dvr/app/jni/prboom/p_spec.c
2016-03-03 22:28:59 +00:00

3353 lines
97 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* DESCRIPTION:
* -Loads and initializes texture and flat animation sequences
* -Implements utility functions for all linedef/sector special handlers
* -Dispatches walkover and gun line triggers
* -Initializes and implements special sector types
* -Implements donut linedef triggers
* -Initializes and implements BOOM linedef triggers for
* Scrollers/Conveyors
* Friction
* Wind/Current
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "p_spec.h"
#include "p_tick.h"
#include "p_setup.h"
#include "m_random.h"
#include "d_englsh.h"
#include "m_argv.h"
#include "w_wad.h"
#include "r_main.h"
#include "p_maputl.h"
#include "p_map.h"
#include "g_game.h"
#include "p_inter.h"
#include "s_sound.h"
#include "sounds.h"
#include "m_bbox.h" // phares 3/20/98
#include "d_deh.h"
#include "r_plane.h"
#include "lprintf.h"
//
// Animating textures and planes
// There is another anim_t used in wi_stuff, unrelated.
//
typedef struct
{
boolean istexture;
int picnum;
int basepic;
int numpics;
int speed;
} anim_t;
//
// source animation definition
//
//
#ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
#pragma pack(push)
#pragma pack(1)
#endif //_MSC_VER
#if defined(__MWERKS__)
#pragma options align=packed
#endif
typedef struct
{
signed char istexture; //jff 3/23/98 make char for comparison // cph - make signed
char endname[9]; // if false, it is a flat
char startname[9];
int speed;
} PACKEDATTR animdef_t; //jff 3/23/98 pack to read from memory
#if defined(__MWERKS__)
#pragma options align=reset
#endif
#ifdef _MSC_VER
#pragma pack(pop)
#endif //_MSC_VER
#define MAXANIMS 32 // no longer a strict limit -- killough
static anim_t* lastanim;
static anim_t* anims; // new structure w/o limits -- killough
static size_t maxanims;
// killough 3/7/98: Initialize generalized scrolling
static void P_SpawnScrollers(void);
static void P_SpawnFriction(void); // phares 3/16/98
static void P_SpawnPushers(void); // phares 3/20/98
//
// P_InitPicAnims
//
// Load the table of animation definitions, checking for existence of
// the start and end of each frame. If the start doesn't exist the sequence
// is skipped, if the last doesn't exist, BOOM exits.
//
// Wall/Flat animation sequences, defined by name of first and last frame,
// The full animation sequence is given using all lumps between the start
// and end entry, in the order found in the WAD file.
//
// This routine modified to read its data from a predefined lump or
// PWAD lump called ANIMATED rather than a static table in this module to
// allow wad designers to insert or modify animation sequences.
//
// Lump format is an array of byte packed animdef_t structures, terminated
// by a structure with istexture == -1. The lump can be generated from a
// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
// The standard list of switches and animations is contained in the example
// source text file DEFSWANI.DAT also in the BOOM util distribution.
//
//
void P_InitPicAnims (void)
{
int i;
const animdef_t *animdefs; //jff 3/23/98 pointer to animation lump
int lump = W_GetNumForName("ANIMATED"); // cph - new wad lump handling
// Init animation
//jff 3/23/98 read from predefined or wad lump instead of table
animdefs = (const animdef_t *)W_CacheLumpNum(lump);
lastanim = anims;
for (i=0 ; animdefs[i].istexture != -1 ; i++)
{
// 1/11/98 killough -- removed limit by array-doubling
if (lastanim >= anims + maxanims)
{
size_t newmax = maxanims ? maxanims*2 : MAXANIMS;
anims = realloc(anims, newmax*sizeof(*anims)); // killough
lastanim = anims + maxanims;
maxanims = newmax;
}
if (animdefs[i].istexture)
{
// different episode ?
if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
continue;
lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
}
else
{
if ((W_CheckNumForName)(animdefs[i].startname, ns_flats) == -1) // killough 4/17/98
continue;
lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
}
lastanim->istexture = animdefs[i].istexture;
lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
if (lastanim->numpics < 2)
I_Error ("P_InitPicAnims: bad cycle from %s to %s",
animdefs[i].startname,
animdefs[i].endname);
lastanim->speed = LONG(animdefs[i].speed); // killough 5/5/98: add LONG()
lastanim++;
}
W_UnlockLumpNum(lump);
}
///////////////////////////////////////////////////////////////
//
// Linedef and Sector Special Implementation Utility Functions
//
///////////////////////////////////////////////////////////////
//
// getSide()
//
// Will return a side_t*
// given the number of the current sector,
// the line number, and the side (0/1) that you want.
//
// Note: if side=1 is specified, it must exist or results undefined
//
side_t* getSide
( int currentSector,
int line,
int side )
{
return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
}
//
// getSector()
//
// Will return a sector_t*
// given the number of the current sector,
// the line number and the side (0/1) that you want.
//
// Note: if side=1 is specified, it must exist or results undefined
//
sector_t* getSector
( int currentSector,
int line,
int side )
{
return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
}
//
// twoSided()
//
// Given the sector number and the line number,
// it will tell you whether the line is two-sided or not.
//
// modified to return actual two-sidedness rather than presence
// of 2S flag unless compatibility optioned
//
int twoSided
( int sector,
int line )
{
//jff 1/26/98 return what is actually needed, whether the line
//has two sidedefs, rather than whether the 2S flag is set
return comp[comp_model] ?
(sectors[sector].lines[line])->flags & ML_TWOSIDED
:
(sectors[sector].lines[line])->sidenum[1] != NO_INDEX;
}
//
// getNextSector()
//
// Return sector_t * of sector next to current across line.
//
// Note: returns NULL if not two-sided line, or both sides refer to sector
//
sector_t* getNextSector
( line_t* line,
sector_t* sec )
{
//jff 1/26/98 check unneeded since line->backsector already
//returns NULL if the line is not two sided, and does so from
//the actual two-sidedness of the line, rather than its 2S flag
if (comp[comp_model])
{
if (!(line->flags & ML_TWOSIDED))
return NULL;
}
if (line->frontsector == sec) {
if (comp[comp_model] || line->backsector!=sec)
return line->backsector; //jff 5/3/98 don't retn sec unless compatibility
else // fixes an intra-sector line breaking functions
return NULL; // like floor->highest floor
}
return line->frontsector;
}
//
// P_FindLowestFloorSurrounding()
//
// Returns the fixed point value of the lowest floor height
// in the sector passed or its surrounding sectors.
//
fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t floor = sec->floorheight;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->floorheight < floor)
floor = other->floorheight;
}
return floor;
}
//
// P_FindHighestFloorSurrounding()
//
// Passed a sector, returns the fixed point value of the largest
// floor height in the surrounding sectors, not including that passed
//
// NOTE: if no surrounding sector exists -32000*FRACUINT is returned
// if compatibility then -500*FRACUNIT is the smallest return possible
//
fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t floor = -500*FRACUNIT;
//jff 1/26/98 Fix initial value for floor to not act differently
//in sections of wad that are below -500 units
if (!comp[comp_model]) /* jff 3/12/98 avoid ovf */
floor = -32000*FRACUNIT; // in height calculations
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->floorheight > floor)
floor = other->floorheight;
}
return floor;
}
//
// P_FindNextHighestFloor()
//
// Passed a sector and a floor height, returns the fixed point value
// of the smallest floor height in a surrounding sector larger than
// the floor height passed. If no such height exists the floorheight
// passed is returned.
//
// Rewritten by Lee Killough to avoid fixed array and to be faster
//
fixed_t P_FindNextHighestFloor(sector_t *sec, int currentheight)
{
sector_t *other;
int i;
for (i=0 ;i < sec->linecount ; i++)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->floorheight > currentheight)
{
int height = other->floorheight;
while (++i < sec->linecount)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->floorheight < height &&
other->floorheight > currentheight)
height = other->floorheight;
return height;
}
/* cph - my guess at doom v1.2 - 1.4beta compatibility here.
* If there are no higher neighbouring sectors, Heretic just returned
* heightlist[0] (local variable), i.e. noise off the stack. 0 is right for
* RETURN01 E1M2, so let's take that. */
return (compatibility_level < doom_1666_compatibility ? 0 : currentheight);
}
//
// P_FindNextLowestFloor()
//
// Passed a sector and a floor height, returns the fixed point value
// of the largest floor height in a surrounding sector smaller than
// the floor height passed. If no such height exists the floorheight
// passed is returned.
//
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
//
fixed_t P_FindNextLowestFloor(sector_t *sec, int currentheight)
{
sector_t *other;
int i;
for (i=0 ;i < sec->linecount ; i++)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->floorheight < currentheight)
{
int height = other->floorheight;
while (++i < sec->linecount)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->floorheight > height &&
other->floorheight < currentheight)
height = other->floorheight;
return height;
}
return currentheight;
}
//
// P_FindNextLowestCeiling()
//
// Passed a sector and a ceiling height, returns the fixed point value
// of the largest ceiling height in a surrounding sector smaller than
// the ceiling height passed. If no such height exists the ceiling height
// passed is returned.
//
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
//
fixed_t P_FindNextLowestCeiling(sector_t *sec, int currentheight)
{
sector_t *other;
int i;
for (i=0 ;i < sec->linecount ; i++)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->ceilingheight < currentheight)
{
int height = other->ceilingheight;
while (++i < sec->linecount)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->ceilingheight > height &&
other->ceilingheight < currentheight)
height = other->ceilingheight;
return height;
}
return currentheight;
}
//
// P_FindNextHighestCeiling()
//
// Passed a sector and a ceiling height, returns the fixed point value
// of the smallest ceiling height in a surrounding sector larger than
// the ceiling height passed. If no such height exists the ceiling height
// passed is returned.
