1254 lines
28 KiB
C
1254 lines
28 KiB
C
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// P_Spec.c
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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// Macros
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#define MAX_AMBIENT_SFX 8 // Per level
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// Types
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typedef enum
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{
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afxcmd_play, // (sound)
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afxcmd_playabsvol, // (sound, volume)
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afxcmd_playrelvol, // (sound, volume)
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afxcmd_delay, // (ticks)
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afxcmd_delayrand, // (andbits)
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afxcmd_end // ()
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} afxcmd_t;
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// Data
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int *LevelAmbientSfx[MAX_AMBIENT_SFX];
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int *AmbSfxPtr;
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int AmbSfxCount;
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int AmbSfxTics;
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int AmbSfxVolume;
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int AmbSndSeqInit[] =
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{ // Startup
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afxcmd_end
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};
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int AmbSndSeq1[] =
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{ // Scream
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afxcmd_play, sfx_amb1,
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afxcmd_end
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};
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int AmbSndSeq2[] =
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{ // Squish
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afxcmd_play, sfx_amb2,
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afxcmd_end
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};
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int AmbSndSeq3[] =
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{ // Drops
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afxcmd_play, sfx_amb3,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_play, sfx_amb7,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_play, sfx_amb3,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_play, sfx_amb7,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_play, sfx_amb3,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_play, sfx_amb7,
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afxcmd_delay, 16,
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afxcmd_delayrand, 31,
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afxcmd_end
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};
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int AmbSndSeq4[] =
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{ // SlowFootSteps
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afxcmd_play, sfx_amb4,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 15,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_end
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};
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int AmbSndSeq5[] =
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{ // Heartbeat
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afxcmd_play, sfx_amb5,
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afxcmd_delay, 35,
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afxcmd_play, sfx_amb5,
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afxcmd_delay, 35,
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afxcmd_play, sfx_amb5,
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afxcmd_delay, 35,
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afxcmd_play, sfx_amb5,
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afxcmd_end
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};
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int AmbSndSeq6[] =
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{ // Bells
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afxcmd_play, sfx_amb6,
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afxcmd_delay, 17,
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afxcmd_playrelvol, sfx_amb6, -8,
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afxcmd_delay, 17,
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afxcmd_playrelvol, sfx_amb6, -8,
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afxcmd_delay, 17,
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afxcmd_playrelvol, sfx_amb6, -8,
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afxcmd_end
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};
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int AmbSndSeq7[] =
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{ // Growl
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afxcmd_play, sfx_bstsit,
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afxcmd_end
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};
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int AmbSndSeq8[] =
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{ // Magic
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afxcmd_play, sfx_amb8,
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afxcmd_end
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};
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int AmbSndSeq9[] =
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{ // Laughter
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afxcmd_play, sfx_amb9,
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afxcmd_delay, 16,
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afxcmd_playrelvol, sfx_amb9, -4,
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afxcmd_delay, 16,
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afxcmd_playrelvol, sfx_amb9, -4,
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afxcmd_delay, 16,
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afxcmd_playrelvol, sfx_amb10, -4,
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afxcmd_delay, 16,
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afxcmd_playrelvol, sfx_amb10, -4,
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afxcmd_delay, 16,
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afxcmd_playrelvol, sfx_amb10, -4,
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afxcmd_end
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};
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int AmbSndSeq10[] =
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{ // FastFootsteps
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afxcmd_play, sfx_amb4,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb4, -3,
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afxcmd_delay, 8,
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afxcmd_playrelvol, sfx_amb11, -3,
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afxcmd_end
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};
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int *AmbientSfx[] =
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{
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AmbSndSeq1, // Scream
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AmbSndSeq2, // Squish
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AmbSndSeq3, // Drops
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AmbSndSeq4, // SlowFootsteps
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AmbSndSeq5, // Heartbeat
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AmbSndSeq6, // Bells
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AmbSndSeq7, // Growl
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AmbSndSeq8, // Magic
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AmbSndSeq9, // Laughter
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AmbSndSeq10 // FastFootsteps
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};
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animdef_t animdefs[] =
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{
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// false = flat
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// true = texture
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{false, "FLTWAWA3", "FLTWAWA1", 8}, // Water
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{false, "FLTSLUD3", "FLTSLUD1", 8}, // Sludge
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{false, "FLTTELE4", "FLTTELE1", 6}, // Teleport
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{false, "FLTFLWW3", "FLTFLWW1", 9}, // River - West
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{false, "FLTLAVA4", "FLTLAVA1", 8}, // Lava
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{false, "FLATHUH4", "FLATHUH1", 8}, // Super Lava
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{true, "LAVAFL3", "LAVAFL1", 6}, // Texture: Lavaflow
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{true, "WATRWAL3", "WATRWAL1", 4}, // Texture: Waterfall
