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7686 lines
220 KiB
C
7686 lines
220 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file p_spec.c
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/// \brief Implements special effects:
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/// Texture animation, height or lighting changes
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/// according to adjacent sectors, respective
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/// utility functions, etc.
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/// Line Tag handling. Line and Sector triggers.
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#include "doomdef.h"
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#include "g_game.h"
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#include "p_local.h"
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#include "p_setup.h" // levelflats for flat animation
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#include "r_data.h"
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#include "m_random.h"
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#include "p_mobj.h"
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#include "i_system.h"
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#include "s_sound.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "r_main.h" //Two extra includes.
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#include "r_sky.h"
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#include "p_polyobj.h"
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#include "p_slopes.h"
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#include "hu_stuff.h"
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#include "m_misc.h"
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#include "m_cond.h" //unlock triggers
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#include "lua_hook.h" // LUAh_LinedefExecute
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#ifdef HW3SOUND
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#include "hardware/hw3sound.h"
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#endif
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// Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog
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#ifdef _WIN32_WCE
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#define AVOID_ERRNO
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#else
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#include <errno.h>
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#endif
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mobj_t *skyboxmo[2];
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// Amount (dx, dy) vector linedef is shifted right to get scroll amount
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#define SCROLL_SHIFT 5
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/** Animated texture descriptor
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* This keeps track of an animated texture or an animated flat.
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* \sa P_UpdateSpecials, P_InitPicAnims, animdef_t
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*/
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typedef struct
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{
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SINT8 istexture; ///< ::true for a texture, ::false for a flat
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INT32 picnum; ///< The end flat number
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INT32 basepic; ///< The start flat number
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INT32 numpics; ///< Number of frames in the animation
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tic_t speed; ///< Number of tics for which each frame is shown
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} anim_t;
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#if defined(_MSC_VER)
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#pragma pack(1)
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#endif
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/** Animated texture definition.
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* Used for ::harddefs and for loading an ANIMATED lump from a wad.
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*
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* Animations are defined by the first and last frame (i.e., flat or texture).
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* The animation sequence uses all flats between the start and end entry, in
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* the order found in the wad.
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*
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* \sa anim_t
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*/
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typedef struct
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{
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SINT8 istexture; ///< True for a texture, false for a flat.
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char endname[9]; ///< Name of the last frame, null-terminated.
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char startname[9]; ///< Name of the first frame, null-terminated.
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INT32 speed ; ///< Number of tics for which each frame is shown.
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} ATTRPACK animdef_t;
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#if defined(_MSC_VER)
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#pragma pack()
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#endif
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typedef struct
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{
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UINT32 count;
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thinker_t **thinkers;
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} thinkerlist_t;
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static void P_SearchForDisableLinedefs(void);
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static void P_SpawnScrollers(void);
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static void P_SpawnFriction(void);
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static void P_SpawnPushers(void);
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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
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static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t offset, INT32 line, INT32 sourceline);
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static void P_AddBlockThinker(sector_t *sec, line_t *sourceline);
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static void P_AddFloatThinker(sector_t *sec, INT32 tag, line_t *sourceline);
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//static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
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static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
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static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec);
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static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer);
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static void P_AddSpikeThinker(sector_t *sec, INT32 referrer);
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//SoM: 3/7/2000: New sturcture without limits.
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static anim_t *lastanim;
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static anim_t *anims = NULL; /// \todo free leak
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static size_t maxanims;
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//
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// P_InitPicAnims
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//
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/** Hardcoded animation sequences.
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* Used if no ANIMATED lump is found in a loaded wad.
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*/
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static animdef_t harddefs[] =
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{
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// flat animations.
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{false, "LITEY3", "LITEY1", 4},
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{false, "FWATER16", "FWATER1", 4},
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{false, "BWATER16", "BWATER01", 4},
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{false, "LWATER16", "LWATER1", 4},
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{false, "WATER7", "WATER0", 4},
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{false, "LAVA4", "LAVA1", 8},
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{false, "DLAVA4", "DLAVA1", 8},
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{false, "RLAVA8", "RLAVA1", 8},
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{false, "LITER3", "LITER1", 8},
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{false, "SURF08", "SURF01", 4},
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{false, "CHEMG16", "CHEMG01", 4}, // THZ Chemical gunk
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{false, "GOOP16", "GOOP01", 4}, // Green chemical gunk
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{false, "OIL16", "OIL01", 4}, // Oil
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{false, "THZBOXF4", "THZBOXF1", 2}, // Moved up with the flats
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{false, "ALTBOXF4", "ALTBOXF1", 2},
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{false, "LITEB3", "LITEB1", 4},
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{false, "LITEN3", "LITEN1", 4},
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{false, "ACZRFL1H", "ACZRFL1A", 4},
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{false, "ACZRFL2H", "ACZRFL2A", 4},
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{false, "EGRIDF3", "EGRIDF1", 4},
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{false, "ERZFAN4", "ERZFAN1", 1},
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{false, "ERZFANR4", "ERZFANR1", 1},
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{false, "DISCO4", "DISCO1", 15},
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// animated textures
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{true, "GFALL4", "GFALL1", 2}, // Short waterfall
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{true, "CFALL4", "CFALL1", 2}, // Long waterfall
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{true, "TFALL4", "TFALL1", 2}, // THZ Chemical fall
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{true, "AFALL4", "AFALL1", 2}, // Green Chemical fall
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{true, "QFALL4", "QFALL1", 2}, // Quicksand fall
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{true, "Q2FALL4", "Q2FALL1", 2},
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{true, "Q3FALL4", "Q3FALL1", 2},
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{true, "Q4FALL4", "Q4FALL1", 2},
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{true, "Q5FALL4", "Q5FALL1", 2},
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{true, "Q6FALL4", "Q6FALL1", 2},
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{true, "Q7FALL4", "Q7FALL1", 2},
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{true, "LFALL4", "LFALL1", 2},
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{true, "MFALL4", "MFALL1", 2},
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{true, "OFALL4", "OFALL1", 2},
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{true, "DLAVA4", "DLAVA1", 8},
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{true, "ERZLASA2", "ERZLASA1", 1},
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{true, "ERZLASB4", "ERZLASB1", 1},
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{true, "ERZLASC4", "ERZLASC1", 1},
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{true, "THZBOX04", "THZBOX01", 2},
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{true, "ALTBOX04", "ALTBOX01", 2},
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{true, "SFALL4", "SFALL1", 4}, // Lava fall
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{true, "RVZFALL8", "RVZFALL1", 4},
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{true, "BFALL4", "BFALL1", 2}, // HPZ waterfall
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{true, "GREYW3", "GREYW1", 4},
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{true, "BLUEW3", "BLUEW1", 4},
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{true, "COMP6", "COMP4", 4},
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{true, "RED3", "RED1", 4},
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{true, "YEL3", "YEL1", 4},
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{true, "ACWRFL1D", "ACWRFL1A", 1},
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{true, "ACWRFL2D", "ACWRFL2A", 1},
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{true, "ACWRFL3D", "ACWRFL3A", 1},
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{true, "ACWRFL4D", "ACWRFL4A", 1},
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{true, "ACWRP1D", "ACWRP1A", 1},
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{true, "ACWRP2D", "ACWRP2A", 1},
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{true, "ACZRP1D", "ACZRP1A", 1},
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{true, "ACZRP2D", "ACZRP2A", 1},
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{true, "OILFALL4", "OILFALL1", 2},
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{true, "SOLFALL4", "SOLFALL1", 2},
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{true, "DOWN1C", "DOWN1A", 4},
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{true, "DOWN2C", "DOWN2A", 4},
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{true, "DOWN3D", "DOWN3A", 4},
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{true, "DOWN4C", "DOWN4A", 4},
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{true, "DOWN5C", "DOWN5A", 4},
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{true, "UP1C", "UP1A", 4},
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{true, "UP2C", "UP2A", 4},
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{true, "UP3D", "UP3A", 4},
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{true, "UP4C", "UP4A", 4},
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{true, "UP5C", "UP5A", 4},
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{true, "EGRID3", "EGRID1", 4},
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{true, "ERFANW4", "ERFANW1", 1},
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{true, "ERFANX4", "ERFANX1", 1},
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{true, "DISCOD4", "DISCOD1", 15},
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{true, "DANCE4", "DANCE1", 8},
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{true, "SKY135", "SKY132", 2},
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{true, "APPLMS4", "APPLMS1", 2},
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{true, "APBOXW3", "APBOXW1", 2},
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{true, "ERZLAZC4", "ERZLAZC1", 4},
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// End of line
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{ -1, "", "", 0},
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};
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// Animating line specials
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// Init animated textures
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// - now called at level loading P_SetupLevel()
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static animdef_t *animdefs = NULL;
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// A prototype; here instead of p_spec.h, so they're "private"
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void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum, INT32 *i);
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void P_ParseAnimationDefintion(SINT8 istexture, INT32 *i);
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/** Sets up texture and flat animations.
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*
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* Converts an ::animdef_t array loaded from ::harddefs or a lump into
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* ::anim_t format.
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*
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* Issues an error if any animation cycles are invalid.
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*
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* \sa P_FindAnimatedFlat, P_SetupLevelFlatAnims
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* \author Steven McGranahan (original), Shadow Hog (had to rewrite it to handle multiple WADs)
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*/
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void P_InitPicAnims(void)
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{
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// Init animation
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INT32 i; // Position in the animdefs array
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INT32 w; // WAD
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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
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UINT8 *currentPos;
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if (W_CheckNumForName("ANIMATED") != LUMPERROR || W_CheckNumForName("ANIMDEFS") != LUMPERROR)
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{
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if (animdefs)
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{
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Z_Free(animdefs);
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animdefs = NULL;
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}
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for (w = 0, i = 0, maxanims = 0; w < numwadfiles; w++)
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{
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UINT16 animatedLumpNum;
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UINT16 animdefsLumpNum;
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// Find ANIMATED lump in the WAD
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animatedLumpNum = W_CheckNumForNamePwad("ANIMATED", w, 0);
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if (animatedLumpNum != INT16_MAX)
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{
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wadAnimdefs = (UINT8 *)W_CacheLumpNumPwad(w, animatedLumpNum, PU_STATIC);
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// Get the number of animations in the file
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for (currentPos = wadAnimdefs; *currentPos != UINT8_MAX; maxanims++, currentPos+=23);
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// Resize animdefs (or if it hasn't been created, create it)
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animdefs = (animdef_t *)Z_Realloc(animdefs, sizeof(animdef_t)*(maxanims + 1), PU_STATIC, NULL);
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// Sanity check it
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if (!animdefs) {
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I_Error("Not enough free memory for ANIMATED data");
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}
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// Populate the new array
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for (currentPos = wadAnimdefs; *currentPos != UINT8_MAX; i++, currentPos+=23)
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{
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M_Memcpy(&(animdefs[i].istexture), currentPos, 1); // istexture, 1 byte
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M_Memcpy(animdefs[i].endname, (currentPos + 1), 9); // endname, 9 bytes
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M_Memcpy(animdefs[i].startname, (currentPos + 10), 9); // startname, 9 bytes
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M_Memcpy(&(animdefs[i].speed), (currentPos + 19), 4); // speed, 4 bytes
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}
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Z_Free(wadAnimdefs);
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}
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// Now find ANIMDEFS
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animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", w, 0);
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if (animdefsLumpNum != INT16_MAX)
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{
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P_ParseANIMDEFSLump(w, animdefsLumpNum, &i);
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}
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}
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// Define the last one
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animdefs[maxanims].istexture = -1;
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strncpy(animdefs[maxanims].endname, "", 9);
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strncpy(animdefs[maxanims].startname, "", 9);
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animdefs[maxanims].speed = 0;
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}
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else
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{
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animdefs = harddefs;
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for (maxanims = 0; animdefs[maxanims].istexture != -1; maxanims++);
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}
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if (anims)
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free(anims);
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anims = (anim_t *)malloc(sizeof (*anims)*(maxanims + 1));
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if (!anims)
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I_Error("Not enough free memory for ANIMATED data");
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lastanim = anims;
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for (i = 0; animdefs[i].istexture != -1; i++)
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{
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if (animdefs[i].istexture)
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{
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if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
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continue;
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lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
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lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
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}
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else
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{
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if ((W_CheckNumForName(animdefs[i].startname)) == LUMPERROR)
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continue;
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lastanim->picnum = R_FlatNumForName(animdefs[i].endname);
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lastanim->basepic = R_FlatNumForName(animdefs[i].startname);
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}
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lastanim->istexture = animdefs[i].istexture;
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lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
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if (lastanim->numpics < 2)
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{
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free(anims);
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I_Error("P_InitPicAnims: bad cycle from %s to %s",
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animdefs[i].startname, animdefs[i].endname);
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}
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if (animdefs == harddefs)
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lastanim->speed = animdefs[i].speed;
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else
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lastanim->speed = LONG(animdefs[i].speed);
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lastanim++;
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}
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lastanim->istexture = -1;
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R_ClearTextureNumCache(false);
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if (animdefs != harddefs)
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Z_ChangeTag(animdefs, PU_CACHE);
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}
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void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum, INT32 *i)
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{
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char *animdefsLump;
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size_t animdefsLumpLength;
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char *animdefsText;
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char *animdefsToken;
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// Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll
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// need to make a space of memory where I can ensure that it will terminate
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// correctly. Start by loading the relevant data from the WAD.
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animdefsLump = (char *)W_CacheLumpNumPwad(wadNum,lumpnum,PU_STATIC);
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// If that didn't exist, we have nothing to do here.
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if (animdefsLump == NULL) return;
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// If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly.
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animdefsLumpLength = W_LumpLengthPwad(wadNum,lumpnum);
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animdefsText = (char *)Z_Malloc((animdefsLumpLength+1)*sizeof(char),PU_STATIC,NULL);
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// Now move the contents of the lump into this new location.
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memmove(animdefsText,animdefsLump,animdefsLumpLength);
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// Make damn well sure the last character in our new memory location is \0.
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animdefsText[animdefsLumpLength] = '\0';
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// Finally, free up the memory from the first data load, because we really
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// don't need it.
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Z_Free(animdefsLump);
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// Now, let's start parsing this thing
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animdefsToken = M_GetToken(animdefsText);
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while (animdefsToken != NULL)
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{
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if (stricmp(animdefsToken, "TEXTURE") == 0)
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{
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Z_Free(animdefsToken);
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P_ParseAnimationDefintion(1, i);
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}
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else if (stricmp(animdefsToken, "FLAT") == 0)
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{
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Z_Free(animdefsToken);
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P_ParseAnimationDefintion(0, i);
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}
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else if (stricmp(animdefsToken, "OSCILLATE") == 0)
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{
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// This probably came off the tail of an earlier definition. It's technically legal syntax, but we don't support it.
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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");
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}
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else
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{
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I_Error("Error parsing ANIMDEFS lump: Expected \"TEXTURE\" or \"FLAT\", got \"%s\"",animdefsToken);
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}
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animdefsToken = M_GetToken(NULL);
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}
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Z_Free(animdefsToken);
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Z_Free((void *)animdefsText);
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}
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void P_ParseAnimationDefintion(SINT8 istexture, INT32 *i)
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{
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char *animdefsToken;
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size_t animdefsTokenLength;
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char *endPos;
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INT32 animSpeed;
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// Increase the size to make room for the new animation definition
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maxanims++;
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animdefs = (animdef_t *)Z_Realloc(animdefs, sizeof(animdef_t)*(maxanims + 1), PU_STATIC, NULL);
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animdefs[*i].istexture = istexture;
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// Startname
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animdefsToken = M_GetToken(NULL);
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if (animdefsToken == NULL)
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{
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I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where start texture/flat name should be");
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}
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if (stricmp(animdefsToken, "OPTIONAL") == 0)
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{
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// 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
|
|
//
|
|
|
|
#if 0
|
|
/** Gets a side from a sector line.
|
|
*
|
|
* \param currentSector Sector the line is in.
|
|
* \param line Index of the line within the sector.
|
|
* \param side 0 for front, 1 for back.
|
|
* \return Pointer to the side_t of the side you want.
|
|
* \sa getSector, twoSided, getNextSector
|
|
*/
|
|
static inline side_t *getSide(INT32 currentSector, INT32 line, INT32 side)
|
|
{
|
|
return &sides[(sectors[currentSector].lines[line])->sidenum[side]];
|
|
}
|
|
|
|
/** Gets a sector from a sector line.
|
|
*
|
|
* \param currentSector Sector the line is in.
|
|
* \param line Index of the line within the sector.
|
|
* \param side 0 for front, 1 for back.
|
|
* \return Pointer to the ::sector_t of the sector on that side.
|
|
* \sa getSide, twoSided, getNextSector
|
|
*/
|
|
static inline sector_t *getSector(INT32 currentSector, INT32 line, INT32 side)
|
|
{
|
|
return sides[(sectors[currentSector].lines[line])->sidenum[side]].sector;
|
|
}
|
|
|
|
/** Determines whether a sector line is two-sided.
|
|
* Uses the Boom method, checking if the line's back side is set to -1, rather
|
|
* than looking for ::ML_TWOSIDED.
|
|
*
|
|
* \param sector The sector.
|
|
* \param line Line index within the sector.
|
|
* \return 1 if the sector is two-sided, 0 otherwise.
|
|
* \sa getSide, getSector, getNextSector
|
|
*/
|
|
static inline boolean twoSided(INT32 sector, INT32 line)
|
|
{
|
|
return (sectors[sector].lines[line])->sidenum[1] != 0xffff;
|
|
}
|
|
#endif
|
|
|
|
/** Finds sector next to current.
|
|
*
|
|
* \param line Pointer to the line to cross.
|
|
* \param sec Pointer to the current sector.
|
|
* \return Pointer to a ::sector_t of the adjacent sector, or NULL if the line
|
|
* is one-sided.
|
|
* \sa getSide, getSector, twoSided
|
|
* \author Steven McGranahan
|
|
*/
|
|
static sector_t *getNextSector(line_t *line, sector_t *sec)
|
|
{
|
|
if (line->frontsector == sec)
|
|
{
|
|
if (line->backsector != sec)
|
|
return line->backsector;
|
|
else
|
|
return NULL;
|
|
}
|
|
return line->frontsector;
|
|
}
|
|
|
|
/** Finds lowest floor in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \return Lowest floor height in an adjacent sector.
|
|
* \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor,
|
|
* P_FindLowestCeilingSurrounding
|
|
*/
|
|
fixed_t P_FindLowestFloorSurrounding(sector_t *sec)
|
|
{
|
|
size_t i;
|
|
line_t *check;
|
|
sector_t *other;
|
|
fixed_t floorh;
|
|
|
|
floorh = sec->floorheight;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
check = sec->lines[i];
|
|
other = getNextSector(check,sec);
|
|
|
|
if (!other)
|
|
continue;
|
|
|
|
if (other->floorheight < floorh)
|
|
floorh = other->floorheight;
|
|
}
|
|
return floorh;
|
|
}
|
|
|
|
/** Finds highest floor in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \return Highest floor height in an adjacent sector.