//
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
//
fixed_t P_FindNextHighestCeiling(sector_t *sec, int currentheight)
{
sector_t *other;
int i;
for (i=0 ;i < sec->linecount ; i++)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->ceilingheight > currentheight)
{
int height = other->ceilingheight;
while (++i < sec->linecount)
if ((other = getNextSector(sec->lines[i],sec)) &&
other->ceilingheight < height &&
other->ceilingheight > currentheight)
height = other->ceilingheight;
return height;
}
return currentheight;
}
//
// P_FindLowestCeilingSurrounding()
//
// Passed a sector, returns the fixed point value of the smallest
// ceiling height in the surrounding sectors, not including that passed
//
// NOTE: if no surrounding sector exists 32000*FRACUINT is returned
// but if compatibility then INT_MAX is the return
//
fixed_t P_FindLowestCeilingSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t height = INT_MAX;
/* jff 3/12/98 avoid ovf in height calculations */
if (!comp[comp_model]) height = 32000*FRACUNIT;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->ceilingheight < height)
height = other->ceilingheight;
}
return height;
}
//
// P_FindHighestCeilingSurrounding()
//
// Passed a sector, returns the fixed point value of the largest
// ceiling height in the surrounding sectors, not including that passed
//
// NOTE: if no surrounding sector exists -32000*FRACUINT is returned
// but if compatibility then 0 is the smallest return possible
//
fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
{
int i;
line_t* check;
sector_t* other;
fixed_t height = 0;
/* jff 1/26/98 Fix initial value for floor to not act differently
* in sections of wad that are below 0 units
* jff 3/12/98 avoid ovf in height calculations */
if (!comp[comp_model]) height = -32000*FRACUNIT;
for (i=0 ;i < sec->linecount ; i++)
{
check = sec->lines[i];
other = getNextSector(check,sec);
if (!other)
continue;
if (other->ceilingheight > height)
height = other->ceilingheight;
}
return height;
}
//
// P_FindShortestTextureAround()
//
// Passed a sector number, returns the shortest lower texture on a
// linedef bounding the sector.
//
// Note: If no lower texture exists 32000*FRACUNIT is returned.
// but if compatibility then INT_MAX is returned
//
// jff 02/03/98 Add routine to find shortest lower texture
//
fixed_t P_FindShortestTextureAround(int secnum)
{
int minsize = INT_MAX;
side_t* side;
int i;
sector_t *sec = &sectors[secnum];
if (!comp[comp_model])
minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow in height calcs
for (i = 0; i < sec->linecount; i++)
{
if (twoSided(secnum, i))
{
side = getSide(secnum,i,0);
if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
if (textureheight[side->bottomtexture] < minsize)
minsize = textureheight[side->bottomtexture];
side = getSide(secnum,i,1);
if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
if (textureheight[side->bottomtexture] < minsize)
minsize = textureheight[side->bottomtexture];
}
}
return minsize;
}
//
// P_FindShortestUpperAround()
//
// Passed a sector number, returns the shortest upper texture on a
// linedef bounding the sector.
//
// Note: If no upper texture exists 32000*FRACUNIT is returned.
// but if compatibility then INT_MAX is returned
//
// jff 03/20/98 Add routine to find shortest upper texture
//
fixed_t P_FindShortestUpperAround(int secnum)
{
int minsize = INT_MAX;
side_t* side;
int i;
sector_t *sec = &sectors[secnum];
if (!comp[comp_model])
minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow
// in height calcs
for (i = 0; i < sec->linecount; i++)
{
if (twoSided(secnum, i))
{
side = getSide(secnum,i,0);
if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
if (textureheight[side->toptexture] < minsize)
minsize = textureheight[side->toptexture];
side = getSide(secnum,i,1);
if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
if (textureheight[side->toptexture] < minsize)
minsize = textureheight[side->toptexture];
}
}
return minsize;
}
//
// 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
//
// jff 02/03/98 Add routine to find numeric model floor
// around a sector specified by sector number
// jff 3/14/98 change first parameter to plain height to allow call
// from routine not using floormove_t
//
sector_t *P_FindModelFloorSector(fixed_t floordestheight,int secnum)
{
int i;
sector_t *sec=NULL;
int linecount;
sec = &sectors[secnum]; //jff 3/2/98 woops! better do this
//jff 5/23/98 don't disturb sec->linecount while searching
// but allow early exit in old demos
linecount = sec->linecount;
for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
sec->linecount : 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
//
// jff 02/03/98 Add routine to find numeric model ceiling
// around a sector specified by sector number
// used only from generalized ceiling types
// jff 3/14/98 change first parameter to plain height to allow call
// from routine not using ceiling_t
//
sector_t *P_FindModelCeilingSector(fixed_t ceildestheight,int secnum)
{
int i;
sector_t *sec=NULL;
int linecount;
sec = &sectors[secnum]; //jff 3/2/98 woops! better do this
//jff 5/23/98 don't disturb sec->linecount while searching
// but allow early exit in old demos
linecount = sec->linecount;
for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
sec->linecount : 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;
}
//
// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
//
// Find the next sector with the same tag as a linedef.
// Rewritten by Lee Killough to use chained hashing to improve speed
int P_FindSectorFromLineTag(const line_t *line, int start)
{
start = start >= 0 ? sectors[start].nexttag :
sectors[(unsigned) line->tag % (unsigned) numsectors].firsttag;
while (start >= 0 && sectors[start].tag != line->tag)
start = sectors[start].nexttag;
return start;
}
// killough 4/16/98: Same thing, only for linedefs
int P_FindLineFromLineTag(const line_t *line, int start)
{
start = start >= 0 ? lines[start].nexttag :
lines[(unsigned) line->tag % (unsigned) numlines].firsttag;
while (start >= 0 && lines[start].tag != line->tag)
start = lines[start].nexttag;
return start;
}
// Hash the sector tags across the sectors and linedefs.
static void P_InitTagLists(void)
{
register int i;
for (i=numsectors; --i>=0; ) // Initially make all slots empty.
sectors[i].firsttag = -1;
for (i=numsectors; --i>=0; ) // Proceed from last to first sector
{ // so that lower sectors appear first
int j = (unsigned) sectors[i].tag % (unsigned) numsectors; // Hash func
sectors[i].nexttag = sectors[j].firsttag; // Prepend sector to chain
sectors[j].firsttag = i;
}
// killough 4/17/98: same thing, only for linedefs
for (i=numlines; --i>=0; ) // Initially make all slots empty.
lines[i].firsttag = -1;
for (i=numlines; --i>=0; ) // Proceed from last to first linedef
{ // so that lower linedefs appear first
int j = (unsigned) lines[i].tag % (unsigned) numlines; // Hash func
lines[i].nexttag = lines[j].firsttag; // Prepend linedef to chain
lines[j].firsttag = i;
}
}
//
// P_FindMinSurroundingLight()
//
// Passed a sector and a light level, returns the smallest light level
// in a surrounding sector less than that passed. If no smaller light
// level exists, the light level passed is returned.
//
int P_FindMinSurroundingLight
( sector_t* sector,
int max )
{
int i;
int min;
line_t* line;
sector_t* check;
min = max;
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;
}
//
// P_CanUnlockGenDoor()
//
// Passed a generalized locked door linedef and a player, returns whether
// the player has the keys necessary to unlock that door.
//
// Note: The linedef passed MUST be a generalized locked door type
// or results are undefined.
//
// jff 02/05/98 routine added to test for unlockability of
// generalized locked doors
//
boolean P_CanUnlockGenDoor
( line_t* line,
player_t* player)
{
// does this line special distinguish between skulls and keys?
int skulliscard = (line->special & LockedNKeys)>>LockedNKeysShift;
// determine for each case of lock type if player's keys are adequate
switch((line->special & LockedKey)>>LockedKeyShift)
{
case AnyKey:
if
(
!player->cards[it_redcard] &&
!player->cards[it_redskull] &&
!player->cards[it_bluecard] &&
!player->cards[it_blueskull] &&
!player->cards[it_yellowcard] &&
!player->cards[it_yellowskull]
)
{
player->message = s_PD_ANY; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case RCard:
if
(
!player->cards[it_redcard] &&
(!skulliscard || !player->cards[it_redskull])
)
{
player->message = skulliscard? s_PD_REDK : s_PD_REDC; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case BCard:
if
(
!player->cards[it_bluecard] &&
(!skulliscard || !player->cards[it_blueskull])
)
{
player->message = skulliscard? s_PD_BLUEK : s_PD_BLUEC; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case YCard:
if
(
!player->cards[it_yellowcard] &&
(!skulliscard || !player->cards[it_yellowskull])
)
{
player->message = skulliscard? s_PD_YELLOWK : s_PD_YELLOWC; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case RSkull:
if
(
!player->cards[it_redskull] &&
(!skulliscard || !player->cards[it_redcard])
)
{
player->message = skulliscard? s_PD_REDK : s_PD_REDS; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case BSkull:
if
(
!player->cards[it_blueskull] &&
(!skulliscard || !player->cards[it_bluecard])
)
{
player->message = skulliscard? s_PD_BLUEK : s_PD_BLUES; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case YSkull:
if
(
!player->cards[it_yellowskull] &&
(!skulliscard || !player->cards[it_yellowcard])
)
{
player->message = skulliscard? s_PD_YELLOWK : s_PD_YELLOWS; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
case AllKeys:
if
(
!skulliscard &&
(
!player->cards[it_redcard] ||
!player->cards[it_redskull] ||
!player->cards[it_bluecard] ||
!player->cards[it_blueskull] ||
!player->cards[it_yellowcard] ||
!player->cards[it_yellowskull]
)
)
{
player->message = s_PD_ALL6; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
if
(
skulliscard &&
(
(!player->cards[it_redcard] &&
!player->cards[it_redskull]) ||
(!player->cards[it_bluecard] &&
!player->cards[it_blueskull]) ||
(!player->cards[it_yellowcard] &&
!player->cards[it_yellowskull])
)
)
{
player->message = s_PD_ALL3; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return false;
}
break;
}
return true;
}
//
// P_SectorActive()
//
// Passed a linedef special class (floor, ceiling, lighting) and a sector
// returns whether the sector is already busy with a linedef special of the
// same class. If old demo compatibility true, all linedef special classes
// are the same.
