// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2023 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 "dehacked.h" #include "doomdef.h" #include "g_game.h" #include "p_local.h" #include "p_setup.h" // levelflats for flat animation #include "r_data.h" #include "r_fps.h" #include "r_textures.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 "v_video.h" // V_AUTOFADEOUT|V_ALLOWLOWERCASE #include "m_misc.h" #include "m_cond.h" //unlock triggers #include "lua_hook.h" // LUA_HookLinedefExecute #include "f_finale.h" // control text prompt #include "r_skins.h" // skins #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 size_t secportalcount; size_t secportalcapacity; sectorportal_t *secportals; /** Animated texture descriptor * This keeps track of an animated texture or an animated flat. * \sa P_UpdateSpecials, P_InitPicAnims, animdef_t */ typedef struct { INT32 picnum; ///< The end texture number INT32 basepic; ///< The start texture number INT32 numpics; ///< Number of frames in the animation tic_t speed; ///< Number of tics for which each frame is shown } anim_t; /** Animated texture definition. * Used for loading an ANIMDEFS lump from a wad. * * Animations are defined by the first and last frame (i.e., flat or texture). * The animation sequence uses all flats between the start and end entry, in * the order found in the wad. * * \sa anim_t */ typedef struct { SINT8 istexture; ///< True for a texture, false for a flat. char endname[9]; ///< Name of the last frame, null-terminated. char startname[9]; ///< Name of the first frame, null-terminated. INT32 speed; ///< Number of tics for which each frame is shown. } ATTRPACK animdef_t; typedef struct { UINT32 count; thinker_t **thinkers; } thinkerlist_t; static void P_SpawnScrollers(void); static void P_SpawnFriction(void); static void P_SpawnPushers(void); static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, fixed_t z_mag, INT32 affectee, INT32 referrer, INT32 exclusive, INT32 slider); //SoM: 3/9/2000 static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t offset, INT32 line, INT32 sourceline); static void P_ResetFakeFloorFader(ffloor_t *rover, fade_t *data, boolean finalize); #define P_RemoveFakeFloorFader(l) P_ResetFakeFloorFader(l, NULL, false); static boolean P_FadeFakeFloor(ffloor_t *rover, INT16 sourcevalue, INT16 destvalue, INT16 speed, boolean ticbased, INT32 *timer, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha); static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloornum, INT16 destvalue, INT16 speed, boolean ticbased, boolean relative, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha); static void P_ResetColormapFader(sector_t *sector); static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, extracolormap_t *dest_exc, boolean ticbased, INT32 duration); static void P_AddBlockThinker(sector_t *sec, line_t *sourceline); static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline); //static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec); static void P_AddFakeFloorsByLine(size_t line, INT32 alpha, UINT8 blendmode, ffloortype_e ffloorflags, thinkerlist_t *secthinkers); static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec); static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer); static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, INT32 affectee, UINT8 reverse); //SoM: 3/7/2000: New sturcture without limits. static anim_t *lastanim; static anim_t *anims = NULL; /// \todo free leak static size_t maxanims; // Animating line specials // Init animated textures // - now called at level loading P_SetupLevel() static animdef_t *animdefs = NULL; // A prototype; here instead of p_spec.h, so they're "private" void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum); void P_ParseAnimationDefintion(SINT8 istexture); static boolean P_FindTextureForAnimation(anim_t *anim, animdef_t *animdef) { if (R_CheckTextureNumForName(animdef->startname) == -1) return false; anim->picnum = R_TextureNumForName(animdef->endname); anim->basepic = R_TextureNumForName(animdef->startname); return true; } static boolean P_FindFlatForAnimation(anim_t *anim, animdef_t *animdef) { if (R_CheckFlatNumForName(animdef->startname) == -1) return false; anim->picnum = R_CheckFlatNumForName(animdef->endname); anim->basepic = R_CheckFlatNumForName(animdef->startname); return true; } /** Sets up texture and flat animations. * * Converts an ::animdef_t array loaded from a lump into * ::anim_t format. * * Issues an error if any animation cycles are invalid. * * \author Steven McGranahan (original), Shadow Hog (had to rewrite it to handle multiple WADs), JTE (had to rewrite it to handle multiple WADs _correctly_) */ void P_InitPicAnims(void) { // Init animation INT32 w; // WAD size_t i; I_Assert(animdefs == NULL); maxanims = 0; for (w = numwadfiles-1; w >= 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++) { animdef_t *animdef = &animdefs[i]; // If this animation is for a texture, look for one first, THEN look for a flat if (animdefs[i].istexture) { if (!P_FindTextureForAnimation(lastanim, animdef)) { if (!P_FindFlatForAnimation(lastanim, animdef)) continue; } } // Else, if this animation is for a flat, look for one first, THEN look for a texture else { if (!P_FindFlatForAnimation(lastanim, animdef)) { if (!P_FindTextureForAnimation(lastanim, animdef)) continue; } } lastanim->numpics = lastanim->picnum - lastanim->basepic + 1; if (lastanim->numpics < 2) { free(anims); I_Error("P_InitPicAnims: bad cycle from %s to %s", animdef->startname, animdef->endname); } lastanim->speed = animdef->speed; lastanim++; } 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); } // // 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] != NO_SIDEDEF; } #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 // Parses arguments for parameterized polyobject door types static boolean PolyDoor(line_t *line) { polydoordata_t pdd; pdd.polyObjNum = line->args[0]; // polyobject id switch(line->special) { case 480: // Polyobj_DoorSlide pdd.doorType = POLY_DOOR_SLIDE; pdd.speed = line->args[1] << (FRACBITS - 3); pdd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); // angle of motion pdd.distance = line->args[2] << FRACBITS; pdd.delay = line->args[3]; // delay in tics break; case 481: // Polyobj_DoorSwing pdd.doorType = POLY_DOOR_SWING; pdd.speed = line->args[1]; // angular speed pdd.distance = line->args[2]; // angular distance pdd.delay = line->args[3]; // delay in tics break; default: return 0; // ??? } return EV_DoPolyDoor(&pdd); } // Parses arguments for parameterized polyobject move special static boolean PolyMove(line_t *line) { polymovedata_t pmd; pmd.polyObjNum = line->args[0]; pmd.speed = line->args[1] << (FRACBITS - 3); pmd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); pmd.distance = line->args[2] << FRACBITS; pmd.overRide = !!line->args[3]; // Polyobj_OR_Move return EV_DoPolyObjMove(&pmd); } static void PolySetVisibilityTangibility(line_t *line) { INT32 polyObjNum = line->args[0]; polyobj_t* po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolySetVisibilityTangibility: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (line->args[1] == TMPV_VISIBLE) { po->flags &= ~POF_NOSPECIALS; po->flags |= (po->spawnflags & POF_RENDERALL); } else if (line->args[1] == TMPV_INVISIBLE) { po->flags |= POF_NOSPECIALS; po->flags &= ~POF_RENDERALL; } if (line->args[2] == TMPT_TANGIBLE) po->flags |= POF_SOLID; else if (line->args[2] == TMPT_INTANGIBLE) po->flags &= ~POF_SOLID; } // Sets the translucency of a polyobject static void PolyTranslucency(line_t *line) { INT32 polyObjNum = line->args[0]; polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyTranslucency: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (lines->args[2]) // relative calc po->translucency += line->args[1]; else po->translucency = line->args[1]; po->translucency = max(min(po->translucency, NUMTRANSMAPS), 0); } // Makes a polyobject translucency fade and applies tangibility static boolean PolyFade(line_t *line) { INT32 polyObjNum = line->args[0]; polyobj_t *po; polyfadedata_t pfd; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyFade: bad polyobj %d\n", polyObjNum); return 0; } // don't allow line actions to affect bad polyobjects if (po->isBad) return 0; // Prevent continuous execs from interfering on an existing fade if (!(line->args[3] & TMPF_OVERRIDE) && po->thinker && po->thinker->function.acp1 == (actionf_p1)T_PolyObjFade) { CONS_Debug(DBG_POLYOBJ, "Line type 492 Executor: Fade PolyObject thinker already exists\n"); return 0; } pfd.polyObjNum = polyObjNum; if (line->args[3] & TMPF_RELATIVE) // relative calc pfd.destvalue = po->translucency + line->args[1]; else pfd.destvalue = line->args[1]; pfd.destvalue = max(min(pfd.destvalue, NUMTRANSMAPS), 0); // already equal, nothing to do if (po->translucency == pfd.destvalue) return 1; pfd.docollision = !(line->args[3] & TMPF_IGNORECOLLISION); // do not handle collision flags pfd.doghostfade = (line->args[3] & TMPF_GHOSTFADE); // do ghost fade (no collision flags during fade) pfd.ticbased = (line->args[3] & TMPF_TICBASED); // Speed = Tic Duration pfd.speed = line->args[2]; return EV_DoPolyObjFade(&pfd); } // Parses arguments for parameterized polyobject waypoint movement static boolean PolyWaypoint(line_t *line) { polywaypointdata_t pwd; pwd.polyObjNum = line->args[0]; pwd.speed = line->args[1] << (FRACBITS - 3); pwd.sequence = line->args[2]; pwd.returnbehavior = line->args[3]; pwd.flags = line->args[4]; return EV_DoPolyObjWaypoint(&pwd); } // Parses arguments for parameterized polyobject rotate special static boolean PolyRotate(line_t *line) { polyrotdata_t prd; prd.polyObjNum = line->args[0]; prd.speed = line->args[1]; // angular speed prd.distance = abs(line->args[2]); // angular distance prd.direction = (line->args[2] < 0) ? -1 : 1; prd.flags = line->args[3]; return EV_DoPolyObjRotate(&prd); } // Parses arguments for polyobject flag waving special static boolean PolyFlag(line_t *line) { polyflagdata_t pfd; pfd.polyObjNum = line->args[0]; pfd.speed = line->args[1]; pfd.angle = line->angle >> ANGLETOFINESHIFT; pfd.momx = line->args[2]; return EV_DoPolyObjFlag(&pfd); } // Parses arguments for parameterized polyobject move-by-sector-heights specials static boolean PolyDisplace(line_t *line) { polydisplacedata_t pdd; fixed_t length = R_PointToDist2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); fixed_t speed = line->args[1] << FRACBITS; pdd.polyObjNum = line->args[0]; pdd.controlSector = line->frontsector; pdd.dx = FixedMul(FixedDiv(line->dx, length), speed) >> 8; pdd.dy = FixedMul(FixedDiv(line->dy, length), speed) >> 8; return EV_DoPolyObjDisplace(&pdd); } // Parses arguments for parameterized polyobject rotate-by-sector-heights specials static boolean PolyRotDisplace(line_t *line) { polyrotdisplacedata_t pdd; fixed_t anginter, distinter; pdd.polyObjNum = line->args[0]; pdd.controlSector = line->frontsector; // Rotate 'anginter' interval for each 'distinter' interval from the control sector. anginter = line->args[2] << FRACBITS; distinter = line->args[1] << FRACBITS; pdd.rotscale = FixedDiv(anginter, distinter); // Same behavior as other rotators when carrying things. pdd.turnobjs = line->args[3]; return EV_DoPolyObjRotDisplace(&pdd); } // // P_RunNightserizeExecutors // void P_RunNightserizeExecutors(mobj_t *actor) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special == 323) P_RunTriggerLinedef(&lines[i], actor, NULL); } } // // P_RunDeNightserizeExecutors // void P_RunDeNightserizeExecutors(mobj_t *actor) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special == 325) P_RunTriggerLinedef(&lines[i], actor, NULL); } } // // P_RunNightsLapExecutors // void P_RunNightsLapExecutors(mobj_t *actor) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special == 327) P_RunTriggerLinedef(&lines[i], actor, NULL); } } // // P_RunNightsCapsuleTouchExecutors // void P_RunNightsCapsuleTouchExecutors(mobj_t *actor, boolean entering, boolean enoughspheres) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special != 329) continue; if (!!(lines[i].args[7] & TMI_ENTER) != entering) continue; if (lines[i].args[6] == TMS_IFENOUGH && !enoughspheres) continue; if (lines[i].args[6] == TMS_IFNOTENOUGH && enoughspheres) continue; P_RunTriggerLinedef(&lines[i], actor, NULL); } } /** 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; INT32 delay; if (udmf) delay = line->executordelay; else { if (!line->backsector) I_Error("P_AddExecutorDelay: Line has no backsector!\n"); delay = (line->backsector->ceilingheight >> FRACBITS) + (line->backsector->floorheight >> FRACBITS); } e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL); e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay; e->line = line; e->sector = sector; e->timer = delay; P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying. P_AddThinker(THINK_MAIN, &e->thinker); } /** Used by P_RunTriggerLinedef to check a NiGHTS trigger linedef's conditions * * \param triggerline Trigger linedef to check conditions for; should NEVER be NULL. * \param actor Object initiating the action; should not be NULL. * \sa P_RunTriggerLinedef */ static boolean P_CheckNightsTriggerLine(line_t *triggerline, mobj_t *actor) { INT16 specialtype = triggerline->special; size_t i; UINT8 inputmare = max(0, min(255, triggerline->args[1])); UINT8 inputlap = max(0, min(255, triggerline->args[2])); textmapcomparison_t marecomp = triggerline->args[3]; textmapcomparison_t lapcomp = triggerline->args[4]; textmapnightsplayer_t checkplayer = triggerline->args[5]; boolean lapfrombonustime; boolean donomares = (specialtype == 323) && (triggerline->args[7] & TMN_LEVELCOMPLETION); // nightserize: run at end of level (no mares) UINT8 currentmare = UINT8_MAX; UINT8 currentlap = UINT8_MAX; // Set lapfrombonustime switch (specialtype) { case 323: lapfrombonustime = !!(triggerline->args[7] & TMN_BONUSLAPS); break; case 325: lapfrombonustime = !!(triggerline->args[7]); break; case 327: lapfrombonustime = !!(triggerline->args[6]); break; case 329: lapfrombonustime = !!(triggerline->args[7] & TMI_BONUSLAPS); break; default: lapfrombonustime = false; break; } // Do early returns for Nightserize if (specialtype == 323) { // run only when no mares are found if (donomares && P_FindLowestMare() != UINT8_MAX) return false; // run only if there is a mare present if (!donomares && P_FindLowestMare() == UINT8_MAX) return false; // run only if player is nightserizing from non-nights if (triggerline->args[6] == TMN_FROMNONIGHTS) { if (!actor->player) return false; else if (actor->player->powers[pw_carry] == CR_NIGHTSMODE) return false; } // run only if player is nightserizing from nights else if (triggerline->args[6] == TMN_FROMNIGHTS) { if (!actor->player) return false; else if (actor->player->powers[pw_carry] != CR_NIGHTSMODE) return false; } } // Get current mare and lap (and check early return for DeNightserize) if (checkplayer != TMNP_TRIGGERER || (specialtype == 325 && triggerline->args[6] != TMD_ALWAYS)) { UINT8 playersarenights = 0; for (i = 0; i < MAXPLAYERS; i++) { UINT8 lap; if (!playeringame[i] || players[i].spectator) continue; // denightserize: run only if all players are not nights if (specialtype == 325 && triggerline->args[6] == TMD_NOBODYNIGHTS && players[i].powers[pw_carry] == CR_NIGHTSMODE) return false; // count number of nights players for denightserize return if (specialtype == 325 && triggerline->args[6] == TMD_SOMEBODYNIGHTS && players[i].powers[pw_carry] == CR_NIGHTSMODE) playersarenights++; lap = lapfrombonustime ? players[i].marebonuslap : players[i].marelap; // get highest mare/lap of players if (checkplayer == TMNP_FASTEST) { if (players[i].mare > currentmare || currentmare == UINT8_MAX) { currentmare = players[i].mare; currentlap = UINT8_MAX; } if (players[i].mare == currentmare && (lap > currentlap || currentlap == UINT8_MAX)) currentlap = lap; } // get lowest mare/lap of players else if (checkplayer == TMNP_SLOWEST) { if (players[i].mare < currentmare || currentmare == UINT8_MAX) { currentmare = players[i].mare; currentlap = UINT8_MAX; } if (players[i].mare == currentmare && (lap < currentlap || currentlap == UINT8_MAX)) currentlap = lap; } } // denightserize: run only if >0 players are nights if (specialtype == 325 && triggerline->args[6] == TMD_SOMEBODYNIGHTS && playersarenights < 1) return false; } // get current mare/lap from triggering player else if (checkplayer == TMNP_TRIGGERER) { if (!actor->player) return false; currentmare = actor->player->mare; currentlap = lapfrombonustime ? actor->player->marebonuslap : actor->player->marelap; } if (lapfrombonustime && !currentlap) return false; // special case: player->marebonuslap is 0 until passing through on bonus time. Don't trigger lines looking for inputlap 0. // Compare current mare/lap to input mare/lap based on rules if (!donomares // don't return false if donomares and we got this far && ((marecomp == TMC_LTE && currentmare > inputmare) || (marecomp == TMC_GTE && currentmare < inputmare) || (marecomp == TMC_EQUAL && currentmare != inputmare) || (lapcomp == TMC_LTE && currentlap > inputlap) || (lapcomp == TMC_GTE && currentlap < inputlap) || (lapcomp == TMC_EQUAL && currentlap != inputlap)) ) return false; return true; } static boolean P_CheckPlayerMareOld(line_t *triggerline) { UINT8 mare; INT32 targetmare = P_AproxDistance(triggerline->dx, triggerline->dy) >> FRACBITS; if (!(maptol & TOL_NIGHTS)) return false; mare = P_FindLowestMare(); if (triggerline->flags & ML_NOCLIMB) return mare <= targetmare; if (triggerline->flags & ML_BLOCKMONSTERS) return mare >= targetmare; return mare == targetmare; } static boolean P_CheckPlayerMare(line_t *triggerline) { UINT8 mare; INT32 targetmare = triggerline->args[1]; if (!(maptol & TOL_NIGHTS)) return false; mare = P_FindLowestMare(); switch (triggerline->args[2]) { case TMC_EQUAL: default: return mare == targetmare; case TMC_GTE: return mare >= targetmare; case TMC_LTE: return mare <= targetmare; } } static boolean P_CheckPlayerRings(line_t *triggerline, mobj_t *actor) { INT32 rings = 0; INT32 targetrings = triggerline->args[1]; size_t i; // Count all players' rings. if (triggerline->args[3]) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo || ((maptol & TOL_NIGHTS) ? players[i].spheres : players[i].rings) <= 0) continue; rings += (maptol & TOL_NIGHTS) ? players[i].spheres : players[i].rings; } } else { if (!(actor && actor->player)) return false; // no player to count rings from here, sorry rings = (maptol & TOL_NIGHTS) ? actor->player->spheres : actor->player->rings; } switch (triggerline->args[2]) { case TMC_EQUAL: default: return rings == targetrings; case TMC_GTE: return rings >= targetrings; case TMC_LTE: return rings <= targetrings; } } static boolean P_CheckPushables(line_t *triggerline, sector_t *caller) { msecnode_t *node; mobj_t *mo; INT32 numpushables = 0; INT32 targetpushables = triggerline->args[1]; if (!caller) return false; // we need a calling sector to find pushables in, silly! // Count the pushables in this sector for (node = caller->touching_thinglist; node; node = node->m_thinglist_next) { mo = node->m_thing; if ((mo->flags & MF_PUSHABLE) || ((mo->info->flags & MF_PUSHABLE) && mo->fuse)) numpushables++; } switch (triggerline->args[2]) { case TMC_EQUAL: default: return numpushables == targetpushables; case TMC_GTE: return numpushables >= targetpushables; case TMC_LTE: return numpushables <= targetpushables; } } static boolean P_CheckEmeralds(INT32 checktype, UINT16 target) { switch (checktype) { case TMF_HASALL: default: return (emeralds & target) == target; case TMF_HASANY: return !!(emeralds & target); case TMF_HASEXACTLY: return emeralds == target; case TMF_DOESNTHAVEALL: return (emeralds & target) != target; case TMF_DOESNTHAVEANY: return !(emeralds & target); } } static void P_ActivateLinedefExecutor(line_t *line, mobj_t *actor, sector_t *caller) { if (line->special < 400 || line->special >= 500) return; if (line->executordelay) P_AddExecutorDelay(line, actor, caller); else P_ProcessLineSpecial(line, actor, caller); } static boolean P_ActivateLinedefExecutorsInSector(line_t *triggerline, mobj_t *actor, sector_t *caller) { sector_t *ctlsector = triggerline->frontsector; size_t sectori = (size_t)(ctlsector - sectors); size_t linecnt = ctlsector->linecount; size_t i; if (!udmf && triggerline->flags & ML_WRAPMIDTEX) // disregard order for efficiency { for (i = 0; i < linecnt; i++) P_ActivateLinedefExecutor(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; P_ActivateLinedefExecutor(ctlsector->lines[i], actor, caller); } } return true; } /** 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. * * \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 */ void P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller) { INT16 specialtype = triggerline->special; //////////////////////// // Trigger conditions // //////////////////////// if (caller && !udmf) { if (caller->triggerer == TO_PLAYEREMERALDS) { if (!