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{-1}
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};
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anim_t anims[MAXANIMS];
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anim_t *lastanim;
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int *TerrainTypes;
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struct
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{
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char *name;
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int type;
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} TerrainTypeDefs[] =
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{
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{ "FLTWAWA1", FLOOR_WATER },
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{ "FLTFLWW1", FLOOR_WATER },
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{ "FLTLAVA1", FLOOR_LAVA },
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{ "FLATHUH1", FLOOR_LAVA },
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{ "FLTSLUD1", FLOOR_SLUDGE },
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{ "END", -1 }
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};
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mobj_t LavaInflictor;
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//----------------------------------------------------------------------------
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//
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// PROC P_InitLava
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//
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//----------------------------------------------------------------------------
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void P_InitLava(void)
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{
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memset(&LavaInflictor, 0, sizeof(mobj_t));
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LavaInflictor.type = MT_PHOENIXFX2;
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LavaInflictor.flags2 = MF2_FIREDAMAGE|MF2_NODMGTHRUST;
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_InitTerrainTypes
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//
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//----------------------------------------------------------------------------
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void P_InitTerrainTypes(void)
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{
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int i;
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int lump;
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int size;
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size = (numflats+1)*sizeof(int);
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TerrainTypes = Z_Malloc(size, PU_STATIC, 0);
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memset(TerrainTypes, 0, size);
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for(i = 0; TerrainTypeDefs[i].type != -1; i++)
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{
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lump = W_CheckNumForName(TerrainTypeDefs[i].name);
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if(lump != -1)
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{
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TerrainTypes[lump-firstflat] = TerrainTypeDefs[i].type;
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}
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}
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}
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//----------------------------------------------------------------------------
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//
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// PROC P_InitPicAnims
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//
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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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lastanim = anims;
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for(i = 0; animdefs[i].istexture != -1; i++)
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{
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if(animdefs[i].istexture)
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{ // Texture animation
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if(R_CheckTextureNumForName(animdefs[i].startname) == -1)
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{ // Texture doesn't exist
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continue;
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}
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lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
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lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
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}
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else
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{ // Flat animation
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if(W_CheckNumForName(animdefs[i].startname) == -1)
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{ // Flat doesn't exist
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continue;
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}
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lastanim->picnum = R_FlatNumForName(animdefs[i].endname);
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lastanim->basepic = R_FlatNumForName(animdefs[i].startname);
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}
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lastanim->istexture = animdefs[i].istexture;
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lastanim->numpics = lastanim->picnum-lastanim->basepic+1;
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if(lastanim->numpics < 2)
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{
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I_Error("P_InitPicAnims: bad cycle from %s to %s",
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animdefs[i].startname, animdefs[i].endname);
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}
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lastanim->speed = animdefs[i].speed;
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lastanim++;
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}
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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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//
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// Will return a side_t* 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 *getSide(int currentSector,int line, int side)
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{
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return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
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}
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//
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// Will return a sector_t* 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 *getSector(int currentSector,int line,int side)
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{
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return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
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}
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//
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// Given the sector number and the line number, will tell you whether
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// the line is two-sided or not.
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//
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int twoSided(int sector,int line)
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{
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return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
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}
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//==================================================================
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//
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// Return sector_t * of sector next to current. NULL if not two-sided line
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//
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//==================================================================
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sector_t *getNextSector(line_t *line,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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//
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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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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//
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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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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//
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// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindNextHighestFloor(sector_t *sec,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[20]; // 20 adjoining sectors max!