//
// jff 2/23/98 added to prevent old demos from
// succeeding in starting multiple specials on one sector
//
boolean PUREFUNC P_SectorActive(special_e t, const sector_t *sec)
{
if (demo_compatibility) // return whether any thinker is active
return sec->floordata != NULL || sec->ceilingdata != NULL || sec->lightingdata != NULL;
else
switch (t) // return whether thinker of same type is active
{
case floor_special:
return sec->floordata != NULL;
case ceiling_special:
return sec->ceilingdata != NULL;
case lighting_special:
return sec->lightingdata != NULL;
}
return true; // don't know which special, must be active, shouldn't be here
}
//
// P_CheckTag()
//
// Passed a line, returns true if the tag is non-zero or the line special
// allows no tag without harm. If compatibility, all linedef specials are
// allowed to have zero tag.
//
// Note: Only line specials activated by walkover, pushing, or shooting are
// checked by this routine.
//
// jff 2/27/98 Added to check for zero tag allowed for regular special types
//
int P_CheckTag(line_t *line)
{
/* tag not zero, allowed, or
* killough 11/98: compatibility option */
if (comp[comp_zerotags] || line->tag)
return 1;
switch(line->special)
{
case 1: // Manual door specials
case 26:
case 27:
case 28:
case 31:
case 32:
case 33:
case 34:
case 117:
case 118:
case 139: // Lighting specials
case 170:
case 79:
case 35:
case 138:
case 171:
case 81:
case 13:
case 192:
case 169:
case 80:
case 12:
case 194:
case 173:
case 157:
case 104:
case 193:
case 172:
case 156:
case 17:
case 195: // Thing teleporters
case 174:
case 97:
case 39:
case 126:
case 125:
case 210:
case 209:
case 208:
case 207:
case 11: // Exits
case 52:
case 197:
case 51:
case 124:
case 198:
case 48: // Scrolling walls
case 85:
return 1; // zero tag allowed
default:
break;
}
return 0; // zero tag not allowed
}
//
// P_IsSecret()
//
// Passed a sector, returns if the sector secret type is still active, i.e.
// secret type is set and the secret has not yet been obtained.
//
// jff 3/14/98 added to simplify checks for whether sector is secret
// in automap and other places
//
boolean PUREFUNC P_IsSecret(const sector_t *sec)
{
return (sec->special==9 || (sec->special&SECRET_MASK));
}
//
// P_WasSecret()
//
// Passed a sector, returns if the sector secret type is was active, i.e.
// secret type was set and the secret has been obtained already.
//
// jff 3/14/98 added to simplify checks for whether sector is secret
// in automap and other places
//
boolean PUREFUNC P_WasSecret(const sector_t *sec)
{
return (sec->oldspecial==9 || (sec->oldspecial&SECRET_MASK));
}
//////////////////////////////////////////////////////////////////////////
//
// Events
//
// Events are operations triggered by using, crossing,
// or shooting special lines, or by timed thinkers.
//
/////////////////////////////////////////////////////////////////////////
//
// P_CrossSpecialLine - Walkover Trigger Dispatcher
//
// Called every time a thing origin is about
// to cross a line with a non 0 special, whether a walkover type or not.
//
// jff 02/12/98 all W1 lines were fixed to check the result from the EV_
// function before clearing the special. This avoids losing the function
// of the line, should the sector already be active when the line is
// crossed. Change is qualified by demo_compatibility.
//
// CPhipps - take a line_t pointer instead of a line number, as in MBF
void P_CrossSpecialLine(line_t *line, int side, mobj_t *thing)
{
int ok;
// Things that should never trigger lines
if (!thing->player)
{
// Things that should NOT trigger specials...
switch(thing->type)
{
case MT_ROCKET:
case MT_PLASMA:
case MT_BFG:
case MT_TROOPSHOT:
case MT_HEADSHOT:
case MT_BRUISERSHOT:
return;
break;
default: break;
}
}
//jff 02/04/98 add check here for generalized lindef types
if (!demo_compatibility) // generalized types not recognized if old demo
{
// pointer to line function is NULL by default, set non-null if
// line special is walkover generalized linedef type
int (*linefunc)(line_t *line)=NULL;
// check each range of generalized linedefs
if ((unsigned)line->special >= GenEnd)
{
// Out of range for GenFloors
}
else if ((unsigned)line->special >= GenFloorBase)
{
if (!thing->player)
if ((line->special & FloorChange) || !(line->special & FloorModel))
return; // FloorModel is "Allow Monsters" if FloorChange is 0
if (!line->tag) //jff 2/27/98 all walk generalized types require tag
return;
linefunc = EV_DoGenFloor;
}
else if ((unsigned)line->special >= GenCeilingBase)
{
if (!thing->player)
if ((line->special & CeilingChange) || !(line->special & CeilingModel))
return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
if (!line->tag) //jff 2/27/98 all walk generalized types require tag
return;
linefunc = EV_DoGenCeiling;
}
else if ((unsigned)line->special >= GenDoorBase)
{
if (!thing->player)
{
if (!(line->special & DoorMonster))
return; // monsters disallowed from this door
if (line->flags & ML_SECRET) // they can't open secret doors either
return;
}
if (!line->tag) //3/2/98 move outside the monster check
return;
linefunc = EV_DoGenDoor;
}
else if ((unsigned)line->special >= GenLockedBase)
{
if (!thing->player)
return; // monsters disallowed from unlocking doors
if (((line->special&TriggerType)==WalkOnce) || ((line->special&TriggerType)==WalkMany))
{ //jff 4/1/98 check for being a walk type before reporting door type
if (!P_CanUnlockGenDoor(line,thing->player))
return;
}
else
return;
linefunc = EV_DoGenLockedDoor;
}
else if ((unsigned)line->special >= GenLiftBase)
{
if (!thing->player)
if (!(line->special & LiftMonster))
return; // monsters disallowed
if (!line->tag) //jff 2/27/98 all walk generalized types require tag
return;
linefunc = EV_DoGenLift;
}
else if ((unsigned)line->special >= GenStairsBase)
{
if (!thing->player)
if (!(line->special & StairMonster))
return; // monsters disallowed
if (!line->tag) //jff 2/27/98 all walk generalized types require tag
return;
linefunc = EV_DoGenStairs;
}
if (linefunc) // if it was a valid generalized type
switch((line->special & TriggerType) >> TriggerTypeShift)
{
case WalkOnce:
if (linefunc(line))
line->special = 0; // clear special if a walk once type
return;
case WalkMany:
linefunc(line);
return;
default: // if not a walk type, do nothing here
return;
}
}
if (!thing->player)
{
ok = 0;
switch(line->special)
{
case 39: // teleport trigger
case 97: // teleport retrigger
case 125: // teleport monsteronly trigger
case 126: // teleport monsteronly retrigger
case 4: // raise door
case 10: // plat down-wait-up-stay trigger
case 88: // plat down-wait-up-stay retrigger
//jff 3/5/98 add ability of monsters etc. to use teleporters
case 208: //silent thing teleporters
case 207:
case 243: //silent line-line teleporter
case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
case 262: //jff 4/14/98 add monster only
case 263: //jff 4/14/98 silent thing,line,line rev types
case 264: //jff 4/14/98 plus player/monster silent line
case 265: // reversed types
case 266:
case 267:
case 268:
case 269:
ok = 1;
break;
}
if (!ok)
return;
}
if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
return;
// Dispatch on the line special value to the line's action routine
// If a once only function, and successful, clear the line special
switch (line->special)
{
// Regular walk once triggers
case 2:
// Open Door
if (EV_DoDoor(line,open) || demo_compatibility)
line->special = 0;
break;
case 3:
// Close Door
if (EV_DoDoor(line,close) || demo_compatibility)
line->special = 0;
break;
case 4:
// Raise Door
if (EV_DoDoor(line,normal) || demo_compatibility)
line->special = 0;
break;
case 5:
// Raise Floor
if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
line->special = 0;
break;
case 6:
// Fast Ceiling Crush & Raise
if (EV_DoCeiling(line,fastCrushAndRaise) || demo_compatibility)
line->special = 0;
break;
case 8:
// Build Stairs
if (EV_BuildStairs(line,build8) || demo_compatibility)
line->special = 0;
break;
case 10:
// PlatDownWaitUp
if (EV_DoPlat(line,downWaitUpStay,0) || demo_compatibility)
line->special = 0;
break;
case 12:
// Light Turn On - brightest near
if (EV_LightTurnOn(line,0) || demo_compatibility)
line->special = 0;
break;
case 13:
// Light Turn On 255
if (EV_LightTurnOn(line,255) || demo_compatibility)
line->special = 0;
break;
case 16:
// Close Door 30
if (EV_DoDoor(line,close30ThenOpen) || demo_compatibility)
line->special = 0;
break;
case 17:
// Start Light Strobing
if (EV_StartLightStrobing(line) || demo_compatibility)
line->special = 0;
break;
case 19:
// Lower Floor
if (EV_DoFloor(line,lowerFloor) || demo_compatibility)
line->special = 0;
break;
case 22:
// Raise floor to nearest height and change texture
if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
line->special = 0;
break;
case 25:
// Ceiling Crush and Raise
if (EV_DoCeiling(line,crushAndRaise) || demo_compatibility)
line->special = 0;
break;
case 30:
// Raise floor to shortest texture height
// on either side of lines.
if (EV_DoFloor(line,raiseToTexture) || demo_compatibility)
line->special = 0;
break;
case 35:
// Lights Very Dark
if (EV_LightTurnOn(line,35) || demo_compatibility)
line->special = 0;
break;
case 36:
// Lower Floor (TURBO)
if (EV_DoFloor(line,turboLower) || demo_compatibility)
line->special = 0;
break;
case 37:
// LowerAndChange
if (EV_DoFloor(line,lowerAndChange) || demo_compatibility)
line->special = 0;
break;
case 38:
// Lower Floor To Lowest
if (EV_DoFloor(line, lowerFloorToLowest) || demo_compatibility)
line->special = 0;
break;
case 39:
// TELEPORT! //jff 02/09/98 fix using up with wrong side crossing
if (EV_Teleport(line, side, thing) || demo_compatibility)
line->special = 0;
break;
case 40:
// RaiseCeilingLowerFloor
if (demo_compatibility)
{
EV_DoCeiling( line, raiseToHighest );
EV_DoFloor( line, lowerFloorToLowest ); //jff 02/12/98 doesn't work
line->special = 0;
}
else
if (EV_DoCeiling(line, raiseToHighest))
line->special = 0;
break;
case 44:
// Ceiling Crush
if (EV_DoCeiling(line, lowerAndCrush) || demo_compatibility)
line->special = 0;
break;
case 52:
// EXIT!
