SRB2/src/p_spec.c
2014-08-26 23:56:30 -04:00

7708 lines
220 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2014 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file p_spec.c
/// \brief Implements special effects:
/// Texture animation, height or lighting changes
/// according to adjacent sectors, respective
/// utility functions, etc.
/// Line Tag handling. Line and Sector triggers.
#include "doomdef.h"
#include "g_game.h"
#include "p_local.h"
#include "p_setup.h" // levelflats for flat animation
#include "r_data.h"
#include "m_random.h"
#include "p_mobj.h"
#include "i_system.h"
#include "s_sound.h"
#include "w_wad.h"
#include "z_zone.h"
#include "r_main.h" //Two extra includes.
#include "r_sky.h"
#include "p_polyobj.h"
#include "hu_stuff.h"
#include "m_misc.h"
#include "m_cond.h" //unlock triggers
#include "lua_hook.h" // LUAh_LinedefExecute
#ifdef HW3SOUND
#include "hardware/hw3sound.h"
#endif
// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
#ifdef _WIN32_WCE
#define AVOID_ERRNO
#else
#include <errno.h>
#endif
mobj_t *skyboxmo[2];
// Amount (dx, dy) vector linedef is shifted right to get scroll amount
#define SCROLL_SHIFT 5
// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
// (This is so scrolling floors and objects on them can move at same speed.)
#define CARRYFACTOR ((3*FRACUNIT)/32)
/** Animated texture descriptor
* This keeps track of an animated texture or an animated flat.
* \sa P_UpdateSpecials, P_InitPicAnims, animdef_t
*/
typedef struct
{
SINT8 istexture; ///< ::true for a texture, ::false for a flat
INT32 picnum; ///< The end flat number
INT32 basepic; ///< The start flat number
INT32 numpics; ///< Number of frames in the animation
tic_t speed; ///< Number of tics for which each frame is shown
} anim_t;
#if defined(_MSC_VER)
#pragma pack(1)
#endif
/** Animated texture definition.
* Used for ::harddefs and for loading an ANIMATED 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;
#if defined(_MSC_VER)
#pragma pack()
#endif
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, mobj_t *source, 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_AddBlockThinker(sector_t *sec, line_t *sourceline);
static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline);
static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo);
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer);
static void P_AddSpikeThinker(sector_t *sec, INT32 referrer);
//SoM: 3/7/2000: New sturcture without limits.
static anim_t *lastanim;
static anim_t *anims = NULL; /// \todo free leak
static size_t maxanims;
//
// P_InitPicAnims
//
/** Hardcoded animation sequences.
* Used if no ANIMATED lump is found in a loaded wad.
*/
static animdef_t harddefs[] =
{
// flat animations.
{false, "LITEY3", "LITEY1", 4},
{false, "FWATER16", "FWATER1", 4},
{false, "BWATER16", "BWATER01", 4},
{false, "LWATER16", "LWATER1", 4},
{false, "WATER7", "WATER0", 4},
{false, "LAVA4", "LAVA1", 8},
{false, "DLAVA4", "DLAVA1", 8},
{false, "RLAVA8", "RLAVA1", 8},
{false, "LITER3", "LITER1", 8},
{false, "SURF08", "SURF01", 4},
{false, "CHEMG16", "CHEMG01", 4}, // THZ Chemical gunk
{false, "GOOP16", "GOOP01", 4}, // Green chemical gunk
{false, "OIL16", "OIL01", 4}, // Oil
{false, "THZBOXF4", "THZBOXF1", 2}, // Moved up with the flats
{false, "ALTBOXF4", "ALTBOXF1", 2},
{false, "LITEB3", "LITEB1", 4},
{false, "LITEN3", "LITEN1", 4},
{false, "ACZRFL1H", "ACZRFL1A", 4},
{false, "ACZRFL2H", "ACZRFL2A", 4},
{false, "EGRIDF3", "EGRIDF1", 4},
{false, "ERZFAN4", "ERZFAN1", 1},
{false, "ERZFANR4", "ERZFANR1", 1},
{false, "DISCO4", "DISCO1", 15},
// animated textures
{true, "GFALL4", "GFALL1", 2}, // Short waterfall
{true, "CFALL4", "CFALL1", 2}, // Long waterfall
{true, "TFALL4", "TFALL1", 2}, // THZ Chemical fall
{true, "AFALL4", "AFALL1", 2}, // Green Chemical fall
{true, "QFALL4", "QFALL1", 2}, // Quicksand fall
{true, "Q2FALL4", "Q2FALL1", 2},
{true, "Q3FALL4", "Q3FALL1", 2},
{true, "Q4FALL4", "Q4FALL1", 2},
{true, "Q5FALL4", "Q5FALL1", 2},
{true, "Q6FALL4", "Q6FALL1", 2},
{true, "Q7FALL4", "Q7FALL1", 2},
{true, "LFALL4", "LFALL1", 2},
{true, "MFALL4", "MFALL1", 2},
{true, "OFALL4", "OFALL1", 2},
{true, "DLAVA4", "DLAVA1", 8},
{true, "ERZLASA2", "ERZLASA1", 1},
{true, "ERZLASB4", "ERZLASB1", 1},
{true, "ERZLASC4", "ERZLASC1", 1},
{true, "THZBOX04", "THZBOX01", 2},
{true, "ALTBOX04", "ALTBOX01", 2},
{true, "SFALL4", "SFALL1", 4}, // Lava fall
{true, "RVZFALL8", "RVZFALL1", 4},
{true, "BFALL4", "BFALL1", 2}, // HPZ waterfall
{true, "GREYW3", "GREYW1", 4},
{true, "BLUEW3", "BLUEW1", 4},
{true, "COMP6", "COMP4", 4},
{true, "RED3", "RED1", 4},
{true, "YEL3", "YEL1", 4},
{true, "ACWRFL1D", "ACWRFL1A", 1},
{true, "ACWRFL2D", "ACWRFL2A", 1},
{true, "ACWRFL3D", "ACWRFL3A", 1},
{true, "ACWRFL4D", "ACWRFL4A", 1},
{true, "ACWRP1D", "ACWRP1A", 1},
{true, "ACWRP2D", "ACWRP2A", 1},
{true, "ACZRP1D", "ACZRP1A", 1},
{true, "ACZRP2D", "ACZRP2A", 1},
{true, "OILFALL4", "OILFALL1", 2},
{true, "SOLFALL4", "SOLFALL1", 2},
{true, "DOWN1C", "DOWN1A", 4},
{true, "DOWN2C", "DOWN2A", 4},
{true, "DOWN3D", "DOWN3A", 4},
{true, "DOWN4C", "DOWN4A", 4},
{true, "DOWN5C", "DOWN5A", 4},
{true, "UP1C", "UP1A", 4},
{true, "UP2C", "UP2A", 4},
{true, "UP3D", "UP3A", 4},
{true, "UP4C", "UP4A", 4},
{true, "UP5C", "UP5A", 4},
{true, "EGRID3", "EGRID1", 4},
{true, "ERFANW4", "ERFANW1", 1},
{true, "ERFANX4", "ERFANX1", 1},
{true, "DISCOD4", "DISCOD1", 15},
{true, "DANCE4", "DANCE1", 8},
{true, "SKY135", "SKY132", 2},
{true, "APPLMS4", "APPLMS1", 2},
{true, "APBOXW3", "APBOXW1", 2},
{true, "ERZLAZC4", "ERZLAZC1", 4},
// End of line
{ -1, "", "", 0},
};
// 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, INT32 *i);
void P_ParseAnimationDefintion(SINT8 istexture, INT32 *i);
/** Sets up texture and flat animations.
*
* Converts an ::animdef_t array loaded from ::harddefs or a lump into
* ::anim_t format.
*
* Issues an error if any animation cycles are invalid.
*
* \sa P_FindAnimatedFlat, P_SetupLevelFlatAnims
* \author Steven McGranahan (original), Shadow Hog (had to rewrite it to handle multiple WADs)
*/
void P_InitPicAnims(void)
{
// Init animation
INT32 i; // Position in the animdefs array
INT32 w; // WAD
UINT8 *wadAnimdefs; // not to be confused with animdefs, the combined total of every ANIMATED lump in every WAD, or ANIMDEFS, the ZDoom lump I intend to implement later
UINT8 *currentPos;
if (W_CheckNumForName("ANIMATED") != LUMPERROR || W_CheckNumForName("ANIMDEFS") != LUMPERROR)
{
if (animdefs)
{
Z_Free(animdefs);
animdefs = NULL;
}
for (w = 0, i = 0, maxanims = 0; w < numwadfiles; w++)
{
UINT16 animatedLumpNum;
UINT16 animdefsLumpNum;
// Find ANIMATED lump in the WAD
animatedLumpNum = W_CheckNumForNamePwad("ANIMATED", w, 0);
if (animatedLumpNum != INT16_MAX)
{
wadAnimdefs = (UINT8 *)W_CacheLumpNumPwad(w, animatedLumpNum, PU_STATIC);
// Get the number of animations in the file
for (currentPos = wadAnimdefs; *currentPos != UINT8_MAX; maxanims++, currentPos+=23);
// Resize animdefs (or if it hasn't been created, create it)
animdefs = (animdef_t *)Z_Realloc(animdefs, sizeof(animdef_t)*(maxanims + 1), PU_STATIC, NULL);
// Sanity check it
if (!animdefs) {
I_Error("Not enough free memory for ANIMATED data");
}
// Populate the new array
for (currentPos = wadAnimdefs; *currentPos != UINT8_MAX; i++, currentPos+=23)
{
M_Memcpy(&(animdefs[i].istexture), currentPos, 1); // istexture, 1 byte
M_Memcpy(animdefs[i].endname, (currentPos + 1), 9); // endname, 9 bytes
M_Memcpy(animdefs[i].startname, (currentPos + 10), 9); // startname, 9 bytes
M_Memcpy(&(animdefs[i].speed), (currentPos + 19), 4); // speed, 4 bytes
}
Z_Free(wadAnimdefs);
}
// Now find ANIMDEFS
animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", w, 0);
if (animdefsLumpNum != INT16_MAX)
{
P_ParseANIMDEFSLump(w, animdefsLumpNum, &i);
}
}
// Define the last one
animdefs[maxanims].istexture = -1;
strncpy(animdefs[maxanims].endname, "", 9);
strncpy(animdefs[maxanims].startname, "", 9);
animdefs[maxanims].speed = 0;
}
else
{
animdefs = harddefs;
for (maxanims = 0; animdefs[maxanims].istexture != -1; maxanims++);
}
if (anims)
free(anims);
anims = (anim_t *)malloc(sizeof (*anims)*(maxanims + 1));
if (!anims)
I_Error("Not enough free memory for ANIMATED data");
lastanim = anims;
for (i = 0; animdefs[i].istexture != -1; i++)
{
if (animdefs[i].istexture)
{
if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
continue;
lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
}
else
{
if ((W_CheckNumForName(animdefs[i].startname)) == LUMPERROR)
continue;
lastanim->picnum = R_FlatNumForName(animdefs[i].endname);
lastanim->basepic = R_FlatNumForName(animdefs[i].startname);
}
lastanim->istexture = animdefs[i].istexture;
lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
if (lastanim->numpics < 2)
{
free(anims);
I_Error("P_InitPicAnims: bad cycle from %s to %s",
animdefs[i].startname, animdefs[i].endname);
}
if (animdefs == harddefs)
lastanim->speed = animdefs[i].speed;
else
lastanim->speed = LONG(animdefs[i].speed);
lastanim++;
}
lastanim->istexture = -1;
R_ClearTextureNumCache(false);
if (animdefs != harddefs)
Z_ChangeTag(animdefs, PU_CACHE);
}
void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum, INT32 *i)
{
char *animdefsLump;
size_t animdefsLumpLength;
char *animdefsText;
char *animdefsToken;
// 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
animdefsToken = M_GetToken(animdefsText);
while (animdefsToken != NULL)
{
if (stricmp(animdefsToken, "TEXTURE") == 0)
{
Z_Free(animdefsToken);
P_ParseAnimationDefintion(1, i);
}
else if (stricmp(animdefsToken, "FLAT") == 0)
{
Z_Free(animdefsToken);
P_ParseAnimationDefintion(0, i);
}
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);
}
animdefsToken = M_GetToken(NULL);
}
Z_Free(animdefsToken);
Z_Free((void *)animdefsText);
}
void P_ParseAnimationDefintion(SINT8 istexture, INT32 *i)
{
char *animdefsToken;
UINT8 animdefsTokenLength;
char *endPos;
INT32 animSpeed;
// 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);
animdefs[*i].istexture = istexture;
// 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);
}
strncpy(animdefs[*i].startname, animdefsToken, 9);
Z_Free(animdefsToken);
// "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 TEXTURES 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 TEXTURES lump: Expected a positive integer for \"%s\"'s animation speed, got \"%s\"", animdefs[*i].startname, animdefsToken);
}
animdefs[*i].speed = animSpeed;
Z_Free(animdefsToken);
// Increment i before we go, so this doesn't cause issues later
(*i)++;
}
/** Checks for flats in levelflats that are part of a flat animation sequence
* and sets them up for animation.
*
* \param animnum Index into ::anims to find flats for.
* \sa P_SetupLevelFlatAnims
*/
static inline void P_FindAnimatedFlat(INT32 animnum)
{
size_t i;
lumpnum_t startflatnum, endflatnum;
levelflat_t *foundflats;
foundflats = levelflats;
startflatnum = anims[animnum].basepic;
endflatnum = anims[animnum].picnum;
// note: high word of lumpnum is the wad number
if ((startflatnum>>16) != (endflatnum>>16))
I_Error("AnimatedFlat start %s not in same wad as end %s\n",
animdefs[animnum].startname, animdefs[animnum].endname);
//
// now search through the levelflats if this anim flat sequence is used
//
for (i = 0; i < numlevelflats; i++, foundflats++)
{
// is that levelflat from the flat anim sequence ?
if (foundflats->lumpnum >= startflatnum && foundflats->lumpnum <= endflatnum)
{
foundflats->baselumpnum = startflatnum;
foundflats->animseq = foundflats->lumpnum - startflatnum;
foundflats->numpics = endflatnum - startflatnum + 1;
foundflats->speed = anims[animnum].speed;
CONS_Debug(DBG_SETUP, "animflat: #%03d name:%.8s animseq:%d numpics:%d speed:%d\n",
atoi(sizeu1(i)), foundflats->name, foundflats->animseq,
foundflats->numpics,foundflats->speed);
}
}
}
/** Sets up all flats used in a level.
*
* \sa P_InitPicAnims, P_FindAnimatedFlat
*/
void P_SetupLevelFlatAnims(void)
{
INT32 i;
// the original game flat anim sequences
for (i = 0; anims[i].istexture != -1; i++)
{
if (!anims[i].istexture)
P_FindAnimatedFlat(i);
}
}
//
// UTILITIES
//
/** Gets a side from a sector line.
*
* \param currentSector Sector the line is in.
* \param line Index of the line within the sector.
* \param side 0 for front, 1 for back.
* \return Pointer to the side_t of the side you want.
* \sa getSector, twoSided, getNextSector
*/
static inline side_t *getSide(INT32 currentSector, INT32 line, INT32 side)
{
return &sides[(sectors[currentSector].lines[line])->sidenum[side]];
}
/** Gets a sector from a sector line.
*
* \param currentSector Sector the line is in.
* \param line Index of the line within the sector.
* \param side 0 for front, 1 for back.
* \return Pointer to the ::sector_t of the sector on that side.
* \sa getSide, twoSided, getNextSector
*/
static inline sector_t *getSector(INT32 currentSector, INT32 line, INT32 side)
{
return sides[(sectors[currentSector].lines[line])->sidenum[side]].sector;
}
/** Determines whether a sector line is two-sided.
* Uses the Boom method, checking if the line's back side is set to -1, rather
* than looking for ::ML_TWOSIDED.
*
* \param sector The sector.
* \param line Line index within the sector.
* \return 1 if the sector is two-sided, 0 otherwise.
* \sa getSide, getSector, getNextSector
*/
static inline boolean twoSided(INT32 sector, INT32 line)
{
return (sectors[sector].lines[line])->sidenum[1] != 0xffff;
}
/** 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<<FRACBITS;
side_t *side;
size_t i;
sector_t *sec= &sectors[secnum];
for (i = 0; i < sec->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<<FRACBITS;
side_t *side;
size_t i;
sector_t *sec = &sectors[secnum];
for (i = 0; i < sec->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 = &sectors[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 = &sectors[secnum];
for (i = 0; i < sec->linecount; i++)
{
if (twoSided(secnum, i))
{
if (getSide(secnum, i, 0)->sector - sectors == secnum)
sec = getSector(secnum, i, 1);
else
sec = getSector(secnum, i, 0);
if (sec->ceilingheight == ceildestheight)
return sec;
}
}
return NULL;
}
#endif
/** Searches the tag lists for the next sector tagged to a line.
*
* \param line Tagged line used as a reference.
* \param start -1 to start at the beginning, or the result of a previous call
* to keep searching.
* \return Number of the next tagged sector found.
* \sa P_FindSectorFromTag, P_FindLineFromLineTag
*/
INT32 P_FindSectorFromLineTag(line_t *line, INT32 start)
{
if (line->tag == -1)
{
start++;
if (start >= (INT32)numsectors)
return -1;
return start;
}
else
{
start = start >= 0 ? sectors[start].nexttag :
sectors[(unsigned)line->tag % numsectors].firsttag;
while (start >= 0 && sectors[start].tag != line->tag)
start = sectors[start].nexttag;
return start;
}
}
/** Searches the tag lists for the next sector with a given tag.
*
* \param tag Tag number to look for.
* \param start -1 to start anew, or the result of a previous call to keep
* searching.
* \return Number of the next tagged sector found.
* \sa P_FindSectorFromLineTag
*/
INT32 P_FindSectorFromTag(INT16 tag, INT32 start)
{
if (tag == -1)
{
start++;
if (start >= (INT32)numsectors)
return -1;
return start;
}
else
{
start = start >= 0 ? sectors[start].nexttag :
sectors[(unsigned)tag % numsectors].firsttag;
while (start >= 0 && sectors[start].tag != tag)
start = sectors[start].nexttag;
return start;
}
}
/** Searches the tag lists for the next line tagged to a line.
*
* \param line Tagged line used as a reference.
* \param start -1 to start anew, or the result of a previous call to keep
* searching.
* \return Number of the next tagged line found.
* \sa P_FindSectorFromLineTag
*/
static INT32 P_FindLineFromLineTag(const line_t *line, INT32 start)
{
if (line->tag == -1)
{
start++;
if (start >= (INT32)numlines)
return -1;
return start;
}
else
{
start = start >= 0 ? lines[start].nexttag :
lines[(unsigned)line->tag % numlines].firsttag;
while (start >= 0 && lines[start].tag != line->tag)
start = lines[start].nexttag;
return start;
}
}
#if 0
/** Searches the tag lists for the next line with a given tag and special.
*
* \param tag Tag number.
* \param start -1 to start anew, or the result of a previous call to keep
* searching.
* \return Number of next suitable line found.
* \sa P_FindLineFromLineTag
* \author Graue <graue@oceanbase.org>
*/
static INT32 P_FindLineFromTag(INT32 tag, INT32 start)
{
if (tag == -1)
{
start++;
if (start >= numlines)
return -1;
return start;
}
else
{
start = start >= 0 ? lines[start].nexttag :
lines[(unsigned)tag % numlines].firsttag;
while (start >= 0 && lines[start].tag != tag)
start = lines[start].nexttag;
return start;
}
}
#endif
//
// P_FindSpecialLineFromTag
//
INT32 P_FindSpecialLineFromTag(INT16 special, INT16 tag, INT32 start)
{
if (tag == -1)
{
start++;
while (lines[start].special != special)
start++;
if (start >= (INT32)numlines)
return -1;
return start;
}
else
{
start = start >= 0 ? lines[start].nexttag :
lines[(unsigned)tag % numlines].firsttag;
while (start >= 0 && (lines[start].tag != tag || lines[start].special != special))
start = lines[start].nexttag;
return start;
}
}
// haleyjd: temporary define
#ifdef POLYOBJECTS
//
// PolyDoor
//
// Parses arguments for parameterized polyobject door types
//
static boolean PolyDoor(line_t *line)
{
polydoordata_t pdd;
pdd.polyObjNum = line->tag; // polyobject id
switch(line->special)
{
case 480: // Polyobj_DoorSlide
pdd.doorType = POLY_DOOR_SLIDE;
pdd.speed = sides[line->sidenum[0]].textureoffset / 8;
pdd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); // angle of motion
pdd.distance = sides[line->sidenum[0]].rowoffset;
if (line->sidenum[1] != 0xffff)
pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics
else
pdd.delay = 0;
break;
case 481: // Polyobj_DoorSwing
pdd.doorType = POLY_DOOR_SWING;
pdd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed
pdd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance
if (line->sidenum[1] != 0xffff)
pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics
else
pdd.delay = 0;
break;
default:
return 0; // ???
}
return EV_DoPolyDoor(&pdd);
}
//
// PolyMove
//
// Parses arguments for parameterized polyobject move specials
//
static boolean PolyMove(line_t *line)
{
polymovedata_t pmd;
pmd.polyObjNum = line->tag;
pmd.speed = sides[line->sidenum[0]].textureoffset / 8;
pmd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
pmd.distance = sides[line->sidenum[0]].rowoffset;
pmd.overRide = (line->special == 483); // Polyobj_OR_Move
return EV_DoPolyObjMove(&pmd);
}
//
// PolyInvisible
//
// Makes a polyobject invisible and intangible
// If NOCLIMB is ticked, the polyobject will still be tangible, just not visible.