|
|
* \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor,
|
|
* P_FindHighestCeilingSurrounding
|
|
*/
|
|
fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
|
|
{
|
|
size_t i;
|
|
line_t *check;
|
|
sector_t *other;
|
|
fixed_t floorh = -500*FRACUNIT;
|
|
INT32 foundsector = 0;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
check = sec->lines[i];
|
|
other = getNextSector(check, sec);
|
|
|
|
if (!other)
|
|
continue;
|
|
|
|
if (other->floorheight > floorh || !foundsector)
|
|
floorh = other->floorheight;
|
|
|
|
if (!foundsector)
|
|
foundsector = 1;
|
|
}
|
|
return floorh;
|
|
}
|
|
|
|
/** Finds next highest floor in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \param currentheight Height to start at.
|
|
* \return Next highest floor height in an adjacent sector, or currentheight
|
|
* if there are none higher.
|
|
* \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor,
|
|
* P_FindNextHighestCeiling
|
|
* \author Lee Killough
|
|
*/
|
|
fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight)
|
|
{
|
|
sector_t *other;
|
|
size_t i;
|
|
fixed_t height;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
other = getNextSector(sec->lines[i],sec);
|
|
if (other && other->floorheight > currentheight)
|
|
{
|
|
height = other->floorheight;
|
|
while (++i < sec->linecount)
|
|
{
|
|
other = getNextSector(sec->lines[i], sec);
|
|
if (other &&
|
|
other->floorheight < height &&
|
|
other->floorheight > currentheight)
|
|
height = other->floorheight;
|
|
}
|
|
return height;
|
|
}
|
|
}
|
|
return currentheight;
|
|
}
|
|
|
|
////////////////////////////////////////////////////
|
|
// SoM: Start new Boom functions
|
|
////////////////////////////////////////////////////
|
|
|
|
/** Finds next lowest floor in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \param currentheight Height to start at.
|
|
* \return Next lowest floor height in an adjacent sector, or currentheight
|
|
* if there are none lower.
|
|
* \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor,
|
|
* P_FindNextLowestCeiling
|
|
* \author Lee Killough
|
|
*/
|
|
fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight)
|
|
{
|
|
sector_t *other;
|
|
size_t i;
|
|
fixed_t height;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
other = getNextSector(sec->lines[i], sec);
|
|
if (other && other->floorheight < currentheight)
|
|
{
|
|
height = other->floorheight;
|
|
while (++i < sec->linecount)
|
|
{
|
|
other = getNextSector(sec->lines[i], sec);
|
|
if (other && other->floorheight > height
|
|
&& other->floorheight < currentheight)
|
|
height = other->floorheight;
|
|
}
|
|
return height;
|
|
}
|
|
}
|
|
return currentheight;
|
|
}
|
|
|
|
#if 0
|
|
/** Finds next lowest ceiling in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \param currentheight Height to start at.
|
|
* \return Next lowest ceiling height in an adjacent sector, or currentheight
|
|
* if there are none lower.
|
|
* \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling,
|
|
* P_FindNextLowestFloor
|
|
* \author Lee Killough
|
|
*/
|
|
static fixed_t P_FindNextLowestCeiling(sector_t *sec, fixed_t currentheight)
|
|
{
|
|
sector_t *other;
|
|
size_t i;
|
|
fixed_t height;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
other = getNextSector(sec->lines[i],sec);
|
|
if (other && other->ceilingheight < currentheight)
|
|
{
|
|
height = other->ceilingheight;
|
|
while (++i < sec->linecount)
|
|
{
|
|
other = getNextSector(sec->lines[i],sec);
|
|
if (other && other->ceilingheight > height
|
|
&& other->ceilingheight < currentheight)
|
|
height = other->ceilingheight;
|
|
}
|
|
return height;
|
|
}
|
|
}
|
|
return currentheight;
|
|
}
|
|
|
|
/** Finds next highest ceiling in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \param currentheight Height to start at.
|
|
* \return Next highest ceiling height in an adjacent sector, or currentheight
|
|
* if there are none higher.
|
|
* \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling,
|
|
* P_FindNextHighestFloor
|
|
* \author Lee Killough
|
|
*/
|
|
static fixed_t P_FindNextHighestCeiling(sector_t *sec, fixed_t currentheight)
|
|
{
|
|
sector_t *other;
|
|
size_t i;
|
|
fixed_t height;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
other = getNextSector(sec->lines[i], sec);
|
|
if (other && other->ceilingheight > currentheight)
|
|
{
|
|
height = other->ceilingheight;
|
|
while (++i < sec->linecount)
|
|
{
|
|
other = getNextSector(sec->lines[i],sec);
|
|
if (other && other->ceilingheight < height
|
|
&& other->ceilingheight > currentheight)
|
|
height = other->ceilingheight;
|
|
}
|
|
return height;
|
|
}
|
|
}
|
|
return currentheight;
|
|
}
|
|
#endif
|
|
|
|
////////////////////////////
|
|
// End New Boom functions
|
|
////////////////////////////
|
|
|
|
/** Finds lowest ceiling in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \return Lowest ceiling height in an adjacent sector.
|
|
* \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling,
|
|
* P_FindLowestFloorSurrounding
|
|
*/
|
|
fixed_t P_FindLowestCeilingSurrounding(sector_t *sec)
|
|
{
|
|
size_t i;
|
|
line_t *check;
|
|
sector_t *other;
|
|
fixed_t height = 32000*FRACUNIT; //SoM: 3/7/2000: Remove ovf
|
|
INT32 foundsector = 0;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
check = sec->lines[i];
|
|
other = getNextSector(check, sec);
|
|
|
|
if (!other)
|
|
continue;
|
|
|
|
if (other->ceilingheight < height || !foundsector)
|
|
height = other->ceilingheight;
|
|
|
|
if (!foundsector)
|
|
foundsector = 1;
|
|
}
|
|
return height;
|
|
}
|
|
|
|
/** Finds Highest ceiling in adjacent sectors.
|
|
*
|
|
* \param sec Sector to start in.
|
|
* \return Highest ceiling height in an adjacent sector.
|
|
* \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling,
|
|
* P_FindHighestFloorSurrounding
|
|
*/
|
|
fixed_t P_FindHighestCeilingSurrounding(sector_t *sec)
|
|
{
|
|
size_t i;
|
|
line_t *check;
|
|
sector_t *other;
|
|
fixed_t height = 0;
|
|
INT32 foundsector = 0;
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
check = sec->lines[i];
|
|
other = getNextSector(check, sec);
|
|
|
|
if (!other)
|
|
continue;
|
|
|
|
if (other->ceilingheight > height || !foundsector)
|
|
height = other->ceilingheight;
|
|
|
|
if (!foundsector)
|
|
foundsector = 1;
|
|
}
|
|
return height;
|
|
}
|
|
|
|
#if 0
|
|
//SoM: 3/7/2000: UTILS.....
|
|
//
|
|
// P_FindShortestTextureAround()
|
|
//
|
|
// Passed a sector number, returns the shortest lower texture on a
|
|
// linedef bounding the sector.
|
|
//
|
|
//
|
|
static fixed_t P_FindShortestTextureAround(INT32 secnum)
|
|
{
|
|
fixed_t minsize = 32000<<FRACBITS;
|
|
side_t *side;
|
|
size_t i;
|
|
sector_t *sec= §ors[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 = §ors[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 = §ors[secnum];
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
if (twoSided(secnum, i))
|
|
{
|
|
if (getSide(secnum,i,0)->sector-sectors == secnum)
|
|
sec = getSector(secnum,i,1);
|
|
else
|
|
sec = getSector(secnum,i,0);
|
|
|
|
if (sec->floorheight == floordestheight)
|
|
return sec;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// P_FindModelCeilingSector()
|
|
//
|
|
// Passed a ceiling height and a sector number, return a pointer to a
|
|
// a sector with that ceiling height across the lowest numbered two sided
|
|
// line surrounding the sector.
|
|
//
|
|
// Note: If no sector at that height bounds the sector passed, return NULL
|
|
//
|
|
static sector_t *P_FindModelCeilingSector(fixed_t ceildestheight, INT32 secnum)
|
|
{
|
|
size_t i;
|
|
sector_t *sec = §ors[secnum];
|
|
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
if (twoSided(secnum, i))
|
|
{
|
|
if (getSide(secnum, i, 0)->sector - sectors == secnum)
|
|
sec = getSector(secnum, i, 1);
|
|
else
|
|
sec = getSector(secnum, i, 0);
|
|
|
|
if (sec->ceilingheight == ceildestheight)
|
|
return sec;
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
/** Searches the tag lists for the next sector tagged to a line.
|
|
*
|
|
* \param line Tagged line used as a reference.
|
|
* \param start -1 to start at the beginning, or the result of a previous call
|
|
* to keep searching.
|
|
* \return Number of the next tagged sector found.
|
|
* \sa P_FindSectorFromTag, P_FindLineFromLineTag
|
|
*/
|
|
INT32 P_FindSectorFromLineTag(line_t *line, INT32 start)
|
|
{
|
|
if (line->tag == -1)
|
|
{
|
|
start++;
|
|
|
|
if (start >= (INT32)numsectors)
|
|
return -1;
|
|
|
|
return start;
|
|
}
|
|
else
|
|
{
|
|
start = start >= 0 ? sectors[start].nexttag :
|
|
sectors[(unsigned)line->tag % numsectors].firsttag;
|
|
while (start >= 0 && sectors[start].tag != line->tag)
|
|
start = sectors[start].nexttag;
|
|
return start;
|
|
}
|
|
}
|
|
|
|
/** Searches the tag lists for the next sector with a given tag.
|
|
*
|
|
* \param tag Tag number to look for.
|
|
* \param start -1 to start anew, or the result of a previous call to keep
|
|
* searching.
|
|
* \return Number of the next tagged sector found.
|
|
* \sa P_FindSectorFromLineTag
|
|
*/
|
|
INT32 P_FindSectorFromTag(INT16 tag, INT32 start)
|
|
{
|
|
if (tag == -1)
|
|
{
|
|
start++;
|
|
|
|
if (start >= (INT32)numsectors)
|
|
return -1;
|
|
|
|
return start;
|
|
}
|
|
else
|
|
{
|
|
start = start >= 0 ? sectors[start].nexttag :
|
|
sectors[(unsigned)tag % numsectors].firsttag;
|
|
while (start >= 0 && sectors[start].tag != tag)
|
|
start = sectors[start].nexttag;
|
|
return start;
|
|
}
|
|
}
|
|
|
|
/** Searches the tag lists for the next line tagged to a line.
|
|
*
|
|
* \param line Tagged line used as a reference.
|
|
* \param start -1 to start anew, or the result of a previous call to keep
|
|
* searching.
|
|
* \return Number of the next tagged line found.
|
|
* \sa P_FindSectorFromLineTag
|
|
*/
|
|
static INT32 P_FindLineFromLineTag(const line_t *line, INT32 start)
|
|
{
|
|
if (line->tag == -1)
|
|
{
|
|
start++;
|
|
|
|
if (start >= (INT32)numlines)
|
|
return -1;
|
|
|
|
return start;
|
|
}
|
|
else
|
|
{
|
|
start = start >= 0 ? lines[start].nexttag :
|
|
lines[(unsigned)line->tag % numlines].firsttag;
|
|
while (start >= 0 && lines[start].tag != line->tag)
|
|
start = lines[start].nexttag;
|
|
return start;
|
|
}
|
|
}
|
|
#if 0
|
|
/** Searches the tag lists for the next line with a given tag and special.
|
|
*
|
|
* \param tag Tag number.
|
|
* \param start -1 to start anew, or the result of a previous call to keep
|
|
* searching.
|
|
* \return Number of next suitable line found.
|
|
* \sa P_FindLineFromLineTag
|
|
* \author Graue <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++;
|
|
|
|
// This redundant check stops the compiler from complaining about function expansion
|
|
// elsewhere for some reason and everything is awful
|
|
if (start >= (INT32)numlines)
|
|
return -1;
|
|
|
|
while (start < (INT32)numlines && lines[start].special != special)
|
|
start++;
|
|
|
|
if (start >= (INT32)numlines)
|
|
return -1;
|
|
|
|
return start;
|
|
}
|
|
else
|
|
{
|
|
start = start >= 0 ? lines[start].nexttag :
|
|
lines[(unsigned)tag % numlines].firsttag;
|
|
while (start >= 0 && (lines[start].tag != tag || lines[start].special != special))
|
|
start = lines[start].nexttag;
|
|
return start;
|
|
}
|
|
}
|
|
|
|
// haleyjd: temporary define
|
|
#ifdef POLYOBJECTS
|
|
|
|
//
|
|
// PolyDoor
|
|
//
|
|
// Parses arguments for parameterized polyobject door types
|
|
//
|
|
static boolean PolyDoor(line_t *line)
|
|
{
|
|
polydoordata_t pdd;
|
|
|
|
pdd.polyObjNum = line->tag; // polyobject id
|
|
|
|
switch(line->special)
|
|
{
|
|
case 480: // Polyobj_DoorSlide
|
|
pdd.doorType = POLY_DOOR_SLIDE;
|
|
pdd.speed = sides[line->sidenum[0]].textureoffset / 8;
|
|
pdd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); // angle of motion
|
|
pdd.distance = sides[line->sidenum[0]].rowoffset;
|
|
|
|
if (line->sidenum[1] != 0xffff)
|
|
pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics
|
|
else
|
|
pdd.delay = 0;
|
|
break;
|
|
case 481: // Polyobj_DoorSwing
|
|
pdd.doorType = POLY_DOOR_SWING;
|
|
pdd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed
|
|
pdd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance
|
|
|
|
if (line->sidenum[1] != 0xffff)
|
|
pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics
|
|
else
|
|
pdd.delay = 0;
|
|
break;
|
|
default:
|
|
return 0; // ???
|
|
}
|
|
|
|
return EV_DoPolyDoor(&pdd);
|
|
}
|
|
|
|
//
|
|
// PolyMove
|
|
//
|
|
// Parses arguments for parameterized polyobject move specials
|
|
//
|
|
static boolean PolyMove(line_t *line)
|
|
{
|
|
polymovedata_t pmd;
|
|
|
|
pmd.polyObjNum = line->tag;
|
|
pmd.speed = sides[line->sidenum[0]].textureoffset / 8;
|
|
pmd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y);
|
|
pmd.distance = sides[line->sidenum[0]].rowoffset;
|
|
|
|
pmd.overRide = (line->special == 483); // Polyobj_OR_Move
|
|
|
|
return EV_DoPolyObjMove(&pmd);
|
|
}
|
|
|
|
//
|
|
// PolyInvisible
|
|
//
|
|
// Makes a polyobject invisible and intangible
|
|
// If NOCLIMB is ticked, the polyobject will still be tangible, just not visible.
|
|
//
|
|
static void PolyInvisible(line_t *line)
|
|
{
|
|
INT32 polyObjNum = line->tag;
|
|
polyobj_t *po;
|
|
|
|
if (!(po = Polyobj_GetForNum(polyObjNum)))
|
|
{
|
|
CONS_Debug(DBG_POLYOBJ, "PolyInvisible: bad polyobj %d\n", polyObjNum);
|
|
return;
|
|
}
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
if (po->isBad)
|
|
return;
|
|
|
|
if (!(line->flags & ML_NOCLIMB))
|
|
po->flags &= ~POF_SOLID;
|
|
|
|
po->flags |= POF_NOSPECIALS;
|
|
po->flags &= ~POF_RENDERALL;
|
|
}
|
|
|
|
//
|
|
// PolyVisible
|
|
//
|
|
// Makes a polyobject visible and tangible
|
|
// If NOCLIMB is ticked, the polyobject will not be tangible, just visible.
|
|
//
|
|
static void PolyVisible(line_t *line)
|
|
{
|
|
INT32 polyObjNum = line->tag;
|
|
polyobj_t *po;
|
|
|
|
if (!(po = Polyobj_GetForNum(polyObjNum)))
|
|
{
|
|
CONS_Debug(DBG_POLYOBJ, "PolyVisible: bad polyobj %d\n", polyObjNum);
|
|
return;
|
|
}
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
if (po->isBad)
|
|
return;
|
|
|
|
if (!(line->flags & ML_NOCLIMB))
|
|
po->flags |= POF_SOLID;
|
|
|
|
po->flags &= ~POF_NOSPECIALS;
|
|
po->flags |= POF_RENDERALL;
|
|
}
|
|
|
|
//
|
|
// PolyTranslucency
|
|
//
|
|
// Sets the translucency of a polyobject
|
|
// Frontsector floor / 100 = translevel
|
|
//
|
|
static void PolyTranslucency(line_t *line)
|
|
{
|
|
INT32 polyObjNum = line->tag;
|
|
polyobj_t *po;
|
|
|
|
if (!(po = Polyobj_GetForNum(polyObjNum)))
|
|
{
|
|
CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: bad polyobj %d\n", polyObjNum);
|
|
return;
|
|
}
|
|
|
|
// don't allow line actions to affect bad polyobjects
|
|
if (po->isBad)
|
|
return;
|
|
|
|
po->translucency = (line->frontsector->floorheight >> FRACBITS) / 100;
|
|
}
|
|
|
|
//
|
|
// PolyWaypoint
|
|
//
|
|
// Parses arguments for parameterized polyobject waypoint movement
|
|
//
|
|
static boolean PolyWaypoint(line_t *line)
|
|
{
|
|
polywaypointdata_t pwd;
|
|
|
|
pwd.polyObjNum = line->tag;
|
|
pwd.speed = sides[line->sidenum[0]].textureoffset / 8;
|
|
pwd.sequence = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Sequence #
|
|
pwd.reverse = (line->flags & ML_EFFECT1) == ML_EFFECT1; // Reverse?
|
|
pwd.comeback = (line->flags & ML_EFFECT2) == ML_EFFECT2; // Return when reaching end?
|
|
pwd.wrap = (line->flags & ML_EFFECT3) == ML_EFFECT3; // Wrap around waypoints
|
|
pwd.continuous = (line->flags & ML_EFFECT4) == ML_EFFECT4; // Continuously move - used with COMEBACK or WRAP
|
|
|
|
return EV_DoPolyObjWaypoint(&pwd);
|
|
}
|
|
|
|
//
|
|
// PolyRotate
|
|
//
|
|
// Parses arguments for parameterized polyobject rotate specials
|
|
//
|
|
static boolean PolyRotate(line_t *line)
|
|
{
|
|
polyrotdata_t prd;
|
|
|
|
prd.polyObjNum = line->tag;
|
|
prd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed
|
|
prd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance
|
|
|
|
// Polyobj_(OR_)RotateRight have dir == -1
|
|
prd.direction = (line->special == 484 || line->special == 485) ? -1 : 1;
|
|
|
|
// Polyobj_OR types have override set to true
|
|
prd.overRide = (line->special == 485 || line->special == 487);
|
|
|
|
if (line->flags & ML_NOCLIMB)
|
|
prd.turnobjs = 0;
|
|
else if (line->flags & ML_EFFECT4)
|
|
prd.turnobjs = 2;
|
|
else
|
|
prd.turnobjs = 1;
|
|
|
|
return EV_DoPolyObjRotate(&prd);
|
|
}
|
|
|
|
//
|
|
// PolyDisplace
|
|
//
|
|
// Parses arguments for parameterized polyobject move-by-sector-heights specials
|
|
//
|
|
static boolean PolyDisplace(line_t *line)
|
|
{
|
|
polydisplacedata_t pdd;
|
|
|
|
pdd.polyObjNum = line->tag;
|
|
|
|
pdd.controlSector = line->frontsector;
|
|
pdd.dx = line->dx>>8;
|
|
pdd.dy = line->dy>>8;
|
|
|
|
return EV_DoPolyObjDisplace(&pdd);
|
|
}
|
|
|
|
#endif // ifdef POLYOBJECTS
|
|
|
|
/** Changes a sector's tag.