(ALL7EMERALDS(emeralds))) return; } else if (caller->triggerer == TO_PLAYERNIGHTS) { if (!P_CheckPlayerMareOld(triggerline)) return; } } switch (specialtype) { case 303: if (!P_CheckPlayerRings(triggerline, actor)) return; break; case 305: if (!(actor && actor->player && actor->player->charability == triggerline->args[1])) return; break; case 309: // Only red/blue team members can activate this. if (!(actor && actor->player)) return; if (actor->player->ctfteam != ((triggerline->args[1] == TMT_RED) ? 1 : 2)) return; break; case 314: if (!P_CheckPushables(triggerline, caller)) return; break; case 317: { // Unlockable triggers required INT32 trigid = triggerline->args[1]; if (trigid < 0 || trigid > 31) // limited by 32 bit variable { CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %u): bad trigger ID %d\n", triggerline->sidenum[0], trigid); return; } else if (!(unlocktriggers & (1 << trigid))) return; } break; case 319: { // An unlockable itself must be unlocked! INT32 unlockid = triggerline->args[1]; if (unlockid <= 0 || unlockid > MAXUNLOCKABLES) // limited by unlockable count { CONS_Debug(DBG_GAMELOGIC, "Unlockable check (sidedef %u): bad unlockable ID %d\n", triggerline->sidenum[0], unlockid); return; } else if (!(serverGamedata->unlocked[unlockid-1])) return; } break; case 321: // decrement calls left before triggering if (triggerline->callcount > 0) { if (--triggerline->callcount > 0) return; } break; case 323: // nightserize case 325: // denightserize case 327: // nights lap case 329: // nights egg capsule touch if (!P_CheckNightsTriggerLine(triggerline, actor)) return; break; case 331: if (!(actor && actor->player)) return; if (!triggerline->stringargs[0]) return; if (!(stricmp(triggerline->stringargs[0], skins[actor->player->skin]->name) == 0) ^ !!(triggerline->args[1])) return; break; case 334: // object dye { INT32 triggercolor = triggerline->stringargs[0] ? get_number(triggerline->stringargs[0]) : SKINCOLOR_NONE; UINT16 color = (actor->player ? actor->player->powers[pw_dye] : actor->color); if (!!(triggerline->args[1]) ^ (triggercolor != color)) return; } break; case 337: // emerald check if (!P_CheckEmeralds(triggerline->args[2], (UINT16)triggerline->args[1])) return; break; case 340: // NiGHTS mare if (!P_CheckPlayerMare(triggerline)) return; break; case 343: // gravity check if (triggerline->args[1] == TMG_TEMPREVERSE && (!(actor->flags2 & MF2_OBJECTFLIP) != !(actor->player->powers[pw_gravityboots]))) return; if ((triggerline->args[1] == TMG_NORMAL) != !(actor->eflags & MFE_VERTICALFLIP)) return; break; default: break; } ///////////////////////////////// // Processing linedef specials // ///////////////////////////////// if (!P_ActivateLinedefExecutorsInSector(triggerline, actor, caller)) return; // "Trigger on X calls" linedefs reset if args[2] is set if (specialtype == 321 && triggerline->args[2]) triggerline->callcount = triggerline->args[1]; else { // These special types work only once if (specialtype == 313 // No more enemies || specialtype == 321 // Trigger on X calls || specialtype == 399) // Level Load triggerline->special = 0; else if ((specialtype == 323 // Nightserize || specialtype == 325 // DeNightserize || specialtype == 327 // Nights lap || specialtype == 329) // Nights bonus time && triggerline->args[0]) triggerline->special = 0; else if ((specialtype == 300 // Basic || specialtype == 303 // Ring count || specialtype == 305 // Character ability || specialtype == 308 // Gametype || specialtype == 309 // CTF team || specialtype == 314 // No of pushables || specialtype == 317 // Unlockable trigger || specialtype == 319 // Unlockable || specialtype == 331 // Player skin || specialtype == 334 // Object dye || specialtype == 337 // Emerald check || specialtype == 343) // Gravity check && triggerline->args[0] == TMT_ONCE) triggerline->special = 0; } } /** 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) { INT32 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. TAG_ITER_LINES(tag, masterline) { if (lines[masterline].special < 300 || lines[masterline].special > 399) continue; // "No More Enemies" and "Level Load" take care of themselves. if (lines[masterline].special == 313 || lines[masterline].special == 399) continue; // Each-time executors handle themselves, too if ((lines[masterline].special == 300 // Basic || lines[masterline].special == 303 // Ring count || lines[masterline].special == 305 // Character ability || lines[masterline].special == 308 // Gametype || lines[masterline].special == 309 // CTF team || lines[masterline].special == 314 // Number of pushables || lines[masterline].special == 317 // Condition set trigger || lines[masterline].special == 319 // Unlockable trigger || lines[masterline].special == 331 // Player skin || lines[masterline].special == 334 // Object dye || lines[masterline].special == 337 // Emerald check || lines[masterline].special == 343) // Gravity check && lines[masterline].args[0] > TMT_EACHTIMEMASK) continue; if (lines[masterline].special == 321 && lines[masterline].args[0] > TMXT_EACHTIMEMASK) // Trigger after X calls continue; P_RunTriggerLinedef(&lines[masterline], actor, caller); // Even if it fails, there might be more linedefs to trigger } } static void P_PlaySFX(INT32 sfxnum, mobj_t *mo, sector_t *callsec, INT16 tag, textmapsoundsource_t source, textmapsoundlistener_t listener) { 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; } // Check if you can hear the sound switch (listener) { case TMSL_TRIGGERER: // only play sound if displayplayer if (!mo) return; if (!mo->player) return; if (mo->player != &players[displayplayer] && mo->player != &players[secondarydisplayplayer]) return; break; case TMSL_TAGGEDSECTOR: // only play if touching tagged sectors { UINT8 i = 0; mobj_t *camobj = players[displayplayer].mo; ffloor_t *rover; boolean foundit = false; for (i = 0; i < 2; camobj = players[secondarydisplayplayer].mo, i++) { if (!camobj) continue; if (foundit || Tag_Find(&camobj->subsector->sector->tags, tag)) { foundit = true; break; } // Only trigger if mobj is touching the tag for (rover = camobj->subsector->sector->ffloors; rover; rover = rover->next) { if (!Tag_Find(&rover->master->frontsector->tags, tag)) continue; if (camobj->z > P_GetSpecialTopZ(camobj, sectors + rover->secnum, camobj->subsector->sector)) continue; if (camobj->z + camobj->height < P_GetSpecialBottomZ(camobj, sectors + rover->secnum, camobj->subsector->sector)) continue; foundit = true; break; } } if (!foundit) return; break; } case TMSL_EVERYONE: // no additional check default: break; } // Play the sound from the specified source switch (source) { case TMSS_TRIGGERMOBJ: // play the sound from mobj that triggered it if (mo) S_StartSound(mo, sfxnum); break; case TMSS_TRIGGERSECTOR: // 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); break; case TMSS_NOWHERE: // play the sound from nowhere S_StartSound(NULL, sfxnum); break; case TMSS_TAGGEDSECTOR: // play the sound from tagged sectors' soundorgs { INT32 secnum; TAG_ITER_SECTORS(tag, secnum) S_StartSound(§ors[secnum].soundorg, sfxnum); break; } default: break; } } static boolean is_rain_type (INT32 weathernum) { switch (weathernum) { case PRECIP_SNOW: case PRECIP_RAIN: case PRECIP_STORM: case PRECIP_STORM_NOSTRIKES: case PRECIP_BLANK: return true; default: return false; } } // // P_SwitchWeather // // Switches the weather! // void P_SwitchWeather(INT32 weathernum) { boolean purge = true; if (weathernum == curWeather) return; if (is_rain_type(weathernum) && is_rain_type(curWeather)) purge = false; if (purge) { thinker_t *think; precipmobj_t *precipmobj; for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; P_RemovePrecipMobj(precipmobj); } } else // Rather than respawn all that crap, reuse it! { thinker_t *think; precipmobj_t *precipmobj; state_t *st; for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; if (weathernum == PRECIP_RAIN || weathernum == PRECIP_STORM || weathernum == PRECIP_STORM_NOSTRIKES) // Snow To Rain { 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; precipmobj->precipflags |= PCF_RAIN; //think->function.acp1 = (actionf_p1)P_RainThinker; } else if (weathernum == PRECIP_SNOW) // Rain To Snow { INT32 z; 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|PCF_RAIN); //think->function.acp1 = (actionf_p1)P_SnowThinker; } else // Remove precip, but keep it around for reuse. { //think->function.acp1 = (actionf_p1)P_NullPrecipThinker; precipmobj->precipflags |= PCF_INVISIBLE; } } } switch (weathernum) { case PRECIP_SNOW: // snow curWeather = PRECIP_SNOW; if (purge) P_SpawnPrecipitation(); break; case PRECIP_RAIN: // rain { curWeather = PRECIP_RAIN; if (purge) P_SpawnPrecipitation(); break; } case PRECIP_STORM: // storm { curWeather = PRECIP_STORM; if (purge) P_SpawnPrecipitation(); break; } case PRECIP_STORM_NOSTRIKES: // storm w/o lightning { curWeather = PRECIP_STORM_NOSTRIKES; if (purge) P_SpawnPrecipitation(); break; } case PRECIP_STORM_NORAIN: // storm w/o rain curWeather = PRECIP_STORM_NORAIN; break; case PRECIP_BLANK: //preloaded curWeather = PRECIP_BLANK; if (purge) 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; } static mobj_t* P_FindObjectTypeFromTag(mobjtype_t type, mtag_t tag) { if (udmf) { INT32 mtnum; mobj_t *mo; TAG_ITER_THINGS(tag, mtnum) { mo = mapthings[mtnum].mobj; if (!mo) continue; if (mo->type != type) continue; return mo; } return NULL; } else { INT32 secnum; if ((secnum = Tag_Iterate_Sectors(tag, 0)) < 0) return NULL; return P_GetObjectTypeInSectorNum(type, secnum); } } /** 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 heights/flats if (line->args[1] != TMP_CEILING) EV_DoFloor(line->args[0], line, instantMoveFloorByFrontSector); if (line->args[1] != TMP_FLOOR) EV_DoCeiling(line->args[0], line, instantMoveCeilingByFrontSector); break; case 402: // Copy light level to tagged sectors { INT16 newlightlevel; INT16 newfloorlightlevel, newceilinglightlevel; boolean newfloorlightabsolute, newceilinglightabsolute; INT32 newfloorlightsec, newceilinglightsec; newlightlevel = line->frontsector->lightlevel; newfloorlightlevel = line->frontsector->floorlightlevel; newfloorlightabsolute = line->frontsector->floorlightabsolute; newceilinglightlevel = line->frontsector->ceilinglightlevel; newceilinglightabsolute = line->frontsector->ceilinglightabsolute; newfloorlightsec = line->frontsector->floorlightsec; newceilinglightsec = line->frontsector->ceilinglightsec; TAG_ITER_SECTORS(line->args[0], secnum) { if (sectors[secnum].lightingdata) { // Stop the lighting madness going on in this sector! P_RemoveThinker(&((thinkerdata_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; } if (!(line->args[1] & TMLC_NOSECTOR)) sectors[secnum].lightlevel = newlightlevel; if (!(line->args[1] & TMLC_NOFLOOR)) { sectors[secnum].floorlightlevel = newfloorlightlevel; sectors[secnum].floorlightabsolute = newfloorlightabsolute; sectors[secnum].floorlightsec = newfloorlightsec; } if (!(line->args[1] & TMLC_NOCEILING)) { sectors[secnum].ceilinglightlevel = newceilinglightlevel; sectors[secnum].ceilinglightabsolute = newceilinglightabsolute; sectors[secnum].ceilinglightsec = newceilinglightsec; } } } break; case 403: // Move planes by front sector if (line->args[1] != TMP_CEILING) EV_DoFloor(line->args[0], line, moveFloorByFrontSector); if (line->args[1] != TMP_FLOOR) EV_DoCeiling(line->args[0], line, moveCeilingByFrontSector); break; case 405: // Move planes by distance if (line->args[1] != TMP_CEILING) EV_DoFloor(line->args[0], line, moveFloorByDistance); if (line->args[1] != TMP_FLOOR) EV_DoCeiling(line->args[0], line, moveCeilingByDistance); break; case 408: // Set flats { TAG_ITER_SECTORS(line->args[0], secnum) { if (line->args[1] != TMP_CEILING) sectors[secnum].floorpic = line->frontsector->floorpic; if (line->args[1] != TMP_FLOOR) sectors[secnum].ceilingpic = line->frontsector->ceilingpic; } break; } case 409: // Change tagged sectors' tag // (formerly "Change calling sectors' tag", but behavior was changed) { mtag_t newtag = line->args[1]; TAG_ITER_SECTORS(line->args[0], secnum) { switch (line->args[2]) { case TMT_ADD: Tag_SectorAdd(secnum, newtag); break; case TMT_REMOVE: Tag_SectorRemove(secnum, newtag); break; case TMT_REPLACEFIRST: default: Tag_SectorFSet(secnum, newtag); break; case TMT_TRIGGERTAG: sectors[secnum].triggertag = newtag; break; } } break; } case 410: // Change front sector's tag { mtag_t newtag = line->args[1]; secnum = (UINT32)(line->frontsector - sectors); switch (line->args[2]) { case TMT_ADD: Tag_SectorAdd(secnum, newtag); break; case TMT_REMOVE: Tag_SectorRemove(secnum, newtag); break; case TMT_REPLACEFIRST: default: Tag_SectorFSet(secnum, newtag); break; case TMT_TRIGGERTAG: sectors[secnum].triggertag = newtag; break; } break; } case 411: // Stop floor/ceiling movement in tagged sector(s) TAG_ITER_SECTORS(line->args[0], secnum) { 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->args[1] & TMT_RELATIVE) // Relative silent teleport { fixed_t x, y, z; x = line->args[2] << FRACBITS; y = line->args[3] << FRACBITS; z = line->args[4] << FRACBITS; 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_SetOrigin(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 { angle_t angle; boolean silent, keepmomentum; dest = P_FindObjectTypeFromTag(MT_TELEPORTMAN, line->args[0]); if (!dest) return; angle = (line->args[1] & TMT_KEEPANGLE) ? mo->angle : dest->angle; silent = !!(line->args[1] & TMT_SILENT); keepmomentum = !!(line->args[1] & TMT_KEEPMOMENTUM); if (bot) P_Teleport(bot, dest->x, dest->y, dest->z, angle, !silent, keepmomentum); P_Teleport(mo, dest->x, dest->y, dest->z, angle, !silent, keepmomentum); if (!silent) S_StartSound(dest, sfx_mixup); // Play the 'bowrwoosh!' sound } } break; case 413: // Change music // console player only unless TMM_ALLPLAYERS is set if ((line->args[0] & TMM_ALLPLAYERS) || (mo && mo->player && P_IsLocalPlayer(mo->player)) || titlemapinaction) { boolean musicsame = (!line->stringargs[0] || !line->stringargs[0][0] || !strnicmp(line->stringargs[0], S_MusicName(), 7)); UINT16 tracknum = (UINT16)max(line->args[6], 0); INT32 position = (INT32)max(line->args[1], 0); UINT32 prefadems = (UINT32)max(line->args[2], 0); UINT32 postfadems = (UINT32)max(line->args[3], 0); UINT8 fadetarget = (UINT8)max(line->args[4], 0); INT16 fadesource = (INT16)max(line->args[5], -1); // Seek offset from current song position if (line->args[0] & TMM_OFFSET) { // adjust for loop point if subtracting if (position < 0 && S_GetMusicLength() && S_GetMusicPosition() > S_GetMusicLoopPoint() && S_GetMusicPosition() + position < S_GetMusicLoopPoint()) position = max(S_GetMusicLength() - (S_GetMusicLoopPoint() - (S_GetMusicPosition() + position)), 0); else position = max(S_GetMusicPosition() + position, 0); } // Fade current music to target volume (if music won't be changed) if ((line->args[0] & TMM_FADE) && fadetarget && musicsame) { // 0 fadesource means fade from current volume. // meaning that we can't specify volume 0 as the source volume -- this starts at 1. if (!fadesource) fadesource = -1; if (!postfadems) S_SetInternalMusicVolume(fadetarget); else S_FadeMusicFromVolume(fadetarget, fadesource, postfadems); if (position) S_SetMusicPosition(position); } // Change the music and apply position/fade operations else { if (!line->stringargs[0] || !strcmp(line->stringargs[0], "-")) strcpy(mapmusname, ""); else { strncpy(mapmusname, line->stringargs[0], 7); mapmusname[6] = 0; } mapmusflags = tracknum & MUSIC_TRACKMASK; if (!(line->args[0] & TMM_NORELOAD)) mapmusflags |= MUSIC_RELOADRESET; if (line->args[0] & TMM_FORCERESET) mapmusflags |= MUSIC_FORCERESET; mapmusposition = position; S_ChangeMusicEx(mapmusname, mapmusflags, !(line->args[0] & TMM_NOLOOP), position, !(line->args[0] & TMM_FADE) ? prefadems : 0, !(line->args[0] & TMM_FADE) ? postfadems : 0); if ((line->args[0] & TMM_FADE) && fadetarget) { if (!postfadems) S_SetInternalMusicVolume(fadetarget); else S_FadeMusicFromVolume(fadetarget, fadesource, postfadems); } } // Except, you can use the TMM_NORELOAD flag to change this behavior. // if (mapmusflags & MUSIC_RELOADRESET) then it will reset the music in G_PlayerReborn. } break; case 414: // Play SFX P_PlaySFX(line->stringargs[0] ? get_number(line->stringargs[0]) : sfx_None, mo, callsec, line->args[2], line->args[0], line->args[1]); break; case 415: // Run a script if (cv_runscripts.value) { lumpnum_t lumpnum = W_CheckNumForName(line->stringargs[0]); if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0) CONS_Debug(DBG_SETUP, "Line type 415 Executor: script lump %s not found/not valid.\n", line->stringargs[0]); else { void *lump = W_CacheLumpNum(lumpnum, PU_CACHE); size_t len = W_LumpLength(lumpnum); char *text = Z_Malloc(len + 1, PU_CACHE, NULL); memcpy(text, lump, len); text[len] = '\0'; COM_BufInsertText(text); Z_Free(text); } } break; case 416: // Spawn adjustable fire flicker TAG_ITER_SECTORS(line->args[0], secnum) P_SpawnAdjustableFireFlicker(§ors[secnum], line->args[2], line->args[3] ? sectors[secnum].lightlevel : line->args[4], line->args[1]); break; case 417: // Spawn adjustable glowing light TAG_ITER_SECTORS(line->args[0], secnum) P_SpawnAdjustableGlowingLight(§ors[secnum], line->args[2], line->args[3] ? sectors[secnum].lightlevel : line->args[4], line->args[1]); break; case 418: // Spawn adjustable strobe flash TAG_ITER_SECTORS(line->args[0], secnum) P_SpawnAdjustableStrobeFlash(§ors[secnum], line->args[3], (line->args[4] & TMB_USETARGET) ? sectors[secnum].lightlevel : line->args[5], line->args[1], line->args[2], line->args[4] & TMB_SYNC); break; case 420: // Fade light levels in tagged sectors to new value P_FadeLight(line->args[0], line->args[1], line->args[2], line->args[3] & TMF_TICBASED, line->args[3] & TMF_OVERRIDE, line->args[3] & TMF_RELATIVE); break; case 421: // Stop lighting effect in tagged sectors TAG_ITER_SECTORS(line->args[0], secnum) if (sectors[secnum].lightingdata) { P_RemoveThinker(&((thinkerdata_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; } break; case 422: // Cut away to another view { mobj_t *altview; INT32 aim; if ((!mo || !mo->player) && !titlemapinaction) // only players have views, and title screens return; altview = P_FindObjectTypeFromTag(MT_ALTVIEWMAN, line->args[0]); if (!altview || !altview->spawnpoint) return; // If titlemap, set the camera ref for title's thinker // This is not revoked until overwritten; awayviewtics is ignored if (titlemapinaction) titlemapcameraref = altview; else if (!mo->player->awayviewtics || mo->player->awayviewmobj != altview) { P_SetTarget(&mo->player->awayviewmobj, altview); if (mo->player == &players[displayplayer]) P_ResetCamera(mo->player, &camera); // reset p1 camera on p1 getting an awayviewmobj else if (splitscreen && mo->player == &players[secondarydisplayplayer]) P_ResetCamera(mo->player, &camera2); // reset p2 camera on p2 getting an awayviewmobj } aim = udmf ? altview->spawnpoint->pitch : line->args[2]; aim = (aim + 360) % 360; aim *= (ANGLE_90>>8); aim /= 90; aim <<= 8; if (titlemapinaction) titlemapcameraref->cusval = (angle_t)aim; else { mo->player->awayviewaiming = (angle_t)aim; mo->player->awayviewtics = line->args[1]; } } break; case 423: // Change Sky if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || line->args[1]) P_SetupLevelSky(line->args[0], line->args[1]); break; case 424: // Change Weather if (line->args[1]) { globalweather = (UINT8)(line->args[0]); P_SwitchWeather(globalweather); } else if (mo && mo->player && P_IsLocalPlayer(mo->player)) P_SwitchWeather(line->args[0]); break; case 425: // Calls P_SetMobjState on calling mobj if (mo && !mo->player) { statenum_t state = line->stringargs[0] ? get_number(line->stringargs[0]) : S_NULL; if (state >= 0 && state < NUMSTATES) P_SetMobjState(mo, state); } break; case 426: // Moves the mobj to its sector's soundorg and on the floor, and stops it if (!mo) return; if (line->args[0]) { 