// killough 10/98: prevent zombies from exiting levels
if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
G_ExitLevel ();
break;
case 53:
// Perpetual Platform Raise
if (EV_DoPlat(line,perpetualRaise,0) || demo_compatibility)
line->special = 0;
break;
case 54:
// Platform Stop
if (EV_StopPlat(line) || demo_compatibility)
line->special = 0;
break;
case 56:
// Raise Floor Crush
if (EV_DoFloor(line,raiseFloorCrush) || demo_compatibility)
line->special = 0;
break;
case 57:
// Ceiling Crush Stop
if (EV_CeilingCrushStop(line) || demo_compatibility)
line->special = 0;
break;
case 58:
// Raise Floor 24
if (EV_DoFloor(line,raiseFloor24) || demo_compatibility)
line->special = 0;
break;
case 59:
// Raise Floor 24 And Change
if (EV_DoFloor(line,raiseFloor24AndChange) || demo_compatibility)
line->special = 0;
break;
case 100:
// Build Stairs Turbo 16
if (EV_BuildStairs(line,turbo16) || demo_compatibility)
line->special = 0;
break;
case 104:
// Turn lights off in sector(tag)
if (EV_TurnTagLightsOff(line) || demo_compatibility)
line->special = 0;
break;
case 108:
// Blazing Door Raise (faster than TURBO!)
if (EV_DoDoor(line,blazeRaise) || demo_compatibility)
line->special = 0;
break;
case 109:
// Blazing Door Open (faster than TURBO!)
if (EV_DoDoor (line,blazeOpen) || demo_compatibility)
line->special = 0;
break;
case 110:
// Blazing Door Close (faster than TURBO!)
if (EV_DoDoor (line,blazeClose) || demo_compatibility)
line->special = 0;
break;
case 119:
// Raise floor to nearest surr. floor
if (EV_DoFloor(line,raiseFloorToNearest) || demo_compatibility)
line->special = 0;
break;
case 121:
// Blazing PlatDownWaitUpStay
if (EV_DoPlat(line,blazeDWUS,0) || demo_compatibility)
line->special = 0;
break;
case 124:
// Secret EXIT
// killough 10/98: prevent zombies from exiting levels
// CPhipps - change for lxdoom's compatibility handling
if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
G_SecretExitLevel ();
break;
case 125:
// TELEPORT MonsterONLY
if (!thing->player &&
(EV_Teleport(line, side, thing) || demo_compatibility))
line->special = 0;
break;
case 130:
// Raise Floor Turbo
if (EV_DoFloor(line,raiseFloorTurbo) || demo_compatibility)
line->special = 0;
break;
case 141:
// Silent Ceiling Crush & Raise
if (EV_DoCeiling(line,silentCrushAndRaise) || demo_compatibility)
line->special = 0;
break;
// Regular walk many retriggerable
case 72:
// Ceiling Crush
EV_DoCeiling( line, lowerAndCrush );
break;
case 73:
// Ceiling Crush and Raise
EV_DoCeiling(line,crushAndRaise);
break;
case 74:
// Ceiling Crush Stop
EV_CeilingCrushStop(line);
break;
case 75:
// Close Door
EV_DoDoor(line,close);
break;
case 76:
// Close Door 30
EV_DoDoor(line,close30ThenOpen);
break;
case 77:
// Fast Ceiling Crush & Raise
EV_DoCeiling(line,fastCrushAndRaise);
break;
case 79:
// Lights Very Dark
EV_LightTurnOn(line,35);
break;
case 80:
// Light Turn On - brightest near
EV_LightTurnOn(line,0);
break;
case 81:
// Light Turn On 255
EV_LightTurnOn(line,255);
break;
case 82:
// Lower Floor To Lowest
EV_DoFloor( line, lowerFloorToLowest );
break;
case 83:
// Lower Floor
EV_DoFloor(line,lowerFloor);
break;
case 84:
// LowerAndChange
EV_DoFloor(line,lowerAndChange);
break;
case 86:
// Open Door
EV_DoDoor(line,open);
break;
case 87:
// Perpetual Platform Raise
EV_DoPlat(line,perpetualRaise,0);
break;
case 88:
// PlatDownWaitUp
EV_DoPlat(line,downWaitUpStay,0);
break;
case 89:
// Platform Stop
EV_StopPlat(line);
break;
case 90:
// Raise Door
EV_DoDoor(line,normal);
break;
case 91:
// Raise Floor
EV_DoFloor(line,raiseFloor);
break;
case 92:
// Raise Floor 24
EV_DoFloor(line,raiseFloor24);
break;
case 93:
// Raise Floor 24 And Change
EV_DoFloor(line,raiseFloor24AndChange);
break;
case 94:
// Raise Floor Crush
EV_DoFloor(line,raiseFloorCrush);
break;
case 95:
// Raise floor to nearest height
// and change texture.
EV_DoPlat(line,raiseToNearestAndChange,0);
break;
case 96:
// Raise floor to shortest texture height
// on either side of lines.
EV_DoFloor(line,raiseToTexture);
break;
case 97:
// TELEPORT!
EV_Teleport( line, side, thing );
break;
case 98:
// Lower Floor (TURBO)
EV_DoFloor(line,turboLower);
break;
case 105:
// Blazing Door Raise (faster than TURBO!)
EV_DoDoor (line,blazeRaise);
break;
case 106:
// Blazing Door Open (faster than TURBO!)
EV_DoDoor (line,blazeOpen);
break;
case 107:
// Blazing Door Close (faster than TURBO!)
EV_DoDoor (line,blazeClose);
break;
case 120:
// Blazing PlatDownWaitUpStay.
EV_DoPlat(line,blazeDWUS,0);
break;
case 126:
// TELEPORT MonsterONLY.
if (!thing->player)
EV_Teleport( line, side, thing );
break;
case 128:
// Raise To Nearest Floor
EV_DoFloor(line,raiseFloorToNearest);
break;
case 129:
// Raise Floor Turbo
EV_DoFloor(line,raiseFloorTurbo);
break;
// Extended walk triggers
// jff 1/29/98 added new linedef types to fill all functions out so that
// all have varieties SR, S1, WR, W1
// killough 1/31/98: "factor out" compatibility test, by
// adding inner switch qualified by compatibility flag.