|
|
* Used by the linedef executor tag changer and by crumblers.
|
|
*
|
|
* \param sector Sector whose tag will be changed.
|
|
* \param newtag New tag number for this sector.
|
|
* \sa P_InitTagLists, P_FindSectorFromTag
|
|
* \author Graue <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, e->sector);
|
|
P_SetTarget(&e->caller, NULL); // Let the mobj know it can be removed now.
|
|
P_RemoveThinker(&e->thinker);
|
|
}
|
|
}
|
|
|
|
static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector)
|
|
{
|
|
executor_t *e;
|
|
|
|
if (!line->backsector)
|
|
I_Error("P_AddExecutorDelay: Line has no backsector!\n");
|
|
|
|
e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL);
|
|
|
|
e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay;
|
|
e->line = line;
|
|
e->sector = sector;
|
|
e->timer = (line->backsector->ceilingheight>>FRACBITS)+(line->backsector->floorheight>>FRACBITS);
|
|
P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying.
|
|
P_AddThinker(&e->thinker);
|
|
}
|
|
|
|
/** Used by P_LinedefExecute to check a trigger linedef's conditions
|
|
* The linedef executor specials in the trigger linedef's sector are run if all conditions are met.
|
|
* Return false cancels P_LinedefExecute, this happens if a condition is not met.
|
|
*
|
|
* \param triggerline Trigger linedef to check conditions for; should NEVER be NULL.
|
|
* \param actor Object initiating the action; should not be NULL.
|
|
* \param caller Sector in which the action was started. May be NULL.
|
|
* \sa P_ProcessLineSpecial, P_LinedefExecute
|
|
*/
|
|
boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller)
|
|
{
|
|
sector_t *ctlsector;
|
|
fixed_t dist = P_AproxDistance(triggerline->dx, triggerline->dy)>>FRACBITS;
|
|
size_t i, linecnt, sectori;
|
|
INT16 specialtype = triggerline->special;
|
|
|
|
/////////////////////////////////////////////////
|
|
// Distance-checking/sector trigger conditions //
|
|
/////////////////////////////////////////////////
|
|
|
|
// Linetypes 303 and 304 require a specific
|
|
// number, or minimum or maximum, of rings.
|
|
if (specialtype == 303 || specialtype == 304)
|
|
{
|
|
fixed_t rings = 0;
|
|
|
|
// With the passuse flag, count all player's
|
|
// rings.
|
|
if (triggerline->flags & ML_EFFECT4)
|
|
{
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
|
|
if (!players[i].mo || players[i].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_thinglist_next;
|
|
}
|
|
|
|
if (triggerline->flags & ML_NOCLIMB) // Need at least or more
|
|
{
|
|
if (numpush < numneeded)
|
|
return false;
|
|
}
|
|
else if (triggerline->flags & ML_EFFECT4) // Need less than
|
|
{
|
|
if (numpush >= numneeded)
|
|
return false;
|
|
}
|
|
else // Need exact
|
|
{
|
|
if (numpush != numneeded)
|
|
return false;
|
|
}
|
|
}
|
|
else if (caller)
|
|
{
|
|
if (GETSECSPECIAL(caller->special, 2) == 6)
|
|
{
|
|
if (!(ALL7EMERALDS(emeralds)))
|
|
return false;
|
|
}
|
|
else if (GETSECSPECIAL(caller->special, 2) == 7)
|
|
{
|
|
UINT8 mare;
|
|
|
|
if (!(maptol & TOL_NIGHTS))
|
|
return false;
|
|
|
|
mare = P_FindLowestMare();
|
|
|
|
if (triggerline->flags & ML_NOCLIMB)
|
|
{
|
|
if (!(mare <= dist))
|
|
return false;
|
|
}
|
|
else if (triggerline->flags & ML_BLOCKMONSTERS)
|
|
{
|
|
if (!(mare >= dist))
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
if (!(mare == dist))
|
|
return false;
|
|
}
|
|
}
|
|
// If we were not triggered by a sector type especially for the purpose,
|
|
// a Linedef Executor linedef trigger is not handling sector triggers properly, return.
|
|
|
|
else if ((!GETSECSPECIAL(caller->special, 2) || GETSECSPECIAL(caller->special, 2) > 7) && (specialtype > 322))
|
|
{
|
|
CONS_Alert(CONS_WARNING,
|
|
M_GetText("Linedef executor trigger isn't handling sector triggers properly!\nspecialtype = %d, if you are not a dev, report this warning instance\nalong with the wad that caused it!\n"),
|
|
specialtype);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////
|
|
// Miscellaneous trigger conditions //
|
|
//////////////////////////////////////
|
|
|
|
switch (specialtype)
|
|
{
|
|
case 305: // continuous
|
|
case 306: // each time
|
|
case 307: // once
|
|
if (!(actor && actor->player && actor->player->charability != dist/10))
|
|
return false;
|
|
break;
|
|
case 309: // continuous
|
|
case 310: // each time
|
|
// Only red team members can activate this.
|
|
if (!(actor && actor->player && actor->player->ctfteam == 1))
|
|
return false;
|
|
break;
|
|
case 311: // continuous
|
|
case 312: // each time
|
|
// Only blue team members can activate this.
|
|
if (!(actor && actor->player && actor->player->ctfteam == 2))
|
|
return false;
|
|
break;
|
|
case 317: // continuous
|
|
case 318: // once
|
|
{ // Unlockable triggers required
|
|
INT32 trigid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS);
|
|
|
|
if ((modifiedgame && !savemoddata) || (netgame || multiplayer))
|
|
return false;
|
|
else if (trigid < 0 || trigid > 31) // limited by 32 bit variable
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", triggerline->sidenum[0], trigid);
|
|
return false;
|
|
}
|
|
else if (!(unlocktriggers & (1 << trigid)))
|
|
return false;
|
|
}
|
|
break;
|
|
case 319: // continuous
|
|
case 320: // once
|
|
{ // An unlockable itself must be unlocked!
|
|
INT32 unlockid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS);
|
|
|
|
if ((modifiedgame && !savemoddata) || (netgame || multiplayer))
|
|
return false;
|
|
else if (unlockid < 0 || unlockid >= MAXUNLOCKABLES) // limited by unlockable count
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Unlockable check (sidedef %hu): bad unlockable ID %d\n", triggerline->sidenum[0], unlockid);
|
|
return false;
|
|
}
|
|
else if (!(unlockables[unlockid-1].unlocked))
|
|
return false;
|
|
}
|
|
break;
|
|
case 321: // continuous
|
|
case 322: // each time
|
|
// decrement calls left before triggering
|
|
if (triggerline->callcount > 0)
|
|
{
|
|
if (--triggerline->callcount > 0)
|
|
return false;
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
/////////////////////////////////
|
|
// Processing linedef specials //
|
|
/////////////////////////////////
|
|
|
|
ctlsector = triggerline->frontsector;
|
|
sectori = (size_t)(ctlsector - sectors);
|
|
linecnt = ctlsector->linecount;
|
|
|
|
if (triggerline->flags & ML_EFFECT5) // disregard order for efficiency
|
|
{
|
|
for (i = 0; i < linecnt; i++)
|
|
if (ctlsector->lines[i]->special >= 400
|
|
&& ctlsector->lines[i]->special < 500)
|
|
{
|
|
if (ctlsector->lines[i]->flags & ML_DONTPEGTOP)
|
|
P_AddExecutorDelay(ctlsector->lines[i], actor, caller);
|
|
else
|
|
P_ProcessLineSpecial(ctlsector->lines[i], actor, caller);
|
|
}
|
|
}
|
|
else // walk around the sector in a defined order
|
|
{
|
|
boolean backwards = false;
|
|
size_t j, masterlineindex = (size_t)-1;
|
|
|
|
for (i = 0; i < linecnt; i++)
|
|
if (ctlsector->lines[i] == triggerline)
|
|
{
|
|
masterlineindex = i;
|
|
break;
|
|
}
|
|
|
|
#ifdef PARANOIA
|
|
if (masterlineindex == (size_t)-1)
|
|
{
|
|
const size_t li = (size_t)(ctlsector->lines[i] - lines);
|
|
I_Error("Line %s isn't linked into its front sector", sizeu1(li));
|
|
}
|
|
#endif
|
|
|
|
// i == masterlineindex
|
|
for (;;)
|
|
{
|
|
if (backwards) // v2 to v1
|
|
{
|
|
for (j = 0; j < linecnt; j++)
|
|
{
|
|
if (i == j)
|
|
continue;
|
|
if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v2)
|
|
{
|
|
i = j;
|
|
break;
|
|
}
|
|
if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v1)
|
|
{
|
|
i = j;
|
|
backwards = false;
|
|
break;
|
|
}
|
|
}
|
|
if (j == linecnt)
|
|
{
|
|
const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes);
|
|
CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n",
|
|
sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v1->x, ctlsector->lines[i]->v1->y);
|
|
return false; // abort
|
|
}
|
|
}
|
|
else // v1 to v2
|
|
{
|
|
for (j = 0; j < linecnt; j++)
|
|
{
|
|
if (i == j)
|
|
continue;
|
|
if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v1)
|
|
{
|
|
i = j;
|
|
break;
|
|
}
|
|
if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v2)
|
|
{
|
|
i = j;
|
|
backwards = true;
|
|
break;
|
|
}
|
|
}
|
|
if (j == linecnt)
|
|
{
|
|
const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes);
|
|
CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n",
|
|
sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v2->x, ctlsector->lines[i]->v2->y);
|
|
return false; // abort
|
|
}
|
|
}
|
|
|
|
if (i == masterlineindex)
|
|
break;
|
|
|
|
if (ctlsector->lines[i]->special >= 400
|
|
&& ctlsector->lines[i]->special < 500)
|
|
{
|
|
if (ctlsector->lines[i]->flags & ML_DONTPEGTOP)
|
|
P_AddExecutorDelay(ctlsector->lines[i], actor, caller);
|
|
else
|
|
P_ProcessLineSpecial(ctlsector->lines[i], actor, caller);
|
|
}
|
|
}
|
|
}
|
|
|
|
// "Trigger on X calls" linedefs reset if noclimb is set
|
|
if ((specialtype == 321 || specialtype == 322) && triggerline->flags & ML_NOCLIMB)
|
|
triggerline->callcount = sides[triggerline->sidenum[0]].textureoffset>>FRACBITS;
|
|
else
|
|
// These special types work only once
|
|
if (specialtype == 302 // Once
|
|
|| specialtype == 304 // Ring count - Once
|
|
|| specialtype == 307 // Character ability - Once
|
|
|| specialtype == 308 // Race only - Once
|
|
|| specialtype == 315 // No of pushables - Once
|
|
|| specialtype == 318 // Unlockable trigger - Once
|
|
|| specialtype == 320 // Unlockable - Once
|
|
|| specialtype == 321 || specialtype == 322 // Trigger on X calls - Continuous + Each Time
|
|
|| specialtype == 399) // Level Load
|
|
triggerline->special = 0; // Clear it out
|
|
|
|
return true;
|
|
}
|
|
|
|
/** Runs a linedef executor.
|
|
* Can be called by:
|
|
* - a player moving into a special sector or FOF.
|
|
* - a pushable object moving into a special sector or FOF.
|
|
* - a ceiling or floor movement from a previous linedef executor finishing.
|
|
* - any object in a state with the A_LinedefExecute() action.
|
|
*
|
|
* \param tag Tag of the linedef executor to run.
|
|
* \param actor Object initiating the action; should not be NULL.
|
|
* \param caller Sector in which the action was started. May be NULL.
|
|
* \sa P_ProcessLineSpecial, P_RunTriggerLinedef
|
|
* \author Graue <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
|
|
|| lines[masterline].special == 322) // Trigger on X calls - Each Time
|
|
continue;
|
|
|
|
if (lines[masterline].special < 300
|
|
|| lines[masterline].special > 399)
|
|
continue;
|
|
|
|
if (!P_RunTriggerLinedef(&lines[masterline], actor, caller))
|
|
return; // cancel P_LinedefExecute if function returns false
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SwitchWeather
|
|
//
|
|
// Switches the weather!
|
|
//
|
|
void P_SwitchWeather(INT32 weathernum)
|
|
{
|
|
boolean purge = false;
|
|
INT32 swap = 0;
|
|
|
|
switch (weathernum)
|
|
{
|
|
case PRECIP_NONE: // None
|
|
if (curWeather == PRECIP_NONE)
|
|
return; // Nothing to do.
|
|
purge = true;
|
|
break;
|
|
case PRECIP_STORM: // Storm
|
|
case PRECIP_STORM_NOSTRIKES: // Storm w/ no lightning
|
|
case PRECIP_RAIN: // Rain
|
|
if (curWeather == PRECIP_SNOW || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
|
swap = PRECIP_RAIN;
|
|
break;
|
|
case PRECIP_SNOW: // Snow
|
|
if (curWeather == PRECIP_SNOW)
|
|
return; // Nothing to do.
|
|
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES || curWeather == PRECIP_BLANK || curWeather == PRECIP_STORM_NORAIN)
|
|
swap = PRECIP_SNOW; // Need to delete the other precips.
|
|
break;
|
|
case PRECIP_STORM_NORAIN: // Storm w/o rain
|
|
if (curWeather == PRECIP_SNOW
|
|
|| curWeather == PRECIP_STORM
|
|
|| curWeather == PRECIP_STORM_NOSTRIKES
|
|
|| curWeather == PRECIP_RAIN
|
|
|| curWeather == PRECIP_BLANK)
|
|
swap = PRECIP_STORM_NORAIN;
|
|
else if (curWeather == PRECIP_STORM_NORAIN)
|
|
return;
|
|
break;
|
|
case PRECIP_BLANK:
|
|
if (curWeather == PRECIP_SNOW
|
|
|| curWeather == PRECIP_STORM
|
|
|| curWeather == PRECIP_STORM_NOSTRIKES
|
|
|| curWeather == PRECIP_RAIN)
|
|
swap = PRECIP_BLANK;
|
|
else if (curWeather == PRECIP_STORM_NORAIN)
|
|
swap = PRECIP_BLANK;
|
|
else if (curWeather == PRECIP_BLANK)
|
|
return;
|
|
break;
|
|
default:
|
|
CONS_Debug(DBG_GAMELOGIC, "P_SwitchWeather: Unknown weather type %d.\n", weathernum);
|
|
break;
|
|
}
|
|
|
|
if (purge)
|
|
{
|
|
thinker_t *think;
|
|
precipmobj_t *precipmobj;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if ((think->function.acp1 != (actionf_p1)P_SnowThinker)
|
|
&& (think->function.acp1 != (actionf_p1)P_RainThinker))
|
|
continue; // not a precipmobj thinker
|
|
|
|
precipmobj = (precipmobj_t *)think;
|
|
|
|
P_RemovePrecipMobj(precipmobj);
|
|
}
|
|
}
|
|
else if (swap && !((swap == PRECIP_BLANK && curWeather == PRECIP_STORM_NORAIN) || (swap == PRECIP_STORM_NORAIN && curWeather == PRECIP_BLANK))) // Rather than respawn all that crap, reuse it!
|
|
{
|
|
thinker_t *think;
|
|
precipmobj_t *precipmobj;
|
|
state_t *st;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (swap == PRECIP_RAIN) // Snow To Rain
|
|
{
|
|
if (!(think->function.acp1 == (actionf_p1)P_SnowThinker
|
|
|| think->function.acp1 == (actionf_p1)P_NullPrecipThinker))
|
|
continue; // not a precipmobj thinker
|
|
|
|
precipmobj = (precipmobj_t *)think;
|
|
|
|
precipmobj->flags = mobjinfo[MT_RAIN].flags;
|
|
st = &states[mobjinfo[MT_RAIN].spawnstate];
|
|
precipmobj->state = st;
|
|
precipmobj->tics = st->tics;
|
|
precipmobj->sprite = st->sprite;
|
|
precipmobj->frame = st->frame;
|
|
precipmobj->momz = mobjinfo[MT_RAIN].speed;
|
|
|
|
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
|
|
|
think->function.acp1 = (actionf_p1)P_RainThinker;
|
|
}
|
|
else if (swap == PRECIP_SNOW) // Rain To Snow
|
|
{
|
|
INT32 z;
|
|
|
|
if (!(think->function.acp1 == (actionf_p1)P_RainThinker
|
|
|| think->function.acp1 == (actionf_p1)P_NullPrecipThinker))
|
|
continue; // not a precipmobj thinker
|
|
|
|
precipmobj = (precipmobj_t *)think;
|
|
|
|
precipmobj->flags = mobjinfo[MT_SNOWFLAKE].flags;
|
|
z = M_RandomByte();
|
|
|
|
if (z < 64)
|
|
z = 2;
|
|
else if (z < 144)
|
|
z = 1;
|
|
else
|
|
z = 0;
|
|
|
|
st = &states[mobjinfo[MT_SNOWFLAKE].spawnstate+z];
|
|
precipmobj->state = st;
|
|
precipmobj->tics = st->tics;
|
|
precipmobj->sprite = st->sprite;
|
|
precipmobj->frame = st->frame;
|
|
precipmobj->momz = mobjinfo[MT_SNOWFLAKE].speed;
|
|
|
|
precipmobj->precipflags &= ~PCF_INVISIBLE;
|
|
|
|
think->function.acp1 = (actionf_p1)P_SnowThinker;
|
|
}
|
|
else if (swap == PRECIP_BLANK || swap == PRECIP_STORM_NORAIN) // Remove precip, but keep it around for reuse.
|
|
{
|
|
if (!(think->function.acp1 == (actionf_p1)P_RainThinker
|
|
|| think->function.acp1 == (actionf_p1)P_SnowThinker))
|
|
continue;
|
|
|
|
precipmobj = (precipmobj_t *)think;
|
|
|
|
think->function.acp1 = (actionf_p1)P_NullPrecipThinker;
|
|
|
|
precipmobj->precipflags |= PCF_INVISIBLE;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (weathernum)
|
|
{
|
|
case PRECIP_SNOW: // snow
|
|
curWeather = PRECIP_SNOW;
|
|
|
|
if (!swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
case PRECIP_RAIN: // rain
|
|
{
|
|
boolean dontspawn = false;
|
|
|
|
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
|
dontspawn = true;
|
|
|
|
curWeather = PRECIP_RAIN;
|
|
|
|
if (!dontspawn && !swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
}
|
|
case PRECIP_STORM: // storm
|
|
{
|
|
boolean dontspawn = false;
|
|
|
|
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
|
dontspawn = true;
|
|
|
|
curWeather = PRECIP_STORM;
|
|
|
|
if (!dontspawn && !swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
}
|
|
case PRECIP_STORM_NOSTRIKES: // storm w/o lightning
|
|
{
|
|
boolean dontspawn = false;
|
|
|
|
if (curWeather == PRECIP_RAIN || curWeather == PRECIP_STORM || curWeather == PRECIP_STORM_NOSTRIKES)
|
|
dontspawn = true;
|
|
|
|
curWeather = PRECIP_STORM_NOSTRIKES;
|
|
|
|
if (!dontspawn && !swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
}
|
|
case PRECIP_STORM_NORAIN: // storm w/o rain
|
|
curWeather = PRECIP_STORM_NORAIN;
|
|
|
|
if (!swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
case PRECIP_BLANK:
|
|
curWeather = PRECIP_BLANK;
|
|
|
|
if (!swap)
|
|
P_SpawnPrecipitation();
|
|
|
|
break;
|
|
default:
|
|
curWeather = PRECIP_NONE;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/** Gets an object.