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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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}
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//
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// Find lowest height in list
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//
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min = heightlist[0];
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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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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t 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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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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//
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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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//
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// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
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//
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//==================================================================
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int P_FindSectorFromLineTag(line_t *line,int start)
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{
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int i;
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for (i=start+1;i<numsectors;i++)
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if (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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//
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// Find minimum light from an adjacent sector
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//
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//==================================================================
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int P_FindMinSurroundingLight(sector_t *sector,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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==============================================================================
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EVENTS
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Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers
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==============================================================================
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*/
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/*
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===============================================================================
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=
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= P_CrossSpecialLine - TRIGGER
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=
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= Called every time a thing origin is about to cross
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= a line with a non 0 special
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=
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===============================================================================
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*/
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void P_CrossSpecialLine(int linenum, int side, mobj_t *thing)
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{
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line_t *line;
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line = &lines[linenum];
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if(!thing->player)
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{ // Check if trigger allowed by non-player mobj
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switch(line->special)
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{
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case 39: // Trigger_TELEPORT
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case 97: // Retrigger_TELEPORT
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case 4: // Trigger_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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break;
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default:
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return;
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break;
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}
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}
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switch(line->special)
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{
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//====================================================
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// TRIGGERS
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//====================================================
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case 2: // Open Door
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EV_DoDoor(line,open,VDOORSPEED);
