// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2016 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_spec.c /// \brief Implements special effects: /// Texture animation, height or lighting changes /// according to adjacent sectors, respective /// utility functions, etc. /// Line Tag handling. Line and Sector triggers. #include "doomdef.h" #include "g_game.h" #include "p_local.h" #include "p_setup.h" // levelflats for flat animation #include "r_data.h" #include "m_random.h" #include "p_mobj.h" #include "i_system.h" #include "s_sound.h" #include "w_wad.h" #include "z_zone.h" #include "r_main.h" //Two extra includes. #include "r_sky.h" #include "p_polyobj.h" #include "p_slopes.h" #include "hu_stuff.h" #include "m_misc.h" #include "m_cond.h" //unlock triggers #include "lua_hook.h" // LUAh_LinedefExecute #ifdef HW3SOUND #include "hardware/hw3sound.h" #endif // Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog #include mobj_t *skyboxmo[2]; // current skybox mobjs: 0 = viewpoint, 1 = centerpoint mobj_t *skyboxviewpnts[16]; // array of MT_SKYBOX viewpoint mobjs mobj_t *skyboxcenterpnts[16]; // array of MT_SKYBOX centerpoint mobjs // Amount (dx, dy) vector linedef is shifted right to get scroll amount #define SCROLL_SHIFT 5 // This must be updated whenever we up the max flat size - quicker to assume rather than figuring out the sqrt of the specific flat's filesize. #define MAXFLATSIZE (2048<= 0; w--) { UINT16 animdefsLumpNum; // Find ANIMDEFS lump in the WAD animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", w, 0); while (animdefsLumpNum != INT16_MAX) { P_ParseANIMDEFSLump(w, animdefsLumpNum); animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", (UINT16)w, animdefsLumpNum + 1); } } // Define the last one animdefs[maxanims].istexture = -1; strncpy(animdefs[maxanims].endname, "", 9); strncpy(animdefs[maxanims].startname, "", 9); animdefs[maxanims].speed = 0; if (anims) free(anims); anims = (anim_t *)malloc(sizeof (*anims)*(maxanims + 1)); if (!anims) I_Error("Not enough free memory for ANIMDEFS data"); lastanim = anims; for (i = 0; animdefs[i].istexture != -1; i++) { if (animdefs[i].istexture) { if (R_CheckTextureNumForName(animdefs[i].startname) == -1) continue; lastanim->picnum = R_TextureNumForName(animdefs[i].endname); lastanim->basepic = R_TextureNumForName(animdefs[i].startname); } else { if ((W_CheckNumForName(animdefs[i].startname)) == LUMPERROR) continue; lastanim->picnum = R_FlatNumForName(animdefs[i].endname); lastanim->basepic = R_FlatNumForName(animdefs[i].startname); } lastanim->istexture = animdefs[i].istexture; lastanim->numpics = lastanim->picnum - lastanim->basepic + 1; if (lastanim->numpics < 2) { free(anims); I_Error("P_InitPicAnims: bad cycle from %s to %s", animdefs[i].startname, animdefs[i].endname); } lastanim->speed = LONG(animdefs[i].speed); lastanim++; } lastanim->istexture = -1; R_ClearTextureNumCache(false); // Clear animdefs now that we're done with it. // We'll only be using anims from now on. Z_Free(animdefs); animdefs = NULL; } void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum) { char *animdefsLump; size_t animdefsLumpLength; char *animdefsText; char *animdefsToken; char *p; // Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll // need to make a space of memory where I can ensure that it will terminate // correctly. Start by loading the relevant data from the WAD. animdefsLump = (char *)W_CacheLumpNumPwad(wadNum,lumpnum,PU_STATIC); // If that didn't exist, we have nothing to do here. if (animdefsLump == NULL) return; // If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly. animdefsLumpLength = W_LumpLengthPwad(wadNum,lumpnum); animdefsText = (char *)Z_Malloc((animdefsLumpLength+1)*sizeof(char),PU_STATIC,NULL); // Now move the contents of the lump into this new location. memmove(animdefsText,animdefsLump,animdefsLumpLength); // Make damn well sure the last character in our new memory location is \0. animdefsText[animdefsLumpLength] = '\0'; // Finally, free up the memory from the first data load, because we really // don't need it. Z_Free(animdefsLump); // Now, let's start parsing this thing p = animdefsText; animdefsToken = M_GetToken(p); while (animdefsToken != NULL) { if (stricmp(animdefsToken, "TEXTURE") == 0) { Z_Free(animdefsToken); P_ParseAnimationDefintion(1); } else if (stricmp(animdefsToken, "FLAT") == 0) { Z_Free(animdefsToken); P_ParseAnimationDefintion(0); } else if (stricmp(animdefsToken, "OSCILLATE") == 0) { // This probably came off the tail of an earlier definition. It's technically legal syntax, but we don't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"OSCILLATE\" (the animation plays in reverse when it reaches the end) are not supported by SRB2"); } else { I_Error("Error parsing ANIMDEFS lump: Expected \"TEXTURE\" or \"FLAT\", got \"%s\"",animdefsToken); } // parse next line while (*p != '\0' && *p != '\n') ++p; if (*p == '\n') ++p; animdefsToken = M_GetToken(p); } Z_Free(animdefsToken); Z_Free((void *)animdefsText); } void P_ParseAnimationDefintion(SINT8 istexture) { char *animdefsToken; size_t animdefsTokenLength; char *endPos; INT32 animSpeed; size_t i; // Startname animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where start texture/flat name should be"); } if (stricmp(animdefsToken, "OPTIONAL") == 0) { // This is meaningful to ZDoom - it tells the program NOT to bomb out // if the textures can't be found - but it's useless in SRB2, so we'll // just smile, nod, and carry on Z_Free(animdefsToken); animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where start texture/flat name should be"); } else if (stricmp(animdefsToken, "RANGE") == 0) { // Oh. Um. Apparently "OPTIONAL" is a texture name. Naughty. // I should probably handle this more gracefully, but right now // I can't be bothered; especially since ZDoom doesn't handle this // condition at all. I_Error("Error parsing ANIMDEFS lump: \"OPTIONAL\" is a keyword; you cannot use it as the startname of an animation"); } } animdefsTokenLength = strlen(animdefsToken); if (animdefsTokenLength>8) { I_Error("Error parsing ANIMDEFS lump: lump name \"%s\" exceeds 8 characters", animdefsToken); } // Search for existing animdef for (i = 0; i < maxanims; i++) if (animdefs[i].istexture == istexture // Check if it's the same type! && stricmp(animdefsToken, animdefs[i].startname) == 0) { //CONS_Alert(CONS_NOTICE, "Duplicate animation: %s\n", animdefsToken); // If we weren't parsing in reverse order, we would `break` here and parse the new data into the existing slot we found. // Instead, we're just going to skip parsing the rest of this line entirely. Z_Free(animdefsToken); return; } // Not found if (i == maxanims) { // Increase the size to make room for the new animation definition maxanims++; animdefs = (animdef_t *)Z_Realloc(animdefs, sizeof(animdef_t)*(maxanims + 1), PU_STATIC, NULL); strncpy(animdefs[i].startname, animdefsToken, 9); } // animdefs[i].startname is now set to animdefsToken either way. Z_Free(animdefsToken); // set texture type animdefs[i].istexture = istexture; // "RANGE" animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"RANGE\" after \"%s\"'s startname should be", animdefs[i].startname); } if (stricmp(animdefsToken, "ALLOWDECALS") == 0) { // Another ZDoom keyword, ho-hum. Skip it, move on to the next token. Z_Free(animdefsToken); animdefsToken = M_GetToken(NULL); } if (stricmp(animdefsToken, "PIC") == 0) { // This is technically legitimate ANIMDEFS syntax, but SRB2 doesn't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"PIC\" (specific frames instead of a consecutive range) are not supported by SRB2"); } if (stricmp(animdefsToken, "RANGE") != 0) { I_Error("Error parsing ANIMDEFS lump: Expected \"RANGE\" after \"%s\"'s startname, got \"%s\"", animdefs[i].startname, animdefsToken); } Z_Free(animdefsToken); // Endname animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s end texture/flat name should be", animdefs[i].startname); } animdefsTokenLength = strlen(animdefsToken); if (animdefsTokenLength>8) { I_Error("Error parsing ANIMDEFS lump: lump name \"%s\" exceeds 8 characters", animdefsToken); } strncpy(animdefs[i].endname, animdefsToken, 9); Z_Free(animdefsToken); // "TICS" animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s \"TICS\" should be", animdefs[i].startname); } if (stricmp(animdefsToken, "RAND") == 0) { // This is technically legitimate ANIMDEFS syntax, but SRB2 doesn't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"RAND\" (random duration per frame) are not supported by SRB2"); } if (stricmp(animdefsToken, "TICS") != 0) { I_Error("Error parsing ANIMDEFS lump: Expected \"TICS\" in animation definition for \"%s\", got \"%s\"", animdefs[i].startname, animdefsToken); } Z_Free(animdefsToken); // Speed animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s animation speed should be", animdefs[i].startname); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif animSpeed = strtol(animdefsToken,&endPos,10); if (endPos == animdefsToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif || animSpeed < 0) // Number is not positive { I_Error("Error parsing ANIMDEFS lump: Expected a positive integer for \"%s\"'s animation speed, got \"%s\"", animdefs[i].startname, animdefsToken); } animdefs[i].speed = animSpeed; Z_Free(animdefsToken); } /** Checks for flats in levelflats that are part of a flat animation sequence * and sets them up for animation. * * \param animnum Index into ::anims to find flats for. * \sa P_SetupLevelFlatAnims */ static inline void P_FindAnimatedFlat(INT32 animnum) { size_t i; lumpnum_t startflatnum, endflatnum; levelflat_t *foundflats; foundflats = levelflats; startflatnum = anims[animnum].basepic; endflatnum = anims[animnum].picnum; // note: high word of lumpnum is the wad number if ((startflatnum>>16) != (endflatnum>>16)) I_Error("AnimatedFlat start %s not in same wad as end %s\n", animdefs[animnum].startname, animdefs[animnum].endname); // // now search through the levelflats if this anim flat sequence is used // for (i = 0; i < numlevelflats; i++, foundflats++) { // is that levelflat from the flat anim sequence ? if (foundflats->lumpnum >= startflatnum && foundflats->lumpnum <= endflatnum) { foundflats->baselumpnum = startflatnum; foundflats->animseq = foundflats->lumpnum - startflatnum; foundflats->numpics = endflatnum - startflatnum + 1; foundflats->speed = anims[animnum].speed; CONS_Debug(DBG_SETUP, "animflat: #%03d name:%.8s animseq:%d numpics:%d speed:%d\n", atoi(sizeu1(i)), foundflats->name, foundflats->animseq, foundflats->numpics,foundflats->speed); } } } /** Sets up all flats used in a level. * * \sa P_InitPicAnims, P_FindAnimatedFlat */ void P_SetupLevelFlatAnims(void) { INT32 i; // the original game flat anim sequences for (i = 0; anims[i].istexture != -1; i++) { if (!anims[i].istexture) P_FindAnimatedFlat(i); } } // // UTILITIES // #if 0 /** Gets a side from a sector line. * * \param currentSector Sector the line is in. * \param line Index of the line within the sector. * \param side 0 for front, 1 for back. * \return Pointer to the side_t of the side you want. * \sa getSector, twoSided, getNextSector */ static inline side_t *getSide(INT32 currentSector, INT32 line, INT32 side) { return &sides[(sectors[currentSector].lines[line])->sidenum[side]]; } /** Gets a sector from a sector line. * * \param currentSector Sector the line is in. * \param line Index of the line within the sector. * \param side 0 for front, 1 for back. * \return Pointer to the ::sector_t of the sector on that side. * \sa getSide, twoSided, getNextSector */ static inline sector_t *getSector(INT32 currentSector, INT32 line, INT32 side) { return sides[(sectors[currentSector].lines[line])->sidenum[side]].sector; } /** Determines whether a sector line is two-sided. * Uses the Boom method, checking if the line's back side is set to -1, rather * than looking for ::ML_TWOSIDED. * * \param sector The sector. * \param line Line index within the sector. * \return 1 if the sector is two-sided, 0 otherwise. * \sa getSide, getSector, getNextSector */ static inline boolean twoSided(INT32 sector, INT32 line) { return (sectors[sector].lines[line])->sidenum[1] != 0xffff; } #endif /** Finds sector next to current. * * \param line Pointer to the line to cross. * \param sec Pointer to the current sector. * \return Pointer to a ::sector_t of the adjacent sector, or NULL if the line * is one-sided. * \sa getSide, getSector, twoSided * \author Steven McGranahan */ static sector_t *getNextSector(line_t *line, sector_t *sec) { if (line->frontsector == sec) { if (line->backsector != sec) return line->backsector; else return NULL; } return line->frontsector; } /** Finds lowest floor in adjacent sectors. * * \param sec Sector to start in. * \return Lowest floor height in an adjacent sector. * \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor, * P_FindLowestCeilingSurrounding */ fixed_t P_FindLowestFloorSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t floorh; floorh = sec->floorheight; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check,sec); if (!other) continue; if (other->floorheight < floorh) floorh = other->floorheight; } return floorh; } /** Finds highest floor in adjacent sectors. * * \param sec Sector to start in. * \return Highest floor height in an adjacent sector. * \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor, * P_FindHighestCeilingSurrounding */ fixed_t P_FindHighestFloorSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t floorh = -500*FRACUNIT; INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->floorheight > floorh || !foundsector) floorh = other->floorheight; if (!foundsector) foundsector = 1; } return floorh; } /** Finds next highest floor in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next highest floor height in an adjacent sector, or currentheight * if there are none higher. * \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor, * P_FindNextHighestCeiling * \author Lee Killough */ fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i],sec); if (other && other->floorheight > currentheight) { height = other->floorheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight < height && other->floorheight > currentheight) height = other->floorheight; } return height; } } return currentheight; } //////////////////////////////////////////////////// // SoM: Start new Boom functions //////////////////////////////////////////////////// /** Finds next lowest floor in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next lowest floor height in an adjacent sector, or currentheight * if there are none lower. * \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor, * P_FindNextLowestCeiling * \author Lee Killough */ fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight < currentheight) { height = other->floorheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight > height && other->floorheight < currentheight) height = other->floorheight; } return height; } } return currentheight; } #if 0 /** Finds next lowest ceiling in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next lowest ceiling height in an adjacent sector, or currentheight * if there are none lower. * \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling, * P_FindNextLowestFloor * \author Lee Killough */ static fixed_t P_FindNextLowestCeiling(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight < currentheight) { height = other->ceilingheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight > height && other->ceilingheight < currentheight) height = other->ceilingheight; } return height; } } return currentheight; } /** Finds next highest ceiling in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next highest ceiling height in an adjacent sector, or currentheight * if there are none higher. * \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling, * P_FindNextHighestFloor * \author Lee Killough */ static fixed_t P_FindNextHighestCeiling(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i], sec); if (other && other->ceilingheight > currentheight) { height = other->ceilingheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight < height && other->ceilingheight > currentheight) height = other->ceilingheight; } return height; } } return currentheight; } #endif //////////////////////////// // End New Boom functions //////////////////////////// /** Finds lowest ceiling in adjacent sectors. * * \param sec Sector to start in. * \return Lowest ceiling height in an adjacent sector. * \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling, * P_FindLowestFloorSurrounding */ fixed_t P_FindLowestCeilingSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t height = 32000*FRACUNIT; //SoM: 3/7/2000: Remove ovf INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->ceilingheight < height || !foundsector) height = other->ceilingheight; if (!foundsector) foundsector = 1; } return height; } /** Finds Highest ceiling in adjacent sectors. * * \param sec Sector to start in. * \return Highest ceiling height in an adjacent sector. * \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling, * P_FindHighestFloorSurrounding */ fixed_t P_FindHighestCeilingSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t height = 0; INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->ceilingheight > height || !foundsector) height = other->ceilingheight; if (!foundsector) foundsector = 1; } return height; } #if 0 //SoM: 3/7/2000: UTILS..... // // P_FindShortestTextureAround() // // Passed a sector number, returns the shortest lower texture on a // linedef bounding the sector. // // static fixed_t P_FindShortestTextureAround(INT32 secnum) { fixed_t minsize = 32000<linecount; i++) { if (twoSided(secnum, i)) { side = getSide(secnum,i,0); if (side->bottomtexture > 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; side = getSide(secnum,i,1); if (side->bottomtexture > 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; } } return minsize; } //SoM: 3/7/2000: Stuff.... (can you tell I'm getting tired? It's 12 : 30!) // // P_FindShortestUpperAround() // // Passed a sector number, returns the shortest upper texture on a // linedef bounding the sector. // // static fixed_t P_FindShortestUpperAround(INT32 secnum) { fixed_t minsize = 32000<linecount; i++) { if (twoSided(secnum, i)) { side = getSide(secnum,i,0); if (side->toptexture > 0) if (textureheight[side->toptexture] < minsize) minsize = textureheight[side->toptexture]; side = getSide(secnum,i,1); if (side->toptexture > 0) if (textureheight[side->toptexture] < minsize) minsize = textureheight[side->toptexture]; } } return minsize; } //SoM: 3/7/2000 // // P_FindModelFloorSector() // // Passed a floor height and a sector number, return a pointer to a // a sector with that floor height across the lowest numbered two sided // line surrounding the sector. // // Note: If no sector at that height bounds the sector passed, return NULL // // static sector_t *P_FindModelFloorSector(fixed_t floordestheight, INT32 secnum) { size_t i; sector_t *sec = §ors[secnum]; for (i = 0; i < sec->linecount; i++) { if (twoSided(secnum, i)) { if (getSide(secnum,i,0)->sector-sectors == secnum) sec = getSector(secnum,i,1); else sec = getSector(secnum,i,0); if (sec->floorheight == floordestheight) return sec; } } return NULL; } // // P_FindModelCeilingSector() // // Passed a ceiling height and a sector number, return a pointer to a // a sector with that ceiling height across the lowest numbered two sided // line surrounding the sector. // // Note: If no sector at that height bounds the sector passed, return NULL // static sector_t *P_FindModelCeilingSector(fixed_t ceildestheight, INT32 secnum) { size_t i; sector_t *sec = §ors[secnum]; for (i = 0; i < sec->linecount; i++) { if (twoSided(secnum, i)) { if (getSide(secnum, i, 0)->sector - sectors == secnum) sec = getSector(secnum, i, 1); else sec = getSector(secnum, i, 0); if (sec->ceilingheight == ceildestheight) return sec; } } return NULL; } #endif /** Searches the tag lists for the next sector tagged to a line. * * \param line Tagged line used as a reference. * \param start -1 to start at the beginning, or the result of a previous call * to keep searching. * \return Number of the next tagged sector found. * \sa P_FindSectorFromTag, P_FindLineFromLineTag */ INT32 P_FindSectorFromLineTag(line_t *line, INT32 start) { if (line->tag == -1) { start++; if (start >= (INT32)numsectors) return -1; return start; } else { start = start >= 0 ? sectors[start].nexttag : sectors[(unsigned)line->tag % numsectors].firsttag; while (start >= 0 && sectors[start].tag != line->tag) start = sectors[start].nexttag; return start; } } /** Searches the tag lists for the next sector with a given tag. * * \param tag Tag number to look for. * \param start -1 to start anew, or the result of a previous call to keep * searching. * \return Number of the next tagged sector found. * \sa P_FindSectorFromLineTag */ INT32 P_FindSectorFromTag(INT16 tag, INT32 start) { if (tag == -1) { start++; if (start >= (INT32)numsectors) return -1; return start; } else { start = start >= 0 ? sectors[start].nexttag : sectors[(unsigned)tag % numsectors].firsttag; while (start >= 0 && sectors[start].tag != tag) start = sectors[start].nexttag; return start; } } /** Searches the tag lists for the next line tagged to a line. * * \param line Tagged line used as a reference. * \param start -1 to start anew, or the result of a previous call to keep * searching. * \return Number of the next tagged line found. * \sa P_FindSectorFromLineTag */ static INT32 P_FindLineFromLineTag(const line_t *line, INT32 start) { if (line->tag == -1) { start++; if (start >= (INT32)numlines) return -1; return start; } else { start = start >= 0 ? lines[start].nexttag : lines[(unsigned)line->tag % numlines].firsttag; while (start >= 0 && lines[start].tag != line->tag) start = lines[start].nexttag; return start; } } #if 0 /** Searches the tag lists for the next line with a given tag and special. * * \param tag Tag number. * \param start -1 to start anew, or the result of a previous call to keep * searching. * \return Number of next suitable line found. * \sa P_FindLineFromLineTag * \author Graue */ static INT32 P_FindLineFromTag(INT32 tag, INT32 start) { if (tag == -1) { start++; if (start >= numlines) return -1; return start; } else { start = start >= 0 ? lines[start].nexttag : lines[(unsigned)tag % numlines].firsttag; while (start >= 0 && lines[start].tag != tag) start = lines[start].nexttag; return start; } } #endif // // P_FindSpecialLineFromTag // INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start) { if (tag == -1) { start++; // This redundant check stops the compiler from complaining about function expansion // elsewhere for some reason and everything is awful if (start >= (INT32)numlines) return -1; while (start < (INT32)numlines && lines[start].special != special) start++; if (start >= (INT32)numlines) return -1; return start; } else { start = start >= 0 ? lines[start].nexttag : lines[(unsigned)tag % numlines].firsttag; while (start >= 0 && (lines[start].tag != tag || lines[start].special != special)) start = lines[start].nexttag; return start; } } // haleyjd: temporary define #ifdef POLYOBJECTS // // PolyDoor // // Parses arguments for parameterized polyobject door types // static boolean PolyDoor(line_t *line) { polydoordata_t pdd; pdd.polyObjNum = line->tag; // polyobject id switch(line->special) { case 480: // Polyobj_DoorSlide pdd.doorType = POLY_DOOR_SLIDE; pdd.speed = sides[line->sidenum[0]].textureoffset / 8; pdd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); // angle of motion pdd.distance = sides[line->sidenum[0]].rowoffset; if (line->sidenum[1] != 0xffff) pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics else pdd.delay = 0; break; case 481: // Polyobj_DoorSwing pdd.doorType = POLY_DOOR_SWING; pdd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed pdd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance if (line->sidenum[1] != 0xffff) pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics else pdd.delay = 0; break; default: return 0; // ??? } return EV_DoPolyDoor(&pdd); } // // PolyMove // // Parses arguments for parameterized polyobject move specials // static boolean PolyMove(line_t *line) { polymovedata_t pmd; pmd.polyObjNum = line->tag; pmd.speed = sides[line->sidenum[0]].textureoffset / 8; pmd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); pmd.distance = sides[line->sidenum[0]].rowoffset; pmd.overRide = (line->special == 483); // Polyobj_OR_Move return EV_DoPolyObjMove(&pmd); } // // PolyInvisible // // Makes a polyobject invisible and intangible // If NOCLIMB is ticked, the polyobject will still be tangible, just not visible. // static void PolyInvisible(line_t *line) { INT32 polyObjNum = line->tag; polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyInvisible: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (!