mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-24 21:12:03 +00:00
1424 lines
26 KiB
C++
1424 lines
26 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "Main.h"
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#include <stdlib.h>
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#include "doomdef.h"
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#include "doomstat.h"
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#include "i_system.h"
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#include "z_zone.h"
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#include "m_argv.h"
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#include "m_random.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "g_game.h"
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#include "s_sound.h"
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// State.
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#include "r_state.h"
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// Data.
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#include "sounds.h"
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#include "../../neo/d3xp/Game_Local.h"
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//
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// Animating textures and planes
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// There is another anim_t used in wi_stuff, unrelated. BLAH!
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// we now use anim_t2
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//
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//
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// source animation definition
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//
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//
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// P_InitPicAnims
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//
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// Floor/ceiling animation sequences,
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// defined by first and last frame,
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// i.e. the flat (64x64 tile) name to
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// be used.
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// The full animation sequence is given
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// using all the flats between the start
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// and end entry, in the order found in
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// the WAD file.
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//
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const animdef_t animdefs[] =
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{
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{false, "NUKAGE3", "NUKAGE1", 8},
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{false, "FWATER4", "FWATER1", 8},
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{false, "SWATER4", "SWATER1", 8},
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{false, "LAVA4", "LAVA1", 8},
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{false, "BLOOD3", "BLOOD1", 8},
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// DOOM II flat animations.
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{false, "RROCK08", "RROCK05", 8},
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{false, "SLIME04", "SLIME01", 8},
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{false, "SLIME08", "SLIME05", 8},
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{false, "SLIME12", "SLIME09", 8},
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{true, "BLODGR4", "BLODGR1", 8},
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{true, "SLADRIP3", "SLADRIP1", 8},
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{true, "BLODRIP4", "BLODRIP1", 8},
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{true, "FIREWALL", "FIREWALA", 8},
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{true, "GSTFONT3", "GSTFONT1", 8},
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{true, "FIRELAVA", "FIRELAV3", 8},
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{true, "FIREMAG3", "FIREMAG1", 8},
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{true, "FIREBLU2", "FIREBLU1", 8},
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{true, "ROCKRED3", "ROCKRED1", 8},
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{true, "BFALL4", "BFALL1", 8},
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{true, "SFALL4", "SFALL1", 8},
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{true, "WFALL4", "WFALL1", 8},
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{true, "DBRAIN4", "DBRAIN1", 8},
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{-1}
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};
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//
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// Animating line specials
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//
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void P_InitPicAnims (void)
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{
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int i;
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// Init animation
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::g->lastanim = ::g->anims;
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for (i=0 ; animdefs[i].istexture != (qboolean)-1 ; i++)
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{
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if (animdefs[i].istexture)
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{
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// different episode ?
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if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
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continue;
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::g->lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
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::g->lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
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}
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else
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{
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if (W_CheckNumForName(animdefs[i].startname) == -1)
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continue;
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::g->lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
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::g->lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
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}
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::g->lastanim->istexture = animdefs[i].istexture;
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::g->lastanim->numpics = ::g->lastanim->picnum - ::g->lastanim->basepic + 1;
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if (::g->lastanim->numpics < 2)
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I_Error ("P_InitPicAnims: bad cycle from %s to %s",
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animdefs[i].startname,
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animdefs[i].endname);
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::g->lastanim->speed = animdefs[i].speed;
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::g->lastanim++;
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}
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}
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//
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// UTILITIES
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//
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//
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// getSide()
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// Will return a side_t*
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// given the number of the current sector,
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// the line number, and the side (0/1) that you want.
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//
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side_t*
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getSide
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( int currentSector,
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int line,
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int side )
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{
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return &::g->sides[ (::g->sectors[currentSector].lines[line])->sidenum[side] ];
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}
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//
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// getSector()
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// Will return a sector_t*
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// given the number of the current sector,
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// the line number and the side (0/1) that you want.
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//
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sector_t*
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getSector
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( int currentSector,
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int line,
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int side )
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{
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return ::g->sides[ (::g->sectors[currentSector].lines[line])->sidenum[side] ].sector;
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}
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//
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// twoSided()
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// Given the sector number and the line number,
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// it will tell you whether the line is two-sided or not.
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//
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int
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twoSided
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( int sector,
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int line )
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{
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return (::g->sectors[sector].lines[line])->flags & ML_TWOSIDED;
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}
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//
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// getNextSector()
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// Return sector_t * of sector next to current.
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// NULL if not two-sided line
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//
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sector_t*
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getNextSector
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( line_t* line,
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sector_t* sec )
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{
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if (!(line->flags & ML_TWOSIDED))
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return NULL;
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if (line->frontsector == sec)
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return line->backsector;
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return line->frontsector;
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}
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//
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// P_FindLowestFloorSurrounding()
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
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{
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int i;
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line_t* check;
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sector_t* other;
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fixed_t floor = sec->floorheight;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight < floor)
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floor = other->floorheight;
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}
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return floor;
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}
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//
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// P_FindHighestFloorSurrounding()
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
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{
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int i;
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line_t* check;
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sector_t* other;
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fixed_t floor = -500*FRACUNIT;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight > floor)
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floor = other->floorheight;
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}
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return floor;
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}
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//
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// P_FindNextHighestFloor
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// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
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// Note: this should be doable w/o a fixed array.
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// 20 adjoining ::g->sectors max!