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line->special = 0;
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break;
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case 3: // Close Door
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EV_DoDoor(line,close,VDOORSPEED);
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line->special = 0;
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break;
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case 4: // Raise Door
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EV_DoDoor(line,normal,VDOORSPEED);
|
|
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: // Trigger_Build_Stairs (8 pixel steps)
|
|
EV_BuildStairs(line, 8*FRACUNIT);
|
|
line->special = 0;
|
|
break;
|
|
case 106: // Trigger_Build_Stairs_16 (16 pixel steps)
|
|
EV_BuildStairs(line, 16*FRACUNIT);
|
|
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,VDOORSPEED);
|
|
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 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!
|
|
G_ExitLevel ();
|
|
line->special = 0;
|
|
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 105: // Trigger_SecretExit
|
|
G_SecretExitLevel();
|
|
line->special = 0;
|
|
break;
|
|
|
|
//====================================================
|
|
// RE-DOABLE TRIGGERS
|
|
//====================================================
|
|
|
|
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,close,VDOORSPEED);
|
|
break;
|
|
case 76: // Close Door 30
|
|
EV_DoDoor(line,close30ThenOpen,VDOORSPEED);
|
|
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,open,VDOORSPEED);
|
|
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,VDOORSPEED);
|
|
break;
|
|
case 100: // Retrigger_Raise_Door_Turbo
|
|
EV_DoDoor(line, normal, VDOORSPEED*3);
|
|
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 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;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_ShootSpecialLine
|
|
//
|
|
// Called when a thing shoots a special line.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_ShootSpecialLine(mobj_t *thing, line_t *line)
|
|
{
|
|
if(!thing->player)
|
|
{ // Check if trigger allowed by non-player mobj
|
|
switch(line->special)
|
|
{
|
|
case 46: // Impact_OpenDoor
|
|
break;
|
|
default:
|
|
return;
|
|
break;
|
|
}
|
|
}
|
|
switch(line->special)
|
|
{
|
|
case 24: // Impact_RaiseFloor
|
|
EV_DoFloor(line, raiseFloor);
|
|
P_ChangeSwitchTexture(line, 0);
|
|
break;
|
|
case 46: // Impact_OpenDoor
|
|
EV_DoDoor(line, open, VDOORSPEED);
|
|
P_ChangeSwitchTexture(line, 1);
|
|
break;
|
|
case 47: // Impact_RaiseFloorNear&Change
|
|
EV_DoPlat(line, raiseToNearestAndChange, 0);
|
|
P_ChangeSwitchTexture(line, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_PlayerInSpecialSector
|
|
//
|
|
// Called every tic frame that the player origin is in a special sector.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_PlayerInSpecialSector(player_t *player)
|
|
{
|
|
sector_t *sector;
|
|
static int pushTab[5] = {
|
|
2048*5,
|
|
2048*10,
|
|
2048*25,
|
|
2048*30,
|
|
2048*35
|
|
};
|
|
|
|
sector = player->mo->subsector->sector;
|
|
if(player->mo->z != sector->floorheight)
|
|
{ // Player is not touching the floor
|
|
return;
|
|
}
|
|
switch(sector->special)
|
|
{
|
|
case 7: // Damage_Sludge
|
|
if(!(leveltime&31))
|
|
{
|
|
P_DamageMobj(player->mo, NULL, NULL, 4);
|
|
}
|
|
break;
|
|
case 5: // Damage_LavaWimpy
|
|
if(!(leveltime&15))
|
|
{
|
|
P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
|
|
P_HitFloor(player->mo);
|
|
}
|
|
break;
|
|
case 16: // Damage_LavaHefty
|
|
if(!(leveltime&15))
|
|
{
|
|
P_DamageMobj(player->mo, &LavaInflictor, NULL, 8);
|
|
P_HitFloor(player->mo);
|
|
}
|
|
break;
|
|
case 4: // Scroll_EastLavaDamage
|
|
P_Thrust(player, 0, 2048*28);
|
|
if(!(leveltime&15))
|
|
{
|
|
P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
|
|
P_HitFloor(player->mo);
|
|
}
|
|
break;
|
|
case 9: // SecretArea
|
|
player->secretcount++;
|
|
sector->special = 0;
|
|
break;
|
|
case 11: // Exit_SuperDamage (DOOM E1M8 finale)
|
|
/*
|
|
player->cheats &= ~CF_GODMODE;
|
|
if(!(leveltime&0x1f))
|
|
{
|
|
P_DamageMobj(player->mo, NULL, NULL, 20);
|
|
}
|
|
if(player->health <= 10)
|
|
{
|
|
G_ExitLevel();
|
|
}
|
|
*/
|
|
break;
|
|
|
|
case 25: case 26: case 27: case 28: case 29: // Scroll_North
|
|
P_Thrust(player, ANG90, pushTab[sector->special-25]);
|
|
break;
|
|
case 20: case 21: case 22: case 23: case 24: // Scroll_East
|
|
P_Thrust(player, 0, pushTab[sector->special-20]);
|
|
break;
|
|
case 30: case 31: case 32: case 33: case 34: // Scroll_South
|
|
P_Thrust(player, ANG270, pushTab[sector->special-30]);
|
|
break;
|
|
case 35: case 36: case 37: case 38: case 39: // Scroll_West
|
|
P_Thrust(player, ANG180, pushTab[sector->special-35]);
|
|
break;
|
|
|
|
case 40: case 41: case 42: case 43: case 44: case 45:
|
|
case 46: case 47: case 48: case 49: case 50: case 51:
|
|
// Wind specials are handled in (P_mobj):P_XYMovement
|
|
break;
|
|
|
|
case 15: // Friction_Low
|
|
// Only used in (P_mobj):P_XYMovement and (P_user):P_Thrust
|
|
break;
|
|
|
|
default:
|
|
I_Error("P_PlayerInSpecialSector: "
|
|
"unknown special %i", sector->special);
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_UpdateSpecials
|
|
//
|
|
// Animate planes, scroll walls, etc.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_UpdateSpecials(void)