// relax test to demo_compatibility
// killough 2/16/98: Fix problems with W1 types being cleared too early
default:
if (!demo_compatibility)
switch (line->special)
{
// Extended walk once triggers
case 142:
// Raise Floor 512
// 142 W1 EV_DoFloor(raiseFloor512)
if (EV_DoFloor(line,raiseFloor512))
line->special = 0;
break;
case 143:
// Raise Floor 24 and change
// 143 W1 EV_DoPlat(raiseAndChange,24)
if (EV_DoPlat(line,raiseAndChange,24))
line->special = 0;
break;
case 144:
// Raise Floor 32 and change
// 144 W1 EV_DoPlat(raiseAndChange,32)
if (EV_DoPlat(line,raiseAndChange,32))
line->special = 0;
break;
case 145:
// Lower Ceiling to Floor
// 145 W1 EV_DoCeiling(lowerToFloor)
if (EV_DoCeiling( line, lowerToFloor ))
line->special = 0;
break;
case 146:
// Lower Pillar, Raise Donut
// 146 W1 EV_DoDonut()
if (EV_DoDonut(line))
line->special = 0;
break;
case 199:
// Lower ceiling to lowest surrounding ceiling
// 199 W1 EV_DoCeiling(lowerToLowest)
if (EV_DoCeiling(line,lowerToLowest))
line->special = 0;
break;
case 200:
// Lower ceiling to highest surrounding floor
// 200 W1 EV_DoCeiling(lowerToMaxFloor)
if (EV_DoCeiling(line,lowerToMaxFloor))
line->special = 0;
break;
case 207:
// killough 2/16/98: W1 silent teleporter (normal kind)
if (EV_SilentTeleport(line, side, thing))
line->special = 0;
break;
//jff 3/16/98 renumber 215->153
case 153: //jff 3/15/98 create texture change no motion type
// Texture/Type Change Only (Trig)
// 153 W1 Change Texture/Type Only
if (EV_DoChange(line,trigChangeOnly))
line->special = 0;
break;
case 239: //jff 3/15/98 create texture change no motion type
// Texture/Type Change Only (Numeric)
// 239 W1 Change Texture/Type Only
if (EV_DoChange(line,numChangeOnly))
line->special = 0;
break;
case 219:
// Lower floor to next lower neighbor
// 219 W1 Lower Floor Next Lower Neighbor
if (EV_DoFloor(line,lowerFloorToNearest))
line->special = 0;
break;
case 227:
// Raise elevator next floor
// 227 W1 Raise Elevator next floor
if (EV_DoElevator(line,elevateUp))
line->special = 0;
break;
case 231:
// Lower elevator next floor
// 231 W1 Lower Elevator next floor
if (EV_DoElevator(line,elevateDown))
line->special = 0;
break;
case 235:
// Elevator to current floor
// 235 W1 Elevator to current floor
if (EV_DoElevator(line,elevateCurrent))
line->special = 0;
break;
case 243: //jff 3/6/98 make fit within DCK's 256 linedef types
// killough 2/16/98: W1 silent teleporter (linedef-linedef kind)
if (EV_SilentLineTeleport(line, side, thing, false))
line->special = 0;
break;
case 262: //jff 4/14/98 add silent line-line reversed
if (EV_SilentLineTeleport(line, side, thing, true))
line->special = 0;
break;
case 264: //jff 4/14/98 add monster-only silent line-line reversed
if (!thing->player &&
EV_SilentLineTeleport(line, side, thing, true))
line->special = 0;
break;
case 266: //jff 4/14/98 add monster-only silent line-line
if (!thing->player &&
EV_SilentLineTeleport(line, side, thing, false))
line->special = 0;
break;
case 268: //jff 4/14/98 add monster-only silent
if (!thing->player && EV_SilentTeleport(line, side, thing))
line->special = 0;
break;
//jff 1/29/98 end of added W1 linedef types
// Extended walk many retriggerable
//jff 1/29/98 added new linedef types to fill all functions
//out so that all have varieties SR, S1, WR, W1
case 147:
// Raise Floor 512
// 147 WR EV_DoFloor(raiseFloor512)
EV_DoFloor(line,raiseFloor512);
break;
case 148:
// Raise Floor 24 and Change
// 148 WR EV_DoPlat(raiseAndChange,24)
EV_DoPlat(line,raiseAndChange,24);
break;
case 149:
// Raise Floor 32 and Change
// 149 WR EV_DoPlat(raiseAndChange,32)
EV_DoPlat(line,raiseAndChange,32);
break;
case 150:
// Start slow silent crusher
// 150 WR EV_DoCeiling(silentCrushAndRaise)
EV_DoCeiling(line,silentCrushAndRaise);
break;
case 151:
// RaiseCeilingLowerFloor
// 151 WR EV_DoCeiling(raiseToHighest),
// EV_DoFloor(lowerFloortoLowest)
EV_DoCeiling( line, raiseToHighest );
EV_DoFloor( line, lowerFloorToLowest );
break;
case 152:
// Lower Ceiling to Floor
// 152 WR EV_DoCeiling(lowerToFloor)
EV_DoCeiling( line, lowerToFloor );
break;
//jff 3/16/98 renumber 153->256
case 256:
// Build stairs, step 8
// 256 WR EV_BuildStairs(build8)
EV_BuildStairs(line,build8);
break;
//jff 3/16/98 renumber 154->257
case 257:
// Build stairs, step 16
// 257 WR EV_BuildStairs(turbo16)
EV_BuildStairs(line,turbo16);
break;
case 155:
// Lower Pillar, Raise Donut
// 155 WR EV_DoDonut()
EV_DoDonut(line);
break;
case 156:
// Start lights strobing
// 156 WR Lights EV_StartLightStrobing()
EV_StartLightStrobing(line);
break;
case 157:
// Lights to dimmest near
// 157 WR Lights EV_TurnTagLightsOff()
EV_TurnTagLightsOff(line);
break;
case 201:
// Lower ceiling to lowest surrounding ceiling
// 201 WR EV_DoCeiling(lowerToLowest)
EV_DoCeiling(line,lowerToLowest);
break;
case 202:
// Lower ceiling to highest surrounding floor
// 202 WR EV_DoCeiling(lowerToMaxFloor)
EV_DoCeiling(line,lowerToMaxFloor);
break;
case 208:
// killough 2/16/98: WR silent teleporter (normal kind)
EV_SilentTeleport(line, side, thing);
break;
case 212: //jff 3/14/98 create instant toggle floor type
// Toggle floor between C and F instantly
// 212 WR Instant Toggle Floor
EV_DoPlat(line,toggleUpDn,0);
break;
//jff 3/16/98 renumber 216->154
case 154: //jff 3/15/98 create texture change no motion type
// Texture/Type Change Only (Trigger)
// 154 WR Change Texture/Type Only
EV_DoChange(line,trigChangeOnly);
break;
case 240: //jff 3/15/98 create texture change no motion type
// Texture/Type Change Only (Numeric)
// 240 WR Change Texture/Type Only
EV_DoChange(line,numChangeOnly);
break;
case 220:
// Lower floor to next lower neighbor
// 220 WR Lower Floor Next Lower Neighbor
EV_DoFloor(line,lowerFloorToNearest);
break;
case 228:
// Raise elevator next floor
// 228 WR Raise Elevator next floor
EV_DoElevator(line,elevateUp);
break;
case 232:
// Lower elevator next floor
// 232 WR Lower Elevator next floor
EV_DoElevator(line,elevateDown);
break;
case 236:
// Elevator to current floor
// 236 WR Elevator to current floor
EV_DoElevator(line,elevateCurrent);
break;
case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
// killough 2/16/98: WR silent teleporter (linedef-linedef kind)
EV_SilentLineTeleport(line, side, thing, false);
break;
case 263: //jff 4/14/98 add silent line-line reversed
EV_SilentLineTeleport(line, side, thing, true);
break;
case 265: //jff 4/14/98 add monster-only silent line-line reversed
if (!thing->player)
EV_SilentLineTeleport(line, side, thing, true);
break;
case 267: //jff 4/14/98 add monster-only silent line-line
if (!thing->player)
EV_SilentLineTeleport(line, side, thing, false);
break;
case 269: //jff 4/14/98 add monster-only silent
if (!thing->player)
EV_SilentTeleport(line, side, thing);
break;
//jff 1/29/98 end of added WR linedef types
}
break;
}
}
//
// P_ShootSpecialLine - Gun trigger special dispatcher
//
// Called when a thing shoots a special line with bullet, shell, saw, or fist.
//
// jff 02/12/98 all G1 lines were fixed to check the result from the EV_
// function before clearing the special. This avoids losing the function
// of the line, should the sector already be in motion when the line is
// impacted. Change is qualified by demo_compatibility.
//
void P_ShootSpecialLine
( mobj_t* thing,
line_t* line )
{
//jff 02/04/98 add check here for generalized linedef
if (!demo_compatibility)
{
// pointer to line function is NULL by default, set non-null if
// line special is gun triggered generalized linedef type
int (*linefunc)(line_t *line)=NULL;
// check each range of generalized linedefs
if ((unsigned)line->special >= GenEnd)
{
// Out of range for GenFloors
}
else if ((unsigned)line->special >= GenFloorBase)
{
if (!thing->player)
if ((line->special & FloorChange) || !(line->special & FloorModel))
return; // FloorModel is "Allow Monsters" if FloorChange is 0
if (!line->tag) //jff 2/27/98 all gun generalized types require tag
return;
linefunc = EV_DoGenFloor;
}
else if ((unsigned)line->special >= GenCeilingBase)
{
if (!thing->player)
if ((line->special & CeilingChange) || !(line->special & CeilingModel))
return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
if (!line->tag) //jff 2/27/98 all gun generalized types require tag
return;
linefunc = EV_DoGenCeiling;
}
else if ((unsigned)line->special >= GenDoorBase)
{
if (!thing->player)
{
if (!(line->special & DoorMonster))
return; // monsters disallowed from this door
if (line->flags & ML_SECRET) // they can't open secret doors either
return;
}
if (!line->tag) //jff 3/2/98 all gun generalized types require tag
return;
linefunc = EV_DoGenDoor;
}
else if ((unsigned)line->special >= GenLockedBase)
{
if (!thing->player)
return; // monsters disallowed from unlocking doors
if (((line->special&TriggerType)==GunOnce) || ((line->special&TriggerType)==GunMany))
{ //jff 4/1/98 check for being a gun type before reporting door type
if (!P_CanUnlockGenDoor(line,thing->player))
return;
}
else
return;
if (!line->tag) //jff 2/27/98 all gun generalized types require tag
return;
linefunc = EV_DoGenLockedDoor;
}
else if ((unsigned)line->special >= GenLiftBase)
{
if (!thing->player)
if (!(line->special & LiftMonster))
return; // monsters disallowed
linefunc = EV_DoGenLift;
}
else if ((unsigned)line->special >= GenStairsBase)
{
if (!thing->player)
if (!(line->special & StairMonster))
return; // monsters disallowed
if (!line->tag) //jff 2/27/98 all gun generalized types require tag
return;
linefunc = EV_DoGenStairs;
}
else if ((unsigned)line->special >= GenCrusherBase)
{
if (!thing->player)
if (!(line->special & StairMonster))
return; // monsters disallowed
if (!line->tag) //jff 2/27/98 all gun generalized types require tag
return;
linefunc = EV_DoGenCrusher;
}
if (linefunc)
switch((line->special & TriggerType) >> TriggerTypeShift)
{
case GunOnce:
if (linefunc(line))
P_ChangeSwitchTexture(line,0);
return;
case GunMany:
if (linefunc(line))
P_ChangeSwitchTexture(line,1);
return;
default: // if not a gun type, do nothing here
return;
}
}
// Impacts that other things can activate.
if (!thing->player)
{
int ok = 0;
switch(line->special)
{
case 46:
// 46 GR Open door on impact weapon is monster activatable
ok = 1;
break;
}
if (!ok)
return;
}
if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
return;
switch(line->special)
{
case 24:
// 24 G1 raise floor to highest adjacent
if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
P_ChangeSwitchTexture(line,0);
break;
case 46:
// 46 GR open door, stay open
EV_DoDoor(line,open);
P_ChangeSwitchTexture(line,1);
break;
case 47:
// 47 G1 raise floor to nearest and change texture and type
if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
P_ChangeSwitchTexture(line,0);
break;
//jff 1/30/98 added new gun linedefs here
// killough 1/31/98: added demo_compatibility check, added inner switch
default:
if (!demo_compatibility)
switch (line->special)
{
case 197:
// Exit to next level
// killough 10/98: prevent zombies from exiting levels
if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
break;
P_ChangeSwitchTexture(line,0);
G_ExitLevel();
break;
case 198:
// Exit to secret level
// killough 10/98: prevent zombies from exiting levels
if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
break;
P_ChangeSwitchTexture(line,0);
G_SecretExitLevel();
break;
//jff end addition of new gun linedefs
}
break;
}
}
//
// P_PlayerInSpecialSector()
//
// Called every tick frame
// that the player origin is in a special sector
//
// Changed to ignore sector types the engine does not recognize
//
void P_PlayerInSpecialSector (player_t* player)
{
sector_t* sector;
sector = player->mo->subsector->sector;
// Falling, not all the way down yet?