|
|
*
|
|
* \param type Object type to look for.
|
|
* \param s Sector number to look in.
|
|
* \return Pointer to the first ::type found in the sector.
|
|
* \sa P_GetPushThing
|
|
*/
|
|
static mobj_t *P_GetObjectTypeInSectorNum(mobjtype_t type, size_t s)
|
|
{
|
|
sector_t *sec = sectors + s;
|
|
mobj_t *thing = sec->thinglist;
|
|
|
|
while (thing)
|
|
{
|
|
if (thing->type == type)
|
|
return thing;
|
|
thing = thing->snext;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/** Processes the line special triggered by an object.
|
|
*
|
|
* \param line Line with the special command on it.
|
|
* \param mo mobj that triggered the line. Must be valid and non-NULL.
|
|
* \param callsec sector in which action was initiated; this can be NULL.
|
|
* Because of the A_LinedefExecute() action, even if non-NULL,
|
|
* this sector might not have the same tag as the linedef executor,
|
|
* and it might not have the linedef executor sector type.
|
|
* \todo Handle mo being NULL gracefully. T_MoveFloor() and T_MoveCeiling()
|
|
* don't have an object to pass.
|
|
* \todo Split up into multiple functions.
|
|
* \sa P_LinedefExecute
|
|
* \author Graue <graue@oceanbase.org>
|
|
*/
|
|
static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
|
|
{
|
|
INT32 secnum = -1;
|
|
mobj_t *bot = NULL;
|
|
|
|
I_Assert(!mo || !P_MobjWasRemoved(mo)); // If mo is there, mo must be valid!
|
|
|
|
if (mo && mo->player && botingame)
|
|
bot = players[secondarydisplayplayer].mo;
|
|
|
|
// note: only commands with linedef types >= 400 && < 500 can be used
|
|
switch (line->special)
|
|
{
|
|
case 400: // Set tagged sector's floor height/pic
|
|
EV_DoFloor(line, instantMoveFloorByFrontSector);
|
|
break;
|
|
|
|
case 401: // Set tagged sector's ceiling height/pic
|
|
EV_DoCeiling(line, instantMoveCeilingByFrontSector);
|
|
break;
|
|
|
|
case 402: // Set tagged sector's light level
|
|
{
|
|
INT16 newlightlevel;
|
|
INT32 newfloorlightsec, newceilinglightsec;
|
|
|
|
newlightlevel = line->frontsector->lightlevel;
|
|
newfloorlightsec = line->frontsector->floorlightsec;
|
|
newceilinglightsec = line->frontsector->ceilinglightsec;
|
|
|
|
// act on all sectors with the same tag as the triggering linedef
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (sectors[secnum].lightingdata)
|
|
{
|
|
// Stop the lighting madness going on in this sector!
|
|
P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker);
|
|
sectors[secnum].lightingdata = NULL;
|
|
|
|
// No, it's not an elevator_t, but any struct with a thinker_t named
|
|
// 'thinker' at the beginning will do here. (We don't know what it
|
|
// actually is: could be lightlevel_t, fireflicker_t, glow_t, etc.)
|
|
}
|
|
|
|
sectors[secnum].lightlevel = newlightlevel;
|
|
sectors[secnum].floorlightsec = newfloorlightsec;
|
|
sectors[secnum].ceilinglightsec = newceilinglightsec;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 403: // Move floor, linelen = speed, frontsector floor = dest height
|
|
EV_DoFloor(line, moveFloorByFrontSector);
|
|
break;
|
|
|
|
case 404: // Move ceiling, linelen = speed, frontsector ceiling = dest height
|
|
EV_DoCeiling(line, moveCeilingByFrontSector);
|
|
break;
|
|
|
|
case 405: // Move floor by front side texture offsets, offset x = speed, offset y = amount to raise/lower
|
|
EV_DoFloor(line, moveFloorByFrontTexture);
|
|
break;
|
|
|
|
case 407: // Move ceiling by front side texture offsets, offset x = speed, offset y = amount to raise/lower
|
|
EV_DoCeiling(line, moveCeilingByFrontTexture);
|
|
break;
|
|
|
|
/* case 405: // Lower floor by line, dx = speed, dy = amount to lower
|
|
EV_DoFloor(line, lowerFloorByLine);
|
|
break;
|
|
|
|
case 406: // Raise floor by line, dx = speed, dy = amount to raise
|
|
EV_DoFloor(line, raiseFloorByLine);
|
|
break;
|
|
|
|
case 407: // Lower ceiling by line, dx = speed, dy = amount to lower
|
|
EV_DoCeiling(line, lowerCeilingByLine);
|
|
break;
|
|
|
|
case 408: // Raise ceiling by line, dx = speed, dy = amount to raise
|
|
EV_DoCeiling(line, raiseCeilingByLine);
|
|
break;*/
|
|
|
|
case 409: // Change tagged sectors' tag
|
|
// (formerly "Change calling sectors' tag", but behavior was changed)
|
|
{
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
P_ChangeSectorTag(secnum,(INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS));
|
|
break;
|
|
}
|
|
|
|
case 410: // Change front sector's tag
|
|
P_ChangeSectorTag((UINT32)(line->frontsector - sectors), (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS));
|
|
break;
|
|
|
|
case 411: // Stop floor/ceiling movement in tagged sector(s)
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (sectors[secnum].floordata)
|
|
{
|
|
if (sectors[secnum].floordata == sectors[secnum].ceilingdata) // elevator
|
|
{
|
|
P_RemoveThinker(&((elevator_t *)sectors[secnum].floordata)->thinker);
|
|
sectors[secnum].floordata = sectors[secnum].ceilingdata = NULL;
|
|
sectors[secnum].floorspeed = sectors[secnum].ceilspeed = 0;
|
|
}
|
|
else // floormove
|
|
{
|
|
P_RemoveThinker(&((floormove_t *)sectors[secnum].floordata)->thinker);
|
|
sectors[secnum].floordata = NULL;
|
|
sectors[secnum].floorspeed = 0;
|
|
}
|
|
}
|
|
|
|
if (sectors[secnum].ceilingdata) // ceiling
|
|
{
|
|
P_RemoveThinker(&((ceiling_t *)sectors[secnum].ceilingdata)->thinker);
|
|
sectors[secnum].ceilingdata = NULL;
|
|
sectors[secnum].ceilspeed = 0;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 412: // Teleport the player or thing
|
|
{
|
|
mobj_t *dest;
|
|
|
|
if (!mo) // nothing to teleport
|
|
return;
|
|
|
|
if (line->flags & ML_EFFECT3) // Relative silent teleport
|
|
{
|
|
fixed_t x, y, z;
|
|
|
|
x = sides[line->sidenum[0]].textureoffset;
|
|
y = sides[line->sidenum[0]].rowoffset;
|
|
z = line->frontsector->ceilingheight;
|
|
|
|
P_UnsetThingPosition(mo);
|
|
mo->x += x;
|
|
mo->y += y;
|
|
mo->z += z;
|
|
P_SetThingPosition(mo);
|
|
|
|
if (mo->player)
|
|
{
|
|
if (bot) // This might put poor Tails in a wall if he's too far behind! D: But okay, whatever! >:3
|
|
P_TeleportMove(bot, bot->x + x, bot->y + y, bot->z + z);
|
|
if (splitscreen && mo->player == &players[secondarydisplayplayer] && camera2.chase)
|
|
{
|
|
camera2.x += x;
|
|
camera2.y += y;
|
|
camera2.z += z;
|
|
camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
|
|
}
|
|
else if (camera.chase && mo->player == &players[displayplayer])
|
|
{
|
|
camera.x += x;
|
|
camera.y += y;
|
|
camera.z += z;
|
|
camera.subsector = R_PointInSubsector(camera.x, camera.y);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0)
|
|
return;
|
|
|
|
dest = P_GetObjectTypeInSectorNum(MT_TELEPORTMAN, secnum);
|
|
if (!dest)
|
|
return;
|
|
|
|
if (bot)
|
|
P_Teleport(bot, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, (line->flags & ML_BLOCKMONSTERS) == 0, (line->flags & ML_EFFECT4) == ML_EFFECT4);
|
|
if (line->flags & ML_BLOCKMONSTERS)
|
|
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, false, (line->flags & ML_EFFECT4) == ML_EFFECT4);
|
|
else
|
|
{
|
|
P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, true, (line->flags & ML_EFFECT4) == ML_EFFECT4);
|
|
// Play the 'bowrwoosh!' sound
|
|
S_StartSound(dest, sfx_mixup);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 413: // Change music
|
|
// console player only unless NOCLIMB is set
|
|
if ((line->flags & ML_NOCLIMB) || (mo && mo->player && P_IsLocalPlayer(mo->player)))
|
|
{
|
|
UINT16 tracknum = (UINT16)sides[line->sidenum[0]].bottomtexture;
|
|
|
|
strncpy(mapmusname, sides[line->sidenum[0]].text, 7);
|
|
mapmusname[6] = 0;
|
|
|
|
mapmusflags = tracknum & MUSIC_TRACKMASK;
|
|
if (!(line->flags & ML_BLOCKMONSTERS))
|
|
mapmusflags |= MUSIC_RELOADRESET;
|
|
|
|
S_ChangeMusic(mapmusname, mapmusflags, !(line->flags & ML_EFFECT4));
|
|
|
|
// Except, you can use the ML_BLOCKMONSTERS flag to change this behavior.
|
|
// if (mapmusflags & MUSIC_RELOADRESET) then it will reset the music in G_PlayerReborn.
|
|
}
|
|
break;
|
|
|
|
case 414: // Play SFX
|
|
{
|
|
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 = §ors[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 > P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
|
continue;
|
|
|
|
if (mo->z + mo->height < P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
|
continue;
|
|
|
|
foundit = true;
|
|
}
|
|
|
|
if (mo->subsector->sector->tag == line->tag)
|
|
foundit = true;
|
|
|
|
if (!foundit)
|
|
return;
|
|
}
|
|
|
|
if (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 (callsec)
|
|
S_StartSound(&callsec->soundorg, sfxnum);
|
|
else if (mo)
|
|
S_StartSound(&mo->subsector->sector->soundorg, sfxnum);
|
|
}
|
|
else if (mo)
|
|
{
|
|
// play the sound from mobj that triggered it
|
|
S_StartSound(mo, sfxnum);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 415: // Run a script
|
|
if (cv_runscripts.value)
|
|
{
|
|
INT32 scrnum;
|
|
lumpnum_t lumpnum;
|
|
char newname[9];
|
|
|
|
strcpy(newname, G_BuildMapName(gamemap));
|
|
newname[0] = 'S';
|
|
newname[1] = 'C';
|
|
newname[2] = 'R';
|
|
|
|
scrnum = sides[line->sidenum[0]].textureoffset>>FRACBITS;
|
|
if (scrnum < 0 || scrnum > 999)
|
|
{
|
|
scrnum = 0;
|
|
newname[5] = newname[6] = newname[7] = '0';
|
|
}
|
|
else
|
|
{
|
|
newname[5] = (char)('0' + (char)((scrnum/100)));
|
|
newname[6] = (char)('0' + (char)((scrnum%100)/10));
|
|
newname[7] = (char)('0' + (char)(scrnum%10));
|
|
}
|
|
newname[8] = '\0';
|
|
|
|
lumpnum = W_CheckNumForName(newname);
|
|
|
|
if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0)
|
|
{
|
|
CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname);
|
|
}
|
|
else
|
|
COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE));
|
|
}
|
|
break;
|
|
|
|
case 416: // Spawn adjustable fire flicker
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (line->flags & ML_NOCLIMB && line->backsector)
|
|
{
|
|
// Use front sector for min light level, back sector for max.
|
|
// This is tricky because P_SpawnAdjustableFireFlicker expects
|
|
// the maxsector (second argument) to also be the target
|
|
// sector, so we have to do some light level twiddling.
|
|
fireflicker_t *flick;
|
|
INT16 reallightlevel = sectors[secnum].lightlevel;
|
|
sectors[secnum].lightlevel = line->backsector->lightlevel;
|
|
|
|
flick = P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum],
|
|
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
|
|
// Make sure the starting light level is in range.
|
|
if (reallightlevel < flick->minlight)
|
|
reallightlevel = (INT16)flick->minlight;
|
|
else if (reallightlevel > flick->maxlight)
|
|
reallightlevel = (INT16)flick->maxlight;
|
|
|
|
sectors[secnum].lightlevel = reallightlevel;
|
|
}
|
|
else
|
|
{
|
|
// Use front sector for min, target sector for max,
|
|
// the same way linetype 61 does it.
|
|
P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum],
|
|
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 417: // Spawn adjustable glowing light
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (line->flags & ML_NOCLIMB && line->backsector)
|
|
{
|
|
// Use front sector for min light level, back sector for max.
|
|
// This is tricky because P_SpawnAdjustableGlowingLight expects
|
|
// the maxsector (second argument) to also be the target
|
|
// sector, so we have to do some light level twiddling.
|
|
glow_t *glow;
|
|
INT16 reallightlevel = sectors[secnum].lightlevel;
|
|
sectors[secnum].lightlevel = line->backsector->lightlevel;
|
|
|
|
glow = P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum],
|
|
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
|
|
// Make sure the starting light level is in range.
|
|
if (reallightlevel < glow->minlight)
|
|
reallightlevel = (INT16)glow->minlight;
|
|
else if (reallightlevel > glow->maxlight)
|
|
reallightlevel = (INT16)glow->maxlight;
|
|
|
|
sectors[secnum].lightlevel = reallightlevel;
|
|
}
|
|
else
|
|
{
|
|
// Use front sector for min, target sector for max,
|
|
// the same way linetype 602 does it.
|
|
P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum],
|
|
P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 418: // Spawn adjustable strobe flash (unsynchronized)
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (line->flags & ML_NOCLIMB && line->backsector)
|
|
{
|
|
// Use front sector for min light level, back sector for max.
|
|
// This is tricky because P_SpawnAdjustableGlowingLight expects
|
|
// the maxsector (second argument) to also be the target
|
|
// sector, so we have to do some light level twiddling.
|
|
strobe_t *flash;
|
|
INT16 reallightlevel = sectors[secnum].lightlevel;
|
|
sectors[secnum].lightlevel = line->backsector->lightlevel;
|
|
|
|
flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum],
|
|
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false);
|
|
|
|
// Make sure the starting light level is in range.
|
|
if (reallightlevel < flash->minlight)
|
|
reallightlevel = (INT16)flash->minlight;
|
|
else if (reallightlevel > flash->maxlight)
|
|
reallightlevel = (INT16)flash->maxlight;
|
|
|
|
sectors[secnum].lightlevel = reallightlevel;
|
|
}
|
|
else
|
|
{
|
|
// Use front sector for min, target sector for max,
|
|
// the same way linetype 602 does it.
|
|
P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum],
|
|
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 419: // Spawn adjustable strobe flash (synchronized)
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
{
|
|
if (line->flags & ML_NOCLIMB && line->backsector)
|
|
{
|
|
// Use front sector for min light level, back sector for max.
|
|
// This is tricky because P_SpawnAdjustableGlowingLight expects
|
|
// the maxsector (second argument) to also be the target
|
|
// sector, so we have to do some light level twiddling.
|
|
strobe_t *flash;
|
|
INT16 reallightlevel = sectors[secnum].lightlevel;
|
|
sectors[secnum].lightlevel = line->backsector->lightlevel;
|
|
|
|
flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum],
|
|
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true);
|
|
|
|
// Make sure the starting light level is in range.
|
|
if (reallightlevel < flash->minlight)
|
|
reallightlevel = (INT16)flash->minlight;
|
|
else if (reallightlevel > flash->maxlight)
|
|
reallightlevel = (INT16)flash->maxlight;
|
|
|
|
sectors[secnum].lightlevel = reallightlevel;
|
|
}
|
|
else
|
|
{
|
|
// Use front sector for min, target sector for max,
|
|
// the same way linetype 602 does it.
|
|
P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum],
|
|
abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 420: // Fade light levels in tagged sectors to new value
|
|
P_FadeLight(line->tag, line->frontsector->lightlevel, P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
break;
|
|
|
|
case 421: // Stop lighting effect in tagged sectors
|
|
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
|
|
if (sectors[secnum].lightingdata)
|
|
{
|
|
P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker);
|
|
sectors[secnum].lightingdata = NULL;
|
|
}
|
|
break;
|
|
|
|
case 422: // Cut away to another view
|
|
{
|
|
mobj_t *altview;
|
|
|
|
if (!mo || !mo->player) // only players have views
|
|
return;
|
|
|
|
if ((secnum = P_FindSectorFromLineTag(line, -1)) < 0)
|
|
return;
|
|
|
|
altview = P_GetObjectTypeInSectorNum(MT_ALTVIEWMAN, secnum);
|
|
if (!altview)
|
|
return;
|
|
|
|
P_SetTarget(&mo->player->awayviewmobj, altview);
|
|
mo->player->awayviewtics = P_AproxDistance(line->dx, line->dy)>>FRACBITS;
|
|
|
|
if (line->flags & ML_NOCLIMB) // lets you specify a vertical angle
|
|
{
|
|
INT32 aim;
|
|
|
|
aim = sides[line->sidenum[0]].textureoffset>>FRACBITS;
|
|
while (aim < 0)
|
|
aim += 360;
|
|
while (aim >= 360)
|
|
aim -= 360;
|
|
aim *= (ANGLE_90>>8);
|
|
aim /= 90;
|
|
aim <<= 8;
|
|
mo->player->awayviewaiming = (angle_t)aim;
|
|
}
|
|
else
|
|
mo->player->awayviewaiming = 0; // straight ahead
|
|
}
|
|
break;
|
|
|
|
case 423: // Change Sky
|
|
if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB))
|
|
P_SetupLevelSky(sides[line->sidenum[0]].textureoffset>>FRACBITS, (line->flags & ML_NOCLIMB));
|
|
break;
|
|
|
|
case 424: // Change Weather
|
|
if (line->flags & ML_NOCLIMB)
|
|
{
|
|
globalweather = (UINT8)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
|
P_SwitchWeather(globalweather);
|
|
}
|
|
else if (mo && mo->player && P_IsLocalPlayer(mo->player))
|
|
P_SwitchWeather(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
|
break;
|
|
|
|
case 425: // Calls P_SetMobjState on calling mobj
|
|
if (mo && !mo->player)
|
|
P_SetMobjState(mo, sides[line->sidenum[0]].toptexture); //P_AproxDistance(line->dx, line->dy)>>FRACBITS);
|
|
break;
|
|
|
|
case 426: // Moves the mobj to its sector's soundorg and on the floor, and stops it
|
|
if (!mo)
|
|
return;
|
|
|
|
if (line->flags & ML_NOCLIMB)
|
|
{
|
|
P_UnsetThingPosition(mo);
|
|
mo->x = mo->subsector->sector->soundorg.x;
|
|
mo->y = mo->subsector->sector->soundorg.y;
|
|
mo->z = mo->floorz;
|
|
P_SetThingPosition(mo);
|
|
}
|
|
|
|
mo->momx = mo->momy = mo->momz = 1;
|
|
mo->pmomz = 0;
|
|
|
|
if (mo->player)
|
|
{
|
|
mo->player->rmomx = mo->player->rmomy = 1;
|
|
mo->player->cmomx = mo->player->cmomy = 0;
|
|
P_ResetPlayer(mo->player);
|
|
P_SetPlayerMobjState(mo, S_PLAY_STND);
|
|
|
|
// Reset bot too.