|
|
{
|
|
int i;
|
|
int pic;
|
|
anim_t *anim;
|
|
line_t *line;
|
|
|
|
// Animate flats and textures
|
|
for(anim = anims; anim < lastanim; anim++)
|
|
{
|
|
for(i = anim->basepic; i < anim->basepic+anim->numpics; i++)
|
|
{
|
|
pic = anim->basepic+((leveltime/anim->speed+i)%anim->numpics);
|
|
if(anim->istexture)
|
|
{
|
|
texturetranslation[i] = pic;
|
|
}
|
|
else
|
|
{
|
|
flattranslation[i] = pic;
|
|
}
|
|
}
|
|
}
|
|
// Update scrolling texture offsets
|
|
for(i = 0; i < numlinespecials; i++)
|
|
{
|
|
line = linespeciallist[i];
|
|
switch(line->special)
|
|
{
|
|
case 48: // Effect_Scroll_Left
|
|
sides[line->sidenum[0]].textureoffset += FRACUNIT;
|
|
break;
|
|
case 99: // Effect_Scroll_Right
|
|
sides[line->sidenum[0]].textureoffset -= FRACUNIT;
|
|
break;
|
|
}
|
|
}
|
|
// Handle buttons
|
|
for(i = 0; i < MAXBUTTONS; i++)
|
|
{
|
|
if(buttonlist[i].btimer)
|
|
{
|
|
buttonlist[i].btimer--;
|
|
if(!buttonlist[i].btimer)
|
|
{
|
|
switch(buttonlist[i].where)
|
|
{
|
|
case top:
|
|
sides[buttonlist[i].line->sidenum[0]].toptexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
case middle:
|
|
sides[buttonlist[i].line->sidenum[0]].midtexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
case bottom:
|
|
sides[buttonlist[i].line->sidenum[0]].bottomtexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
}
|
|
S_StartSound((mobj_t *)&buttonlist[i].soundorg, sfx_switch);
|
|
memset(&buttonlist[i], 0, sizeof(button_t));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================
|
|
//
|
|
// Special Stuff that can't 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 = §ors[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 = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
|
P_AddThinker (&floor->thinker);
|
|
s2->specialdata = floor;
|
|
floor->thinker.function = 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 = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
|
P_AddThinker (&floor->thinker);
|
|
s1->specialdata = floor;
|
|
floor->thinker.function = 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
|
|
=
|
|
===============================================================================
|
|
*/
|
|
|
|
short numlinespecials;
|
|
line_t *linespeciallist[MAXLINEANIMS];
|
|
|
|
void P_SpawnSpecials (void)
|
|
{
|
|
sector_t *sector;
|
|
int i;
|
|
int episode;
|
|
|
|
episode = 1;
|
|
if (W_CheckNumForName("texture2") >= 0)
|
|
episode = 2;
|
|
|
|
//
|
|
// Init special SECTORs
|
|
//
|
|
sector = sectors;
|
|
for (i=0 ; i<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
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Init line EFFECTs
|
|
//
|
|
numlinespecials = 0;
|
|
for (i = 0;i < numlines; i++)
|
|
switch(lines[i].special)
|
|
{
|
|
case 48: // Effect_Scroll_Left
|
|
case 99: // Effect_Scroll_Right
|
|
linespeciallist[numlinespecials] = &lines[i];
|
|
numlinespecials++;
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Init other misc stuff
|
|
//
|
|
for (i = 0;i < MAXCEILINGS;i++)
|
|
activeceilings[i] = NULL;
|
|
for (i = 0;i < MAXPLATS;i++)
|
|
activeplats[i] = NULL;
|
|
for (i = 0;i < MAXBUTTONS;i++)
|
|
memset(&buttonlist[i],0,sizeof(button_t));
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_InitAmbientSound
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_InitAmbientSound(void)
|
|
{
|
|
AmbSfxCount = 0;
|
|
AmbSfxVolume = 0;
|
|
AmbSfxTics = 10*TICSPERSEC;
|
|
AmbSfxPtr = AmbSndSeqInit;
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_AddAmbientSfx
|
|
//
|
|
// Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_AddAmbientSfx(int sequence)
|
|
{
|
|
if(AmbSfxCount == MAX_AMBIENT_SFX)
|
|
{
|
|
I_Error("Too many ambient sound sequences");
|
|
}
|
|
LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
|
|
}
|
|
|
|
//----------------------------------------------------------------------------
|
|
//
|
|
// PROC P_AmbientSound
|
|
//
|
|
// Called every tic by (P_tick):P_Ticker.
|
|
//
|
|
//----------------------------------------------------------------------------
|
|
|
|
void P_AmbientSound(void)
|
|
{
|
|
afxcmd_t cmd;
|
|
int sound;
|
|
boolean done;
|
|
|
|
if(!AmbSfxCount)
|
|
{ // No ambient sound sequences on current level
|
|
return;
|
|
}
|
|
if(--AmbSfxTics)
|
|
{
|
|
return;
|
|
}
|
|
done = false;
|
|
do
|
|
{
|
|
cmd = *AmbSfxPtr++;
|
|
switch(cmd)
|
|
{
|
|
case afxcmd_play:
|
|
AmbSfxVolume = P_Random()>>2;
|
|
S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume);
|
|
break;
|
|
case afxcmd_playabsvol:
|
|
sound = *AmbSfxPtr++;
|
|
AmbSfxVolume = *AmbSfxPtr++;
|
|
S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
|
|
break;
|
|
case afxcmd_playrelvol:
|
|
sound = *AmbSfxPtr++;
|
|
AmbSfxVolume += *AmbSfxPtr++;
|
|
if(AmbSfxVolume < 0)
|
|
{
|
|
AmbSfxVolume = 0;
|
|
}
|
|
else if(AmbSfxVolume > 127)
|
|
{
|
|
AmbSfxVolume = 127;
|
|
}
|
|
S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
|
|
break;
|
|
case afxcmd_delay:
|
|
AmbSfxTics = *AmbSfxPtr++;
|
|
done = true;
|
|
break;
|
|
case afxcmd_delayrand:
|
|
AmbSfxTics = P_Random()&(*AmbSfxPtr++);
|
|
done = true;
|
|
break;
|
|
case afxcmd_end:
|
|
AmbSfxTics = 6*TICSPERSEC+P_Random();
|
|
AmbSfxPtr = LevelAmbientSfx[P_Random()%AmbSfxCount];
|
|
done = true;
|
|
break;
|
|
default:
|
|
I_Error("P_AmbientSound: Unknown afxcmd %d", cmd);
|
|
break;
|
|
}
|
|
} while(done == false);
|
|
}
|