(line->flags & ML_NOCLIMB)) po->flags &= ~POF_SOLID; po->flags |= POF_NOSPECIALS; po->flags &= ~POF_RENDERALL; } // // PolyVisible // // Makes a polyobject visible and tangible // If NOCLIMB is ticked, the polyobject will not be tangible, just visible. // static void PolyVisible(line_t *line) { INT32 polyObjNum = line->tag; polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyVisible: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (!(line->flags & ML_NOCLIMB)) po->flags |= POF_SOLID; po->flags &= ~POF_NOSPECIALS; po->flags |= POF_RENDERALL; } // // PolyTranslucency // // Sets the translucency of a polyobject // Frontsector floor / 100 = translevel // static void PolyTranslucency(line_t *line) { INT32 polyObjNum = line->tag; polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; po->translucency = (line->frontsector->floorheight >> FRACBITS) / 100; } // // PolyWaypoint // // Parses arguments for parameterized polyobject waypoint movement // static boolean PolyWaypoint(line_t *line) { polywaypointdata_t pwd; pwd.polyObjNum = line->tag; pwd.speed = sides[line->sidenum[0]].textureoffset / 8; pwd.sequence = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Sequence # pwd.reverse = (line->flags & ML_EFFECT1) == ML_EFFECT1; // Reverse? pwd.comeback = (line->flags & ML_EFFECT2) == ML_EFFECT2; // Return when reaching end? pwd.wrap = (line->flags & ML_EFFECT3) == ML_EFFECT3; // Wrap around waypoints pwd.continuous = (line->flags & ML_EFFECT4) == ML_EFFECT4; // Continuously move - used with COMEBACK or WRAP return EV_DoPolyObjWaypoint(&pwd); } // // PolyRotate // // Parses arguments for parameterized polyobject rotate specials // static boolean PolyRotate(line_t *line) { polyrotdata_t prd; prd.polyObjNum = line->tag; prd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed prd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance // Polyobj_(OR_)RotateRight have dir == -1 prd.direction = (line->special == 484 || line->special == 485) ? -1 : 1; // Polyobj_OR types have override set to true prd.overRide = (line->special == 485 || line->special == 487); if (line->flags & ML_NOCLIMB) prd.turnobjs = 0; else if (line->flags & ML_EFFECT4) prd.turnobjs = 2; else prd.turnobjs = 1; return EV_DoPolyObjRotate(&prd); } // // PolyDisplace // // Parses arguments for parameterized polyobject move-by-sector-heights specials // static boolean PolyDisplace(line_t *line) { polydisplacedata_t pdd; pdd.polyObjNum = line->tag; pdd.controlSector = line->frontsector; pdd.dx = line->dx>>8; pdd.dy = line->dy>>8; return EV_DoPolyObjDisplace(&pdd); } #endif // ifdef POLYOBJECTS /** Changes a sector's tag. * Used by the linedef executor tag changer and by crumblers. * * \param sector Sector whose tag will be changed. * \param newtag New tag number for this sector. * \sa P_InitTagLists, P_FindSectorFromTag * \author Graue */ void P_ChangeSectorTag(UINT32 sector, INT16 newtag) { INT16 oldtag; INT32 i; I_Assert(sector < numsectors); if ((oldtag = sectors[sector].tag) == newtag) return; // first you have to remove it from the old tag's taglist i = sectors[(unsigned)oldtag % numsectors].firsttag; if (i == -1) // shouldn't happen I_Error("Corrupt tag list for sector %u\n", sector); else if ((UINT32)i == sector) sectors[(unsigned)oldtag % numsectors].firsttag = sectors[sector].nexttag; else { while (sectors[i].nexttag != -1 && (UINT32)sectors[i].nexttag < sector ) i = sectors[i].nexttag; sectors[i].nexttag = sectors[sector].nexttag; } sectors[sector].tag = newtag; // now add it to the new tag's taglist if ((UINT32)sectors[(unsigned)newtag % numsectors].firsttag > sector) { sectors[sector].nexttag = sectors[(unsigned)newtag % numsectors].firsttag; sectors[(unsigned)newtag % numsectors].firsttag = sector; } else { i = sectors[(unsigned)newtag % numsectors].firsttag; if (i == -1) { sectors[(unsigned)newtag % numsectors].firsttag = sector; sectors[sector].nexttag = -1; } else { while (sectors[i].nexttag != -1 && (UINT32)sectors[i].nexttag < sector ) i = sectors[i].nexttag; sectors[sector].nexttag = sectors[i].nexttag; sectors[i].nexttag = sector; } } } /** Hashes the sector tags across the sectors and linedefs. * * \sa P_FindSectorFromTag, P_ChangeSectorTag * \author Lee Killough */ static inline void P_InitTagLists(void) { register size_t i; for (i = numsectors - 1; i != (size_t)-1; i--) { size_t j = (unsigned)sectors[i].tag % numsectors; sectors[i].nexttag = sectors[j].firsttag; sectors[j].firsttag = (INT32)i; sectors[i].spawn_nexttag = sectors[i].nexttag; sectors[j].spawn_firsttag = sectors[j].firsttag; } for (i = numlines - 1; i != (size_t)-1; i--) { size_t j = (unsigned)lines[i].tag % numlines; lines[i].nexttag = lines[j].firsttag; lines[j].firsttag = (INT32)i; } } /** Finds minimum light from an adjacent sector. * * \param sector Sector to start in. * \param max Maximum value to return. * \return Minimum light value from an adjacent sector, or max if the minimum * light value is greater than max. */ INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max) { size_t i; INT32 min = max; line_t *line; sector_t *check; for (i = 0; i < sector->linecount; i++) { line = sector->lines[i]; check = getNextSector(line,sector); if (!check) continue; if (check->lightlevel < min) min = check->lightlevel; } return min; } void T_ExecutorDelay(executor_t *e) { if (--e->timer <= 0) { if (e->caller && P_MobjWasRemoved(e->caller)) // If the mobj died while we were delaying P_SetTarget(&e->caller, NULL); // Call with no mobj! P_ProcessLineSpecial(e->line, e->caller, e->sector); P_SetTarget(&e->caller, NULL); // Let the mobj know it can be removed now. P_RemoveThinker(&e->thinker); } } static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector) { executor_t *e; if (!line->backsector) I_Error("P_AddExecutorDelay: Line has no backsector!\n"); e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL); e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay; e->line = line; e->sector = sector; e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS); P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying. P_AddThinker(&e->thinker); } /** Used by P_LinedefExecute to check a trigger linedef's conditions * The linedef executor specials in the trigger linedef's sector are run if all conditions are met. * Return false cancels P_LinedefExecute, this happens if a condition is not met. * * \param triggerline Trigger linedef to check conditions for; should NEVER be NULL. * \param actor Object initiating the action; should not be NULL. * \param caller Sector in which the action was started. May be NULL. * \sa P_ProcessLineSpecial, P_LinedefExecute */ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller) { sector_t *ctlsector; fixed_t dist = P_AproxDistance(triggerline->dx, triggerline->dy)>>FRACBITS; size_t i, linecnt, sectori; INT16 specialtype = triggerline->special; ///////////////////////////////////////////////// // Distance-checking/sector trigger conditions // ///////////////////////////////////////////////// // Linetypes 303 and 304 require a specific // number, or minimum or maximum, of rings. if (specialtype == 303 || specialtype == 304) { fixed_t rings = 0; // With the passuse flag, count all player's // rings. if (triggerline->flags & ML_EFFECT4) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo || players[i].rings <= 0) continue; rings += players[i].rings; } } else { if (!(actor && actor->player)) return false; // no player to count rings from here, sorry rings = actor->player->rings; } if (triggerline->flags & ML_NOCLIMB) { if (rings > dist) return false; } else if (triggerline->flags & ML_BLOCKMONSTERS) { if (rings < dist) return false; } else { if (rings != dist) return false; } } else if (specialtype >= 314 && specialtype <= 315) { msecnode_t *node; mobj_t *mo; INT32 numpush = 0; INT32 numneeded = dist; if (!caller) return false; // we need a calling sector to find pushables in, silly! // Count the pushables in this sector node = caller->touching_thinglist; // things touching this sector while (node) { mo = node->m_thing; if (mo->flags & MF_PUSHABLE) numpush++; node = node->m_thinglist_next; } if (triggerline->flags & ML_NOCLIMB) // Need at least or more { if (numpush < numneeded) return false; } else if (triggerline->flags & ML_EFFECT4) // Need less than { if (numpush >= numneeded) return false; } else // Need exact { if (numpush != numneeded) return false; } } else if (caller) { if (GETSECSPECIAL(caller->special, 2) == 6) { if (!(ALL7EMERALDS(emeralds))) return false; } else if (GETSECSPECIAL(caller->special, 2) == 7) { UINT8 mare; if (!(maptol & TOL_NIGHTS)) return false; mare = P_FindLowestMare(); if (triggerline->flags & ML_NOCLIMB) { if (!(mare <= dist)) return false; } else if (triggerline->flags & ML_BLOCKMONSTERS) { if (!(mare >= dist)) return false; } else { if (!(mare == dist)) return false; } } // If we were not triggered by a sector type especially for the purpose, // a Linedef Executor linedef trigger is not handling sector triggers properly, return. else if ((!GETSECSPECIAL(caller->special, 2) || GETSECSPECIAL(caller->special, 2) > 7) && (specialtype > 322)) { CONS_Alert(CONS_WARNING, M_GetText("Linedef executor trigger isn't handling sector triggers properly!\nspecialtype = %d, if you are not a dev, report this warning instance\nalong with the wad that caused it!\n"), specialtype); return false; } } ////////////////////////////////////// // Miscellaneous trigger conditions // ////////////////////////////////////// switch (specialtype) { case 305: // continuous case 306: // each time case 307: // once if (!(actor && actor->player && actor->player->charability == dist/10)) return false; break; case 309: // continuous case 310: // each time // Only red team members can activate this. if (!(actor && actor->player && actor->player->ctfteam == 1)) return false; break; case 311: // continuous case 312: // each time // Only blue team members can activate this. if (!(actor && actor->player && actor->player->ctfteam == 2)) return false; break; case 317: // continuous case 318: // once { // Unlockable triggers required INT32 trigid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS); if ((modifiedgame && !savemoddata) || (netgame || multiplayer)) return false; else if (trigid < 0 || trigid > 31) // limited by 32 bit variable { CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", triggerline->sidenum[0], trigid); return false; } else if (!(unlocktriggers & (1 << trigid))) return false; } break; case 319: // continuous case 320: // once { // An unlockable itself must be unlocked! INT32 unlockid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS); if ((modifiedgame && !savemoddata) || (netgame || multiplayer)) return false; else if (unlockid < 0 || unlockid >= MAXUNLOCKABLES) // limited by unlockable count { CONS_Debug(DBG_GAMELOGIC, "Unlockable check (sidedef %hu): bad unlockable ID %d\n", triggerline->sidenum[0], unlockid); return false; } else if (!(unlockables[unlockid-1].unlocked)) return false; } break; case 321: // continuous case 322: // each time // decrement calls left before triggering if (triggerline->callcount > 0) { if (--triggerline->callcount > 0) return false; } break; default: break; } ///////////////////////////////// // Processing linedef specials // ///////////////////////////////// ctlsector = triggerline->frontsector; sectori = (size_t)(ctlsector - sectors); linecnt = ctlsector->linecount; if (triggerline->flags & ML_EFFECT5) // disregard order for efficiency { for (i = 0; i < linecnt; i++) if (ctlsector->lines[i]->special >= 400 && ctlsector->lines[i]->special < 500) { if (ctlsector->lines[i]->flags & ML_DONTPEGTOP) P_AddExecutorDelay(ctlsector->lines[i], actor, caller); else P_ProcessLineSpecial(ctlsector->lines[i], actor, caller); } } else // walk around the sector in a defined order { boolean backwards = false; size_t j, masterlineindex = (size_t)-1; for (i = 0; i < linecnt; i++) if (ctlsector->lines[i] == triggerline) { masterlineindex = i; break; } #ifdef PARANOIA if (masterlineindex == (size_t)-1) { const size_t li = (size_t)(ctlsector->lines[i] - lines); I_Error("Line %s isn't linked into its front sector", sizeu1(li)); } #endif // i == masterlineindex for (;;) { if (backwards) // v2 to v1 { for (j = 0; j < linecnt; j++) { if (i == j) continue; if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v2) { i = j; break; } if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v1) { i = j; backwards = false; break; } } if (j == linecnt) { const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes); CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n", sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v1->x, ctlsector->lines[i]->v1->y); return false; // abort } } else // v1 to v2 { for (j = 0; j < linecnt; j++) { if (i == j) continue; if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v1) { i = j; break; } if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v2) { i = j; backwards = true; break; } } if (j == linecnt) { const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes); CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n", sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v2->x, ctlsector->lines[i]->v2->y); return false; // abort } } if (i == masterlineindex) break; if (ctlsector->lines[i]->special >= 400 && ctlsector->lines[i]->special < 500) { if (ctlsector->lines[i]->flags & ML_DONTPEGTOP) P_AddExecutorDelay(ctlsector->lines[i], actor, caller); else P_ProcessLineSpecial(ctlsector->lines[i], actor, caller); } } } // "Trigger on X calls" linedefs reset if noclimb is set if ((specialtype == 321 || specialtype == 322) && triggerline->flags & ML_NOCLIMB) triggerline->callcount = sides[triggerline->sidenum[0]].textureoffset>>FRACBITS; else // These special types work only once if (specialtype == 302 // Once || specialtype == 304 // Ring count - Once || specialtype == 307 // Character ability - Once || specialtype == 308 // Race only - Once || specialtype == 313 // No More Enemies - Once || specialtype == 315 // No of pushables - Once || specialtype == 318 // Unlockable trigger - Once || specialtype == 320 // Unlockable - Once || specialtype == 321 || specialtype == 322 // Trigger on X calls - Continuous + Each Time || specialtype == 399) // Level Load triggerline->special = 0; // Clear it out return true; } /** Runs a linedef executor. * Can be called by: * - a player moving into a special sector or FOF. * - a pushable object moving into a special sector or FOF. * - a ceiling or floor movement from a previous linedef executor finishing. * - any object in a state with the A_LinedefExecute() action. * * \param tag Tag of the linedef executor to run. * \param actor Object initiating the action; should not be NULL. * \param caller Sector in which the action was started. May be NULL. * \sa P_ProcessLineSpecial, P_RunTriggerLinedef * \author Graue */ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) { size_t masterline; CONS_Debug(DBG_GAMELOGIC, "P_LinedefExecute: Executing trigger linedefs of tag %d\n", tag); I_Assert(!actor || !P_MobjWasRemoved(actor)); // If actor is there, it must be valid. for (masterline = 0; masterline < numlines; masterline++) { if (lines[masterline].tag != tag) continue; // "No More Enemies" and "Level Load" take care of themselves. if (lines[masterline].special == 313 || lines[masterline].special == 399 // Each-time executors handle themselves, too || lines[masterline].special == 301 // Each time || lines[masterline].special == 306 // Character ability - Each time || lines[masterline].special == 310 // CTF Red team - Each time || lines[masterline].special == 312 // CTF Blue team - Each time || lines[masterline].special == 322) // Trigger on X calls - Each Time continue; if (lines[masterline].special < 300 || lines[masterline].special > 399) continue; if (!P_RunTriggerLinedef(&lines[masterline], actor, caller)) return; // cancel P_LinedefExecute if function returns false } } // // P_SwitchWeather // // Switches the weather! // void P_SwitchWeather(INT32 weathernum) { boolean purge = false; INT32 swap = 0; switch (weathernum) { case PRECIP_NONE: // None if (curWeather == PRECIP_NONE) return; // Nothing to do. purge = true; break; case PRECIP_STORM: // Storm case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning case PRECIP_RAIN: // Rain if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN) swap = PRECIP_RAIN; break; case PRECIP_SNOW: // Snow if (curWeather == PRECIP_SNOW) return; // Nothing to do. if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN) swap = PRECIP_SNOW; // Need to delete the other precips. break; case PRECIP_STORM_NORAIN: // Storm w/o rain if (curWeather == PRECIP_SNOW || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_RAIN || curWeather == PRECIP_BLANK) swap = PRECIP_STORM_NORAIN; else if (curWeather == PRECIP_STORM_NORAIN) return; break; case PRECIP_BLANK: if (curWeather == PRECIP_SNOW || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_RAIN) swap = PRECIP_BLANK; else if (curWeather == PRECIP_STORM_NORAIN) swap = PRECIP_BLANK; else if (curWeather == PRECIP_BLANK) return; break; default: CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum); break; } if (purge) { thinker_t *think; precipmobj_t *precipmobj; for (think = thinkercap.next; think != &thinkercap; think = think->next) { if ((think->function.acp1 != (actionf_p1)P_SnowThinker) && (think->function.acp1 != (actionf_p1)P_RainThinker)) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; P_RemovePrecipMobj(precipmobj); } } else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it! { thinker_t *think; precipmobj_t *precipmobj; state_t *st; for (think = thinkercap.next; think != &thinkercap; think = think->next) { if (swap == PRECIP_RAIN) // Snow To Rain { if (!(think->function.acp1 == (actionf_p1)P_SnowThinker || think->function.acp1 == (actionf_p1)P_NullPrecipThinker)) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; precipmobj->flags = mobjinfo[MT_RAIN].flags; st = &states[mobjinfo[MT_RAIN].spawnstate]; precipmobj->state = st; precipmobj->tics = st->tics; precipmobj->sprite = st->sprite; precipmobj->frame = st->frame; precipmobj->momz = mobjinfo[MT_RAIN].speed; precipmobj->precipflags &= ~PCF_INVISIBLE; think->function.acp1 = (actionf_p1)P_RainThinker; } else if (swap == PRECIP_SNOW) // Rain To Snow { INT32 z; if (!(think->function.acp1 == (actionf_p1)P_RainThinker || think->function.acp1 == (actionf_p1)P_NullPrecipThinker)) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags; z = M_RandomByte(); if (z < 64) z = 2; else if (z < 144) z = 1; else z = 0; st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z]; precipmobj->state = st; precipmobj->tics = st->tics; precipmobj->sprite = st->sprite; precipmobj->frame = st->frame; precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed; precipmobj->precipflags &= ~PCF_INVISIBLE; think->function.acp1 = (actionf_p1)P_SnowThinker; } else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse. { if (!