//
static void PolyInvisible(line_t *line)
{
INT32 polyObjNum = line->tag;
polyobj_t *po;
if (!(po = Polyobj_GetForNum(polyObjNum)))
{
CONS_Debug(DBG_POLYOBJ, "PolyInvisible: bad polyobj %d\n", polyObjNum);
return;
}
// don't allow line actions to affect bad polyobjects
if (po->isBad)
return;
if (!(line->flags & ML_NOCLIMB))
po->flags &= ~POF_SOLID;
po->flags |= POF_NOSPECIALS;
po->flags &= ~POF_RENDERALL;
}
//
// PolyVisible
//
// Makes a polyobject visible and tangible
// If NOCLIMB is ticked, the polyobject will not be tangible, just visible.
//
static void PolyVisible(line_t *line)
{
INT32 polyObjNum = line->tag;
polyobj_t *po;
if (!(po = Polyobj_GetForNum(polyObjNum)))
{
CONS_Debug(DBG_POLYOBJ, "PolyVisible: bad polyobj %d\n", polyObjNum);
return;
}
// don't allow line actions to affect bad polyobjects
if (po->isBad)
return;
if (!(line->flags & ML_NOCLIMB))
po->flags |= POF_SOLID;
po->flags &= ~POF_NOSPECIALS;
po->flags |= POF_RENDERALL;
}
//
// PolyTranslucency
//
// Sets the translucency of a polyobject
// Frontsector floor / 100 = translevel
//
static void PolyTranslucency(line_t *line)
{
INT32 polyObjNum = line->tag;
polyobj_t *po;
if (!(po = Polyobj_GetForNum(polyObjNum)))
{
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: bad polyobj %d\n", polyObjNum);
return;
}
// don't allow line actions to affect bad polyobjects
if (po->isBad)
return;
po->translucency = (line->frontsector->floorheight >> FRACBITS) / 100;
}
//
// PolyWaypoint
//
// Parses arguments for parameterized polyobject waypoint movement
//
static boolean PolyWaypoint(line_t *line)
{
polywaypointdata_t pwd;
pwd.polyObjNum = line->tag;
pwd.speed = sides[line->sidenum[0]].textureoffset / 8;
pwd.sequence = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Sequence #
pwd.reverse = (line->flags & ML_EFFECT1) == ML_EFFECT1; // Reverse?
pwd.comeback = (line->flags & ML_EFFECT2) == ML_EFFECT2; // Return when reaching end?
pwd.wrap = (line->flags & ML_EFFECT3) == ML_EFFECT3; // Wrap around waypoints
pwd.continuous = (line->flags & ML_EFFECT4) == ML_EFFECT4; // Continuously move - used with COMEBACK or WRAP
return EV_DoPolyObjWaypoint(&pwd);
}
//
// PolyRotate
//
// Parses arguments for parameterized polyobject rotate specials
//
static boolean PolyRotate(line_t *line)
{
polyrotdata_t prd;
prd.polyObjNum = line->tag;
prd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed
prd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance
// Polyobj_(OR_)RotateRight have dir == -1
prd.direction = (line->special == 484 || line->special == 485) ? -1 : 1;
// Polyobj_OR types have override set to true
prd.overRide = (line->special == 485 || line->special == 487);
return EV_DoPolyObjRotate(&prd);
}
#endif // ifdef POLYOBJECTS
/** Changes a sector's tag.
* Used by the linedef executor tag changer and by crumblers.
*
* \param sector Sector whose tag will be changed.
* \param newtag New tag number for this sector.
* \sa P_InitTagLists, P_FindSectorFromTag
* \author Graue <graue@oceanbase.org>
*/
void P_ChangeSectorTag(UINT32 sector, INT16 newtag)
{
INT16 oldtag;
INT32 i;
I_Assert(sector < numsectors);
if ((oldtag = sectors[sector].tag) == newtag)
return;
// first you have to remove it from the old tag's taglist
i = sectors[(unsigned)oldtag % numsectors].firsttag;
if (i == -1) // shouldn't happen
I_Error("Corrupt tag list for sector %u\n", sector);
else if ((UINT32)i == sector)
sectors[(unsigned)oldtag % numsectors].firsttag = sectors[sector].nexttag;
else
{
while (sectors[i].nexttag != -1 && (UINT32)sectors[i].nexttag < sector )
i = sectors[i].nexttag;
sectors[i].nexttag = sectors[sector].nexttag;
}
sectors[sector].tag = newtag;
// now add it to the new tag's taglist
if ((UINT32)sectors[(unsigned)newtag % numsectors].firsttag > sector)
{
sectors[sector].nexttag = sectors[(unsigned)newtag % numsectors].firsttag;
sectors[(unsigned)newtag % numsectors].firsttag = sector;
}
else
{
i = sectors[(unsigned)newtag % numsectors].firsttag;
if (i == -1)
{
sectors[(unsigned)newtag % numsectors].firsttag = sector;
sectors[sector].nexttag = -1;
}
else
{
while (sectors[i].nexttag != -1 && (UINT32)sectors[i].nexttag < sector )
i = sectors[i].nexttag;
sectors[sector].nexttag = sectors[i].nexttag;
sectors[i].nexttag = sector;
}
}
}
/** Hashes the sector tags across the sectors and linedefs.
*
* \sa P_FindSectorFromTag, P_ChangeSectorTag
* \author Lee Killough
*/
static inline void P_InitTagLists(void)
{
register size_t i;
for (i = numsectors - 1; i != (size_t)-1; i--)
{
size_t j = (unsigned)sectors[i].tag % numsectors;
sectors[i].nexttag = sectors[j].firsttag;
sectors[j].firsttag = (INT32)i;
}
for (i = numlines - 1; i != (size_t)-1; i--)
{
size_t j = (unsigned)lines[i].tag % numlines;
lines[i].nexttag = lines[j].firsttag;
lines[j].firsttag = (INT32)i;
}
}
/** Finds minimum light from an adjacent sector.
*
* \param sector Sector to start in.
* \param max Maximum value to return.
* \return Minimum light value from an adjacent sector, or max if the minimum
* light value is greater than max.
*/
INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max)
{
size_t i;
INT32 min = max;
line_t *line;
sector_t *check;
for (i = 0; i < sector->linecount; i++)
{
line = sector->lines[i];
check = getNextSector(line,sector);
if (!check)
continue;
if (check->lightlevel < min)
min = check->lightlevel;
}
return min;
}
void T_ExecutorDelay(executor_t *e)
{
if (--e->timer <= 0)
{
if (e->caller && P_MobjWasRemoved(e->caller)) // If the mobj died while we were delaying
P_SetTarget(&e->caller, NULL); // Call with no mobj!
P_ProcessLineSpecial(e->line, e->caller);
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)
{
executor_t *e;
if (!line->backsector)
I_Error("P_AddExecutorDelay: Line has no backsector!\n");
e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL);
e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay;
e->line = line;
e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS);
P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying.
P_AddThinker(&e->thinker);
}
static sector_t *triplinecaller;
/** Used by P_LinedefExecute to check a trigger linedef's conditions
* The linedef executor specials in the trigger linedef's sector are run if all conditions are met.
* Return false cancels P_LinedefExecute, this happens if a condition is not met.
*
* \param triggerline Trigger linedef to check conditions for; should NEVER be NULL.
* \param actor Object initiating the action; should not be NULL.
* \param caller Sector in which the action was started. May be NULL.
* \sa P_ProcessLineSpecial, P_LinedefExecute
*/
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller)
{
sector_t *ctlsector;
fixed_t dist = P_AproxDistance(triggerline->dx, triggerline->dy)>>FRACBITS;
size_t i, linecnt, sectori;
INT16 specialtype = triggerline->special;
/////////////////////////////////////////////////
// Distance-checking/sector trigger conditions //
/////////////////////////////////////////////////
// Linetypes 303 and 304 require a specific
// number, or minimum or maximum, of rings.
if (specialtype == 303 || specialtype == 304)
{
fixed_t rings = 0;
// With the passuse flag, count all player's
// rings.
if (triggerline->flags & ML_EFFECT4)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
if (!players[i].mo || players[i].mo->health < 1)
continue;
rings += players[i].mo->health-1;
}
}
else
{
if (!(actor && actor->player))
return false; // no player to count rings from here, sorry
rings = actor->health-1;
}
if (triggerline->flags & ML_NOCLIMB)
{
if (rings > dist)
return false;
}
else if (triggerline->flags & ML_BLOCKMONSTERS)
{
if (rings < dist)
return false;
}
else
{
if (rings != dist)
return false;
}
}
else if (specialtype >= 314 && specialtype <= 315)
{
msecnode_t *node;
mobj_t *mo;
INT32 numpush = 0;
INT32 numneeded = dist;
if (!caller)
return false; // we need a calling sector to find pushables in, silly!
// Count the pushables in this sector
node = caller->touching_thinglist; // things touching this sector
while (node)
{
mo = node->m_thing;
if (mo->flags & MF_PUSHABLE)
numpush++;
node = node->m_snext;
}
if (triggerline->flags & ML_NOCLIMB) // Need at least or more
{
if (numpush < numneeded)
return false;
}
else if (triggerline->flags & ML_EFFECT4) // Need less than
{
if (numpush >= numneeded)
return false;
}
else // Need exact
{
if (numpush != numneeded)
return false;
}
}
else if (caller)
{
if (GETSECSPECIAL(caller->special, 2) == 6)
{
if (!(ALL7EMERALDS(emeralds)))
return false;
}
else if (GETSECSPECIAL(caller->special, 2) == 7)
{
UINT8 mare;
if (!(maptol & TOL_NIGHTS))
return false;
mare = P_FindLowestMare();
if (triggerline->flags & ML_NOCLIMB)
{
if (!(mare <= dist))
return false;
}
else if (triggerline->flags & ML_BLOCKMONSTERS)
{
if (!(mare >= dist))
return false;
}
else
{
if (!(mare == dist))
return false;
}
}
// If we were not triggered by a sector type especially for the purpose,
// a Linedef Executor linedef trigger is not handling sector triggers properly, return.
else if ((!GETSECSPECIAL(caller->special, 2) || GETSECSPECIAL(caller->special, 2) > 7) && (specialtype > 320))
{
CONS_Alert(CONS_WARNING,
M_GetText("Linedef executor trigger isn't handling sector triggers properly!\nspecialtype = %d, if you are not a dev, report this warning instance\nalong with the wad that caused it!\n"),
specialtype);
return false;
}
}
//////////////////////////////////////
// Miscellaneous trigger conditions //
//////////////////////////////////////
switch (specialtype)
{
case 305: // continuous
case 306: // each time
case 307: // once
if (!(actor && actor->player && actor->player->charability != dist/10))
return false;
break;
case 309: // continuous
case 310: // each time
// Only red team members can activate this.
if (!(actor && actor->player && actor->player->ctfteam == 1))
return false;
break;
case 311: // continuous
case 312: // each time
// Only blue team members can activate this.
if (!(actor && actor->player && actor->player->ctfteam == 2))
return false;
break;
case 317: // continuous
case 318: // once
{ // Unlockable triggers required
INT32 trigid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS);
if ((modifiedgame && !savemoddata) || (netgame || multiplayer))
return false;
else if (trigid < 0 || trigid > 31) // limited by 32 bit variable
{
CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", triggerline->sidenum[0], trigid);
return false;
}
else if (!(unlocktriggers & (1 << trigid)))
return false;
}
break;
case 319: // continuous
case 320: // once
{ // An unlockable itself must be unlocked!
INT32 unlockid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS);
if ((modifiedgame && !savemoddata) || (netgame || multiplayer))
return false;
else if (unlockid < 0 || unlockid >= MAXUNLOCKABLES) // limited by unlockable count
{
CONS_Debug(DBG_GAMELOGIC, "Unlockable check (sidedef %hu): bad unlockable ID %d\n", triggerline->sidenum[0], unlockid);
return false;
}
else if (!(unlockables[unlockid-1].unlocked))
return false;
}
break;
default:
break;
}
/////////////////////////////////
// Processing linedef specials //
/////////////////////////////////
triplinecaller = caller;
ctlsector = triggerline->frontsector;
sectori = (size_t)(ctlsector - sectors);
linecnt = ctlsector->linecount;
if (triggerline->flags & ML_EFFECT5) // disregard order for efficiency
{
for (i = 0; i < linecnt; i++)
if (ctlsector->lines[i]->special >= 400
&& ctlsector->lines[i]->special < 500)
{
if (ctlsector->lines[i]->flags & ML_DONTPEGTOP)
P_AddExecutorDelay(ctlsector->lines[i], actor);
else
P_ProcessLineSpecial(ctlsector->lines[i], actor);
}
}
else // walk around the sector in a defined order
{
boolean backwards = false;
size_t j, masterlineindex = (size_t)-1;
for (i = 0; i < linecnt; i++)
if (ctlsector->lines[i] == triggerline)
{
masterlineindex = i;
break;
}
#ifdef PARANOIA
if (masterlineindex == (size_t)-1)
{
const size_t li = (size_t)(ctlsector->lines[i] - lines);
I_Error("Line %s isn't linked into its front sector", sizeu1(li));
}
#endif
// i == masterlineindex
for (;;)
{
if (backwards) // v2 to v1
{
for (j = 0; j < linecnt; j++)
{
if (i == j)
continue;
if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v2)
{
i = j;
break;
}
if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v1)
{
i = j;
backwards = false;
break;
}
}
if (j == linecnt)
{
const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes);
CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n",
sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v1->x, ctlsector->lines[i]->v1->y);
return false; // abort
}
}
else // v1 to v2
{
for (j = 0; j < linecnt; j++)
{
if (i == j)
continue;
if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v1)
{
i = j;
break;
}
if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v2)
{
i = j;
backwards = true;
break;
}
}
if (j == linecnt)
{
const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes);
CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n",
sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v2->x, ctlsector->lines[i]->v2->y);
return false; // abort
}
}
if (i == masterlineindex)
break;
if (ctlsector->lines[i]->special >= 400
&& ctlsector->lines[i]->special < 500)
{
if (ctlsector->lines[i]->flags & ML_DONTPEGTOP)
P_AddExecutorDelay(ctlsector->lines[i], actor);
else
P_ProcessLineSpecial(ctlsector->lines[i], actor);
}
}
}
// These special types work only once
if (specialtype == 302 // Once
|| specialtype == 304 // Ring count - Once
|| specialtype == 307 // Character ability - Once
|| specialtype == 308 // Race only - Once
|| specialtype == 315 // No of pushables - Once
|| specialtype == 318 // Unlockable trigger - Once
|| specialtype == 320 // Unlockable - Once
|| specialtype == 399) // Level Load
triggerline->special = 0; // Clear it out
return true;
}
/** Runs a linedef executor.
* Can be called by:
* - a player moving into a special sector or FOF.
* - a pushable object moving into a special sector or FOF.
* - a ceiling or floor movement from a previous linedef executor finishing.
* - any object in a state with the A_LinedefExecute() action.
*
* \param tag Tag of the linedef executor to run.
* \param actor Object initiating the action; should not be NULL.
* \param caller Sector in which the action was started. May be NULL.
* \sa P_ProcessLineSpecial, P_RunTriggerLinedef
* \author Graue <graue@oceanbase.org>
*/
void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller)
{
size_t masterline;
CONS_Debug(DBG_GAMELOGIC, "P_LinedefExecute: Executing trigger linedefs of tag %d\n", tag);
I_Assert(!actor || !P_MobjWasRemoved(actor)); // If actor is there, it must be valid.
for (masterline = 0; masterline < numlines; masterline++)
{
if (lines[masterline].tag != tag)
continue;
// "No More Enemies" and "Level Load" take care of themselves.
if (lines[masterline].special == 313
|| lines[masterline].special == 399
// Each-time executors handle themselves, too
|| lines[masterline].special == 301 // Each time
|| lines[masterline].special == 306 // Character ability - Each time
|| lines[masterline].special == 310 // CTF Red team - Each time
|| lines[masterline].special == 312) // CTF Blue team - Each time
continue;
if (lines[masterline].special < 300
|| lines[masterline].special > 399)
continue;
if (!P_RunTriggerLinedef(&lines[masterline], actor, caller))
return; // cancel P_LinedefExecute if function returns false
}
}
//
// P_SwitchWeather
//
// Switches the weather!
//
void P_SwitchWeather(INT32 weathernum)
{
boolean purge = false;
INT32 swap = 0;
switch (weathernum)
{
case PRECIP_NONE: // None
if (curWeather == PRECIP_NONE)
return; // Nothing to do.
purge = true;
break;
case PRECIP_STORM: // Storm
case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning
case PRECIP_RAIN: // Rain
if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_RAIN;
break;
case PRECIP_SNOW: // Snow
if (curWeather == PRECIP_SNOW)
return; // Nothing to do.
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_SNOW; // Need to delete the other precips.
break;
case PRECIP_STORM_NORAIN: // Storm w/o rain
if (curWeather == PRECIP_SNOW
|| curWeather == PRECIP_STORM
|| curWeather == PRECIP_STORM_NOSTRIKES
|| curWeather == PRECIP_RAIN
|| curWeather == PRECIP_BLANK)
swap = PRECIP_STORM_NORAIN;
else if (curWeather == PRECIP_STORM_NORAIN)
return;
break;
case PRECIP_BLANK:
if (curWeather == PRECIP_SNOW
|| curWeather == PRECIP_STORM
|| curWeather == PRECIP_STORM_NOSTRIKES
|| curWeather == PRECIP_RAIN)
swap = PRECIP_BLANK;
else if (curWeather == PRECIP_STORM_NORAIN)
swap = PRECIP_BLANK;
else if (curWeather == PRECIP_BLANK)
return;
break;
default:
CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum);
break;
}
if (purge)
{
thinker_t *think;
precipmobj_t *precipmobj;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if ((think->function.acp1 != (actionf_p1)P_SnowThinker)
&& (think->function.acp1 != (actionf_p1)P_RainThinker))
continue; // not a precipmobj thinker
precipmobj = (precipmobj_t *)think;
P_RemovePrecipMobj(precipmobj);
}
}
else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it!
{
thinker_t *think;
precipmobj_t *precipmobj;
state_t *st;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (swap == PRECIP_RAIN) // Snow To Rain
{
if (!(think->function.acp1 == (actionf_p1)P_SnowThinker
|| think->function.acp1 == (actionf_p1)P_NullPrecipThinker))
continue; // not a precipmobj thinker
precipmobj = (precipmobj_t *)think;
precipmobj->flags = mobjinfo[MT_RAIN].flags;
st = &states[mobjinfo[MT_RAIN].spawnstate];
precipmobj->state = st;
precipmobj->tics = st->tics;
precipmobj->sprite = st->sprite;
precipmobj->frame = st->frame;
precipmobj->momz = mobjinfo[MT_RAIN].speed;
precipmobj->precipflags &= ~PCF_INVISIBLE;
think->function.acp1 = (actionf_p1)P_RainThinker;
}
else if (swap == PRECIP_SNOW) // Rain To Snow
{
INT32 z;
if (!(think->function.acp1 == (actionf_p1)P_RainThinker
|| think->function.acp1 == (actionf_p1)P_NullPrecipThinker))
continue; // not a precipmobj thinker
precipmobj = (precipmobj_t *)think;
precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags;
z = M_Random();
if (z < 64)
z = 2;
else if (z < 144)
z = 1;
else
z = 0;
st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z];
precipmobj->state = st;
precipmobj->tics = st->tics;
precipmobj->sprite = st->sprite;
precipmobj->frame = st->frame;
precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed;
precipmobj->precipflags &= ~PCF_INVISIBLE;
think->function.acp1 = (actionf_p1)P_SnowThinker;
}
else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse.
{
if (!(think->function.acp1 == (actionf_p1)P_RainThinker
|| think->function.acp1 == (actionf_p1)P_SnowThinker))
continue;
precipmobj = (precipmobj_t *)think;
think->function.acp1 = (actionf_p1)P_NullPrecipThinker;
precipmobj->precipflags |= PCF_INVISIBLE;
}
}
}
switch (weathernum)
{
case PRECIP_SNOW: // snow
curWeather = PRECIP_SNOW;
if (!swap)
P_SpawnPrecipitation();
break;
case PRECIP_RAIN: // rain
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_RAIN;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM: // storm
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_STORM;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
{
boolean dontspawn = false;
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
dontspawn = true;
curWeather = PRECIP_STORM_NOSTRIKES;
if (!dontspawn && !swap)
P_SpawnPrecipitation();
break;
}
case PRECIP_STORM_NORAIN: // storm w/o rain
curWeather = PRECIP_STORM_NORAIN;
if (!swap)
P_SpawnPrecipitation();
break;
case PRECIP_BLANK:
curWeather = PRECIP_BLANK;
if (!swap)
P_SpawnPrecipitation();
break;
default:
curWeather = PRECIP_NONE;
break;
}
}
/** Gets an object.
*
* \param type Object type to look for.
* \param s Sector number to look in.
* \return Pointer to the first ::type found in the sector.
* \sa P_GetPushThing
*/
static mobj_t *P_GetObjectTypeInSectorNum(mobjtype_t type, size_t s)
{
sector_t *sec = sectors + s;
mobj_t *thing = sec->thinglist;
while (thing)
{
if (thing->type == type)
return thing;
thing = thing->snext;
}
return NULL;
}
/** Processes the line special triggered by an object.
* The external variable ::triplinecaller points to the sector in which the
* action was initiated; it 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.
*
* \param line Line with the special command on it.
* \param mo mobj that triggered the line. Must be valid and non-NULL.
* \todo Get rid of the secret parameter and make ::triplinecaller actually get
* passed to the function.
* \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 <graue@oceanbase.org>
*/
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo)
{
INT32 secnum = -1;
mobj_t *bot = NULL;
I_Assert(!mo || !P_MobjWasRemoved(mo)); // If mo is there, mo must be valid!
if (mo && mo->player && botingame)
bot = players[secondarydisplayplayer].mo;
// note: only commands with linedef types >= 400 && < 500 can be used
switch (line->special)
{
case 400: // Set tagged sector's floor height/pic
EV_DoFloor(line, instantMoveFloorByFrontSector);
break;
case 401: // Set tagged sector's ceiling height/pic
EV_DoCeiling(line, instantMoveCeilingByFrontSector);
break;
case 402: // Set tagged sector's light level
{
INT16 newlightlevel;
INT32 newfloorlightsec, newceilinglightsec;
newlightlevel = line->frontsector->lightlevel;
newfloorlightsec = line->frontsector->floorlightsec;
newceilinglightsec = line->frontsector->ceilinglightsec;
// act on all sectors with the same tag as the triggering linedef
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (sectors[secnum].lightingdata)
{
// Stop the lighting madness going on in this sector!