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_SetMobjState(mo, S_PLAY_STND); // Reset bot too. if (bot) { if (line->args[0]) P_SetOrigin(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_SetMobjState(bot, S_PLAY_STND); } } break; case 427: // Awards points if the mobj is a player if (mo && mo->player) P_AddPlayerScore(mo->player, line->args[0]); break; case 428: // Start floating platform movement EV_DoElevator(line->args[0], line, elevateContinuous); break; case 429: // Crush planes once if (line->args[1] == TMP_FLOOR) EV_DoFloor(line->args[0], line, crushFloorOnce); else if (line->args[1] == TMP_CEILING) EV_DoCrush(line->args[0], line, crushCeilOnce); else EV_DoCrush(line->args[0], line, crushBothOnce); break; case 432: // Enable/Disable 2D Mode if (mo && mo->player) { if (line->args[0]) 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_SetOrigin(bot, mo->x, mo->y, mo->z); } } break; case 433: // Flip/flop gravity. Works on pushables, too! if (line->args[1]) mo->flags2 ^= MF2_OBJECTFLIP; else if (line->args[0]) mo->flags2 &= ~MF2_OBJECTFLIP; else mo->flags2 |= MF2_OBJECTFLIP; if (line->args[2]) mo->eflags |= MFE_VERTICALFLIP; if (bot) bot->flags2 = (bot->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP); break; case 434: // Custom Power if (mo && mo->player) { powertype_t power = line->stringargs[0] ? get_number(line->stringargs[0]) : 0; INT32 value = line->stringargs[1] ? get_number(line->stringargs[1]) : 0; if (value == -1) // 'Infinite' value = UINT16_MAX; P_SetPower(mo->player, power, value); if (bot) P_SetPower(bot->player, power, value); } break; case 435: // Change scroller direction { scroll_t *scroller; thinker_t *th; fixed_t length = R_PointToDist2(line->v2->x, line->v2->y, line->v1->x, line->v1->y); fixed_t speed = line->args[1] << FRACBITS; fixed_t dx = FixedMul(FixedMul(FixedDiv(line->dx, length), speed) >> SCROLL_SHIFT, CARRYFACTOR); fixed_t dy = FixedMul(FixedMul(FixedDiv(line->dy, length), speed) >> SCROLL_SHIFT, CARRYFACTOR); for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { if (th->function.acp1 != (actionf_p1)T_Scroll) continue; scroller = (scroll_t *)th; if (!Tag_Find(§ors[scroller->affectee].tags, line->args[0])) continue; scroller->dx = dx; scroller->dy = dy; } } break; case 436: // Shatter block remotely { INT16 sectag = (INT16)(line->args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to crumble boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(sectag, secnum) { 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 (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; EV_CrumbleChain(sec, rover); } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 437: // Disable Player Controls if (mo && mo->player) { UINT16 fractime = (UINT16)(line->args[0]); if (fractime < 1) fractime = 1; //instantly wears off upon leaving if (line->args[1]) 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(line->args[0]<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 *setfront = &sides[line->sidenum[0]]; side_t *setback = (line->args[3] && line->sidenum[1] != NO_SIDEDEF) ? &sides[line->sidenum[1]] : setfront; side_t *this; boolean always = !(line->args[2]); // If args[2] is set: 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 (!Tag_Find(&lines[linenum].tags, line->args[0])) continue; // Find tagged lines // Front side if (line->args[1] != TMSD_BACK) { this = &sides[lines[linenum].sidenum[0]]; if (always || this->toptexture) this->toptexture = setfront->toptexture; if (always || this->midtexture) this->midtexture = setfront->midtexture; if (always || this->bottomtexture) this->bottomtexture = setfront->bottomtexture; } // Back side if (line->args[1] != TMSD_FRONT && lines[linenum].sidenum[1] != NO_SIDEDEF) { this = &sides[lines[linenum].sidenum[1]]; if (always || this->toptexture) this->toptexture = setback->toptexture; if (always || this->midtexture) this->midtexture = setback->midtexture; if (always || this->bottomtexture) this->bottomtexture = setback->bottomtexture; } } } break; case 440: // Play race countdown and start Metal Sonic if (!metalrecording && !metalplayback) G_DoPlayMetal(); break; case 441: // Trigger unlockable { INT32 trigid = line->args[0]; if (trigid < 0 || trigid > 31) // limited by 32 bit variable CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %u): bad trigger ID %d\n", line->sidenum[0], trigid); else { unlocktriggers |= 1 << trigid; // Unlocked something? M_SilentUpdateUnlockablesAndEmblems(serverGamedata); if (M_UpdateUnlockablesAndExtraEmblems(clientGamedata)) { S_StartSound(NULL, sfx_s3k68); G_SaveGameData(clientGamedata); // 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 = line->stringargs[0] ? get_number(line->stringargs[0]) : MT_NULL; statenum_t state = NUMSTATES; mobj_t *thing; if (type < 0 || type >= NUMMOBJTYPES) break; if (!line->args[1]) { state = line->stringargs[1] ? get_number(line->stringargs[1]) : S_NULL; if (state < 0 || state >= NUMSTATES) break; } TAG_ITER_SECTORS(line->args[0], secnum) { boolean tryagain; do { tryagain = false; for (thing = sectors[secnum].thinglist; thing; thing = thing->snext) { if (thing->type != type) continue; if (!P_SetMobjState(thing, line->args[1] ? thing->state->nextstate : state)) { // 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 if (line->stringargs[0]) LUA_HookLinedefExecute(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 stringarg0)\n", sizeu1(line-lines)); break; case 444: // Earthquake camera { quake.intensity = line->args[1] << FRACBITS; quake.radius = line->args[2] << FRACBITS; quake.time = line->args[0]; quake.epicenter = NULL; /// \todo // reasonable defaults. if (!quake.intensity) quake.intensity = 8<args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible (or not visible) in ffloor_t *rover; // FOF to vanish/un-vanish boolean foundrover = false; // for debug, "Can't find a FOF" message ffloortype_e oldflags; // store FOF's old flags TAG_ITER_SECTORS(sectag, secnum) { 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 (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; oldflags = rover->fofflags; // Abracadabra! if (line->args[2]) rover->fofflags |= FOF_EXISTS; else rover->fofflags &= ~FOF_EXISTS; // if flags changed, reset sector's light list if (rover->fofflags != oldflags) { sec->moved = true; P_RecalcPrecipInSector(sec); } } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 446: // Make block fall remotely (acts like FOF_CRUMBLE) { INT16 sectag = (INT16)(line->args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to make fall down boolean foundrover = false; // for debug, "Can't find a FOF" message 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->args[2] & TMFR_NORETURN) // don't respawn! respawn = false; TAG_ITER_SECTORS(sectag, secnum) { 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 (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; if (line->args[2] & TMFR_CHECKFLAG) // FOF flags determine respawn ability instead? respawn = !(rover->fofflags & FOF_NORETURN) ^ !!(line->args[2] & TMFR_NORETURN); // TMFR_NORETURN inverts EV_StartCrumble(rover->master->frontsector, rover, (rover->fofflags & FOF_FLOATBOB), player, rover->alpha, respawn); } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 447: // Change colormap of tagged sectors! // Basically this special applies a colormap to the tagged sectors, just like 606 (the colormap linedef) // Except it is activated by linedef executor, not level load // This could even override existing colormaps I believe // -- Monster Iestyn 14/06/18 { extracolormap_t *source; if (!udmf) source = sides[line->sidenum[0]].colormap_data; else { if (!line->args[1]) source = line->frontsector->extra_colormap; else { INT32 sourcesec = Tag_Iterate_Sectors(line->args[1], 0); if (sourcesec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 447 Executor: Can't find sector with source colormap (tag %d)!\n", line->args[1]); return; } source = sectors[sourcesec].extra_colormap; } } TAG_ITER_SECTORS(line->args[0], secnum) { if (sectors[secnum].colormap_protected) continue; P_ResetColormapFader(§ors[secnum]); if (line->args[2] & TMCF_RELATIVE) { extracolormap_t *target = (!udmf && (line->flags & ML_TFERLINE) && line->sidenum[1] != NO_SIDEDEF) ? sides[line->sidenum[1]].colormap_data : sectors[secnum].extra_colormap; // use back colormap instead of target sector extracolormap_t *exc = R_AddColormaps( target, source, line->args[2] & TMCF_SUBLIGHTR, line->args[2] & TMCF_SUBLIGHTG, line->args[2] & TMCF_SUBLIGHTB, line->args[2] & TMCF_SUBLIGHTA, line->args[2] & TMCF_SUBFADER, line->args[2] & TMCF_SUBFADEG, line->args[2] & TMCF_SUBFADEB, line->args[2] & TMCF_SUBFADEA, line->args[2] & TMCF_SUBFADESTART, line->args[2] & TMCF_SUBFADEEND, line->args[2] & TMCF_IGNOREFLAGS, false); if (!(sectors[secnum].extra_colormap = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); sectors[secnum].extra_colormap = exc; } else Z_Free(exc); } else sectors[secnum].extra_colormap = source; } break; } case 448: // Change skybox viewpoint/centerpoint if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || line->args[3]) { INT32 viewid = line->args[0]; INT32 centerid = line->args[1]; // set viewpoint mobj if (line->args[2] != TMS_CENTERPOINT) { if (viewid >= 0 && viewid < 16) skyboxmo[0] = skyboxviewpnts[viewid]; else skyboxmo[0] = NULL; } // set centerpoint mobj if (line->args[2] != TMS_VIEWPOINT) { 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->args[2] == TMS_CENTERPOINT) ? "no" : "yes"), ((line->args[2] == TMS_VIEWPOINT) ? "no" : "yes")); } break; case 449: // Enable bosses with parameter { INT32 bossid = line->args[0]; if (bossid & ~15) // if any bits other than first 16 are set { CONS_Alert(CONS_WARNING, M_GetText("Boss enable linedef has an invalid boss ID (%d).\nConsider changing it or removing it entirely.\n"), bossid); break; } if (line->args[1]) { bossdisabled |= (1<args[0], mo, NULL); break; case 451: // Execute Random Linedef Executor { INT32 rvalue1 = line->args[0]; INT32 rvalue2 = line->args[1]; INT32 result; if (rvalue1 <= rvalue2) result = P_RandomRange(rvalue1, rvalue2); else result = P_RandomRange(rvalue2, rvalue1); P_LinedefExecute((INT16)result, mo, NULL); break; } case 452: // Set FOF alpha { INT16 destvalue = (INT16)(line->args[2]); INT16 sectag = (INT16)(line->args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 452 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 0 for relative alpha calculation if (!(line->args[3] & TMST_DONTDOTRANSLUCENT) && // do translucent (rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES) && !(rover->fofflags & FOF_RENDERALL)) rover->alpha = 0; P_RemoveFakeFloorFader(rover); P_FadeFakeFloor(rover, rover->alpha, max(0, min(255, (line->args[3] & TMST_RELATIVE) ? rover->alpha + destvalue : destvalue)), 0, // set alpha immediately false, NULL, // tic-based logic false, // do not handle FOF_EXISTS !(line->args[3] & TMST_DONTDOTRANSLUCENT), // handle FOF_TRANSLUCENT false, // do not handle lighting false, // do not handle colormap false, // do not handle collision false, // do not do ghost fade (no collision during fade) true); // use exact alpha values (for opengl) } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 452 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 453: // Fade FOF { INT16 destvalue = (INT16)(line->args[2]); INT16 speed = (INT16)(line->args[3]); INT16 sectag = (INT16)(line->args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message size_t j = 0; // sec->ffloors is saved as ffloor #0, ss->ffloors->next is #1, etc TAG_ITER_SECTORS(sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; // Prevent continuous execs from interfering on an existing fade if (!(line->args[4] & TMFT_OVERRIDE) && rover->fadingdata) //&& ((fade_t*)rover->fadingdata)->timer > (ticbased ? 2 : speed*2)) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Fade FOF thinker already exists, timer: %d\n", ((fade_t*)rover->fadingdata)->timer); continue; } if (speed > 0) P_AddFakeFloorFader(rover, secnum, j, destvalue, speed, (line->args[4] & TMFT_TICBASED), // tic-based logic (line->args[4] & TMFT_RELATIVE), // Relative destvalue !(line->args[4] & TMFT_DONTDOEXISTS), // do not handle FOF_EXISTS !(line->args[4] & TMFT_DONTDOTRANSLUCENT), // do not handle FOF_TRANSLUCENT !(line->args[4] & TMFT_DONTDOLIGHTING), // do not handle lighting !(line->args[4] & TMFT_DONTDOCOLORMAP), // do not handle colormap !(line->args[4] & TMFT_IGNORECOLLISION), // do not handle collision (line->args[4] & TMFT_GHOSTFADE), // do ghost fade (no collision during fade) (line->args[4] & TMFT_USEEXACTALPHA)); // use exact alpha values (for opengl) else { // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 1 for relative alpha calculation if (!(line->args[4] & TMFT_DONTDOTRANSLUCENT) && // do translucent (rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES) && !(rover->fofflags & FOF_RENDERALL)) rover->alpha = 0; P_RemoveFakeFloorFader(rover); P_FadeFakeFloor(rover, rover->alpha, max(0, min(255, (line->args[4] & TMFT_RELATIVE) ? rover->alpha + destvalue : destvalue)), 0, // set alpha immediately false, NULL, // tic-based logic !(line->args[4] & TMFT_DONTDOEXISTS), // do not handle FOF_EXISTS !(line->args[4] & TMFT_DONTDOTRANSLUCENT), // do not handle FOF_TRANSLUCENT !(line->args[4] & TMFT_DONTDOLIGHTING), // do not handle lighting !(line->args[4] & TMFT_DONTDOCOLORMAP), // do not handle colormap !(line->args[4] & TMFT_IGNORECOLLISION), // do not handle collision (line->args[4] & TMFT_GHOSTFADE), // do ghost fade (no collision during fade) (line->args[4] & TMFT_USEEXACTALPHA)); // use exact alpha values (for opengl) } } j++; } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 454: // Stop fading FOF { INT16 sectag = (INT16)(line->args[0]); INT16 foftag = (INT16)(line->args[1]); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 454 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; P_ResetFakeFloorFader(rover, NULL, !(line->args[2])); // do not finalize collision flags } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 454 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 455: // Fade colormap { extracolormap_t *dest; if (!udmf) dest = sides[line->sidenum[0]].colormap_data; else { if (!line->args[1]) dest = line->frontsector->extra_colormap; else { INT32 destsec = Tag_Iterate_Sectors(line->args[1], 0); if (destsec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 455 Executor: Can't find sector with destination colormap (tag %d)!\n", line->args[1]); return; } dest = sectors[destsec].extra_colormap; } } TAG_ITER_SECTORS(line->args[0], secnum) { extracolormap_t *source_exc, *dest_exc, *exc; if (sectors[secnum].colormap_protected) continue; // Don't interrupt ongoing fade if (!(line->args[3] & TMCF_OVERRIDE) && sectors[secnum].fadecolormapdata) //&& ((fadecolormap_t*)sectors[secnum].fadecolormapdata)->timer > (ticbased ? 2 : speed*2)) { CONS_Debug(DBG_GAMELOGIC, "Line type 455 Executor: Fade color thinker already exists, timer: %d\n", ((fadecolormap_t*)sectors[secnum].fadecolormapdata)->timer); continue; } if (!udmf && (line->flags & ML_TFERLINE)) // use back colormap instead of target sector sectors[secnum].extra_colormap = (line->sidenum[1] != NO_SIDEDEF) ? sides[line->sidenum[1]].colormap_data : NULL; exc = sectors[secnum].extra_colormap; if (!(line->args[3] & TMCF_FROMBLACK) // Override fade from default rgba && !R_CheckDefaultColormap(dest, true, false, false) && R_CheckDefaultColormap(exc, true, false, false)) { exc = R_CopyColormap(exc, false); exc->rgba = R_GetRgbaRGB(dest->rgba) + R_PutRgbaA(R_GetRgbaA(exc->rgba)); //exc->fadergba = R_GetRgbaRGB(dest->rgba) + R_PutRgbaA(R_GetRgbaA(exc->fadergba)); if (!(source_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); source_exc = exc; } else Z_Free(exc); sectors[secnum].extra_colormap = source_exc; } else source_exc = exc ? exc : R_GetDefaultColormap(); if (line->args[3] & TMCF_RELATIVE) { exc = R_AddColormaps( source_exc, dest, line->args[3] & TMCF_SUBLIGHTR, line->args[3] & TMCF_SUBLIGHTG, line->args[3] & TMCF_SUBLIGHTB, line->args[3] & TMCF_SUBLIGHTA, line->args[3] & TMCF_SUBFADER, line->args[3] & TMCF_SUBFADEG, line->args[3] & TMCF_SUBFADEB, line->args[3] & TMCF_SUBFADEA, line->args[3] & TMCF_SUBFADESTART, line->args[3] & TMCF_SUBFADEEND, line->args[3] & TMCF_IGNOREFLAGS, false); } else exc = R_CopyColormap(dest, false); if (!(dest_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); dest_exc = exc; } else Z_Free(exc); Add_ColormapFader(§ors[secnum], source_exc, dest_exc, true, // tic-based timing line->args[2]); } break; } case 456: // Stop fade colormap TAG_ITER_SECTORS(line->args[0], secnum) P_ResetColormapFader(§ors[secnum]); break; case 457: // Track mobj angle to point if (mo) { INT32 failureangle = FixedAngle((min(max(abs(line->args[1]), 0), 360))*FRACUNIT); INT32 failuredelay = abs(line->args[2]); INT32 failureexectag = line->args[3]; boolean persist = !!(line->args[4]); mobj_t *anchormo; anchormo = P_FindObjectTypeFromTag(MT_ANGLEMAN, line->args[0]); if (!anchormo) return; mo->eflags |= MFE_TRACERANGLE; P_SetTarget(&mo->tracer, anchormo); mo->lastlook = persist; // don't disable behavior after first failure mo->extravalue1 = failureangle; // angle to exceed for failure state mo->extravalue2 = failureexectag; // exec tag for failure state (angle is not within range) mo->cusval = mo->cvmem = failuredelay; // cusval = tics to allow failure before line trigger; cvmem = decrement timer } break; case 458: // Stop tracking mobj angle to point if (mo && (mo->eflags & MFE_TRACERANGLE)) { mo->eflags &= ~MFE_TRACERANGLE; P_SetTarget(&mo->tracer, NULL); mo->lastlook = mo->cvmem = mo->cusval = mo->extravalue1 = mo->extravalue2 = 0; } break; case 459: // Control Text Prompt // console player only if (mo && mo->player && P_IsLocalPlayer(mo->player) && (!bot || bot != mo)) { INT32 promptnum = max(0, line->args[0] - 1); INT32 pagenum = max(0, line->args[1] - 1); INT32 postexectag = abs(line->args[3]); boolean closetextprompt = (line->args[2] & TMP_CLOSE); //boolean allplayers = (line->args[2] & TMP_ALLPLAYERS); boolean runpostexec = (line->args[2] & TMP_RUNPOSTEXEC); boolean blockcontrols = !(line->args[2] & TMP_KEEPCONTROLS); boolean freezerealtime = !(line->args[2] & TMP_KEEPREALTIME); //boolean freezethinkers = (line->args[2] & TMP_FREEZETHINKERS); boolean callbynamedtag = (line->args[2] & TMP_CALLBYNAME); if (closetextprompt) F_EndTextPrompt(false, false); else { if (callbynamedtag && line->stringargs[0] && line->stringargs[0][0]) F_GetPromptPageByNamedTag(line->stringargs[0], &promptnum, &pagenum); F_StartTextPrompt(promptnum, pagenum, mo, runpostexec ? postexectag : 0, blockcontrols, freezerealtime); } } break; case 460: // Award rings { INT16 rings = line->args[0]; INT32 delay = line->args[1]; if (mo && mo->player) { if (delay <= 0 || !(leveltime % delay)) P_GivePlayerRings(mo->player, rings); } } break; case 461: // Spawns an object on the map based on texture offsets { const mobjtype_t type = line->stringargs[0] ? get_number(line->stringargs[0]) : MT_NULL; mobj_t *mobj; fixed_t x, y, z; if (line->args[4]) // If args[4] is set, spawn randomly within a range { x = P_RandomRange(line->args[0], line->args[5])<args[1], line->args[6])<args[2], line->args[7])<args[0] << FRACBITS; y = line->args[1] << FRACBITS; z = line->args[2] << FRACBITS; } mobj = P_SpawnMobj(x, y, z, type); if (mobj) { mobj->angle = FixedAngle(line->args[3] << FRACBITS); CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow. } else CONS_Alert(CONS_ERROR,"Linedef Type %d - Spawn Object: Object did not spawn!\n", line->special); } break; case 462: // Stop clock (and end level in record attack) if (G_PlatformGametype()) { stoppedclock = true; CONS_Debug(DBG_GAMELOGIC, "Clock stopped!\n"); if (modeattacking) { UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i], true); } } } break; case 463: // Dye object { if (mo) { INT32 color = line->stringargs[0] ? get_number(line->stringargs[0]) : SKINCOLOR_NONE; if (color < 0 || color >= numskincolors) return; var1 = 0; var2 = color; A_Dye(mo); } } break; case 464: // Trigger Egg Capsule { INT32 mtnum; mobj_t *mo2; // Find the center of the Eggtrap and release all the pretty animals! // The chimps are my friends.. heeheeheheehehee..... - LouisJM TAG_ITER_THINGS(line->args[0], mtnum) { mo2 = mapthings[mtnum].mobj; if (!mo2) continue; if (mo2->type != MT_EGGTRAP) continue; if (mo2->thinker.function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; P_KillMobj(mo2, NULL, mo, 0); } if (!