(think->function.acp1 == (actionf_p1)P_RainThinker || think->function.acp1 == (actionf_p1)P_SnowThinker)) continue; precipmobj = (precipmobj_t *)think; think->function.acp1 = (actionf_p1)P_NullPrecipThinker; precipmobj->precipflags |= PCF_INVISIBLE; } } } switch (weathernum) { case PRECIP_SNOW: // snow curWeather = PRECIP_SNOW; if (!swap) P_SpawnPrecipitation(); break; case PRECIP_RAIN: // rain { boolean dontspawn = false; if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) dontspawn = true; curWeather = PRECIP_RAIN; if (!dontspawn && !swap) P_SpawnPrecipitation(); break; } case PRECIP_STORM: // storm { boolean dontspawn = false; if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) dontspawn = true; curWeather = PRECIP_STORM; if (!dontspawn && !swap) P_SpawnPrecipitation(); break; } case PRECIP_STORM_NOSTRIKES: // storm w/o lightning { boolean dontspawn = false; if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES) dontspawn = true; curWeather = PRECIP_STORM_NOSTRIKES; if (!dontspawn && !swap) P_SpawnPrecipitation(); break; } case PRECIP_STORM_NORAIN: // storm w/o rain curWeather = PRECIP_STORM_NORAIN; if (!swap) P_SpawnPrecipitation(); break; case PRECIP_BLANK: curWeather = PRECIP_BLANK; if (!swap) P_SpawnPrecipitation(); break; default: curWeather = PRECIP_NONE; break; } } /** Gets an object. * * \param type Object type to look for. * \param s Sector number to look in. * \return Pointer to the first ::type found in the sector. * \sa P_GetPushThing */ static mobj_t *P_GetObjectTypeInSectorNum(mobjtype_t type, size_t s) { sector_t *sec = sectors + s; mobj_t *thing = sec->thinglist; while (thing) { if (thing->type == type) return thing; thing = thing->snext; } return NULL; } /** Processes the line special triggered by an object. * * \param line Line with the special command on it. * \param mo mobj that triggered the line. Must be valid and non-NULL. * \param callsec sector in which action was initiated; this can be NULL. * Because of the A_LinedefExecute() action, even if non-NULL, * this sector might not have the same tag as the linedef executor, * and it might not have the linedef executor sector type. * \todo Handle mo being NULL gracefully. T_MoveFloor() and T_MoveCeiling() * don't have an object to pass. * \todo Split up into multiple functions. * \sa P_LinedefExecute * \author Graue */ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) { INT32 secnum = -1; mobj_t *bot = NULL; I_Assert(!mo || !P_MobjWasRemoved(mo)); // If mo is there, mo must be valid! if (mo && mo->player && botingame) bot = players[secondarydisplayplayer].mo; // note: only commands with linedef types >= 400 && < 500 can be used switch (line->special) { case 400: // Set tagged sector's floor height/pic EV_DoFloor(line, instantMoveFloorByFrontSector); break; case 401: // Set tagged sector's ceiling height/pic EV_DoCeiling(line, instantMoveCeilingByFrontSector); break; case 402: // Set tagged sector's light level { INT16 newlightlevel; INT32 newfloorlightsec, newceilinglightsec; newlightlevel = line->frontsector->lightlevel; newfloorlightsec = line->frontsector->floorlightsec; newceilinglightsec = line->frontsector->ceilinglightsec; // act on all sectors with the same tag as the triggering linedef while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (sectors[secnum].lightingdata) { // Stop the lighting madness going on in this sector! P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; // No, it's not an elevator_t, but any struct with a thinker_t named // 'thinker' at the beginning will do here. (We don't know what it // actually is: could be lightlevel_t, fireflicker_t, glow_t, etc.) } sectors[secnum].lightlevel = newlightlevel; sectors[secnum].floorlightsec = newfloorlightsec; sectors[secnum].ceilinglightsec = newceilinglightsec; } } break; case 403: // Move floor, linelen = speed, frontsector floor = dest height EV_DoFloor(line, moveFloorByFrontSector); break; case 404: // Move ceiling, linelen = speed, frontsector ceiling = dest height EV_DoCeiling(line, moveCeilingByFrontSector); break; case 405: // Move floor by front side texture offsets, offset x = speed, offset y = amount to raise/lower EV_DoFloor(line, moveFloorByFrontTexture); break; case 407: // Move ceiling by front side texture offsets, offset x = speed, offset y = amount to raise/lower EV_DoCeiling(line, moveCeilingByFrontTexture); break; /* case 405: // Lower floor by line, dx = speed, dy = amount to lower EV_DoFloor(line, lowerFloorByLine); break; case 406: // Raise floor by line, dx = speed, dy = amount to raise EV_DoFloor(line, raiseFloorByLine); break; case 407: // Lower ceiling by line, dx = speed, dy = amount to lower EV_DoCeiling(line, lowerCeilingByLine); break; case 408: // Raise ceiling by line, dx = speed, dy = amount to raise EV_DoCeiling(line, raiseCeilingByLine); break;*/ case 409: // Change tagged sectors' tag // (formerly "Change calling sectors' tag", but behavior was changed) { while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) P_ChangeSectorTag(secnum,(INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS)); break; } case 410: // Change front sector's tag P_ChangeSectorTag((UINT32)(line->frontsector - sectors), (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS)); break; case 411: // Stop floor/ceiling movement in tagged sector(s) while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (sectors[secnum].floordata) { if (sectors[secnum].floordata == sectors[secnum].ceilingdata) // elevator { P_RemoveThinker(&((elevator_t *)sectors[secnum].floordata)->thinker); sectors[secnum].floordata = sectors[secnum].ceilingdata = NULL; sectors[secnum].floorspeed = sectors[secnum].ceilspeed = 0; } else // floormove { P_RemoveThinker(&((floormove_t *)sectors[secnum].floordata)->thinker); sectors[secnum].floordata = NULL; sectors[secnum].floorspeed = 0; } } if (sectors[secnum].ceilingdata) // ceiling { P_RemoveThinker(&((ceiling_t *)sectors[secnum].ceilingdata)->thinker); sectors[secnum].ceilingdata = NULL; sectors[secnum].ceilspeed = 0; } } break; case 412: // Teleport the player or thing { mobj_t *dest; if (!mo) // nothing to teleport return; if (line->flags & ML_EFFECT3) // Relative silent teleport { fixed_t x, y, z; x = sides[line->sidenum[0]].textureoffset; y = sides[line->sidenum[0]].rowoffset; z = line->frontsector->ceilingheight; P_UnsetThingPosition(mo); mo->x += x; mo->y += y; mo->z += z; P_SetThingPosition(mo); if (mo->player) { if (bot) // This might put poor Tails in a wall if he's too far behind! D: But okay, whatever! >:3 P_TeleportMove(bot, bot->x + x, bot->y + y, bot->z + z); if (splitscreen && mo->player == &players[secondarydisplayplayer] && camera2.chase) { camera2.x += x; camera2.y += y; camera2.z += z; camera2.subsector = R_PointInSubsector(camera2.x, camera2.y); } else if (camera.chase && mo->player == &players[displayplayer]) { camera.x += x; camera.y += y; camera.z += z; camera.subsector = R_PointInSubsector(camera.x, camera.y); } } } else { if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0) return; dest = P_GetObjectTypeInSectorNum(MT_TELEPORTMAN, secnum); if (!dest) return; if (bot) P_Teleport(bot, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, (line->flags & ML_BLOCKMONSTERS) == 0, (line->flags & ML_EFFECT4) == ML_EFFECT4); if (line->flags & ML_BLOCKMONSTERS) P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, false, (line->flags & ML_EFFECT4) == ML_EFFECT4); else { P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, true, (line->flags & ML_EFFECT4) == ML_EFFECT4); // Play the 'bowrwoosh!' sound S_StartSound(dest, sfx_mixup); } } } break; case 413: // Change music // console player only unless NOCLIMB is set if ((line->flags & ML_NOCLIMB) || (mo && mo->player && P_IsLocalPlayer(mo->player))) { UINT16 tracknum = (UINT16)sides[line->sidenum[0]].bottomtexture; strncpy(mapmusname, sides[line->sidenum[0]].text, 7); mapmusname[6] = 0; mapmusflags = tracknum & MUSIC_TRACKMASK; if (!(line->flags & ML_BLOCKMONSTERS)) mapmusflags |= MUSIC_RELOADRESET; S_ChangeMusic(mapmusname, mapmusflags, !(line->flags & ML_EFFECT4)); // Except, you can use the ML_BLOCKMONSTERS flag to change this behavior. // if (mapmusflags & MUSIC_RELOADRESET) then it will reset the music in G_PlayerReborn. } break; case 414: // Play SFX { INT32 sfxnum; sfxnum = sides[line->sidenum[0]].toptexture; if (sfxnum == sfx_None) return; // Do nothing! if (sfxnum < sfx_None || sfxnum >= NUMSFX) { CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum); return; } if (line->tag != 0) // Do special stuff only if a non-zero linedef tag is set { if (line->flags & ML_EFFECT5) // Repeat Midtexture { // Additionally play the sound from tagged sectors' soundorgs sector_t *sec; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; S_StartSound(&sec->soundorg, sfxnum); } } else if (mo) // A mobj must have triggered the executor { // Only trigger if mobj is touching the tag ffloor_t *rover; boolean foundit = false; for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { if (rover->master->frontsector->tag != line->tag) continue; if (mo->z > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector)) continue; if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) continue; foundit = true; } if (mo->subsector->sector->tag == line->tag) foundit = true; if (!foundit) return; } } if (line->flags & ML_NOCLIMB) { // play the sound from nowhere, but only if display player triggered it if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer])) S_StartSound(NULL, sfxnum); } else if (line->flags & ML_EFFECT4) { // play the sound from nowhere S_StartSound(NULL, sfxnum); } else if (line->flags & ML_BLOCKMONSTERS) { // play the sound from calling sector's soundorg if (callsec) S_StartSound(&callsec->soundorg, sfxnum); else if (mo) S_StartSound(&mo->subsector->sector->soundorg, sfxnum); } else if (mo) { // play the sound from mobj that triggered it S_StartSound(mo, sfxnum); } } break; case 415: // Run a script if (cv_runscripts.value) { INT32 scrnum; lumpnum_t lumpnum; char newname[9]; strcpy(newname, G_BuildMapName(gamemap)); newname[0] = 'S'; newname[1] = 'C'; newname[2] = 'R'; scrnum = sides[line->sidenum[0]].textureoffset>>FRACBITS; if (scrnum < 0 || scrnum > 999) { scrnum = 0; newname[5] = newname[6] = newname[7] = '0'; } else { newname[5] = (char)('0' + (char)((scrnum/100))); newname[6] = (char)('0' + (char)((scrnum%100)/10)); newname[7] = (char)('0' + (char)(scrnum%10)); } newname[8] = '\0'; lumpnum = W_CheckNumForName(newname); if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0) { CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname); } else COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE)); } break; case 416: // Spawn adjustable fire flicker while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableFireFlicker expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. fireflicker_t *flick; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flick = P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); // Make sure the starting light level is in range. if (reallightlevel < flick->minlight) reallightlevel = (INT16)flick->minlight; else if (reallightlevel > flick->maxlight) reallightlevel = (INT16)flick->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 61 does it. P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); } } break; case 417: // Spawn adjustable glowing light while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. glow_t *glow; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; glow = P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); // Make sure the starting light level is in range. if (reallightlevel < glow->minlight) reallightlevel = (INT16)glow->minlight; else if (reallightlevel > glow->maxlight) reallightlevel = (INT16)glow->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); } } break; case 418: // Spawn adjustable strobe flash (unsynchronized) while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. strobe_t *flash; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false); // Make sure the starting light level is in range. if (reallightlevel < flash->minlight) reallightlevel = (INT16)flash->minlight; else if (reallightlevel > flash->maxlight) reallightlevel = (INT16)flash->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false); } } break; case 419: // Spawn adjustable strobe flash (synchronized) while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. strobe_t *flash; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true); // Make sure the starting light level is in range. if (reallightlevel < flash->minlight) reallightlevel = (INT16)flash->minlight; else if (reallightlevel > flash->maxlight) reallightlevel = (INT16)flash->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true); } } break; case 420: // Fade light levels in tagged sectors to new value P_FadeLight(line->tag, line->frontsector->lightlevel, P_AproxDistance(line->dx, line->dy)>>FRACBITS); break; case 421: // Stop lighting effect in tagged sectors while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) if (sectors[secnum].lightingdata) { P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; } break; case 422: // Cut away to another view { mobj_t *altview; if (!mo || !mo->player) // only players have views return; if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0) return; altview = P_GetObjectTypeInSectorNum(MT_ALTVIEWMAN, secnum); if (!altview) return; P_SetTarget(&mo->player->awayviewmobj, altview); mo->player->awayviewtics = P_AproxDistance(line->dx, line->dy)>>FRACBITS; if (line->flags & ML_NOCLIMB) // lets you specify a vertical angle { INT32 aim; aim = sides[line->sidenum[0]].textureoffset>>FRACBITS; while (aim < 0) aim += 360; while (aim >= 360) aim -= 360; aim *= (ANGLE_90>>8); aim /= 90; aim <<= 8; mo->player->awayviewaiming = (angle_t)aim; } else mo->player->awayviewaiming = 0; // straight ahead } break; case 423: // Change Sky if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB)) P_SetupLevelSky(sides[line->sidenum[0]].textureoffset>>FRACBITS, (line->flags & ML_NOCLIMB)); break; case 424: // Change Weather if (line->flags & ML_NOCLIMB) { globalweather = (UINT8)(sides[line->sidenum[0]].textureoffset>>FRACBITS); P_SwitchWeather(globalweather); } else if (mo && mo->player && P_IsLocalPlayer(mo->player)) P_SwitchWeather(sides[line->sidenum[0]].textureoffset>>FRACBITS); break; case 425: // Calls P_SetMobjState on calling mobj if (mo && !mo->player) P_SetMobjState(mo, sides[line->sidenum[0]].toptexture); //P_AproxDistance(line->dx, line->dy)>>FRACBITS); break; case 426: // Moves the mobj to its sector's soundorg and on the floor, and stops it if (!mo) return; if (line->flags & ML_NOCLIMB) { P_UnsetThingPosition(mo); mo->x = mo->subsector->sector->soundorg.x; mo->y = mo->subsector->sector->soundorg.y; mo->z = mo->floorz; P_SetThingPosition(mo); } mo->momx = mo->momy = mo->momz = 1; mo->pmomz = 0; if (mo->player) { mo->player->rmomx = mo->player->rmomy = 1; mo->player->cmomx = mo->player->cmomy = 0; P_ResetPlayer(mo->player); P_SetPlayerMobjState(mo, S_PLAY_STND); // Reset bot too. if (bot) { if (line->flags & ML_NOCLIMB) P_TeleportMove(bot, mo->x, mo->y, mo->z); bot->momx = bot->momy = bot->momz = 1; bot->pmomz = 0; bot->player->rmomx = bot->player->rmomy = 1; bot->player->cmomx = bot->player->cmomy = 0; P_ResetPlayer(bot->player); P_SetPlayerMobjState(bot, S_PLAY_STND); } } break; case 427: // Awards points if the mobj is a player if (mo && mo->player) P_AddPlayerScore(mo->player, sides[line->sidenum[0]].textureoffset>>FRACBITS); break; case 428: // Start floating platform movement EV_DoElevator(line, elevateContinuous, true); break; case 429: // Crush Ceiling Down Once EV_DoCrush(line, crushCeilOnce); break; case 430: // Crush Floor Up Once EV_DoFloor(line, crushFloorOnce); break; case 431: // Crush Floor & Ceiling to middle Once EV_DoCrush(line, crushBothOnce); break; case 432: // Enable 2D Mode (Disable if noclimb) if (mo->player) { if (line->flags & ML_NOCLIMB) mo->flags2 &= ~MF2_TWOD; else mo->flags2 |= MF2_TWOD; // Copy effect to bot if necessary // (Teleport them to you so they don't break it.) if (bot && (bot->flags2 & MF2_TWOD) != (mo->flags2 & MF2_TWOD)) { bot->flags2 = (bot->flags2 & ~MF2_TWOD) | (mo->flags2 & MF2_TWOD); P_TeleportMove(bot, mo->x, mo->y, mo->z); } } break; case 433: // Flip gravity (Flop gravity if noclimb) Works on pushables, too! if (line->flags & ML_NOCLIMB) mo->flags2 &= ~MF2_OBJECTFLIP; else mo->flags2 |= MF2_OBJECTFLIP; if (bot) bot->flags2 = (bot->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); break; case 434: // Custom Power if (mo->player) { mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL); var1 = sides[line->sidenum[0]].toptexture; //(line->dx>>FRACBITS)-1; if (line->sidenum[1] != 0xffff && line->flags & ML_BLOCKMONSTERS) // read power from back sidedef var2 = sides[line->sidenum[1]].toptexture; else if (line->flags & ML_NOCLIMB) // 'Infinite' var2 = UINT16_MAX; else var2 = sides[line->sidenum[0]].textureoffset>>FRACBITS; P_SetTarget(&dummy->target, mo); A_CustomPower(dummy); if (bot) { P_SetTarget(&dummy->target, bot); A_CustomPower(dummy); } P_RemoveMobj(dummy); } break; case 435: // Change scroller direction { scroll_t *scroller; thinker_t *th; for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)T_Scroll) continue; scroller = (scroll_t *)th; if (sectors[scroller->affectee].tag != line->tag) continue; scroller->dx = FixedMul(line->dx>>SCROLL_SHIFT, CARRYFACTOR); scroller->dy = FixedMul(line->dy>>SCROLL_SHIFT, CARRYFACTOR); } } break; case 436: // Shatter block remotely { INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to crumble for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector->tag == foftag) break; } if (!rover) { CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } EV_CrumbleChain(sec, rover); } } break; case 437: // Disable Player Controls if (mo->player) { UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); if (fractime < 1) fractime = 1; //instantly wears off upon leaving if (line->flags & ML_NOCLIMB) fractime |= 1<<15; //more crazy &ing, as if music stuff wasn't enough mo->player->powers[pw_nocontrol] = fractime; if (bot) bot->player->powers[pw_nocontrol] = fractime; } break; case 438: // Set player scale if (mo) { mo->destscale = FixedDiv(P_AproxDistance(line->dx, line->dy), 100<destscale < FRACUNIT/100) mo->destscale = FRACUNIT/100; if (mo->player && bot) bot->destscale = mo->destscale; } break; case 439: // Set texture { size_t linenum; side_t *set = &sides[line->sidenum[0]], *this; boolean always = !(line->flags & ML_NOCLIMB); // If noclimb: Only change mid texture if mid texture already exists on tagged lines, etc. for (linenum = 0; linenum < numlines; linenum++) { if (lines[linenum].special == 439) continue; // Don't override other set texture lines! if (lines[linenum].tag != line->tag) continue; // Find tagged lines // Front side this = &sides[lines[linenum].sidenum[0]]; if (always || this->toptexture) this->toptexture = set->toptexture; if (always || this->midtexture) this->midtexture = set->midtexture; if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture; if (lines[linenum].sidenum[1] == 0xffff) continue; // One-sided stops here. // Back side this = &sides[lines[linenum].sidenum[1]]; if (always || this->toptexture) this->toptexture = set->toptexture; if (always || this->midtexture) this->midtexture = set->midtexture; if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture; } } break; case 440: // Play race countdown and start Metal Sonic if (!metalrecording && !metalplayback) G_DoPlayMetal(); break; case 441: // Trigger unlockable if ((!modifiedgame || savemoddata) && !(netgame || multiplayer)) { INT32 trigid = (INT32)(sides[line->sidenum[0]].textureoffset>>FRACBITS); if (trigid < 0 || trigid > 31) // limited by 32 bit variable CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", line->sidenum[0], trigid); else { unlocktriggers |= 1 << trigid; // Unlocked something? if (M_UpdateUnlockablesAndExtraEmblems()) { S_StartSound(NULL, sfx_ncitem); G_SaveGameData(); // only save if unlocked something } } } // Execute one time only line->special = 0; break; case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors { const mobjtype_t type = (mobjtype_t)sides[line->sidenum[0]].toptexture; statenum_t state = NUMSTATES; sector_t *sec; mobj_t *thing; if (line->sidenum[1] != 0xffff) state = (statenum_t)sides[line->sidenum[1]].toptexture; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { boolean tryagain; sec = sectors + secnum; do { tryagain = false; for (thing = sec->thinglist; thing; thing = thing->snext) if (thing->type == type) { if (state != NUMSTATES) { if (!P_SetMobjState(thing, state)) // set state to specific state { // mobj was removed tryagain = true; // snext is corrupt, we'll have to start over. break; } } else if (!P_SetMobjState(thing, thing->state->nextstate)) // set state to nextstate { // mobj was removed tryagain = true; // snext is corrupt, we'll have to start over. break; } } } while (tryagain); } break; } case 443: // Calls a named Lua function #ifdef HAVE_BLUA if (line->text) LUAh_LinedefExecute(line, mo, callsec); else CONS_Alert(CONS_WARNING, "Linedef %s is missing the hook name of the Lua function to call! (This should be given in the front texture fields)\n", sizeu1(line-lines)); #else CONS_Alert(CONS_ERROR, "The map is trying to run a Lua script, but this exe was not compiled with Lua support!