// Sector specials don't apply in mid-air
if (player->mo->z != sector->floorheight)
return;
// Has hit ground.
//jff add if to handle old vs generalized types
if (sector->special<32) // regular sector specials
{
switch (sector->special)
{
case 5:
// 5/10 unit damage per 31 ticks
if (!player->powers[pw_ironfeet])
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 10);
break;
case 7:
// 2/5 unit damage per 31 ticks
if (!player->powers[pw_ironfeet])
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 5);
break;
case 16:
// 10/20 unit damage per 31 ticks
case 4:
// 10/20 unit damage plus blinking light (light already spawned)
if (!player->powers[pw_ironfeet]
|| (P_Random(pr_slimehurt)<5) ) // even with suit, take damage
{
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 20);
}
break;
case 9:
// Tally player in secret sector, clear secret special
player->secretcount++;
sector->special = 0;
break;
case 11:
// Exit on health < 11, take 10/20 damage per 31 ticks
if (comp[comp_god]) /* killough 2/21/98: add compatibility switch */
player->cheats &= ~CF_GODMODE; // on godmode cheat clearing
// does not affect invulnerability
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 20);
if (player->health <= 10)
G_ExitLevel();
break;
default:
//jff 1/24/98 Don't exit as DOOM2 did, just ignore
break;
};
}
else //jff 3/14/98 handle extended sector types for secrets and damage
{
switch ((sector->special&DAMAGE_MASK)>>DAMAGE_SHIFT)
{
case 0: // no damage
break;
case 1: // 2/5 damage per 31 ticks
if (!player->powers[pw_ironfeet])
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 5);
break;
case 2: // 5/10 damage per 31 ticks
if (!player->powers[pw_ironfeet])
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 10);
break;
case 3: // 10/20 damage per 31 ticks
if (!player->powers[pw_ironfeet]
|| (P_Random(pr_slimehurt)<5)) // take damage even with suit
{
if (!(leveltime&0x1f))
P_DamageMobj (player->mo, NULL, NULL, 20);
}
break;
}
if (sector->special&SECRET_MASK)
{
player->secretcount++;
sector->special &= ~SECRET_MASK;
if (sector->special<32) // if all extended bits clear,
sector->special=0; // sector is not special anymore
}
// phares 3/19/98:
//
// If FRICTION_MASK or PUSH_MASK is set, we don't care at this
// point, since the code to deal with those situations is
// handled by Thinkers.
}
}
//
// P_UpdateSpecials()
//
// Check level timer, frag counter,
// animate flats, scroll walls,
// change button textures
//
// Reads and modifies globals:
// levelTimer, levelTimeCount,
// levelFragLimit, levelFragLimitCount
//
static boolean levelTimer;
static int levelTimeCount;
boolean levelFragLimit; // Ty 03/18/98 Added -frags support
int levelFragLimitCount; // Ty 03/18/98 Added -frags support
void P_UpdateSpecials (void)
{
anim_t* anim;
int pic;
int i;
// Downcount level timer, exit level if elapsed
if (levelTimer == true)
{
levelTimeCount--;
if (!levelTimeCount)
G_ExitLevel();
}
// Check frag counters, if frag limit reached, exit level // Ty 03/18/98
// Seems like the total frags should be kept in a simple
// array somewhere, but until they are...
if (levelFragLimit == true) // we used -frags so compare count
{
int k,m,fragcount,exitflag=false;
for (k=0;k<MAXPLAYERS;k++)
{
if (!playeringame[k]) continue;
fragcount = 0;
for (m=0;m<MAXPLAYERS;m++)
{
if (!playeringame[m]) continue;
fragcount += (m!=k)? players[k].frags[m] : -players[k].frags[m];
}
if (fragcount >= levelFragLimitCount) exitflag = true;
if (exitflag == true) break; // skip out of the loop--we're done
}
if (exitflag == true)
G_ExitLevel();
}
// Animate flats and textures globally
for (anim = anims ; anim < lastanim ; anim++)
{
for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
{
pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
if (anim->istexture)
texturetranslation[i] = pic;
else
flattranslation[i] = pic;
}
}
// Check buttons (retriggerable switches) and change texture on timeout
for (i = 0; i < MAXBUTTONS; i++)
if (buttonlist[i].btimer)
{
buttonlist[i].btimer--;
if (!buttonlist[i].btimer)
{
switch(buttonlist[i].where)
{
case top:
sides[buttonlist[i].line->sidenum[0]].toptexture =
buttonlist[i].btexture;
break;
case middle:
sides[buttonlist[i].line->sidenum[0]].midtexture =
buttonlist[i].btexture;
break;
case bottom:
sides[buttonlist[i].line->sidenum[0]].bottomtexture =
buttonlist[i].btexture;
break;
}
{
/* don't take the address of the switch's sound origin,
* unless in a compatibility mode. */
mobj_t *so = (mobj_t *)buttonlist[i].soundorg;
if (comp[comp_sound] || compatibility_level < prboom_6_compatibility)
/* since the buttonlist array is usually zeroed out,
* button popouts generally appear to come from (0,0) */
so = (mobj_t *)&buttonlist[i].soundorg;
S_StartSound(so, sfx_swtchn);
}
memset(&buttonlist[i],0,sizeof(button_t));
}
}
}
//////////////////////////////////////////////////////////////////////
//
// Sector and Line special thinker spawning at level startup
//
//////////////////////////////////////////////////////////////////////
//
// P_SpawnSpecials
// After the map has been loaded,
// scan for specials that spawn thinkers
//
// Parses command line parameters.
void P_SpawnSpecials (void)
{
sector_t* sector;
int i;
int episode;
episode = 1;
if (W_CheckNumForName("texture2") >= 0)
episode = 2;
// See if -timer needs to be used.
levelTimer = false;
i = M_CheckParm("-avg"); // Austin Virtual Gaming 20 min timer on DM play
if (i && deathmatch)
{
levelTimer = true;
levelTimeCount = 20 * 60 * TICRATE;
}
i = M_CheckParm("-timer"); // user defined timer on game play
if (i && deathmatch)
{
int time;
time = atoi(myargv[i+1]) * 60 * TICRATE;
levelTimer = true;
levelTimeCount = time;
}
// See if -frags has been used
levelFragLimit = false;
i = M_CheckParm("-frags"); // Ty 03/18/98 Added -frags support
if (i && deathmatch)
{
int frags;
frags = atoi(myargv[i+1]);
if (frags <= 0) frags = 10; // default 10 if no count provided
levelFragLimit = true;
levelFragLimitCount = frags;
}
// Init special sectors.
sector = sectors;
for (i=0 ; i<numsectors ; i++, sector++)
{
if (!sector->special)
continue;
if (sector->special&SECRET_MASK) //jff 3/15/98 count extended
totalsecret++; // secret sectors too
switch (sector->special&31)
{
case 1:
// random off
P_SpawnLightFlash (sector);
break;
case 2:
// strobe fast
P_SpawnStrobeFlash(sector,FASTDARK,0);
break;
case 3:
// strobe slow
P_SpawnStrobeFlash(sector,SLOWDARK,0);
break;
case 4:
// strobe fast/death slime
P_SpawnStrobeFlash(sector,FASTDARK,0);
sector->special |= 3<<DAMAGE_SHIFT; //jff 3/14/98 put damage bits in
break;
case 8:
// glowing light
P_SpawnGlowingLight(sector);
break;
case 9:
// secret sector
if (sector->special<32) //jff 3/14/98 bits don't count unless not
totalsecret++; // a generalized sector type
break;
case 10:
// door close in 30 seconds
P_SpawnDoorCloseIn30 (sector);
break;
case 12:
// sync strobe slow
P_SpawnStrobeFlash (sector, SLOWDARK, 1);
break;
case 13:
// sync strobe fast
P_SpawnStrobeFlash (sector, FASTDARK, 1);
break;
case 14:
// door raise in 5 minutes
P_SpawnDoorRaiseIn5Mins (sector, i);
break;
case 17:
// fire flickering
P_SpawnFireFlicker(sector);
break;
}
}
P_RemoveAllActiveCeilings(); // jff 2/22/98 use killough's scheme
P_RemoveAllActivePlats(); // killough
for (i = 0;i < MAXBUTTONS;i++)
memset(&buttonlist[i],0,sizeof(button_t));
// P_InitTagLists() must be called before P_FindSectorFromLineTag()
// or P_FindLineFromLineTag() can be called.