|
|
if (bot) {
|
|
if (line->flags & ML_NOCLIMB)
|
|
P_TeleportMove(bot, mo->x, mo->y, mo->z);
|
|
bot->momx = bot->momy = bot->momz = 1;
|
|
bot->pmomz = 0;
|
|
bot->player->rmomx = bot->player->rmomy = 1;
|
|
bot->player->cmomx = bot->player->cmomy = 0;
|
|
P_ResetPlayer(bot->player);
|
|
P_SetPlayerMobjState(bot, S_PLAY_STND);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 427: // Awards points if the mobj is a player
|
|
if (mo && mo->player)
|
|
P_AddPlayerScore(mo->player, sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
|
break;
|
|
|
|
case 428: // Start floating platform movement
|
|
EV_DoElevator(line, elevateContinuous, true);
|
|
break;
|
|
|
|
case 429: // Crush Ceiling Down Once
|
|
EV_DoCrush(line, crushCeilOnce);
|
|
break;
|
|
|
|
case 430: // Crush Floor Up Once
|
|
EV_DoFloor(line, crushFloorOnce);
|
|
break;
|
|
|
|
case 431: // Crush Floor & Ceiling to middle Once
|
|
EV_DoCrush(line, crushBothOnce);
|
|
break;
|
|
|
|
case 432: // Enable 2D Mode (Disable if noclimb)
|
|
if (mo->player)
|
|
{
|
|
if (line->flags & ML_NOCLIMB)
|
|
mo->flags2 &= ~MF2_TWOD;
|
|
else
|
|
mo->flags2 |= MF2_TWOD;
|
|
|
|
// Copy effect to bot if necessary
|
|
// (Teleport them to you so they don't break it.)
|
|
if (bot && (bot->flags2 & MF2_TWOD) != (mo->flags2 & MF2_TWOD)) {
|
|
bot->flags2 = (bot->flags2 & ~MF2_TWOD) | (mo->flags2 & MF2_TWOD);
|
|
P_TeleportMove(bot, mo->x, mo->y, mo->z);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 433: // Flip gravity (Flop gravity if noclimb) Works on pushables, too!
|
|
if (line->flags & ML_NOCLIMB)
|
|
mo->flags2 &= ~MF2_OBJECTFLIP;
|
|
else
|
|
mo->flags2 |= MF2_OBJECTFLIP;
|
|
if (bot)
|
|
bot->flags2 = (bot->flags2 & ~MF2_OBJECTFLIP) | (mo->flags2 & MF2_OBJECTFLIP);
|
|
break;
|
|
|
|
case 434: // Custom Power
|
|
if (mo->player)
|
|
{
|
|
mobj_t *dummy = P_SpawnMobj(mo->x, mo->y, mo->z, MT_NULL);
|
|
|
|
var1 = sides[line->sidenum[0]].toptexture; //(line->dx>>FRACBITS)-1;
|
|
|
|
if (line->sidenum[1] != 0xffff && line->flags & ML_BLOCKMONSTERS) // read power from back sidedef
|
|
var2 = sides[line->sidenum[1]].toptexture;
|
|
else if (line->flags & ML_NOCLIMB) // 'Infinite'
|
|
var2 = UINT16_MAX;
|
|
else
|
|
var2 = sides[line->sidenum[0]].textureoffset>>FRACBITS;
|
|
|
|
P_SetTarget(&dummy->target, mo);
|
|
A_CustomPower(dummy);
|
|
|
|
if (bot) {
|
|
P_SetTarget(&dummy->target, bot);
|
|
A_CustomPower(dummy);
|
|
}
|
|
P_RemoveMobj(dummy);
|
|
}
|
|
break;
|
|
|
|
case 435: // Change scroller direction
|
|
{
|
|
scroll_t *scroller;
|
|
thinker_t *th;
|
|
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 != (actionf_p1)T_Scroll)
|
|
continue;
|
|
|
|
scroller = (scroll_t *)th;
|
|
|
|
if (sectors[scroller->affectee].tag != line->tag)
|
|
continue;
|
|
|
|
scroller->dx = FixedMul(line->dx>>SCROLL_SHIFT, CARRYFACTOR);
|
|
scroller->dy = FixedMul(line->dy>>SCROLL_SHIFT, CARRYFACTOR);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 436: // Shatter block remotely
|
|
{
|
|
INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
|
INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS);
|
|
sector_t *sec; // Sector that the FOF is visible in
|
|
ffloor_t *rover; // FOF that we are going to crumble
|
|
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
|
|
{
|
|
sec = sectors + secnum;
|
|
|
|
if (!sec->ffloors)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Target sector #%d has no FOFs.\n", secnum);
|
|
return;
|
|
}
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (rover->master->frontsector->tag == foftag)
|
|
break;
|
|
}
|
|
|
|
if (!rover)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Can't find a FOF control sector with tag %d\n", foftag);
|
|
return;
|
|
}
|
|
|
|
EV_CrumbleChain(sec, rover);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 437: // Disable Player Controls
|
|
if (mo->player)
|
|
{
|
|
UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS);
|
|
if (fractime < 1)
|
|
fractime = 1; //instantly wears off upon leaving
|
|
if (line->flags & ML_NOCLIMB)
|
|
fractime |= 1<<15; //more crazy &ing, as if music stuff wasn't enough
|
|
mo->player->powers[pw_nocontrol] = fractime;
|
|
if (bot)
|
|
bot->player->powers[pw_nocontrol] = fractime;
|
|
}
|
|
break;
|
|
|
|
case 438: // Set player scale
|
|
if (mo)
|
|
{
|
|
mo->destscale = FixedDiv(P_AproxDistance(line->dx, line->dy), 100<<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, callsec);
|
|
#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
|
|
ffloortype_e oldflags; // store FOF's old flags
|
|
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag(sectag, secnum)) >= 0 ;)
|
|
{
|
|
sec = sectors + secnum;
|
|
|
|
if (!sec->ffloors)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Target sector #%d has no FOFs.\n", secnum);
|
|
return;
|
|
}
|
|
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (rover->master->frontsector->tag == foftag)
|
|
break;
|
|
}
|
|
|
|
if (!rover)
|
|
{
|
|
CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Can't find a FOF control sector with tag %d\n", foftag);
|
|
return;
|
|
}
|
|
|
|
oldflags = rover->flags;
|
|
|
|
// Abracadabra!
|
|
if (line->flags & ML_NOCLIMB)
|
|
rover->flags |= FF_EXISTS;
|
|
else
|
|
rover->flags &= ~FF_EXISTS;
|
|
|
|
// if flags changed, reset sector's light list
|
|
if (rover->flags != oldflags)
|
|
sec->moved = true;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 450: // Execute Linedef Executor - for recursion
|
|
P_LinedefExecute(line->tag, mo, NULL);
|
|
break;
|
|
|
|
case 451: // Execute Random Linedef Executor
|
|
{
|
|
INT32 rvalue1 = sides[line->sidenum[0]].textureoffset>>FRACBITS;
|
|
INT32 rvalue2 = sides[line->sidenum[0]].rowoffset>>FRACBITS;
|
|
INT32 result;
|
|
|
|
if (rvalue1 <= rvalue2)
|
|
result = P_RandomRange(rvalue1, rvalue2);
|
|
else
|
|
result = P_RandomRange(rvalue2, rvalue1);
|
|
|
|
P_LinedefExecute((INT16)result, mo, NULL);
|
|
break;
|
|
}
|
|
|
|
#ifdef POLYOBJECTS
|
|
case 480: // Polyobj_DoorSlide
|
|
case 481: // Polyobj_DoorSwing
|
|
PolyDoor(line);
|
|
break;
|
|
case 482: // Polyobj_Move
|
|
case 483: // Polyobj_OR_Move
|
|
PolyMove(line);
|
|
break;
|
|
case 484: // Polyobj_RotateRight
|
|
case 485: // Polyobj_OR_RotateRight
|
|
case 486: // Polyobj_RotateLeft
|
|
case 487: // Polyobj_OR_RotateLeft
|
|
PolyRotate(line);
|
|
break;
|
|
case 488: // Polyobj_Waypoint
|
|
PolyWaypoint(line);
|
|
break;
|
|
case 489:
|
|
PolyInvisible(line);
|
|
break;
|
|
case 490:
|
|
PolyVisible(line);
|
|
break;
|
|
case 491:
|
|
PolyTranslucency(line);
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_SetupSignExit
|
|
//
|
|
// Finds the exit sign in the current sector and
|
|
// sets its target to the player who passed the map.
|
|
//
|
|
void P_SetupSignExit(player_t *player)
|
|
{
|
|
mobj_t *thing;
|
|
msecnode_t *node = player->mo->subsector->sector->touching_thinglist; // things touching this sector
|
|
thinker_t *think;
|
|
INT32 numfound = 0;
|
|
|
|
for (; node; node = node->m_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
if (thing->type != MT_SIGN)
|
|
continue;
|
|
|
|
if (thing->state != &states[thing->info->spawnstate])
|
|
continue;
|
|
|
|
P_SetTarget(&thing->target, player->mo);
|
|
P_SetMobjState(thing, S_SIGN1);
|
|
if (thing->info->seesound)
|
|
S_StartSound(thing, thing->info->seesound);
|
|
|
|
++numfound;
|
|
}
|
|
|
|
if (numfound)
|
|
return;
|
|
|
|
// didn't find any signposts in the exit sector.
|
|
// spin all signposts in the level then.
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
thing = (mobj_t *)think;
|
|
if (thing->type != MT_SIGN)
|
|
continue;
|
|
|
|
if (thing->state != &states[thing->info->spawnstate])
|
|
continue;
|
|
|
|
P_SetTarget(&thing->target, player->mo);
|
|
P_SetMobjState(thing, S_SIGN1);
|
|
if (thing->info->seesound)
|
|
S_StartSound(thing, thing->info->seesound);
|
|
|
|
++numfound;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_IsFlagAtBase
|
|
//
|
|
// Checks to see if a flag is at its base.
|
|
//
|
|
boolean P_IsFlagAtBase(mobjtype_t flag)
|
|
{
|
|
thinker_t *think;
|
|
mobj_t *mo;
|
|
INT32 specialnum = 0;
|
|
|
|
for (think = thinkercap.next; think != &thinkercap; think = think->next)
|
|
{
|
|
if (think->function.acp1 != (actionf_p1)P_MobjThinker)
|
|
continue; // not a mobj thinker
|
|
|
|
mo = (mobj_t *)think;
|
|
|
|
if (mo->type != flag)
|
|
continue;
|
|
|
|
if (mo->type == MT_REDFLAG)
|
|
specialnum = 3;
|
|
else if (mo->type == MT_BLUEFLAG)
|
|
specialnum = 4;
|
|
|
|
if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum)
|
|
return true;
|
|
else if (mo->subsector->sector->ffloors) // Check the 3D floors
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum)
|
|
continue;
|
|
|
|
if (mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector)
|
|
&& mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_PlayerTouchingSectorSpecial
|
|
//
|
|
// Replaces the old player->specialsector.
|
|
// This allows a player to touch more than
|
|
// one sector at a time, if necessary.
|
|
//
|
|
// Returns a pointer to the first sector of
|
|
// the particular type that it finds.
|
|
// Returns NULL if it doesn't find it.
|
|
//
|
|
sector_t *P_PlayerTouchingSectorSpecial(player_t *player, INT32 section, INT32 number)
|
|
{
|
|
msecnode_t *node;
|
|
ffloor_t *rover;
|
|
|
|
if (!player->mo)
|
|
return NULL;
|
|
|
|
// Check default case first
|
|
if (GETSECSPECIAL(player->mo->subsector->sector->special, section) == number)
|
|
return player->mo->subsector->sector;
|
|
|
|
// Hmm.. maybe there's a FOF that has it...
|
|
for (rover = player->mo->subsector->sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
|
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
|
|
|
// Check the 3D floor's type...
|
|
if (rover->flags & FF_BLOCKPLAYER)
|
|
{
|
|
// Thing must be on top of the floor to be affected...
|
|
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
|
{
|
|
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
|
continue;
|
|
}
|
|
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
|
|| player->mo->z + player->mo->height != bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
|
{
|
|
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
|
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Water and DEATH FOG!!! heh
|
|
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
|
continue;
|
|
}
|
|
|
|
// This FOF has the special we're looking for!
|
|
return rover->master->frontsector;
|
|
}
|
|
|
|
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
|
|
{
|
|
if (GETSECSPECIAL(node->m_sector->special, section) == number)
|
|
{
|
|
// This sector has the special we're looking for, but
|
|
// are we allowed to touch it?
|
|
if (node->m_sector == player->mo->subsector->sector
|
|
|| (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
|
return node->m_sector;
|
|
}
|
|
|
|
// Hmm.. maybe there's a FOF that has it...
|
|
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (GETSECSPECIAL(rover->master->frontsector->special, section) != number)
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
|
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, player->mo->subsector->sector);
|
|
|
|
// Check the 3D floor's type...
|
|
if (rover->flags & FF_BLOCKPLAYER)
|
|
{
|
|
// Thing must be on top of the floor to be affected...
|
|
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
|
{
|
|
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
|
continue;
|
|
}
|
|
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
|
|| player->mo->z + player->mo->height != bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
|
{
|
|
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
|
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Water and DEATH FOG!!! heh
|
|
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
|
continue;
|
|
}
|
|
|
|
// This FOF has the special we're looking for, but are we allowed to touch it?
|
|
if (node->m_sector == player->mo->subsector->sector
|
|
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
|
return rover->master->frontsector;
|
|
}
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//
|
|
// P_ThingIsOnThe3DFloor
|
|
//
|
|
// This checks whether the mobj is on/in the FOF we want it to be at
|
|
// Needed for the "All players" trigger sector specials only
|
|
//
|
|
static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *targetsec)
|
|
{
|
|
ffloor_t *rover;
|
|
fixed_t top, bottom;
|
|
|
|
if (!mo->player) // should NEVER happen
|
|
return false;
|
|
|
|
if (!targetsec->ffloors) // also should NEVER happen
|
|
return false;
|
|
|
|
for (rover = targetsec->ffloors; rover; rover = rover->next)
|
|
{
|
|
if (rover->master->frontsector != sector)
|
|
continue;
|
|
|
|
// we're assuming the FOF existed when the first player touched it
|
|
//if (!(rover->flags & FF_EXISTS))
|
|
// return false;
|
|
|
|
top = P_GetSpecialTopZ(mo, sector, targetsec);
|
|
bottom = P_GetSpecialBottomZ(mo, sector, targetsec);
|
|
|
|
// Check the 3D floor's type...
|
|
if (rover->flags & FF_BLOCKPLAYER)
|
|
{
|
|
// Thing must be on top of the floor to be affected...
|
|
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
|
{
|
|
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != top)
|
|
return false;
|
|
}
|
|
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
|
{
|
|
if (!(mo->eflags & MFE_VERTICALFLIP)
|
|
|| mo->z + mo->height != bottom)
|
|
return false;
|
|
}
|
|
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
|
{
|
|
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottom)
|
|
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == top)))
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Water and intangible FOFs
|
|
if (mo->z > top || (mo->z + mo->height) < bottom)
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//
|
|
// P_MobjReadyToTrigger
|
|
//
|
|
// Is player standing on the sector's "ground"?
|
|
//
|
|
static inline boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec)
|
|
{
|
|
if (mo->eflags & MFE_VERTICALFLIP)
|
|
return (mo->z+mo->height == P_GetSpecialTopZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_CEILING);
|
|
else
|
|
return (mo->z == P_GetSpecialBottomZ(mo, sec, sec) && sec->flags & SF_FLIPSPECIAL_FLOOR);
|
|
}
|
|
|
|
/** Applies a sector special to a player.
|
|
*
|
|
* \param player Player in the sector.
|
|
* \param sector Sector with the special.
|
|
* \param roversector If !NULL, sector is actually an FOF; otherwise, sector
|
|
* is being physically contacted by the player.
|
|
* \todo Split up into multiple functions.
|
|
* \sa P_PlayerInSpecialSector, P_PlayerOnSpecial3DFloor
|
|
*/
|
|
void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector)
|
|
{
|
|
INT32 i = 0;
|
|
INT32 section1, section2, section3, section4;
|
|
INT32 special;
|
|
|
|
section1 = GETSECSPECIAL(sector->special, 1);
|
|
section2 = GETSECSPECIAL(sector->special, 2);
|
|
section3 = GETSECSPECIAL(sector->special, 3);
|
|
section4 = GETSECSPECIAL(sector->special, 4);
|
|
|
|
// Ignore spectators
|
|
if (player->spectator)
|
|
return;
|
|
|
|
// Ignore dead players.
|
|
// If this strange phenomenon could be potentially used in levels,
|
|
// TODO: modify this to accommodate for it.
|
|
if (player->playerstate == PST_DEAD)
|
|
return;
|
|
|
|
// Conveyor stuff
|
|
if (section3 == 2 || section3 == 4)
|
|
player->onconveyor = section3;
|
|
|
|
special = section1;
|
|
|
|
// Process Section 1
|
|
switch (special)
|
|
{
|
|
case 1: // Damage (Generic)
|
|
if (roversector || P_MobjReadyToTrigger(player->mo, sector))
|
|
P_DamageMobj(player->mo, NULL, NULL, 1);
|
|
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 (!demoplayback || P_AnalogMove(player))
|
|
{
|
|
if (player == &players[consoleplayer])
|
|
localangle = player->mo->angle;
|
|
else if (player == &players[secondarydisplayplayer])
|
|
localangle2 = player->mo->angle;
|
|
}
|
|
|
|
if (!(lines[i].flags & ML_EFFECT4))
|
|
{
|
|
P_UnsetThingPosition(player->mo);
|
|
if (roversector) // make FOF speed pads work
|
|
{
|
|
player->mo->x = roversector->soundorg.x;
|
|
player->mo->y = roversector->soundorg.y;
|
|
}
|
|
else
|
|
{
|
|
player->mo->x = sector->soundorg.x;
|
|
player->mo->y = sector->soundorg.y;
|
|
}
|
|
P_SetThingPosition(player->mo);
|
|
}
|
|
|
|
P_InstaThrust(player->mo, player->mo->angle, linespeed);
|
|
|
|
if (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;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 3: // Red Team's Base
|
|
if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
|
|
{
|
|
if (player->ctfteam == 1 && (player->gotflag & GF_BLUEFLAG))
|
|
{
|
|
mobj_t *mo;
|
|
|
|
// Make sure the red team still has their own
|
|
// flag at their base so they can score.