\n"); #endif break; case 444: // Earthquake camera { quake.intensity = sides[line->sidenum[0]].textureoffset; quake.radius = sides[line->sidenum[0]].rowoffset; quake.time = P_AproxDistance(line->dx, line->dy)>>FRACBITS; quake.epicenter = NULL; /// \todo // reasonable defaults. if (!quake.intensity) quake.intensity = 8<sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible (or not visible) in ffloor_t *rover; // FOF to vanish/un-vanish ffloortype_e oldflags; // store FOF's old flags for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector->tag == foftag) break; } if (!rover) { CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } oldflags = rover->flags; // Abracadabra! if (line->flags & ML_NOCLIMB) rover->flags |= FF_EXISTS; else rover->flags &= ~FF_EXISTS; // if flags changed, reset sector's light list if (rover->flags != oldflags) sec->moved = true; } } break; case 446: // Make block fall remotely (acts like FF_CRUMBLE) { INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to make fall down player_t *player = NULL; // player that caused FOF to fall boolean respawn = true; // should the fallen FOF respawn? if (mo) // NULL check player = mo->player; if (line->flags & ML_NOCLIMB) // don't respawn! respawn = false; for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector->tag == foftag) break; } if (!rover) { CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } if (line->flags & ML_BLOCKMONSTERS) // FOF flags determine respawn ability instead? respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn); } } break; case 448: // Change skybox viewpoint/centerpoint if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB)) { INT32 viewid = sides[line->sidenum[0]].textureoffset>>FRACBITS; INT32 centerid = sides[line->sidenum[0]].rowoffset>>FRACBITS; if ((line->flags & (ML_EFFECT4|ML_BLOCKMONSTERS)) == ML_EFFECT4) // Solid Midtexture is on but Block Enemies is off? { CONS_Alert(CONS_WARNING, M_GetText("Skybox switch linedef (tag %d) doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"), line->tag); } else { // set viewpoint mobj if (!(line->flags & ML_EFFECT4)) // Solid Midtexture turns off viewpoint setting { if (viewid >= 0 && viewid < 16) skyboxmo[0] = skyboxviewpnts[viewid]; else skyboxmo[0] = NULL; } // set centerpoint mobj if (line->flags & ML_BLOCKMONSTERS) // Block Enemies turns ON centerpoint setting { if (centerid >= 0 && centerid < 16) skyboxmo[1] = skyboxcenterpnts[centerid]; else skyboxmo[1] = NULL; } } CONS_Debug(DBG_GAMELOGIC, "Line type 448 Executor: viewid = %d, centerid = %d, viewpoint? = %s, centerpoint? = %s\n", viewid, centerid, ((line->flags & ML_EFFECT4) ? "no" : "yes"), ((line->flags & ML_BLOCKMONSTERS) ? "yes" : "no")); } break; case 450: // Execute Linedef Executor - for recursion P_LinedefExecute(line->tag, mo, NULL); break; case 451: // Execute Random Linedef Executor { INT32 rvalue1 = sides[line->sidenum[0]].textureoffset>>FRACBITS; INT32 rvalue2 = sides[line->sidenum[0]].rowoffset>>FRACBITS; INT32 result; if (rvalue1 <= rvalue2) result = P_RandomRange(rvalue1, rvalue2); else result = P_RandomRange(rvalue2, rvalue1); P_LinedefExecute((INT16)result, mo, NULL); break; } #ifdef POLYOBJECTS case 480: // Polyobj_DoorSlide case 481: // Polyobj_DoorSwing PolyDoor(line); break; case 482: // Polyobj_Move case 483: // Polyobj_OR_Move PolyMove(line); break; case 484: // Polyobj_RotateRight case 485: // Polyobj_OR_RotateRight case 486: // Polyobj_RotateLeft case 487: // Polyobj_OR_RotateLeft PolyRotate(line); break; case 488: // Polyobj_Waypoint PolyWaypoint(line); break; case 489: PolyInvisible(line); break; case 490: PolyVisible(line); break; case 491: PolyTranslucency(line); break; #endif default: break; } } // // P_SetupSignExit // // Finds the exit sign in the current sector and // sets its target to the player who passed the map. // void P_SetupSignExit(player_t *player) { mobj_t *thing; msecnode_t *node = player->mo->subsector->sector->touching_thinglist; // things touching this sector thinker_t *think; INT32 numfound = 0; for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->type != MT_SIGN) continue; if (thing->state != &states[thing->info->spawnstate]) continue; P_SetTarget(&thing->target, player->mo); P_SetMobjState(thing, S_SIGN1); if (thing->info->seesound) S_StartSound(thing, thing->info->seesound); ++numfound; } if (numfound) return; // didn't find any signposts in the exit sector. // spin all signposts in the level then. for (think = thinkercap.next; think != &thinkercap; think = think->next) { if (think->function.acp1 != (actionf_p1)P_MobjThinker) continue; // not a mobj thinker thing = (mobj_t *)think; if (thing->type != MT_SIGN) continue; if (thing->state != &states[thing->info->spawnstate]) continue; P_SetTarget(&thing->target, player->mo); P_SetMobjState(thing, S_SIGN1); if (thing->info->seesound) S_StartSound(thing, thing->info->seesound); ++numfound; } } // // P_IsFlagAtBase // // Checks to see if a flag is at its base. // boolean P_IsFlagAtBase(mobjtype_t flag) { thinker_t *think; mobj_t *mo; INT32 specialnum = 0; for (think = thinkercap.next; think != &thinkercap; think = think->next) { if (think->function.acp1 != (actionf_p1)P_MobjThinker) continue; // not a mobj thinker mo = (mobj_t *)think; if (mo->type != flag) continue; if (mo->type == MT_REDFLAG) specialnum = 3; else if (mo->type == MT_BLUEFLAG) specialnum = 4; if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum) return true; else if (mo->subsector->sector->ffloors) // Check the 3D floors { ffloor_t *rover; for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum) continue; if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector)) return true; } } } return false; } // // P_PlayerTouchingSectorSpecial // // Replaces the old player->specialsector. // This allows a player to touch more than // one sector at a time, if necessary. // // Returns a pointer to the first sector of // the particular type that it finds. // Returns NULL if it doesn't find it. // sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number) { msecnode_t *node; ffloor_t *rover; if (!player->mo) return NULL; // Check default case first if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number) return player->mo->subsector->sector; // Hmm.. maybe there's a FOF that has it... for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } // This FOF has the special we're looking for! return rover->master->frontsector; } for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (GETSECSPECIAL(node->m_sector->special, section) == number) { // This sector has the special we're looking for, but // are we allowed to touch it? if (node->m_sector == player->mo->subsector->sector || (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH)) return node->m_sector; } // Hmm.. maybe there's a FOF that has it... for (rover = node->m_sector->ffloors; rover; rover = rover->next) { fixed_t topheight, bottomheight; if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } // This FOF has the special we're looking for, but are we allowed to touch it? if (node->m_sector == player->mo->subsector->sector || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } } return NULL; } // // P_ThingIsOnThe3DFloor // // This checks whether the mobj is on/in the FOF we want it to be at // Needed for the "All players" trigger sector specials only // static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *targetsec) { ffloor_t *rover; fixed_t top, bottom; if (!mo->player) // should NEVER happen return false; if (!targetsec->ffloors) // also should NEVER happen return false; for (rover = targetsec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector != sector) continue; // we're assuming the FOF existed when the first player touched it //if (!(rover->flags & FF_EXISTS)) // return false; top = P_GetSpecialTopZ(mo, sector, targetsec); bottom = P_GetSpecialBottomZ(mo, sector, targetsec); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != top) return false; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(mo->eflags & MFE_VERTICALFLIP) || mo->z + mo->height != bottom) return false; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottom) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == top))) return false; } } else { // Water and intangible FOFs if (mo->z > top || (mo->z + mo->height) < bottom) return false; } return true; } return false; } // // P_MobjReadyToTrigger // // Is player standing on the sector's "ground"? // static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec) { if (mo->eflags & MFE_VERTICALFLIP) return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING); else return (mo->z == P_GetSpecialBottomZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_FLOOR); } /** Applies a sector special to a player. * * \param player Player in the sector. * \param sector Sector with the special. * \param roversector If !NULL, sector is actually an FOF; otherwise, sector * is being physically contacted by the player. * \todo Split up into multiple functions. * \sa P_PlayerInSpecialSector, P_PlayerOnSpecial3DFloor */ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector) { INT32 i = 0; INT32 section1, section2, section3, section4; INT32 special; section1 = GETSECSPECIAL(sector->special, 1); section2 = GETSECSPECIAL(sector->special, 2); section3 = GETSECSPECIAL(sector->special, 3); section4 = GETSECSPECIAL(sector->special, 4); // Ignore spectators if (player->spectator) return; // Ignore dead players. // If this strange phenomenon could be potentially used in levels, // TODO: modify this to accommodate for it. if (player->playerstate == PST_DEAD) return; // Conveyor stuff if (section3 == 2 || section3 == 4) player->onconveyor = section3; special = section1; // Process Section 1 switch (special) { case 1: // Damage (Generic) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, 0); break; case 2: // Damage (Water) if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->powers[pw_carry] == CR_NIGHTSMODE)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_WATER); break; case 3: // Damage (Fire) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_FIRE); break; case 4: // Damage (Electrical) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_ELECTRIC); break; case 5: // Spikes // Don't do anything. In Soviet Russia, spikes find you. break; case 6: // Death Pit (Camera Mod) case 7: // Death Pit (No Camera Mod) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DEATHPIT); break; case 8: // Instant Kill P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; case 9: // Ring Drainer (Floor Touch) case 10: // Ring Drainer (No Floor Touch) if (leveltime % (TICRATE/2) == 0 && player->rings > 0) { player->rings--; S_StartSound(player->mo, sfx_itemup); } break; case 11: // Special Stage Damage if (player->exiting || player->bot) // Don't do anything for bots or players who have just finished break; if (!(player->powers[pw_shield] || player->rings > 0)) // Don't do anything if no shield or rings anyway break; P_SpecialStageDamage(player, NULL, NULL); break; case 12: // Space Countdown if (!(player->powers[pw_shield] & SH_PROTECTWATER) && !player->powers[pw_spacetime]) player->powers[pw_spacetime] = spacetimetics + 1; break; case 13: // Ramp Sector (Increase step-up/down) case 14: // Non-Ramp Sector (Don't step-down) case 15: // Bouncy Sector (FOF Control Only) break; } special = section2; // Process Section 2 switch (special) { case 1: // Trigger Linedef Exec (Pushable Objects) break; case 2: // Linedef executor requires all players present+doesn't require touching floor case 3: // Linedef executor requires all players present /// \todo check continues for proper splitscreen support? for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && !players[i].bot && players[i].mo && (gametype != GT_COOP || players[i].lives > 0)) { if (roversector) { if (players[i].mo->subsector->sector == roversector) ; else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH) { boolean insector = false; msecnode_t *node; for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == roversector) { insector = true; break; } } if (!insector) goto DoneSection2; } else goto DoneSection2; if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector)) goto DoneSection2; } else { if (players[i].mo->subsector->sector == sector) ; else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH) { boolean insector = false; msecnode_t *node; for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == sector) { insector = true; break; } } if (!insector) goto DoneSection2; } else goto DoneSection2; if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector)) goto DoneSection2; } } /* FALLTHRU */ case 4: // Linedef executor that doesn't require touching floor case 5: // Linedef executor case 6: // Linedef executor (7 Emeralds) case 7: // Linedef executor (NiGHTS Mare) if (!player->bot) P_LinedefExecute(sector->tag, player->mo, sector); break; case 8: // Tells pushable things to check FOFs break; case 9: // Egg trap capsule { thinker_t *th; mobj_t *mo2; line_t junk; if (player->bot || sector->ceilingdata || sector->floordata) return; // Find the center of the Eggtrap and release all the pretty animals! // The chimps are my friends.. heeheeheheehehee..... - LouisJM for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_EGGTRAP) P_KillMobj(mo2, NULL, player->mo, 0); } // clear the special so you can't push the button twice. sector->special = 0; // Move the button down junk.tag = 680; EV_DoElevator(&junk, elevateDown, false); // Open the top FOF junk.tag = 681; EV_DoFloor(&junk, raiseFloorToNearestFast); // Open the bottom FOF junk.tag = 682; EV_DoCeiling(&junk, lowerToLowestFast); // Mark all players with the time to exit thingy! for (i = 0; i < MAXPLAYERS; i++) P_DoPlayerExit(&players[i]); break; } case 10: // Special Stage Time/Rings case 11: // Custom Gravity break; case 12: // Lua sector special break; } DoneSection2: special = section3; // Process Section 3 switch (special) { case 1: // Unused case 2: // Wind/Current case 3: // Unused case 4: // Conveyor Belt break; case 5: // Speed pad if (player->powers[pw_flashing] != 0 && player->powers[pw_flashing] < TICRATE/2) break; i = P_FindSpecialLineFromTag(4, sector->tag, -1); if (i != -1) { angle_t lineangle; fixed_t linespeed; fixed_t sfxnum; lineangle = R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y); linespeed = sides[lines[i].sidenum[0]].textureoffset; if (linespeed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Speed pad (tag %d) at zero speed.\n", sector->tag); break; } player->mo->angle = lineangle; if (!demoplayback || P_AnalogMove(player)) { if (player == &players[consoleplayer]) localangle = player->mo->angle; else if (player == &players[secondarydisplayplayer]) localangle2 = player->mo->angle; } if (!(lines[i].flags & ML_EFFECT4)) { P_UnsetThingPosition(player->mo); if (roversector) // make FOF speed pads work { player->mo->x = roversector->soundorg.x; player->mo->y = roversector->soundorg.y; } else { player->mo->x = sector->soundorg.x; player->mo->y = sector->soundorg.y; } P_SetThingPosition(player->mo); } P_InstaThrust(player->mo, player->mo->angle, linespeed); if ((lines[i].flags & ML_EFFECT5) && (player->charability2 == CA2_SPINDASH)) // Roll! { if (!(player->pflags & PF_SPINNING)) player->pflags |= PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); } player->powers[pw_flashing] = TICRATE/3; sfxnum = sides[lines[i].sidenum[0]].toptexture; if (!sfxnum) sfxnum = sfx_spdpad; S_StartSound(player->mo, sfxnum); } break; case 6: // Unused case 7: // Unused case 8: // Unused case 9: // Unused case 10: // Unused case 11: // Unused case 12: // Unused case 13: // Unused case 14: // Unused case 15: // Unused break; } special = section4; // Process Section 4 switch (special) { case 1: // Starpost Activator { mobj_t *post = P_GetObjectTypeInSectorNum(MT_STARPOST, sector - sectors); if (!post) break; P_TouchSpecialThing(post, player->mo, false); break; } case 2: // Special stage GOAL sector / Exit Sector / CTF Flag Return if (player->bot) break; if (!useNightsSS && G_IsSpecialStage(gamemap) && sstimer > 6) sstimer = 6; // Just let P_Ticker take care of the rest. // Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c) { INT32 lineindex; P_DoPlayerExit(player); P_SetupSignExit(player); // important: use sector->tag on next line instead of player->mo->subsector->tag // this part is different from in P_PlayerThink, this is what was causing // FOF custom exits not to work. lineindex = P_FindSpecialLineFromTag(2, sector->tag, -1); if (gametype == GT_COOP && lineindex != -1) // Custom exit! { // Special goodies with the block monsters flag depending on emeralds collected if ((lines[lineindex].flags & ML_BLOCKMONSTERS) && ALL7EMERALDS(emeralds)) nextmapoverride = (INT16)(lines[lineindex].frontsector->ceilingheight>>FRACBITS); else nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS); if (lines[lineindex].flags & ML_NOCLIMB) skipstats = true; } } break; case 3: // Red Team's Base if (gametype == GT_CTF && P_IsObjectOnGround(player->mo)) { if (player->ctfteam == 1 && (player->gotflag & GF_BLUEFLAG)) { mobj_t *mo; // Make sure the red team still has their own // flag at their base so they can score. if (!P_IsFlagAtBase(MT_REDFLAG)) break; HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va(M_GetText("%s\\captured the blue flag.\\\\\\\\"), player_names[player-players])); if (splitscreen || players[consoleplayer].ctfteam == 1) S_StartSound(NULL, sfx_flgcap); else if (players[consoleplayer].ctfteam == 2) S_StartSound(NULL, sfx_lose); mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_BLUEFLAG); player->gotflag &= ~GF_BLUEFLAG; mo->flags &= ~MF_SPECIAL; mo->fuse = TICRATE; mo->spawnpoint = bflagpoint; mo->flags2 |= MF2_JUSTATTACKED; redscore += 1; P_AddPlayerScore(player, 250); } } break; case 4: // Blue Team's Base if (gametype == GT_CTF && P_IsObjectOnGround(player->mo)) { if (player->ctfteam == 2 && (player->gotflag & GF_REDFLAG)) { mobj_t *mo; // Make sure the blue team still has their own // flag at their base so they can score. if (!P_IsFlagAtBase(MT_BLUEFLAG)) break; HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho(va(M_GetText("%s\\captured the red flag.\\\\\\\\"), player_names[player-players])); if (splitscreen || players[consoleplayer].ctfteam == 2) S_StartSound(NULL, sfx_flgcap); else if (players[consoleplayer].ctfteam == 1) S_StartSound(NULL, sfx_lose); mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_REDFLAG); player->gotflag &= ~GF_REDFLAG; mo->flags &= ~MF_SPECIAL; mo->fuse = TICRATE; mo->spawnpoint = rflagpoint; mo->flags2 |= MF2_JUSTATTACKED; bluescore += 1; P_AddPlayerScore(player, 250); } } break; case 5: // Fan sector player->mo->momz += mobjinfo[MT_FAN].mass/4; if (player->mo->momz > mobjinfo[MT_FAN].mass) player->mo->momz = mobjinfo[MT_FAN].mass; P_ResetPlayer(player); if (player->panim != PA_FALL) P_SetPlayerMobjState(player->mo, S_PLAY_FALL); break; case 6: // Super Sonic transformer if (player->mo->health > 0 && !player->bot && (player->charflags & SF_SUPER) && !player->powers[pw_super] && ALL7EMERALDS(emeralds)) P_DoSuperTransformation(player, true); break; case 7: // Make player spin if (!(player->pflags & PF_SPINNING) && P_IsObjectOnGround(player->mo) && (player->charability2 == CA2_SPINDASH)) { player->pflags |= PF_SPINNING; P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartAttackSound(player->mo, sfx_spin); if (abs(player->rmomx) < FixedMul(5*FRACUNIT, player->mo->scale) && abs(player->rmomy) < FixedMul(5*FRACUNIT, player->mo->scale)) P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale)); } break; case 8: // Zoom Tube Start { INT32 sequence; fixed_t speed; INT32 lineindex; thinker_t *th; mobj_t *waypoint = NULL; mobj_t *mo2; angle_t an; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ZOOMTUBE) break; // Find line #3 tagged to this sector lineindex = P_FindSpecialLineFromTag(3, sector->tag, -1); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special); break; } // Grab speed and sequence values speed = abs(sides[lines[lineindex].sidenum[0]].textureoffset)/8; sequence = abs(sides[lines[lineindex].sidenum[0]].rowoffset)>>FRACBITS; if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); break; } // scan the thinkers // to find the first waypoint for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence && mo2->health == 0) { waypoint = mo2; break; } } if (!waypoint) { CONS_Debug(DBG_GAMELOGIC, "ERROR: FIRST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence); break; } else { CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed); } an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle; if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4)) break; // behind back P_SetTarget(&player->mo->tracer, waypoint); player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; if (player->mo->state-states != S_PLAY_ROLL) { P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } break; case 9: // Zoom Tube End { INT32 sequence; fixed_t speed; INT32 lineindex; thinker_t *th; mobj_t *waypoint = NULL; mobj_t *mo2; angle_t an; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ZOOMTUBE) break; // Find line #3 tagged to this sector lineindex = P_FindSpecialLineFromTag(3, sector->tag, -1); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special); break; } // Grab speed and sequence values speed = -abs(sides[lines[lineindex].sidenum[0]].textureoffset)/8; // Negative means reverse sequence = abs(sides[lines[lineindex].sidenum[0]].rowoffset)>>FRACBITS; if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); break; } // scan the thinkers // to find the last waypoint for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence) { if (!waypoint) waypoint = mo2; else if (mo2->health > waypoint->health) waypoint = mo2; } } if (!waypoint) { CONS_Debug(DBG_GAMELOGIC, "ERROR: LAST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence); break; } else { CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed); } an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle; if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4)) break; // behind back P_SetTarget(&player->mo->tracer, waypoint); player->powers[pw_carry] = CR_ZOOMTUBE; player->speed = speed; player->pflags |= PF_SPINNING; player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; if (player->mo->state-states != S_PLAY_ROLL) { P_SetPlayerMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } break; case 10: // Finish Line if (gametype == GT_RACE && !player->exiting) { if (player->starpostnum == numstarposts) // Must have touched all the starposts { player->laps++; if (player->powers[pw_carry] == CR_NIGHTSMODE) player->drillmeter += 48*20; if (player->laps >= (UINT8)cv_numlaps.value) CONS_Printf(M_GetText("%s has finished the race.