P_InitTagLists(); // killough 1/30/98: Create xref tables for tags
P_SpawnScrollers(); // killough 3/7/98: Add generalized scrollers
P_SpawnFriction(); // phares 3/12/98: New friction model using linedefs
P_SpawnPushers(); // phares 3/20/98: New pusher model using linedefs
for (i=0; i<numlines; i++)
switch (lines[i].special)
{
int s, sec;
// killough 3/7/98:
// support for drawn heights coming from different sector
case 242:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
sectors[s].heightsec = sec;
break;
// killough 3/16/98: Add support for setting
// floor lighting independently (e.g. lava)
case 213:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
sectors[s].floorlightsec = sec;
break;
// killough 4/11/98: Add support for setting
// ceiling lighting independently
case 261:
sec = sides[*lines[i].sidenum].sector-sectors;
for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
sectors[s].ceilinglightsec = sec;
break;
// killough 10/98:
//
// Support for sky textures being transferred from sidedefs.
// Allows scrolling and other effects (but if scrolling is
// used, then the same sector tag needs to be used for the
// sky sector, the sky-transfer linedef, and the scroll-effect
// linedef). Still requires user to use F_SKY1 for the floor
// or ceiling texture, to distinguish floor and ceiling sky.
case 271: // Regular sky
case 272: // Same, only flipped
for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
sectors[s].sky = i | PL_SKYFLAT;
break;
}
}
// killough 2/28/98:
//
// 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 that an edge around the sector could be used to
// control the direction of the sector's scrolling, which is usually what is
// desired.
//
// Process the active scrollers.
//
// This is the main scrolling code
// killough 3/7/98
void T_Scroll(scroll_t *s)
{
fixed_t dx = s->dx, dy = s->dy;
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);
}
// killough 3/14/98: Add acceleration
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, waterheight; // killough 4/4/98: add waterheight
msecnode_t *node;
mobj_t *thing;
case sc_side: // killough 3/7/98: Scroll wall texture
side = sides + s->affectee;
side->textureoffset += dx;
side->rowoffset += dy;
break;
case sc_floor: // killough 3/7/98: Scroll floor texture
sec = sectors + s->affectee;
sec->floor_xoffs += dx;
sec->floor_yoffs += dy;
break;
case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
sec = sectors + s->affectee;
sec->ceiling_xoffs += dx;
sec->ceiling_yoffs += dy;
break;
case sc_carry:
// killough 3/7/98: Carry things on floor
// killough 3/20/98: use new sector list which reflects true members
// killough 3/27/98: fix carrier bug
// killough 4/4/98: Underwater, carry things even w/o gravity
sec = sectors + s->affectee;
height = sec->floorheight;
waterheight = sec->heightsec != -1 &&
sectors[sec->heightsec].floorheight > height ?
sectors[sec->heightsec].floorheight : INT_MIN;
for (node = sec->touching_thinglist; node; node = node->m_snext)
if (!((thing = node->m_thing)->flags & MF_NOCLIP) &&
(!(thing->flags & MF_NOGRAVITY || thing->z > height) ||
thing->z < waterheight))
{
// Move objects only if on floor or underwater,
// non-floating, and clipped.
thing->momx += dx;
thing->momy += dy;
}
break;
case sc_carry_ceiling: // to be added later
break;
}
}
//
// Add_Scroller()
//
// Add a generalized scroller to the thinker list.
//
// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
// wall, floor carrier & scroller
//
// (dx,dy): the direction and speed of the scrolling or its acceleration
//
// control: the sector whose heights control this scroller's effect
// remotely, or -1 if no control sector
//
// affectee: the index of the affected object (sector or sidedef)
//
// accel: non-zero if this is an accelerative effect
//
static void Add_Scroller(int type, fixed_t dx, fixed_t dy,
int control, int affectee, int accel)
{
scroll_t *s = Z_Malloc(sizeof *s, PU_LEVSPEC, 0);
s->thinker.function = T_Scroll;
s->type = type;
s->dx = dx;
s->dy = dy;
s->accel = accel;
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 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.
//
// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
//
// killough 10/98:
// fix scrolling aliasing problems, caused by long linedefs causing overflowing
static void Add_WallScroller(fixed_t dx, fixed_t dy, const line_t *l,
int control, int accel)
{
fixed_t x = D_abs(l->dx), y = D_abs(l->dy), d;
if (y > x)
d = x, x = y, y = d;
d = FixedDiv(x, finesine[(tantoangle[FixedDiv(y,x) >> DBITS] + ANG90)
>> ANGLETOFINESHIFT]);
// CPhipps - Import scroller calc overflow fix, compatibility optioned
if (compatibility_level >= lxdoom_1_compatibility) {
x = (fixed_t)(((int_64_t)dy * -(int_64_t)l->dy - (int_64_t)dx * (int_64_t)l->dx) / (int_64_t)d); // killough 10/98:
y = (fixed_t)(((int_64_t)dy * (int_64_t)l->dx - (int_64_t)dx * (int_64_t)l->dy) / (int_64_t)d); // Use long long arithmetic
} else {
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);
}
// Amount (dx,dy) vector linedef is shifted right to get scroll amount
#define SCROLL_SHIFT 5
// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
// (This is so scrolling floors and objects on them can move at same speed.)
#define CARRYFACTOR ((fixed_t)(FRACUNIT*.09375))
// Initialize the scrollers
static void P_SpawnScrollers(void)
{
int 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;
int control = -1, accel = 0; // no control sector or acceleration
int special = l->special;
// killough 3/7/98: Types 245-249 are same as 250-254 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 :)
//
// killough 3/15/98: Add acceleration. Types 214-218 are the same but
// are accelerative.
if (special >= 245 && special <= 249) // displacement scrollers
{
special += 250-245;
control = sides[*l->sidenum].sector - sectors;
}
else
if (special >= 214 && special <= 218) // accelerative scrollers
{
accel = 1;
special += 250-214;
control = sides[*l->sidenum].sector - sectors;
}
switch (special)
{
register int s;
case 250: // scroll effect ceiling
for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
Add_Scroller(sc_ceiling, -dx, dy, control, s, accel);
break;
case 251: // scroll effect floor
case 253: // scroll and carry objects on floor
for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
Add_Scroller(sc_floor, -dx, dy, control, s, accel);
if (special != 253)
break;
case 252: // 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);
break;
// killough 3/1/98: scroll wall according to linedef
// (same direction and speed as scrolling floors)
case 254:
for (s=-1; (s = P_FindLineFromLineTag(l,s)) >= 0;)
if (s != i)
Add_WallScroller(dx, dy, lines+s, control, accel);
break;
case 255: // killough 3/2/98: scroll according to sidedef offsets
s = lines[i].sidenum[0];
Add_Scroller(sc_side, -sides[s].textureoffset,
sides[s].rowoffset, -1, s, accel);
break;
case 48: // scroll first side
Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
break;
case 85: // jff 1/30/98 2-way scroll
Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
break;
}
}
}
// e6y
// restored boom's friction code
/////////////////////////////
//
// Add a friction thinker to the thinker list
//
// Add_Friction adds a new friction thinker to the list of active thinkers.
//
static void Add_Friction(int friction, int movefactor, int affectee)
{
friction_t *f = Z_Malloc(sizeof *f, PU_LEVSPEC, 0);
f->thinker.function/*.acp1*/ = /*(actionf_p1) */T_Friction;
f->friction = friction;
f->movefactor = movefactor;
f->affectee = affectee;
P_AddThinker(&f->thinker);
}
/////////////////////////////
//
// This is where abnormal friction is applied to objects in the sectors.
// A friction thinker has been spawned for each sector where less or
// more friction should be applied. The amount applied is proportional to
// the length of the controlling linedef.
void T_Friction(friction_t *f)
{
sector_t *sec;
mobj_t *thing;
msecnode_t* node;
if (compatibility || !variable_friction)
return;
sec = sectors + f->affectee;
// Be sure the special sector type is still turned on. If so, proceed.
// Else, bail out; the sector type has been changed on us.
if (!(sec->special & FRICTION_MASK))
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.
// In Phase II, you can apply friction to Things other than players.
// 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;
if (thing->player &&
!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) &&
thing->z <= sec->floorheight)
{
if ((thing->friction == ORIG_FRICTION) || // normal friction?
(f->friction < thing->friction))
{
thing->friction = f->friction;
thing->movefactor = f->movefactor;
}
}
node = node->m_snext;
}
}
// killough 3/7/98 -- end generalized scroll effects
////////////////////////////////////////////////////////////////////////////
//
// FRICTION EFFECTS
//
// phares 3/12/98: Start of friction effects
//
// As the player moves, friction is applied by decreasing the x and y
// momentum values on each tic. By varying the percentage of decrease,
// we can simulate muddy or icy conditions. In mud, the player slows
// down faster. In ice, the player slows down more slowly.
//
// The amount of friction change is controlled by the length of a linedef
// with type 223. A length < 100 gives you mud. A length > 100 gives you ice.
//
// Also, each sector where these effects are to take place is given a
// new special type _______. Changing the type value at runtime allows
// these effects to be turned on or off.
//
// Sector boundaries present problems. The player should experience these
// friction changes only when his feet are touching the sector floor. At
// sector boundaries where floor height changes, the player can find
// himself still 'in' one sector, but with his feet at the floor level
// of the next sector (steps up or down). To handle this, Thinkers are used
// in icy/muddy sectors. These thinkers examine each object that is touching
// their sectors, looking for players whose feet are at the same level as
// their floors. Players satisfying this condition are given new friction
// values that are applied by the player movement code later.
//
// killough 8/28/98:
//
// Completely redid code, which did not need thinkers, and which put a heavy
// drag on CPU. Friction is now a property of sectors, NOT objects inside
// them. All objects, not just players, are affected by it, if they touch
// the sector's floor. Code simpler and faster, only calling on friction
// calculations when an object needs friction considered, instead of doing
// friction calculations on every sector during every tic.
//
// Although this -might- ruin Boom demo sync involving friction, it's the only
// way, short of code explosion, to fix the original design bug. Fixing the
// design bug in Boom's original friction code, while maintaining demo sync
// under every conceivable circumstance, would double or triple code size, and
// would require maintenance of buggy legacy code which is only useful for old
// demos. Doom demos, which are more important IMO, are not affected by this
// change.