|
|
if (!P_IsFlagAtBase(MT_REDFLAG))
|
|
break;
|
|
|
|
HU_SetCEchoFlags(0);
|
|
HU_SetCEchoDuration(5);
|
|
HU_DoCEcho(va(M_GetText("%s\\captured the blue flag.\\\\\\\\"), player_names[player-players]));
|
|
|
|
if (splitscreen || players[consoleplayer].ctfteam == 1)
|
|
S_StartSound(NULL, sfx_flgcap);
|
|
else if (players[consoleplayer].ctfteam == 2)
|
|
S_StartSound(NULL, sfx_lose);
|
|
|
|
mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_BLUEFLAG);
|
|
player->gotflag &= ~GF_BLUEFLAG;
|
|
mo->flags &= ~MF_SPECIAL;
|
|
mo->fuse = TICRATE;
|
|
mo->spawnpoint = bflagpoint;
|
|
mo->flags2 |= MF2_JUSTATTACKED;
|
|
redscore += 1;
|
|
P_AddPlayerScore(player, 250);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 4: // Blue Team's Base
|
|
if (gametype == GT_CTF && P_IsObjectOnGround(player->mo))
|
|
{
|
|
if (player->ctfteam == 2 && (player->gotflag & GF_REDFLAG))
|
|
{
|
|
mobj_t *mo;
|
|
|
|
// Make sure the blue team still has their own
|
|
// flag at their base so they can score.
|
|
if (!P_IsFlagAtBase(MT_BLUEFLAG))
|
|
break;
|
|
|
|
HU_SetCEchoFlags(0);
|
|
HU_SetCEchoDuration(5);
|
|
HU_DoCEcho(va(M_GetText("%s\\captured the red flag.\\\\\\\\"), player_names[player-players]));
|
|
|
|
if (splitscreen || players[consoleplayer].ctfteam == 2)
|
|
S_StartSound(NULL, sfx_flgcap);
|
|
else if (players[consoleplayer].ctfteam == 1)
|
|
S_StartSound(NULL, sfx_lose);
|
|
|
|
mo = P_SpawnMobj(player->mo->x,player->mo->y,player->mo->z,MT_REDFLAG);
|
|
player->gotflag &= ~GF_REDFLAG;
|
|
mo->flags &= ~MF_SPECIAL;
|
|
mo->fuse = TICRATE;
|
|
mo->spawnpoint = rflagpoint;
|
|
mo->flags2 |= MF2_JUSTATTACKED;
|
|
bluescore += 1;
|
|
P_AddPlayerScore(player, 250);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 5: // Fan sector
|
|
player->mo->momz += mobjinfo[MT_FAN].mass/4;
|
|
|
|
if (player->mo->momz > mobjinfo[MT_FAN].mass)
|
|
player->mo->momz = mobjinfo[MT_FAN].mass;
|
|
|
|
P_ResetPlayer(player);
|
|
if (player->panim != PA_FALL)
|
|
P_SetPlayerMobjState(player->mo, S_PLAY_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)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (!rover->master->frontsector->special)
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, sector);
|
|
bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, sector);
|
|
|
|
// Check the 3D floor's type...
|
|
if (((rover->flags & FF_BLOCKPLAYER) && mo->player)
|
|
|| ((rover->flags & FF_BLOCKOTHERS) && !mo->player))
|
|
{
|
|
// Thing must be on top of the floor to be affected...
|
|
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
|
{
|
|
if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight)
|
|
continue;
|
|
}
|
|
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
|
{
|
|
if (!(mo->eflags & MFE_VERTICALFLIP)
|
|
|| mo->z + mo->height != bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
|
{
|
|
if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight)
|
|
|| (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight)))
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Water and intangible FOFs
|
|
if (mo->z > topheight || (mo->z + mo->height) < bottomheight)
|
|
continue;
|
|
}
|
|
|
|
return rover->master->frontsector;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/** 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)
|
|
{
|
|
fixed_t topheight, bottomheight;
|
|
|
|
if (!rover->master->frontsector->special)
|
|
continue;
|
|
|
|
if (!(rover->flags & FF_EXISTS))
|
|
continue;
|
|
|
|
topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector);
|
|
bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector);
|
|
|
|
// Check the 3D floor's type...
|
|
if (rover->flags & FF_BLOCKPLAYER)
|
|
{
|
|
// Thing must be on top of the floor to be affected...
|
|
if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING))
|
|
{
|
|
if ((player->mo->eflags & MFE_VERTICALFLIP) || player->mo->z != topheight)
|
|
continue;
|
|
}
|
|
else if ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING)
|
|
&& !(rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR))
|
|
{
|
|
if (!(player->mo->eflags & MFE_VERTICALFLIP)
|
|
|| player->mo->z + player->mo->height != bottomheight)
|
|
continue;
|
|
}
|
|
else if (rover->master->frontsector->flags & SF_FLIPSPECIAL_BOTH)
|
|
{
|
|
if (!((player->mo->eflags & MFE_VERTICALFLIP && player->mo->z + player->mo->height == bottomheight)
|
|
|| (!(player->mo->eflags & MFE_VERTICALFLIP) && player->mo->z == topheight)))
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Water and DEATH FOG!!! heh
|
|
if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight)
|
|
continue;
|
|
}
|
|
|
|
// This FOF has the special we're looking for, but are we allowed to touch it?
|
|
if (sector == player->mo->subsector->sector
|
|
|| (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH))
|
|
P_ProcessSpecialSector(player, rover->master->frontsector, sector);
|
|
}
|
|
|
|
// 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;
|
|
fixed_t f_affectpoint, c_affectpoint;
|
|
|
|
if (!sector->special) // nothing special, exit
|
|
return;
|
|
|
|
if (GETSECSPECIAL(sector->special, 2) == 9) // Egg trap capsule -- should only be for 3dFloors!
|
|
return;
|
|
|
|
// The list of specials that activate without floor touch
|
|
// Check Section 1
|
|
switch(GETSECSPECIAL(sector->special, 1))
|
|
{
|
|
case 2: // Damage (water)
|
|
case 8: // Instant kill
|
|
case 10: // Ring drainer that doesn't require floor touch
|
|
case 12: // Space countdown
|
|
nofloorneeded = true;
|
|
break;
|
|
}
|
|
|
|
// Check Section 2
|
|
switch(GETSECSPECIAL(sector->special, 2))
|
|
{
|
|
case 2: // Linedef executor (All players needed)
|
|
case 4: // Linedef executor
|
|
case 6: // Linedef executor (7 Emeralds)
|
|
case 7: // Linedef executor (NiGHTS Mare)
|
|
nofloorneeded = true;
|
|
break;
|
|
}
|
|
|
|
// Check Section 3
|
|
/* switch(GETSECSPECIAL(sector->special, 3))
|
|
{
|
|
|
|
}*/
|
|
|
|
// Check Section 4
|
|
switch(GETSECSPECIAL(sector->special, 4))
|
|
{
|
|
case 2: // Level Exit / GOAL Sector / Flag Return
|
|
if (!useNightsSS && G_IsSpecialStage(gamemap))
|
|
{
|
|
// Special stage GOAL sector
|
|
// requires touching floor.
|
|
break;
|
|
}
|
|
case 1: // Starpost activator
|
|
case 5: // Fan sector
|
|
case 6: // Super Sonic Transform
|
|
case 8: // Zoom Tube Start
|
|
case 9: // Zoom Tube End
|
|
case 10: // Finish line
|
|
nofloorneeded = true;
|
|
break;
|
|
}
|
|
|
|
if (nofloorneeded)
|
|
{
|
|
P_ProcessSpecialSector(player, sector, NULL);
|
|
return;
|
|
}
|
|
|
|
f_affectpoint = P_GetSpecialBottomZ(player->mo, sector, sector);
|
|
c_affectpoint = P_GetSpecialTopZ(player->mo, sector, sector);
|
|
|
|
// Only go further if on the ground
|
|
if ((sector->flags & SF_FLIPSPECIAL_FLOOR) && !(sector->flags & SF_FLIPSPECIAL_CEILING) && player->mo->z != f_affectpoint)
|
|
return;
|
|
|
|
if ((sector->flags & SF_FLIPSPECIAL_CEILING) && !(sector->flags & SF_FLIPSPECIAL_FLOOR) && player->mo->z + player->mo->height != c_affectpoint)
|
|
return;
|
|
|
|
if ((sector->flags & SF_FLIPSPECIAL_BOTH)
|
|
&& player->mo->z != f_affectpoint
|
|
&& player->mo->z + player->mo->height != c_affectpoint)
|
|
return;
|
|
|
|
P_ProcessSpecialSector(player, sector, NULL);
|
|
}
|
|
|
|
/** Checks if the player is in a special sector or FOF and apply any specials.
|
|
*
|
|
* \param player Player to check.
|
|
* \sa P_PlayerOnSpecial3DFloor, P_ProcessSpecialSector
|
|
*/
|
|
void P_PlayerInSpecialSector(player_t *player)
|
|
{
|
|
sector_t *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_sectorlist_next)
|
|
{
|
|
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 P_CheckTimeLimit, P_CheckPointLimit
|
|
*/
|
|
void P_UpdateSpecials(void)
|
|
{
|
|
anim_t *anim;
|
|
INT32 i;
|
|
INT32 pic;
|
|
size_t j;
|
|
|
|
levelflat_t *foundflats; // for flat animation
|
|
|
|
// LEVEL TIMER
|
|
P_CheckTimeLimit();
|
|
|
|
// POINT LIMIT
|
|
P_CheckPointLimit();
|
|
|
|
#ifdef ESLOPE
|
|
// Dynamic slopeness
|
|
P_RunDynamicSlopes();
|
|
#endif
|
|
|
|
// ANIMATE TEXTURES
|
|
for (anim = anims; anim < lastanim; anim++)
|
|
{
|
|
for (i = 0; i < anim->numpics; i++)
|
|
{
|
|
pic = anim->basepic + ((leveltime/anim->speed + i) % anim->numpics);
|
|
if (anim->istexture)
|
|
texturetranslation[anim->basepic+i] = pic;
|
|
}
|
|
}
|
|
|
|
// ANIMATE FLATS
|
|
/// \todo do not check the non-animate flat.. link the animated ones?
|
|
/// \note its faster than the original anywaysince it animates only
|
|
/// flats used in the level, and there's usually very few of them
|
|
foundflats = levelflats;
|
|
for (j = 0; j < numlevelflats; j++, foundflats++)
|
|
{
|
|
if (foundflats->speed) // it is an animated flat
|
|
{
|
|
// update the levelflat lump number
|
|
foundflats->lumpnum = foundflats->baselumpnum +
|
|
((leveltime/foundflats->speed + foundflats->animseq) % foundflats->numpics);
|
|
}
|
|
}
|
|
}
|
|
|
|
static inline ffloor_t *P_GetFFloorBySec(sector_t *sec, sector_t *sec2)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
if (!sec->ffloors)
|
|
return NULL;
|
|
for (rover = sec->ffloors; rover; rover = rover->next)
|
|
if (rover->secnum == (size_t)(sec2 - sectors))
|
|
return rover;
|
|
return NULL;
|
|
}
|
|
|
|
/** Adds a newly formed 3Dfloor structure to a sector's ffloors list.
|
|
*
|
|
* \param sec Target sector.
|
|
* \param ffloor Newly formed 3Dfloor structure.
|
|
* \sa P_AddFakeFloor
|
|
*/
|
|
static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *ffloor)
|
|
{
|
|
ffloor_t *rover;
|
|
|
|
if (!sec->ffloors)
|
|
{
|
|
sec->ffloors = ffloor;
|
|
ffloor->next = 0;
|
|
ffloor->prev = 0;
|
|
return;
|
|
}
|
|
|
|
for (rover = sec->ffloors; rover->next; rover = rover->next);
|
|
|
|
rover->next = ffloor;
|
|
ffloor->prev = rover;
|
|
ffloor->next = 0;
|
|
}
|
|
|
|
/** Adds a 3Dfloor.
|
|
*
|
|
* \param sec Target sector.
|
|
* \param sec2 Control sector.
|
|
* \param master Control linedef.
|
|
* \param flags Options affecting this 3Dfloor.
|
|
* \param secthinkers List of relevant thinkers sorted by sector. May be NULL.
|
|
* \return Pointer to the new 3Dfloor.
|
|
* \sa P_AddFFloor, P_AddFakeFloorsByLine, P_SpawnSpecials
|
|
*/
|
|
static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers)
|
|
{
|
|
ffloor_t *ffloor;
|
|
thinker_t *th;
|
|
friction_t *f;
|
|
pusher_t *p;
|
|
levelspecthink_t *lst;
|
|
size_t sec2num;
|
|
size_t i;
|
|
|
|
if (sec == sec2)
|
|
return NULL; //Don't need a fake floor on a control sector.
|
|
if ((ffloor = (P_GetFFloorBySec(sec, sec2))))
|
|
return ffloor; // If this ffloor already exists, return it
|
|
|
|
if (sec2->ceilingheight < sec2->floorheight)
|
|
{
|
|
fixed_t tempceiling = sec2->ceilingheight;
|
|
//flip the sector around and print an error instead of crashing 12.1.08 -Inuyasha
|
|
CONS_Alert(CONS_ERROR, M_GetText("A FOF tagged %d has a top height below its bottom.\n"), master->tag);
|
|
sec2->ceilingheight = sec2->floorheight;
|
|
sec2->floorheight = tempceiling;
|
|
}
|
|
|
|
sec2->tagline = master;
|
|
|
|
if (sec2->numattached == 0)
|
|
{
|
|
sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
|
|
sec2->attachedsolid = Z_Malloc(sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL);
|
|
sec2->attached[0] = sec - sectors;
|
|
sec2->numattached = 1;
|
|
sec2->attachedsolid[0] = (flags & FF_SOLID);
|
|
}
|
|
else
|
|
{
|
|
for (i = 0; i < sec2->numattached; i++)
|
|
if (sec2->attached[i] == (size_t)(sec - sectors))
|
|
return NULL;
|
|
|
|
if (sec2->numattached >= sec2->maxattached)
|
|
{
|
|
sec2->maxattached *= 2;
|
|
sec2->attached = Z_Realloc(sec2->attached, sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL);
|
|
sec2->attachedsolid = Z_Realloc(sec2->attachedsolid, sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL);
|
|
}
|
|
sec2->attached[sec2->numattached] = sec - sectors;
|
|
sec2->attachedsolid[sec2->numattached] = (flags & FF_SOLID);
|
|
sec2->numattached++;
|
|
}
|
|
|
|
// Add the floor
|
|
ffloor = Z_Calloc(sizeof (*ffloor), PU_LEVEL, NULL);
|
|
ffloor->secnum = sec2 - sectors;
|
|
ffloor->target = sec;
|
|
ffloor->bottomheight = &sec2->floorheight;
|
|
ffloor->bottompic = &sec2->floorpic;
|
|
ffloor->bottomxoffs = &sec2->floor_xoffs;
|
|
ffloor->bottomyoffs = &sec2->floor_yoffs;
|
|
ffloor->bottomangle = &sec2->floorpic_angle;
|
|
|
|
// Add the ceiling
|
|
ffloor->topheight = &sec2->ceilingheight;
|
|
ffloor->toppic = &sec2->ceilingpic;
|
|
ffloor->toplightlevel = &sec2->lightlevel;
|
|
ffloor->topxoffs = &sec2->ceiling_xoffs;
|
|
ffloor->topyoffs = &sec2->ceiling_yoffs;
|
|
ffloor->topangle = &sec2->ceilingpic_angle;
|
|
|
|
#ifdef ESLOPE
|
|
// Add slopes
|
|
ffloor->t_slope = &sec2->c_slope;
|
|
ffloor->b_slope = &sec2->f_slope;
|
|
#endif
|
|
|
|
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT1)) // Block player only
|
|
flags &= ~FF_BLOCKOTHERS;
|
|
|
|
if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player
|
|
flags &= ~FF_BLOCKPLAYER;
|
|
|
|
ffloor->spawnflags = ffloor->flags = flags;
|
|
ffloor->master = master;
|
|
ffloor->norender = INFTICS;
|
|
|
|
|
|
// Scan the thinkers to check for special conditions applying to this FOF.
|
|
// If we have thinkers sorted by sector, just check the relevant ones;
|
|
// otherwise, check them all. Apologies for the ugly loop...
|
|
|
|
sec2num = sec2 - sectors;
|
|
|
|
// Just initialise both of these to placate the compiler.
|
|
i = 0;
|
|
th = thinkercap.next;
|
|
|
|
for(;;)
|
|
{
|
|
if(secthinkers)
|
|
{
|
|
if(i < secthinkers[sec2num].count)
|
|
th = secthinkers[sec2num].thinkers[i];
|
|
else break;
|
|
}
|
|
else if (th == &thinkercap)
|
|
break;
|
|
|
|
// Should this FOF have spikeness?
|
|
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
|
|
{
|
|
lst = (levelspecthink_t *)th;
|
|
|
|
if (lst->sector == sec2)
|
|
P_AddSpikeThinker(sec, (INT32)sec2num);
|
|
}
|
|
// Should this FOF have friction?
|
|
else if(th->function.acp1 == (actionf_p1)T_Friction)
|
|
{
|
|
f = (friction_t *)th;
|
|
|
|
if (f->affectee == (INT32)sec2num)
|
|
Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee);
|
|
}
|
|
// Should this FOF have wind/current/pusher?
|
|
else if(th->function.acp1 == (actionf_p1)T_Pusher)
|
|
{
|
|
p = (pusher_t *)th;
|
|
|
|
if (p->affectee == (INT32)sec2num)
|
|
Add_Pusher(p->type, p->x_mag<<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;
|
|
|
|
ffloor->spawnalpha = ffloor->alpha; // save for netgames
|
|
|
|
if (flags & FF_QUICKSAND)
|
|
CheckForQuicksand = true;
|
|
|
|
if ((flags & FF_BUSTUP) || (flags & FF_SHATTER) || (flags & FF_SPINBUST))
|
|
CheckForBustableBlocks = true;
|
|
|
|
if ((flags & FF_MARIO))
|
|
{
|
|
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;
|
|
fixed_t top, bottom;
|
|
|
|
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!