\n"), player_names[player-players]); else CONS_Printf(M_GetText("%s started lap %u\n"), player_names[player-players], (UINT32)player->laps+1); // Reset starposts (checkpoints) info player->starpostangle = player->starposttime = player->starpostnum = 0; player->starpostx = player->starposty = player->starpostz = 0; P_ResetStarposts(); // Play the starpost sound for 'consistency' S_StartSound(player->mo, sfx_strpst); } else if (player->starpostnum) { // blatant reuse of a variable that's normally unused in circuit if (!player->tossdelay) S_StartSound(player->mo, sfx_lose); player->tossdelay = 3; } if (player->laps >= (unsigned)cv_numlaps.value) { if (P_IsLocalPlayer(player)) { HU_SetCEchoFlags(0); HU_SetCEchoDuration(5); HU_DoCEcho("FINISHED!"); } P_DoPlayerExit(player); } } break; case 11: // Rope hang { INT32 sequence; fixed_t speed; INT32 lineindex; thinker_t *th; mobj_t *waypointmid = NULL; mobj_t *waypointhigh = NULL; mobj_t *waypointlow = NULL; mobj_t *mo2; mobj_t *closest = NULL; line_t junk; vertex_t v1, v2, resulthigh, resultlow; mobj_t *highest = NULL; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG) break; if (player->mo->momz > 0) break; if (player->cmd.buttons & BT_USE) break; if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate]) break; if (player->exiting) break; //initialize resulthigh and resultlow with 0 memset(&resultlow, 0x00, sizeof(resultlow)); memset(&resulthigh, 0x00, sizeof(resulthigh)); // Find line #11 tagged to this sector lineindex = P_FindSpecialLineFromTag(11, sector->tag, -1); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #11.\n", sector->special); break; } // Grab speed and sequence values speed = abs(sides[lines[lineindex].sidenum[0]].textureoffset)/8; sequence = abs(sides[lines[lineindex].sidenum[0]].rowoffset)>>FRACBITS; if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); break; } // Find the closest waypoint // Find the preceding waypoint // Find the proceeding waypoint // Determine the closest spot on the line between the three waypoints // Put player at that location. // scan the thinkers // to find the first waypoint for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_TUBEWAYPOINT) continue; if (mo2->threshold != sequence) continue; if (!highest) highest = mo2; else if (mo2->health > highest->health) // Find the highest waypoint # in case we wrap highest = mo2; if (closest && P_AproxDistance(P_AproxDistance(player->mo->x-mo2->x, player->mo->y-mo2->y), player->mo->z-mo2->z) > P_AproxDistance(P_AproxDistance(player->mo->x-closest->x, player->mo->y-closest->y), player->mo->z-closest->z)) continue; // Found a target closest = mo2; } waypointmid = closest; closest = NULL; if (waypointmid == NULL) { CONS_Debug(DBG_GAMELOGIC, "ERROR: WAYPOINT(S) IN SEQUENCE %d NOT FOUND.\n", sequence); break; } // Find waypoint before this one (waypointlow) for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_TUBEWAYPOINT) continue; if (mo2->threshold != sequence) continue; if (waypointmid->health == 0) { if (mo2->health != highest->health) continue; } else if (mo2->health != waypointmid->health - 1) continue; // Found a target waypointlow = mo2; break; } // Find waypoint after this one (waypointhigh) for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 != (actionf_p1)P_MobjThinker) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_TUBEWAYPOINT) continue; if (mo2->threshold != sequence) continue; if (waypointmid->health == highest->health) { if (mo2->health != 0) continue; } else if (mo2->health != waypointmid->health + 1) continue; // Found a target waypointhigh = mo2; break; } CONS_Debug(DBG_GAMELOGIC, "WaypointMid: %d; WaypointLow: %d; WaypointHigh: %d\n", waypointmid->health, waypointlow ? waypointlow->health : -1, waypointhigh ? waypointhigh->health : -1); // Now we have three waypoints... the closest one we're near, and the one that comes before, and after. // Next, we need to find the closest point on the line between each set, and determine which one we're // closest to. // Waypointmid and Waypointlow: if (waypointlow) { v1.x = waypointmid->x; v1.y = waypointmid->y; v1.z = waypointmid->z; v2.x = waypointlow->x; v2.y = waypointlow->y; v2.z = waypointlow->z; junk.v1 = &v1; junk.v2 = &v2; junk.dx = v2.x - v1.x; junk.dy = v2.y - v1.y; P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resultlow); } // Waypointmid and Waypointhigh: if (waypointhigh) { v1.x = waypointmid->x; v1.y = waypointmid->y; v1.z = waypointmid->z; v2.x = waypointhigh->x; v2.y = waypointhigh->y; v2.z = waypointhigh->z; junk.v1 = &v1; junk.v2 = &v2; junk.dx = v2.x - v1.x; junk.dy = v2.y - v1.y; P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resulthigh); } // 3D support now available. Disregard the previous notice here. -Red P_UnsetThingPosition(player->mo); P_ResetPlayer(player); player->mo->momx = player->mo->momy = player->mo->momz = 0; if (lines[lineindex].flags & ML_EFFECT1) // Don't wrap { highest->flags |= MF_SLIDEME; } // Changing the conditions on these ifs to fix issues with snapping to the wrong spot -Red if ((lines[lineindex].flags & ML_EFFECT1) && waypointmid->health == 0) { closest = waypointhigh; player->mo->x = resulthigh.x; player->mo->y = resulthigh.y; player->mo->z = resulthigh.z - P_GetPlayerHeight(player); } else if ((lines[lineindex].flags & ML_EFFECT1) && waypointmid->health == highest->health) { closest = waypointmid; player->mo->x = resultlow.x; player->mo->y = resultlow.y; player->mo->z = resultlow.z - P_GetPlayerHeight(player); } else { if (P_AproxDistance(P_AproxDistance(player->mo->x-resultlow.x, player->mo->y-resultlow.y), player->mo->z-resultlow.z) < P_AproxDistance(P_AproxDistance(player->mo->x-resulthigh.x, player->mo->y-resulthigh.y), player->mo->z-resulthigh.z)) { // Line between Mid and Low is closer closest = waypointmid; player->mo->x = resultlow.x; player->mo->y = resultlow.y; player->mo->z = resultlow.z - P_GetPlayerHeight(player); } else { // Line between Mid and High is closer closest = waypointhigh; player->mo->x = resulthigh.x; player->mo->y = resulthigh.y; player->mo->z = resulthigh.z - P_GetPlayerHeight(player); } } P_SetTarget(&player->mo->tracer, closest); player->powers[pw_carry] = CR_ROPEHANG; // Option for static ropes. if (lines[lineindex].flags & ML_NOCLIMB) player->speed = 0; else player->speed = speed; S_StartSound(player->mo, sfx_s3k4a); player->pflags &= ~(PF_JUMPED|PF_NOJUMPDAMAGE|PF_GLIDING|PF_BOUNCING|PF_SLIDING|PF_CANCARRY); player->climbing = 0; P_SetThingPosition(player->mo); P_SetPlayerMobjState(player->mo, S_PLAY_RIDE); } break; case 12: // Camera noclip case 13: // Unused case 14: // Unused case 15: // Unused break; } } /** Checks if an object is standing on or is inside a special 3D floor. * If so, the sector is returned. * * \param mo Object to check. * \return Pointer to the sector with a special type, or NULL if no special 3D * floors are being contacted. * \sa P_PlayerOnSpecial3DFloor */ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo) { sector_t *sector; ffloor_t *rover; fixed_t topheight, bottomheight; sector = mo->subsector->sector; if (!sector->ffloors) return NULL; for (rover = sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->special) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, sector); bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, sector); // Check the 3D floor's type... if (((rover->flags & FF_BLOCKPLAYER) && mo->player) || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(mo->eflags & MFE_VERTICALFLIP) || mo->z + mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight))) continue; } } else { // Water and intangible FOFs if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } return rover->master->frontsector; } return NULL; } #define TELEPORTED (player->mo->subsector->sector != originalsector) /** Checks if a player is standing on or is inside a 3D floor (e.g. water) and * applies any specials. * * \param player Player to check. * \sa P_ThingOnSpecial3DFloor, P_PlayerInSpecialSector */ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector) { sector_t *originalsector = player->mo->subsector->sector; ffloor_t *rover; fixed_t topheight, bottomheight; for (rover = sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->special) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector); bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { // Thing must be on top of the floor to be affected... if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)) { if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight) continue; } else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z + player->mo->height != bottomheight) continue; } else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH) { if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight) || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight))) continue; } } else { // Water and DEATH FOG!!! heh if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } // This FOF has the special we're looking for, but are we allowed to touch it? if (sector == player->mo->subsector->sector || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) { P_ProcessSpecialSector(player, rover->master->frontsector, sector); if TELEPORTED return; } } // Allow sector specials to be applied to polyobjects! if (player->mo->subsector->polyList) { polyobj_t *po = player->mo->subsector->polyList; sector_t *polysec; boolean touching = false; boolean inside = false; while (po) { if (po->flags & POF_NOSPECIALS) { po = (polyobj_t *)(po->link.next); continue; } polysec = po->lines[0]->backsector; if ((polysec->flags & SF_TRIGGERSPECIAL_TOUCH)) touching = P_MobjTouchingPolyobj(po, player->mo); else touching = false; inside = P_MobjInsidePolyobj(po, player->mo); if (!(inside || touching)) { po = (polyobj_t *)(po->link.next); continue; } // We're inside it! Yess... if (!polysec->special) { po = (polyobj_t *)(po->link.next); continue; } if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking { } else if (po->flags & POF_SOLID) { // Thing must be on top of the floor to be affected... if ((polysec->flags & SF_FLIPSPECIAL_FLOOR) && !(polysec->flags & SF_FLIPSPECIAL_CEILING)) { if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != polysec->ceilingheight) { po = (polyobj_t *)(po->link.next); continue; } } else if ((polysec->flags & SF_FLIPSPECIAL_CEILING) && !(polysec->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z + player->mo->height != polysec->floorheight) { po = (polyobj_t *)(po->link.next); continue; } } else if (polysec->flags & SF_FLIPSPECIAL_BOTH) { if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == polysec->floorheight) || (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == polysec->ceilingheight))) { po = (polyobj_t *)(po->link.next); continue; } } } else { // Water and DEATH FOG!!! heh if (player->mo->z > polysec->ceilingheight || (player->mo->z + player->mo->height) < polysec->floorheight) { po = (polyobj_t *)(po->link.next); continue; } } P_ProcessSpecialSector(player, polysec, sector); if TELEPORTED return; po = (polyobj_t *)(po->link.next); } } } #define VDOORSPEED (FRACUNIT*2) // // P_RunSpecialSectorCheck // // Helper function to P_PlayerInSpecialSector // static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector) { boolean nofloorneeded = false; fixed_t f_affectpoint, c_affectpoint; if (!sector->special) // nothing special, exit return; if (GETSECSPECIAL(sector->special, 2) == 9) // Egg trap capsule -- should only be for 3dFloors! return; // The list of specials that activate without floor touch // Check Section 1 switch(GETSECSPECIAL(sector->special, 1)) { case 2: // Damage (water) case 8: // Instant kill case 10: // Ring drainer that doesn't require floor touch case 12: // Space countdown nofloorneeded = true; break; } // Check Section 2 switch(GETSECSPECIAL(sector->special, 2)) { case 2: // Linedef executor (All players needed) case 4: // Linedef executor case 6: // Linedef executor (7 Emeralds) case 7: // Linedef executor (NiGHTS Mare) nofloorneeded = true; break; } // Check Section 3 /* switch(GETSECSPECIAL(sector->special, 3)) { }*/ // Check Section 4 switch(GETSECSPECIAL(sector->special, 4)) { case 2: // Level Exit / GOAL Sector / Flag Return if (!useNightsSS && G_IsSpecialStage(gamemap)) { // Special stage GOAL sector // requires touching floor. break; } /* FALLTHRU */ case 1: // Starpost activator case 5: // Fan sector case 6: // Super Sonic Transform case 8: // Zoom Tube Start case 9: // Zoom Tube End case 10: // Finish line nofloorneeded = true; break; } if (nofloorneeded) { P_ProcessSpecialSector(player, sector, NULL); return; } f_affectpoint = P_GetSpecialBottomZ(player->mo, sector, sector); c_affectpoint = P_GetSpecialTopZ(player->mo, sector, sector); // Only go further if on the ground if ((sector->flags & SF_FLIPSPECIAL_FLOOR) && !(sector->flags & SF_FLIPSPECIAL_CEILING) && player->mo->z != f_affectpoint) return; if ((sector->flags & SF_FLIPSPECIAL_CEILING) && !(sector->flags & SF_FLIPSPECIAL_FLOOR) && player->mo->z + player->mo->height != c_affectpoint) return; if ((sector->flags & SF_FLIPSPECIAL_BOTH) && player->mo->z != f_affectpoint && player->mo->z + player->mo->height != c_affectpoint) return; P_ProcessSpecialSector(player, sector, NULL); } /** Checks if the player is in a special sector or FOF and apply any specials. * * \param player Player to check. * \sa P_PlayerOnSpecial3DFloor, P_ProcessSpecialSector */ void P_PlayerInSpecialSector(player_t *player) { sector_t *originalsector; sector_t *loopsector; msecnode_t *node; if (!player->mo) return; originalsector = player->mo->subsector->sector; P_PlayerOnSpecial3DFloor(player, originalsector); // Handle FOFs first. if TELEPORTED return; P_RunSpecialSectorCheck(player, originalsector); if TELEPORTED return; // Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { loopsector = node->m_sector; if (loopsector == originalsector) // Don't duplicate continue; // Check 3D floors... P_PlayerOnSpecial3DFloor(player, loopsector); if TELEPORTED return; if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH)) continue; P_RunSpecialSectorCheck(player, loopsector); if TELEPORTED return; } } #undef TELEPORTED /** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up. * * \sa P_CheckTimeLimit, P_CheckPointLimit */ void P_UpdateSpecials(void) { anim_t *anim; INT32 i; INT32 pic; size_t j; levelflat_t *foundflats; // for flat animation // LEVEL TIMER P_CheckTimeLimit(); // POINT LIMIT P_CheckPointLimit(); #ifdef ESLOPE // Dynamic slopeness P_RunDynamicSlopes(); #endif // ANIMATE TEXTURES for (anim = anims; anim < lastanim; anim++) { for (i = 0; i < anim->numpics; i++) { pic = anim->basepic + ((leveltime/anim->speed + i) % anim->numpics); if (anim->istexture) texturetranslation[anim->basepic+i] = pic; } } // ANIMATE FLATS /// \todo do not check the non-animate flat.. link the animated ones? /// \note its faster than the original anywaysince it animates only /// flats used in the level, and there's usually very few of them foundflats = levelflats; for (j = 0; j < numlevelflats; j++, foundflats++) { if (foundflats->speed) // it is an animated flat { // update the levelflat lump number foundflats->lumpnum = foundflats->baselumpnum + ((leveltime/foundflats->speed + foundflats->animseq) % foundflats->numpics); } } } /** Gets a 3Dfloor by control sector. * * \param sec Target sector. * \param sec2 Control sector. * \return Pointer to found 3Dfloor, or NULL. * \sa P_GetFFloorByID */ static inline ffloor_t *P_GetFFloorBySec(sector_t *sec, sector_t *sec2) { ffloor_t *rover; if (!sec->ffloors) return NULL; for (rover = sec->ffloors; rover; rover = rover->next) if (rover->secnum == (size_t)(sec2 - sectors)) return rover; return NULL; } /** Gets a 3Dfloor by ID number. * * \param sec Target sector. * \param id ID of 3Dfloor in target sector. Note that the first FOF's ID is 0. * \return Pointer to found 3Dfloor, or NULL. * \sa P_GetFFloorBySec */ ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id) { ffloor_t *rover; UINT16 i = 0; if (!sec->ffloors) return NULL; for (rover = sec->ffloors; rover; rover = rover->next) if (i++ == id) return rover; return NULL; } /** Adds a newly formed 3Dfloor structure to a sector's ffloors list. * * \param sec Target sector. * \param ffloor Newly formed 3Dfloor structure. * \sa P_AddFakeFloor */ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor) { ffloor_t *rover; if (!sec->ffloors) { sec->ffloors = ffloor; ffloor->next = 0; ffloor->prev = 0; return; } for (rover = sec->ffloors; rover->next; rover = rover->next); rover->next = ffloor; ffloor->prev = rover; ffloor->next = 0; } /** Adds a 3Dfloor. * * \param sec Target sector. * \param sec2 Control sector. * \param master Control linedef. * \param flags Options affecting this 3Dfloor. * \param secthinkers List of relevant thinkers sorted by sector. May be NULL. * \return Pointer to the new 3Dfloor. * \sa P_AddFFloor, P_AddFakeFloorsByLine, P_SpawnSpecials */ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers) { ffloor_t *ffloor; thinker_t *th; friction_t *f; pusher_t *p; levelspecthink_t *lst; size_t sec2num; size_t i; if (sec == sec2) return NULL; //Don't need a fake floor on a control sector. if ((ffloor = (P_GetFFloorBySec(sec, sec2)))) return ffloor; // If this ffloor already exists, return it if (sec2->ceilingheight < sec2->floorheight) { fixed_t tempceiling = sec2->ceilingheight; //flip the sector around and print an error instead of crashing 12.1.08 -Inuyasha CONS_Alert(CONS_ERROR, M_GetText("A FOF tagged %d has a top height below its bottom.\n"), master->tag); sec2->ceilingheight = sec2->floorheight; sec2->floorheight = tempceiling; } sec2->tagline = master; if (sec2->numattached == 0) { sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL); sec2->attachedsolid = Z_Malloc(sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL); sec2->attached[0] = sec - sectors; sec2->numattached = 1; sec2->attachedsolid[0] = (flags & FF_SOLID); } else { for (i = 0; i < sec2->numattached; i++) if (sec2->attached[i] == (size_t)(sec - sectors)) return NULL; if (sec2->numattached >= sec2->maxattached) { sec2->maxattached *= 2; sec2->attached = Z_Realloc(sec2->attached, sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL); sec2->attachedsolid = Z_Realloc(sec2->attachedsolid, sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL); } sec2->attached[sec2->numattached] = sec - sectors; sec2->attachedsolid[sec2->numattached] = (flags & FF_SOLID); sec2->numattached++; } // Add the floor ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL); ffloor->secnum = sec2 - sectors; ffloor->target = sec; ffloor->bottomheight = &sec2->floorheight; ffloor->bottompic = &sec2->floorpic; ffloor->bottomxoffs = &sec2->floor_xoffs; ffloor->bottomyoffs = &sec2->floor_yoffs; ffloor->bottomangle = &sec2->floorpic_angle; // Add the ceiling ffloor->topheight = &sec2->ceilingheight; ffloor->toppic = &sec2->ceilingpic; ffloor->toplightlevel = &sec2->lightlevel; ffloor->topxoffs = &sec2->ceiling_xoffs; ffloor->topyoffs = &sec2->ceiling_yoffs; ffloor->topangle = &sec2->ceilingpic_angle; #ifdef ESLOPE // Add slopes ffloor->t_slope = &sec2->c_slope; ffloor->b_slope = &sec2->f_slope; #endif if ((flags & FF_SOLID) && (master->flags & ML_EFFECT1)) // Block player only flags &= ~FF_BLOCKOTHERS; if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player flags &= ~FF_BLOCKPLAYER; ffloor->spawnflags = ffloor->flags = flags; ffloor->master = master; ffloor->norender = INFTICS; // Scan the thinkers to check for special conditions applying to this FOF. // If we have thinkers sorted by sector, just check the relevant ones; // otherwise, check them all. Apologies for the ugly loop... sec2num = sec2 - sectors; // Just initialise both of these to placate the compiler. i = 0; th = thinkercap.next; for(;;) { if(secthinkers) { if(i < secthinkers[sec2num].count) th = secthinkers[sec2num].thinkers[i]; else break; } else if (th == &thinkercap) break; // Should this FOF have spikeness? if (th->function.acp1 == (actionf_p1)T_SpikeSector) { lst = (levelspecthink_t *)th; if (lst->sector == sec2) P_AddSpikeThinker(sec, (INT32)sec2num); } // Should this FOF have friction? else if(th->function.acp1 == (actionf_p1)T_Friction) { f = (friction_t *)th; if (f->affectee == (INT32)sec2num) Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee); } // Should this FOF have wind/current/pusher? else if(th->function.acp1 == (actionf_p1)T_Pusher) { p = (pusher_t *)th; if (p->affectee == (INT32)sec2num) Add_Pusher(p->type, p->x_mag<y_mag<source, (INT32)(sec-sectors), p->affectee, p->exclusive, p->slider); } if(secthinkers) i++; else th = th->next; } if (flags & FF_TRANSLUCENT) { if (sides[master->sidenum[0]].toptexture > 0) ffloor->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned else ffloor->alpha = 0x80; } else ffloor->alpha = 0xff; ffloor->spawnalpha = ffloor->alpha; // save for netgames if (flags & FF_QUICKSAND) CheckForQuicksand = true; if ((flags & FF_BUSTUP) || (flags & FF_SHATTER) || (flags & FF_SPINBUST)) CheckForBustableBlocks = true; if ((flags & FF_MARIO)) { if (!