(line->args[1])) { INT32 i; // Mark all players with the time to exit thingy! for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i], true); } } } break; case 465: // Set linedef executor delay { INT32 linenum; if (!udmf) break; TAG_ITER_LINES(line->args[0], linenum) { if (line->args[2]) lines[linenum].executordelay += line->args[1]; else lines[linenum].executordelay = line->args[1]; } } break; case 466: // Set level failure state { if (line->args[1]) { stagefailed = false; CONS_Debug(DBG_GAMELOGIC, "Stage can be completed successfully!\n"); } else { stagefailed = true; CONS_Debug(DBG_GAMELOGIC, "Stage will end in failure...\n"); } } break; case 467: // Set light level TAG_ITER_SECTORS(line->args[0], secnum) { if (sectors[secnum].lightingdata) { // Stop any lighting effects going on in the sector P_RemoveThinker(&((thinkerdata_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; } if (line->args[2] == TML_FLOOR) { if (line->args[3]) sectors[secnum].floorlightlevel += line->args[1]; else sectors[secnum].floorlightlevel = line->args[1]; } else if (line->args[2] == TML_CEILING) { if (line->args[3]) sectors[secnum].ceilinglightlevel += line->args[1]; else sectors[secnum].ceilinglightlevel = line->args[1]; } else { if (line->args[3]) sectors[secnum].lightlevel += line->args[1]; else sectors[secnum].lightlevel = line->args[1]; sectors[secnum].lightlevel = max(0, min(255, sectors[secnum].lightlevel)); } } break; case 468: // Change linedef executor argument { INT32 linenum; if (!udmf) break; if (line->args[1] < 0 || line->args[1] >= NUMLINEARGS) { CONS_Debug(DBG_GAMELOGIC, "Linedef type 468: Invalid linedef arg %d\n", line->args[1]); break; } TAG_ITER_LINES(line->args[0], linenum) { if (line->args[3]) lines[linenum].args[line->args[1]] += line->args[2]; else lines[linenum].args[line->args[1]] = line->args[2]; } } break; case 469: // Change sector gravity { fixed_t gravityvalue; if (!udmf) break; if (!line->stringargs[0]) break; gravityvalue = FloatToFixed(atof(line->stringargs[0])); TAG_ITER_SECTORS(line->args[0], secnum) { if (line->args[1]) sectors[secnum].gravity = FixedMul(sectors[secnum].gravity, gravityvalue); else sectors[secnum].gravity = gravityvalue; if (line->args[2] == TMF_ADD) sectors[secnum].flags |= MSF_GRAVITYFLIP; else if (line->args[2] == TMF_REMOVE) sectors[secnum].flags &= ~MSF_GRAVITYFLIP; if (line->args[3]) sectors[secnum].specialflags |= SSF_GRAVITYOVERRIDE; } } break; case 480: // Polyobj_DoorSlide case 481: // Polyobj_DoorSwing PolyDoor(line); break; case 482: // Polyobj_Move PolyMove(line); break; case 484: // Polyobj_RotateRight PolyRotate(line); break; case 488: // Polyobj_Waypoint PolyWaypoint(line); break; case 489: PolySetVisibilityTangibility(line); break; case 491: PolyTranslucency(line); break; case 492: PolyFade(line); break; 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 (!numfound && !(player->mo->target && player->mo->target->type == MT_SIGN) && !((gametyperules & GTR_FRIENDLY) && (netgame || multiplayer) && cv_exitmove.value)) P_SetTarget(&player->mo->target, thing); if (thing->state != &states[thing->info->spawnstate]) continue; P_SetTarget(&thing->target, player->mo); P_SetObjectMomZ(thing, 12*FRACUNIT, false); P_SetMobjState(thing, S_SIGNSPIN1); 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 = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; thing = (mobj_t *)think; if (thing->type != MT_SIGN) continue; if (!numfound && !(player->mo->target && player->mo->target->type == MT_SIGN) && !((gametyperules & GTR_FRIENDLY) && (netgame || multiplayer) && cv_exitmove.value)) P_SetTarget(&player->mo->target, thing); if (thing->state != &states[thing->info->spawnstate]) continue; P_SetTarget(&thing->target, player->mo); P_SetObjectMomZ(thing, 12*FRACUNIT, false); P_SetMobjState(thing, S_SIGNSPIN1); 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; sectorspecialflags_t specialflag = (flag == MT_REDFLAG) ? SSF_REDTEAMBASE : SSF_BLUETEAMBASE; for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->type != flag) continue; if (mo->subsector->sector->specialflags & specialflag) 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->fofflags & FOF_EXISTS)) continue; if (!(rover->master->frontsector->specialflags & specialflag)) continue; if (!(mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))) continue; return true; } } } return false; } static boolean P_IsMobjTouchingPlane(mobj_t *mo, sector_t *sec, fixed_t floorz, fixed_t ceilingz) { boolean floorallowed = ((sec->flags & MSF_FLIPSPECIAL_FLOOR) && ((sec->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == floorz)); boolean ceilingallowed = ((sec->flags & MSF_FLIPSPECIAL_CEILING) && ((sec->flags & MSF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == ceilingz)); return (floorallowed || ceilingallowed); } boolean P_IsMobjTouchingSectorPlane(mobj_t *mo, sector_t *sec) { return P_IsMobjTouchingPlane(mo, sec, P_GetSpecialBottomZ(mo, sec, sec), P_GetSpecialTopZ(mo, sec, sec)); } boolean P_IsMobjTouching3DFloor(mobj_t *mo, ffloor_t *ffloor, sector_t *sec) { fixed_t topheight = P_GetSpecialTopZ(mo, sectors + ffloor->secnum, sec); fixed_t bottomheight = P_GetSpecialBottomZ(mo, sectors + ffloor->secnum, sec); if (((ffloor->fofflags & FOF_BLOCKPLAYER) && mo->player) || ((ffloor->fofflags & FOF_BLOCKOTHERS) && !mo->player)) { // Solid 3D floor: Mobj must touch the top or bottom return P_IsMobjTouchingPlane(mo, ffloor->master->frontsector, topheight, bottomheight); } else { // Water or intangible 3D floor: Mobj must be inside return mo->z <= topheight && (mo->z + mo->height) >= bottomheight; } } boolean P_IsMobjTouchingPolyobj(mobj_t *mo, polyobj_t *po, sector_t *polysec) { if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking return true; if (po->flags & POF_SOLID) { // Solid polyobject: Player must touch the top or bottom return P_IsMobjTouchingPlane(mo, polysec, polysec->ceilingheight, polysec->floorheight); } else { // Water or intangible polyobject: Player must be inside return mo->z <= polysec->ceilingheight && (mo->z + mo->height) >= polysec->floorheight; } } static sector_t *P_MobjTouching3DFloorSpecial(mobj_t *mo, sector_t *sector, INT32 section, INT32 number) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!P_IsMobjTouching3DFloor(mo, rover, sector)) continue; // This FOF has the special we're looking for, but are we allowed to touch it? if (sector == mo->subsector->sector || (rover->master->frontsector->flags & MSF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } return NULL; } static sector_t *P_MobjTouching3DFloorSpecialFlag(mobj_t *mo, sector_t *sector, sectorspecialflags_t flag) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!(rover->master->frontsector->specialflags & flag)) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!P_IsMobjTouching3DFloor(mo, rover, sector)) continue; // This FOF has the special we're looking for, but are we allowed to touch it? if (sector == mo->subsector->sector || (rover->master->frontsector->flags & MSF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } return NULL; } static sector_t *P_MobjTouchingPolyobjSpecial(mobj_t *mo, INT32 section, INT32 number) { polyobj_t *po; sector_t *polysec; boolean touching = false; boolean inside = false; for (po = mo->subsector->polyList; po; po = (polyobj_t *)(po->link.next)) { if (po->flags & POF_NOSPECIALS) continue; polysec = po->lines[0]->backsector; if (GETSECSPECIAL(polysec->special, section) != number) continue; touching = (polysec->flags & MSF_TRIGGERSPECIAL_TOUCH) && P_MobjTouchingPolyobj(po, mo); inside = P_MobjInsidePolyobj(po, mo); if (!(inside || touching)) continue; if (!P_IsMobjTouchingPolyobj(mo, po, polysec)) continue; return polysec; } return NULL; } static sector_t *P_MobjTouchingPolyobjSpecialFlag(mobj_t *mo, sectorspecialflags_t flag) { polyobj_t *po; sector_t *polysec; boolean touching = false; boolean inside = false; for (po = mo->subsector->polyList; po; po = (polyobj_t *)(po->link.next)) { if (po->flags & POF_NOSPECIALS) continue; polysec = po->lines[0]->backsector; if (!(polysec->specialflags & flag)) continue; touching = (polysec->flags & MSF_TRIGGERSPECIAL_TOUCH) && P_MobjTouchingPolyobj(po, mo); inside = P_MobjInsidePolyobj(po, mo); if (!(inside || touching)) continue; if (!P_IsMobjTouchingPolyobj(mo, po, polysec)) continue; return polysec; } return NULL; } sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number) { msecnode_t *node; sector_t *result; result = P_MobjTouching3DFloorSpecial(mo, mo->subsector->sector, section, number); if (result) return result; result = P_MobjTouchingPolyobjSpecial(mo, section, number); if (result) return result; if (GETSECSPECIAL(mo->subsector->sector->special, section) == number) return mo->subsector->sector; for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == mo->subsector->sector) // Don't duplicate continue; result = P_MobjTouching3DFloorSpecial(mo, node->m_sector, section, number); if (result) return result; if (!(node->m_sector->flags & MSF_TRIGGERSPECIAL_TOUCH)) continue; if (GETSECSPECIAL(node->m_sector->special, section) == number) return node->m_sector; } return NULL; } // TODO: 2.3: Delete // Deprecated in favor of P_MobjTouchingSectorSpecial // Kept for Lua backwards compatibility only sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo) { ffloor_t *rover; for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->special) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!P_IsMobjTouching3DFloor(mo, rover, mo->subsector->sector)) continue; return rover->master->frontsector; } return NULL; } sector_t *P_MobjTouchingSectorSpecialFlag(mobj_t *mo, sectorspecialflags_t flag) { msecnode_t *node; sector_t *result; result = P_MobjTouching3DFloorSpecialFlag(mo, mo->subsector->sector, flag); if (result) return result; result = P_MobjTouchingPolyobjSpecialFlag(mo, flag); if (result) return result; if (mo->subsector->sector->specialflags & flag) return mo->subsector->sector; for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == mo->subsector->sector) // Don't duplicate continue; result = P_MobjTouching3DFloorSpecialFlag(mo, node->m_sector, flag); if (result) return result; if (!(node->m_sector->flags & MSF_TRIGGERSPECIAL_TOUCH)) continue; if (node->m_sector->specialflags & flag) return node->m_sector; } return NULL; } // // 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) { if (!player->mo) return NULL; return P_MobjTouchingSectorSpecial(player->mo, section, number); } sector_t *P_PlayerTouchingSectorSpecialFlag(player_t *player, sectorspecialflags_t flag) { if (!player->mo) return NULL; return P_MobjTouchingSectorSpecialFlag(player->mo, flag); } static sector_t *P_CheckPlayer3DFloorTrigger(player_t *player, sector_t *sector, line_t *sourceline) { ffloor_t *rover; for (rover = sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->triggertag) continue; if (rover->master->frontsector->triggerer == TO_MOBJ) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!Tag_Find(&sourceline->tags, rover->master->frontsector->triggertag)) continue; if (!P_IsMobjTouching3DFloor(player->mo, rover, sector)) 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 & MSF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } return NULL; } static sector_t *P_CheckPlayerPolyobjTrigger(player_t *player, line_t *sourceline) { polyobj_t *po; sector_t *polysec; boolean touching = false; boolean inside = false; for (po = player->mo->subsector->polyList; po; po = (polyobj_t *)(po->link.next)) { if (po->flags & POF_NOSPECIALS) continue; polysec = po->lines[0]->backsector; if (!polysec->triggertag) continue; if (polysec->triggerer == TO_MOBJ) continue; if (!Tag_Find(&sourceline->tags, polysec->triggertag)) continue; touching = (polysec->flags & MSF_TRIGGERSPECIAL_TOUCH) && P_MobjTouchingPolyobj(po, player->mo); inside = P_MobjInsidePolyobj(po, player->mo); if (!(inside || touching)) continue; if (!P_IsMobjTouchingPolyobj(player->mo, po, polysec)) continue; return polysec; } return NULL; } static boolean P_CheckPlayerSectorTrigger(player_t *player, sector_t *sector, line_t *sourceline) { if (!sector->triggertag) return false; if (sector->triggerer == TO_MOBJ) return false; if (!Tag_Find(&sourceline->tags, sector->triggertag)) return false; if (!(sector->flags & MSF_TRIGGERLINE_PLANE)) return true; // Don't require plane touch return P_IsMobjTouchingSectorPlane(player->mo, sector); } sector_t *P_FindPlayerTrigger(player_t *player, line_t *sourceline) { sector_t *originalsector; sector_t *loopsector; msecnode_t *node; sector_t *caller; if (!player->mo) return NULL; originalsector = player->mo->subsector->sector; caller = P_CheckPlayer3DFloorTrigger(player, originalsector, sourceline); // Handle FOFs first. if (caller) return caller; // Allow sector specials to be applied to polyobjects! caller = P_CheckPlayerPolyobjTrigger(player, sourceline); if (caller) return caller; if (P_CheckPlayerSectorTrigger(player, originalsector, sourceline)) return originalsector; // 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... caller = P_CheckPlayer3DFloorTrigger(player, loopsector, sourceline); // Handle FOFs first. if (caller) return caller; if (!(loopsector->flags & MSF_TRIGGERSPECIAL_TOUCH)) continue; if (P_CheckPlayerSectorTrigger(player, loopsector, sourceline)) return loopsector; } return NULL; } boolean P_IsPlayerValid(size_t playernum) { if (!playeringame[playernum]) return false; if (!players[playernum].mo) return false; if (players[playernum].mo->health <= 0) return false; if (players[playernum].spectator) return false; return true; } boolean P_CanPlayerTrigger(size_t playernum) { return P_IsPlayerValid(playernum) && !players[playernum].bot; } /// \todo check continues for proper splitscreen support? static boolean P_DoAllPlayersTrigger(mtag_t triggertag) { INT32 i; line_t dummyline; dummyline.tags.count = 1; dummyline.tags.tags = &triggertag; for (i = 0; i < MAXPLAYERS; i++) { if (!P_CanPlayerTrigger(i)) continue; if (!P_FindPlayerTrigger(&players[i], &dummyline)) return false; } return true; } static void P_ProcessEggCapsule(player_t *player, sector_t *sector) { thinker_t *th; mobj_t *mo2; INT32 i; 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 = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_EGGTRAP) continue; 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 EV_DoElevator(LE_CAPSULE0, NULL, elevateDown); // Open the top FOF EV_DoFloor(LE_CAPSULE1, NULL, raiseFloorToNearestFast); // Open the bottom FOF EV_DoCeiling(LE_CAPSULE2, NULL, lowerToLowestFast); // Mark all players with the time to exit thingy! for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i], true); } } static void P_ProcessSpeedPad(player_t *player, sector_t *sector, sector_t *roversector, mtag_t sectag) { INT32 lineindex = -1; angle_t lineangle; fixed_t linespeed; fixed_t sfxnum; size_t i; if (player->powers[pw_flashing] != 0 && player->powers[pw_flashing] < TICRATE/2) return; // Try for lines facing the sector itself, with tag 0. for (i = 0; i < sector->linecount; i++) { line_t *li = sector->lines[i]; if (li->frontsector != sector) continue; if (li->special != 4) continue; if (!Tag_Find(&li->tags, 0)) continue; lineindex = li - lines; break; } // Nothing found? Look via tag. if (lineindex == -1) lineindex = Tag_FindLineSpecial(4, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Speed pad missing line special #4.\n"); return; } lineangle = R_PointToAngle2(lines[lineindex].v1->x, lines[lineindex].v1->y, lines[lineindex].v2->x, lines[lineindex].v2->y); linespeed = lines[lineindex].args[0] << FRACBITS; if (linespeed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Speed pad (tag %d) at zero speed.\n", sectag); return; } player->mo->angle = player->drawangle = lineangle; if (!demoplayback || P_ControlStyle(player) == CS_LMAOGALOG) P_SetPlayerAngle(player, player->mo->angle); if (!(lines[lineindex].args[1] & TMSP_NOTELEPORT)) { 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[lineindex].args[1] & TMSP_FORCESPIN) // Roll! { if (!(player->pflags & PF_SPINNING)) player->pflags |= PF_SPINNING; P_SetMobjState(player->mo, S_PLAY_ROLL); } player->powers[pw_flashing] = TICRATE/3; sfxnum = lines[lineindex].stringargs[0] ? get_number(lines[lineindex].stringargs[0]) : sfx_spdpad; if (!sfxnum) sfxnum = sfx_spdpad; S_StartSound(player->mo, sfxnum); } static void P_ProcessSpecialStagePit(player_t* player) { if (!(gametyperules & GTR_ALLOWEXIT)) return; if (player->bot) return; if (!G_IsSpecialStage(gamemap)) return; if (maptol & TOL_NIGHTS) return; if (player->nightstime <= 6) return; player->nightstime = 6; // Just let P_Ticker take care of the rest. } static void P_ProcessExitSector(player_t *player, mtag_t sectag) { INT32 lineindex; if (!(gametyperules & GTR_ALLOWEXIT)) return; if (player->bot) return; if (G_IsSpecialStage(gamemap) && !(maptol & TOL_NIGHTS)) return; // Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c) P_DoPlayerFinish(player); P_SetupSignExit(player); if (!G_CoopGametype()) return; // Custom exit! // important: use sectag 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 = Tag_FindLineSpecial(2, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Exit sector missing line special #2.\n"); return; } // Special goodies depending on emeralds collected if ((lines[lineindex].args[1] & TMEF_EMERALDCHECK) && ALL7EMERALDS(emeralds)) nextmapoverride = (INT16)(udmf ? lines[lineindex].args[2] : lines[lineindex].frontsector->ceilingheight>>FRACBITS); else nextmapoverride = (INT16)(udmf ? lines[lineindex].args[0] : lines[lineindex].frontsector->floorheight>>FRACBITS); if (lines[lineindex].args[1] & TMEF_SKIPTALLY) skipstats = 1; } static void P_ProcessTeamBase(player_t *player, boolean redteam) { mobj_t *mo; if (!(gametyperules & GTR_TEAMFLAGS)) return; if (!P_IsObjectOnGround(player->mo)) return; if (player->ctfteam != (redteam ? 1 : 2)) return; if (!(player->gotflag & (redteam ? GF_BLUEFLAG : GF_REDFLAG))) return; // Make sure the team still has their own // flag at their base so they can score. if (!P_IsFlagAtBase(redteam ? MT_REDFLAG : MT_BLUEFLAG)) return; HU_SetCEchoFlags(V_AUTOFADEOUT|V_ALLOWLOWERCASE); HU_SetCEchoDuration(5); HU_DoCEcho(va(M_GetText("%s%s\200\\CAPTURED THE %s%s FLAG\200.\\\\\\\\"), redteam ? "\205" : "\204", player_names[player-players], redteam ? "\204" : "\205", redteam ? "BLUE" : "RED")); if (splitscreen || players[consoleplayer].ctfteam == (redteam ? 1 : 2)) S_StartSound(NULL, sfx_flgcap); else if (players[consoleplayer].ctfteam == (redteam ? 2 : 1)) S_StartSound(NULL, sfx_lose); mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z, redteam ? MT_BLUEFLAG : MT_REDFLAG); player->gotflag &= ~(redteam ? GF_BLUEFLAG : GF_REDFLAG); mo->flags &= ~MF_SPECIAL; mo->fuse = TICRATE; mo->spawnpoint = redteam ? bflagpoint : rflagpoint; mo->flags2 |= MF2_JUSTATTACKED; if (redteam) redscore += 1; else bluescore += 1; P_AddPlayerScore(player, 250); } static void P_ProcessZoomTube(player_t *player, mtag_t sectag, boolean end) { INT32 sequence; fixed_t speed; INT32 lineindex; mobj_t *waypoint = NULL; angle_t an; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ZOOMTUBE) return; if (player->powers[pw_ignorelatch] & (1<<15)) return; // Find line #3 tagged to this sector lineindex = Tag_FindLineSpecial(3, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Zoom tube missing line special #3.\n"); return; } // Grab speed and sequence values speed = abs(lines[lineindex].args[0])<<(FRACBITS-3); if (end) speed *= -1; sequence = abs(lines[lineindex].args[1]); if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); return; } waypoint = end ? P_GetLastWaypoint(sequence) : P_GetFirstWaypoint(sequence); if (!waypoint) { CONS_Debug(DBG_GAMELOGIC, "ERROR: %s WAYPOINT IN SEQUENCE %d NOT FOUND.\n", end ? "LAST" : "FIRST", sequence); return; } 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].args[2])) return; // 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_SetMobjState(player->mo, S_PLAY_ROLL); S_StartSound(player->mo, sfx_spin); } } static void P_ProcessFinishLine(player_t *player) { if ((gametyperules & (GTR_RACE|GTR_LIVES)) != GTR_RACE) return; if (player->exiting) return; 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 if (player->laps == (UINT8)cv_numlaps.value-1) CONS_Printf(M_GetText("%s started the \205final lap\200!