P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker);
sectors[secnum].lightingdata = NULL;
// No, it's not an elevator_t, but any struct with a thinker_t named
// 'thinker' at the beginning will do here. (We don't know what it
// actually is: could be lightlevel_t, fireflicker_t, glow_t, etc.)
}
sectors[secnum].lightlevel = newlightlevel;
sectors[secnum].floorlightsec = newfloorlightsec;
sectors[secnum].ceilinglightsec = newceilinglightsec;
}
}
break;
case 403: // Move floor, linelen = speed, frontsector floor = dest height
EV_DoFloor(line, moveFloorByFrontSector);
break;
case 404: // Move ceiling, linelen = speed, frontsector ceiling = dest height
EV_DoCeiling(line, moveCeilingByFrontSector);
break;
case 405: // Move floor by front side texture offsets, offset x = speed, offset y = amount to raise/lower
EV_DoFloor(line, moveFloorByFrontTexture);
break;
case 407: // Move ceiling by front side texture offsets, offset x = speed, offset y = amount to raise/lower
EV_DoCeiling(line, moveCeilingByFrontTexture);
break;
/* case 405: // Lower floor by line, dx = speed, dy = amount to lower
EV_DoFloor(line, lowerFloorByLine);
break;
case 406: // Raise floor by line, dx = speed, dy = amount to raise
EV_DoFloor(line, raiseFloorByLine);
break;
case 407: // Lower ceiling by line, dx = speed, dy = amount to lower
EV_DoCeiling(line, lowerCeilingByLine);
break;
case 408: // Raise ceiling by line, dx = speed, dy = amount to raise
EV_DoCeiling(line, raiseCeilingByLine);
break;*/
case 409: // Change tagged sectors' tag
// (formerly "Change calling sectors' tag", but behavior was changed)
{
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
P_ChangeSectorTag(secnum,(INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS));
break;
}
case 410: // Change front sector's tag
P_ChangeSectorTag((UINT32)(line->frontsector - sectors), (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS));
break;
case 411: // Stop floor/ceiling movement in tagged sector(s)
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (sectors[secnum].floordata)
{
if (sectors[secnum].floordata == sectors[secnum].ceilingdata) // elevator
{
P_RemoveThinker(&((elevator_t *)sectors[secnum].floordata)->thinker);
sectors[secnum].floordata = sectors[secnum].ceilingdata = NULL;
sectors[secnum].floorspeed = sectors[secnum].ceilspeed = 0;
}
else // floormove
{
P_RemoveThinker(&((floormove_t *)sectors[secnum].floordata)->thinker);
sectors[secnum].floordata = NULL;
sectors[secnum].floorspeed = 0;
}
}
if (sectors[secnum].ceilingdata) // ceiling
{
P_RemoveThinker(&((ceiling_t *)sectors[secnum].ceilingdata)->thinker);
sectors[secnum].ceilingdata = NULL;
sectors[secnum].ceilspeed = 0;
}
}
break;
case 412: // Teleport the player or thing
{
mobj_t *dest;
if (!mo) // nothing to teleport
return;
if (line->flags & ML_EFFECT3) // Relative silent teleport
{
fixed_t x, y, z;
x = sides[line->sidenum[0]].textureoffset;
y = sides[line->sidenum[0]].rowoffset;
z = line->frontsector->ceilingheight;
P_UnsetThingPosition(mo);
mo->x += x;
mo->y += y;
mo->z += z;
P_SetThingPosition(mo);
if (mo->player)
{
if (bot) // This might put poor Tails in a wall if he's too far behind! D: But okay, whatever! >:3
P_TeleportMove(bot, bot->x + x, bot->y + y, bot->z + z);
if (splitscreen && mo->player == &players[secondarydisplayplayer] && camera2.chase)
{
camera2.x += x;
camera2.y += y;
camera2.z += z;
camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
}
else if (camera.chase && mo->player == &players[displayplayer])
{
camera.x += x;
camera.y += y;
camera.z += z;
camera.subsector = R_PointInSubsector(camera.x, camera.y);
}
}
}
else
{
if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0)
return;
dest = P_GetObjectTypeInSectorNum(MT_TELEPORTMAN, secnum);
if (!dest)
return;
if (bot)
P_Teleport(bot, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, (line->flags & ML_BLOCKMONSTERS) == 0, (line->flags & ML_EFFECT4) == ML_EFFECT4);
if (line->flags & ML_BLOCKMONSTERS)
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, false, (line->flags & ML_EFFECT4) == ML_EFFECT4);
else
{
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, true, (line->flags & ML_EFFECT4) == ML_EFFECT4);
// Play the 'bowrwoosh!' sound
S_StartSound(dest, sfx_mixup);
}
}
}
break;
case 413: // Change music
// console player only unless NOCLIMB is set
if ((line->flags & ML_NOCLIMB) || (mo && mo->player && P_IsLocalPlayer(mo->player)))
{
UINT16 musicnum = (UINT16)sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS;
UINT16 tracknum = (UINT16)sides[line->sidenum[0]].bottomtexture;
mapmusic = musicnum | (tracknum << MUSIC_TRACKSHIFT);
if (!(line->flags & ML_BLOCKMONSTERS))
mapmusic |= MUSIC_RELOADRESET;
if (musicnum >= NUMMUSIC || musicnum == mus_None)
S_StopMusic();
else
S_ChangeMusic(mapmusic, !(line->flags & ML_NOCLIMB));
// Except, you can use the ML_BLOCKMONSTERS flag to change this behavior.
// if (mapmusic & MUSIC_RELOADRESET) then it will reset the music in G_PlayerReborn.
}
break;
case 414: // Play SFX
{
fixed_t sfxnum;
sfxnum = sides[line->sidenum[0]].toptexture; //P_AproxDistance(line->dx, line->dy)>>FRACBITS;
if (line->tag != 0 && line->flags & ML_EFFECT5)
{
sector_t *sec;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
sec = &sectors[secnum];
S_StartSound(&sec->soundorg, sfxnum);
}
}
else if (line->tag != 0 && mo)
{
// Only trigger if mobj is touching the tag
ffloor_t *rover;
boolean foundit = false;
for(rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector->tag != line->tag)
continue;
if (mo->z > *rover->topheight)
continue;
if (mo->z + mo->height < *rover->bottomheight)
continue;
foundit = true;
}
if (mo->subsector->sector->tag == line->tag)
foundit = true;
if (!foundit)
return;
}
if (sfxnum < NUMSFX && sfxnum > sfx_None)
{
if (line->flags & ML_NOCLIMB)
{
// play the sound from nowhere, but only if display player triggered it
if (mo && mo->player && (mo->player == &players[displayplayer] || mo->player == &players[secondarydisplayplayer]))
S_StartSound(NULL, sfxnum);
}
else if (line->flags & ML_EFFECT4)
{
// play the sound from nowhere
S_StartSound(NULL, sfxnum);
}
else if (line->flags & ML_BLOCKMONSTERS)
{
// play the sound from calling sector's soundorg
if (triplinecaller)
S_StartSound(&triplinecaller->soundorg, sfxnum);
else if (mo)
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
}
else if (mo)
{
// play the sound from mobj that triggered it
S_StartSound(mo, sfxnum);
}
}
}
break;
case 415: // Run a script
if (cv_runscripts.value)
{
INT32 scrnum;
lumpnum_t lumpnum;
char newname[9];
strcpy(newname, G_BuildMapName(gamemap));
newname[0] = 'S';
newname[1] = 'C';
newname[2] = 'R';
scrnum = sides[line->sidenum[0]].textureoffset>>FRACBITS;
if (scrnum < 0 || scrnum > 999)
{
scrnum = 0;
newname[5] = newname[6] = newname[7] = '0';
}
else
{
newname[5] = (char)('0' + (char)((scrnum/100)));
newname[6] = (char)('0' + (char)((scrnum%100)/10));
newname[7] = (char)('0' + (char)(scrnum%10));
}
newname[8] = '\0';
lumpnum = W_CheckNumForName(newname);
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
{
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
}
else
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
}
break;
case 416: // Spawn adjustable fire flicker
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (line->flags & ML_NOCLIMB && line->backsector)
{
// Use front sector for min light level, back sector for max.
// This is tricky because P_SpawnAdjustableFireFlicker expects
// the maxsector (second argument) to also be the target
// sector, so we have to do some light level twiddling.
fireflicker_t *flick;
INT16 reallightlevel = sectors[secnum].lightlevel;
sectors[secnum].lightlevel = line->backsector->lightlevel;
flick = P_SpawnAdjustableFireFlicker(line->frontsector, &sectors[secnum],
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
// Make sure the starting light level is in range.
if (reallightlevel < flick->minlight)
reallightlevel = (INT16)flick->minlight;
else if (reallightlevel > flick->maxlight)
reallightlevel = (INT16)flick->maxlight;
sectors[secnum].lightlevel = reallightlevel;
}
else
{
// Use front sector for min, target sector for max,
// the same way linetype 61 does it.
P_SpawnAdjustableFireFlicker(line->frontsector, &sectors[secnum],
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
}
}
break;
case 417: // Spawn adjustable glowing light
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (line->flags & ML_NOCLIMB && line->backsector)
{
// Use front sector for min light level, back sector for max.
// This is tricky because P_SpawnAdjustableGlowingLight expects
// the maxsector (second argument) to also be the target
// sector, so we have to do some light level twiddling.
glow_t *glow;
INT16 reallightlevel = sectors[secnum].lightlevel;
sectors[secnum].lightlevel = line->backsector->lightlevel;
glow = P_SpawnAdjustableGlowingLight(line->frontsector, &sectors[secnum],
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
// Make sure the starting light level is in range.
if (reallightlevel < glow->minlight)
reallightlevel = (INT16)glow->minlight;
else if (reallightlevel > glow->maxlight)
reallightlevel = (INT16)glow->maxlight;
sectors[secnum].lightlevel = reallightlevel;
}
else
{
// Use front sector for min, target sector for max,
// the same way linetype 602 does it.
P_SpawnAdjustableGlowingLight(line->frontsector, &sectors[secnum],
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
}
}
break;
case 418: // Spawn adjustable strobe flash (unsynchronized)
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (line->flags & ML_NOCLIMB && line->backsector)
{
// Use front sector for min light level, back sector for max.
// This is tricky because P_SpawnAdjustableGlowingLight expects
// the maxsector (second argument) to also be the target
// sector, so we have to do some light level twiddling.
strobe_t *flash;
INT16 reallightlevel = sectors[secnum].lightlevel;
sectors[secnum].lightlevel = line->backsector->lightlevel;
flash = P_SpawnAdjustableStrobeFlash(line->frontsector, &sectors[secnum],
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false);
// Make sure the starting light level is in range.
if (reallightlevel < flash->minlight)
reallightlevel = (INT16)flash->minlight;
else if (reallightlevel > flash->maxlight)
reallightlevel = (INT16)flash->maxlight;
sectors[secnum].lightlevel = reallightlevel;
}
else
{
// Use front sector for min, target sector for max,
// the same way linetype 602 does it.
P_SpawnAdjustableStrobeFlash(line->frontsector, &sectors[secnum],
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false);
}
}
break;
case 419: // Spawn adjustable strobe flash (synchronized)
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
if (line->flags & ML_NOCLIMB && line->backsector)
{
// Use front sector for min light level, back sector for max.
// This is tricky because P_SpawnAdjustableGlowingLight expects
// the maxsector (second argument) to also be the target
// sector, so we have to do some light level twiddling.
strobe_t *flash;
INT16 reallightlevel = sectors[secnum].lightlevel;
sectors[secnum].lightlevel = line->backsector->lightlevel;
flash = P_SpawnAdjustableStrobeFlash(line->frontsector, &sectors[secnum],
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true);
// Make sure the starting light level is in range.
if (reallightlevel < flash->minlight)
reallightlevel = (INT16)flash->minlight;
else if (reallightlevel > flash->maxlight)
reallightlevel = (INT16)flash->maxlight;
sectors[secnum].lightlevel = reallightlevel;
}
else
{
// Use front sector for min, target sector for max,
// the same way linetype 602 does it.
P_SpawnAdjustableStrobeFlash(line->frontsector, &sectors[secnum],
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true);
}
}
break;
case 420: // Fade light levels in tagged sectors to new value
P_FadeLight(line->tag, line->frontsector->lightlevel, P_AproxDistance(line->dx, line->dy)>>FRACBITS);
break;
case 421: // Stop lighting effect in tagged sectors
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
if (sectors[secnum].lightingdata)
{
P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker);
sectors[secnum].lightingdata = NULL;
}
break;
case 422: // Cut away to another view
{
mobj_t *altview;
if (!mo || !mo->player) // only players have views
return;
if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0)
return;
altview = P_GetObjectTypeInSectorNum(MT_ALTVIEWMAN, secnum);
if (!altview)
return;
P_SetTarget(&mo->player->awayviewmobj, altview);
mo->player->awayviewtics = P_AproxDistance(line->dx, line->dy)>>FRACBITS;
if (line->flags & ML_NOCLIMB) // lets you specify a vertical angle
{
INT32 aim;
aim = sides[line->sidenum[0]].textureoffset>>FRACBITS;
while (aim < 0)
aim += 360;
while (aim >= 360)
aim -= 360;
aim *= (ANGLE_90>>8);
aim /= 90;
aim <<= 8;
mo->player->awayviewaiming = (angle_t)aim;
}
else
mo->player->awayviewaiming = 0; // straight ahead
}
break;
case 423: // Change Sky
if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB))
P_SetupLevelSky(sides[line->sidenum[0]].textureoffset>>FRACBITS, (line->flags & ML_NOCLIMB));
break;
case 424: // Change Weather
if (line->flags & ML_NOCLIMB)
{
globalweather = (UINT8)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
P_SwitchWeather(globalweather);
}
else if (mo && mo->player && P_IsLocalPlayer(mo->player))
P_SwitchWeather(sides[line->sidenum[0]].textureoffset>>FRACBITS);
break;
case 425: // Calls P_SetMobjState on calling mobj
if (mo && !mo->player)
P_SetMobjState(mo, sides[line->sidenum[0]].toptexture); //P_AproxDistance(line->dx, line->dy)>>FRACBITS);
break;
case 426: // Moves the mobj to its sector's soundorg and on the floor, and stops it
if (!mo)
return;
if (line->flags & ML_NOCLIMB)
{
P_UnsetThingPosition(mo);
mo->x = mo->subsector->sector->soundorg.x;
mo->y = mo->subsector->sector->soundorg.y;
mo->z = mo->floorz;
P_SetThingPosition(mo);
}
mo->momx = mo->momy = mo->momz = 1;
mo->pmomz = 0;
if (mo->player)
{
mo->player->rmomx = mo->player->rmomy = 1;
mo->player->cmomx = mo->player->cmomy = 0;
P_ResetPlayer(mo->player);
P_SetPlayerMobjState(mo, S_PLAY_STND);
// Reset bot too.
if (bot) {
if (line->flags & ML_NOCLIMB)
P_TeleportMove(bot, mo->x, mo->y, mo->z);
bot->momx = bot->momy = bot->momz = 1;
bot->pmomz = 0;
bot->player->rmomx = bot->player->rmomy = 1;
bot->player->cmomx = bot->player->cmomy = 0;
P_ResetPlayer(bot->player);
P_SetPlayerMobjState(bot, S_PLAY_STND);
}
}
break;
case 427: // Awards points if the mobj is a player
if (mo && mo->player)
P_AddPlayerScore(mo->player, sides[line->sidenum[0]].textureoffset>>FRACBITS);
break;
case 428: // Start floating platform movement
EV_DoElevator(line, elevateContinuous, true);
break;
case 429: // Crush Ceiling Down Once
EV_DoCrush(line, crushCeilOnce);
break;
case 430: // Crush Floor Up Once
EV_DoFloor(line, crushFloorOnce);
break;
case 431: // Crush Floor & Ceiling to middle Once
EV_DoCrush(line, crushBothOnce);
break;
case 432: // Enable 2D Mode (Disable if noclimb)
if (mo->player)
{
if (line->flags & ML_NOCLIMB)
mo->flags2 &= ~MF2_TWOD;
else
mo->flags2 |= MF2_TWOD;
// Copy effect to bot if necessary
// (Teleport them to you so they don't break it.)
if (bot && (bot->flags2 & MF2_TWOD) != (mo->flags2 & MF2_TWOD)) {
bot->flags2 = (bot->flags2 & ~MF2_TWOD) | (mo->flags2 & MF2_TWOD);
P_TeleportMove(bot, mo->x, mo->y, mo->z);
}
}
break;
case 433: // Flip gravity (Flop gravity if noclimb) Works on pushables, too!
if (line->flags & ML_NOCLIMB)
mo->flags2 &= ~MF2_OBJECTFLIP;
else
mo->flags2 |= MF2_OBJECTFLIP;
if (bot)
bot->flags2 = (bot->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP);
break;
case 434: // Custom Power
if (mo->player)
{
mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL);
var1 = sides[line->sidenum[0]].toptexture; //(line->dx>>FRACBITS)-1;
if (line->sidenum[1] != 0xffff && line->flags & ML_BLOCKMONSTERS) // read power from back sidedef
var2 = sides[line->sidenum[1]].toptexture;
else if (line->flags & ML_NOCLIMB) // 'Infinite'
var2 = UINT16_MAX;
else
var2 = sides[line->sidenum[0]].textureoffset>>FRACBITS;
P_SetTarget(&dummy->target, mo);
A_CustomPower(dummy);
if (bot) {
P_SetTarget(&dummy->target, bot);
A_CustomPower(dummy);
}
P_RemoveMobj(dummy);
}
break;
case 435: // Change scroller direction
{
scroll_t *scroller;
thinker_t *th;
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)T_Scroll)
continue;
scroller = (scroll_t *)th;
if (sectors[scroller->affectee].tag != line->tag)
continue;
scroller->dx = FixedMul(line->dx>>SCROLL_SHIFT, CARRYFACTOR);
scroller->dy = FixedMul(line->dy>>SCROLL_SHIFT, CARRYFACTOR);
}
}
break;
case 436: // Shatter block remotely
{
INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS);
sector_t *sec; // Sector that the FOF is visible in
ffloor_t *rover; // FOF that we are going to crumble
for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
{
sec = sectors + secnum;
if (!sec->ffloors)
{
CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Target sector #%d has no FOFs.\n", secnum);
return;
}
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector->tag == foftag)
break;
}
if (!rover)
{
CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Can't find a FOF control sector with tag %d\n", foftag);
return;
}
EV_CrumbleChain(sec, rover);
}
}
break;
case 437: // Disable Player Controls
if (mo->player)
{
UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
if (fractime < 1)
fractime = 1; //instantly wears off upon leaving
if (line->flags & ML_NOCLIMB)
fractime |= 1<<15; //more crazy &ing, as if music stuff wasn't enough
mo->player->powers[pw_nocontrol] = fractime;
if (bot)
bot->player->powers[pw_nocontrol] = fractime;
}
break;
case 438: // Set player scale
if (mo)
{
mo->destscale = FixedDiv(P_AproxDistance(line->dx, line->dy), 100<<FRACBITS);
if (mo->destscale < FRACUNIT/100)
mo->destscale = FRACUNIT/100;
if (mo->player && bot)
bot->destscale = mo->destscale;
}
break;
case 439: // Set texture
{
size_t linenum;
side_t *set = &sides[line->sidenum[0]], *this;
boolean always = !(line->flags & ML_NOCLIMB); // If noclimb: Only change mid texture if mid texture already exists on tagged lines, etc.
for (linenum = 0; linenum < numlines; linenum++)
{
if (lines[linenum].special == 439)
continue; // Don't override other set texture lines!
if (lines[linenum].tag != line->tag)
continue; // Find tagged lines
// Front side
this = &sides[lines[linenum].sidenum[0]];
if (always || this->toptexture) this->toptexture = set->toptexture;
if (always || this->midtexture) this->midtexture = set->midtexture;
if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture;
if (lines[linenum].sidenum[1] == 0xffff)
continue; // One-sided stops here.