(flags & FF_SHATTERBOTTOM)) // Don't change the textures of a brick block, just a question block P_AddBlockThinker(sec2, master); CheckForMarioBlocks = true; } if ((flags & FF_CRUMBLE)) sec2->crumblestate = 1; if ((flags & FF_FLOATBOB)) { P_AddFloatThinker(sec2, sec->tag, master); CheckForFloatBob = true; } P_AddFFloorToList(sec, ffloor); return ffloor; } // // SPECIAL SPAWNING // /** Adds a spike thinker. * Sector type Section1:5 will result in this effect. * * \param sec Sector in which to add the thinker. * \param referrer If != sec, then we're dealing with a FOF * \sa P_SpawnSpecials, T_SpikeSector * \author SSNTails */ static void P_AddSpikeThinker(sector_t *sec, INT32 referrer) { levelspecthink_t *spikes; // create and initialize new thinker spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL); P_AddThinker(&spikes->thinker); spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector; spikes->sector = sec; spikes->vars[0] = referrer; } /** Adds a float thinker. * Float thinkers cause solid 3Dfloors to float on water. * * \param sec Control sector. * \param actionsector Target sector. * \sa P_SpawnSpecials, T_FloatSector * \author SSNTails */ static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline) { levelspecthink_t *floater; // create and initialize new thinker floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL); P_AddThinker(&floater->thinker); floater->thinker.function.acp1 = (actionf_p1)T_FloatSector; floater->sector = sec; floater->vars[0] = tag; floater->sourceline = sourceline; } /** Adds a bridge thinker. * Bridge thinkers cause a group of FOFs to behave like * a bridge made up of pieces, that bows under weight. * * \param sec Control sector. * \sa P_SpawnSpecials, T_BridgeThinker * \author SSNTails */ /* static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec) { levelspecthink_t *bridge; // create an initialize new thinker bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL); P_AddThinker(&bridge->thinker); bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker; bridge->sector = sec; bridge->vars[0] = sourceline->frontsector->floorheight; bridge->vars[1] = sourceline->frontsector->ceilingheight; bridge->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); // Speed bridge->vars[2] = FixedDiv(bridge->vars[2], 16*FRACUNIT); bridge->vars[3] = bridge->vars[2]; // Start tag and end tag are TARGET SECTORS, not CONTROL SECTORS // Control sector tags should be End_Tag + (End_Tag - Start_Tag) bridge->vars[4] = sourceline->tag; // Start tag bridge->vars[5] = (sides[sourceline->sidenum[0]].textureoffset>>FRACBITS); // End tag } */ /** * Adds a plane displacement thinker. * Whenever the "control" sector moves, * the "affectee" sector's floor or ceiling plane moves too! * * \param speed Rate of movement relative to control sector * \param control Control sector. * \param affectee Target sector. * \param reverse Reverse direction? * \sa P_SpawnSpecials, T_PlaneDisplace * \author Monster Iestyn */ static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, INT32 affectee, UINT8 reverse) { planedisplace_t *displace; // create and initialize new displacement thinker displace = Z_Calloc(sizeof (*displace), PU_LEVSPEC, NULL); P_AddThinker(&displace->thinker); displace->thinker.function.acp1 = (actionf_p1)T_PlaneDisplace; displace->affectee = affectee; displace->control = control; displace->last_height = sectors[control].floorheight; displace->speed = speed; displace->type = type; displace->reverse = reverse; } /** Adds a Mario block thinker, which changes the block's texture between blank * and ? depending on whether it has contents. * Needed in case objects respawn inside. * * \param sec Control sector. * \param actionsector Target sector. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_MarioBlockChecker * \author SSNTails */ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline) { levelspecthink_t *block; // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); P_AddThinker(&block->thinker); block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker; block->sourceline = sourceline; block->sector = sec; } /** Adds a raise thinker. * A raise thinker checks to see if the * player is standing on its 3D Floor, * and if so, raises the platform towards * it's destination. Otherwise, it lowers * to the lowest nearby height if not * there already. * * Replaces the old "AirBob". * * \param sec Control sector. * \param actionsector Target sector. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_RaiseSector * \author SSNTails */ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline) { levelspecthink_t *raise; raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL); P_AddThinker(&raise->thinker); raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector; if (sourceline->flags & ML_BLOCKMONSTERS) raise->vars[0] = 1; else raise->vars[0] = 0; // set up the fields raise->sector = sec; // Require a spindash to activate if (sourceline->flags & ML_NOCLIMB) raise->vars[1] = 1; else raise->vars[1] = 0; raise->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); raise->vars[2] = FixedDiv(raise->vars[2], 4*FRACUNIT); raise->vars[3] = raise->vars[2]; raise->vars[5] = P_FindHighestCeilingSurrounding(sec); raise->vars[4] = raise->vars[5] - (sec->ceilingheight - sec->floorheight); raise->vars[7] = P_FindLowestCeilingSurrounding(sec); raise->vars[6] = raise->vars[7] - (sec->ceilingheight - sec->floorheight); raise->sourceline = sourceline; } // Function to maintain backwards compatibility static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust) { levelspecthink_t *airbob; airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL); P_AddThinker(&airbob->thinker); airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector; // set up the fields airbob->sector = sec; // Require a spindash to activate if (sourceline->flags & ML_NOCLIMB) airbob->vars[1] = 1; else airbob->vars[1] = 0; airbob->vars[2] = FRACUNIT; if (noadjust) { airbob->vars[7] = airbob->sector->ceilingheight-16*FRACUNIT; airbob->vars[6] = airbob->vars[7] - (sec->ceilingheight - sec->floorheight); } else airbob->vars[7] = airbob->sector->ceilingheight - P_AproxDistance(sourceline->dx, sourceline->dy); airbob->vars[3] = airbob->vars[2]; if (sourceline->flags & ML_BLOCKMONSTERS) airbob->vars[0] = 1; else airbob->vars[0] = 0; airbob->vars[5] = sec->ceilingheight; airbob->vars[4] = airbob->vars[5] - (sec->ceilingheight - sec->floorheight); airbob->sourceline = sourceline; } /** Adds a thwomp thinker. * Even thwomps need to think! * * \param sec Control sector. * \param actionsector Target sector. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_ThwompSector * \author SSNTails */ static inline void P_AddThwompThinker(sector_t *sec, sector_t *actionsector, line_t *sourceline) { #define speed vars[1] #define direction vars[2] #define distance vars[3] #define floorwasheight vars[4] #define ceilingwasheight vars[5] levelspecthink_t *thwomp; // You *probably* already have a thwomp in this sector. If you've combined it with something // else that uses the floordata/ceilingdata, you must be weird. if (sec->floordata || sec->ceilingdata) return; // create and initialize new elevator thinker thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL); P_AddThinker(&thwomp->thinker); thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector; // set up the fields according to the type of elevator action thwomp->sector = sec; thwomp->vars[0] = actionsector->tag; thwomp->floorwasheight = thwomp->sector->floorheight; thwomp->ceilingwasheight = thwomp->sector->ceilingheight; thwomp->direction = 0; thwomp->distance = 1; thwomp->sourceline = sourceline; thwomp->sector->floordata = thwomp; thwomp->sector->ceilingdata = thwomp; return; #undef speed #undef direction #undef distance #undef floorwasheight #undef ceilingwasheight } /** Adds a thinker which checks if any MF_ENEMY objects with health are in the defined area. * If not, a linedef executor is run once. * * \param sec Control sector. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_NoEnemiesSector * \author SSNTails */ static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline) { levelspecthink_t *nobaddies; // create and initialize new thinker nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL); P_AddThinker(&nobaddies->thinker); nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector; nobaddies->sector = sec; nobaddies->sourceline = sourceline; } /** Adds a thinker for Each-Time linedef executors. A linedef executor is run * only when a player enters the area and doesn't run again until they re-enter. * * \param sec Control sector that contains the lines of executors we will want to run. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_EachTimeThinker * \author SSNTails */ static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline) { levelspecthink_t *eachtime; // create and initialize new thinker eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL); P_AddThinker(&eachtime->thinker); eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker; eachtime->sector = sec; eachtime->sourceline = sourceline; } /** Adds a camera scanner. * * \param sourcesec Control sector. * \param actionsector Target sector. * \param angle Angle of the source line. * \sa P_SpawnSpecials, T_CameraScanner * \author SSNTails */ static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsector, angle_t angle) { elevator_t *elevator; // Why not? LOL // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(&elevator->thinker); elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner; elevator->type = elevateBounce; // set up the fields according to the type of elevator action elevator->sector = sourcesec; elevator->actionsector = actionsector; elevator->distance = FixedInt(AngleFixed(angle)); } static const ffloortype_e laserflags = FF_EXISTS|FF_RENDERALL|FF_NOSHADE|FF_EXTRA|FF_CUTEXTRA|FF_TRANSLUCENT; /** Flashes a laser block. * * \param flash Thinker structure for this laser. * \sa EV_AddLaserThinker * \author SSNTails */ void T_LaserFlash(laserthink_t *flash) { msecnode_t *node; mobj_t *thing; sector_t *sourcesec; ffloor_t *ffloor = flash->ffloor; sector_t *sector = flash->sector; fixed_t top, bottom; if (!ffloor || !(ffloor->flags & FF_EXISTS)) return; if (leveltime & 2) //ffloor->flags |= FF_RENDERALL; ffloor->alpha = 0xB0; else //ffloor->flags &= ~FF_RENDERALL; ffloor->alpha = 0x90; sourcesec = ffloor->master->frontsector; // Less to type! #ifdef ESLOPE top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y) : *ffloor->topheight; bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y) : *ffloor->bottomheight; sector->soundorg.z = (top + bottom)/2; #else sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2; #endif S_StartSound(§or->soundorg, sfx_laser); // Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough* for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next) { thing = node->m_thing; if ((ffloor->master->flags & ML_EFFECT1) && thing->flags & MF_BOSS) continue; // Don't hurt bosses // Don't endlessly kill egg guard shields (or anything else for that matter) if (thing->health <= 0) continue; top = P_GetSpecialTopZ(thing, sourcesec, sector); bottom = P_GetSpecialBottomZ(thing, sourcesec, sector); if (thing->z >= top || thing->z + thing->height <= bottom) continue; if (thing->flags & MF_SHOOTABLE) P_DamageMobj(thing, NULL, NULL, 1, 0); else if (thing->type == MT_EGGSHIELD) P_KillMobj(thing, NULL, NULL, 0); } } /** Adds a laser thinker to a 3Dfloor. * * \param ffloor 3Dfloor to turn into a laser block. * \param sector Target sector. * \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \sa T_LaserFlash * \author SSNTails */ static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers) { laserthink_t *flash; ffloor_t *ffloor = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers); if (!ffloor) return; flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); P_AddThinker(&flash->thinker); flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; flash->ffloor = ffloor; flash->sector = sec; // For finding mobjs flash->sec = sec2; flash->sourceline = line; } // // P_RunLevelLoadExecutors // // After loading/spawning all other specials // and items, execute these. // static void P_RunLevelLoadExecutors(void) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special == 399) P_RunTriggerLinedef(&lines[i], NULL, NULL); } } /** Before things are loaded, initialises certain stuff in case they're needed * by P_ResetDynamicSlopes or P_LoadThings. This was split off from * P_SpawnSpecials, in case you couldn't tell. * * \sa P_SpawnSpecials, P_InitTagLists * \author Monster Iestyn */ void P_InitSpecials(void) { // Set the default gravity. Custom gravity overrides this setting. gravity = FRACUNIT/2; // Defaults in case levels don't have them set. sstimer = 90*TICRATE + 6; totalrings = 1; CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false; // Set curWeather switch (mapheaderinfo[gamemap-1]->weather) { case PRECIP_SNOW: // snow case PRECIP_RAIN: // rain case PRECIP_STORM: // storm case PRECIP_STORM_NORAIN: // storm w/o rain case PRECIP_STORM_NOSTRIKES: // storm w/o lightning curWeather = mapheaderinfo[gamemap-1]->weather; break; default: // blank/none curWeather = PRECIP_NONE; break; } // Set globalweather globalweather = mapheaderinfo[gamemap-1]->weather; P_InitTagLists(); // Create xref tables for tags } /** After the map has loaded, scans for specials that spawn 3Dfloors and * thinkers. * * \todo Split up into multiple functions. * \todo Get rid of all the magic numbers. * \todo Potentially use 'fromnetsave' to stop any new thinkers from being created * as they'll just be erased by UnArchiveThinkers. * \sa P_SpawnPrecipitation, P_SpawnFriction, P_SpawnPushers, P_SpawnScrollers */ void P_SpawnSpecials(INT32 fromnetsave) { sector_t *sector; size_t i; INT32 j; thinkerlist_t *secthinkers; thinker_t *th; // This used to be used, and *should* be used in the future, // but currently isn't. (void)fromnetsave; // Init special SECTORs. sector = sectors; for (i = 0; i < numsectors; i++, sector++) { if (!sector->special) continue; // Process Section 1 switch(GETSECSPECIAL(sector->special, 1)) { case 5: // Spikes P_AddSpikeThinker(sector, (INT32)(sector-sectors)); break; case 15: // Bouncy sector CheckForBouncySector = true; break; } // Process Section 2 switch(GETSECSPECIAL(sector->special, 2)) { case 10: // Time for special stage sstimer = (sector->floorheight>>FRACBITS) * TICRATE + 6; // Time to finish totalrings = sector->ceilingheight>>FRACBITS; // Ring count for special stage break; case 11: // Custom global gravity! gravity = sector->floorheight/1000; break; } // Process Section 3 /* switch(GETSECSPECIAL(player->specialsector, 3)) { }*/ // Process Section 4 switch(GETSECSPECIAL(sector->special, 4)) { case 10: // Circuit finish line if (gametype == GT_RACE) circuitmap = true; break; } } P_SearchForDisableLinedefs(); // Disable linedefs are now allowed to disable *any* line P_SpawnScrollers(); // Add generalized scrollers P_SpawnFriction(); // Friction model using linedefs P_SpawnPushers(); // Pusher model using linedefs // Look for thinkers that affect FOFs, and sort them by sector secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL); // Firstly, find out how many there are in each sector for (th = thinkercap.next; th != &thinkercap; th = th->next) { if (th->function.acp1 == (actionf_p1)T_SpikeSector) secthinkers[((levelspecthink_t *)th)->sector - sectors].count++; else if (th->function.acp1 == (actionf_p1)T_Friction) secthinkers[((friction_t *)th)->affectee].count++; else if (th->function.acp1 == (actionf_p1)T_Pusher) secthinkers[((pusher_t *)th)->affectee].count++; } // Allocate each list, and then zero the count so we can use it to track // the end of the list as we add the thinkers for (i = 0; i < numsectors; i++) if(secthinkers[i].count > 0) { secthinkers[i].thinkers = Z_Malloc(secthinkers[i].count * sizeof(thinker_t *), PU_STATIC, NULL); secthinkers[i].count = 0; } // Finally, populate the lists. for (th = thinkercap.next; th != &thinkercap; th = th->next) { size_t secnum = (size_t)-1; if (th->function.acp1 == (actionf_p1)T_SpikeSector) secnum = ((levelspecthink_t *)th)->sector - sectors; else if (th->function.acp1 == (actionf_p1)T_Friction) secnum = ((friction_t *)th)->affectee; else if (th->function.acp1 == (actionf_p1)T_Pusher) secnum = ((pusher_t *)th)->affectee; if (secnum != (size_t)-1) secthinkers[secnum].thinkers[secthinkers[secnum].count++] = th; } // Init line EFFECTs for (i = 0; i < numlines; i++) { if (lines[i].special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment with arbitrary skin setups... { // set line specials to 0 here too, same reason as above if (netgame || multiplayer) { // future: nonet flag? } else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY) { lines[i].special = 0; continue; } else { if ((players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC)) || (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS)) || (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))) { lines[i].special = 0; continue; } } } switch (lines[i].special) { INT32 s; size_t sec; ffloortype_e ffloorflags; case 1: // Definable gravity per sector sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) { sectors[s].gravity = §ors[sec].floorheight; // This allows it to change in realtime! if (lines[i].flags & ML_NOCLIMB) sectors[s].verticalflip = true; else sectors[s].verticalflip = false; CheckForReverseGravity = sectors[s].verticalflip; } break; case 2: // Custom exit break; case 3: // Zoom Tube Parameters break; case 4: // Speed pad (combines with sector special Section3:5 or Section3:6) break; case 5: // Change camera info sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_AddCameraScanner(§ors[sec], §ors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y)); break; #ifdef PARANOIA case 6: // Disable tags if level not cleared I_Error("Failed to catch a disable linedef"); break; #endif case 7: // Flat alignment - redone by toast if ((lines[i].flags & (ML_NOSONIC|ML_NOTAILS)) != (ML_NOSONIC|ML_NOTAILS)) // If you can do something... { angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y)); fixed_t xoffs; fixed_t yoffs; if (lines[i].flags & ML_NOKNUX) // Set offset through x and y texture offsets if NOKNUX flag is set { xoffs = sides[lines[i].sidenum[0]].textureoffset; yoffs = sides[lines[i].sidenum[0]].rowoffset; } else // Otherwise, set calculated offsets such that line's v1 is the apparent origin { xoffs = -lines[i].v1->x; yoffs = lines[i].v1->y; } for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) { if (!(lines[i].flags & ML_NOSONIC)) // Modify floor flat alignment unless NOSONIC flag is set { sectors[s].spawn_flrpic_angle = sectors[s].floorpic_angle = flatangle; sectors[s].floor_xoffs += xoffs; sectors[s].floor_yoffs += yoffs; // saved for netgames sectors[s].spawn_flr_xoffs = sectors[s].floor_xoffs; sectors[s].spawn_flr_yoffs = sectors[s].floor_yoffs; } if (!(lines[i].flags & ML_NOTAILS)) // Modify ceiling flat alignment unless NOTAILS flag is set { sectors[s].spawn_ceilpic_angle = sectors[s].ceilingpic_angle = flatangle; sectors[s].ceiling_xoffs += xoffs; sectors[s].ceiling_yoffs += yoffs; // saved for netgames sectors[s].spawn_ceil_xoffs = sectors[s].ceiling_xoffs; sectors[s].spawn_ceil_yoffs = sectors[s].ceiling_yoffs; } } } else // Otherwise, print a helpful warning. Can I do no less? CONS_Alert(CONS_WARNING, M_GetText("Flat alignment linedef (tag %d) doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"), lines[i].tag); break; case 8: // Sector Parameters for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) { if (lines[i].flags & ML_NOCLIMB) { sectors[s].flags &= ~SF_FLIPSPECIAL_FLOOR; sectors[s].flags |= SF_FLIPSPECIAL_CEILING; } else if (lines[i].flags & ML_EFFECT4) sectors[s].flags |= SF_FLIPSPECIAL_BOTH; if (lines[i].flags & ML_EFFECT3) sectors[s].flags |= SF_TRIGGERSPECIAL_TOUCH; if (lines[i].frontsector && GETSECSPECIAL(lines[i].frontsector->special, 4) == 12) sectors[s].camsec = sides[*lines[i].sidenum].sector-sectors; } break; case 9: // Chain Parameters break; case 10: // Vertical culling plane for sprites and FOFs sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) sectors[s].cullheight = &lines[i]; // This allows it to change in realtime! break; case 50: // Insta-Lower Sector EV_DoFloor(&lines[i], instantLower); break; case 51: // Instant raise for ceilings EV_DoCeiling(&lines[i], instantRaise); break; case 52: // Continuously Falling sector EV_DoContinuousFall(lines[i].frontsector, lines[i].backsector, P_AproxDistance(lines[i].dx, lines[i].dy), (lines[i].flags & ML_NOCLIMB)); break; case 53: // New super cool and awesome moving floor and ceiling type case 54: // New super cool and awesome moving floor type if (lines[i].backsector) EV_DoFloor(&lines[i], bounceFloor); if (lines[i].special == 54) break; /* FALLTHRU */ case 55: // New super cool and awesome moving ceiling type if (lines[i].backsector) EV_DoCeiling(&lines[i], bounceCeiling); break; case 56: // New super cool and awesome moving floor and ceiling crush type case 57: // New super cool and awesome moving floor crush type if (lines[i].backsector) EV_DoFloor(&lines[i], bounceFloorCrush); if (lines[i].special == 57) break; //only move the floor /* FALLTHRU */ case 58: // New super cool and awesome moving ceiling crush type if (lines[i].backsector) EV_DoCeiling(&lines[i], bounceCeilingCrush); break; case 59: // Activate floating platform EV_DoElevator(&lines[i], elevateContinuous, false); break; case 60: // Floating platform with adjustable speed EV_DoElevator(&lines[i], elevateContinuous, true); break; case 61: // Crusher! EV_DoCrush(&lines[i], crushAndRaise); break; case 62: // Crusher (up and then down)! EV_DoCrush(&lines[i], fastCrushAndRaise); break; case 63: // support for drawn heights coming from different sector sec = sides[*lines[i].sidenum].sector-sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) sectors[s].heightsec = (INT32)sec; break; case 64: // Appearing/Disappearing FOF option if (lines[i].flags & ML_BLOCKMONSTERS) { // Find FOFs by control sector tag for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) for (j = 0; (unsigned)j < sectors[s].linecount; j++) if (sectors[s].lines[j]->special >= 100 && sectors[s].lines[j]->special < 300) Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), (INT32)(sectors[s].lines[j]-lines), (INT32)i); } else // Find FOFs by effect sector tag for (s = -1; (s = P_FindLineFromLineTag(lines + i, s)) >= 0 ;) { if ((size_t)s == i) continue; if (sides[lines[s].sidenum[0]].sector->tag == sides[lines[i].sidenum[0]].sector->tag) Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), s, (INT32)i); } break; case 65: // Bridge Thinker /* // Disable this until it's working right! for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_AddBridgeThinker(&lines[i], §ors[s]);*/ break; case 66: // Displace floor by front sector for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_AddPlaneDisplaceThinker(pd_floor, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 67: // Displace ceiling by front sector for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_AddPlaneDisplaceThinker(pd_ceiling, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 68: // Displace both floor AND ceiling by front sector for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_AddPlaneDisplaceThinker(pd_both, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 100: // FOF (solid, opaque, shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); break; case 101: // FOF (solid, opaque, no shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers); break; case 102: // TL block: FOF (solid, translucent) ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; // Draw the 'insides' of the block too if (lines[i].flags & ML_NOCLIMB) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 103: // Solid FOF with no floor/ceiling (quite possibly useless) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_NOSHADE|FF_CUTLEVEL, secthinkers); break; case 104: // 3D Floor type that doesn't draw sides // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_CUTLEVEL; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 105: // FOF (solid, invisible) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers); break; case 120: // Opaque water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 121: // TL water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 122: // Opaque water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 123: // TL water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 124: // goo water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 125: // goo water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 140: // 'Platform' - You can jump up through it // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 141: // Translucent "platform" // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 142: // Translucent "platform" with no sides ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_PLATFORM|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 143: // 'Reverse platform' - You fall through it // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 144: // Translucent "reverse platform" // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 145: // Translucent "reverse platform" with no sides ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_REVERSEPLATFORM|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 146: // Intangible floor/ceiling with solid sides (fences/hoops maybe?) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_ALLSIDES|FF_INTANGABLEFLATS, secthinkers); break; case 150: // Air bobbing platform case 151: // Adjustable air bobbing platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); lines[i].flags |= ML_BLOCKMONSTERS; P_AddOldAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151)); break; case 152: // Adjustable air bobbing platform in reverse P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); P_AddOldAirbob(lines[i].frontsector, lines + i, true); break; case 160: // Float/bob platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB, secthinkers); break; case 170: // Crumbling platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers); break; case 171: // Crumbling platform that will not return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_NORETURN, secthinkers); break; case 172: // "Platform" that crumbles and returns ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 173: // "Platform" that crumbles and doesn't return ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 174: // Translucent "platform" that crumbles and returns ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 175: // Translucent "platform" that crumbles and doesn't return ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers); lines[i].flags |= ML_BLOCKMONSTERS; P_AddOldAirbob(lines[i].frontsector, lines + i, true); break; case 177: // Air bobbing platform that will crumble and bob on // the water when it falls and hits, then never return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers); lines[i].flags |= ML_BLOCKMONSTERS; P_AddOldAirbob(lines[i].frontsector, lines + i, true); break; case 178: // Crumbling platform that will float when it hits water P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CRUMBLE|FF_FLOATBOB, secthinkers); break; case 179: // Crumbling platform that will float when it hits water, but not return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB|FF_NORETURN, secthinkers); break; case 180: // Air bobbing platform that will crumble P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers); lines[i].flags |= ML_BLOCKMONSTERS; P_AddOldAirbob(lines[i].frontsector, lines + i, true); break; case 190: // Rising Platform FOF (solid, opaque, shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 191: // Rising Platform FOF (solid, opaque, no shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 192: // Rising Platform TL block: FOF (solid, translucent) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 193: // Rising Platform FOF (solid, invisible) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 194: // Rising Platform 'Platform' - You can jump up through it // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 195: // Rising Platform Translucent "platform" // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); P_AddRaiseThinker(lines[i].frontsector, &lines[i]); break; case 200: // Double light effect P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers); break; case 201: // Light effect P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES, secthinkers); break; case 202: // Fog ffloorflags = FF_EXISTS|FF_RENDERALL|FF_FOG|FF_BOTHPLANES|FF_INVERTPLANES|FF_ALLSIDES|FF_INVERTSIDES|FF_CUTEXTRA|FF_EXTRA|FF_DOUBLESHADOW|FF_CUTSPRITES; sec = sides[*lines[i].sidenum].sector - sectors; // SoM: Because it's fog, check for an extra colormap and set // the fog flag... if (sectors[sec].extra_colormap) sectors[sec].extra_colormap->fog = 1; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 220: // Like opaque water, but not swimmable. (Good for snow effect on FOFs) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES, secthinkers); break; case 221: // FOF (intangible, translucent) // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA|FF_CUTSPRITES; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 222: // FOF with no floor/ceiling (good for GFZGRASS effect on FOFs) // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_RENDERSIDES|FF_ALLSIDES; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE|FF_CUTSPRITES; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 223: // FOF (intangible, invisible) - for combining specials in a sector P_AddFakeFloorsByLine(i, FF_EXISTS|FF_NOSHADE, secthinkers); break; case 250: // Mario Block ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_MARIO; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_SHATTERBOTTOM; if (lines[i].flags & ML_EFFECT1) ffloorflags &= ~(FF_SOLID|FF_RENDERALL|FF_CUTLEVEL); P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 251: // A THWOMP! sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) { P_AddThwompThinker(§ors[sec], §ors[s], &lines[i]); P_AddFakeFloor(§ors[s], §ors[sec], lines + i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); } break; case 252: // Shatter block (breaks when touched) ffloorflags = FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_SOLID|FF_SHATTERBOTTOM; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 253: // Translucent shatter block (see 76) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_TRANSLUCENT, secthinkers); break; case 254: // Bustable block ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_ONLYKNUX; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 255: // Spin bust block (breaks when jumped or spun downwards onto) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST, secthinkers); break; case 256: // Translucent spin bust block (see 78) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST|FF_TRANSLUCENT, secthinkers); break; case 257: // Quicksand ffloorflags = FF_EXISTS|FF_QUICKSAND|FF_RENDERALL|FF_ALLSIDES|FF_CUTSPRITES; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 258: // Laser block sec = sides[*lines[i].sidenum].sector - sectors; // No longer totally disrupts netgames for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) EV_AddLaserThinker(§ors[s], §ors[sec], lines + i, secthinkers); break; case 259: // Make-Your-Own FOF! if (lines[i].sidenum[1] != 0xffff) { UINT8 *data = W_CacheLumpNum(lastloadedmaplumpnum + ML_SIDEDEFS,PU_STATIC); UINT16 b; for (b = 0; b < (INT16)numsides; b++) { register mapsidedef_t *msd = (mapsidedef_t *)data + b; if (b == lines[i].sidenum[1]) { if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9') || (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F')) { ffloortype_e FOF_Flags = axtoi(msd->toptexture); P_AddFakeFloorsByLine(i, FOF_Flags, secthinkers); break; } else I_Error("Make-Your-Own-FOF (tag %d) needs a value in the linedef's second side upper texture field.", lines[i].tag); } } Z_Free(data); } else I_Error("Make-Your-Own FOF (tag %d) found without a 2nd linedef side!", lines[i].tag); break; case 300: // Linedef executor (combines with sector special 974/975) and commands case 302: case 303: case 304: // Charability linedef executors case 305: case 307: break; case 308: // Race-only linedef executor. Triggers once. if (gametype != GT_RACE && gametype != GT_COMPETITION) lines[i].special = 0; break; // Linedef executor triggers for CTF teams. case 309: case 311: if (gametype != GT_CTF) lines[i].special = 0; break; // Each time executors case 306: case 301: case 310: case 312: sec = sides[*lines[i].sidenum].sector - sectors; P_AddEachTimeThinker(§ors[sec], &lines[i]); break; // No More Enemies Linedef Exec case 313: sec = sides[*lines[i].sidenum].sector - sectors; P_AddNoEnemiesThinker(§ors[sec], &lines[i]); break; // Pushable linedef executors (count # of pushables) case 314: case 315: break; // Unlock trigger executors case 317: case 318: break; case 319: case 320: break; // Trigger on X calls case 321: case 322: if (lines[i].flags & ML_NOCLIMB && sides[lines[i].sidenum[0]].rowoffset > 0) // optional "starting" count lines[i].callcount = sides[lines[i].sidenum[0]].rowoffset>>FRACBITS; else lines[i].callcount = sides[lines[i].sidenum[0]].textureoffset>>FRACBITS; if (lines[i].special == 322) // Each time { sec = sides[*lines[i].sidenum].sector - sectors; P_AddEachTimeThinker(§ors[sec], &lines[i]); } break; case 399: // Linedef execute on map load // This is handled in P_RunLevelLoadExecutors. break; case 400: case 401: case 402: case 403: case 404: case 405: case 406: case 407: case 408: case 409: case 410: case 411: case 412: case 413: case 414: case 415: case 416: case 417: case 418: case 419: case 420: case 421: case 422: case 423: case 424: case 425: case 426: case 427: case 428: case 429: case 430: case 431: break; // 500 is used for a scroller // 501 is used for a scroller // 502 is used for a scroller // 503 is used for a scroller // 504 is used for a scroller // 505 is used for a scroller // 510 is used for a scroller // 511 is used for a scroller // 512 is used for a scroller // 513 is used for a scroller // 514 is used for a scroller // 515 is used for a scroller // 520 is used for a scroller // 521 is used for a scroller // 522 is used for a scroller // 523 is used for a scroller // 524 is used for a scroller // 525 is used for a scroller // 530 is used for a scroller // 531 is used for a scroller // 532 is used for a scroller // 533 is used for a scroller // 534 is used for a scroller // 535 is used for a scroller // 540 is used for friction // 541 is used for wind // 542 is used for upwards wind // 543 is used for downwards wind // 544 is used for current // 545 is used for upwards current // 546 is used for downwards current // 547 is used for push/pull case 600: // floor lighting independently (e.g. lava) sec = sides[*lines[i].sidenum].sector-sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) sectors[s].floorlightsec = (INT32)sec; break; case 601: // ceiling lighting independently sec = sides[*lines[i].sidenum].sector-sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) sectors[s].ceilinglightsec = (INT32)sec; break; case 602: // Adjustable pulsating light sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_SpawnAdjustableGlowingLight(§ors[sec], §ors[s], P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS); break; case 603: // Adjustable flickering light sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_SpawnAdjustableFireFlicker(§ors[sec], §ors[s], P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS); break; case 604: // Adjustable Blinking Light (unsynchronized) sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s], abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, false); break; case 605: // Adjustable Blinking Light (synchronized) sec = sides[*lines[i].sidenum].sector - sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s], abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, true); break; case 606: // HACK! Copy colormaps. Just plain colormaps. for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;) sectors[s].midmap = lines[i].frontsector->midmap; break; #ifdef ESLOPE // Slope copy specials. Handled here for sanity. case 720: case 721: case 722: P_CopySectorSlope(&lines[i]); break; #endif default: break; } } // Allocate each list for (i = 0; i < numsectors; i++) if(secthinkers[i].thinkers) Z_Free(secthinkers[i].thinkers); Z_Free(secthinkers); #ifdef POLYOBJECTS // haleyjd 02/20/06: spawn polyobjects Polyobj_InitLevel(); for (i = 0; i < numlines; i++) { switch (lines[i].special) { case 30: // Polyobj_Flag EV_DoPolyObjFlag(&lines[i]); break; case 31: // Polyobj_Displace PolyDisplace(&lines[i]); break; } } #endif P_RunLevelLoadExecutors(); } /** Adds 3Dfloors as appropriate based on a common control linedef. * * \param line Control linedef to use. * \param ffloorflags 3Dfloor flags to use. * \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \sa P_SpawnSpecials, P_AddFakeFloor * \author Graue */ static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers) { INT32 s; size_t sec = sides[*lines[line].sidenum].sector-sectors; for (s = -1; (s = P_FindSectorFromLineTag(lines+line, s)) >= 0 ;) P_AddFakeFloor(§ors[s], §ors[sec], lines+line, ffloorflags, secthinkers); } /* SoM: 3/8/2000: General scrolling functions. T_Scroll, Add_Scroller, Add_WallScroller, P_SpawnScrollers */ // helper function for T_Scroll static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusive) { fixed_t fuckaj = 0; // Nov 05 14:12:08 <+MonsterIestyn> I've heard of explicitly defined variables but this is ridiculous if (thing->player) { if (!(dx | dy)) { thing->player->cmomx = 0; thing->player->cmomy = 0; } else { thing->player->cmomx += dx; thing->player->cmomy += dy; thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800); thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800); } } if (thing->player && (thing->player->pflags & PF_SPINNING) && (thing->player->rmomx || thing->player->rmomy) && !(thing->player->pflags & PF_STARTDASH)) fuckaj = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT); else if (thing->friction != ORIG_FRICTION) fuckaj = thing->friction; if (fuckaj) { // refactor thrust for new friction dx = FixedDiv(dx, CARRYFACTOR); dy = FixedDiv(dy, CARRYFACTOR); dx = FixedMul(dx, FRACUNIT-fuckaj); dy = FixedMul(dy, FRACUNIT-fuckaj); } thing->momx += dx; thing->momy += dy; if (exclusive) thing->eflags |= MFE_PUSHED; } /** Processes an active scroller. * This function, with the help of r_plane.c and r_bsp.c, supports generalized * scrolling floors and walls, with optional mobj-carrying properties, e.g. * conveyor belts, rivers, etc. A linedef with a special type affects all * tagged sectors the same way, by creating scrolling and/or object-carrying * properties. Multiple linedefs may be used on the same sector and are * cumulative, although the special case of scrolling a floor and carrying * things on it requires only one linedef. * * The linedef's direction determines the scrolling direction, and the * linedef's length determines the scrolling speed. This was designed so an * edge around a sector can be used to control the direction of the sector's * scrolling, which is usually what is desired. * * \param s Thinker for the scroller to process. * \todo Split up into multiple functions. * \todo Use attached lists to make ::sc_carry_ceiling case faster and * cleaner. * \sa Add_Scroller, Add_WallScroller, P_SpawnScrollers * \author Steven McGranahan * \author Graue */ void T_Scroll(scroll_t *s) { fixed_t dx = s->dx, dy = s->dy; boolean is3dblock = false; if (s->control != -1) { // compute scroll amounts based on a sector's height changes fixed_t height = sectors[s->control].floorheight + sectors[s->control].ceilingheight; fixed_t delta = height - s->last_height; s->last_height = height; dx = FixedMul(dx, delta); dy = FixedMul(dy, delta); } if (s->accel) { s->vdx = dx += s->vdx; s->vdy = dy += s->vdy; } // if (!(dx | dy)) // no-op if both (x,y) offsets 0 // return; switch (s->type) { side_t *side; sector_t *sec; fixed_t height; msecnode_t *node; mobj_t *thing; line_t *line; size_t i; INT32 sect; case sc_side: // scroll wall texture side = sides + s->affectee; side->textureoffset += dx; side->rowoffset += dy; break; case sc_floor: // scroll floor texture sec = sectors + s->affectee; sec->floor_xoffs += dx; sec->floor_yoffs += dy; break; case sc_ceiling: // scroll ceiling texture sec = sectors + s->affectee; sec->ceiling_xoffs += dx; sec->ceiling_yoffs += dy; break; case sc_carry: sec = sectors + s->affectee; height = sec->floorheight; // sec is the control sector, find the real sector(s) to use for (i = 0; i < sec->linecount; i++) { line = sec->lines[i]; if (line->special < 100 || line->special >= 300) is3dblock = false; else is3dblock = true; if (!is3dblock) continue; for (sect = -1; (sect = P_FindSectorFromTag(line->tag, sect)) >= 0 ;) { sector_t *psec; psec = sectors + sect; for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher. continue; height = P_GetSpecialBottomZ(thing, sec, psec); if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped if (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height != height)) // Thing must a) be non-floating and have z+height == height { // Move objects only if on floor // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } // end of for loop through touching_thinglist } // end of loop through sectors } if (!is3dblock) { for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialBottomZ(thing, sec, sec); if (!(thing->flags & MF_NOCLIP) && (!(thing->flags & MF_NOGRAVITY || thing->z > height))) { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } } break; case sc_carry_ceiling: // carry on ceiling (FOF scrolling) sec = sectors + s->affectee; height = sec->ceilingheight; // sec is the control sector, find the real sector(s) to use for (i = 0; i < sec->linecount; i++) { line = sec->lines[i]; if (line->special < 100 || line->special >= 300) is3dblock = false; else is3dblock = true; if (!is3dblock) continue; for (sect = -1; (sect = P_FindSectorFromTag(line->tag, sect)) >= 0 ;) { sector_t *psec; psec = sectors + sect; for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialTopZ(thing, sec, psec); if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped if (!(thing->flags & MF_NOGRAVITY || thing->z != height))// Thing must a) be non-floating and have z == height { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } // end of for loop through touching_thinglist } // end of loop through sectors } if (!is3dblock) { for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialTopZ(thing, sec, sec); if (!