|
|
|
|
#ifdef ESLOPE
|
|
top = (*ffloor->t_slope) ? P_GetZAt(*ffloor->t_slope, sector->soundorg.x, sector->soundorg.y)
|
|
: *ffloor->topheight;
|
|
bottom = (*ffloor->b_slope) ? P_GetZAt(*ffloor->b_slope, sector->soundorg.x, sector->soundorg.y)
|
|
: *ffloor->bottomheight;
|
|
sector->soundorg.z = (top + bottom)/2;
|
|
#else
|
|
sector->soundorg.z = (*ffloor->topheight + *ffloor->bottomheight)/2;
|
|
#endif
|
|
S_StartSound(§or->soundorg, sfx_laser);
|
|
|
|
// Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough*
|
|
for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if ((ffloor->master->flags & ML_EFFECT1)
|
|
&& thing->flags & MF_BOSS)
|
|
continue; // Don't hurt bosses
|
|
|
|
top = P_GetSpecialTopZ(thing, sourcesec, sector);
|
|
bottom = P_GetSpecialBottomZ(thing, sourcesec, sector);
|
|
|
|
if (thing->z >= top
|
|
|| thing->z + thing->height <= bottom)
|
|
continue;
|
|
|
|
if (thing->flags & MF_SHOOTABLE)
|
|
P_DamageMobj(thing, NULL, NULL, 1);
|
|
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;
|
|
|
|
// This used to be used, and *should* be used in the future,
|
|
// but currently isn't.
|
|
(void)fromnetsave;
|
|
|
|
// 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_SearchForDisableLinedefs(); // Disable linedefs are now allowed to disable *any* line
|
|
|
|
P_SpawnScrollers(); // Add generalized scrollers
|
|
P_SpawnFriction(); // Friction model using linedefs
|
|
P_SpawnPushers(); // Pusher model using linedefs
|
|
|
|
// Look for thinkers that affect FOFs, and sort them by sector
|
|
|
|
secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL);
|
|
|
|
// Firstly, find out how many there are in each sector
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
|
|
secthinkers[((levelspecthink_t *)th)->sector - sectors].count++;
|
|
else if (th->function.acp1 == (actionf_p1)T_Friction)
|
|
secthinkers[((friction_t *)th)->affectee].count++;
|
|
else if (th->function.acp1 == (actionf_p1)T_Pusher)
|
|
secthinkers[((pusher_t *)th)->affectee].count++;
|
|
}
|
|
|
|
// Allocate each list, and then zero the count so we can use it to track
|
|
// the end of the list as we add the thinkers
|
|
for (i = 0; i < numsectors; i++)
|
|
if(secthinkers[i].count > 0)
|
|
{
|
|
secthinkers[i].thinkers = Z_Malloc(secthinkers[i].count * sizeof(thinker_t *), PU_STATIC, NULL);
|
|
secthinkers[i].count = 0;
|
|
}
|
|
|
|
// Finally, populate the lists.
|
|
for (th = thinkercap.next; th != &thinkercap; th = th->next)
|
|
{
|
|
size_t secnum = (size_t)-1;
|
|
|
|
if (th->function.acp1 == (actionf_p1)T_SpikeSector)
|
|
secnum = ((levelspecthink_t *)th)->sector - sectors;
|
|
else if (th->function.acp1 == (actionf_p1)T_Friction)
|
|
secnum = ((friction_t *)th)->affectee;
|
|
else if (th->function.acp1 == (actionf_p1)T_Pusher)
|
|
secnum = ((pusher_t *)th)->affectee;
|
|
|
|
if (secnum != (size_t)-1)
|
|
secthinkers[secnum].thinkers[secthinkers[secnum].count++] = th;
|
|
}
|
|
|
|
|
|
// Init line EFFECTs
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
// 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 = §ors[sec].floorheight; // This allows it to change in realtime!
|
|
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
sectors[s].verticalflip = true;
|
|
else
|
|
sectors[s].verticalflip = false;
|
|
|
|
CheckForReverseGravity = sectors[s].verticalflip;
|
|
}
|
|
break;
|
|
|
|
case 2: // Custom exit
|
|
break;
|
|
|
|
case 3: // Zoom Tube Parameters
|
|
break;
|
|
|
|
case 4: // Speed pad (combines with sector special Section3:5 or Section3:6)
|
|
break;
|
|
|
|
case 5: // Change camera info
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
P_AddCameraScanner(§ors[sec], §ors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y));
|
|
break;
|
|
|
|
#ifdef PARANOIA
|
|
case 6: // Disable tags if level not cleared
|
|
I_Error("Failed to catch a disable linedef");
|
|
break;
|
|
#endif
|
|
|
|
case 7: // Flat alignment
|
|
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].spawn_flrpic_angle = 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].spawn_ceilpic_angle = 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;
|
|
// saved for netgames
|
|
sectors[s].spawn_flr_xoffs = sectors[s].floor_xoffs;
|
|
sectors[s].spawn_flr_yoffs = sectors[s].floor_yoffs;
|
|
}
|
|
}
|
|
|
|
if (!(lines[i].flags & ML_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;
|
|
// saved for netgames
|
|
sectors[s].spawn_ceil_xoffs = sectors[s].ceiling_xoffs;
|
|
sectors[s].spawn_ceil_yoffs = sectors[s].ceiling_yoffs;
|
|
}
|
|
}
|
|
}
|
|
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], §ors[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
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB, secthinkers);
|
|
break;
|
|
|
|
case 170: // Crumbling platform
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
|
|
break;
|
|
|
|
case 171: // Crumbling platform that will not return
|
|
P_AddFakeFloorsByLine(i,
|
|
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_NORETURN, secthinkers);
|
|
break;
|
|
|
|
case 172: // "Platform" that crumbles and returns
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 173: // "Platform" that crumbles and doesn't return
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 174: // Translucent "platform" that crumbles and returns
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 175: // Translucent "platform" that crumbles and doesn't return
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
|
|
lines[i].flags |= ML_BLOCKMONSTERS;
|
|
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
|
|
break;
|
|
|
|
case 177: // Air bobbing platform that will crumble and bob on
|
|
// the water when it falls and hits, then never return
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
|
|
lines[i].flags |= ML_BLOCKMONSTERS;
|
|
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
|
|
break;
|
|
|
|
case 178: // Crumbling platform that will float when it hits water
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CRUMBLE|FF_FLOATBOB, secthinkers);
|
|
break;
|
|
|
|
case 179: // Crumbling platform that will float when it hits water, but not return
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB|FF_NORETURN, secthinkers);
|
|
break;
|
|
|
|
case 180: // Air bobbing platform that will crumble
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
|
|
lines[i].flags |= ML_BLOCKMONSTERS;
|
|
P_AddOldAirbob(lines[i].frontsector, lines + i, true);
|
|
break;
|
|
|
|
case 190: // Rising Platform FOF (solid, opaque, shadows)
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 191: // Rising Platform FOF (solid, opaque, no shadows)
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 192: // Rising Platform TL block: FOF (solid, translucent)
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 193: // Rising Platform FOF (solid, invisible)
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 194: // Rising Platform 'Platform' - You can jump up through it
|
|
// If line has no-climb set, don't give it shadows, otherwise do
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 195: // Rising Platform Translucent "platform"
|
|
// If line has no-climb set, don't give it shadows, otherwise do
|
|
ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES|FF_EXTRA|FF_CUTEXTRA;
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
|
|
break;
|
|
|
|
case 200: // Double light effect
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers);
|
|
break;
|
|
|
|
case 201: // Light effect
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES, secthinkers);
|
|
break;
|
|
|
|
case 202: // Fog
|
|
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_FOG|FF_BOTHPLANES|FF_INVERTPLANES|FF_ALLSIDES|FF_INVERTSIDES|FF_CUTEXTRA|FF_EXTRA|FF_DOUBLESHADOW|FF_CUTSPRITES;
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
// SoM: Because it's fog, check for an extra colormap and set
|
|
// the fog flag...
|
|
if (sectors[sec].extra_colormap)
|
|
sectors[sec].extra_colormap->fog = 1;
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 220: // Like opaque water, but not swimmable. (Good for snow effect on FOFs)
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES, secthinkers);
|
|
break;
|
|
|
|
case 221: // FOF (intangible, translucent)
|
|
// If line has no-climb set, give it shadows, otherwise don't
|
|
ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA|FF_CUTSPRITES;
|
|
if (!(lines[i].flags & ML_NOCLIMB))
|
|
ffloorflags |= FF_NOSHADE;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 222: // FOF with no floor/ceiling (good for GFZGRASS effect on FOFs)
|
|
// If line has no-climb set, give it shadows, otherwise don't
|
|
ffloorflags = FF_EXISTS|FF_RENDERSIDES|FF_ALLSIDES;
|
|
if (!(lines[i].flags & ML_NOCLIMB))
|
|
ffloorflags |= FF_NOSHADE|FF_CUTSPRITES;
|
|
|
|
P_AddFakeFloorsByLine(i, ffloorflags, secthinkers);
|
|
break;
|
|
|
|
case 223: // FOF (intangible, invisible) - for combining specials in a sector
|
|
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_NOSHADE, secthinkers);
|
|
break;
|
|
|
|
case 250: // Mario Block
|
|
P_AddFakeFloorsByLine(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(§ors[sec], §ors[s], &lines[i]);
|
|
P_AddFakeFloor(§ors[s], §ors[sec], lines + i,
|
|
FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
|
|
}
|
|
break;
|
|
|
|
case 252: // Shatter block (breaks when touched)
|
|
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
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
|
|
// No longer totally disrupts netgames
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
EV_AddLaserThinker(§ors[s], §ors[sec], lines + i, secthinkers);
|
|
break;
|
|
|
|
case 259: // Make-Your-Own FOF!
|
|
if (lines[i].sidenum[1] != 0xffff)
|
|
{
|
|
UINT8 *data = W_CacheLumpNum(lastloadedmaplumpnum + ML_SIDEDEFS,PU_STATIC);
|
|
UINT16 b;
|
|
|
|
for (b = 0; b < (INT16)numsides; b++)
|
|
{
|
|
register mapsidedef_t *msd = (mapsidedef_t *)data + b;
|
|
|
|
if (b == lines[i].sidenum[1])
|
|
{
|
|
if ((msd->toptexture[0] >= '0' && msd->toptexture[0] <= '9')
|
|
|| (msd->toptexture[0] >= 'A' && msd->toptexture[0] <= 'F'))
|
|
{
|
|
ffloortype_e FOF_Flags = axtoi(msd->toptexture);
|
|
|
|
P_AddFakeFloorsByLine(i, FOF_Flags, secthinkers);
|
|
break;
|
|
}
|
|
else
|
|
I_Error("Make-Your-Own-FOF (tag %d) needs a value in the linedef's second side upper texture field.", lines[i].tag);
|
|
}
|
|
}
|
|
Z_Free(data);
|
|
}
|
|
else
|
|
I_Error("Make-Your-Own FOF (tag %d) found without a 2nd linedef side!", lines[i].tag);
|
|
break;
|
|
|
|
case 300: // Linedef executor (combines with sector special 974/975) and commands
|
|
case 302:
|
|
case 303:
|
|
case 304:
|
|
|
|
// Charability linedef executors
|
|
case 305:
|
|
case 307:
|
|
break;
|
|
|
|
case 308: // Race-only linedef executor. Triggers once.
|
|
if (gametype != GT_RACE && gametype != GT_COMPETITION)
|
|
lines[i].special = 0;
|
|
break;
|
|
|
|
// Linedef executor triggers for CTF teams.
|
|
case 309:
|
|
case 311:
|
|
if (gametype != GT_CTF)
|
|
lines[i].special = 0;
|
|
break;
|
|
|
|
// Each time executors
|
|
case 306:
|
|
case 301:
|
|
case 310:
|
|
case 312:
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
P_AddEachTimeThinker(§ors[sec], &lines[i]);
|
|
break;
|
|
|
|
// No More Enemies Linedef Exec
|
|
case 313:
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
P_AddNoEnemiesThinker(§ors[sec], &lines[i]);
|
|
break;
|
|
|
|
// Pushable linedef executors (count # of pushables)
|
|
case 314:
|
|
case 315:
|
|
break;
|
|
|
|
// Unlock trigger executors
|
|
case 317:
|
|
case 318:
|
|
break;
|
|
case 319:
|
|
case 320:
|
|
break;
|
|
|
|
// Trigger on X calls
|
|
case 321:
|
|
case 322:
|
|
if (lines[i].flags & ML_NOCLIMB && sides[lines[i].sidenum[0]].rowoffset > 0) // optional "starting" count
|
|
lines[i].callcount = sides[lines[i].sidenum[0]].rowoffset>>FRACBITS;
|
|
else
|
|
lines[i].callcount = sides[lines[i].sidenum[0]].textureoffset>>FRACBITS;
|
|
if (lines[i].special == 322) // Each time
|
|
{
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
P_AddEachTimeThinker(§ors[sec], &lines[i]);
|
|
}
|
|
break;
|
|
|
|
case 399: // Linedef execute on map load
|
|
// This is handled in P_RunLevelLoadExecutors.
|
|
break;
|
|
|
|
case 400:
|
|
case 401:
|
|
case 402:
|
|
case 403:
|
|
case 404:
|
|
case 405:
|
|
case 406:
|
|
case 407:
|
|
case 408:
|
|
case 409:
|
|
case 410:
|
|
case 411:
|
|
case 412:
|
|
case 413:
|
|
case 414:
|
|
case 415:
|
|
case 416:
|
|
case 417:
|
|
case 418:
|
|
case 419:
|
|
case 420:
|
|
case 421:
|
|
case 422:
|
|
case 423:
|
|
case 424:
|
|
case 425:
|
|
case 426:
|
|
case 427:
|
|
case 428:
|
|
case 429:
|
|
case 430:
|
|
case 431:
|
|
break;
|
|
|
|
// 500 is used for a scroller
|
|
// 501 is used for a scroller
|
|
// 502 is used for a scroller
|
|
// 503 is used for a scroller
|
|
// 504 is used for a scroller
|
|
// 505 is used for a scroller
|
|
// 510 is used for a scroller
|
|
// 511 is used for a scroller
|
|
// 512 is used for a scroller
|
|
// 513 is used for a scroller
|
|
// 514 is used for a scroller
|
|
// 515 is used for a scroller
|
|
// 520 is used for a scroller
|
|
// 521 is used for a scroller
|
|
// 522 is used for a scroller
|
|
// 523 is used for a scroller
|
|
// 524 is used for a scroller
|
|
// 525 is used for a scroller
|
|
// 530 is used for a scroller
|
|
// 531 is used for a scroller
|
|
// 532 is used for a scroller
|
|
// 533 is used for a scroller
|
|
// 534 is used for a scroller
|
|
// 535 is used for a scroller
|
|
// 540 is used for friction
|
|
// 541 is used for wind
|
|
// 542 is used for upwards wind
|
|
// 543 is used for downwards wind
|
|
// 544 is used for current
|
|
// 545 is used for upwards current
|
|
// 546 is used for downwards current
|
|
// 547 is used for push/pull
|
|
|
|
case 600: // floor lighting independently (e.g. lava)
|
|
sec = sides[*lines[i].sidenum].sector-sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
sectors[s].floorlightsec = (INT32)sec;
|
|
break;
|
|
|
|
case 601: // ceiling lighting independently
|
|
sec = sides[*lines[i].sidenum].sector-sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
sectors[s].ceilinglightsec = (INT32)sec;
|
|
break;
|
|
|
|
case 602: // Adjustable pulsating light
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
P_SpawnAdjustableGlowingLight(§ors[sec], §ors[s],
|
|
P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS);
|
|
break;
|
|
|
|
case 603: // Adjustable flickering light
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
P_SpawnAdjustableFireFlicker(§ors[sec], §ors[s],
|
|
P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS);
|
|
break;
|
|
|
|
case 604: // Adjustable Blinking Light (unsynchronized)
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s],
|
|
abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, false);
|
|
break;
|
|
|
|
case 605: // Adjustable Blinking Light (synchronized)
|
|
sec = sides[*lines[i].sidenum].sector - sectors;
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s],
|
|
abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, true);
|
|
break;
|
|
|
|
case 606: // HACK! Copy colormaps. Just plain colormaps.
|
|
for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
|
|
sectors[s].midmap = lines[i].frontsector->midmap;
|
|
break;
|
|
|
|
#ifdef ESLOPE // Slope copy specials. Handled here for sanity.
|
|
case 720:
|
|
case 721:
|
|
case 722:
|
|
P_CopySectorSlope(&lines[i]);
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Allocate each list
|
|
for (i = 0; i < numsectors; i++)
|
|
if(secthinkers[i].thinkers)
|
|
Z_Free(secthinkers[i].thinkers);
|
|
|
|
Z_Free(secthinkers);
|
|
|
|
#ifdef POLYOBJECTS
|
|
// haleyjd 02/20/06: spawn polyobjects
|
|
Polyobj_InitLevel();
|
|
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
switch (lines[i].special)
|
|
{
|
|
case 30: // Polyobj_Flag
|
|
EV_DoPolyObjFlag(&lines[i]);
|
|
break;
|
|
|
|
case 31: // Polyobj_Displace
|
|
PolyDisplace(&lines[i]);
|
|
break;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
P_RunLevelLoadExecutors();
|
|
}
|
|
|
|
/** Adds 3Dfloors as appropriate based on a common control linedef.
|
|
*
|
|
* \param line Control linedef to use.
|
|
* \param ffloorflags 3Dfloor flags to use.
|
|
* \param secthkiners Lists of thinkers sorted by sector. May be NULL.
|
|
* \sa P_SpawnSpecials, P_AddFakeFloor
|
|
* \author Graue <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(§ors[s], §ors[sec], lines+line, ffloorflags, secthinkers);
|
|
}
|
|
|
|
/*
|
|
SoM: 3/8/2000: General scrolling functions.
|
|
T_Scroll,
|
|
Add_Scroller,
|
|
Add_WallScroller,
|
|
P_SpawnScrollers
|
|
*/
|
|
|
|
// helper function for T_Scroll
|
|
static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusive)
|
|
{
|
|
fixed_t fuckaj = 0; // Nov 05 14:12:08 <+MonsterIestyn> I've heard of explicitly defined variables but this is ridiculous
|
|
if (thing->player)
|
|
{
|
|
if (!(dx | dy))
|
|
{
|
|
thing->player->cmomx = 0;
|
|
thing->player->cmomy = 0;
|
|
}
|
|
else
|
|
{
|
|
thing->player->cmomx += dx;
|
|
thing->player->cmomy += dy;
|
|
thing->player->cmomx = FixedMul(thing->player->cmomx, 0xe800);
|
|
thing->player->cmomy = FixedMul(thing->player->cmomy, 0xe800);
|
|
}
|
|
}
|
|
|
|
if (thing->player && (thing->player->pflags & PF_SPINNING) && (thing->player->rmomx || thing->player->rmomy) && !(thing->player->pflags & PF_STARTDASH))
|
|
fuckaj = FixedDiv(549*ORIG_FRICTION,500*FRACUNIT);
|
|
else if (thing->friction != ORIG_FRICTION)
|
|
fuckaj = thing->friction;
|
|
|
|
if (fuckaj) {
|
|
// refactor thrust for new friction
|
|
dx = FixedDiv(dx, CARRYFACTOR);
|
|
dy = FixedDiv(dy, CARRYFACTOR);
|
|
|
|
dx = FixedMul(dx, FRACUNIT-fuckaj);
|
|
dy = FixedMul(dy, FRACUNIT-fuckaj);
|
|
}
|
|
|
|
thing->momx += dx;
|
|
thing->momy += dy;
|
|
|
|
if (exclusive)
|
|
thing->flags2 |= MF2_PUSHED;
|
|
}
|
|
|
|
/** Processes an active scroller.