// Back side
this = &sides[lines[linenum].sidenum[1]];
if (always || this->toptexture) this->toptexture = set->toptexture;
if (always || this->midtexture) this->midtexture = set->midtexture;
if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture;
}
}
break;
case 440: // Play race countdown and start Metal Sonic
if (!metalrecording && !metalplayback)
G_DoPlayMetal();
break;
case 441: // Trigger unlockable
if ((!modifiedgame || savemoddata) && !(netgame || multiplayer))
{
INT32 trigid = (INT32)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
if (trigid < 0 || trigid > 31) // limited by 32 bit variable
CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", line->sidenum[0], trigid);
else
{
unlocktriggers |= 1 << trigid;
// Unlocked something?
if (M_UpdateUnlockablesAndExtraEmblems())
{
S_StartSound(NULL, sfx_ncitem);
G_SaveGameData(); // only save if unlocked something
}
}
}
// Execute one time only
line->special = 0;
break;
case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors
{
const mobjtype_t type = (mobjtype_t)sides[line->sidenum[0]].toptexture;
statenum_t state = NUMSTATES;
sector_t *sec;
mobj_t *thing;
if (line->sidenum[1] != 0xffff)
state = (statenum_t)sides[line->sidenum[1]].toptexture;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
boolean tryagain;
sec = sectors + secnum;
do {
tryagain = false;
for (thing = sec->thinglist; thing; thing = thing->snext)
if (thing->type == type)
{
if (state != NUMSTATES)
{
if (!P_SetMobjState(thing, state)) // set state to specific state
{ // mobj was removed
tryagain = true; // snext is corrupt, we'll have to start over.
break;
}
}
else if (!P_SetMobjState(thing, thing->state->nextstate)) // set state to nextstate
{ // mobj was removed
tryagain = true; // snext is corrupt, we'll have to start over.
break;
}
}
} while (tryagain);
}
break;
}
case 443: // Calls a named Lua function
#ifdef HAVE_BLUA
LUAh_LinedefExecute(line, mo);
#else
CONS_Alert(CONS_ERROR, "The map is trying to run a Lua script, but this exe was not compiled with Lua support!\n");
#endif
break;
case 444: // Earthquake camera
{
quake.intensity = sides[line->sidenum[0]].textureoffset;
quake.radius = sides[line->sidenum[0]].rowoffset;
quake.time = P_AproxDistance(line->dx, line->dy)>>FRACBITS;
quake.epicenter = NULL; /// \todo
// reasonable defaults.
if (!quake.intensity)
quake.intensity = 8<<FRACBITS;
if (!quake.radius)
quake.radius = 512<<FRACBITS;
break;
}
case 445: // Force block disappear remotely (reappear if noclimb)
{
INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS);
sector_t *sec; // Sector that the FOF is visible (or not visible) in
ffloor_t *rover; // FOF to vanish/un-vanish
for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
{
sec = sectors + secnum;
if (!sec->ffloors)
{
CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Target sector #%d has no FOFs.\n", secnum);
return;
}
for (rover = sec->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector->tag == foftag)
break;
}
if (!rover)
{
CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Can't find a FOF control sector with tag %d\n", foftag);
return;
}
// Abracadabra!
if (line->flags & ML_NOCLIMB)
rover->flags |= FF_EXISTS;
else
rover->flags &= ~FF_EXISTS;
}
}
break;
case 450: // Execute Linedef Executor - for recursion
P_LinedefExecute(line->tag, mo, NULL);
break;
case 451: // Execute Random Linedef Executor
{
INT32 rvalue1 = sides[line->sidenum[0]].textureoffset>>FRACBITS;
INT32 rvalue2 = sides[line->sidenum[0]].rowoffset>>FRACBITS;
INT32 result;
if (rvalue1 <= rvalue2)
result = P_RandomRange(rvalue1, rvalue2);
else
result = P_RandomRange(rvalue2, rvalue1);
P_LinedefExecute((INT16)result, mo, NULL);
break;
}
#ifdef POLYOBJECTS
case 480: // Polyobj_DoorSlide
case 481: // Polyobj_DoorSwing
PolyDoor(line);
break;
case 482: // Polyobj_Move
case 483: // Polyobj_OR_Move
PolyMove(line);
break;
case 484: // Polyobj_RotateRight
case 485: // Polyobj_OR_RotateRight
case 486: // Polyobj_RotateLeft
case 487: // Polyobj_OR_RotateLeft
PolyRotate(line);
break;
case 488: // Polyobj_Waypoint
PolyWaypoint(line);
break;
case 489:
PolyInvisible(line);
break;
case 490:
PolyVisible(line);
break;
case 491:
PolyTranslucency(line);
break;
#endif
default:
break;
}
}
//
// P_SetupSignExit
//
// Finds the exit sign in the current sector and
// sets its target to the player who passed the map.
//
void P_SetupSignExit(player_t *player)
{
mobj_t *thing;
msecnode_t *node = player->mo->subsector->sector->touching_thinglist; // things touching this sector
thinker_t *think;
INT32 numfound = 0;
for (; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->type != MT_SIGN)
continue;
if (thing->state != &states[thing->info->spawnstate])
continue;
P_SetTarget(&thing->target, player->mo);
P_SetMobjState(thing, S_SIGN1);
if (thing->info->seesound)
S_StartSound(thing, thing->info->seesound);
++numfound;
}
if (numfound)
return;
// didn't find any signposts in the exit sector.
// spin all signposts in the level then.
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
thing = (mobj_t *)think;
if (thing->type != MT_SIGN)
continue;
if (thing->state != &states[thing->info->spawnstate])
continue;
P_SetTarget(&thing->target, player->mo);
P_SetMobjState(thing, S_SIGN1);
if (thing->info->seesound)
S_StartSound(thing, thing->info->seesound);
++numfound;
}
}
//
// P_IsFlagAtBase
//
// Checks to see if a flag is at its base.
//
boolean P_IsFlagAtBase(mobjtype_t flag)
{
thinker_t *think;
mobj_t *mo;
INT32 specialnum = 0;
for (think = thinkercap.next; think != &thinkercap; think = think->next)
{
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
continue; // not a mobj thinker
mo = (mobj_t *)think;
if (mo->type != flag)
continue;
if (mo->type == MT_REDFLAG)
specialnum = 3;
else if (mo->type == MT_BLUEFLAG)
specialnum = 4;
if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum)
return true;
else if (mo->subsector->sector->ffloors) // Check the 3D floors
{
ffloor_t *rover;
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (!(rover->flags & FF_EXISTS))
continue;
if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum)
continue;
if (mo->z <= *rover->topheight
&& mo->z >= *rover->bottomheight)
return true;
}
}
}
return false;
}
//
// P_PlayerTouchingSectorSpecial
//
// Replaces the old player->specialsector.
// This allows a player to touch more than
// one sector at a time, if necessary.
//
// Returns a pointer to the first sector of
// the particular type that it finds.
// Returns NULL if it doesn't find it.
//
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
{
msecnode_t *node;
ffloor_t *rover;
if (!player->mo)
return NULL;
// Check default case first
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
return player->mo->subsector->sector;
// Hmm.. maybe there's a FOF that has it...
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
{
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != *rover->bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight)
continue;
}
// This FOF has the special we're looking for!
return rover->master->frontsector;
}
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
if (GETSECSPECIAL(node->m_sector->special, section) == number)
{
// This sector has the special we're looking for, but
// are we allowed to touch it?
if (node->m_sector == player->mo->subsector->sector
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return node->m_sector;
}
// Hmm.. maybe there's a FOF that has it...
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != *rover->bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight)
continue;
}
// This FOF has the special we're looking for, but are we allowed to touch it?
if (node->m_sector == player->mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
return rover->master->frontsector;
}
}
return NULL;
}
//
// P_ThingIsOnThe3DFloor
//
// This checks whether the mobj is on/in the FOF we want it to be at
// Needed for the "All players" trigger sector specials only
//
static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *targetsec)
{
ffloor_t *rover;
if (!mo->player) // should NEVER happen
return false;
if (!targetsec->ffloors) // also should NEVER happen
return false;
for (rover = targetsec->ffloors; rover; rover = rover->next)
{
if (rover->master->frontsector != sector)
continue;
// we're assuming the FOF existed when the first player touched it
//if (!(rover->flags & FF_EXISTS))
// return false;
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != *rover->topheight)
return false;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != *rover->bottomheight)
return false;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == *rover->bottomheight)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == *rover->topheight)))
return false;
}
}
else
{
// Water and intangible FOFs
if (mo->z > *rover->topheight || (mo->z + mo->height) < *rover->bottomheight)
return false;
}
return true;
}
return false;
}
//
// P_MobjReadyToTrigger
//
// Is player standing on the sector's "ground"?
//
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
{
if (mo->eflags & MFE_VERTICALFLIP)
return (mo->z+mo->height == sec->ceilingheight);
else
return (mo->z == sec->floorheight);
}
/** Applies a sector special to a player.
*
* \param player Player in the sector.
* \param sector Sector with the special.
* \param roversector If !NULL, sector is actually an FOF; otherwise, sector
* is being physically contacted by the player.
* \todo Split up into multiple functions.
* \sa P_PlayerInSpecialSector, P_PlayerOnSpecial3DFloor
*/
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector)
{
INT32 i = 0;
INT32 section1, section2, section3, section4;
INT32 special;
section1 = GETSECSPECIAL(sector->special, 1);
section2 = GETSECSPECIAL(sector->special, 2);
section3 = GETSECSPECIAL(sector->special, 3);
section4 = GETSECSPECIAL(sector->special, 4);
// Ignore spectators
if (player->spectator)
return;
// Ignore dead players.
// If this strange phenomenon could be potentially used in levels,
// TODO: modify this to accommodate for it.
if (player->playerstate == PST_DEAD)
return;
// Conveyor stuff
if (section3 == 2 || section3 == 4)
player->onconveyor = section3;
special = section1;
// Process Section 1
switch (special)
{
case 1: // Damage (Generic)
if (roversector || P_MobjReadyToTrigger(player->mo, sector))
P_DamageMobj(player->mo, NULL, NULL, 1);
break;
case 2: // Damage (Water)
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_underwater] || player->pflags & PF_NIGHTSMODE) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
P_DamageMobj(player->mo, NULL, NULL, 1);
break;
case 3: // Damage (Fire)
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL)
P_DamageMobj(player->mo, NULL, NULL, 1);
break;
case 4: // Damage (Electrical)
if ((roversector || P_MobjReadyToTrigger(player->mo, sector)) && (player->powers[pw_shield] & SH_NOSTACK) != SH_ATTRACT)
P_DamageMobj(player->mo, NULL, NULL, 1);
break;
case 5: // Spikes
// Don't do anything. In Soviet Russia, spikes find you.
break;
case 6: // Death Pit (Camera Mod)
case 7: // Death Pit (No Camera Mod)
if (roversector || P_MobjReadyToTrigger(player->mo, sector))
P_DamageMobj(player->mo, NULL, NULL, 10000);
break;
case 8: // Instant Kill
P_DamageMobj(player->mo, NULL, NULL, 10000);
break;
case 9: // Ring Drainer (Floor Touch)
case 10: // Ring Drainer (No Floor Touch)
if (leveltime % (TICRATE/2) == 0 && player->mo->health > 1)
{
player->mo->health--;
player->health--;
S_StartSound(player->mo, sfx_itemup);
}
break;
case 11: // Special Stage Damage - Kind of like a mini-P_DamageMobj()
if (player->powers[pw_invulnerability] || player->powers[pw_flashing] || player->powers[pw_super] || player->exiting || player->bot)
break;
if (!(player->powers[pw_shield] || player->mo->health > 1)) // Don't do anything if no shield or rings anyway
break;
if (player->powers[pw_shield])
{
P_RemoveShield(player);
S_StartSound(player->mo, sfx_shldls); // Ba-Dum! Shield loss.
}
else if (player->mo->health > 1)
{
P_PlayRinglossSound(player->mo);
if (player->mo->health > 10)
player->mo->health -= 10;
else
player->mo->health = 1;
player->health = player->mo->health;
}
P_DoPlayerPain(player, NULL, NULL); // this does basically everything that was here before
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
P_PlayerFlagBurst(player, false);
break;
case 12: // Space Countdown
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL && !player->powers[pw_spacetime])
player->powers[pw_spacetime] = spacetimetics + 1;
break;
case 13: // Ramp Sector (Increase step-up/down)
case 14: // Non-Ramp Sector (Don't step-down)
case 15: // Bouncy Sector (FOF Control Only)
break;
}
special = section2;
// Process Section 2
switch (special)
{
case 1: // Trigger Linedef Exec (Pushable Objects)
break;
case 2: // Linedef executor requires all players present+doesn't require touching floor
case 3: // Linedef executor requires all players present
/// \todo check continues for proper splitscreen support?
for (i = 0; i < MAXPLAYERS; i++)
if (playeringame[i] && !players[i].bot && players[i].mo && (gametype != GT_COOP || players[i].lives > 0))
{
if (roversector)
{
if (players[i].mo->subsector->sector != roversector)
goto DoneSection2;
if (!P_ThingIsOnThe3DFloor(players[i].mo, sector, roversector))
goto DoneSection2;
}
else
{
if (players[i].mo->subsector->sector != sector)
goto DoneSection2;
if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector))
goto DoneSection2;
}
}
case 4: // Linedef executor that doesn't require touching floor
case 5: // Linedef executor
case 6: // Linedef executor (7 Emeralds)
case 7: // Linedef executor (NiGHTS Mare)
if (!player->bot)
P_LinedefExecute(sector->tag, player->mo, sector);
break;
case 8: // Tells pushable things to check FOFs
break;
case 9: // Egg trap capsule
{
thinker_t *th;
mobj_t *mo2;
line_t junk;
if (player->bot || sector->ceilingdata || sector->floordata)
return;
// Find the center of the Eggtrap and release all the pretty animals!
// The chimps are my friends.. heeheeheheehehee..... - LouisJM
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_EGGTRAP)
P_KillMobj(mo2, NULL, player->mo);
}
// clear the special so you can't push the button twice.
sector->special = 0;
// Move the button down
junk.tag = 680;
EV_DoElevator(&junk, elevateDown, false);
// Open the top FOF
junk.tag = 681;
EV_DoFloor(&junk, raiseFloorToNearestFast);
// Open the bottom FOF
junk.tag = 682;
EV_DoCeiling(&junk, lowerToLowestFast);
// Mark all players with the time to exit thingy!
for (i = 0; i < MAXPLAYERS; i++)
P_DoPlayerExit(&players[i]);
break;
}
case 10: // Special Stage Time/Rings
case 11: // Custom Gravity
break;
case 12: // Lua sector special
break;
}
DoneSection2:
special = section3;
// Process Section 3
switch (special)
{
case 1: // Ice/Sludge
case 2: // Wind/Current
case 3: // Ice/Sludge and Wind/Current
case 4: // Conveyor Belt
break;
case 5: // Speed pad w/o spin
case 6: // Speed pad w/ spin
if (player->powers[pw_flashing] != 0 && player->powers[pw_flashing] < TICRATE/2)
break;
i = P_FindSpecialLineFromTag(4, sector->tag, -1);
if (i != -1)
{
angle_t lineangle;
fixed_t linespeed;
lineangle = R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y);
linespeed = P_AproxDistance(lines[i].v2->x-lines[i].v1->x, lines[i].v2->y-lines[i].v1->y);
player->mo->angle = lineangle;
if (player == &players[consoleplayer])
localangle = player->mo->angle;
else if (player == &players[secondarydisplayplayer])
localangle2 = player->mo->angle;
if (!(lines[i].flags & ML_EFFECT4))
{
P_UnsetThingPosition(player->mo);
if (roversector) // make FOF speed pads work
{
player->mo->x = roversector->soundorg.x;
player->mo->y = roversector->soundorg.y;
}
else
{
player->mo->x = sector->soundorg.x;
player->mo->y = sector->soundorg.y;
}
P_SetThingPosition(player->mo);
}
P_InstaThrust(player->mo, player->mo->angle, linespeed);
if (GETSECSPECIAL(sector->special, 3) == 6 && (player->charability2 == CA2_SPINDASH))
{
if (!(player->pflags & PF_SPINNING))
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
}
player->powers[pw_flashing] = TICRATE/3;
S_StartSound(player->mo, sfx_spdpad);
}
break;
case 7: // Bustable block sprite parameter
case 8:
case 9:
case 10:
case 11:
case 12:
case 13:
case 14:
case 15:
break;
}
special = section4;
// Process Section 4
switch (special)
{
case 1: // Starpost Activator
{
mobj_t *post = P_GetObjectTypeInSectorNum(MT_STARPOST, sector - sectors);
if (!post)
break;
P_TouchSpecialThing(post, player->mo, false);
break;
}
case 2: // Special stage GOAL sector / Exit Sector / CTF Flag Return
if (player->bot)
break;
if (!useNightsSS && G_IsSpecialStage(gamemap) && sstimer > 6)
sstimer = 6; // Just let P_Ticker take care of the rest.
// Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c)
{
INT32 lineindex;
P_DoPlayerExit(player);
P_SetupSignExit(player);
// important: use sector->tag on next line instead of player->mo->subsector->tag
// this part is different from in P_PlayerThink, this is what was causing
// FOF custom exits not to work.
lineindex = P_FindSpecialLineFromTag(2, sector->tag, -1);
if (gametype == GT_COOP && lineindex != -1) // Custom exit!
{
// Special goodies with the block monsters flag depending on emeralds collected
if ((lines[lineindex].flags & ML_BLOCKMONSTERS) && ALL7EMERALDS(emeralds))
nextmapoverride = (INT16)(lines[lineindex].frontsector->ceilingheight>>FRACBITS);
else
nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS);
if (lines[lineindex].flags & ML_NOCLIMB)
skipstats = true;
// change the gametype using front x offset if passuse flag is given
// ...but not in single player!
if (multiplayer && lines[lineindex].flags & ML_EFFECT4)
{
INT32 xofs = sides[lines[lineindex].sidenum[0]].textureoffset;
if (xofs >= 0 && xofs < NUMGAMETYPES)
nextmapgametype = xofs;
}
}
}
break;
case 3: // Red Team's Base
if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
{
if (player->ctfteam == 1 && (player->gotflag & GF_BLUEFLAG))
{
mobj_t *mo;
// Make sure the red team still has their own
// flag at their base so they can score.
if (!P_IsFlagAtBase(MT_REDFLAG))
break;
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va(M_GetText("%s\\captured the blue flag.\\\\\\\\"), player_names[player-players]));
if (players[consoleplayer].ctfteam == 1)
S_StartSound(NULL, sfx_flgcap);
else if (players[consoleplayer].ctfteam == 2)
S_StartSound(NULL, sfx_lose);
mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_BLUEFLAG);
player->gotflag &= ~GF_BLUEFLAG;
mo->flags &= ~MF_SPECIAL;
mo->fuse = TICRATE;
mo->spawnpoint = bflagpoint;
mo->flags2 |= MF2_JUSTATTACKED;
redscore += 1;
P_AddPlayerScore(player, 250);
}
}
break;
case 4: // Blue Team's Base
if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
{
if (player->ctfteam == 2 && (player->gotflag & GF_REDFLAG))
{
mobj_t *mo;
// Make sure the blue team still has their own
// flag at their base so they can score.
if (!P_IsFlagAtBase(MT_BLUEFLAG))
break;
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho(va(M_GetText("%s\\captured the red flag.\\\\\\\\"), player_names[player-players]));
if (players[consoleplayer].ctfteam == 2)
S_StartSound(NULL, sfx_flgcap);
else if (players[consoleplayer].ctfteam == 1)
S_StartSound(NULL, sfx_lose);
mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_REDFLAG);
player->gotflag &= ~GF_REDFLAG;
mo->flags &= ~MF_SPECIAL;
mo->fuse = TICRATE;
mo->spawnpoint = rflagpoint;
mo->flags2 |= MF2_JUSTATTACKED;
bluescore += 1;
P_AddPlayerScore(player, 250);
}
}
break;
case 5: // Fan sector
player->mo->momz += mobjinfo[MT_FAN].mass/4;
if (player->mo->momz > mobjinfo[MT_FAN].mass)
player->mo->momz = mobjinfo[MT_FAN].mass;
P_ResetPlayer(player);
if (player->panim != PA_FALL)
P_SetPlayerMobjState(player->mo, S_PLAY_FALL1);
break;
case 6: // Super Sonic transformer
if (player->mo->health > 0 && !player->bot && (player->charflags & SF_SUPER) && !player->powers[pw_super] && ALL7EMERALDS(emeralds))
P_DoSuperTransformation(player, true);
break;
case 7: // Make player spin
if (!(player->pflags & PF_SPINNING) && P_IsObjectOnGround(player->mo) && (player->charability2 == CA2_SPINDASH))
{
player->pflags |= PF_SPINNING;
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
S_StartAttackSound(player->mo, sfx_spin);
if (abs(player->rmomx) < FixedMul(5*FRACUNIT, player->mo->scale)
&& abs(player->rmomy) < FixedMul(5*FRACUNIT, player->mo->scale))
P_InstaThrust(player->mo, player->mo->angle, FixedMul(10*FRACUNIT, player->mo->scale));
}
break;
case 8: // Zoom Tube Start
{
INT32 sequence;
fixed_t speed;
INT32 lineindex;
thinker_t *th;
mobj_t *waypoint = NULL;
mobj_t *mo2;
angle_t an;
if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
break;
// Find line #3 tagged to this sector
lineindex = P_FindSpecialLineFromTag(3, sector->tag, -1);
if (lineindex == -1)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special);
break;
}
// Grab speed and sequence values
speed = abs(lines[lineindex].dx)/8;
sequence = abs(lines[lineindex].dy)>>FRACBITS;
// scan the thinkers
// to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence
&& mo2->health == 0)
{
waypoint = mo2;
break;
}
}
if (!waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: FIRST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence);
break;
}
else
{
CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed);
}
an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle;
if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4))
break; // behind back
P_SetTarget(&player->mo->tracer, waypoint);
player->speed = speed;
player->pflags |= PF_SPINNING;
player->pflags &= ~PF_JUMPED;
player->pflags &= ~PF_GLIDING;
player->climbing = 0;
if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4]))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
S_StartSound(player->mo, sfx_spin);
}
}
break;
case 9: // Zoom Tube End
{
INT32 sequence;
fixed_t speed;
INT32 lineindex;
thinker_t *th;
mobj_t *waypoint = NULL;
mobj_t *mo2;
angle_t an;
if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
break;
// Find line #3 tagged to this sector
lineindex = P_FindSpecialLineFromTag(3, sector->tag, -1);
if (lineindex == -1)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special);
break;
}
// Grab speed and sequence values
speed = -(abs(lines[lineindex].dx)/8); // Negative means reverse
sequence = abs(lines[lineindex].dy)>>FRACBITS;
// scan the thinkers
// to find the last waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type == MT_TUBEWAYPOINT && mo2->threshold == sequence)
{
if (!waypoint)
waypoint = mo2;
else if (mo2->health > waypoint->health)
waypoint = mo2;
}
}
if (!waypoint)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: LAST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence);
break;
}
else
{
CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed);
}
an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle;
if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4))
break; // behind back
P_SetTarget(&player->mo->tracer, waypoint);
player->speed = speed;
player->pflags |= PF_SPINNING;
player->pflags &= ~PF_JUMPED;
if (!(player->mo->state >= &states[S_PLAY_ATK1] && player->mo->state <= &states[S_PLAY_ATK4]))
{
P_SetPlayerMobjState(player->mo, S_PLAY_ATK1);
S_StartSound(player->mo, sfx_spin);
}
}
break;
case 10: // Finish Line
if (gametype == GT_RACE && !player->exiting)
{
if (player->starpostnum == numstarposts) // Must have touched all the starposts
{
player->laps++;
if (player->pflags & PF_NIGHTSMODE)
player->drillmeter += 48*20;
if (player->laps >= (UINT8)cv_numlaps.value)
CONS_Printf(M_GetText("%s has finished the race.\n"), player_names[player-players]);
else
CONS_Printf(M_GetText("%s started lap %u\n"), player_names[player-players], (UINT32)player->laps+1);
// Reset starposts (checkpoints) info
player->starpostangle = player->starposttime = player->starpostnum = 0;
player->starpostx = player->starposty = player->starpostz = 0;
P_ResetStarposts();
// Play the starpost sound for 'consistency'
S_StartSound(player->mo, sfx_strpst);
}
else if (player->starpostnum)
{
// blatant reuse of a variable that's normally unused in circuit
if (!player->tossdelay)
S_StartSound(player->mo, sfx_lose);
player->tossdelay = 3;
}
if (player->laps >= (unsigned)cv_numlaps.value)
{
if (P_IsLocalPlayer(player))
{
HU_SetCEchoFlags(0);
HU_SetCEchoDuration(5);
HU_DoCEcho("FINISHED!");
}
P_DoPlayerExit(player);
}
}
break;
case 11: // Rope hang
{
INT32 sequence;
fixed_t speed;
INT32 lineindex;
thinker_t *th;
mobj_t *waypointmid = NULL;
mobj_t *waypointhigh = NULL;
mobj_t *waypointlow = NULL;
mobj_t *mo2;
mobj_t *closest = NULL;
line_t junk;
vertex_t v1, v2, resulthigh, resultlow;
mobj_t *highest = NULL;
if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT)
break;
if (player->mo->momz > 0)
break;
if (player->cmd.buttons & BT_USE)
break;
if (!(player->pflags & PF_SLIDING) && player->mo->state == &states[player->mo->info->painstate])
break;
if (player->exiting)
break;
//initialize resulthigh and resultlow with 0
memset(&resultlow, 0x00, sizeof(resultlow));
memset(&resulthigh, 0x00, sizeof(resulthigh));
// Find line #11 tagged to this sector
lineindex = P_FindSpecialLineFromTag(11, sector->tag, -1);
if (lineindex == -1)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #11.\n", sector->special);
break;
}
// Grab speed and sequence values
speed = abs(lines[lineindex].dx)/8;
sequence = abs(lines[lineindex].dy)>>FRACBITS;
// Find the closest waypoint
// Find the preceding waypoint
// Find the proceeding waypoint
// Determine the closest spot on the line between the three waypoints
// Put player at that location.