(thing->flags & MF_NOCLIP) && (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height < height))) { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } } break; // end of sc_carry_ceiling } // end of switch } /** Adds a generalized scroller to the thinker list. * * \param type The enumerated type of scrolling. * \param dx x speed of scrolling or its acceleration. * \param dy y speed of scrolling or its acceleration. * \param control Sector whose heights control this scroller's effect * remotely, or -1 if there is no control sector. * \param affectee Index of the affected object, sector or sidedef. * \param accel Nonzero for an accelerative effect. * \sa Add_WallScroller, P_SpawnScrollers, T_Scroll */ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive) { scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL); s->thinker.function.acp1 = (actionf_p1)T_Scroll; s->type = type; s->dx = dx; s->dy = dy; s->accel = accel; s->exclusive = exclusive; s->vdx = s->vdy = 0; if ((s->control = control) != -1) s->last_height = sectors[control].floorheight + sectors[control].ceilingheight; s->affectee = affectee; P_AddThinker(&s->thinker); } /** Initializes the scrollers. * * \todo Get rid of all the magic numbers. * \sa P_SpawnSpecials, Add_Scroller, Add_WallScroller */ static void P_SpawnScrollers(void) { size_t i; line_t *l = lines; for (i = 0; i < numlines; i++, l++) { fixed_t dx = l->dx >> SCROLL_SHIFT; // direction and speed of scrolling fixed_t dy = l->dy >> SCROLL_SHIFT; INT32 control = -1, accel = 0; // no control sector or acceleration INT32 special = l->special; // These types are same as the ones they get set to except that the // first side's sector's heights cause scrolling when they change, and // this linedef controls the direction and speed of the scrolling. The // most complicated linedef since donuts, but powerful :) if (special == 515 || special == 512 || special == 522 || special == 532 || special == 504) // displacement scrollers { special -= 2; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 514 || special == 511 || special == 521 || special == 531 || special == 503) // accelerative scrollers { special--; accel = 1; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 535 || special == 525) // displacement scrollers { special -= 2; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 534 || special == 524) // accelerative scrollers { accel = 1; special--; control = (INT32)(sides[*l->sidenum].sector - sectors); } switch (special) { register INT32 s; case 513: // scroll effect ceiling case 533: // scroll and carry objects on ceiling for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Scroller(sc_ceiling, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB); if (special != 533) break; /* FALLTHRU */ case 523: // carry objects on ceiling dx = FixedMul(dx, CARRYFACTOR); dy = FixedMul(dy, CARRYFACTOR); for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Scroller(sc_carry_ceiling, dx, dy, control, s, accel, l->flags & ML_NOCLIMB); break; case 510: // scroll effect floor case 530: // scroll and carry objects on floor for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Scroller(sc_floor, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB); if (special != 530) break; /* FALLTHRU */ case 520: // carry objects on floor dx = FixedMul(dx, CARRYFACTOR); dy = FixedMul(dy, CARRYFACTOR); for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Scroller(sc_carry, dx, dy, control, s, accel, l->flags & ML_NOCLIMB); break; // scroll wall according to linedef // (same direction and speed as scrolling floors) case 502: for (s = -1; (s = P_FindLineFromLineTag(l, s)) >= 0 ;) if (s != (INT32)i) Add_Scroller(sc_side, dx, dy, control, lines[s].sidenum[0], accel, 0); break; case 505: s = lines[i].sidenum[0]; Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, s, accel, 0); break; case 506: s = lines[i].sidenum[1]; if (s != 0xffff) Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, lines[i].sidenum[0], accel, 0); else CONS_Debug(DBG_GAMELOGIC, "Line special 506 (line #%s) missing 2nd side!\n", sizeu1(i)); break; case 500: // scroll first side Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0); break; case 501: // jff 1/30/98 2-way scroll Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0); break; } } } /** Adds master appear/disappear thinker. * * \param appeartime tics to be existent * \param disappeartime tics to be nonexistent * \param sector pointer to control sector */ static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t offset, INT32 line, INT32 sourceline) { disappear_t *d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_Disappear; d->appeartime = appeartime; d->disappeartime = disappeartime; d->offset = offset; d->affectee = line; d->sourceline = sourceline; d->exists = true; d->timer = 1; P_AddThinker(&d->thinker); } /** Makes a FOF appear/disappear * * \param d Disappear thinker. * \sa Add_MasterDisappearer */ void T_Disappear(disappear_t *d) { if (d->offset && !d->exists) { d->offset--; return; } if (--d->timer <= 0) { ffloor_t *rover; register INT32 s; for (s = -1; (s = P_FindSectorFromLineTag(&lines[d->affectee], s)) >= 0 ;) { for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != &lines[d->affectee]) continue; if (d->exists) rover->flags &= ~FF_EXISTS; else { rover->flags |= FF_EXISTS; if (!(lines[d->sourceline].flags & ML_NOCLIMB)) { #ifdef ESLOPE if (*rover->t_slope) sectors[s].soundorg.z = P_GetZAt(*rover->t_slope, sectors[s].soundorg.x, sectors[s].soundorg.y); else #endif sectors[s].soundorg.z = *rover->topheight; S_StartSound(§ors[s].soundorg, sfx_appear); } } } sectors[s].moved = true; } if (d->exists) { d->timer = d->disappeartime; d->exists = false; } else { d->timer = d->appeartime; d->exists = true; } } } /* SoM: 3/8/2000: Friction functions start. Add_Friction, T_Friction, P_SpawnFriction */ /** Adds friction thinker. * * \param friction Friction value, 0xe800 is normal. * \param affectee Target sector. * \param roverfriction FOF or not * \sa T_Friction, P_SpawnFriction */ static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer) { friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL); f->thinker.function.acp1 = (actionf_p1)T_Friction; f->friction = friction; f->movefactor = movefactor; f->affectee = affectee; if (referrer != -1) { f->roverfriction = true; f->referrer = referrer; } else f->roverfriction = false; P_AddThinker(&f->thinker); } /** Applies friction to all things in a sector. * * \param f Friction thinker. * \sa Add_Friction */ void T_Friction(friction_t *f) { sector_t *sec, *referrer = NULL; mobj_t *thing; msecnode_t *node; sec = sectors + f->affectee; // Get FOF control sector if (f->roverfriction) referrer = sectors + f->referrer; // Assign the friction value to players on the floor, non-floating, // and clipped. Normally the object's friction value is kept at // ORIG_FRICTION and this thinker changes it for icy or muddy floors. // When the object is straddling sectors with the same // floorheight that have different frictions, use the lowest // friction value (muddy has precedence over icy). node = sec->touching_thinglist; // things touching this sector while (node) { thing = node->m_thing; // apparently, all I had to do was comment out part of the next line and // friction works for all mobj's // (or at least MF_PUSHABLEs, which is all I care about anyway) if (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) && thing->z == thing->floorz) { if (f->roverfriction) { if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec)) { node = node->m_thinglist_next; continue; } if ((thing->friction == ORIG_FRICTION) // normal friction? || (f->friction < thing->friction)) { thing->friction = f->friction; if (thing->player) thing->movefactor = f->movefactor; } } else if (P_GetSpecialBottomZ(thing, sec, sec) == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction? || f->friction < thing->friction)) { thing->friction = f->friction; if (thing->player) thing->movefactor = f->movefactor; } } node = node->m_thinglist_next; } } /** Spawns all friction effects. * * \sa P_SpawnSpecials, Add_Friction */ static void P_SpawnFriction(void) { size_t i; line_t *l = lines; register INT32 s; fixed_t strength; // frontside texture offset controls magnitude fixed_t friction; // friction value to be applied during movement INT32 movefactor; // applied to each player move to simulate inertia for (i = 0; i < numlines; i++, l++) if (l->special == 540) { strength = sides[l->sidenum[0]].textureoffset>>FRACBITS; if (strength > 0) // sludge strength = strength*2; // otherwise, the maximum sludginess value is +967... // The following might seem odd. At the time of movement, // the move distance is multiplied by 'friction/0x10000', so a // higher friction value actually means 'less friction'. friction = ORIG_FRICTION - (0x1EB8*strength)/0x80; // ORIG_FRICTION is 0xE800 if (friction > FRACUNIT) friction = FRACUNIT; if (friction < 0) friction = 0; movefactor = FixedDiv(ORIG_FRICTION, friction); if (movefactor < FRACUNIT) movefactor = 8*movefactor - 7*FRACUNIT; else movefactor = FRACUNIT; for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Friction(friction, movefactor, s, -1); } } /* SoM: 3/8/2000: Push/Pull/Wind/Current functions. Add_Pusher, PIT_PushThing, T_Pusher, P_GetPushThing, P_SpawnPushers */ #define PUSH_FACTOR 7 /** Adds a pusher. * * \param type Type of push/pull effect. * \param x_mag X magnitude. * \param y_mag Y magnitude. * \param source For a point pusher/puller, the source object. * \param affectee Target sector. * \param referrer What sector set it * \sa T_Pusher, P_GetPushThing, P_SpawnPushers */ static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t *source, INT32 affectee, INT32 referrer, INT32 exclusive, INT32 slider) { pusher_t *p = Z_Calloc(sizeof *p, PU_LEVSPEC, NULL); p->thinker.function.acp1 = (actionf_p1)T_Pusher; p->source = source; p->type = type; p->x_mag = x_mag>>FRACBITS; p->y_mag = y_mag>>FRACBITS; p->exclusive = exclusive; p->slider = slider; if (referrer != -1) { p->roverpusher = true; p->referrer = referrer; } else p->roverpusher = false; // "The right triangle of the square of the length of the hypotenuse is equal to the sum of the squares of the lengths of the other two sides." // "Bah! Stupid brains! Don't you know anything besides the Pythagorean Theorem?" - Earthworm Jim if (type == p_downcurrent || type == p_upcurrent || type == p_upwind || type == p_downwind) p->magnitude = P_AproxDistance(p->x_mag,p->y_mag)<<(FRACBITS-PUSH_FACTOR); else p->magnitude = P_AproxDistance(p->x_mag,p->y_mag); if (source) // point source exist? { // where force goes to zero if (type == p_push) p->radius = AngleFixed(source->angle); else p->radius = (p->magnitude)<<(FRACBITS+1); p->x = p->source->x; p->y = p->source->y; p->z = p->source->z; } p->affectee = affectee; P_AddThinker(&p->thinker); } // PIT_PushThing determines the angle and magnitude of the effect. // The object's x and y momentum values are changed. static pusher_t *tmpusher; // pusher structure for blockmap searches /** Applies a point pusher/puller to a thing. * * \param thing Thing to be pushed. * \return True if the thing was pushed. * \todo Make a more robust P_BlockThingsIterator() so the hidden parameter * ::tmpusher won't need to be used. * \sa T_Pusher */ static inline boolean PIT_PushThing(mobj_t *thing) { if (thing->eflags & MFE_PUSHED) return false; if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG) return false; // Allow this to affect pushable objects at some point? if (thing->player && (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) || thing->player->powers[pw_carry] == CR_NIGHTSMODE)) { INT32 dist; INT32 speed; INT32 sx, sy, sz; sx = tmpusher->x; sy = tmpusher->y; sz = tmpusher->z; // don't fade wrt Z if health & 2 (mapthing has multi flag) if (tmpusher->source->health & 2) dist = P_AproxDistance(thing->x - sx,thing->y - sy); else { // Make sure the Z is in range if (thing->z < sz - tmpusher->radius || thing->z > sz + tmpusher->radius) return false; dist = P_AproxDistance(P_AproxDistance(thing->x - sx, thing->y - sy), thing->z - sz); } speed = (tmpusher->magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS - PUSH_FACTOR - 1); // If speed <= 0, you're outside the effective radius. You also have // to be able to see the push/pull source point. // Written with bits and pieces of P_HomingAttack if ((speed > 0) && (P_CheckSight(thing, tmpusher->source))) { if (thing->player->powers[pw_carry] != CR_NIGHTSMODE) { // only push wrt Z if health & 1 (mapthing has ambush flag) if (tmpusher->source->health & 1) { fixed_t tmpmomx, tmpmomy, tmpmomz; tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed); tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed); tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed); if (tmpusher->source->type == MT_PUSH) // away! { tmpmomx *= -1; tmpmomy *= -1; tmpmomz *= -1; } thing->momx += tmpmomx; thing->momy += tmpmomy; thing->momz += tmpmomz; if (thing->player) { thing->player->cmomx += tmpmomx; thing->player->cmomy += tmpmomy; thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800); thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800); } } else { angle_t pushangle; pushangle = R_PointToAngle2(thing->x, thing->y, sx, sy); if (tmpusher->source->type == MT_PUSH) pushangle += ANGLE_180; // away pushangle >>= ANGLETOFINESHIFT; thing->momx += FixedMul(speed, FINECOSINE(pushangle)); thing->momy += FixedMul(speed, FINESINE(pushangle)); if (thing->player) { thing->player->cmomx += FixedMul(speed, FINECOSINE(pushangle)); thing->player->cmomy += FixedMul(speed, FINESINE(pushangle)); thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800); thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800); } } } else { //NiGHTS-specific handling. //By default, pushes and pulls only affect the Z-axis. //By having the ambush flag, it affects the X-axis. //By having the object special flag, it affects the Y-axis. fixed_t tmpmomx, tmpmomy, tmpmomz; if (tmpusher->source->health & 1) tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed); else tmpmomx = 0; if (tmpusher->source->health & 2) tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed); else tmpmomy = 0; tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed); if (tmpusher->source->type == MT_PUSH) // away! { tmpmomx *= -1; tmpmomy *= -1; tmpmomz *= -1; } thing->momx += tmpmomx; thing->momy += tmpmomy; thing->momz += tmpmomz; if (thing->player) { thing->player->cmomx += tmpmomx; thing->player->cmomy += tmpmomy; thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800); thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800); } } } } if (tmpusher->exclusive) thing->eflags |= MFE_PUSHED; return true; } /** Applies a pusher to all affected objects. * * \param p Thinker for the pusher effect. * \todo Split up into multiple functions. * \sa Add_Pusher, PIT_PushThing */ void T_Pusher(pusher_t *p) { sector_t *sec, *referrer = NULL; mobj_t *thing; msecnode_t *node; INT32 xspeed = 0,yspeed = 0; INT32 xl, xh, yl, yh, bx, by; INT32 radius; //INT32 ht = 0; boolean inFOF; boolean touching; boolean moved; xspeed = yspeed = 0; sec = sectors + p->affectee; // Be sure the special sector type is still turned on. If so, proceed. // Else, bail out; the sector type has been changed on us. if (p->roverpusher) { referrer = §ors[p->referrer]; if (GETSECSPECIAL(referrer->special, 3) != 2) return; } else if (GETSECSPECIAL(sec->special, 3) != 2) return; // For constant pushers (wind/current) there are 3 situations: // // 1) Affected Thing is above the floor. // // Apply the full force if wind, no force if current. // // 2) Affected Thing is on the ground. // // Apply half force if wind, full force if current. // // 3) Affected Thing is below the ground (underwater effect). // // Apply no force if wind, full force if current. // // Apply the effect to clipped players only for now. // // In Phase II, you can apply these effects to Things other than players. if (p->type == p_push) { // Seek out all pushable things within the force radius of this // point pusher. Crosses sectors, so use blockmap. tmpusher = p; // MT_PUSH/MT_PULL point source radius = p->radius; // where force goes to zero tmbbox[BOXTOP] = p->y + radius; tmbbox[BOXBOTTOM] = p->y - radius; tmbbox[BOXRIGHT] = p->x + radius; tmbbox[BOXLEFT] = p->x - radius; xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT; for (bx = xl; bx <= xh; bx++) for (by = yl; by <= yh; by++) P_BlockThingsIterator(bx,by, PIT_PushThing); return; } // constant pushers p_wind and p_current node = sec->touching_thinglist; // things touching this sector for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP) && !(thing->type == MT_SMALLBUBBLE || thing->type == MT_MEDIUMBUBBLE || thing->type == MT_EXTRALARGEBUBBLE)) continue; if (!(thing->flags & MF_PUSHABLE) && !(thing->type == MT_PLAYER || thing->type == MT_SMALLBUBBLE || thing->type == MT_MEDIUMBUBBLE || thing->type == MT_EXTRALARGEBUBBLE || thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED)) continue; if (thing->eflags & MFE_PUSHED) continue; if (thing->player && thing->player->powers[pw_carry] == CR_ROPEHANG) continue; if (thing->player && (thing->state == &states[thing->info->painstate]) && (thing->player->powers[pw_flashing] > (flashingtics/4)*3 && thing->player->powers[pw_flashing] <= flashingtics)) continue; inFOF = touching = moved = false; // Find the area that the 'thing' is in if (p->roverpusher) { fixed_t top, bottom; top = P_GetSpecialTopZ(thing, referrer, sec); bottom = P_GetSpecialBottomZ(thing, referrer, sec); if (thing->eflags & MFE_VERTICALFLIP) { if (bottom > thing->z + thing->height || top < (thing->z + (thing->height >> 1))) continue; if (thing->z < bottom) touching = true; if (thing->z + (thing->height >> 1) > bottom) inFOF = true; } else { if (top < thing->z || bottom > (thing->z + (thing->height >> 1))) continue; if (thing->z + thing->height > top) touching = true; if (thing->z + (thing->height >> 1) < top) inFOF = true; } } else // Treat the entire sector as one big FOF { if (thing->z == P_GetSpecialBottomZ(thing, sec, sec)) touching = true; else if (p->type != p_current) inFOF = true; } if (!touching && !inFOF) // Object is out of range of effect continue; if (p->type == p_wind) { if (touching) // on ground { xspeed = (p->x_mag)>>1; // half force yspeed = (p->y_mag)>>1; moved = true; } else if (inFOF) { xspeed = (p->x_mag); // full force yspeed = (p->y_mag); moved = true; } } else if (p->type == p_upwind) { if (touching) // on ground { thing->momz += (p->magnitude)>>1; moved = true; } else if (inFOF) { thing->momz += p->magnitude; moved = true; } } else if (p->type == p_downwind) { if (touching) // on ground { thing->momz -= (p->magnitude)>>1; moved = true; } else if (inFOF) { thing->momz -= p->magnitude; moved = true; } } else // p_current { if (!touching && !inFOF) // Not in water at all xspeed = yspeed = 0; // no force else // underwater / touching water { if (p->type == p_upcurrent) thing->momz += p->magnitude; else if (p->type == p_downcurrent) thing->momz -= p->magnitude; else { xspeed = p->x_mag; // full force yspeed = p->y_mag; } moved = true; } } if (p->type != p_downcurrent && p->type != p_upcurrent && p->type != p_upwind && p->type != p_downwind) { thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR); thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR); if (thing->player) { thing->player->cmomx += xspeed<<(FRACBITS-PUSH_FACTOR); thing->player->cmomy += yspeed<<(FRACBITS-PUSH_FACTOR); thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION); thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION); } // Tumbleweeds bounce a bit... if (thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED) thing->momz += P_AproxDistance(xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)) >> 2; } if (moved) { if (p->slider && thing->player) { pflags_t jumped = (thing->player->pflags & (PF_JUMPED|PF_NOJUMPDAMAGE)); P_ResetPlayer (thing->player); if (jumped) thing->player->pflags |= jumped; thing->player->pflags |= PF_SLIDING; P_SetPlayerMobjState (thing, thing->info->painstate); // Whee! thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)); if (!demoplayback || P_AnalogMove(thing->player)) { if (thing->player == &players[consoleplayer]) { if (thing->angle - localangle > ANGLE_180) localangle -= (localangle - thing->angle) / 8; else localangle += (thing->angle - localangle) / 8; } else if (thing->player == &players[secondarydisplayplayer]) { if (thing->angle - localangle2 > ANGLE_180) localangle2 -= (localangle2 - thing->angle) / 8; else localangle2 += (thing->angle - localangle2) / 8; } /*if (thing->player == &players[consoleplayer]) localangle = thing->angle; else if (thing->player == &players[secondarydisplayplayer]) localangle2 = thing->angle;*/ } } if (p->exclusive) thing->eflags |= MFE_PUSHED; } } } /** Gets a push/pull object. * * \param s Sector number to look in. * \return Pointer to the first ::MT_PUSH or ::MT_PULL object found in the * sector. * \sa P_GetTeleportDestThing, P_GetStarpostThing, P_GetAltViewThing */ mobj_t *P_GetPushThing(UINT32 s) { mobj_t *thing; sector_t *sec; sec = sectors + s; thing = sec->thinglist; while (thing) { switch (thing->type) { case MT_PUSH: case MT_PULL: return thing; default: break; } thing = thing->snext; } return NULL; } /** Spawns pushers. * * \todo Remove magic numbers. * \sa P_SpawnSpecials, Add_Pusher */ static void P_SpawnPushers(void) { size_t i; line_t *l = lines; register INT32 s; mobj_t *thing; for (i = 0; i < numlines; i++, l++) switch (l->special) { case 541: // wind for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_wind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 544: // current for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_current, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 547: // push/pull for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) { thing = P_GetPushThing(s); if (thing) // No MT_P* means no effect Add_Pusher(p_push, l->dx, l->dy, thing, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); } break; case 545: // current up for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_upcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 546: // current down for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_downcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 542: // wind up for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_upwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 543: // wind down for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;) Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; } } static void P_SearchForDisableLinedefs(void) { size_t i; INT32 j; // Look for disable linedefs for (i = 0; i < numlines; i++) { if (lines[i].special == 6) { // Remove special // Do *not* remove tag. That would mess with the tag lists // that P_InitTagLists literally just created! lines[i].special = 0; // Ability flags can disable disable linedefs now, lol if (netgame || multiplayer) { // future: nonet flag? } else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY) continue; // Net-only never triggers in single player else if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC)) continue; else if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS)) continue; else if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX)) continue; // Disable any linedef specials with our tag. for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;) lines[j].special = 0; } } }