//
/////////////////////////////
//
// Initialize the sectors where friction is increased or decreased
static void P_SpawnFriction(void)
{
int i;
line_t *l = lines;
// killough 8/28/98: initialize all sectors to normal friction first
for (i = 0; i < numsectors; i++)
{
sectors[i].friction = ORIG_FRICTION;
sectors[i].movefactor = ORIG_FRICTION_FACTOR;
}
for (i = 0 ; i < numlines ; i++,l++)
if (l->special == 223)
{
int length = P_AproxDistance(l->dx,l->dy)>>FRACBITS;
int friction = (0x1EB8*length)/0x80 + 0xD000;
int movefactor, s;
// 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;
if (mbf_features)
{ // killough 8/28/98: prevent odd situations
if (friction > FRACUNIT)
friction = FRACUNIT;
if (friction < 0)
friction = 0;
if (movefactor < 32)
movefactor = 32;
}
for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
{
// killough 8/28/98:
//
// Instead of spawning thinkers, which are slow and expensive,
// modify the sector's own friction values. Friction should be
// a property of sectors, not objects which reside inside them.
// Original code scanned every object in every friction sector
// on every tic, adjusting its friction, putting unnecessary
// drag on CPU. New code adjusts friction of sector only once
// at level startup, and then uses this friction value.
//e6y: boom's friction code for boom compatibility
if (!demo_compatibility && !mbf_features)
Add_Friction(friction,movefactor,s);
sectors[s].friction = friction;
sectors[s].movefactor = movefactor;
}
}
}
//
// phares 3/12/98: End of friction effects
//
////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////
//
// PUSH/PULL EFFECT
//
// phares 3/20/98: Start of push/pull effects
//
// This is where push/pull effects are applied to objects in the sectors.
//
// There are four kinds of push effects
//
// 1) Pushing Away
//
// Pushes you away from a point source defined by the location of an
// MT_PUSH Thing. The force decreases linearly with distance from the
// source. This force crosses sector boundaries and is felt w/in a circle
// whose center is at the MT_PUSH. The force is felt only if the point
// MT_PUSH can see the target object.
//
// 2) Pulling toward
//
// Same as Pushing Away except you're pulled toward an MT_PULL point
// source. This force crosses sector boundaries and is felt w/in a circle
// whose center is at the MT_PULL. The force is felt only if the point
// MT_PULL can see the target object.
//
// 3) Wind
//
// Pushes you in a constant direction. Full force above ground, half
// force on the ground, nothing if you're below it (water).
//
// 4) Current
//
// Pushes you in a constant direction. No force above ground, full
// force if on the ground or below it (water).
//
// The magnitude of the force is controlled by the length of a controlling
// linedef. The force vector for types 3 & 4 is determined by the angle
// of the linedef, and is constant.
//
// For each sector where these effects occur, the sector special type has
// to have the PUSH_MASK bit set. If this bit is turned off by a switch
// at run-time, the effect will not occur. The controlling sector for
// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
#define PUSH_FACTOR 7
/////////////////////////////
//
// Add a push thinker to the thinker list
static void Add_Pusher(int type, int x_mag, int y_mag, mobj_t* source, int affectee)
{
pusher_t *p = Z_Malloc(sizeof *p, PU_LEVSPEC, 0);
p->thinker.function = T_Pusher;
p->source = source;
p->type = type;
p->x_mag = x_mag>>FRACBITS;
p->y_mag = y_mag>>FRACBITS;
p->magnitude = P_AproxDistance(p->x_mag,p->y_mag);
if (source) // point source exist?
{
p->radius = (p->magnitude)<<(FRACBITS+1); // where force goes to zero
p->x = p->source->x;
p->y = p->source->y;
}
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.
//
// tmpusher belongs to the point source (MT_PUSH/MT_PULL).
//
// killough 10/98: allow to affect things besides players
pusher_t* tmpusher; // pusher structure for blockmap searches
static boolean PIT_PushThing(mobj_t* thing)
{
/* killough 10/98: made more general */
if (!mbf_features ?
thing->player && !(thing->flags & (MF_NOCLIP | MF_NOGRAVITY)) :
(sentient(thing) || thing->flags & MF_SHOOTABLE) &&
!(thing->flags & MF_NOCLIP))
{
angle_t pushangle;
fixed_t speed;
fixed_t sx = tmpusher->x;
fixed_t sy = tmpusher->y;
speed = (tmpusher->magnitude -
((P_AproxDistance(thing->x - sx,thing->y - sy)
>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
// killough 10/98: make magnitude decrease with square
// of distance, making it more in line with real nature,
// so long as it's still in range with original formula.
//
// Removes angular distortion, and makes effort required
// to stay close to source, grow increasingly hard as you
// get closer, as expected. Still, it doesn't consider z :(
if (speed > 0 && mbf_features)
{
int x = (thing->x-sx) >> FRACBITS;
int y = (thing->y-sy) >> FRACBITS;
speed = (int)(((uint_64_t) tmpusher->magnitude << 23) / (x*x+y*y+1));
}
// If speed <= 0, you're outside the effective radius. You also have
// to be able to see the push/pull source point.
if (speed > 0 && P_CheckSight(thing,tmpusher->source))
{
pushangle = R_PointToAngle2(thing->x,thing->y,sx,sy);
if (tmpusher->source->type == MT_PUSH)
pushangle += ANG180; // away
pushangle >>= ANGLETOFINESHIFT;
thing->momx += FixedMul(speed,finecosine[pushangle]);
thing->momy += FixedMul(speed,finesine[pushangle]);
}
}
return true;
}
/////////////////////////////
//
// T_Pusher looks for all objects that are inside the radius of
// the effect.
//
void T_Pusher(pusher_t *p)
{
sector_t *sec;
mobj_t *thing;
msecnode_t* node;
int xspeed,yspeed;
int xl,xh,yl,yh,bx,by;
int radius;
int ht = 0;
if (!allow_pushers)
return;
sec = sectors + p->affectee;
// Be sure the special sector type is still turned on. If so, proceed.
// Else, bail out; the sector type has been changed on us.
if (!(sec->special & PUSH_MASK))
return;
// For constant pushers (wind/current) there are 3 situations:
//
// 1) Affected Thing is above the floor.
//
// Apply the full force if wind, no force if current.
//
// 2) Affected Thing is on the ground.
//
// Apply half force if wind, full force if current.
//
// 3) Affected Thing is below the ground (underwater effect).
//
// Apply no force if wind, full force if current.
if (p->type == p_push)
{
// Seek out all pushable things within the force radius of this
// point pusher. Crosses sectors, so use blockmap.
tmpusher = p; // MT_PUSH/MT_PULL point source
radius = p->radius; // where force goes to zero
tmbbox[BOXTOP] = p->y + radius;
tmbbox[BOXBOTTOM] = p->y - radius;
tmbbox[BOXRIGHT] = p->x + radius;
tmbbox[BOXLEFT] = p->x - radius;
xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
for (bx=xl ; bx<=xh ; bx++)
for (by=yl ; by<=yh ; by++)
P_BlockThingsIterator(bx,by,PIT_PushThing);
return;
}
// constant pushers p_wind and p_current
if (sec->heightsec != -1) // special water sector?
ht = sectors[sec->heightsec].floorheight;
node = sec->touching_thinglist; // things touching this sector
for ( ; node ; node = node->m_snext)
{
thing = node->m_thing;
if (!thing->player || (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
continue;
if (p->type == p_wind)
{
if (sec->heightsec == -1) // NOT special water sector
if (thing->z > thing->floorz) // above ground
{
xspeed = p->x_mag; // full force
yspeed = p->y_mag;
}
else // on ground
{
xspeed = (p->x_mag)>>1; // half force
yspeed = (p->y_mag)>>1;
}
else // special water sector
{
if (thing->z > ht) // above ground
{
xspeed = p->x_mag; // full force
yspeed = p->y_mag;
}
else if (thing->player->viewz < ht) // underwater
xspeed = yspeed = 0; // no force
else // wading in water
{
xspeed = (p->x_mag)>>1; // half force
yspeed = (p->y_mag)>>1;
}
}
}
else // p_current
{
if (sec->heightsec == -1) // NOT special water sector
if (thing->z > sec->floorheight) // above ground
xspeed = yspeed = 0; // no force
else // on ground
{
xspeed = p->x_mag; // full force
yspeed = p->y_mag;
}
else // special water sector
if (thing->z > ht) // above ground
xspeed = yspeed = 0; // no force
else // underwater
{
xspeed = p->x_mag; // full force
yspeed = p->y_mag;
}
}
thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
}
}
/////////////////////////////
//
// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
// NULL otherwise.
mobj_t* P_GetPushThing(int s)
{
mobj_t* thing;
sector_t* sec;
sec = sectors + s;
thing = sec->thinglist;
while (thing)
{
switch(thing->type)
{
case MT_PUSH:
case MT_PULL:
return thing;
default:
break;
}
thing = thing->snext;
}
return NULL;
}
/////////////////////////////
//
// Initialize the sectors where pushers are present
//
static void P_SpawnPushers(void)
{
int i;
line_t *l = lines;
register int s;
mobj_t* thing;
for (i = 0 ; i < numlines ; i++,l++)
switch(l->special)
{
case 224: // wind
for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
Add_Pusher(p_wind,l->dx,l->dy,NULL,s);
break;
case 225: // current
for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
Add_Pusher(p_current,l->dx,l->dy,NULL,s);
break;
case 226: // push/pull
for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
{
thing = P_GetPushThing(s);
if (thing) // No MT_P* means no effect
Add_Pusher(p_push,l->dx,l->dy,thing,s);
}
break;
}
}
//
// phares 3/20/98: End of Pusher effects
//
////////////////////////////////////////////////////////////////////////////