// scan the thinkers
// to find the first waypoint
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold != sequence)
continue;
if (!highest)
highest = mo2;
else if (mo2->health > highest->health) // Find the highest waypoint # in case we wrap
highest = mo2;
if (closest && P_AproxDistance(P_AproxDistance(player->mo->x-mo2->x, player->mo->y-mo2->y),
player->mo->z-mo2->z) > P_AproxDistance(P_AproxDistance(player->mo->x-closest->x,
player->mo->y-closest->y), player->mo->z-closest->z))
continue;
// Found a target
closest = mo2;
}
waypointmid = closest;
closest = NULL;
if (waypointmid == NULL)
{
CONS_Debug(DBG_GAMELOGIC, "ERROR: WAYPOINT(S) IN SEQUENCE %d NOT FOUND.\n", sequence);
break;
}
// Find waypoint before this one (waypointlow)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold != sequence)
continue;
if (waypointmid->health == 0)
{
if (mo2->health != highest->health)
continue;
}
else if (mo2->health != waypointmid->health - 1)
continue;
// Found a target
waypointlow = mo2;
break;
}
// Find waypoint after this one (waypointhigh)
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker)
continue;
mo2 = (mobj_t *)th;
if (mo2->type != MT_TUBEWAYPOINT)
continue;
if (mo2->threshold != sequence)
continue;
if (waypointmid->health == highest->health)
{
if (mo2->health != 0)
continue;
}
else if (mo2->health != waypointmid->health + 1)
continue;
// Found a target
waypointhigh = mo2;
break;
}
CONS_Debug(DBG_GAMELOGIC, "WaypointMid: %d; WaypointLow: %d; WaypointHigh: %d\n",
waypointmid->health, waypointlow ? waypointlow->health : -1, waypointhigh ? waypointhigh->health : -1);
// Now we have three waypoints... the closest one we're near, and the one that comes before, and after.
// Next, we need to find the closest point on the line between each set, and determine which one we're
// closest to.
// Waypointmid and Waypointlow:
if (waypointlow)
{
v1.x = waypointmid->x;
v1.y = waypointmid->y;
v1.z = waypointmid->z;
v2.x = waypointlow->x;
v2.y = waypointlow->y;
v2.z = waypointlow->z;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resultlow);
}
// Waypointmid and Waypointhigh:
if (waypointhigh)
{
v1.x = waypointmid->x;
v1.y = waypointmid->y;
v1.z = waypointmid->z;
v2.x = waypointhigh->x;
v2.y = waypointhigh->y;
v2.z = waypointhigh->z;
junk.v1 = &v1;
junk.v2 = &v2;
junk.dx = v2.x - v1.x;
junk.dy = v2.y - v1.y;
P_ClosestPointOnLine3D(player->mo->x, player->mo->y, player->mo->z, &junk, &resulthigh);
}
// 3D support now available. Disregard the previous notice here. -Red
P_UnsetThingPosition(player->mo);
P_ResetPlayer(player);
player->mo->momx = player->mo->momy = player->mo->momz = 0;
if (lines[lineindex].flags & ML_EFFECT1) // Don't wrap
{
highest->flags |= MF_SLIDEME;
}
// Changing the conditions on these ifs to fix issues with snapping to the wrong spot -Red
if ((lines[lineindex].flags & ML_EFFECT1) && waypointmid->health == 0)
{
closest = waypointhigh;
player->mo->x = resulthigh.x;
player->mo->y = resulthigh.y;
player->mo->z = resulthigh.z - P_GetPlayerHeight(player);
}
else if ((lines[lineindex].flags & ML_EFFECT1) && waypointmid->health == highest->health)
{
closest = waypointmid;
player->mo->x = resultlow.x;
player->mo->y = resultlow.y;
player->mo->z = resultlow.z - P_GetPlayerHeight(player);
}
else
{
if (P_AproxDistance(P_AproxDistance(player->mo->x-resultlow.x, player->mo->y-resultlow.y),
player->mo->z-resultlow.z) < P_AproxDistance(P_AproxDistance(player->mo->x-resulthigh.x,
player->mo->y-resulthigh.y), player->mo->z-resulthigh.z))
{
// Line between Mid and Low is closer
closest = waypointmid;
player->mo->x = resultlow.x;
player->mo->y = resultlow.y;
player->mo->z = resultlow.z - P_GetPlayerHeight(player);
}
else
{
// Line between Mid and High is closer
closest = waypointhigh;
player->mo->x = resulthigh.x;
player->mo->y = resulthigh.y;
player->mo->z = resulthigh.z - P_GetPlayerHeight(player);
}
}
P_SetTarget(&player->mo->tracer, closest);
// Option for static ropes.
if (lines[lineindex].flags & ML_NOCLIMB)
player->speed = 0;
else
player->speed = speed;
player->pflags |= PF_ROPEHANG;
S_StartSound(player->mo, sfx_s3k4a);
player->pflags &= ~PF_JUMPED;
player->pflags &= ~PF_GLIDING;
player->pflags &= ~PF_SLIDING;
player->climbing = 0;
P_SetThingPosition(player->mo);
P_SetPlayerMobjState(player->mo, S_PLAY_CARRY);
}
break;
case 12: // Camera noclip
case 13: // Unused
case 14: // Unused
case 15: // Unused
break;
}
}
/** Checks if an object is standing on or is inside a special 3D floor.
* If so, the sector is returned.
*
* \param mo Object to check.
* \return Pointer to the sector with a special type, or NULL if no special 3D
* floors are being contacted.
* \sa P_PlayerOnSpecial3DFloor
*/
sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo)
{
sector_t *sector;
ffloor_t *rover;
sector = mo->subsector->sector;
if (!sector->ffloors)
return NULL;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!rover->master->frontsector->special)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
// Check the 3D floor's type...
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != *rover->topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(mo->eflags & MFE_VERTICALFLIP)
|| mo->z + mo->height != *rover->bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == *rover->bottomheight)
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == *rover->topheight)))
continue;
}
}
else
{
// Water and intangible FOFs
if (mo->z > *rover->topheight || (mo->z + mo->height) < *rover->bottomheight)
continue;
}
return rover->master->frontsector;
}
return NULL;
}
/** 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)
{
ffloor_t *rover;
for (rover = sector->ffloors; rover; rover = rover->next)
{
if (!rover->master->frontsector->special)
continue;
if (!(rover->flags & FF_EXISTS))
continue;
// Check the 3D floor's type...
if (rover->flags & FF_BLOCKPLAYER)
{
// Thing must be on top of the floor to be affected...
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != *rover->topheight)
continue;
}
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != *rover->bottomheight)
continue;
}
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == *rover->bottomheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == *rover->topheight)))
continue;
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > *rover->topheight || (player->mo->z + player->mo->height) < *rover->bottomheight)
continue;
}
// This FOF has the special we're looking for, but are we allowed to touch it?
if (sector == player->mo->subsector->sector
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
P_ProcessSpecialSector(player, rover->master->frontsector, sector);
}
// Allow sector specials to be applied to polyobjects!
if (player->mo->subsector->polyList)
{
polyobj_t *po = player->mo->subsector->polyList;
sector_t *polysec;
boolean touching = false;
boolean inside = false;
while(po)
{
if (po->flags & POF_NOSPECIALS)
{
po = (polyobj_t *)(po->link.next);
continue;
}
polysec = po->lines[0]->backsector;
if ((polysec->flags & SF_TRIGGERSPECIAL_TOUCH))
touching = P_MobjTouchingPolyobj(po, player->mo);
else
touching = false;
inside = P_MobjInsidePolyobj(po, player->mo);
if (!(inside || touching))
{
po = (polyobj_t *)(po->link.next);
continue;
}
// We're inside it! Yess...
if (!polysec->special)
{
po = (polyobj_t *)(po->link.next);
continue;
}
if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking
{
}
else if (po->flags & POF_SOLID)
{
// Thing must be on top of the floor to be affected...
if ((polysec->flags & SF_FLIPSPECIAL_FLOOR)
&& !(polysec->flags & SF_FLIPSPECIAL_CEILING))
{
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != polysec->ceilingheight)
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
else if ((polysec->flags & SF_FLIPSPECIAL_CEILING)
&& !(polysec->flags & SF_FLIPSPECIAL_FLOOR))
{
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|| player->mo->z + player->mo->height != polysec->floorheight)
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
else if (polysec->flags & SF_FLIPSPECIAL_BOTH)
{
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == polysec->floorheight)
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == polysec->ceilingheight)))
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
}
else
{
// Water and DEATH FOG!!! heh
if (player->mo->z > polysec->ceilingheight || (player->mo->z + player->mo->height) < polysec->floorheight)
{
po = (polyobj_t *)(po->link.next);
continue;
}
}
P_ProcessSpecialSector(player, polysec, sector);
po = (polyobj_t *)(po->link.next);
}
}
}
#define VDOORSPEED (FRACUNIT*2)
//
// P_RunSpecialSectorCheck
//
// Helper function to P_PlayerInSpecialSector
//
static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector)
{
boolean nofloorneeded = false;
if (!sector->special) // nothing special, exit
return;
if (GETSECSPECIAL(sector->special, 2) == 9) // Egg trap capsule -- should only be for 3dFloors!
return;
// The list of specials that activate without floor touch
// Check Section 1
switch(GETSECSPECIAL(sector->special, 1))
{
case 2: // Damage (water)
case 8: // Instant kill
case 10: // Ring drainer that doesn't require floor touch
case 12: // Space countdown
nofloorneeded = true;
break;
}
// Check Section 2
switch(GETSECSPECIAL(sector->special, 2))
{
case 2: // Linedef executor (All players needed)
case 4: // Linedef executor
case 6: // Linedef executor (7 Emeralds)
case 7: // Linedef executor (NiGHTS Mare)
nofloorneeded = true;
break;
}
// Check Section 3
/* switch(GETSECSPECIAL(sector->special, 3))
{
}*/
// Check Section 4
switch(GETSECSPECIAL(sector->special, 4))
{
case 2: // Level Exit / GOAL Sector / Flag Return
if (!useNightsSS && G_IsSpecialStage(gamemap))
{
// Special stage GOAL sector
// requires touching floor.
break;
}
case 1: // Starpost activator
case 5: // Fan sector
case 6: // Super Sonic Transform
case 8: // Zoom Tube Start
case 9: // Zoom Tube End
case 10: // Finish line
nofloorneeded = true;
break;
}
if (nofloorneeded)
{
P_ProcessSpecialSector(player, sector, NULL);
return;
}
// Only go further if on the ground
if ((sector->flags & SF_FLIPSPECIAL_FLOOR) && !(sector->flags & SF_FLIPSPECIAL_CEILING) && player->mo->z != sector->floorheight)
return;
if ((sector->flags & SF_FLIPSPECIAL_CEILING) && !(sector->flags & SF_FLIPSPECIAL_FLOOR) && player->mo->z + player->mo->height != sector->ceilingheight)
return;
if ((sector->flags & SF_FLIPSPECIAL_BOTH)
&& player->mo->z != sector->floorheight
&& player->mo->z + player->mo->height != sector->ceilingheight)
return;
P_ProcessSpecialSector(player, sector, NULL);
}
/** Checks if the player is in a special sector or FOF and apply any specials.
*
* \param player Player to check.
* \sa P_PlayerOnSpecial3DFloor, P_ProcessSpecialSector
*/
void P_PlayerInSpecialSector(player_t *player)
{
sector_t *sector;
msecnode_t *node;
if (!player->mo)
return;
// Do your ->subsector->sector first
sector = player->mo->subsector->sector;
P_PlayerOnSpecial3DFloor(player, sector);
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
// Iterate through touching_sectorlist
for (node = player->mo->touching_sectorlist; node; node = node->m_snext)
{
sector = node->m_sector;
if (sector == player->mo->subsector->sector) // Don't duplicate
continue;
// Check 3D floors...
P_PlayerOnSpecial3DFloor(player, sector);
if (!(sector->flags & SF_TRIGGERSPECIAL_TOUCH))
return;
// After P_PlayerOnSpecial3DFloor, recheck if the player is in that sector,
// because the player can be teleported in between these times.
if (sector == player->mo->subsector->sector)
P_RunSpecialSectorCheck(player, sector);
}
}
/** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up.
*
* \sa cv_timelimit, P_CheckPointLimit
*/
void P_UpdateSpecials(void)
{
anim_t *anim;
INT32 i, k;
INT32 pic;
size_t j;
levelflat_t *foundflats; // for flat animation
// LEVEL TIMER
// Exit if the timer is equal to or greater the timelimit, unless you are
// in overtime. In which case leveltime may stretch out beyond timelimitintics
// and overtime's status will be checked here each tick.
if (cv_timelimit.value && timelimitintics <= leveltime && (multiplayer || netgame)
&& G_RingSlingerGametype() && (gameaction != ga_completed))
{
boolean pexit = false;
//Tagmode round end but only on the tic before the
//XD_EXITLEVEL packet is recieved by all players.
if (G_TagGametype())
{
if (leveltime == (timelimitintics + 1))
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator
|| (players[i].pflags & PF_TAGGED) || (players[i].pflags & PF_TAGIT))
continue;
CONS_Printf(M_GetText("%s recieved double points for surviving the round.\n"), player_names[i]);
P_AddPlayerScore(&players[i], players[i].score);
}
}
pexit = true;
}
//Optional tie-breaker for Match/CTF
else if (G_RingSlingerGametype() && cv_overtime.value)
{
INT32 playerarray[MAXPLAYERS];
INT32 tempplayer = 0;
INT32 spectators = 0;
INT32 playercount = 0;
//Figure out if we have enough participating players to care.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && players[i].spectator)
spectators++;
}
if ((D_NumPlayers() - spectators) > 1)
{
// Play the starpost sfx after the first second of overtime.
if (gamestate == GS_LEVEL && (leveltime == (timelimitintics + TICRATE)))
S_StartSound(NULL, sfx_strpst);
// Normal Match
if (!G_GametypeHasTeams())
{
//Store the nodes of participating players in an array.
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !players[i].spectator)
{
playerarray[playercount] = i;
playercount++;
}
}
//Sort 'em.
for (i = 1; i < playercount; i++)
{
for (k = i; k < playercount; k++)
{
if (players[playerarray[i-1]].score < players[playerarray[k]].score)
{
tempplayer = playerarray[i-1];
playerarray[i-1] = playerarray[k];
playerarray[k] = tempplayer;
}
}
}
//End the round if the top players aren't tied.
if (!(players[playerarray[0]].score == players[playerarray[1]].score))
pexit = true;
}
else
{
//In team match and CTF, determining a tie is much simpler. =P
if (!(redscore == bluescore))
pexit = true;
}
}
else
pexit = true;
}
else
pexit = true;
if (server && pexit)
SendNetXCmd(XD_EXITLEVEL, NULL, 0);
}
// POINT LIMIT
P_CheckPointLimit();
// ANIMATE TEXTURES
for (anim = anims; anim < lastanim; anim++)
{
for (i = anim->basepic; i < anim->basepic + anim->numpics; i++)
{
pic = anim->basepic + ((leveltime/anim->speed + i) % anim->numpics);
if (anim->istexture)
texturetranslation[i] = pic;
}
}
// ANIMATE FLATS
/// \todo do not check the non-animate flat.. link the animated ones?
/// \note its faster than the original anywaysince it animates only
/// flats used in the level, and there's usually very few of them
foundflats = levelflats;
for (j = 0; j < numlevelflats; j++, foundflats++)
{
if (foundflats->speed) // it is an animated flat
{
// update the levelflat lump number
foundflats->lumpnum = foundflats->baselumpnum +
((leveltime/foundflats->speed + foundflats->animseq) % foundflats->numpics);
}
}
}
/** Adds a newly formed 3Dfloor structure to a sector's ffloors list.
*
* \param sec Target sector.
* \param ffloor Newly formed 3Dfloor structure.
* \sa P_AddFakeFloor
*/
static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor)
{
ffloor_t *rover;
if (!sec->ffloors)
{
sec->ffloors = ffloor;
ffloor->next = 0;
ffloor->prev = 0;
return;
}
for (rover = sec->ffloors; rover->next; rover = rover->next);
rover->next = ffloor;
ffloor->prev = rover;
ffloor->next = 0;
}
/** Adds a 3Dfloor.
*
* \param sec Target sector.
* \param sec2 Control sector.
* \param master Control linedef.
* \param flags Options affecting this 3Dfloor.
* \param secthinkers List of relevant thinkers sorted by sector. May be NULL.
* \return Pointer to the new 3Dfloor.
* \sa P_AddFFloor, P_AddFakeFloorsByLine, P_SpawnSpecials
*/
static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers)
{
ffloor_t *ffloor;
thinker_t *th;
friction_t *f;
pusher_t *p;
levelspecthink_t *lst;
size_t sec2num;
size_t i;
if (sec == sec2)
return false; //Don't need a fake floor on a control sector.
if (sec2->ceilingheight < sec2->floorheight)
{
fixed_t tempceiling = sec2->ceilingheight;
//flip the sector around and print an error instead of crashing 12.1.08 -Inuyasha
CONS_Alert(CONS_ERROR, M_GetText("A FOF tagged %d has a top height below its bottom.\n"), master->tag);
sec2->ceilingheight = sec2->floorheight;
sec2->floorheight = tempceiling;
}
sec2->tagline = master;
if (sec2->numattached == 0)
{
sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
sec2->attachedsolid = Z_Malloc(sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL);
sec2->attached[0] = sec - sectors;
sec2->numattached = 1;
sec2->attachedsolid[0] = (flags & FF_SOLID);
}
else
{
for (i = 0; i < sec2->numattached; i++)
if (sec2->attached[i] == (size_t)(sec - sectors))
return NULL;
if (sec2->numattached >= sec2->maxattached)
{
sec2->maxattached *= 2;
sec2->attached = Z_Realloc(sec2->attached, sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
sec2->attachedsolid = Z_Realloc(sec2->attachedsolid, sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL);
}
sec2->attached[sec2->numattached] = sec - sectors;
sec2->attachedsolid[sec2->numattached] = (flags & FF_SOLID);
sec2->numattached++;
}
// Add the floor
ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL);
ffloor->secnum = sec2 - sectors;
ffloor->target = sec;
ffloor->bottomheight = &sec2->floorheight;
ffloor->bottompic = &sec2->floorpic;
ffloor->bottomxoffs = &sec2->floor_xoffs;
ffloor->bottomyoffs = &sec2->floor_yoffs;
ffloor->bottomangle = &sec2->floorpic_angle;
// Add the ceiling
ffloor->topheight = &sec2->ceilingheight;
ffloor->toppic = &sec2->ceilingpic;
ffloor->toplightlevel = &sec2->lightlevel;
ffloor->topxoffs = &sec2->ceiling_xoffs;
ffloor->topyoffs = &sec2->ceiling_yoffs;
ffloor->topangle = &sec2->ceilingpic_angle;
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT1)) // Block player only
flags &= ~FF_BLOCKOTHERS;
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player
flags &= ~FF_BLOCKPLAYER;
ffloor->flags = flags;
ffloor->master = master;
ffloor->norender = INFTICS;
// Scan the thinkers to check for special conditions applying to this FOF.