\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->starpostscale = 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, true); } } static void P_ProcessRopeHang(player_t *player, mtag_t sectag) { INT32 sequence; fixed_t speed; INT32 lineindex; mobj_t *waypointmid = NULL; mobj_t *waypointhigh = NULL; mobj_t *waypointlow = NULL; mobj_t *closest = NULL; vector3_t p, line[2], resulthigh, resultlow; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->powers[pw_carry] == CR_ROPEHANG) return; if (player->powers[pw_ignorelatch] & (1<<15)) return; if (player->mo->momz > 0) return; if (player->cmd.buttons & BT_SPIN) return; if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate]) return; if (player->exiting) return; //initialize resulthigh and resultlow with 0 memset(&resultlow, 0x00, sizeof(resultlow)); memset(&resulthigh, 0x00, sizeof(resulthigh)); // Find line #11 tagged to this sector lineindex = Tag_FindLineSpecial(11, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Rope hang missing line special #11.\n"); return; } // Grab speed and sequence values speed = abs(lines[lineindex].args[0]) << (FRACBITS - 3); sequence = abs(lines[lineindex].args[1]); // 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. waypointmid = P_GetClosestWaypoint(sequence, player->mo); if (!waypointmid) { CONS_Debug(DBG_GAMELOGIC, "ERROR: WAYPOINT(S) IN SEQUENCE %d NOT FOUND.\n", sequence); return; } waypointlow = P_GetPreviousWaypoint(waypointmid, true); waypointhigh = P_GetNextWaypoint(waypointmid, true); 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. p.x = player->mo->x; p.y = player->mo->y; p.z = player->mo->z; // Waypointmid and Waypointlow: if (waypointlow) { line[0].x = waypointmid->x; line[0].y = waypointmid->y; line[0].z = waypointmid->z; line[1].x = waypointlow->x; line[1].y = waypointlow->y; line[1].z = waypointlow->z; P_ClosestPointOnLine3D(&p, line, &resultlow); } // Waypointmid and Waypointhigh: if (waypointhigh) { line[0].x = waypointmid->x; line[0].y = waypointmid->y; line[0].z = waypointmid->z; line[1].x = waypointhigh->x; line[1].y = waypointhigh->y; line[1].z = waypointhigh->z; P_ClosestPointOnLine3D(&p, line, &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].args[2]) // Don't wrap { mobj_t *highest = P_GetLastWaypoint(sequence); highest->flags |= MF_SLIDEME; } // Changing the conditions on these ifs to fix issues with snapping to the wrong spot -Red if ((lines[lineindex].args[2]) && 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].args[2]) && waypointmid->health == numwaypoints[sequence] - 1) { 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; 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_SetMobjState(player->mo, S_PLAY_RIDE); } static boolean P_SectorHasSpecial(sector_t *sec) { if (sec->specialflags) return true; if (sec->damagetype != SD_NONE) return true; if (sec->triggertag) return true; if (sec->special) return true; return false; } static void P_EvaluateSpecialFlags(player_t *player, sector_t *sector, sector_t *roversector, boolean isTouching) { mtag_t sectag = Tag_FGet(§or->tags); if (sector->specialflags & SSF_OUTERSPACE) { if (!(player->powers[pw_shield] & SH_PROTECTWATER) && !player->powers[pw_spacetime]) player->powers[pw_spacetime] = spacetimetics + 1; } if (sector->specialflags & SSF_WINDCURRENT) player->onconveyor = 2; if (sector->specialflags & SSF_CONVEYOR) player->onconveyor = 4; if ((sector->specialflags & SSF_SPEEDPAD) && isTouching) P_ProcessSpeedPad(player, sector, roversector, sectag); if (sector->specialflags & SSF_STARPOSTACTIVATOR) { mobj_t *post = P_GetObjectTypeInSectorNum(MT_STARPOST, sector - sectors); if (post) P_TouchStarPost(post, player, false); } if (sector->specialflags & SSF_EXIT) P_ProcessExitSector(player, sectag); if ((sector->specialflags & SSF_SPECIALSTAGEPIT) && isTouching) P_ProcessSpecialStagePit(player); if ((sector->specialflags & SSF_REDTEAMBASE) && isTouching) P_ProcessTeamBase(player, true); if ((sector->specialflags & SSF_BLUETEAMBASE) && isTouching) P_ProcessTeamBase(player, false); if (sector->specialflags & SSF_FAN) { player->mo->momz += mobjinfo[MT_FAN].mass/4; if (player->mo->momz > mobjinfo[MT_FAN].mass) player->mo->momz = mobjinfo[MT_FAN].mass; if (!player->powers[pw_carry]) { P_ResetPlayer(player); P_SetMobjState(player->mo, S_PLAY_FALL); P_SetTarget(&player->mo->tracer, player->mo); player->powers[pw_carry] = CR_FAN; } } if (sector->specialflags & SSF_SUPERTRANSFORM) { if (player->mo->health > 0 && !player->bot && (player->charflags & SF_SUPER) && !player->powers[pw_super] && ALL7EMERALDS(emeralds)) P_DoSuperTransformation(player, true); } if ((sector->specialflags & SSF_FORCESPIN) && isTouching) { if (!(player->pflags & PF_SPINNING)) { player->pflags |= PF_SPINNING; P_SetMobjState(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)); } } if (sector->specialflags & SSF_ZOOMTUBESTART) P_ProcessZoomTube(player, sectag, false); if (sector->specialflags & SSF_ZOOMTUBEEND) P_ProcessZoomTube(player, sectag, true); if (sector->specialflags & SSF_FINISHLINE) P_ProcessFinishLine(player); if ((sector->specialflags & SSF_ROPEHANG) && isTouching) P_ProcessRopeHang(player, sectag); } static void P_EvaluateDamageType(player_t *player, sector_t *sector, boolean isTouching) { switch (sector->damagetype) { case SD_GENERIC: if (isTouching) P_DamageMobj(player->mo, NULL, NULL, 1, 0); break; case SD_WATER: if (isTouching && (player->powers[pw_underwater] || player->powers[pw_carry] == CR_NIGHTSMODE)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_WATER); break; case SD_FIRE: case SD_LAVA: if (isTouching) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_FIRE); break; case SD_ELECTRIC: if (isTouching) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_ELECTRIC); break; case SD_SPIKE: if (isTouching) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_SPIKE); break; case SD_DEATHPITTILT: case SD_DEATHPITNOTILT: if (!isTouching) break; if (player->quittime) G_MovePlayerToSpawnOrStarpost(player - players); else P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DEATHPIT); break; case SD_INSTAKILL: if (player->quittime) G_MovePlayerToSpawnOrStarpost(player - players); else P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; case SD_SPECIALSTAGE: if (!isTouching) break; if (player->exiting || player->bot) // Don't do anything for bots or players who have just finished break; if (!(player->powers[pw_shield] || player->spheres > 0)) // Don't do anything if no shield or spheres anyway break; P_SpecialStageDamage(player, NULL, NULL); break; default: break; } } static void P_EvaluateLinedefExecutorTrigger(player_t *player, sector_t *sector, boolean isTouching) { if (player->bot) return; if (!sector->triggertag) return; if (sector->triggerer == TO_MOBJ) return; else if (sector->triggerer == TO_ALLPLAYERS && !P_DoAllPlayersTrigger(sector->triggertag)) return; if ((sector->flags & MSF_TRIGGERLINE_PLANE) && !isTouching) return; P_LinedefExecute(sector->triggertag, player->mo, sector); } static void P_EvaluateOldSectorSpecial(player_t *player, sector_t *sector, sector_t *roversector, boolean isTouching) { switch (GETSECSPECIAL(sector->special, 1)) { case 9: // Ring Drainer (Floor Touch) if (!isTouching) break; /* FALLTHRU */ case 10: // Ring Drainer (No Floor Touch) if (leveltime % (TICRATE/2) == 0 && player->rings > 0) { player->rings--; S_StartSound(player->mo, sfx_antiri); } break; } switch (GETSECSPECIAL(sector->special, 2)) { case 9: // Egg trap capsule if (roversector) P_ProcessEggCapsule(player, sector); break; } } /** 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. * \sa P_PlayerInSpecialSector, P_PlayerOnSpecial3DFloor */ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector) { boolean isTouching; if (!P_SectorHasSpecial(sector)) return; // 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_LIVE) return; isTouching = roversector || P_IsMobjTouchingSectorPlane(player->mo, sector); P_EvaluateSpecialFlags(player, sector, roversector, isTouching); P_EvaluateDamageType(player, sector, isTouching); P_EvaluateLinedefExecutorTrigger(player, sector, isTouching); if (!udmf) P_EvaluateOldSectorSpecial(player, sector, roversector, isTouching); } #define TELEPORTED(mo) (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; for (rover = sector->ffloors; rover; rover = rover->next) { if (!P_SectorHasSpecial(rover->master->frontsector)) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!P_IsMobjTouching3DFloor(player->mo, rover, sector)) 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 & MSF_TRIGGERSPECIAL_TOUCH)) { P_ProcessSpecialSector(player, rover->master->frontsector, sector); if TELEPORTED(player->mo) return; } } } static void P_PlayerOnSpecialPolyobj(player_t *player) { sector_t *originalsector = player->mo->subsector->sector; polyobj_t *po; sector_t *polysec; boolean touching = false; boolean inside = false; for (po = player->mo->subsector->polyList; po; po = (polyobj_t *)(po->link.next)) { if (po->flags & POF_NOSPECIALS) continue; polysec = po->lines[0]->backsector; if (!P_SectorHasSpecial(polysec)) continue; touching = (polysec->flags & MSF_TRIGGERSPECIAL_TOUCH) && P_MobjTouchingPolyobj(po, player->mo); inside = P_MobjInsidePolyobj(po, player->mo); if (!(inside || touching)) continue; if (!P_IsMobjTouchingPolyobj(player->mo, po, polysec)) continue; P_ProcessSpecialSector(player, polysec, originalsector); if TELEPORTED(player->mo) return; } } /** 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(player->mo) return; // Allow sector specials to be applied to polyobjects! P_PlayerOnSpecialPolyobj(player); if TELEPORTED(player->mo) return; P_ProcessSpecialSector(player, originalsector, NULL); if TELEPORTED(player->mo) 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(player->mo) return; if (!(loopsector->flags & MSF_TRIGGERSPECIAL_TOUCH)) continue; P_ProcessSpecialSector(player, loopsector, NULL); if TELEPORTED(player->mo) return; } } static void P_CheckMobj3DFloorTrigger(mobj_t *mo, sector_t *sec) { sector_t *originalsector = mo->subsector->sector; ffloor_t *rover; for (rover = sec->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->triggertag) continue; if (rover->master->frontsector->triggerer != TO_MOBJ) continue; if (!(rover->fofflags & FOF_EXISTS)) continue; if (!P_IsMobjTouching3DFloor(mo, rover, sec)) continue; P_LinedefExecute(rover->master->frontsector->triggertag, mo, rover->master->frontsector); if TELEPORTED(mo) return; } } static void P_CheckMobjPolyobjTrigger(mobj_t *mo) { sector_t *originalsector = mo->subsector->sector; polyobj_t *po; sector_t *polysec; boolean touching = false; boolean inside = false; for (po = mo->subsector->polyList; po; po = (polyobj_t *)(po->link.next)) { if (po->flags & POF_NOSPECIALS) continue; polysec = po->lines[0]->backsector; if (!polysec->triggertag) continue; if (polysec->triggerer != TO_MOBJ) continue; touching = (polysec->flags & MSF_TRIGGERSPECIAL_TOUCH) && P_MobjTouchingPolyobj(po, mo); inside = P_MobjInsidePolyobj(po, mo); if (!(inside || touching)) continue; if (!P_IsMobjTouchingPolyobj(mo, po, polysec)) continue; P_LinedefExecute(polysec->triggertag, mo, polysec); if TELEPORTED(mo) return; } } static void P_CheckMobjSectorTrigger(mobj_t *mo, sector_t *sec) { if (!sec->triggertag) return; if (sec->triggerer != TO_MOBJ) return; if ((sec->flags & MSF_TRIGGERLINE_PLANE) && !P_IsMobjTouchingSectorPlane(mo, sec)) return; P_LinedefExecute(sec->triggertag, mo, sec); } void P_CheckMobjTrigger(mobj_t *mobj, boolean pushable) { sector_t *originalsector; if (!mobj->subsector) return; originalsector = mobj->subsector->sector; if (!pushable && !(originalsector->flags & MSF_TRIGGERLINE_MOBJ)) return; P_CheckMobj3DFloorTrigger(mobj, originalsector); if TELEPORTED(mobj) return; P_CheckMobjPolyobjTrigger(mobj); if TELEPORTED(mobj) return; P_CheckMobjSectorTrigger(mobj, originalsector); } #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) { // LEVEL TIMER P_CheckTimeLimit(); // POINT LIMIT P_CheckPointLimit(); // ANIMATE TEXTURES for (anim_t *anim = anims; anim < lastanim; anim++) { for (INT32 i = 0; i < anim->numpics; i++) { INT32 pic = anim->basepic + ((leveltime/anim->speed + i) % anim->numpics); texturetranslation[anim->basepic+i] = pic; } } } // // 3D floors // /** Gets the ID number for a 3Dfloor in its target sector. * * \param fflr The 3Dfloor we want an ID for. * \return ID of 3Dfloor in target sector. Note that the first FOF's ID is 0. UINT16_MAX is given if invalid. * \sa P_GetFFloorByID */ UINT16 P_GetFFloorID(ffloor_t *fflr) { ffloor_t *rover; sector_t *sec; UINT16 i = 0; if (!fflr) return UINT16_MAX; sec = fflr->target; if (!sec->ffloors) return UINT16_MAX; for (rover = sec->ffloors; rover; rover = rover->next, i++) if (rover == fflr) return i; return UINT16_MAX; } /** 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, P_GetFFloorID */ 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 fflr Newly formed 3Dfloor structure. * \sa P_AddFakeFloor */ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *fflr) { ffloor_t *rover; if (!sec->ffloors) { sec->ffloors = fflr; fflr->next = 0; fflr->prev = 0; return; } for (rover = sec->ffloors; rover->next; rover = rover->next); rover->next = fflr; fflr->prev = rover; fflr->next = 0; } /** Adds a 3Dfloor. * * \param sec Target sector. * \param sec2 Control sector. * \param master Control linedef. * \param alpha Alpha value (0-255). * \param blendmode Blending mode. * \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, INT32 alpha, UINT8 blendmode, ffloortype_e flags, thinkerlist_t *secthinkers) { ffloor_t *fflr; thinker_t *th; friction_t *f; pusher_t *p; size_t sec2num; size_t i; if (sec == sec2) return NULL; //Don't need a fake floor on a control sector. if ((fflr = (P_GetFFloorBySec(sec, sec2)))) return fflr; // 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->args[0]); sec2->ceilingheight = sec2->floorheight; sec2->floorheight = tempceiling; } 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 & FOF_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 & FOF_SOLID); sec2->numattached++; } // Add the floor fflr = Z_Calloc(sizeof (*fflr), PU_LEVEL, NULL); fflr->secnum = sec2 - sectors; fflr->target = sec; fflr->bottomheight = &sec2->floorheight; fflr->bottompic = &sec2->floorpic; fflr->bottomxoffs = &sec2->floorxoffset; fflr->bottomyoffs = &sec2->flooryoffset; fflr->bottomxscale = &sec2->floorxscale; fflr->bottomyscale = &sec2->flooryscale; fflr->bottomangle = &sec2->floorangle; // Add the ceiling fflr->topheight = &sec2->ceilingheight; fflr->toppic = &sec2->ceilingpic; fflr->toplightlevel = &sec2->lightlevel; fflr->topxoffs = &sec2->ceilingxoffset; fflr->topyoffs = &sec2->ceilingyoffset; fflr->topxscale = &sec2->ceilingxscale; fflr->topyscale = &sec2->ceilingyscale; fflr->topangle = &sec2->ceilingangle; // Add slopes fflr->t_slope = &sec2->c_slope; fflr->b_slope = &sec2->f_slope; // mark the target sector as having slopes, if the FOF has any of its own // (this fixes FOF slopes glitching initially at level load in software mode) if (sec2->hasslope) sec->hasslope = true; fflr->spawnflags = fflr->fofflags = flags; fflr->master = master; fflr->norender = INFTICS; fflr->fadingdata = NULL; // 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 = thlist[THINK_MAIN].next; for(;;) { if(secthinkers) { if(i < secthinkers[sec2num].count) th = secthinkers[sec2num].thinkers[i]; else break; } else if (th == &thlist[THINK_MAIN]) break; // Should this FOF have friction? 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, p->y_mag, p->z_mag, (INT32)(sec-sectors), p->affectee, p->exclusive, p->slider); } if(secthinkers) i++; else th = th->next; } fflr->alpha = max(0, min(0xff, alpha)); if (fflr->alpha < 0xff || flags & FOF_SPLAT) { fflr->fofflags |= FOF_TRANSLUCENT; fflr->spawnflags = fflr->fofflags; } fflr->spawnalpha = fflr->alpha; // save for netgames switch (blendmode) { case TMB_TRANSLUCENT: default: fflr->blend = AST_COPY; break; case TMB_ADD: fflr->blend = AST_ADD; break; case TMB_SUBTRACT: fflr->blend = AST_SUBTRACT; break; case TMB_REVERSESUBTRACT: fflr->blend = AST_REVERSESUBTRACT; break; case TMB_MODULATE: fflr->blend = AST_MODULATE; break; } if (flags & FOF_QUICKSAND) CheckForQuicksand = true; if (flags & FOF_BUSTUP) CheckForBustableBlocks = true; if ((flags & FOF_MARIO)) { if (!(flags & FOF_GOOWATER)) // Don't change the textures of a brick block, just a question block P_AddBlockThinker(sec2, master); CheckForMarioBlocks = true; } if ((flags & FOF_CRUMBLE)) sec2->crumblestate = CRUMBLE_WAIT; if ((flags & FOF_FLOATBOB)) { P_AddFloatThinker(sec2, master->args[0], master); CheckForFloatBob = true; } P_AddFFloorToList(sec, fflr); return fflr; } // // SPECIAL SPAWNING // /** 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, UINT16 tag, line_t *sourceline) { floatthink_t *floater; // create and initialize new thinker floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &floater->thinker); floater->thinker.function.acp1 = (actionf_p1)T_FloatSector; floater->sector = sec; floater->tag = (INT16)tag; floater->sourceline = sourceline; // interpolation R_CreateInterpolator_SectorPlane(&floater->thinker, sec, false); R_CreateInterpolator_SectorPlane(&floater->thinker, sec, true); } /** * 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(THINK_MAIN, &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; // interpolation R_CreateInterpolator_SectorPlane(&displace->thinker, §ors[affectee], false); } /** 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) { mariocheck_t *block; // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &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. * * \param sec Control sector. * \sa P_SpawnSpecials, T_RaiseSector * \author SSNTails */ static void P_AddRaiseThinker(sector_t *sec, INT16 tag, fixed_t speed, fixed_t ceilingtop, fixed_t ceilingbottom, boolean lower, boolean spindash) { raise_t *raise; raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &raise->thinker); raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector; raise->tag = tag; raise->sector = sec; raise->ceilingtop = ceilingtop; raise->ceilingbottom = ceilingbottom; raise->basespeed = speed >> 2; if (lower) raise->flags |= RF_REVERSE; if (spindash) raise->flags |= RF_SPINDASH; // interpolation R_CreateInterpolator_SectorPlane(&raise->thinker, sec, false); R_CreateInterpolator_SectorPlane(&raise->thinker, sec, true); } static void P_AddAirbob(sector_t *sec, INT16 tag, fixed_t dist, boolean raise, boolean spindash, boolean dynamic) { raise_t *airbob; airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &airbob->thinker); airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector; airbob->tag = tag; airbob->sector = sec; airbob->ceilingtop = sec->ceilingheight; airbob->ceilingbottom = sec->ceilingheight - dist; airbob->basespeed = FRACUNIT; if (!raise) airbob->flags |= RF_REVERSE; if (spindash) airbob->flags |= RF_SPINDASH; if (dynamic) airbob->flags |= RF_DYNAMIC; // interpolation R_CreateInterpolator_SectorPlane(&airbob->thinker, sec, false); R_CreateInterpolator_SectorPlane(&airbob->thinker, sec, true); } /** Adds a thwomp thinker. * Even thwomps need to think! * * \param sec Control sector. * \sa P_SpawnSpecials, T_ThwompSector * \author SSNTails */ static inline void P_AddThwompThinker(sector_t *sec, line_t *sourceline, fixed_t crushspeed, fixed_t retractspeed, UINT16 sound) { thwomp_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(THINK_MAIN, &thwomp->thinker); thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector; // set up the fields according to the type of elevator action thwomp->sourceline = sourceline; thwomp->sector = sec; thwomp->crushspeed = crushspeed; thwomp->retractspeed = retractspeed; thwomp->direction = 0; thwomp->floorstartheight = sec->floorheight; thwomp->ceilingstartheight = sec->ceilingheight; thwomp->delay = 1; thwomp->tag = sourceline->args[0]; thwomp->sound = sound; sec->floordata = thwomp; sec->ceilingdata = thwomp; // Start with 'resting' texture sides[sourceline->sidenum[0]].midtexture = sides[sourceline->sidenum[0]].bottomtexture; // interpolation R_CreateInterpolator_SectorPlane(&thwomp->thinker, sec, false); R_CreateInterpolator_SectorPlane(&thwomp->thinker, sec, true); } /** 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 sourceline Control linedef. * \sa P_SpawnSpecials, T_NoEnemiesSector * \author SSNTails */ static inline void P_AddNoEnemiesThinker(line_t *sourceline) { noenemies_t *nobaddies; // create and initialize new thinker nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &nobaddies->thinker); nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector; 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 sourceline Control linedef. * \sa P_SpawnSpecials, T_EachTimeThinker * \author SSNTails */ static void P_AddEachTimeThinker(line_t *sourceline, boolean triggerOnExit) { eachtime_t *eachtime; // create and initialize new thinker eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &eachtime->thinker); eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker; eachtime->sourceline = sourceline; eachtime->triggerOnExit = triggerOnExit; } /** 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(THINK_MAIN, &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)); } /** Flashes a laser block. * * \param flash Thinker structure for this laser. * \sa P_AddLaserThinker * \author SSNTails */ void T_LaserFlash(laserthink_t *flash) { msecnode_t *node; mobj_t *thing; INT32 s; ffloor_t *fflr; sector_t *sector; sector_t *sourcesec = flash->sourceline->frontsector; fixed_t top, bottom; TAG_ITER_SECTORS(flash->tag, s) { sector = §ors[s]; for (fflr = sector->ffloors; fflr; fflr = fflr->next) { if (fflr->master != flash->sourceline) continue; if (!