|
|
* This function, with the help of r_plane.c and r_bsp.c, supports generalized
|
|
* scrolling floors and walls, with optional mobj-carrying properties, e.g.
|
|
* conveyor belts, rivers, etc. A linedef with a special type affects all
|
|
* tagged sectors the same way, by creating scrolling and/or object-carrying
|
|
* properties. Multiple linedefs may be used on the same sector and are
|
|
* cumulative, although the special case of scrolling a floor and carrying
|
|
* things on it requires only one linedef.
|
|
*
|
|
* The linedef's direction determines the scrolling direction, and the
|
|
* linedef's length determines the scrolling speed. This was designed so an
|
|
* edge around a sector can be used to control the direction of the sector's
|
|
* scrolling, which is usually what is desired.
|
|
*
|
|
* \param s Thinker for the scroller to process.
|
|
* \todo Split up into multiple functions.
|
|
* \todo Use attached lists to make ::sc_carry_ceiling case faster and
|
|
* cleaner.
|
|
* \sa Add_Scroller, Add_WallScroller, P_SpawnScrollers
|
|
* \author Steven McGranahan
|
|
* \author Graue <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_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (thing->flags2 & MF2_PUSHED) // Already pushed this tic by an exclusive pusher.
|
|
continue;
|
|
|
|
height = P_GetSpecialBottomZ(thing, sec, psec);
|
|
|
|
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
|
|
if (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height != height)) // Thing must a) be non-floating and have z+height == height
|
|
{
|
|
// Move objects only if on floor
|
|
// non-floating, and clipped.
|
|
P_DoScrollMove(thing, dx, dy, s->exclusive);
|
|
}
|
|
} // end of for loop through touching_thinglist
|
|
} // end of loop through sectors
|
|
}
|
|
|
|
if (!is3dblock)
|
|
{
|
|
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (thing->flags2 & MF2_PUSHED)
|
|
continue;
|
|
|
|
height = P_GetSpecialBottomZ(thing, sec, sec);
|
|
|
|
if (!(thing->flags & MF_NOCLIP) &&
|
|
(!(thing->flags & MF_NOGRAVITY || thing->z > height)))
|
|
{
|
|
// Move objects only if on floor or underwater,
|
|
// non-floating, and clipped.
|
|
P_DoScrollMove(thing, dx, dy, s->exclusive);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case sc_carry_ceiling: // carry on ceiling (FOF scrolling)
|
|
sec = sectors + s->affectee;
|
|
height = sec->ceilingheight;
|
|
|
|
// sec is the control sector, find the real sector(s) to use
|
|
for (i = 0; i < sec->linecount; i++)
|
|
{
|
|
line = sec->lines[i];
|
|
if (line->special < 100 || line->special >= 300)
|
|
is3dblock = false;
|
|
else
|
|
is3dblock = true;
|
|
|
|
if (!is3dblock)
|
|
continue;
|
|
|
|
for (sect = -1; (sect = P_FindSectorFromTag(line->tag, sect)) >= 0 ;)
|
|
{
|
|
sector_t *psec;
|
|
psec = sectors + sect;
|
|
|
|
for (node = psec->touching_thinglist; node; node = node->m_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (thing->flags2 & MF2_PUSHED)
|
|
continue;
|
|
|
|
height = P_GetSpecialTopZ(thing, sec, psec);
|
|
|
|
if (!(thing->flags & MF_NOCLIP)) // Thing must be clipped
|
|
if (!(thing->flags & MF_NOGRAVITY || thing->z != height))// Thing must a) be non-floating and have z == height
|
|
{
|
|
// Move objects only if on floor or underwater,
|
|
// non-floating, and clipped.
|
|
P_DoScrollMove(thing, dx, dy, s->exclusive);
|
|
}
|
|
} // end of for loop through touching_thinglist
|
|
} // end of loop through sectors
|
|
}
|
|
|
|
if (!is3dblock)
|
|
{
|
|
for (node = sec->touching_thinglist; node; node = node->m_thinglist_next)
|
|
{
|
|
thing = node->m_thing;
|
|
|
|
if (thing->flags2 & MF2_PUSHED)
|
|
continue;
|
|
|
|
height = P_GetSpecialTopZ(thing, sec, sec);
|
|
|
|
if (!(thing->flags & MF_NOCLIP) &&
|
|
(!(thing->flags & MF_NOGRAVITY || thing->z+thing->height < height)))
|
|
{
|
|
// Move objects only if on floor or underwater,
|
|
// non-floating, and clipped.
|
|
P_DoScrollMove(thing, dx, dy, s->exclusive);
|
|
}
|
|
}
|
|
}
|
|
break; // end of sc_carry_ceiling
|
|
} // end of switch
|
|
}
|
|
|
|
/** Adds a generalized scroller to the thinker list.
|
|
*
|
|
* \param type The enumerated type of scrolling.
|
|
* \param dx x speed of scrolling or its acceleration.
|
|
* \param dy y speed of scrolling or its acceleration.
|
|
* \param control Sector whose heights control this scroller's effect
|
|
* remotely, or -1 if there is no control sector.
|
|
* \param affectee Index of the affected object, sector or sidedef.
|
|
* \param accel Nonzero for an accelerative effect.
|
|
* \sa Add_WallScroller, P_SpawnScrollers, T_Scroll
|
|
*/
|
|
static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive)
|
|
{
|
|
scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL);
|
|
s->thinker.function.acp1 = (actionf_p1)T_Scroll;
|
|
s->type = type;
|
|
s->dx = dx;
|
|
s->dy = dy;
|
|
s->accel = accel;
|
|
s->exclusive = exclusive;
|
|
s->vdx = s->vdy = 0;
|
|
if ((s->control = control) != -1)
|
|
s->last_height = sectors[control].floorheight + sectors[control].ceilingheight;
|
|
s->affectee = affectee;
|
|
P_AddThinker(&s->thinker);
|
|
}
|
|
|
|
/** 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))
|
|
{
|
|
#ifdef ESLOPE
|
|
if (*rover->t_slope)
|
|
sectors[s].soundorg.z = P_GetZAt(*rover->t_slope, sectors[s].soundorg.x, sectors[s].soundorg.y);
|
|
else
|
|
#endif
|
|
sectors[s].soundorg.z = *rover->topheight;
|
|
S_StartSound(§ors[s].soundorg, sfx_appear);
|
|
}
|
|
}
|
|
}
|
|
sectors[s].moved = true;
|
|
}
|
|
|
|
if (d->exists)
|
|
{
|
|
d->timer = d->disappeartime;
|
|
d->exists = false;
|
|
}
|
|
else
|
|
{
|
|
d->timer = d->appeartime;
|
|
d->exists = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
SoM: 3/8/2000: Friction functions start.
|
|
Add_Friction,
|
|
T_Friction,
|
|
P_SpawnFriction
|
|
*/
|
|
|
|
/** Adds friction thinker.
|
|
*
|
|
* \param friction Friction value, 0xe800 is normal.
|
|
* \param 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, *referrer = NULL;
|
|
mobj_t *thing;
|
|
msecnode_t *node;
|
|
|
|
sec = sectors + f->affectee;
|
|
|
|
// Make sure the sector type hasn't changed
|
|
if (f->roverfriction)
|
|
{
|
|
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)
|
|
{
|
|
if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec))
|
|
{
|
|
node = node->m_thinglist_next;
|
|
continue;
|
|
}
|
|
|
|
if ((thing->friction == ORIG_FRICTION) // normal friction?
|
|
|| (f->friction < thing->friction))
|
|
{
|
|
thing->friction = f->friction;
|
|
thing->movefactor = f->movefactor;
|
|
}
|
|
}
|
|
else if (P_GetSpecialBottomZ(thing, sec, sec) == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction?
|
|
|| f->friction < thing->friction))
|
|
{
|
|
thing->friction = f->friction;
|
|
thing->movefactor = f->movefactor;
|
|
}
|
|
}
|
|
node = node->m_thinglist_next;
|
|
}
|
|
}
|
|
|
|
/** Spawns all friction effects.
|
|
*
|
|
* \sa P_SpawnSpecials, Add_Friction
|
|
*/
|
|
static void P_SpawnFriction(void)
|
|
{
|
|
size_t i;
|
|
line_t *l = lines;
|
|
register INT32 s;
|
|
fixed_t 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)
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{
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sector_t *sec, *referrer = NULL;
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mobj_t *thing;
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msecnode_t *node;
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INT32 xspeed = 0,yspeed = 0;
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INT32 xl, xh, yl, yh, bx, by;
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INT32 radius;
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//INT32 ht = 0;
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boolean inFOF;
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boolean touching;
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boolean moved;
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xspeed = yspeed = 0;
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sec = sectors + p->affectee;
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// Be sure the special sector type is still turned on. If so, proceed.
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// Else, bail out; the sector type has been changed on us.
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if (p->roverpusher)
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{
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referrer = §ors[p->referrer];
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if (!(GETSECSPECIAL(referrer->special, 3) == 2
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|| GETSECSPECIAL(referrer->special, 3) == 3))
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return;
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}
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else if (!(GETSECSPECIAL(sec->special, 3) == 2
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|| GETSECSPECIAL(sec->special, 3) == 3))
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return;
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// For constant pushers (wind/current) there are 3 situations:
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//
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// 1) Affected Thing is above the floor.
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//
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// Apply the full force if wind, no force if current.
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//
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// 2) Affected Thing is on the ground.
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//
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// Apply half force if wind, full force if current.
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//
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// 3) Affected Thing is below the ground (underwater effect).
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//
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// Apply no force if wind, full force if current.
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//
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// Apply the effect to clipped players only for now.
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//
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// In Phase II, you can apply these effects to Things other than players.
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if (p->type == p_push)
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{
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// Seek out all pushable things within the force radius of this
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// point pusher. Crosses sectors, so use blockmap.
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tmpusher = p; // MT_PUSH/MT_PULL point source
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radius = p->radius; // where force goes to zero
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tmbbox[BOXTOP] = p->y + radius;
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tmbbox[BOXBOTTOM] = p->y - radius;
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tmbbox[BOXRIGHT] = p->x + radius;
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tmbbox[BOXLEFT] = p->x - radius;
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xl = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
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xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
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yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
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yh = (unsigned)(tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
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for (bx = xl; bx <= xh; bx++)
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for (by = yl; by <= yh; by++)
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P_BlockThingsIterator(bx,by, PIT_PushThing);
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return;
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}
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// constant pushers p_wind and p_current
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node = sec->touching_thinglist; // things touching this sector
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for (; node; node = node->m_thinglist_next)
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{
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thing = node->m_thing;
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if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)
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&& !(thing->type == MT_SMALLBUBBLE
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|| thing->type == MT_MEDIUMBUBBLE
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|| thing->type == MT_EXTRALARGEBUBBLE))
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continue;
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if (!(thing->flags & MF_PUSHABLE) && !(thing->type == MT_PLAYER
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|| thing->type == MT_SMALLBUBBLE
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|| thing->type == MT_MEDIUMBUBBLE
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|| thing->type == MT_EXTRALARGEBUBBLE
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|| thing->type == MT_LITTLETUMBLEWEED
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|| thing->type == MT_BIGTUMBLEWEED))
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continue;
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if (thing->flags2 & MF2_PUSHED)
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continue;
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if (thing->player && thing->player->pflags & PF_ROPEHANG)
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continue;
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if (thing->player && (thing->state == &states[thing->info->painstate]) && (thing->player->powers[pw_flashing] > (flashingtics/4)*3 && thing->player->powers[pw_flashing] <= flashingtics))
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continue;
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inFOF = touching = moved = false;
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// Find the area that the 'thing' is in
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if (p->roverpusher)
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{
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fixed_t top, bottom;
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top = P_GetSpecialTopZ(thing, referrer, sec);
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bottom = P_GetSpecialBottomZ(thing, referrer, sec);
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if (thing->eflags & MFE_VERTICALFLIP)
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{
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if (bottom > thing->z + thing->height
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|| top < (thing->z + (thing->height >> 1)))
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continue;
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if (thing->z < bottom)
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touching = true;
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if (thing->z + (thing->height >> 1) > bottom)
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inFOF = true;
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}
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else
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{
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if (top < thing->z || referrer->floorheight > (thing->z + (thing->height >> 1)))
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continue;
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if (thing->z + thing->height > top)
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touching = true;
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if (thing->z + (thing->height >> 1) < top)
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inFOF = true;
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}
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}
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else // Treat the entire sector as one big FOF
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{
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if (thing->z == P_GetSpecialBottomZ(thing, sec, sec))
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touching = true;
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else if (p->type != p_current)
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inFOF = true;
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}
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if (!touching && !inFOF) // Object is out of range of effect
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continue;
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if (p->type == p_wind)
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{
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if (touching) // on ground
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{
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xspeed = (p->x_mag)>>1; // half force
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yspeed = (p->y_mag)>>1;
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moved = true;
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}
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else if (inFOF)
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{
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xspeed = (p->x_mag); // full force
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yspeed = (p->y_mag);
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moved = true;
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}
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}
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else if (p->type == p_upwind)
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{
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if (touching) // on ground
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{
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thing->momz += (p->magnitude)>>1;
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moved = true;
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}
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else if (inFOF)
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{
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thing->momz += p->magnitude;
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moved = true;
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}
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}
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else if (p->type == p_downwind)
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{
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if (touching) // on ground
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{
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thing->momz -= (p->magnitude)>>1;
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moved = true;
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}
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else if (inFOF)
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{
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thing->momz -= p->magnitude;
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moved = true;
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}
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}
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else // p_current
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{
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if (!touching && !inFOF) // Not in water at all
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xspeed = yspeed = 0; // no force
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else // underwater / touching water
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{
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if (p->type == p_upcurrent)
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thing->momz += p->magnitude;
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else if (p->type == p_downcurrent)
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thing->momz -= p->magnitude;
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else
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{
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xspeed = p->x_mag; // full force
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yspeed = p->y_mag;
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}
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moved = true;
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}
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}
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if (p->type != p_downcurrent && p->type != p_upcurrent
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&& p->type != p_upwind && p->type != p_downwind)
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{
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thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
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if (thing->player)
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{
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thing->player->cmomx += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->player->cmomy += yspeed<<(FRACBITS-PUSH_FACTOR);
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thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION);
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thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION);
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}
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// Tumbleweeds bounce a bit...
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if (thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED)
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thing->momz += P_AproxDistance(xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)) >> 2;
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}
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if (moved)
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{
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if (p->slider && thing->player)
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{
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boolean jumped = (thing->player->pflags & PF_JUMPED);
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P_ResetPlayer (thing->player);
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if (jumped)
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thing->player->pflags |= PF_JUMPED;
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thing->player->pflags |= PF_SLIDING;
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P_SetPlayerMobjState (thing, thing->info->painstate); // Whee!
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thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR));
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if (!demoplayback || P_AnalogMove(thing->player))
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{
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if (thing->player == &players[consoleplayer])
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{
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if (thing->angle - localangle > ANGLE_180)
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localangle -= (localangle - thing->angle) / 8;
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else
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localangle += (thing->angle - localangle) / 8;
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}
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else if (thing->player == &players[secondarydisplayplayer])
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{
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if (thing->angle - localangle2 > ANGLE_180)
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localangle2 -= (localangle2 - thing->angle) / 8;
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else
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localangle2 += (thing->angle - localangle2) / 8;
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}
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/*if (thing->player == &players[consoleplayer])
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localangle = thing->angle;
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else if (thing->player == &players[secondarydisplayplayer])
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localangle2 = thing->angle;*/
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}
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}
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if (p->exclusive)
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thing->flags2 |= MF2_PUSHED;
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}
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}
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}
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/** Gets a push/pull object.
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*
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* \param s Sector number to look in.
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* \return Pointer to the first ::MT_PUSH or ::MT_PULL object found in the
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* sector.
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* \sa P_GetTeleportDestThing, P_GetStarpostThing, P_GetAltViewThing
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*/
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mobj_t *P_GetPushThing(UINT32 s)
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{
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mobj_t *thing;
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sector_t *sec;
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sec = sectors + s;
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thing = sec->thinglist;
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while (thing)
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{
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switch (thing->type)
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{
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case MT_PUSH:
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case MT_PULL:
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return thing;
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default:
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break;
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}
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thing = thing->snext;
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}
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return NULL;
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}
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/** Spawns pushers.
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*
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* \todo Remove magic numbers.
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* \sa P_SpawnSpecials, Add_Pusher
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*/
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static void P_SpawnPushers(void)
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{
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size_t i;
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line_t *l = lines;
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register INT32 s;
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mobj_t *thing;
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|
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for (i = 0; i < numlines; i++, l++)
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switch (l->special)
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{
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case 541: // wind
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
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Add_Pusher(p_wind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
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break;
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case 544: // current
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
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Add_Pusher(p_current, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
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break;
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case 547: // push/pull
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
|
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{
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thing = P_GetPushThing(s);
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if (thing) // No MT_P* means no effect
|
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Add_Pusher(p_push, l->dx, l->dy, thing, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
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}
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break;
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case 545: // current up
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
|
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Add_Pusher(p_upcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
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break;
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case 546: // current down
|
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
|
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Add_Pusher(p_downcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
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break;
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case 542: // wind up
|
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for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
|
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Add_Pusher(p_upwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
|
|
break;
|
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case 543: // wind down
|
|
for (s = -1; (s = P_FindSectorFromLineTag(l, s)) >= 0 ;)
|
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Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4);
|
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break;
|
|
}
|
|
}
|
|
|
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static void P_SearchForDisableLinedefs(void)
|
|
{
|
|
size_t i;
|
|
INT32 j;
|
|
|
|
// Look for disable linedefs
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
if (lines[i].special == 6)
|
|
{
|
|
// Remove special
|
|
// Do *not* remove tag. That would mess with the tag lists
|
|
// that P_InitTagLists literally just created!
|
|
lines[i].special = 0;
|
|
|
|
// Ability flags can disable disable linedefs now, lol
|
|
if (netgame || multiplayer)
|
|
{
|
|
// future: nonet flag?
|
|
}
|
|
else if ((lines[i].flags & ML_NETONLY) == ML_NETONLY)
|
|
continue; // Net-only never triggers in single player
|
|
else if (players[consoleplayer].charability == CA_THOK && (lines[i].flags & ML_NOSONIC))
|
|
continue;
|
|
else if (players[consoleplayer].charability == CA_FLY && (lines[i].flags & ML_NOTAILS))
|
|
continue;
|
|
else if (players[consoleplayer].charability == CA_GLIDEANDCLIMB && (lines[i].flags & ML_NOKNUX))
|
|
continue;
|
|
|
|
// Disable any linedef specials with our tag.
|
|
for (j = -1; (j = P_FindLineFromLineTag(&lines[i], j)) >= 0;)
|
|
lines[j].special = 0;
|
|
}
|
|
}
|
|
}
|