// If we have thinkers sorted by sector, just check the relevant ones;
// otherwise, check them all. Apologies for the ugly loop...
sec2num = sec2 - sectors;
// Just initialise both of these to placate the compiler.
i = 0;
th = thinkercap.next;
for(;;)
{
if(secthinkers)
{
if(i < secthinkers[sec2num].count)
th = secthinkers[sec2num].thinkers[i];
else break;
}
else if (th == &thinkercap)
break;
// Should this FOF have spikeness?
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
{
lst = (levelspecthink_t *)th;
if (lst->sector == sec2)
P_AddSpikeThinker(sec, (INT32)sec2num);
}
// Should this FOF have friction?
else if(th->function.acp1 == (actionf_p1)T_Friction)
{
f = (friction_t *)th;
if (f->affectee == (INT32)sec2num)
Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee);
}
// Should this FOF have wind/current/pusher?
else if(th->function.acp1 == (actionf_p1)T_Pusher)
{
p = (pusher_t *)th;
if (p->affectee == (INT32)sec2num)
Add_Pusher(p->type, p->x_mag<<FRACBITS, p->y_mag<<FRACBITS, p->source, (INT32)(sec-sectors), p->affectee, p->exclusive, p->slider);
}
if(secthinkers) i++;
else th = th->next;
}
if (flags & FF_TRANSLUCENT)
{
if (sides[master->sidenum[0]].toptexture > 0)
ffloor->alpha = sides[master->sidenum[0]].toptexture; // for future reference, "#0" is 1, and "#255" is 256. Be warned
else
ffloor->alpha = 0x80;
}
else
ffloor->alpha = 0xff;
if (flags & FF_QUICKSAND)
CheckForQuicksand = true;
if ((flags & FF_BUSTUP) || (flags & FF_SHATTER) || (flags & FF_SPINBUST))
CheckForBustableBlocks = true;
if ((flags & FF_MARIO))
{
P_AddBlockThinker(sec2, master);
CheckForMarioBlocks = true;
}
if ((flags & FF_CRUMBLE))
sec2->crumblestate = 1;
if ((flags & FF_FLOATBOB))
{
P_AddFloatThinker(sec2, sec->tag, master);
CheckForFloatBob = true;
}
P_AddFFloorToList(sec, ffloor);
return ffloor;
}
//
// SPECIAL SPAWNING
//
/** Adds a spike thinker.
* Sector type Section1:5 will result in this effect.
*
* \param sec Sector in which to add the thinker.
* \param referrer If != sec, then we're dealing with a FOF
* \sa P_SpawnSpecials, T_SpikeSector
* \author SSNTails <http://www.ssntails.org>
*/
static void P_AddSpikeThinker(sector_t *sec, INT32 referrer)
{
levelspecthink_t *spikes;
// create and initialize new thinker
spikes = Z_Calloc(sizeof (*spikes), PU_LEVSPEC, NULL);
P_AddThinker(&spikes->thinker);
spikes->thinker.function.acp1 = (actionf_p1)T_SpikeSector;
spikes->sector = sec;
spikes->vars[0] = referrer;
}
/** Adds a float thinker.
* Float thinkers cause solid 3Dfloors to float on water.
*
* \param sec Control sector.
* \param actionsector Target sector.
* \sa P_SpawnSpecials, T_FloatSector
* \author SSNTails <http://www.ssntails.org>
*/
static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline)
{
levelspecthink_t *floater;
// create and initialize new thinker
floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL);
P_AddThinker(&floater->thinker);
floater->thinker.function.acp1 = (actionf_p1)T_FloatSector;
floater->sector = sec;
floater->vars[0] = tag;
floater->sourceline = sourceline;
}
/** Adds a bridge thinker.
* Bridge thinkers cause a group of FOFs to behave like
* a bridge made up of pieces, that bows under weight.
*
* \param sec Control sector.
* \sa P_SpawnSpecials, T_BridgeThinker
* \author SSNTails <http://www.ssntails.org>
*/
static inline void P_AddBridgeThinker(line_t *sourceline, sector_t *sec)
{
levelspecthink_t *bridge;
// create an initialize new thinker
bridge = Z_Calloc(sizeof (*bridge), PU_LEVSPEC, NULL);
P_AddThinker(&bridge->thinker);
bridge->thinker.function.acp1 = (actionf_p1)T_BridgeThinker;
bridge->sector = sec;
bridge->vars[0] = sourceline->frontsector->floorheight;
bridge->vars[1] = sourceline->frontsector->ceilingheight;
bridge->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy); // Speed
bridge->vars[2] = FixedDiv(bridge->vars[2], 16*FRACUNIT);
bridge->vars[3] = bridge->vars[2];
// Start tag and end tag are TARGET SECTORS, not CONTROL SECTORS
// Control sector tags should be End_Tag + (End_Tag - Start_Tag)
bridge->vars[4] = sourceline->tag; // Start tag
bridge->vars[5] = (sides[sourceline->sidenum[0]].textureoffset>>FRACBITS); // End tag
}
/** Adds a 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 <http://www.ssntails.org>
*/
static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
{
levelspecthink_t *block;
// create and initialize new elevator thinker
block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL);
P_AddThinker(&block->thinker);
block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker;
block->sourceline = sourceline;
block->sector = sec;
}
/** Adds a raise thinker.
* A raise thinker checks to see if the
* player is standing on its 3D Floor,
* and if so, raises the platform towards
* it's destination. Otherwise, it lowers
* to the lowest nearby height if not
* there already.
*
* Replaces the old "AirBob".
*
* \param sec Control sector.
* \param actionsector Target sector.
* \param sourceline Control linedef.
* \sa P_SpawnSpecials, T_RaiseSector
* \author SSNTails <http://www.ssntails.org>
*/
static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
{
levelspecthink_t *raise;
raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL);
P_AddThinker(&raise->thinker);
raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
if (sourceline->flags & ML_BLOCKMONSTERS)
raise->vars[0] = 1;
else
raise->vars[0] = 0;
// set up the fields
raise->sector = sec;
// Require a spindash to activate
if (sourceline->flags & ML_NOCLIMB)
raise->vars[1] = 1;
else
raise->vars[1] = 0;
raise->vars[2] = P_AproxDistance(sourceline->dx, sourceline->dy);
raise->vars[2] = FixedDiv(raise->vars[2], 4*FRACUNIT);
raise->vars[3] = raise->vars[2];
raise->vars[5] = P_FindHighestCeilingSurrounding(sec);
raise->vars[4] = raise->vars[5]
- (sec->ceilingheight - sec->floorheight);
raise->vars[7] = P_FindLowestCeilingSurrounding(sec);
raise->vars[6] = raise->vars[7]
- (sec->ceilingheight - sec->floorheight);
raise->sourceline = sourceline;
}
// Function to maintain backwards compatibility
static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust)
{
levelspecthink_t *airbob;
airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL);
P_AddThinker(&airbob->thinker);
airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector;
// set up the fields
airbob->sector = sec;
// Require a spindash to activate
if (sourceline->flags & ML_NOCLIMB)
airbob->vars[1] = 1;
else
airbob->vars[1] = 0;
airbob->vars[2] = FRACUNIT;
if (noadjust)
{
airbob->vars[7] = airbob->sector->ceilingheight-16*FRACUNIT;
airbob->vars[6] = airbob->vars[7]
- (sec->ceilingheight - sec->floorheight);
}
else
airbob->vars[7] = airbob->sector->ceilingheight - P_AproxDistance(sourceline->dx, sourceline->dy);
airbob->vars[3] = airbob->vars[2];
if (sourceline->flags & ML_BLOCKMONSTERS)
airbob->vars[0] = 1;
else
airbob->vars[0] = 0;
airbob->vars[5] = sec->ceilingheight;
airbob->vars[4] = airbob->vars[5]
- (sec->ceilingheight - sec->floorheight);
airbob->sourceline = sourceline;
}
/** Adds a thwomp thinker.
* Even thwomps need to think!
*
* \param sec Control sector.
* \param actionsector Target sector.
* \param sourceline Control linedef.
* \sa P_SpawnSpecials, T_ThwompSector
* \author SSNTails <http://www.ssntails.org>
*/
static inline void P_AddThwompThinker(sector_t *sec, sector_t *actionsector, line_t *sourceline)
{
#define speed vars[1]
#define direction vars[2]
#define distance vars[3]
#define floorwasheight vars[4]
#define ceilingwasheight vars[5]
levelspecthink_t *thwomp;
// You *probably* already have a thwomp in this sector. If you've combined it with something
// else that uses the floordata/ceilingdata, you must be weird.
if (sec->floordata || sec->ceilingdata)
return;
// create and initialize new elevator thinker
thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL);
P_AddThinker(&thwomp->thinker);
thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector;
// set up the fields according to the type of elevator action
thwomp->sector = sec;
thwomp->vars[0] = actionsector->tag;
thwomp->floorwasheight = thwomp->sector->floorheight;
thwomp->ceilingwasheight = thwomp->sector->ceilingheight;
thwomp->direction = 0;
thwomp->distance = 1;
thwomp->sourceline = sourceline;
thwomp->sector->floordata = thwomp;
thwomp->sector->ceilingdata = thwomp;
return;
#undef speed
#undef direction
#undef distance
#undef floorwasheight
#undef ceilingwasheight
}
/** Adds a thinker which checks if any MF_ENEMY objects with health are in the defined area.
* If not, a linedef executor is run once.
*
* \param sec Control sector.
* \param sourceline Control linedef.
* \sa P_SpawnSpecials, T_NoEnemiesSector
* \author SSNTails <http://www.ssntails.org>
*/
static inline void P_AddNoEnemiesThinker(sector_t *sec, line_t *sourceline)
{
levelspecthink_t *nobaddies;
// create and initialize new thinker
nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL);
P_AddThinker(&nobaddies->thinker);
nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector;
nobaddies->sector = sec;
nobaddies->sourceline = sourceline;
}
/** Adds a thinker for Each-Time linedef executors. A linedef executor is run
* only when a player enters the area and doesn't run again until they re-enter.
*
* \param sec Control sector that contains the lines of executors we will want to run.
* \param sourceline Control linedef.
* \sa P_SpawnSpecials, T_EachTimeThinker
* \author SSNTails <http://www.ssntails.org>
*/
static inline void P_AddEachTimeThinker(sector_t *sec, line_t *sourceline)
{
levelspecthink_t *eachtime;
// create and initialize new thinker
eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL);
P_AddThinker(&eachtime->thinker);
eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker;
eachtime->sector = sec;
eachtime->sourceline = sourceline;
}
/** Adds a camera scanner.
*
* \param sourcesec Control sector.
* \param actionsector Target sector.
* \param angle Angle of the source line.
* \sa P_SpawnSpecials, T_CameraScanner
* \author SSNTails <http://www.ssntails.org>
*/
static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsector, angle_t angle)
{
elevator_t *elevator; // Why not? LOL
// create and initialize new elevator thinker
elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL);
P_AddThinker(&elevator->thinker);
elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner;
elevator->type = elevateBounce;
// set up the fields according to the type of elevator action
elevator->sector = sourcesec;
elevator->actionsector = actionsector;
elevator->distance = FixedInt(AngleFixed(angle));
}
static const ffloortype_e laserflags = FF_EXISTS|FF_RENDERALL|FF_NOSHADE|FF_EXTRA|FF_CUTEXTRA;
/** Flashes a laser block.
*
* \param flash Thinker structure for this laser.
* \sa EV_AddLaserThinker
* \author SSNTails <http://www.ssntails.org>
*/
void T_LaserFlash(laserthink_t *flash)
{
msecnode_t *node;
mobj_t *thing;
sector_t *sourcesec;
ffloor_t *ffloor = flash->ffloor;
sector_t *sector = flash->sector;
if (!ffloor)
flash->ffloor = ffloor = P_AddFakeFloor(sector, flash->sec, flash->sourceline, laserflags, NULL);
if (!ffloor || !(ffloor->flags & FF_EXISTS))
return;
if (leveltime & 1)
ffloor->flags |= FF_RENDERALL;
else
ffloor->flags &= ~FF_RENDERALL;
sourcesec = ffloor->master->frontsector; // Less to type!
sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2;
S_StartSound(&sector->soundorg, sfx_laser);
// Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough*
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_snext)
{
thing = node->m_thing;
if ((ffloor->master->flags & ML_EFFECT1)
&& thing->flags & MF_BOSS)
continue; // Don't hurt bosses
if (thing->z >= sourcesec->ceilingheight
|| thing->z + thing->height <= sourcesec->floorheight)
continue;
if (thing->flags & MF_SHOOTABLE)
P_DamageMobj(thing, NULL, NULL, 1);
else if (thing->type == MT_EGGSHIELD)
P_KillMobj(thing, NULL, NULL);
}
}
/** Adds a laser thinker to a 3Dfloor.
*
* \param ffloor 3Dfloor to turn into a laser block.
* \param sector Target sector.
* \param secthkiners Lists of thinkers sorted by sector. May be NULL.
* \sa T_LaserFlash
* \author SSNTails <http://www.ssntails.org>
*/
static inline void EV_AddLaserThinker(sector_t *sec, sector_t *sec2, line_t *line, thinkerlist_t *secthinkers)
{
laserthink_t *flash;
ffloor_t *ffloor = P_AddFakeFloor(sec, sec2, line, laserflags, secthinkers);
if (!ffloor)
return;
flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL);
P_AddThinker(&flash->thinker);
flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash;
flash->ffloor = ffloor;
flash->sector = sec; // For finding mobjs
flash->sec = sec2;
flash->sourceline = line;
}
//
// P_RunLevelLoadExecutors
//
// After loading/spawning all other specials
// and items, execute these.
//
static void P_RunLevelLoadExecutors(void)
{
size_t i;
for (i = 0; i < numlines; i++)
{
if (lines[i].special == 399)
P_RunTriggerLinedef(&lines[i], NULL, NULL);
}
}
/** After the map has loaded, scans for specials that spawn 3Dfloors and
* thinkers.
*
* \todo Split up into multiple functions.
* \todo Get rid of all the magic numbers.
* \todo Potentially use 'fromnetsave' to stop any new thinkers from being created
* as they'll just be erased by UnArchiveThinkers.
* \sa P_SpawnPrecipitation, P_SpawnFriction, P_SpawnPushers, P_SpawnScrollers
*/
void P_SpawnSpecials(INT32 fromnetsave)
{
sector_t *sector;
size_t i;
INT32 j;
thinkerlist_t *secthinkers;
thinker_t *th;
// Set the default gravity. Custom gravity overrides this setting.
gravity = FRACUNIT/2;
// Defaults in case levels don't have them set.
sstimer = 90*TICRATE + 6;
totalrings = 1;
CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false;
// Init special SECTORs.
sector = sectors;
for (i = 0; i < numsectors; i++, sector++)
{
if (!sector->special)
continue;
// Process Section 1
switch(GETSECSPECIAL(sector->special, 1))
{
case 5: // Spikes
P_AddSpikeThinker(sector, (INT32)(sector-sectors));
break;
case 15: // Bouncy sector
CheckForBouncySector = true;
break;
}
// Process Section 2
switch(GETSECSPECIAL(sector->special, 2))
{
case 10: // Time for special stage
sstimer = (sector->floorheight>>FRACBITS) * TICRATE + 6; // Time to finish
totalrings = sector->ceilingheight>>FRACBITS; // Ring count for special stage
break;
case 11: // Custom global gravity!
gravity = sector->floorheight/1000;
break;
}
// Process Section 3
/* switch(GETSECSPECIAL(player->specialsector, 3))
{
}*/
// Process Section 4
switch(GETSECSPECIAL(sector->special, 4))
{
case 10: // Circuit finish line
if (gametype == GT_RACE)
circuitmap = true;
break;
}
}
if (mapheaderinfo[gamemap-1]->weather == 2) // snow
curWeather = PRECIP_SNOW;
else if (mapheaderinfo[gamemap-1]->weather == 3) // rain
curWeather = PRECIP_RAIN;
else if (mapheaderinfo[gamemap-1]->weather == 1) // storm
curWeather = PRECIP_STORM;
else if (mapheaderinfo[gamemap-1]->weather == 5) // storm w/o rain
curWeather = PRECIP_STORM_NORAIN;
else if (mapheaderinfo[gamemap-1]->weather == 6) // storm w/o lightning
curWeather = PRECIP_STORM_NOSTRIKES;
else
curWeather = PRECIP_NONE;
P_InitTagLists(); // Create xref tables for tags
P_SpawnScrollers(); // Add generalized scrollers
P_SpawnFriction(); // Friction model using linedefs
P_SpawnPushers(); // Pusher model using linedefs
// Look for disable linedefs
for (i = 0; i < numlines; i++)
{
if (lines[i].special == 6)
{
// Ability flags can disable disable linedefs now, lol
if (netgame || multiplayer)
{
// future: nonet flag?
}
else if (((lines[i].flags & ML_NETONLY) != ML_NETONLY)
&& !(players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
&& !(players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
&& !(players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX )))
{
for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;)
{
lines[j].tag = 0;
lines[j].special = 0;
}
}
lines[i].special = 0;
lines[i].tag = 0;
}
}
// Look for thinkers that affect FOFs, and sort them by sector
secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL);
// Firstly, find out how many there are in each sector
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
secthinkers[((levelspecthink_t *)th)->sector - sectors].count++;
else if (th->function.acp1 == (actionf_p1)T_Friction)
secthinkers[((friction_t *)th)->affectee].count++;
else if (th->function.acp1 == (actionf_p1)T_Pusher)
secthinkers[((pusher_t *)th)->affectee].count++;
}
// Allocate each list, and then zero the count so we can use it to track
// the end of the list as we add the thinkers
for (i = 0; i < numsectors; i++)
if(secthinkers[i].count > 0)
{
secthinkers[i].thinkers = Z_Malloc(secthinkers[i].count * sizeof(thinker_t *), PU_STATIC, NULL);
secthinkers[i].count = 0;
}
// Finally, populate the lists.
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
size_t secnum = (size_t)-1;
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
secnum = ((levelspecthink_t *)th)->sector - sectors;
else if (th->function.acp1 == (actionf_p1)T_Friction)
secnum = ((friction_t *)th)->affectee;
else if (th->function.acp1 == (actionf_p1)T_Pusher)
secnum = ((pusher_t *)th)->affectee;
if (secnum != (size_t)-1)
secthinkers[secnum].thinkers[secthinkers[secnum].count++] = th;
}
// Init line EFFECTs
for (i = 0; i < numlines; i++)
{
// set line specials to 0 here too, same reason as above
if (netgame || multiplayer)
{
// future: nonet flag?
}
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
{
lines[i].special = 0;
continue;
}
else
{
if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
{
lines[i].special = 0;
continue;
}
if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
{
lines[i].special = 0;
continue;
}
if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))
{
lines[i].special = 0;
continue;
}
}
switch (lines[i].special)
{
INT32 s;
size_t sec;
ffloortype_e ffloorflags;
case 1: // Definable gravity per sector
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
sectors[s].gravity = &sectors[sec].floorheight; // This allows it to change in realtime!
if (lines[i].flags & ML_NOCLIMB)
sectors[s].verticalflip = true;
else
sectors[s].verticalflip = false;
CheckForReverseGravity = sectors[s].verticalflip;
}
break;
case 2: // Custom exit
break;
case 3: // Zoom Tube Parameters
break;
case 4: // Speed pad (combines with sector special Section3:5 or Section3:6)
break;
case 5: // Change camera info
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddCameraScanner(&sectors[sec], &sectors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y));
break;
#ifdef PARANOIA
case 6: // Disable tags if level not cleared
I_Error("Failed to catch a disable linedef");
break;
#endif
case 7: // Flat alignment
if (lines[i].flags & ML_EFFECT4) // Align angle
{
if (!(lines[i].flags & ML_EFFECT5)) // Align floor unless ALLTRIGGER flag is set
{
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].floorpic_angle = R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y);
}
if (!(lines[i].flags & ML_BOUNCY)) // Align ceiling unless BOUNCY flag is set
{
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].ceilingpic_angle = R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y);
}
}
else // Do offsets
{
if (!(lines[i].flags & ML_BLOCKMONSTERS)) // Align floor unless BLOCKMONSTERS flag is set
{
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
sectors[s].floor_xoffs += lines[i].dx;
sectors[s].floor_yoffs += lines[i].dy;
}
}
if (!(lines[i].flags & ML_NOCLIMB)) // Align ceiling unless NOCLIMB flag is set
{
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
sectors[s].ceiling_xoffs += lines[i].dx;
sectors[s].ceiling_yoffs += lines[i].dy;
}
}
}
break;
case 8: // Sector Parameters
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
if (lines[i].flags & ML_NOCLIMB)
{
sectors[s].flags &= ~SF_FLIPSPECIAL_FLOOR;
sectors[s].flags |= SF_FLIPSPECIAL_CEILING;
}
else if (lines[i].flags & ML_EFFECT4)
sectors[s].flags |= SF_FLIPSPECIAL_BOTH;
if (lines[i].flags & ML_EFFECT3)
sectors[s].flags |= SF_TRIGGERSPECIAL_TOUCH;
if (lines[i].frontsector && GETSECSPECIAL(lines[i].frontsector->special, 4) == 12)
sectors[s].camsec = sides[*lines[i].sidenum].sector-sectors;
}
break;
case 9: // Chain Parameters
break;
case 10: // Vertical culling plane for sprites and FOFs
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].cullheight = &lines[i]; // This allows it to change in realtime!
break;
case 50: // Insta-Lower Sector
EV_DoFloor(&lines[i], instantLower);
break;
case 51: // Instant raise for ceilings
EV_DoCeiling(&lines[i], instantRaise);
break;
case 52: // Continuously Falling sector
EV_DoContinuousFall(lines[i].frontsector, lines[i].backsector, P_AproxDistance(lines[i].dx, lines[i].dy), (lines[i].flags & ML_NOCLIMB));
break;
case 53: // New super cool and awesome moving floor and ceiling type
case 54: // New super cool and awesome moving floor type
if (lines[i].backsector)
EV_DoFloor(&lines[i], bounceFloor);
if (lines[i].special == 54)
break;
case 55: // New super cool and awesome moving ceiling type
if (lines[i].backsector)
EV_DoCeiling(&lines[i], bounceCeiling);
break;
case 56: // New super cool and awesome moving floor and ceiling crush type
case 57: // New super cool and awesome moving floor crush type
if (lines[i].backsector)
EV_DoFloor(&lines[i], bounceFloorCrush);
if (lines[i].special == 57)
break; //only move the floor
case 58: // New super cool and awesome moving ceiling crush type
if (lines[i].backsector)
EV_DoCeiling(&lines[i], bounceCeilingCrush);
break;
case 59: // Activate floating platform
EV_DoElevator(&lines[i], elevateContinuous, false);
break;
case 60: // Floating platform with adjustable speed
EV_DoElevator(&lines[i], elevateContinuous, true);
break;
case 61: // Crusher!