(fflr->fofflags & FOF_EXISTS)) break; if (leveltime & 2) //fflr->flags |= FOF_RENDERALL; fflr->alpha = 0xB0; else //fflr->flags &= ~FOF_RENDERALL; fflr->alpha = 0x90; top = P_GetFFloorTopZAt (fflr, sector->soundorg.x, sector->soundorg.y); bottom = P_GetFFloorBottomZAt(fflr, sector->soundorg.x, sector->soundorg.y); sector->soundorg.z = (top + bottom)/2; 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 (flash->nobosses && 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); } break; } } } static inline void P_AddLaserThinker(INT16 tag, line_t *line, boolean nobosses) { laserthink_t *flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &flash->thinker); flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; flash->tag = tag; flash->sourceline = line; flash->nobosses = nobosses; } // // 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_SpawnSlopes or P_LoadThings. This was split off from * P_SpawnSpecials, in case you couldn't tell. * * \sa P_SpawnSpecials * \author Monster Iestyn */ void P_InitSpecials(void) { // Set the default gravity. Custom gravity overrides this setting. gravity = mapheaderinfo[gamemap-1]->gravity; // Defaults in case levels don't have them set. sstimer = mapheaderinfo[gamemap-1]->sstimer*TICRATE + 6; ssspheres = mapheaderinfo[gamemap-1]->ssspheres; 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; } void P_ApplyFlatAlignment(sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs, boolean floor, boolean ceiling) { if (floor) { sector->floorangle = flatangle; sector->floorxoffset += xoffs; sector->flooryoffset += yoffs; } if (ceiling) { sector->ceilingangle = flatangle; sector->ceilingxoffset += xoffs; sector->ceilingyoffset += yoffs; } } static void P_MakeFOFBouncy(line_t *paramline, line_t *masterline) { INT32 s; if (masterline->special < 100 || masterline->special >= 300) return; TAG_ITER_SECTORS(masterline->args[0], s) { ffloor_t *rover; for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != masterline) continue; rover->fofflags |= FOF_BOUNCY; rover->spawnflags |= FOF_BOUNCY; rover->bouncestrength = (paramline->args[1]<< FRACBITS)/100; CheckForBouncySector = true; break; } } } static boolean P_CheckGametypeRules(INT32 checktype, UINT32 target) { switch (checktype) { case TMF_HASALL: default: return (gametyperules & target) == target; case TMF_HASANY: return !!(gametyperules & target); case TMF_HASEXACTLY: return gametyperules == target; case TMF_DOESNTHAVEALL: return (gametyperules & target) != target; case TMF_DOESNTHAVEANY: return !(gametyperules & target); } } fixed_t P_GetSectorGravityFactor(sector_t *sec) { if (sec->gravityptr) return FixedDiv(*sec->gravityptr >> FRACBITS, 1000); else return sec->gravity; } void P_InitSectorPortals(void) { secportalcount = 0; secportalcapacity = 0; secportals = NULL; } UINT32 P_NewSectorPortal(void) { size_t i = secportalcount++; if (i == UINT32_MAX) I_Error("Too many sector portals"); if (secportalcapacity == 0 || secportalcount == secportalcapacity) { secportalcapacity = secportalcapacity ? (secportalcapacity * 2) : 16; secportals = Z_Realloc(secportals, secportalcapacity * sizeof(sectorportal_t), PU_LEVEL, NULL); } secportals[i].type = SECPORTAL_NONE; return (UINT32)i; } boolean P_IsSectorPortalValid(sectorportal_t *secportal) { if (secportal == NULL) return false; switch (secportal->type) { case SECPORTAL_LINE: case SECPORTAL_FLOOR: case SECPORTAL_CEILING: return true; case SECPORTAL_OBJECT: return secportal->mobj && !P_MobjWasRemoved(secportal->mobj); case SECPORTAL_SKYBOX: return skyboxmo[0] && !P_MobjWasRemoved(skyboxmo[0]); case SECPORTAL_PLANE: case SECPORTAL_HORIZON: return true; default: return false; } } boolean P_SectorHasPortal(sector_t *sector) { return P_SectorHasFloorPortal(sector) || P_SectorHasCeilingPortal(sector); } sectorportal_t *P_SectorGetFloorPortal(sector_t *sector) { UINT32 num = sector->portal_floor; if (num >= secportalcount) return NULL; return &secportals[num]; } sectorportal_t *P_SectorGetCeilingPortal(sector_t *sector) { UINT32 num = sector->portal_ceiling; if (num >= secportalcount) return NULL; return &secportals[num]; } boolean P_SectorHasFloorPortal(sector_t *sector) { return P_IsSectorPortalValid(P_SectorGetFloorPortal(sector)); } boolean P_SectorHasCeilingPortal(sector_t *sector) { return P_IsSectorPortalValid(P_SectorGetCeilingPortal(sector)); } boolean P_CompareSectorPortals(sectorportal_t *a, sectorportal_t *b) { if (a == NULL && b == NULL) return true; else if (!a || !b) return false; else if (a->type != b->type) return false; switch (a->type) { case SECPORTAL_LINE: return a->line.start == b->line.start && a->line.dest == b->line.dest; case SECPORTAL_FLOOR: case SECPORTAL_CEILING: return a->sector == b->sector; case SECPORTAL_OBJECT: return a->mobj == b->mobj; default: return true; } } static mobj_t *P_GetMobjByTag(INT32 tag) { INT32 mtnum = -1; TAG_ITER_THINGS(tag, mtnum) { mobj_t *mo = mapthings[mtnum].mobj; if (mo) return mo; } return NULL; } static void P_DoPortalCopyFromLine(sector_t *dest_sector, int plane_type, int tag) { INT32 secnum = -1; TAG_ITER_SECTORS(tag, secnum) { sector_t *src_sector = §ors[secnum]; if (plane_type == TMP_FLOOR || plane_type == TMP_BOTH) dest_sector->portal_floor = src_sector->portal_floor; if (plane_type == TMP_CEILING || plane_type == TMP_BOTH) dest_sector->portal_ceiling = src_sector->portal_ceiling; } } static sectorportal_t *P_SectorGetPortalOrCreate(sector_t *sector, UINT32 *num, UINT32 *result) { sectorportal_t *secportal = NULL; if (*num >= secportalcount) { *num = P_NewSectorPortal(); secportal = &secportals[*num]; secportal->origin.x = sector->soundorg.x; secportal->origin.y = sector->soundorg.y; *result = *num; } else { *result = *num; secportal = &secportals[*num]; } return secportal; } static sectorportal_t *P_SectorGetFloorPortalOrCreate(sector_t *sector, UINT32 *result) { return P_SectorGetPortalOrCreate(sector, §or->portal_floor, result); } static sectorportal_t *P_SectorGetCeilingPortalOrCreate(sector_t *sector, UINT32 *result) { return P_SectorGetPortalOrCreate(sector, §or->portal_ceiling, result); } static void P_CopySectorPortalToLines(UINT32 portal_num, int sector_tag) { for (size_t i = 0; i < numlines; i++) { if (lines[i].special != SPECIAL_SECTOR_SETPORTAL) continue; if (lines[i].args[1] != TMSECPORTAL_COPY_PORTAL_TO_LINE) continue; if (lines[i].args[3] != sector_tag) continue; if (lines[i].args[0] != 0) { INT32 linenum = -1; TAG_ITER_LINES(lines[i].args[0], linenum) { lines[linenum].secportal = portal_num; } } else { // Just transfer it to this line lines[i].secportal = portal_num; } } } /** 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(boolean 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; // yep, we do this here - "bossdisabled" is considered an apparatus of specials. bossdisabled = 0; stoppedclock = false; // Init special SECTORs. sector = sectors; for (i = 0; i < numsectors; i++, sector++) { CheckForReverseGravity |= (sector->flags & MSF_GRAVITYFLIP); if (sector->specialflags & SSF_FINISHLINE) { if ((gametyperules & (GTR_RACE|GTR_LIVES)) == GTR_RACE) circuitmap = true; } if (sector->damagetype == SD_SPIKE) { //Terrible hack to replace an even worse hack: //Spike damage automatically sets MSF_TRIGGERSPECIAL_TOUCH. //Yes, this also affects other specials on the same sector. Sorry. sector->flags |= MSF_TRIGGERSPECIAL_TOUCH; } // TODO: 2.3: Delete everything below // Process deprecated binary sector specials if (udmf || !sector->special) continue; // Process Section 1 switch(GETSECSPECIAL(sector->special, 1)) { case 15: // Bouncy FOF 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 ssspheres = sector->ceilingheight>>FRACBITS; // Ring count for special stage break; case 11: // Custom global gravity! gravity = sector->floorheight/1000; break; } } 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 = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { 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 = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { size_t secnum = (size_t)-1; 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++) { // set line specials to 0 here too, same reason as above if (netgame || multiplayer) { if (lines[i].flags & ML_NONET) { lines[i].special = 0; continue; } } else if (lines[i].flags & ML_NETONLY) { lines[i].special = 0; continue; } switch (lines[i].special) { INT32 s; INT32 l; size_t sec; ffloortype_e ffloorflags; case 1: // Definable gravity per sector if (udmf) break; sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(Tag_FGet(&lines[i].tags), s) { sectors[s].gravityptr = §ors[sec].floorheight; // This allows it to change in realtime! if (lines[i].flags & ML_NOCLIMB) sectors[s].flags |= MSF_GRAVITYFLIP; else sectors[s].flags &= ~MSF_GRAVITYFLIP; if (lines[i].flags & ML_EFFECT6) sectors[s].specialflags |= SSF_GRAVITYOVERRIDE; CheckForReverseGravity |= (sectors[s].flags & MSF_GRAVITYFLIP); } break; case 5: // Change camera info if (udmf) break; sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(Tag_FGet(&lines[i].tags), s) 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; case SPECIAL_SECTOR_SETPORTAL: // Sector portal { int target_sector_tag = lines[i].args[0]; int portal_type = lines[i].args[1]; int plane_type = lines[i].args[2]; int misc = lines[i].args[3]; boolean floor, ceiling; if (plane_type == TMP_BOTH) floor = ceiling = true; else { floor = plane_type == TMP_FLOOR; ceiling = plane_type == TMP_CEILING; } UINT32 portal_num = UINT32_MAX; // Eternity's floor and horizon portal types if (portal_type == TMSECPORTAL_PLANE || portal_type == TMSECPORTAL_HORIZON) { secportaltype_e type = portal_type == TMSECPORTAL_HORIZON ? SECPORTAL_HORIZON : SECPORTAL_PLANE; if (floor) { sectorportal_t *floorportal = P_SectorGetFloorPortalOrCreate(lines[i].frontsector, &portal_num); floorportal->type = type; floorportal->sector = lines[i].frontsector; P_CopySectorPortalToLines(portal_num, target_sector_tag); } if (ceiling) { sectorportal_t *ceilportal = P_SectorGetCeilingPortalOrCreate(lines[i].frontsector, &portal_num); ceilportal->type = type; ceilportal->sector = lines[i].frontsector; P_CopySectorPortalToLines(portal_num, target_sector_tag); } break; } INT32 s1 = -1; TAG_ITER_SECTORS(target_sector_tag, s1) { sector_t *target_sector = §ors[s1]; // Line portal if (portal_type == TMSECPORTAL_NORMAL) { INT32 linenum = -1; TAG_ITER_LINES(misc, linenum) { if (lines[linenum].special == SPECIAL_SECTOR_SETPORTAL && lines[linenum].args[0] == target_sector_tag && lines[linenum].args[1] == portal_type && lines[linenum].args[2] == plane_type && lines[linenum].args[3] == 1) { if (floor) { sectorportal_t *floorportal = P_SectorGetFloorPortalOrCreate(target_sector, &portal_num); floorportal->type = SECPORTAL_LINE; floorportal->line.start = &lines[i]; floorportal->line.dest = &lines[linenum]; P_CopySectorPortalToLines(portal_num, target_sector_tag); } if (ceiling) { sectorportal_t *ceilportal = P_SectorGetCeilingPortalOrCreate(target_sector, &portal_num); ceilportal->type = SECPORTAL_LINE; ceilportal->line.start = &lines[i]; ceilportal->line.dest = &lines[linenum]; P_CopySectorPortalToLines(portal_num, target_sector_tag); } } } } // Skybox portal else if (portal_type == TMSECPORTAL_SKYBOX) { if (floor) { sectorportal_t *floorportal = P_SectorGetFloorPortalOrCreate(target_sector, &portal_num); floorportal->type = SECPORTAL_SKYBOX; P_CopySectorPortalToLines(portal_num, target_sector_tag); } if (ceiling) { sectorportal_t *ceilportal = P_SectorGetCeilingPortalOrCreate(target_sector, &portal_num); ceilportal->type = SECPORTAL_SKYBOX; P_CopySectorPortalToLines(portal_num, target_sector_tag); } } // Plane portal else if (portal_type == TMSECPORTAL_SECTOR) { INT32 s2 = -1; TAG_ITER_SECTORS(misc, s2) // Sector tag to make a portal to { sector_t *view_sector = §ors[s2]; if (floor) { sectorportal_t *floorportal = P_SectorGetFloorPortalOrCreate(target_sector, &portal_num); floorportal->type = SECPORTAL_CEILING; floorportal->sector = view_sector; P_CopySectorPortalToLines(portal_num, target_sector_tag); } if (ceiling) { sectorportal_t *ceilportal = P_SectorGetCeilingPortalOrCreate(target_sector, &portal_num); ceilportal->type = SECPORTAL_FLOOR; ceilportal->sector = view_sector; P_CopySectorPortalToLines(portal_num, target_sector_tag); } } } // Use mobj as viewpoint else if (portal_type == TMSECPORTAL_OBJECT) { mobj_t *mobj = P_GetMobjByTag(misc); if (!mobj) break; if (floor) { sectorportal_t *floorportal = P_SectorGetFloorPortalOrCreate(target_sector, &portal_num); floorportal->type = SECPORTAL_OBJECT; P_SetTarget(&floorportal->mobj, mobj); P_CopySectorPortalToLines(portal_num, target_sector_tag); } if (ceiling) { sectorportal_t *ceilportal = P_SectorGetCeilingPortalOrCreate(target_sector, &portal_num); ceilportal->type = SECPORTAL_OBJECT; P_SetTarget(&ceilportal->mobj, mobj); P_CopySectorPortalToLines(portal_num, target_sector_tag); } } } break; } case 7: // Flat alignment - redone by toast { // Set calculated offsets such that line's v1 is the apparent origin 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 = -lines[i].v1->x; fixed_t yoffs = lines[i].v1->y; //If no tag is given, apply to front sector if (lines[i].args[0] == 0) P_ApplyFlatAlignment(lines[i].frontsector, flatangle, xoffs, yoffs, lines[i].args[1] != TMP_CEILING, lines[i].args[1] != TMP_FLOOR); else { TAG_ITER_SECTORS(lines[i].args[0], s) P_ApplyFlatAlignment(sectors + s, flatangle, xoffs, yoffs, lines[i].args[1] != TMP_CEILING, lines[i].args[1] != TMP_FLOOR); } break; } case 8: // Set camera collision planes if (lines[i].frontsector) TAG_ITER_SECTORS(lines[i].args[0], s) sectors[s].camsec = lines[i].frontsector-sectors; break; case 10: // Vertical culling plane for sprites and FOFs TAG_ITER_SECTORS(lines[i].args[0], s) sectors[s].cullheight = &lines[i]; // This allows it to change in realtime! break; case 50: // Insta-Lower Sector if (!udmf) EV_DoFloor(lines[i].args[0], &lines[i], instantLower); break; case 51: // Instant raise for ceilings if (!udmf) EV_DoCeiling(lines[i].args[0], &lines[i], instantRaise); break; case 52: // Continuously Falling sector EV_DoContinuousFall(lines[i].frontsector, lines[i].backsector, lines[i].args[0] << FRACBITS, lines[i].args[1]); break; case 53: // Continuous plane movement (slowdown) if (lines[i].backsector) { if (lines[i].args[1] != TMP_CEILING) EV_DoFloor(lines[i].args[0], &lines[i], bounceFloor); if (lines[i].args[1] != TMP_FLOOR) EV_DoCeiling(lines[i].args[0], &lines[i], bounceCeiling); } break; case 56: // Continuous plane movement (constant) if (lines[i].backsector) { if (lines[i].args[1] != TMP_CEILING) EV_DoFloor(lines[i].args[0], &lines[i], bounceFloorCrush); if (lines[i].args[1] != TMP_FLOOR) EV_DoCeiling(lines[i].args[0], &lines[i], bounceCeilingCrush); } break; case 60: // Moving platform EV_DoElevator(lines[i].args[0], &lines[i], elevateContinuous); break; case 61: // Crusher! EV_DoCrush(lines[i].args[0], &lines[i], lines[i].args[1] ? raiseAndCrush : crushAndRaise); break; case 63: // support for drawn heights coming from different sector sec = sides[*lines[i].sidenum].sector-sectors; TAG_ITER_SECTORS(lines[i].args[0], s) sectors[s].heightsec = (INT32)sec; break; case 64: // Appearing/Disappearing FOF option if (lines[i].args[0] == 0) // Find FOFs by control sector tag { TAG_ITER_SECTORS(lines[i].args[1], s) { for (j = 0; (unsigned)j < sectors[s].linecount; j++) { if (sectors[s].lines[j]->special < 100 || sectors[s].lines[j]->special >= 300) continue; Add_MasterDisappearer(abs(lines[i].args[2]), abs(lines[i].args[3]), abs(lines[i].args[4]), (INT32)(sectors[s].lines[j] - lines), (INT32)i); } } } else // Find FOFs by effect sector tag { TAG_ITER_LINES(lines[i].args[0], s) { if (lines[s].special < 100 || lines[s].special >= 300) continue; if (lines[i].args[1] != 0 && !Tag_Find(&lines[s].frontsector->tags, lines[i].args[1])) continue; Add_MasterDisappearer(abs(lines[i].args[2]), abs(lines[i].args[3]), abs(lines[i].args[4]), s, (INT32)i); } } break; case 66: // Displace planes by front sector TAG_ITER_SECTORS(lines[i].args[0], s) P_AddPlaneDisplaceThinker(lines[i].args[1], abs(lines[i].args[2])<<8, sides[lines[i].sidenum[0]].sector-sectors, s, lines[i].args[2] < 0); break; case 70: // Add raise thinker to FOF if (udmf) { fixed_t destheight = lines[i].args[2] << FRACBITS; fixed_t startheight, topheight, bottomheight; TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; startheight = lines[l].frontsector->ceilingheight; topheight = max(startheight, destheight); bottomheight = min(startheight, destheight); P_AddRaiseThinker(lines[l].frontsector, lines[l].args[0], lines[i].args[1] << FRACBITS, topheight, bottomheight, (destheight < startheight), !!(lines[i].args[3])); } } break; case 71: // Add air bob thinker to FOF if (udmf) { TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; P_AddAirbob(lines[l].frontsector, lines[l].args[0], lines[i].args[1] << FRACBITS, !!(lines[i].args[2] & TMFB_REVERSE), !!(lines[i].args[2] & TMFB_SPINDASH), !!(lines[i].args[2] & TMFB_DYNAMIC)); } } break; case 72: // Add thwomp thinker to FOF if (udmf) { UINT16 sound = (lines[i].stringargs[0]) ? get_number(lines[i].stringargs[0]) : sfx_thwomp; TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; P_AddThwompThinker(lines[l].frontsector, &lines[l], lines[i].args[1] << (FRACBITS - 3), lines[i].args[2] << (FRACBITS - 3), sound); } } break; case 73: // Add laser thinker to FOF if (udmf) { TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; P_AddLaserThinker(lines[l].args[0], lines + l, !!(lines[i].args[1])); } } break; case 100: // FOF (solid) ffloorflags = FOF_EXISTS|FOF_SOLID|FOF_RENDERALL; //Appearance settings if (lines[i].args[3] & TMFA_NOPLANES) ffloorflags &= ~FOF_RENDERPLANES; if (lines[i].args[3] & TMFA_NOSIDES) ffloorflags &= ~FOF_RENDERSIDES; if (lines[i].args[3] & TMFA_INSIDES) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_BOTHPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_ALLSIDES; } if (lines[i].args[3] & TMFA_ONLYINSIDES) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_INVERTPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_INVERTSIDES; } if (lines[i].args[3] & TMFA_NOSHADE) ffloorflags |= FOF_NOSHADE; if (lines[i].args[3] & TMFA_SPLAT) ffloorflags |= FOF_SPLAT; //Tangibility settings if (lines[i].args[4] & TMFT_INTANGIBLETOP) ffloorflags |= FOF_REVERSEPLATFORM; if (lines[i].args[4] & TMFT_INTANGIBLEBOTTOM) ffloorflags |= FOF_PLATFORM; if (lines[i].args[4] & TMFT_DONTBLOCKPLAYER) ffloorflags &= ~FOF_BLOCKPLAYER; if (lines[i].args[4] & TMFT_DONTBLOCKOTHERS) ffloorflags &= ~FOF_BLOCKOTHERS; //Cutting options if (ffloorflags & FOF_RENDERALL) { //If inside is visible from the outside, cut inner walls if (lines[i].args[1] < 255 || (lines[i].args[3] & TMFA_SPLAT)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; else if (!(lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) ffloorflags |= FOF_CUTLEVEL; } P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); break; case 120: // FOF (water) ffloorflags = FOF_EXISTS|FOF_RENDERPLANES|FOF_SWIMMABLE|FOF_BOTHPLANES|FOF_CUTEXTRA|FOF_EXTRA|FOF_CUTSPRITES; if (!