeLimit != 0 && g->deathmatch)
{
int time;
//time = atoi(::g->myargv[i+1]) * 60 * 35;
time = timeLimit * 60 * TICRATE;
::g->levelTimer = true;
::g->levelTimeCount = time;
}
//i = M_CheckParm("-fraglimit");
//if (i && ::g->deathmatch)
#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
const int fragLimit = gameLocal->GetMatchParms().GetScoreLimit();
#else
const int fragLimit = 0;
#endif
if (fragLimit != 0 && ::g->deathmatch)
{
//::g->levelFragCount = atoi(::g->myargv[i+1]);
::g->levelFragCount = fragLimit;
} else {
::g->levelFragCount = 0;
}
// Init special SECTORs.
sector = ::g->sectors;
for (i=0 ; i < ::g->numsectors ; i++, sector++)
{
if (!sector->special)
continue;
switch (sector->special)
{
case 1:
// FLICKERING LIGHTS
P_SpawnLightFlash (sector);
break;
case 2:
// STROBE FAST
P_SpawnStrobeFlash(sector,FASTDARK,0);
break;
case 3:
// STROBE SLOW
P_SpawnStrobeFlash(sector,SLOWDARK,0);
break;
case 4:
// STROBE FAST/DEATH SLIME
P_SpawnStrobeFlash(sector,FASTDARK,0);
sector->special = 4;
break;
case 8:
// GLOWING LIGHT
P_SpawnGlowingLight(sector);
break;
case 9:
// SECRET SECTOR
::g->totalsecret++;
break;
case 10:
// DOOR CLOSE IN 30 SECONDS
P_SpawnDoorCloseIn30 (sector);
break;
case 12:
// SYNC STROBE SLOW
P_SpawnStrobeFlash (sector, SLOWDARK, 1);
break;
case 13:
// SYNC STROBE FAST
P_SpawnStrobeFlash (sector, FASTDARK, 1);
break;
case 14:
// DOOR RAISE IN 5 MINUTES
P_SpawnDoorRaiseIn5Mins (sector, i);
break;
case 17:
P_SpawnFireFlicker(sector);
break;
}
}
// Init line EFFECTs
::g->numlinespecials = 0;
for (i = 0;i < ::g->numlines; i++)
{
switch(::g->lines[i].special)
{
case 48:
// EFFECT FIRSTCOL SCROLL+
::g->linespeciallist[::g->numlinespecials] = &::g->lines[i];
::g->numlinespecials++;
break;
}
}
// Init other misc stuff
for (i = 0;i < MAXCEILINGS;i++)
::g->activeceilings[i] = NULL;
for (i = 0;i < MAXPLATS;i++)
::g->activeplats[i] = NULL;
for (i = 0;i < MAXBUTTONS;i++)
memset(&::g->buttonlist[i],0,sizeof(button_t));
// UNUSED: no horizonal sliders.
// P_InitSlidingDoorFrames();
}