EV_DoCrush(&lines[i], crushAndRaise);
break;
case 62: // Crusher (up and then down)!
EV_DoCrush(&lines[i], fastCrushAndRaise);
break;
case 63: // support for drawn heights coming from different sector
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].heightsec = (INT32)sec;
break;
case 64: // Appearing/Disappearing FOF option
if (lines[i].flags & ML_BLOCKMONSTERS) { // Find FOFs by control sector tag
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
for (j = 0; (unsigned)j < sectors[s].linecount; j++)
if (sectors[s].lines[j]->special >= 100 && sectors[s].lines[j]->special < 300)
Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), (INT32)(sectors[s].lines[j]-lines), (INT32)i);
} else // Find FOFs by effect sector tag
for (s = -1; (s = P_FindLineFromLineTag(lines + i, s)) >= 0 ;)
{
if ((size_t)s == i)
continue;
if (sides[lines[s].sidenum[0]].sector->tag == sides[lines[i].sidenum[0]].sector->tag)
Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), s, (INT32)i);
}
break;
case 65: // Bridge Thinker
/*
// Disable this until it's working right!
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddBridgeThinker(&lines[i], &sectors[s]);*/
break;
case 100: // FOF (solid, opaque, shadows)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
break;
case 101: // FOF (solid, opaque, no shadows)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers);
break;
case 102: // TL block: FOF (solid, translucent)
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA;
// Draw the 'insides' of the block too
if (lines[i].flags & ML_NOCLIMB)
{
ffloorflags |= FF_CUTLEVEL;
ffloorflags |= FF_BOTHPLANES;
ffloorflags |= FF_ALLSIDES;
ffloorflags &= ~FF_EXTRA;
ffloorflags &= ~FF_CUTEXTRA;
}
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 103: // Solid FOF with no floor/ceiling (quite possibly useless)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_NOSHADE|FF_CUTLEVEL, secthinkers);
break;
case 104: // 3D Floor type that doesn't draw sides
// If line has no-climb set, give it shadows, otherwise don't
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_CUTLEVEL;
if (!(lines[i].flags & ML_NOCLIMB))
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 105: // FOF (solid, invisible)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers);
break;
case 120: // Opaque water
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 121: // TL water
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 122: // Opaque water, no sides
ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 123: // TL water, no sides
ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 124: // goo water
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 125: // goo water, no sides
ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_DOUBLESHADOW;
if (lines[i].flags & ML_EFFECT4)
ffloorflags |= FF_COLORMAPONLY;
if (lines[i].flags & ML_EFFECT5)
ffloorflags |= FF_RIPPLE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 140: // 'Platform' - You can jump up through it
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 141: // Translucent "platform"
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
// Draw the 'insides' of the block too
if (lines[i].flags & ML_EFFECT2)
{
ffloorflags |= FF_CUTLEVEL;
ffloorflags |= FF_BOTHPLANES;
ffloorflags |= FF_ALLSIDES;
ffloorflags &= ~FF_EXTRA;
ffloorflags &= ~FF_CUTEXTRA;
}
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 142: // Translucent "platform" with no sides
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_PLATFORM|FF_EXTRA|FF_CUTEXTRA;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
// Draw the 'insides' of the block too
if (lines[i].flags & ML_EFFECT2)
{
ffloorflags |= FF_CUTLEVEL;
ffloorflags |= FF_BOTHPLANES;
ffloorflags |= FF_ALLSIDES;
ffloorflags &= ~FF_EXTRA;
ffloorflags &= ~FF_CUTEXTRA;
}
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 143: // 'Reverse platform' - You fall through it
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 144: // Translucent "reverse platform"
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
// Draw the 'insides' of the block too
if (lines[i].flags & ML_EFFECT2)
{
ffloorflags |= FF_CUTLEVEL;
ffloorflags |= FF_BOTHPLANES;
ffloorflags |= FF_ALLSIDES;
ffloorflags &= ~FF_EXTRA;
ffloorflags &= ~FF_CUTEXTRA;
}
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 145: // Translucent "reverse platform" with no sides
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_REVERSEPLATFORM|FF_EXTRA|FF_CUTEXTRA;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
// Draw the 'insides' of the block too
if (lines[i].flags & ML_EFFECT2)
{
ffloorflags |= FF_CUTLEVEL;
ffloorflags |= FF_BOTHPLANES;
ffloorflags |= FF_ALLSIDES;
ffloorflags &= ~FF_EXTRA;
ffloorflags &= ~FF_CUTEXTRA;
}
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 146: // Intangible floor/ceiling with solid sides (fences/hoops maybe?)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_ALLSIDES|FF_INTANGABLEFLATS, secthinkers);
break;
case 150: // Air bobbing platform
case 151: // Adjustable air bobbing platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151));
break;
case 152: // Adjustable air bobbing platform in reverse
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
break;
case 160: // Float/bob platform
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB, secthinkers);
}
break;
case 170: // Crumbling platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
break;
case 171: // Crumbling platform that will not return
P_AddFakeFloorsByLine(i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_NORETURN, secthinkers);
break;
case 172: // "Platform" that crumbles and returns
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 173: // "Platform" that crumbles and doesn't return
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 174: // Translucent "platform" that crumbles and returns
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 175: // Translucent "platform" that crumbles and doesn't return
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
sec = sides[*lines[i].sidenum].sector - sectors;
lines[i].flags |= ML_BLOCKMONSTERS;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
}
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
break;
case 177: // Air bobbing platform that will crumble and bob on
// the water when it falls and hits, then never return
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
break;
case 178: // Crumbling platform that will float when it hits water
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CRUMBLE|FF_FLOATBOB, secthinkers);
}
break;
case 179: // Crumbling platform that will float when it hits water, but not return
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB|FF_NORETURN, secthinkers);
}
break;
case 180: // Air bobbing platform that will crumble
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
break;
case 190: // Rising Platform FOF (solid, opaque, shadows)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
case 191: // Rising Platform FOF (solid, opaque, no shadows)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
case 192: // Rising Platform TL block: FOF (solid, translucent)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
case 193: // Rising Platform FOF (solid, invisible)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
case 194: // Rising Platform 'Platform' - You can jump up through it
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
case 195: // Rising Platform Translucent "platform"
// If line has no-climb set, don't give it shadows, otherwise do
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES|FF_EXTRA|FF_CUTEXTRA;
if (lines[i].flags & ML_NOCLIMB)
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
break;
#ifdef SLOPENESS
case 999:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
size_t counting;
sectors[s].floorangle = ANGLE_45;
for (counting = 0; counting < sectors[s].linecount/2; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].floorheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
for (counting = sectors[s].linecount/2; counting < sectors[s].linecount; counting++)
{
sectors[s].lines[counting]->v1->z = sectors[sec].ceilingheight;
CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
}
sectors[s].special = 65535;
CONS_Debug(DBG_GAMELOGIC, "Found & Set slope!\n");
}
break;
#endif
case 200: // Double light effect
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers);
break;
case 201: // Light effect
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES, secthinkers);
break;
case 202: // Fog
sec = sides[*lines[i].sidenum].sector - sectors;
// SoM: Because it's fog, check for an extra colormap and set
// the fog flag...
if (sectors[sec].extra_colormap)
sectors[sec].extra_colormap->fog = 1;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_RENDERALL|FF_FOG|FF_BOTHPLANES|FF_INVERTPLANES|FF_ALLSIDES|FF_INVERTSIDES|FF_CUTEXTRA|FF_EXTRA|FF_DOUBLESHADOW|FF_CUTSPRITES, secthinkers);
break;
case 220: // Like opaque water, but not swimmable. (Good for snow effect on FOFs)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES, secthinkers);
break;
case 221: // FOF (intangible, translucent)
// If line has no-climb set, give it shadows, otherwise don't
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA|FF_CUTSPRITES;
if (!(lines[i].flags & ML_NOCLIMB))
ffloorflags |= FF_NOSHADE;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 222: // FOF with no floor/ceiling (good for GFZGRASS effect on FOFs)
// If line has no-climb set, give it shadows, otherwise don't
ffloorflags = FF_EXISTS|FF_RENDERSIDES|FF_ALLSIDES;
if (!(lines[i].flags & ML_NOCLIMB))
ffloorflags |= FF_NOSHADE|FF_CUTSPRITES;
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
break;
case 223: // FOF (intangible, invisible) - for combining specials in a sector
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_NOSHADE, secthinkers);
break;
case 250: // Mario Block
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_MARIO, secthinkers);
}
break;
case 251: // A THWOMP!
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
{
P_AddThwompThinker(&sectors[sec], &sectors[s], &lines[i]);
P_AddFakeFloor(&sectors[s], &sectors[sec], lines + i,
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
}
break;
case 252: // Shatter block (breaks when touched)
if (lines[i].flags & ML_NOCLIMB)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_SHATTERBOTTOM, secthinkers);
else
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER, secthinkers);
break;
case 253: // Translucent shatter block (see 76)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_TRANSLUCENT, secthinkers);
break;
case 254: // Bustable block
if (lines[i].flags & ML_NOCLIMB)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_ONLYKNUX, secthinkers);
else
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP, secthinkers);
break;
case 255: // Spin bust block (breaks when jumped or spun downwards onto)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST, secthinkers);
break;
case 256: // Translucent spin bust block (see 78)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST|FF_TRANSLUCENT, secthinkers);
break;
case 257: // Quicksand
if (lines[i].flags & ML_EFFECT5)
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_QUICKSAND|FF_RENDERALL|FF_ALLSIDES|FF_CUTSPRITES|FF_RIPPLE, secthinkers);
else
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_QUICKSAND|FF_RENDERALL|FF_ALLSIDES|FF_CUTSPRITES, secthinkers);
break;
case 258: // Laser block
if (!fromnetsave) // This creates a FOF which disrupts net saves
{
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
EV_AddLaserThinker(&sectors[s], &sectors[sec], lines + i, secthinkers);
}
break;
case 259: // Make-Your-Own FOF!
if (lines[i].sidenum[1] != 0xffff)
{
UINT8 *data = W_CacheLumpNum(lastloadedmaplumpnum + ML_SIDEDEFS,PU_STATIC);
UINT16 b;
for (b = 0; b < (INT16)numsides; b++)
{
register mapsidedef_t *msd = (mapsidedef_t *)data + b;
if (b == lines[i].sidenum[1])
{
if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9')
|| (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F'))
{
ffloortype_e FOF_Flags = axtoi(msd->toptexture);
P_AddFakeFloorsByLine(i, FOF_Flags, secthinkers);
break;
}
else
I_Error("Make-Your-Own-FOF (tag %d) needs a value in the linedef's second side upper texture field.", lines[i].tag);
}
}
Z_Free(data);
}
else
I_Error("Make-Your-Own FOF (tag %d) found without a 2nd linedef side!", lines[i].tag);
break;
case 300: // Linedef executor (combines with sector special 974/975) and commands
case 302:
case 303:
case 304:
// Charability linedef executors
case 305:
case 307:
break;
case 308: // Race-only linedef executor. Triggers once.
if (gametype != GT_RACE && gametype != GT_COMPETITION)
lines[i].special = 0;
break;
// Linedef executor triggers for CTF teams.
case 309:
case 311:
if (gametype != GT_CTF)
lines[i].special = 0;
break;
// Each time executors
case 306:
case 301:
case 310:
case 312:
sec = sides[*lines[i].sidenum].sector - sectors;
P_AddEachTimeThinker(&sectors[sec], &lines[i]);
break;
// No More Enemies Linedef Exec
case 313:
sec = sides[*lines[i].sidenum].sector - sectors;
P_AddNoEnemiesThinker(&sectors[sec], &lines[i]);
break;
// Pushable linedef executors (count # of pushables)
case 314:
case 315:
break;
// Unlock trigger executors
case 317:
case 318:
break;
case 319:
case 320:
break;
case 399: // Linedef execute on map load
// This is handled in P_RunLevelLoadExecutors.
break;
case 400:
case 401:
case 402:
case 403:
case 404:
case 405:
case 406:
case 407:
case 408:
case 409:
case 410:
case 411:
case 412:
case 413:
case 414:
case 415:
case 416:
case 417:
case 418:
case 419:
case 420:
case 421:
case 422:
case 423:
case 424:
case 425:
case 426:
case 427:
case 428:
case 429:
case 430:
case 431:
break;
// 500 is used for a scroller
// 501 is used for a scroller
// 502 is used for a scroller
// 503 is used for a scroller
// 504 is used for a scroller
// 505 is used for a scroller
// 510 is used for a scroller
// 511 is used for a scroller
// 512 is used for a scroller
// 513 is used for a scroller
// 514 is used for a scroller
// 515 is used for a scroller
// 520 is used for a scroller
// 521 is used for a scroller
// 522 is used for a scroller
// 523 is used for a scroller
// 524 is used for a scroller
// 525 is used for a scroller
// 530 is used for a scroller
// 531 is used for a scroller
// 532 is used for a scroller
// 533 is used for a scroller
// 534 is used for a scroller
// 535 is used for a scroller
// 540 is used for friction
// 541 is used for wind
// 542 is used for upwards wind
// 543 is used for downwards wind
// 544 is used for current
// 545 is used for upwards current
// 546 is used for downwards current
// 547 is used for push/pull
case 600: // floor lighting independently (e.g. lava)
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].floorlightsec = (INT32)sec;
break;
case 601: // ceiling lighting independently
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].ceilinglightsec = (INT32)sec;
break;
case 602: // Adjustable pulsating light
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_SpawnAdjustableGlowingLight(&sectors[sec], &sectors[s],
P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS);
break;
case 603: // Adjustable flickering light
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_SpawnAdjustableFireFlicker(&sectors[sec], &sectors[s],
P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS);
break;
case 604: // Adjustable Blinking Light (unsynchronized)
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_SpawnAdjustableStrobeFlash(&sectors[sec], &sectors[s],
abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, false);
break;
case 605: // Adjustable Blinking Light (synchronized)
sec = sides[*lines[i].sidenum].sector - sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
P_SpawnAdjustableStrobeFlash(&sectors[sec], &sectors[s],
abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, true);
break;
case 606: // HACK! Copy colormaps. Just plain colormaps.
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
sectors[s].midmap = lines[i].frontsector->midmap;
break;
default:
break;
}
}
// Allocate each list
for (i = 0; i < numsectors; i++)
if(secthinkers[i].thinkers)
Z_Free(secthinkers[i].thinkers);
Z_Free(secthinkers);
#ifdef POLYOBJECTS
// haleyjd 02/20/06: spawn polyobjects
Polyobj_InitLevel();
for (i = 0; i < numlines; i++)
{
switch (lines[i].special)
{
case 30: // Polyobj_Flag
EV_DoPolyObjFlag(&lines[i]);
break;
}
}
#endif
P_RunLevelLoadExecutors();
}
/** Adds 3Dfloors as appropriate based on a common control linedef.
*
* \param line Control linedef to use.
* \param ffloorflags 3Dfloor flags to use.
* \param secthkiners Lists of thinkers sorted by sector. May be NULL.
* \sa P_SpawnSpecials, P_AddFakeFloor
* \author Graue <graue@oceanbase.org>
*/
static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers)
{
INT32 s;
size_t sec = sides[*lines[line].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines+line, s)) >= 0 ;)
P_AddFakeFloor(&sectors[s], &sectors[sec], lines+line, ffloorflags, secthinkers);
}
/*
SoM: 3/8/2000: General scrolling functions.
T_Scroll,
Add_Scroller,
Add_WallScroller,
P_SpawnScrollers
*/
/** 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 <graue@oceanbase.org>
*/
void T_Scroll(scroll_t *s)
{
fixed_t dx = s->dx, dy = s->dy;
boolean is3dblock = false;
if (s->control != -1)
{ // compute scroll amounts based on a sector's height changes
fixed_t height = sectors[s->control].floorheight +
sectors[s->control].ceilingheight;
fixed_t delta = height - s->last_height;
s->last_height = height;
dx = FixedMul(dx, delta);
dy = FixedMul(dy, delta);
}
if (s->accel)
{
s->vdx = dx += s->vdx;
s->vdy = dy += s->vdy;
}
// if (!(dx | dy)) // no-op if both (x,y) offsets 0
// return;
switch (s->type)
{
side_t *side;
sector_t *sec;
fixed_t height;
msecnode_t *node;
mobj_t *thing;
line_t *line;
size_t i;
INT32 sect;
case sc_side: // scroll wall texture
side = sides + s->affectee;
side->textureoffset += dx;
side->rowoffset += dy;
break;
case sc_floor: // scroll floor texture
sec = sectors + s->affectee;
sec->floor_xoffs += dx;
sec->floor_yoffs += dy;
break;
case sc_ceiling: // scroll ceiling texture
sec = sectors + s->affectee;
sec->ceiling_xoffs += dx;
sec->ceiling_yoffs += dy;
break;
case sc_carry:
sec = sectors + s->affectee;
height = sec->floorheight;
// sec is the control sector, find the real sector(s) to use
for (i = 0; i < sec->linecount; i++)
{
line = sec->lines[i];
if (line->special < 100 || line->special >= 300)
is3dblock = false;
else
is3dblock = true;
if (!is3dblock)
continue;
for (sect = -1; (sect = P_FindSectorFromTag(line->tag, sect)) >= 0 ;)
{
sector_t *psec;
psec = sectors + sect;
for (node = psec->touching_thinglist; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher.
continue;
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.
thing->momx += dx;
thing->momy += dy;
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 (s->exclusive)
thing->flags2 |= MF2_PUSHED;
}
} // end of for loop through touching_thinglist
} // end of loop through sectors
}
if (!is3dblock)
{
for (node = sec->touching_thinglist; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->flags2 & MF2_PUSHED)
continue;
if (!((thing = node->m_thing)->flags & MF_NOCLIP) &&
(!(thing->flags & MF_NOGRAVITY || thing->z > height)))
{
// Move objects only if on floor or underwater,
// non-floating, and clipped.
thing->momx += dx;
thing->momy += dy;
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 (s->exclusive)
thing->flags2 |= MF2_PUSHED;
}
}
}
break;
case sc_carry_ceiling: // carry on ceiling (FOF scrolling)
sec = sectors + s->affectee;
height = sec->ceilingheight;
// sec is the control sector, find the real sector(s) to use
for (i = 0; i < sec->linecount; i++)
{
line = sec->lines[i];
if (line->special < 100 || line->special >= 300)
is3dblock = false;
else
is3dblock = true;
if (!is3dblock)
continue;
for (sect = -1; (sect = P_FindSectorFromTag(line->tag, sect)) >= 0 ;)
{
sector_t *psec;
psec = sectors + sect;
for (node = psec->touching_thinglist; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->flags2 & MF2_PUSHED)
continue;
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.
thing->momx += dx;
thing->momy += dy;
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 (s->exclusive)
thing->flags2 |= MF2_PUSHED;
}
} // end of for loop through touching_thinglist
} // end of loop through sectors
}
if (!is3dblock)
{
for (node = sec->touching_thinglist; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->flags2 & MF2_PUSHED)
continue;
if (!((thing = node->m_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.
thing->momx += dx;
thing->momy += dy;
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 (s->exclusive)
thing->flags2 |= MF2_PUSHED;
}
}
}
break; // end of sc_carry_ceiling
} // end of switch
}
/** Adds a generalized scroller to the thinker list.
*
* \param type The enumerated type of scrolling.
* \param dx x speed of scrolling or its acceleration.
* \param dy y speed of scrolling or its acceleration.
* \param control Sector whose heights control this scroller's effect
* remotely, or -1 if there is no control sector.
* \param affectee Index of the affected object, sector or sidedef.
* \param accel Nonzero for an accelerative effect.
* \sa Add_WallScroller, P_SpawnScrollers, T_Scroll
*/
static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive)
{
scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL);
s->thinker.function.acp1 = (actionf_p1)T_Scroll;
s->type = type;
s->dx = dx;
s->dy = dy;
s->accel = accel;
s->exclusive = exclusive;
s->vdx = s->vdy = 0;
if ((s->control = control) != -1)
s->last_height = sectors[control].floorheight + sectors[control].ceilingheight;
s->affectee = affectee;
P_AddThinker(&s->thinker);
}
/** Adds a wall scroller.
* Scroll amount is rotated with respect to wall's linedef first, so that
* scrolling towards the wall in a perpendicular direction is translated into
* vertical motion, while scrolling along the wall in a parallel direction is
* translated into horizontal motion.
*
* \param dx x speed of scrolling or its acceleration.
* \param dy y speed of scrolling or its acceleration.
* \param l Line whose front side will scroll.
* \param control Sector whose heights control this scroller's effect
* remotely, or -1 if there is no control sector.
* \param accel Nonzero for an accelerative effect.
* \sa Add_Scroller, P_SpawnScrollers
*/
static void Add_WallScroller(fixed_t dx, fixed_t dy, const line_t *l, INT32 control, INT32 accel)
{
fixed_t x = abs(l->dx), y = abs(l->dy), d;
if (y > x)
d = x, x = y, y = d;
d = FixedDiv(x, FINESINE((tantoangle[FixedDiv(y, x) >> DBITS] + ANGLE_90) >> ANGLETOFINESHIFT));
x = -FixedDiv(FixedMul(dy, l->dy) + FixedMul(dx, l->dx), d);
y = -FixedDiv(FixedMul(dx, l->dy) - FixedMul(dy, l->dx), d);
Add_Scroller(sc_side, x, y, control, *l->sidenum, accel, 0);
}
/** Initializes the scrollers.