(lines[i].args[3] & TMFW_NOSIDES)) ffloorflags |= FOF_RENDERSIDES|FOF_ALLSIDES; if (lines[i].args[3] & TMFW_DOUBLESHADOW) ffloorflags |= FOF_DOUBLESHADOW; if (lines[i].args[3] & TMFW_COLORMAPONLY) ffloorflags |= FOF_COLORMAPONLY; if (!(lines[i].args[3] & TMFW_NORIPPLE)) ffloorflags |= FOF_RIPPLE; if (lines[i].args[3] & TMFW_GOOWATER) ffloorflags |= FOF_GOOWATER; if (lines[i].args[3] & TMFW_SPLAT) ffloorflags |= FOF_SPLAT; P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); break; case 150: // FOF (Air bobbing) P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, FOF_EXISTS|FOF_SOLID|FOF_RENDERALL, secthinkers); P_AddAirbob(lines[i].frontsector, lines[i].args[0], lines[i].args[1] << FRACBITS, !!(lines[i].args[2] & TMFB_REVERSE), !!(lines[i].args[2] & TMFB_SPINDASH), !!(lines[i].args[2] & TMFB_DYNAMIC)); break; case 160: // FOF (Water bobbing) P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, FOF_EXISTS|FOF_SOLID|FOF_RENDERALL|FOF_FLOATBOB, secthinkers); break; case 170: // FOF (Crumbling) ffloorflags = FOF_EXISTS|FOF_SOLID|FOF_RENDERALL|FOF_CRUMBLE; //Tangibility settings if (lines[i].args[3] & TMFT_INTANGIBLETOP) ffloorflags |= FOF_REVERSEPLATFORM; if (lines[i].args[3] & TMFT_INTANGIBLEBOTTOM) ffloorflags |= FOF_PLATFORM; if (lines[i].args[3] & TMFT_DONTBLOCKPLAYER) ffloorflags &= ~FOF_BLOCKPLAYER; if (lines[i].args[3] & TMFT_DONTBLOCKOTHERS) ffloorflags &= ~FOF_BLOCKOTHERS; //Flags if (lines[i].args[4] & TMFC_NOSHADE) ffloorflags |= FOF_NOSHADE; if (lines[i].args[4] & TMFC_NORETURN) ffloorflags |= FOF_NORETURN; if (lines[i].args[4] & TMFC_FLOATBOB) ffloorflags |= FOF_FLOATBOB; if (lines[i].args[4] & TMFC_SPLAT) ffloorflags |= FOF_SPLAT; //If inside is visible from the outside, cut inner walls if (lines[i].args[1] < 255 || (lines[i].args[4] & TMFC_SPLAT)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; //If player can view it from the inside, render insides else if (lines[i].args[3] & TMFT_VISIBLEFROMINSIDE) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_BOTHPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_ALLSIDES; } else ffloorflags |= FOF_CUTLEVEL; P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); if (lines[i].args[4] & TMFC_AIRBOB) P_AddAirbob(lines[i].frontsector, lines[i].args[0], 16*FRACUNIT, false, false, false); break; case 190: // FOF (Rising) { fixed_t ceilingtop = P_FindHighestCeilingSurrounding(lines[i].frontsector); fixed_t ceilingbottom = P_FindLowestCeilingSurrounding(lines[i].frontsector); ffloorflags = FOF_EXISTS|FOF_SOLID|FOF_RENDERALL; //Appearance settings if (lines[i].args[3] & TMFA_NOPLANES) ffloorflags &= ~FOF_RENDERPLANES; if (lines[i].args[3] & TMFA_NOSIDES) ffloorflags &= ~FOF_RENDERSIDES; if (lines[i].args[3] & TMFA_INSIDES) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_BOTHPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_ALLSIDES; } if (lines[i].args[3] & TMFA_ONLYINSIDES) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_INVERTPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_INVERTSIDES; } if (lines[i].args[3] & TMFA_NOSHADE) ffloorflags |= FOF_NOSHADE; if (lines[i].args[3] & TMFA_SPLAT) ffloorflags |= FOF_SPLAT; //Tangibility settings if (lines[i].args[4] & TMFT_INTANGIBLETOP) ffloorflags |= FOF_REVERSEPLATFORM; if (lines[i].args[4] & TMFT_INTANGIBLEBOTTOM) ffloorflags |= FOF_PLATFORM; if (lines[i].args[4] & TMFT_DONTBLOCKPLAYER) ffloorflags &= ~FOF_BLOCKPLAYER; if (lines[i].args[4] & TMFT_DONTBLOCKOTHERS) ffloorflags &= ~FOF_BLOCKOTHERS; //Cutting options if (ffloorflags & FOF_RENDERALL) { //If inside is visible from the outside, cut inner walls if (lines[i].args[1] < 255 || (lines[i].args[3] & TMFA_SPLAT)) ffloorflags |= FOF_CUTEXTRA|FOF_EXTRA; else if (!(lines[i].args[4] & TMFT_VISIBLEFROMINSIDE)) ffloorflags |= FOF_CUTLEVEL; } P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); P_AddRaiseThinker(lines[i].frontsector, lines[i].args[0], lines[i].args[5] << FRACBITS, ceilingtop, ceilingbottom, !!(lines[i].args[6] & TMFR_REVERSE), !!(lines[i].args[6] & TMFR_SPINDASH)); break; } case 200: // Light block ffloorflags = FOF_EXISTS|FOF_CUTSPRITES; if (!lines[i].args[1]) ffloorflags |= FOF_DOUBLESHADOW; P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, ffloorflags, secthinkers); break; case 202: // Fog ffloorflags = FOF_EXISTS|FOF_RENDERALL|FOF_FOG|FOF_INVERTPLANES|FOF_INVERTSIDES|FOF_CUTEXTRA|FOF_EXTRA|FOF_DOUBLESHADOW|FOF_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->flags = CMF_FOG; P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, ffloorflags, secthinkers); break; case 220: //Intangible ffloorflags = FOF_EXISTS|FOF_RENDERALL|FOF_CUTEXTRA|FOF_EXTRA|FOF_CUTSPRITES; //Appearance settings if (lines[i].args[3] & TMFA_NOPLANES) ffloorflags &= ~FOF_RENDERPLANES; if (lines[i].args[3] & TMFA_NOSIDES) ffloorflags &= ~FOF_RENDERSIDES; if (!(lines[i].args[3] & TMFA_INSIDES)) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_BOTHPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_ALLSIDES; } if (lines[i].args[3] & TMFA_ONLYINSIDES) { if (ffloorflags & FOF_RENDERPLANES) ffloorflags |= FOF_INVERTPLANES; if (ffloorflags & FOF_RENDERSIDES) ffloorflags |= FOF_INVERTSIDES; } if (lines[i].args[3] & TMFA_NOSHADE) ffloorflags |= FOF_NOSHADE; if (lines[i].args[3] & TMFA_SPLAT) ffloorflags |= FOF_SPLAT; P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); break; case 223: // FOF (intangible, invisible) - for combining specials in a sector P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, FOF_EXISTS|FOF_NOSHADE, secthinkers); break; case 250: // Mario Block ffloorflags = FOF_EXISTS|FOF_SOLID|FOF_RENDERALL|FOF_CUTLEVEL|FOF_MARIO; if (lines[i].args[1] & TMFM_BRICK) ffloorflags |= FOF_GOOWATER; if (lines[i].args[1] & TMFM_INVISIBLE) ffloorflags &= ~(FOF_SOLID|FOF_RENDERALL|FOF_CUTLEVEL); P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, ffloorflags, secthinkers); break; case 251: // A THWOMP! { UINT16 sound = (lines[i].stringargs[0]) ? get_number(lines[i].stringargs[0]) : sfx_thwomp; P_AddThwompThinker(lines[i].frontsector, &lines[i], lines[i].args[1] << (FRACBITS - 3), lines[i].args[2] << (FRACBITS - 3), sound); P_AddFakeFloorsByLine(i, 0xff, TMB_TRANSLUCENT, FOF_EXISTS|FOF_SOLID|FOF_RENDERALL|FOF_CUTLEVEL, secthinkers); break; } case 254: // Bustable block { UINT8 busttype = BT_REGULAR; ffloorbustflags_e bustflags = 0; ffloorflags = FOF_EXISTS|FOF_BLOCKOTHERS|FOF_RENDERALL|FOF_BUSTUP; //Bustable type switch (lines[i].args[3]) { case TMFB_TOUCH: busttype = BT_TOUCH; break; case TMFB_SPIN: busttype = BT_SPINBUST; break; case TMFB_REGULAR: busttype = BT_REGULAR; break; case TMFB_STRONG: busttype = BT_STRONG; break; } //Flags if (lines[i].args[4] & TMFB_PUSHABLES) bustflags |= FB_PUSHABLES; if (lines[i].args[4] & TMFB_EXECUTOR) bustflags |= FB_EXECUTOR; if (lines[i].args[4] & TMFB_ONLYBOTTOM) bustflags |= FB_ONLYBOTTOM; if (lines[i].args[4] & TMFB_SPLAT) ffloorflags |= FOF_SPLAT; if (busttype != BT_TOUCH || bustflags & FB_ONLYBOTTOM) ffloorflags |= FOF_BLOCKPLAYER; TAG_ITER_SECTORS(lines[i].args[0], s) { ffloor_t *fflr = P_AddFakeFloor(§ors[s], lines[i].frontsector, lines + i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); if (!fflr) continue; fflr->bustflags = bustflags; fflr->busttype = busttype; fflr->busttag = lines[i].args[5]; } break; } case 257: // Quicksand ffloorflags = FOF_EXISTS|FOF_QUICKSAND|FOF_RENDERALL|FOF_ALLSIDES|FOF_CUTSPRITES; if (!(lines[i].args[1])) ffloorflags |= FOF_RIPPLE; TAG_ITER_SECTORS(lines[i].args[0], s) { ffloor_t *fflr = P_AddFakeFloor(§ors[s], lines[i].frontsector, lines + i, 0xff, TMB_TRANSLUCENT, ffloorflags, secthinkers); if (!fflr) continue; fflr->sinkspeed = abs(lines[i].args[2]) << (FRACBITS - 1); fflr->friction = abs(lines[i].args[3]) << (FRACBITS - 6); } break; case 258: // Laser block ffloorflags = FOF_EXISTS|FOF_RENDERALL|FOF_NOSHADE|FOF_EXTRA|FOF_CUTEXTRA|FOF_TRANSLUCENT; P_AddLaserThinker(lines[i].args[0], lines + i, !!(lines[i].args[3] & TMFL_NOBOSSES)); if (lines[i].args[3] & TMFL_SPLAT) ffloorflags |= FOF_SPLAT; P_AddFakeFloorsByLine(i, lines[i].args[1], lines[i].args[2], ffloorflags, secthinkers); break; case 259: // Custom FOF TAG_ITER_SECTORS(lines[i].args[0], s) { ffloor_t *fflr = P_AddFakeFloor(§ors[s], lines[i].frontsector, lines + i, lines[i].args[1], lines[i].args[2], lines[i].args[3], secthinkers); if (!fflr) continue; if (!udmf) // Ugly backwards compatibility stuff { if (lines[i].args[3] & FOF_QUICKSAND) { fflr->sinkspeed = abs(lines[i].dx) >> 1; fflr->friction = abs(lines[i].dy) >> 6; } if (lines[i].args[3] & FOF_BUSTUP) { switch (lines[i].args[4] % TMFB_ONLYBOTTOM) { case TMFB_TOUCH: fflr->busttype = BT_TOUCH; break; case TMFB_SPIN: fflr->busttype = BT_SPINBUST; break; case TMFB_REGULAR: fflr->busttype = BT_REGULAR; break; case TMFB_STRONG: fflr->busttype = BT_STRONG; break; } if (lines[i].args[4] & TMFB_ONLYBOTTOM) fflr->bustflags |= FB_ONLYBOTTOM; if (lines[i].flags & ML_MIDSOLID) fflr->bustflags |= FB_PUSHABLES; if (lines[i].flags & ML_WRAPMIDTEX) { fflr->bustflags |= FB_EXECUTOR; fflr->busttag = P_AproxDistance(lines[i].dx, lines[i].dy) >> FRACBITS; } } } } break; case 300: // Trigger linedef executor case 303: // Count rings case 305: // Character ability case 314: // Pushable linedef executors (count # of pushables) case 317: // Condition set trigger case 319: // Unlockable trigger case 331: // Player skin case 334: // Object dye case 337: // Emerald check case 343: // Gravity check if (lines[i].args[0] > TMT_EACHTIMEMASK) P_AddEachTimeThinker(&lines[i], lines[i].args[0] == TMT_EACHTIMEENTERANDEXIT); break; case 308: // Race-only linedef executor. Triggers once. if (!P_CheckGametypeRules(lines[i].args[2], (UINT32)lines[i].args[1])) { lines[i].special = 0; break; } if (lines[i].args[0] > TMT_EACHTIMEMASK) P_AddEachTimeThinker(&lines[i], lines[i].args[0] == TMT_EACHTIMEENTERANDEXIT); break; // Linedef executor triggers for CTF teams. case 309: if (!(gametyperules & GTR_TEAMFLAGS)) { lines[i].special = 0; break; } if (lines[i].args[0] > TMT_EACHTIMEMASK) P_AddEachTimeThinker(&lines[i], lines[i].args[0] == TMT_EACHTIMEENTERANDEXIT); break; // No More Enemies Linedef Exec case 313: P_AddNoEnemiesThinker(&lines[i]); break; // Trigger on X calls case 321: lines[i].callcount = (lines[i].args[2] && lines[i].args[3] > 0) ? lines[i].args[3] : lines[i].args[1]; // optional "starting" count if (lines[i].args[0] > TMXT_EACHTIMEMASK) // Each time P_AddEachTimeThinker(&lines[i], lines[i].args[0] == TMXT_EACHTIMEENTERANDEXIT); break; case 449: // Enable bosses with parameter { INT32 bossid = lines[i].args[0]; if (bossid & ~15) // if any bits other than first 16 are set { CONS_Alert(CONS_WARNING, M_GetText("Boss enable linedef has an invalid boss ID (%d).\nConsider changing it or removing it entirely.\n"), bossid); break; } if (!(lines[i].args[1])) { bossdisabled |= (1<extra_colormap; else { INT32 sourcesec = Tag_Iterate_Sectors(lines[i].args[1], 0); if (sourcesec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 606: Can't find sector with source colormap (tag %d)!\n", lines[i].args[1]); return; } exc = sectors[sourcesec].extra_colormap; } } sectors[s].extra_colormap = sectors[s].spawn_extra_colormap = exc; } break; default: break; } } // And another round, this time with all FOFs already created for (i = 0; i < numlines; i++) { switch (lines[i].special) { INT32 s; INT32 l; case 74: // Make FOF bustable { UINT8 busttype = BT_REGULAR; ffloorbustflags_e bustflags = 0; if (!udmf) break; switch (lines[i].args[1]) { case TMFB_TOUCH: busttype = BT_TOUCH; break; case TMFB_SPIN: busttype = BT_SPINBUST; break; case TMFB_REGULAR: busttype = BT_REGULAR; break; case TMFB_STRONG: busttype = BT_STRONG; break; } if (lines[i].args[2] & TMFB_PUSHABLES) bustflags |= FB_PUSHABLES; if (lines[i].args[2] & TMFB_EXECUTOR) bustflags |= FB_EXECUTOR; if (lines[i].args[2] & TMFB_ONLYBOTTOM) bustflags |= FB_ONLYBOTTOM; TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; TAG_ITER_SECTORS(lines[l].args[0], s) { ffloor_t *rover; for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != lines + l) continue; rover->fofflags |= FOF_BUSTUP; rover->spawnflags |= FOF_BUSTUP; rover->bustflags = bustflags; rover->busttype = busttype; rover->busttag = lines[i].args[3]; CheckForBustableBlocks = true; break; } } } break; } case 75: // Make FOF quicksand { if (!udmf) break; TAG_ITER_LINES(lines[i].args[0], l) { if (lines[l].special < 100 || lines[l].special >= 300) continue; TAG_ITER_SECTORS(lines[l].args[0], s) { ffloor_t *rover; for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != lines + l) continue; rover->fofflags |= FOF_QUICKSAND; rover->spawnflags |= FOF_QUICKSAND; rover->sinkspeed = abs(lines[i].args[1]) << (FRACBITS - 1); rover->friction = abs(lines[i].args[2]) << (FRACBITS - 6); CheckForQuicksand = true; break; } } } break; } case 76: // Make FOF bouncy { if (udmf) { TAG_ITER_LINES(lines[i].args[0], l) P_MakeFOFBouncy(lines + i, lines + l); } else { TAG_ITER_SECTORS(lines[i].args[0], s) for (j = 0; (unsigned)j < sectors[s].linecount; j++) P_MakeFOFBouncy(lines + i, sectors[s].lines[j]); } break; } } } // Allocate each list for (i = 0; i < numsectors; i++) if(secthinkers[i].thinkers) Z_Free(secthinkers[i].thinkers); Z_Free(secthinkers); // haleyjd 02/20/06: spawn polyobjects Polyobj_InitLevel(); for (i = 0; i < numlines; i++) { switch (lines[i].special) { case 30: // Polyobj_Flag PolyFlag(&lines[i]); break; case 31: // Polyobj_Displace PolyDisplace(&lines[i]); break; case 32: // Polyobj_RotDisplace PolyRotDisplace(&lines[i]); break; } } // Copy portals for (i = 0; i < numlines; i++) { if (lines[i].special != SPECIAL_SECTOR_SETPORTAL) continue; int portal_type = lines[i].args[1]; if (portal_type != TMSECPORTAL_COPIED) continue; int target_sector_tag = lines[i].args[0]; int plane_type = lines[i].args[2]; int tag_to_copy = lines[i].args[3]; if (plane_type == 3) plane_type = TMP_BOTH; if (target_sector_tag == 0) P_DoPortalCopyFromLine(lines[i].frontsector, plane_type, tag_to_copy); else { INT32 s1 = -1; TAG_ITER_SECTORS(target_sector_tag, s1) P_DoPortalCopyFromLine(§ors[s1], plane_type, tag_to_copy); } } if (!fromnetsave) P_RunLevelLoadExecutors(); } /** Adds 3Dfloors as appropriate based on a common control linedef. * * \param line Control linedef to use. * \param alpha Alpha value (0-255). * \param blendmode Blending mode. * \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, INT32 alpha, UINT8 blendmode, ffloortype_e ffloorflags, thinkerlist_t *secthinkers) { INT32 s; mtag_t tag = lines[line].args[0]; size_t sec = sides[*lines[line].sidenum].sector-sectors; line_t* li = lines + line; TAG_ITER_SECTORS(tag, s) P_AddFakeFloor(§ors[s], §ors[sec], li, alpha, blendmode, 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; ffloor_t *rover; 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->floorxoffset += dx; sec->flooryoffset += dy; break; case sc_ceiling: // scroll ceiling texture sec = sectors + s->affectee; sec->ceilingxoffset += dx; sec->ceilingyoffset += 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; TAG_ITER_SECTORS(line->args[0], sect) { sector_t *psec; psec = sectors + sect; // Find the FOF corresponding to the control linedef for (rover = psec->ffloors; rover; rover = rover->next) { if (rover->master == sec->lines[i]) break; } if (!rover) // This should be impossible, but don't complain if it is the case somehow continue; if (!(rover->fofflags & FOF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there continue; 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; TAG_ITER_SECTORS(line->args[0], sect) { sector_t *psec; psec = sectors + sect; // Find the FOF corresponding to the control linedef for (rover = psec->ffloors; rover; rover = rover->next) { if (rover->master == sec->lines[i]) break; } if (!rover) // This should be impossible, but don't complain if it is the case somehow continue; if (!(rover->fofflags & FOF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there continue; 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 } static boolean IsSector3DBlock(sector_t* sec) { size_t i; for (i = 0; i < sec->linecount; i++) { if (sec->lines[i]->special >= 100 && sec->lines[i]->special < 300) return true; } return false; } /** 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; s->control = control; if (s->control != -1) s->last_height = sectors[control].floorheight + sectors[control].ceilingheight; s->affectee = affectee; if (type == sc_carry || type == sc_carry_ceiling) { sectors[affectee].specialflags |= SSF_CONVEYOR; if (IsSector3DBlock(§ors[affectee])) { if (type == sc_carry) sectors[affectee].flags |= MSF_FLIPSPECIAL_CEILING; else sectors[affectee].flags |= MSF_FLIPSPECIAL_FLOOR; } } P_AddThinker(THINK_MAIN, &s->thinker); // interpolation switch (type) { case sc_side: R_CreateInterpolator_SideScroll(&s->thinker, &sides[affectee]); break; case sc_floor: R_CreateInterpolator_SectorScroll(&s->thinker, §ors[affectee], false); break; case sc_ceiling: R_CreateInterpolator_SectorScroll(&s->thinker, §ors[affectee], true); break; default: break; } } static void P_SpawnPlaneScroller(line_t *l, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive) { if (l->args[1] != TMP_CEILING) { if (l->args[2] != TMS_SCROLLONLY) Add_Scroller(sc_carry, FixedMul(dx, CARRYFACTOR), FixedMul(dy, CARRYFACTOR), control, affectee, accel, exclusive); if (l->args[2] != TMS_CARRYONLY) Add_Scroller(sc_floor, -dx, dy, control, affectee, accel, exclusive); } if (l->args[1] != TMP_FLOOR) { if (l->args[2] != TMS_SCROLLONLY) Add_Scroller(sc_carry_ceiling, FixedMul(dx, CARRYFACTOR), FixedMul(dy, CARRYFACTOR), control, affectee, accel, exclusive); if (l->args[2] != TMS_CARRYONLY) Add_Scroller(sc_ceiling, -dx, dy, control, affectee, accel, exclusive); } } /** 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++) { INT32 control = -1, accel = 0; // no control sector or acceleration if (l->special == 502 || l->special == 510) { if ((l->args[4] & TMST_TYPEMASK) != TMST_REGULAR) control = (INT32)(sides[*l->sidenum].sector - sectors); if ((l->args[4] & TMST_TYPEMASK) == TMST_ACCELERATIVE) accel = 1; } switch (l->special) { register INT32 s; case 510: // plane scroller { fixed_t length = R_PointToDist2(l->v2->x, l->v2->y, l->v1->x, l->v1->y); fixed_t speed = l->args[3] << FRACBITS; fixed_t dx = FixedMul(FixedDiv(l->dx, length), speed) >> SCROLL_SHIFT; fixed_t dy = FixedMul(FixedDiv(l->dy, length), speed) >> SCROLL_SHIFT; if (l->args[0] == 0) P_SpawnPlaneScroller(l, dx, dy, control, (INT32)(l->frontsector - sectors), accel, !(l->args[4] & TMST_NONEXCLUSIVE)); else { TAG_ITER_SECTORS(l->args[0], s) P_SpawnPlaneScroller(l, dx, dy, control, s, accel, !(l->args[4] & TMST_NONEXCLUSIVE)); } break; } // scroll wall according to linedef // (same direction and speed as scrolling floors) case 502: { TAG_ITER_LINES(l->args[0], s) if (s != (INT32)i) { if (l->args[1] != TMSD_BACK) Add_Scroller(sc_side, l->args[2] << (FRACBITS - SCROLL_SHIFT), l->args[3] << (FRACBITS - SCROLL_SHIFT), control, lines[s].sidenum[0], accel, 0); if (l->args[1] != TMSD_FRONT && lines[s].sidenum[1] != NO_SIDEDEF) Add_Scroller(sc_side, l->args[2] << (FRACBITS - SCROLL_SHIFT), l->args[3] << (FRACBITS - SCROLL_SHIFT), control, lines[s].sidenum[1], accel, 0); } break; } case 500: if (l->args[0] != TMSD_BACK) Add_Scroller(sc_side, -l->args[1] << FRACBITS, l->args[2] << FRACBITS, -1, l->sidenum[0], accel, 0); if (l->args[0] != TMSD_FRONT) { if (l->sidenum[1] != NO_SIDEDEF) Add_Scroller(sc_side, -l->args[1] << FRACBITS, l->args[2] << FRACBITS, -1, l->sidenum[1], accel, 0); else CONS_Debug(DBG_GAMELOGIC, "Line special 500 (line #%s) missing back side!\n", sizeu1(i)); } 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(THINK_MAIN, &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; mtag_t afftag = lines[d->affectee].args[0]; TAG_ITER_SECTORS(afftag, s) { for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != &lines[d->affectee]) continue; if (d->exists) rover->fofflags &= ~FOF_EXISTS; else { rover->fofflags |= FOF_EXISTS; if (!