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fixed_t
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P_FindNextHighestFloor
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( sector_t* sec,
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int currentheight )
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{
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int i;
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int h;
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int min;
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line_t* check;
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sector_t* other;
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fixed_t height = currentheight;
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fixed_t heightlist[MAX_ADJOINING_SECTORS];
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for (i=0, h=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight > height)
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heightlist[h++] = other->floorheight;
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// Check for overflow. Exit.
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if ( h >= MAX_ADJOINING_SECTORS )
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{
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I_PrintfE("Sector with more than 20 adjoining sectors\n" );
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break;
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}
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}
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// Find lowest height in list
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if (!h)
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return currentheight;
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min = heightlist[0];
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// Range checking?
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for (i = 1;i < h;i++)
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if (heightlist[i] < min)
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min = heightlist[i];
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return min;
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}
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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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fixed_t
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P_FindLowestCeilingSurrounding(sector_t* sec)
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{
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int i;
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line_t* check;
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sector_t* other;
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fixed_t height = MAXINT;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->ceilingheight < height)
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height = other->ceilingheight;
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}
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return height;
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}
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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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//
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fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
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{
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int i;
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line_t* check;
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sector_t* other;
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fixed_t height = 0;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->ceilingheight > height)
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height = other->ceilingheight;
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}
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return height;
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}
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//
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// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
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//
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int
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P_FindSectorFromLineTag
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( line_t* line,
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int start )
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{
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int i;
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for (i = start+1; i < ::g->numsectors; i++)
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if (::g->sectors[i].tag == line->tag)
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return i;
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return -1;
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}
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//
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// Find minimum light from an adjacent sector
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//
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int
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P_FindMinSurroundingLight
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( sector_t* sector,
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int max )
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{
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int i;
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int min;
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line_t* line;
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sector_t* check;
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min = max;
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for (i=0 ; i < sector->linecount ; i++)
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{
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line = sector->lines[i];
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check = getNextSector(line,sector);
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if (!check)
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continue;
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if (check->lightlevel < min)
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min = check->lightlevel;
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}
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return min;
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}
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//
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// EVENTS
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// Events are operations triggered by using, crossing,
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// or shooting special ::g->lines, or by timed thinkers.
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//
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//
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// P_CrossSpecialLine - TRIGGER
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// Called every time a thing origin is about
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// to cross a line with a non 0 special.
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//
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void
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P_CrossSpecialLine
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( int linenum,
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int side,
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mobj_t* thing )
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{
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line_t* line;
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int ok;
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line = &::g->lines[linenum];
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// Triggers that other things can activate
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if (!thing->player)
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{
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// Things that should NOT trigger specials...
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switch(thing->type)
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{
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case MT_ROCKET:
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case MT_PLASMA:
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case MT_BFG:
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case MT_TROOPSHOT:
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case MT_HEADSHOT:
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case MT_BRUISERSHOT:
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return;
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break;
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default: break;
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}
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ok = 0;
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switch(line->special)
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{
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case 39: // TELEPORT TRIGGER
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case 97: // TELEPORT RETRIGGER
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case 125: // TELEPORT MONSTERONLY TRIGGER
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case 126: // TELEPORT MONSTERONLY RETRIGGER
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case 4: // RAISE DOOR
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case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
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case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
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ok = 1;
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break;
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}
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if (!ok)
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return;
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}
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// Note: could use some const's here.
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switch (line->special)
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{
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// TRIGGERS.
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// All from here to RETRIGGERS.
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case 2:
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// Open Door
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EV_DoDoor(line,opened);
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line->special = 0;
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break;
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case 3:
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// Close Door
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EV_DoDoor(line,closed);
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line->special = 0;
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break;
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case 4:
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// Raise Door
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EV_DoDoor(line,normal);
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line->special = 0;
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break;
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case 5:
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// Raise Floor
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EV_DoFloor(line,raiseFloor);
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line->special = 0;
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break;
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case 6:
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// Fast Ceiling Crush & Raise
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EV_DoCeiling(line,fastCrushAndRaise);
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line->special = 0;
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break;
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case 8:
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// Build Stairs
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EV_BuildStairs(line,build8);
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line->special = 0;
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break;
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case 10:
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// PlatDownWaitUp
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EV_DoPlat(line,downWaitUpStay,0);
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line->special = 0;
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break;
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case 12:
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// Light Turn On - brightest near
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EV_LightTurnOn(line,0);
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line->special = 0;
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break;
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case 13:
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// Light Turn On 255
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EV_LightTurnOn(line,255);
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line->special = 0;
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break;
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case 16:
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// Close Door 30
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EV_DoDoor(line,close30ThenOpen);
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line->special = 0;
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break;
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case 17:
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// Start Light Strobing
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EV_StartLightStrobing(line);
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line->special = 0;
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break;
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case 19:
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// Lower Floor
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EV_DoFloor(line,lowerFloor);
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line->special = 0;
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break;
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case 22:
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// Raise floor to nearest height and change texture
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EV_DoPlat(line,raiseToNearestAndChange,0);
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line->special = 0;
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break;
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case 25:
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// Ceiling Crush and Raise
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EV_DoCeiling(line,crushAndRaise);
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line->special = 0;
|
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break;
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case 30:
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// Raise floor to shortest texture height
|
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// on either side of ::g->lines.
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EV_DoFloor(line,raiseToTexture);
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line->special = 0;
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break;
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|
|
|
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();
|
|
}
|
|
|