*
* \todo Get rid of all the magic numbers.
* \sa P_SpawnSpecials, Add_Scroller, Add_WallScroller
*/
static void P_SpawnScrollers(void)
{
size_t i;
line_t *l = lines;
for (i = 0; i < numlines; i++, l++)
{
fixed_t dx = l->dx >> SCROLL_SHIFT; // direction and speed of scrolling
fixed_t dy = l->dy >> SCROLL_SHIFT;
INT32 control = -1, accel = 0; // no control sector or acceleration
INT32 special = l->special;
// These types are same as the ones they get set to except that the
// first side's sector's heights cause scrolling when they change, and
// this linedef controls the direction and speed of the scrolling. The
// most complicated linedef since donuts, but powerful :)
if (special == 515 || special == 512 || special == 522 || special == 532 || special == 504) // displacement scrollers
{
special -= 2;
control = (INT32)(sides[*l->sidenum].sector - sectors);
}
else if (special == 514 || special == 511 || special == 521 || special == 531 || special == 503) // accelerative scrollers
{
special--;
accel = 1;
control = (INT32)(sides[*l->sidenum].sector - sectors);
}
else if (special == 535 || special == 525) // displacement scrollers
{
special -= 2;
control = (INT32)(sides[*l->sidenum].sector - sectors);
}
else if (special == 534 || special == 524) // accelerative scrollers
{
accel = 1;
special--;
control = (INT32)(sides[*l->sidenum].sector - sectors);
}
switch (special)
{
register INT32 s;
case 513: // scroll effect ceiling
case 533: // scroll and carry objects on ceiling
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Scroller(sc_ceiling, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
if (special != 533)
break;
case 523: // carry objects on ceiling
dx = FixedMul(dx, CARRYFACTOR);
dy = FixedMul(dy, CARRYFACTOR);
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Scroller(sc_carry_ceiling, dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
break;
case 510: // scroll effect floor
case 530: // scroll and carry objects on floor
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Scroller(sc_floor, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
if (special != 530)
break;
case 520: // carry objects on floor
dx = FixedMul(dx, CARRYFACTOR);
dy = FixedMul(dy, CARRYFACTOR);
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Scroller(sc_carry, dx, dy, control, s, accel, l->flags & ML_NOCLIMB);
break;
// scroll wall according to linedef
// (same direction and speed as scrolling floors)
case 502:
for (s = -1; (s = P_FindLineFromLineTag(l, s)) >= 0 ;)
if (s != (INT32)i)
Add_WallScroller(dx, dy, lines+s, control, accel);
break;
case 505:
s = lines[i].sidenum[0];
Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, s, accel, 0);
break;
case 506:
s = lines[i].sidenum[1];
if (s != 0xffff)
Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, lines[i].sidenum[0], accel, 0);
else
CONS_Debug(DBG_GAMELOGIC, "Line special 506 (line #%s) missing 2nd side!\n", sizeu1(i));
break;
case 500: // scroll first side
Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0);
break;
case 501: // jff 1/30/98 2-way scroll
Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0);
break;
}
}
}
/** Adds master appear/disappear thinker.
*
* \param appeartime tics to be existent
* \param disappeartime tics to be nonexistent
* \param sector pointer to control sector
*/
static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t offset, INT32 line, INT32 sourceline)
{
disappear_t *d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL);
d->thinker.function.acp1 = (actionf_p1)T_Disappear;
d->appeartime = appeartime;
d->disappeartime = disappeartime;
d->offset = offset;
d->affectee = line;
d->sourceline = sourceline;
d->exists = true;
d->timer = 1;
P_AddThinker(&d->thinker);
}
/** Makes a FOF appear/disappear
*
* \param d Disappear thinker.
* \sa Add_MasterDisappearer
*/
void T_Disappear(disappear_t *d)
{
if (d->offset && !d->exists)
{
d->offset--;
return;
}
if (--d->timer <= 0)
{
ffloor_t *rover;
register INT32 s;
for (s = -1; (s = P_FindSectorFromLineTag(&lines[d->affectee], s)) >= 0 ;)
{
for (rover = sectors[s].ffloors; rover; rover = rover->next)
{
if (rover->master != &lines[d->affectee])
continue;
if (d->exists)
rover->flags &= ~FF_EXISTS;
else
{
rover->flags |= FF_EXISTS;
if (!(lines[d->sourceline].flags & ML_NOCLIMB))
{
sectors[s].soundorg.z = *rover->topheight;
S_StartSound(&sectors[s].soundorg, sfx_appear);
}
}
}
sectors[s].moved = true;
}
if (d->exists)
{
d->timer = d->disappeartime;
d->exists = false;
}
else
{
d->timer = d->appeartime;
d->exists = true;
}
}
}
/*
SoM: 3/8/2000: Friction functions start.
Add_Friction,
T_Friction,
P_SpawnFriction
*/
/** Adds friction thinker.
*
* \param friction Friction value, 0xe800 is normal.
* \param movefactor Inertia factor.
* \param affectee Target sector.
* \param roverfriction FOF or not
* \sa T_Friction, P_SpawnFriction
*/
static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer)
{
friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL);
f->thinker.function.acp1 = (actionf_p1)T_Friction;
f->friction = friction;
f->movefactor = movefactor;
f->affectee = affectee;
if (referrer != -1)
{
f->roverfriction = true;
f->referrer = referrer;
}
else
f->roverfriction = false;
P_AddThinker(&f->thinker);
}
/** Applies friction to all things in a sector.
*
* \param f Friction thinker.
* \sa Add_Friction
*/
void T_Friction(friction_t *f)
{
sector_t *sec;
mobj_t *thing;
msecnode_t *node;
sec = sectors + f->affectee;
// Make sure the sector type hasn't changed
if (f->roverfriction)
{
sector_t *referrer = sectors + f->referrer;
if (!(GETSECSPECIAL(referrer->special, 3) == 1
|| GETSECSPECIAL(referrer->special, 3) == 3))
return;
}
else
{
if (!(GETSECSPECIAL(sec->special, 3) == 1
|| GETSECSPECIAL(sec->special, 3) == 3))
return;
}
// 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)
{
sector_t *referrer = &sectors[f->referrer];
if (thing->floorz != referrer->ceilingheight)
{
node = node->m_snext;
continue;
}
if ((thing->friction == ORIG_FRICTION) // normal friction?
|| (f->friction < thing->friction))
{
thing->friction = f->friction;
thing->movefactor = f->movefactor;
}
}
else if (sec->floorheight == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction?
|| f->friction < thing->friction))
{
thing->friction = f->friction;
thing->movefactor = f->movefactor;
}
}
node = node->m_snext;
}
}
/** Spawns all friction effects.
*
* \sa P_SpawnSpecials, Add_Friction
*/
static void P_SpawnFriction(void)
{
size_t i;
line_t *l = lines;
register INT32 s;
fixed_t length; // line length controls magnitude
fixed_t friction; // friction value to be applied during movement
INT32 movefactor; // applied to each player move to simulate inertia
for (i = 0; i < numlines; i++, l++)
if (l->special == 540)
{
length = P_AproxDistance(l->dx, l->dy)>>FRACBITS;
friction = (0x1EB8*length)/0x80 + 0xD000;
if (friction > FRACUNIT)
friction = FRACUNIT;
if (friction < 0)
friction = 0;
// The following check might seem odd. At the time of movement,
// the move distance is multiplied by 'friction/0x10000', so a
// higher friction value actually means 'less friction'.
if (friction > ORIG_FRICTION) // ice
movefactor = ((0x10092 - friction)*(0x70))/0x158;
else
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
// killough 8/28/98: prevent odd situations
if (movefactor < 32)
movefactor = 32;
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Friction(friction, movefactor, s, -1);
}
}
/*
SoM: 3/8/2000: Push/Pull/Wind/Current functions.
Add_Pusher,
PIT_PushThing,
T_Pusher,
P_GetPushThing,
P_SpawnPushers
*/
#define PUSH_FACTOR 7
/** Adds a pusher.
*
* \param type Type of push/pull effect.
* \param x_mag X magnitude.
* \param y_mag Y magnitude.
* \param source For a point pusher/puller, the source object.
* \param affectee Target sector.
* \param referrer What sector set it
* \sa T_Pusher, P_GetPushThing, P_SpawnPushers
*/
static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t *source, INT32 affectee, INT32 referrer, INT32 exclusive, INT32 slider)
{
pusher_t *p = Z_Calloc(sizeof *p, PU_LEVSPEC, NULL);
p->thinker.function.acp1 = (actionf_p1)T_Pusher;
p->source = source;
p->type = type;
p->x_mag = x_mag>>FRACBITS;
p->y_mag = y_mag>>FRACBITS;
p->exclusive = exclusive;
p->slider = slider;
if (referrer != -1)
{
p->roverpusher = true;
p->referrer = referrer;
}
else
p->roverpusher = false;
// "The right triangle of the square of the length of the hypotenuse is equal to the sum of the squares of the lengths of the other two sides."
// "Bah! Stupid brains! Don't you know anything besides the Pythagorean Theorem?" - Earthworm Jim
if (type == p_downcurrent || type == p_upcurrent || type == p_upwind || type == p_downwind)
p->magnitude = P_AproxDistance(p->x_mag,p->y_mag)<<(FRACBITS-PUSH_FACTOR);
else
p->magnitude = P_AproxDistance(p->x_mag,p->y_mag);
if (source) // point source exist?
{
// where force goes to zero
if (type == p_push)
p->radius = AngleFixed(source->angle);
else
p->radius = (p->magnitude)<<(FRACBITS+1);
p->x = p->source->x;
p->y = p->source->y;
p->z = p->source->z;
}
p->affectee = affectee;
P_AddThinker(&p->thinker);
}
// PIT_PushThing determines the angle and magnitude of the effect.
// The object's x and y momentum values are changed.
static pusher_t *tmpusher; // pusher structure for blockmap searches
/** Applies a point pusher/puller to a thing.
*
* \param thing Thing to be pushed.
* \return True if the thing was pushed.
* \todo Make a more robust P_BlockThingsIterator() so the hidden parameter
* ::tmpusher won't need to be used.
* \sa T_Pusher
*/
static inline boolean PIT_PushThing(mobj_t *thing)
{
if (thing->flags2 & MF2_PUSHED)
return false;
if (thing->player && thing->player->pflags & PF_ROPEHANG)
return false;
// Allow this to affect pushable objects at some point?
if (thing->player && (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) || thing->player->pflags & PF_NIGHTSMODE))
{
INT32 dist;
INT32 speed;
INT32 sx, sy, sz;
sx = tmpusher->x;
sy = tmpusher->y;
sz = tmpusher->z;
// don't fade wrt Z if health & 2 (mapthing has multi flag)
if (tmpusher->source->health & 2)
dist = P_AproxDistance(thing->x - sx,thing->y - sy);
else
{
// Make sure the Z is in range
if (thing->z < sz - tmpusher->radius || thing->z > sz + tmpusher->radius)
return false;
dist = P_AproxDistance(P_AproxDistance(thing->x - sx, thing->y - sy),
thing->z - sz);
}
speed = (tmpusher->magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS - PUSH_FACTOR - 1);
// If speed <= 0, you're outside the effective radius. You also have
// to be able to see the push/pull source point.
// Written with bits and pieces of P_HomingAttack
if ((speed > 0) && (P_CheckSight(thing, tmpusher->source)))
{
if (!(thing->player->pflags & PF_NIGHTSMODE))
{
// only push wrt Z if health & 1 (mapthing has ambush flag)
if (tmpusher->source->health & 1)
{
fixed_t tmpmomx, tmpmomy, tmpmomz;
tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed);
tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed);
tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed);
if (tmpusher->source->type == MT_PUSH) // away!
{
tmpmomx *= -1;
tmpmomy *= -1;
tmpmomz *= -1;
}
thing->momx += tmpmomx;
thing->momy += tmpmomy;
thing->momz += tmpmomz;
if (thing->player)
{
thing->player->cmomx += tmpmomx;
thing->player->cmomy += tmpmomy;
thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800);
thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800);
}
}
else
{
angle_t pushangle;
pushangle = R_PointToAngle2(thing->x, thing->y, sx, sy);
if (tmpusher->source->type == MT_PUSH)
pushangle += ANGLE_180; // away
pushangle >>= ANGLETOFINESHIFT;
thing->momx += FixedMul(speed, FINECOSINE(pushangle));
thing->momy += FixedMul(speed, FINESINE(pushangle));
if (thing->player)
{
thing->player->cmomx += FixedMul(speed, FINECOSINE(pushangle));
thing->player->cmomy += FixedMul(speed, FINESINE(pushangle));
thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800);
thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800);
}
}
}
else
{
//NiGHTS-specific handling.
//By default, pushes and pulls only affect the Z-axis.
//By having the ambush flag, it affects the X-axis.
//By having the object special flag, it affects the Y-axis.
fixed_t tmpmomx, tmpmomy, tmpmomz;
if (tmpusher->source->health & 1)
tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed);
else
tmpmomx = 0;
if (tmpusher->source->health & 2)
tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed);
else
tmpmomy = 0;
tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed);
if (tmpusher->source->type == MT_PUSH) // away!
{
tmpmomx *= -1;
tmpmomy *= -1;
tmpmomz *= -1;
}
thing->momx += tmpmomx;
thing->momy += tmpmomy;
thing->momz += tmpmomz;
if (thing->player)
{
thing->player->cmomx += tmpmomx;
thing->player->cmomy += tmpmomy;
thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800);
thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800);
}
}
}
}
if (tmpusher->exclusive)
thing->flags2 |= MF2_PUSHED;
return true;
}
/** Applies a pusher to all affected objects.
*
* \param p Thinker for the pusher effect.
* \todo Split up into multiple functions.
* \sa Add_Pusher, PIT_PushThing
*/
void T_Pusher(pusher_t *p)
{
sector_t *sec;
mobj_t *thing;
msecnode_t *node;
INT32 xspeed = 0,yspeed = 0;
INT32 xl, xh, yl, yh, bx, by;
INT32 radius;
//INT32 ht = 0;
boolean inFOF;
boolean touching;
boolean foundfloor = false;
boolean moved;
xspeed = yspeed = 0;
sec = sectors + p->affectee;
// Be sure the special sector type is still turned on. If so, proceed.
// Else, bail out; the sector type has been changed on us.
if (p->roverpusher)
{
sector_t *referrer = &sectors[p->referrer];
if (GETSECSPECIAL(referrer->special, 3) == 2
|| GETSECSPECIAL(referrer->special, 3) == 3)
foundfloor = true;
}
else if (!(GETSECSPECIAL(sec->special, 3) == 2
|| GETSECSPECIAL(sec->special, 3) == 3))
return;
if (p->roverpusher && foundfloor == false) // Not even a 3d floor has the PUSH_MASK.
return;
// For constant pushers (wind/current) there are 3 situations:
//
// 1) Affected Thing is above the floor.
//
// Apply the full force if wind, no force if current.
//
// 2) Affected Thing is on the ground.
//
// Apply half force if wind, full force if current.
//
// 3) Affected Thing is below the ground (underwater effect).
//
// Apply no force if wind, full force if current.
//
// Apply the effect to clipped players only for now.
//
// In Phase II, you can apply these effects to Things other than players.
if (p->type == p_push)
{
// Seek out all pushable things within the force radius of this
// point pusher. Crosses sectors, so use blockmap.
tmpusher = p; // MT_PUSH/MT_PULL point source
radius = p->radius; // where force goes to zero
tmbbox[BOXTOP] = p->y + radius;
tmbbox[BOXBOTTOM] = p->y - radius;
tmbbox[BOXRIGHT] = p->x + radius;
tmbbox[BOXLEFT] = p->x - radius;
xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx = xl; bx <= xh; bx++)
for (by = yl; by <= yh; by++)
P_BlockThingsIterator(bx,by, PIT_PushThing);
return;
}
// constant pushers p_wind and p_current
node = sec->touching_thinglist; // things touching this sector
for (; node; node = node->m_snext)
{
thing = node->m_thing;
if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)
&& !(thing->type == MT_SMALLBUBBLE
|| thing->type == MT_MEDIUMBUBBLE
|| thing->type == MT_EXTRALARGEBUBBLE))
continue;
if (!(thing->flags & MF_PUSHABLE) && !(thing->type == MT_PLAYER
|| thing->type == MT_SMALLBUBBLE
|| thing->type == MT_MEDIUMBUBBLE
|| thing->type == MT_EXTRALARGEBUBBLE
|| thing->type == MT_LITTLETUMBLEWEED
|| thing->type == MT_BIGTUMBLEWEED))
continue;
if (thing->flags2 & MF2_PUSHED)
continue;
if (thing->player && thing->player->pflags & PF_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)
{
sector_t *referrer = &sectors[p->referrer];
INT32 special;
special = GETSECSPECIAL(referrer->special, 3);
if (!(special == 2 || special == 3))
return;
if (thing->eflags & MFE_VERTICALFLIP)
{
if (referrer->floorheight > thing->z + thing->height
|| referrer->ceilingheight < (thing->z + (thing->height >> 1)))
continue;
if (thing->z < referrer->floorheight)
touching = true;
if (thing->z + (thing->height >> 1) > referrer->floorheight)
inFOF = true;
}
else
{
if (referrer->ceilingheight < thing->z || referrer->floorheight > (thing->z + (thing->height >> 1)))
continue;
if (thing->z + thing->height > referrer->ceilingheight)
touching = true;
if (thing->z + (thing->height >> 1) < referrer->ceilingheight)
inFOF = true;
}
}
else // Treat the entire sector as one big FOF
{
if (thing->z == thing->subsector->sector->floorheight)
touching = true;
else if (p->type != p_current)
inFOF = true;
}
if (!touching && !inFOF) // Object is out of range of effect
continue;
if (p->type == p_wind)
{
if (touching) // on ground
{
xspeed = (p->x_mag)>>1; // half force
yspeed = (p->y_mag)>>1;
moved = true;
}
else if (inFOF)
{
xspeed = (p->x_mag); // full force
yspeed = (p->y_mag);
moved = true;
}
}
else if (p->type == p_upwind)
{
if (touching) // on ground
{
thing->momz += (p->magnitude)>>1;
moved = true;
}
else if (inFOF)
{
thing->momz += p->magnitude;
moved = true;
}
}
else if (p->type == p_downwind)
{
if (touching) // on ground
{
thing->momz -= (p->magnitude)>>1;
moved = true;
}
else if (inFOF)
{
thing->momz -= p->magnitude;
moved = true;
}
}
else // p_current
{
if (!touching && !inFOF) // Not in water at all
xspeed = yspeed = 0; // no force
else // underwater / touching water
{
if (p->type == p_upcurrent)
thing->momz += p->magnitude;
else if (p->type == p_downcurrent)
thing->momz -= p->magnitude;
else
{
xspeed = p->x_mag; // full force
yspeed = p->y_mag;
}
moved = true;
}
}
if (p->type != p_downcurrent && p->type != p_upcurrent
&& p->type != p_upwind && p->type != p_downwind)
{
thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
if (thing->player)
{
thing->player->cmomx += xspeed<<(FRACBITS-PUSH_FACTOR);
thing->player->cmomy += yspeed<<(FRACBITS-PUSH_FACTOR);
thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION);
thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION);
}
// Tumbleweeds bounce a bit...
if (thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED)
thing->momz += P_AproxDistance(xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)) >> 2;
}
if (moved)
{
if (p->slider && thing->player)
{
boolean jumped = (thing->player->pflags & PF_JUMPED);
P_ResetPlayer (thing->player);
if (jumped)
thing->player->pflags |= PF_JUMPED;
thing->player->pflags |= PF_SLIDING;
P_SetPlayerMobjState (thing, thing->info->painstate); // Whee!
thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR));
if (thing->player == &players[consoleplayer])
{
if (thing->angle - localangle > ANGLE_180)
localangle -= (localangle - thing->angle) / 8;
else
localangle += (thing->angle - localangle) / 8;
}
else if (thing->player == &players[secondarydisplayplayer])
{
if (thing->angle - localangle2 > ANGLE_180)
localangle2 -= (localangle2 - thing->angle) / 8;
else
localangle2 += (thing->angle - localangle2) / 8;
}
/*if (thing->player == &players[consoleplayer])
localangle = thing->angle;
else if (thing->player == &players[secondarydisplayplayer])
localangle2 = thing->angle;*/
}
if (p->exclusive)
thing->flags2 |= MF2_PUSHED;
}
}
}
/** Gets a push/pull object.
*
* \param s Sector number to look in.
* \return Pointer to the first ::MT_PUSH or ::MT_PULL object found in the
* sector.
* \sa P_GetTeleportDestThing, P_GetStarpostThing, P_GetAltViewThing
*/
mobj_t *P_GetPushThing(UINT32 s)
{
mobj_t *thing;
sector_t *sec;
sec = sectors + s;
thing = sec->thinglist;
while (thing)
{
switch (thing->type)
{
case MT_PUSH:
case MT_PULL:
return thing;
default:
break;
}
thing = thing->snext;
}
return NULL;
}
/** Spawns pushers.
*
* \todo Remove magic numbers.
* \sa P_SpawnSpecials, Add_Pusher
*/
static void P_SpawnPushers(void)
{
size_t i;
line_t *l = lines;
register INT32 s;
mobj_t *thing;
for (i = 0; i < numlines; i++, l++)
switch (l->special)
{
case 541: // wind
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_wind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
case 544: // current
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_current, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
case 547: // push/pull
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
{
thing = P_GetPushThing(s);
if (thing) // No MT_P* means no effect
Add_Pusher(p_push, l->dx, l->dy, thing, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
}
break;
case 545: // current up
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_upcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
case 546: // current down
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_downcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
case 542: // wind up
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_upwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
case 543: // wind down
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
break;
}
}