(lines[d->sourceline].args[5])) { sectors[s].soundorg.z = P_GetFFloorTopZAt(rover, sectors[s].soundorg.x, sectors[s].soundorg.y); S_StartSound(§ors[s].soundorg, sfx_appear); } } } sectors[s].moved = true; P_RecalcPrecipInSector(§ors[s]); } if (d->exists) { d->timer = d->disappeartime; d->exists = false; } else { d->timer = d->appeartime; d->exists = true; } } } /** Removes fadingdata from FOF control sector * * \param line line to search for target faders * \param data pointer to set new fadingdata to. Can be NULL to erase. */ static void P_ResetFakeFloorFader(ffloor_t *rover, fade_t *data, boolean finalize) { fade_t *fadingdata = (fade_t *)rover->fadingdata; // find any existing thinkers and remove them, then replace with new data if (fadingdata != data) { if (fadingdata) { if (finalize) P_FadeFakeFloor(rover, fadingdata->sourcevalue, fadingdata->alpha >= fadingdata->destvalue ? fadingdata->alpha - 1 : // trigger fade-out finish fadingdata->alpha + 1, // trigger fade-in finish 0, fadingdata->ticbased, &fadingdata->timer, fadingdata->doexists, fadingdata->dotranslucent, fadingdata->dolighting, fadingdata->docolormap, fadingdata->docollision, fadingdata->doghostfade, fadingdata->exactalpha); rover->alpha = fadingdata->alpha; if (fadingdata->dolighting) P_RemoveLighting(§ors[rover->secnum]); if (fadingdata->docolormap) P_ResetColormapFader(§ors[rover->secnum]); P_RemoveThinker(&fadingdata->thinker); } rover->fadingdata = data; } } static boolean P_FadeFakeFloor(ffloor_t *rover, INT16 sourcevalue, INT16 destvalue, INT16 speed, boolean ticbased, INT32 *timer, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha) { boolean stillfading = false; INT32 alpha; fade_t *fadingdata = (fade_t *)rover->fadingdata; (void)docolormap; // *shrug* maybe we can use this in the future. For now, let's be consistent with our other function params if (rover->master->special == 258) // Laser block return false; // If fading an invisible FOF whose render flags we did not yet set, initialize its alpha to 1 if (dotranslucent && (rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->fofflags & FOF_FOG) && // do not include fog !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES) && !(rover->fofflags & FOF_RENDERALL)) rover->alpha = 0; if (fadingdata) alpha = fadingdata->alpha; else alpha = rover->alpha; // routines specific to fade in and fade out if (!ticbased && alpha == destvalue) return stillfading; else if (alpha > destvalue) // fade out { // finish fading out if (speed < 1 || (!ticbased && alpha - speed <= destvalue + speed) || (ticbased && (--(*timer) <= 0 || alpha <= destvalue))) { alpha = destvalue; if (docollision) { if (rover->spawnflags & FOF_SOLID) rover->fofflags &= ~FOF_SOLID; if (rover->spawnflags & FOF_SWIMMABLE) rover->fofflags &= ~FOF_SWIMMABLE; if (rover->spawnflags & FOF_QUICKSAND) rover->fofflags &= ~FOF_QUICKSAND; if (rover->spawnflags & FOF_BUSTUP) rover->fofflags &= ~FOF_BUSTUP; if (rover->spawnflags & FOF_MARIO) rover->fofflags &= ~FOF_MARIO; } } else // continue fading out { if (!ticbased) alpha -= speed; else { INT16 delta = abs(destvalue - sourcevalue); fixed_t factor = min(FixedDiv(speed - (*timer), speed), 1*FRACUNIT); alpha = max(min(alpha, sourcevalue - (INT16)FixedMul(delta, factor)), destvalue); } stillfading = true; } } else // fade in { // finish fading in if (speed < 1 || (!ticbased && alpha + speed >= destvalue - speed) || (ticbased && (--(*timer) <= 0 || alpha >= destvalue))) { alpha = destvalue; if (docollision) { if (rover->spawnflags & FOF_SOLID) rover->fofflags |= FOF_SOLID; if (rover->spawnflags & FOF_SWIMMABLE) rover->fofflags |= FOF_SWIMMABLE; if (rover->spawnflags & FOF_QUICKSAND) rover->fofflags |= FOF_QUICKSAND; if (rover->spawnflags & FOF_BUSTUP) rover->fofflags |= FOF_BUSTUP; if (rover->spawnflags & FOF_MARIO) rover->fofflags |= FOF_MARIO; } } else // continue fading in { if (!ticbased) alpha += speed; else { INT16 delta = abs(destvalue - sourcevalue); fixed_t factor = min(FixedDiv(speed - (*timer), speed), 1*FRACUNIT); alpha = min(max(alpha, sourcevalue + (INT16)FixedMul(delta, factor)), destvalue); } stillfading = true; } } // routines common to both fade in and fade out if (!stillfading) { if (doexists && !(rover->spawnflags & FOF_BUSTUP)) { if (alpha <= 0) rover->fofflags &= ~FOF_EXISTS; else rover->fofflags |= FOF_EXISTS; // Re-render lighting at end of fade if (dolighting && !(rover->spawnflags & FOF_NOSHADE) && !(rover->fofflags & FOF_EXISTS)) rover->target->moved = true; } if (dotranslucent && !(rover->fofflags & FOF_FOG)) { if (alpha >= 255) { if (!(rover->fofflags & FOF_CUTSOLIDS) && (rover->spawnflags & FOF_CUTSOLIDS)) { rover->fofflags |= FOF_CUTSOLIDS; rover->target->moved = true; } rover->fofflags &= ~FOF_TRANSLUCENT; } else { rover->fofflags |= FOF_TRANSLUCENT; if ((rover->fofflags & FOF_CUTSOLIDS) && (rover->spawnflags & FOF_CUTSOLIDS)) { rover->fofflags &= ~FOF_CUTSOLIDS; rover->target->moved = true; } } if ((rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES)) { if (rover->alpha > 1) rover->fofflags |= FOF_RENDERALL; else rover->fofflags &= ~FOF_RENDERALL; } } } else { if (doexists && !(rover->spawnflags & FOF_BUSTUP)) { // Re-render lighting if we haven't yet set FOF_EXISTS (beginning of fade) if (dolighting && !(rover->spawnflags & FOF_NOSHADE) && !(rover->fofflags & FOF_EXISTS)) rover->target->moved = true; rover->fofflags |= FOF_EXISTS; } if (dotranslucent && !(rover->fofflags & FOF_FOG)) { rover->fofflags |= FOF_TRANSLUCENT; if ((rover->fofflags & FOF_CUTSOLIDS) && (rover->spawnflags & FOF_CUTSOLIDS)) { rover->fofflags &= ~FOF_CUTSOLIDS; rover->target->moved = true; } if ((rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES)) rover->fofflags |= FOF_RENDERALL; } if (docollision) { if (doghostfade) // remove collision flags during fade { if (rover->spawnflags & FOF_SOLID) rover->fofflags &= ~FOF_SOLID; if (rover->spawnflags & FOF_SWIMMABLE) rover->fofflags &= ~FOF_SWIMMABLE; if (rover->spawnflags & FOF_QUICKSAND) rover->fofflags &= ~FOF_QUICKSAND; if (rover->spawnflags & FOF_BUSTUP) rover->fofflags &= ~FOF_BUSTUP; if (rover->spawnflags & FOF_MARIO) rover->fofflags &= ~FOF_MARIO; } else // keep collision during fade { if (rover->spawnflags & FOF_SOLID) rover->fofflags |= FOF_SOLID; if (rover->spawnflags & FOF_SWIMMABLE) rover->fofflags |= FOF_SWIMMABLE; if (rover->spawnflags & FOF_QUICKSAND) rover->fofflags |= FOF_QUICKSAND; if (rover->spawnflags & FOF_BUSTUP) rover->fofflags |= FOF_BUSTUP; if (rover->spawnflags & FOF_MARIO) rover->fofflags |= FOF_MARIO; } } } if (!(rover->fofflags & FOF_FOG)) // don't set FOG alpha { if (!stillfading || exactalpha) rover->alpha = alpha; else // clamp fadingdata->alpha to software's alpha levels { if (alpha < 12) rover->alpha = destvalue < 12 ? destvalue : 0; // Don't even draw it else if (alpha < 38) rover->alpha = destvalue >= 12 && destvalue < 38 ? destvalue : 25; else if (alpha < 64) rover->alpha = destvalue >= 38 && destvalue < 64 ? destvalue : 51; else if (alpha < 89) rover->alpha = destvalue >= 64 && destvalue < 89 ? destvalue : 76; else if (alpha < 115) rover->alpha = destvalue >= 89 && destvalue < 115 ? destvalue : 102; else if (alpha < 140) rover->alpha = destvalue >= 115 && destvalue < 140 ? destvalue : 128; else if (alpha < 166) rover->alpha = destvalue >= 140 && destvalue < 166 ? destvalue : 154; else if (alpha < 192) rover->alpha = destvalue >= 166 && destvalue < 192 ? destvalue : 179; else if (alpha < 217) rover->alpha = destvalue >= 192 && destvalue < 217 ? destvalue : 204; else if (alpha < 243) rover->alpha = destvalue >= 217 && destvalue < 243 ? destvalue : 230; else // Opaque rover->alpha = destvalue >= 243 ? destvalue : 255; } } if (fadingdata) fadingdata->alpha = alpha; return stillfading; } /** Adds fake floor fader thinker. * * \param destvalue transparency value to fade to * \param speed speed to fade by * \param ticbased tic-based logic, speed = duration * \param relative Destvalue is relative to rover->alpha * \param doexists handle FOF_EXISTS * \param dotranslucent handle FOF_TRANSLUCENT * \param dolighting fade FOF light * \param docollision handle interactive flags * \param doghostfade no interactive flags during fading * \param exactalpha use exact alpha values (opengl) */ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloornum, INT16 destvalue, INT16 speed, boolean ticbased, boolean relative, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha) { fade_t *d; // If fading an invisible FOF whose render flags we did not yet set, initialize its alpha to 1 if (dotranslucent && (rover->spawnflags & FOF_NOSHADE) && // do not include light blocks, which don't set FOF_NOSHADE !(rover->spawnflags & FOF_RENDERSIDES) && !(rover->spawnflags & FOF_RENDERPLANES) && !(rover->fofflags & FOF_RENDERALL)) rover->alpha = 0; // already equal, nothing to do if (rover->alpha == max(0, min(255, relative ? rover->alpha + destvalue : destvalue))) return; d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_Fade; d->rover = rover; d->sectornum = (UINT32)sectornum; d->ffloornum = (UINT32)ffloornum; d->alpha = d->sourcevalue = rover->alpha; d->destvalue = max(0, min(255, relative ? rover->alpha + destvalue : destvalue)); // rover->alpha is 0-255 if (ticbased) { d->ticbased = true; d->timer = d->speed = abs(speed); // use d->speed as total duration } else { d->ticbased = false; d->speed = max(1, speed); // minimum speed 1/tic // if speed < 1, alpha is set immediately in thinker d->timer = -1; } d->doexists = doexists; d->dotranslucent = dotranslucent; d->dolighting = dolighting; d->docolormap = docolormap; d->docollision = docollision; d->doghostfade = doghostfade; d->exactalpha = exactalpha; // find any existing thinkers and remove them, then replace with new data P_ResetFakeFloorFader(rover, d, false); // Set a separate thinker for shadow fading if (dolighting && !(rover->fofflags & FOF_NOSHADE)) { UINT16 lightdelta = abs(sectors[rover->secnum].spawn_lightlevel - rover->target->lightlevel); fixed_t alphapercent = min(FixedDiv(d->destvalue, rover->spawnalpha), 1*FRACUNIT); // don't make darker than spawn_lightlevel fixed_t adjustedlightdelta = FixedMul(lightdelta, alphapercent); if (rover->target->lightlevel >= sectors[rover->secnum].spawn_lightlevel) // fading out, get lighter d->destlightlevel = rover->target->lightlevel - adjustedlightdelta; else // fading in, get darker d->destlightlevel = rover->target->lightlevel + adjustedlightdelta; P_FadeLightBySector(§ors[rover->secnum], d->destlightlevel, ticbased ? d->timer : FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT, true); } else d->destlightlevel = -1; // Set a separate thinker for colormap fading if (docolormap && !(rover->fofflags & FOF_NOSHADE) && sectors[rover->secnum].spawn_extra_colormap && !sectors[rover->secnum].colormap_protected) { extracolormap_t *dest_exc, *source_exc = sectors[rover->secnum].extra_colormap ? sectors[rover->secnum].extra_colormap : R_GetDefaultColormap(); INT32 colordelta = R_GetRgbaA(sectors[rover->secnum].spawn_extra_colormap->rgba); // alpha is from 0 fixed_t alphapercent = min(FixedDiv(d->destvalue, rover->spawnalpha), 1*FRACUNIT); // don't make darker than spawn_lightlevel fixed_t adjustedcolordelta = FixedMul(colordelta, alphapercent); INT32 coloralpha; coloralpha = adjustedcolordelta; dest_exc = R_CopyColormap(sectors[rover->secnum].spawn_extra_colormap, false); dest_exc->rgba = R_GetRgbaRGB(dest_exc->rgba) + R_PutRgbaA(coloralpha); if (!(d->dest_exc = R_GetColormapFromList(dest_exc))) { dest_exc->colormap = R_CreateLightTable(dest_exc); R_AddColormapToList(dest_exc); d->dest_exc = dest_exc; } else Z_Free(dest_exc); // If fading from 0, set source_exc rgb same to dest_exc if (!R_CheckDefaultColormap(d->dest_exc, true, false, false) && R_CheckDefaultColormap(source_exc, true, false, false)) { extracolormap_t *exc = R_CopyColormap(source_exc, false); exc->rgba = R_GetRgbaRGB(d->dest_exc->rgba) + R_PutRgbaA(R_GetRgbaA(source_exc->rgba)); exc->fadergba = R_GetRgbaRGB(d->dest_exc->rgba) + R_PutRgbaA(R_GetRgbaA(source_exc->fadergba)); if (!(source_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); source_exc = exc; } else Z_Free(exc); } Add_ColormapFader(§ors[rover->secnum], source_exc, d->dest_exc, true, ticbased ? d->timer : FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT); } P_AddThinker(THINK_MAIN, &d->thinker); } /** Makes a FOF fade * * \param d Fade thinker. * \sa P_AddFakeFloorFader */ void T_Fade(fade_t *d) { if (d->rover && !P_FadeFakeFloor(d->rover, d->sourcevalue, d->destvalue, d->speed, d->ticbased, &d->timer, d->doexists, d->dotranslucent, d->dolighting, d->docolormap, d->docollision, d->doghostfade, d->exactalpha)) { // Finalize lighting, copypasta from P_AddFakeFloorFader if (d->dolighting && !(d->rover->fofflags & FOF_NOSHADE) && d->destlightlevel > -1) sectors[d->rover->secnum].lightlevel = d->destlightlevel; // Finalize colormap if (d->docolormap && !(d->rover->fofflags & FOF_NOSHADE) && sectors[d->rover->secnum].spawn_extra_colormap) sectors[d->rover->secnum].extra_colormap = d->dest_exc; P_RemoveFakeFloorFader(d->rover); } } static void P_ResetColormapFader(sector_t *sector) { if (sector->fadecolormapdata) { // The thinker is the first member in all the action structs, // so just let the thinker get freed, and that will free the whole // structure. P_RemoveThinker(&((thinkerdata_t *)sector->fadecolormapdata)->thinker); sector->fadecolormapdata = NULL; } } static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, extracolormap_t *dest_exc, boolean ticbased, INT32 duration) { fadecolormap_t *d; P_ResetColormapFader(sector); // nothing to do, set immediately if (!duration || R_CheckEqualColormaps(source_exc, dest_exc, true, true, true)) { sector->extra_colormap = dest_exc; return; } d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_FadeColormap; d->sector = sector; d->source_exc = source_exc; d->dest_exc = dest_exc; if (ticbased) { d->ticbased = true; d->duration = d->timer = duration; } else { d->ticbased = false; d->timer = 256; d->duration = duration; // use as speed } sector->fadecolormapdata = d; P_AddThinker(THINK_MAIN, &d->thinker); } void T_FadeColormap(fadecolormap_t *d) { if ((d->ticbased && --d->timer <= 0) || (!d->ticbased && (d->timer -= d->duration) <= 0)) // d->duration used as speed decrement { d->sector->extra_colormap = d->dest_exc; P_ResetColormapFader(d->sector); } else { extracolormap_t *exc; INT32 duration = d->ticbased ? d->duration : 256; fixed_t factor = min(FixedDiv(duration - d->timer, duration), 1*FRACUNIT); INT16 cr, cg, cb, ca, fadestart, fadeend, flags; INT32 rgba, fadergba; // NULL failsafes (or intentionally set to signify default) if (!d->sector->extra_colormap) d->sector->extra_colormap = R_GetDefaultColormap(); if (!d->source_exc) d->source_exc = R_GetDefaultColormap(); if (!d->dest_exc) d->dest_exc = R_GetDefaultColormap(); // For each var (rgba + fadergba + params = 11 vars), we apply // percentage fading: currentval = sourceval + (delta * percent of duration elapsed) // delta is negative when fading out (destval is lower) // max/min are used to ensure progressive calcs don't go backwards and to cap values to dest. #define APPLYFADE(dest, src, cur) (\ (dest-src < 0) ? \ max(\ min(cur,\ src + (INT16)FixedMul(dest-src, factor)),\ dest)\ : (dest-src > 0) ? \ min(\ max(cur,\ src + (INT16)FixedMul(dest-src, factor)),\ dest)\ : \ dest\ ) cr = APPLYFADE(R_GetRgbaR(d->dest_exc->rgba), R_GetRgbaR(d->source_exc->rgba), R_GetRgbaR(d->sector->extra_colormap->rgba)); cg = APPLYFADE(R_GetRgbaG(d->dest_exc->rgba), R_GetRgbaG(d->source_exc->rgba), R_GetRgbaG(d->sector->extra_colormap->rgba)); cb = APPLYFADE(R_GetRgbaB(d->dest_exc->rgba), R_GetRgbaB(d->source_exc->rgba), R_GetRgbaB(d->sector->extra_colormap->rgba)); ca = APPLYFADE(R_GetRgbaA(d->dest_exc->rgba), R_GetRgbaA(d->source_exc->rgba), R_GetRgbaA(d->sector->extra_colormap->rgba)); rgba = R_PutRgbaRGBA(cr, cg, cb, ca); cr = APPLYFADE(R_GetRgbaR(d->dest_exc->fadergba), R_GetRgbaR(d->source_exc->fadergba), R_GetRgbaR(d->sector->extra_colormap->fadergba)); cg = APPLYFADE(R_GetRgbaG(d->dest_exc->fadergba), R_GetRgbaG(d->source_exc->fadergba), R_GetRgbaG(d->sector->extra_colormap->fadergba)); cb = APPLYFADE(R_GetRgbaB(d->dest_exc->fadergba), R_GetRgbaB(d->source_exc->fadergba), R_GetRgbaB(d->sector->extra_colormap->fadergba)); ca = APPLYFADE(R_GetRgbaA(d->dest_exc->fadergba), R_GetRgbaA(d->source_exc->fadergba), R_GetRgbaA(d->sector->extra_colormap->fadergba)); fadergba = R_PutRgbaRGBA(cr, cg, cb, ca); fadestart = APPLYFADE(d->dest_exc->fadestart, d->source_exc->fadestart, d->sector->extra_colormap->fadestart); fadeend = APPLYFADE(d->dest_exc->fadeend, d->source_exc->fadeend, d->sector->extra_colormap->fadeend); flags = abs(factor) > FRACUNIT/2 ? d->dest_exc->flags : d->source_exc->flags; // set new flags halfway through fade #undef APPLYFADE ////////////////// // setup new colormap ////////////////// if (!(d->sector->extra_colormap = R_GetColormapFromListByValues(rgba, fadergba, fadestart, fadeend, flags))) { exc = R_CreateDefaultColormap(false); exc->fadestart = fadestart; exc->fadeend = fadeend; exc->flags = flags; exc->rgba = rgba; exc->fadergba = fadergba; exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); d->sector->extra_colormap = exc; } } } /* 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(THINK_MAIN, &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; sector_t *s = sectors; fixed_t friction; // friction value to be applied during movement INT32 movefactor; // applied to each player move to simulate inertia for (i = 0; i < numsectors; i++, s++) { if (s->friction == ORIG_FRICTION) continue; friction = s->friction; 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; Add_Friction(friction, movefactor, (INT32)(s-sectors), -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 z_mag Z magnitude. * \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, fixed_t z_mag, 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->type = type; p->x_mag = x_mag; p->y_mag = y_mag; p->z_mag = z_mag; p->exclusive = exclusive; p->slider = slider; if (referrer != -1) { p->roverpusher = true; p->referrer = referrer; sectors[referrer].specialflags |= SSF_WINDCURRENT; } else { p->roverpusher = false; sectors[affectee].specialflags |= SSF_WINDCURRENT; } p->affectee = affectee; P_AddThinker(THINK_MAIN, &p->thinker); } /** 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; fixed_t x_mag, y_mag, z_mag; fixed_t xspeed = 0, yspeed = 0, zspeed = 0; boolean inFOF; boolean touching; boolean moved; x_mag = p->x_mag >> PUSH_FACTOR; y_mag = p->y_mag >> PUSH_FACTOR; z_mag = p->z_mag >> PUSH_FACTOR; sec = sectors + p->affectee; if (p->roverpusher) referrer = sectors + p->referrer; // 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. // 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->info->flags & MF_PUSHABLE) && thing->fuse)) && !(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; // Annoying backwards compatibility nonsense: // In binary, horizontal currents require floor touch else if (udmf || p->type != p_current || z_mag != 0) inFOF = true; } if (!touching && !inFOF) // Object is out of range of effect continue; if (inFOF || (p->type == p_current && touching)) { xspeed = x_mag; // full force yspeed = y_mag; zspeed = z_mag; moved = true; } else if (p->type == p_wind && touching) { xspeed = x_mag>>1; // half force yspeed = y_mag>>1; zspeed = z_mag>>1; moved = true; } thing->momx += xspeed; thing->momy += yspeed; thing->momz += zspeed; if (thing->player) { thing->player->cmomx += xspeed; thing->player->cmomy += yspeed; 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, yspeed) >> 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; thing->angle = R_PointToAngle2(0, 0, xspeed, yspeed); if (!demoplayback || P_ControlStyle(thing->player) == CS_LMAOGALOG) { angle_t angle = thing->player->angleturn << 16; if (thing->angle - angle > ANGLE_180) P_SetPlayerAngle(thing->player, angle - (angle - thing->angle) / 8); else P_SetPlayerAngle(thing->player, angle + (thing->angle - angle) / 8); //P_SetPlayerAngle(thing->player, thing->angle); } } if (p->exclusive) thing->eflags |= MFE_PUSHED; } } } /** Spawns pushers. * * \sa P_SpawnSpecials, Add_Pusher */ static void P_SpawnPushers(void) { size_t i; line_t *l = lines; register INT32 s; fixed_t length, hspeed, dx, dy; for (i = 0; i < numlines; i++, l++) { if (l->special != 541) continue; length = R_PointToDist2(l->v2->x, l->v2->y, l->v1->x, l->v1->y); hspeed = l->args[1] << FRACBITS; dx = FixedMul(FixedDiv(l->dx, length), hspeed); dy = FixedMul(FixedDiv(l->dy, length), hspeed); if (l->args[0] == 0) Add_Pusher(l->args[3], dx, dy, l->args[2] << FRACBITS, (INT32)(l->frontsector - sectors), -1, !(l->args[4] & TMPF_NONEXCLUSIVE), !!(l->args[4] & TMPF_SLIDE)); else { TAG_ITER_SECTORS(l->args[0], s) Add_Pusher(l->args[3], dx, dy, l->args[2] << FRACBITS, s, -1, !(l->args[4] & TMPF_NONEXCLUSIVE), !!(l->args[4] & TMPF_SLIDE)); } } }