/* ** p_lnspec.cpp ** Handles line specials ** **--------------------------------------------------------------------------- ** Copyright 1998-2007 Randy Heit ** All rights reserved. ** ** Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions ** are met: ** ** 1. Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** 2. Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in the ** documentation and/or other materials provided with the distribution. ** 3. The name of the author may not be used to endorse or promote products ** derived from this software without specific prior written permission. ** ** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR ** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES ** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. ** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, ** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT ** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. **--------------------------------------------------------------------------- ** ** Each function returns true if it caused something to happen ** or false if it could not perform the desired action. */ #include "doomstat.h" #include "p_local.h" #include "p_lnspec.h" #include "p_enemy.h" #include "g_level.h" #include "v_palette.h" #include "tables.h" #include "i_system.h" #include "a_sharedglobal.h" #include "a_lightning.h" #include "statnums.h" #include "s_sound.h" #include "templates.h" #include "a_keys.h" #include "gi.h" #include "m_random.h" #include "p_conversation.h" #include "a_strifeglobal.h" #include "r_data/r_translate.h" #include "p_3dmidtex.h" #include "d_net.h" #include "d_event.h" #include "gstrings.h" #include "po_man.h" #include "d_player.h" #include "r_utility.h" #include "r_data/colormaps.h" #include "fragglescript/t_fs.h" #include "p_spec.h" // Remaps EE sector change types to Generic_Floor values. According to the Eternity Wiki: /* 0 : No texture or type change. ( = 0) 1 : Copy texture, zero type; trigger model. ( = 1) 2 : Copy texture, zero type; numeric model. ( = 1+4) 3 : Copy texture, preserve type; trigger model. ( = 3) 4 : Copy texture, preserve type; numeric model. ( = 3+4) 5 : Copy texture and type; trigger model. ( = 2) 6 : Copy texture and type; numeric model. ( = 2+4) */ static const BYTE ChangeMap[8] = { 0, 1, 5, 3, 7, 2, 6, 0 }; #define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \ int arg0, int arg1, int arg2, int arg3, int arg4) #define SPEED(a) ((a)*(FRACUNIT/8)) #define TICS(a) (((a)*TICRATE)/35) #define OCTICS(a) (((a)*TICRATE)/8) #define _f_BYTEANGLE(a) ((angle_t)((a)<<24)) #define BYTEANGLE(a) ((a) * (360./256.)) #define CRUSH(a) ((a) > 0? (a) : -1) #define CRUSHTYPE(a) ((a)==1? false : (a)==2? true : gameinfo.gametype == GAME_Hexen) #define CHANGE(a) (((a) >= 0 && (a)<=7)? ChangeMap[a]:0) static FRandom pr_glass ("GlassBreak"); // There are aliases for the ACS specials that take names instead of numbers. // This table maps them onto the real number-based specials. BYTE NamedACSToNormalACS[7] = { ACS_Execute, ACS_Suspend, ACS_Terminate, ACS_LockedExecute, ACS_LockedExecuteDoor, ACS_ExecuteWithResult, ACS_ExecuteAlways, }; FName MODtoDamageType (int mod) { switch (mod) { default: return NAME_None; break; case 9: return NAME_BFGSplash; break; case 12: return NAME_Drowning; break; case 13: return NAME_Slime; break; case 14: return NAME_Fire; break; case 15: return NAME_Crush; break; case 16: return NAME_Telefrag; break; case 17: return NAME_Falling; break; case 18: return NAME_Suicide; break; case 20: return NAME_Exit; break; case 22: return NAME_Melee; break; case 23: return NAME_Railgun; break; case 24: return NAME_Ice; break; case 25: return NAME_Disintegrate; break; case 26: return NAME_Poison; break; case 27: return NAME_Electric; break; case 1000: return NAME_Massacre; break; } } FUNC(LS_NOP) { return false; } FUNC(LS_Polyobj_RotateLeft) // Polyobj_RotateLeft (po, speed, angle) { return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false); } FUNC(LS_Polyobj_RotateRight) // Polyobj_rotateRight (po, speed, angle) { return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false); } FUNC(LS_Polyobj_Move) // Polyobj_Move (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), _f_BYTEANGLE(arg2), arg3 * FRACUNIT, false); } FUNC(LS_Polyobj_MoveTimes8) // Polyobj_MoveTimes8 (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), _f_BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false); } FUNC(LS_Polyobj_MoveTo) // Polyobj_MoveTo (po, speed, x, y) { return EV_MovePolyTo (ln, arg0, SPEED(arg1), arg2 << FRACBITS, arg3 << FRACBITS, false); } FUNC(LS_Polyobj_MoveToSpot) // Polyobj_MoveToSpot (po, speed, tid) { FActorIterator iterator (arg2); AActor *spot = iterator.Next(); if (spot == NULL) return false; return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->_f_X(), spot->_f_Y(), false); } FUNC(LS_Polyobj_DoorSwing) // Polyobj_DoorSwing (po, speed, angle, delay) { return EV_OpenPolyDoor (ln, arg0, arg1, _f_BYTEANGLE(arg2), arg3, 0, PODOOR_SWING); } FUNC(LS_Polyobj_DoorSlide) // Polyobj_DoorSlide (po, speed, angle, distance, delay) { return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), _f_BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE); } FUNC(LS_Polyobj_OR_RotateLeft) // Polyobj_OR_RotateLeft (po, speed, angle) { return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true); } FUNC(LS_Polyobj_OR_RotateRight) // Polyobj_OR_RotateRight (po, speed, angle) { return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true); } FUNC(LS_Polyobj_OR_Move) // Polyobj_OR_Move (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), _f_BYTEANGLE(arg2), arg3 * FRACUNIT, true); } FUNC(LS_Polyobj_OR_MoveTimes8) // Polyobj_OR_MoveTimes8 (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), _f_BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true); } FUNC(LS_Polyobj_OR_MoveTo) // Polyobj_OR_MoveTo (po, speed, x, y) { return EV_MovePolyTo (ln, arg0, SPEED(arg1), arg2 << FRACBITS, arg3 << FRACBITS, true); } FUNC(LS_Polyobj_OR_MoveToSpot) // Polyobj_OR_MoveToSpot (po, speed, tid) { FActorIterator iterator (arg2); AActor *spot = iterator.Next(); if (spot == NULL) return false; return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->_f_X(), spot->_f_Y(), true); } FUNC(LS_Polyobj_Stop) // Polyobj_Stop (po) { return EV_StopPoly (arg0); } FUNC(LS_Door_Close) // Door_Close (tag, speed, lighttag) { return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2); } FUNC(LS_Door_Open) // Door_Open (tag, speed, lighttag) { return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2); } FUNC(LS_Door_Raise) // Door_Raise (tag, speed, delay, lighttag) { return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3); } FUNC(LS_Door_LockedRaise) // Door_LockedRaise (tag, speed, delay, lock, lighttag) { return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it, arg0, SPEED(arg1), TICS(arg2), arg3, arg4); } FUNC(LS_Door_CloseWaitOpen) // Door_CloseWaitOpen (tag, speed, delay, lighttag) { return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3); } FUNC(LS_Door_WaitRaise) // Door_WaitRaise(tag, speed, delay, wait, lighttag) { return EV_DoDoor(DDoor::doorWaitRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg4, false, TICS(arg3)); } FUNC(LS_Door_WaitClose) // Door_WaitRaise(tag, speed, wait, lighttag) { return EV_DoDoor(DDoor::doorWaitClose, ln, it, arg0, SPEED(arg1), 0, 0, arg3, false, TICS(arg2)); } FUNC(LS_Door_Animated) // Door_Animated (tag, speed, delay, lock) { if (arg3 != 0 && !P_CheckKeys (it, arg3, arg0 != 0)) return false; return EV_SlidingDoor (ln, it, arg0, arg1, arg2); } FUNC(LS_Generic_Door) // Generic_Door (tag, speed, kind, delay, lock) { int tag, lightTag; DDoor::EVlDoor type; bool boomgen = false; switch (arg2 & 63) { case 0: type = DDoor::doorRaise; break; case 1: type = DDoor::doorOpen; break; case 2: type = DDoor::doorCloseWaitOpen; break; case 3: type = DDoor::doorClose; break; default: return false; } // Boom doesn't allow manual generalized doors to be activated while they move if (arg2 & 64) boomgen = true; if (arg2 & 128) { // New for 2.0.58: Finally support BOOM's local door light effect tag = 0; lightTag = arg0; } else { tag = arg0; lightTag = 0; } return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag, boomgen); } FUNC(LS_Floor_LowerByValue) // Floor_LowerByValue (tag, speed, height, change) { return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, -1, CHANGE(arg3), false); } FUNC(LS_Floor_LowerToLowest) // Floor_LowerToLowest (tag, speed, change) { return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false); } FUNC(LS_Floor_LowerToHighest) // Floor_LowerToHighest (tag, speed, adjust, hereticlower) { return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, -1, 0, false, arg3==1); } FUNC(LS_Floor_LowerToHighestEE) // Floor_LowerToHighest (tag, speed, change) { return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false); } FUNC(LS_Floor_LowerToNearest) // Floor_LowerToNearest (tag, speed, change) { return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false); } FUNC(LS_Floor_RaiseByValue) // Floor_RaiseByValue (tag, speed, height, change, crush) { return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, CRUSH(arg4), CHANGE(arg3), true); } FUNC(LS_Floor_RaiseToHighest) // Floor_RaiseToHighest (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_RaiseToNearest) // Floor_RaiseToNearest (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_RaiseToLowest) // Floor_RaiseToLowest (tag, change, crush) { // This is merely done for completeness as it's a rather pointless addition. return EV_DoFloor (DFloor::floorRaiseToLowest, ln, arg0, 2*FRACUNIT, 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_RaiseAndCrush) // Floor_RaiseAndCrush (tag, speed, crush, crushmode) { return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3)); } FUNC(LS_Floor_RaiseAndCrushDoom) // Floor_RaiseAndCrushDoom (tag, speed, crush, crushmode) { return EV_DoFloor (DFloor::floorRaiseAndCrushDoom, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3)); } FUNC(LS_Floor_RaiseByValueTimes8) // FLoor_RaiseByValueTimes8 (tag, speed, height, change, crush) { return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, CRUSH(arg4), CHANGE(arg3), true); } FUNC(LS_Floor_LowerByValueTimes8) // Floor_LowerByValueTimes8 (tag, speed, height, change) { return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, -1, CHANGE(arg3), false); } FUNC(LS_Floor_CrushStop) // Floor_CrushStop (tag) { return EV_FloorCrushStop (arg0); } FUNC(LS_Floor_LowerInstant) // Floor_LowerInstant (tag, unused, height, change) { return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, -1, CHANGE(arg3), false); } FUNC(LS_Floor_RaiseInstant) // Floor_RaiseInstant (tag, unused, height, change, crush) { return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, CRUSH(arg4), CHANGE(arg3), true); } FUNC(LS_Floor_ToCeilingInstant) // Floor_ToCeilingInstant (tag, change, crush) { return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, 0, CRUSH(arg2), CHANGE(arg1), true); } FUNC(LS_Floor_MoveToValueTimes8) // Floor_MoveToValueTimes8 (tag, speed, height, negative, change) { return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), arg2*FRACUNIT*8*(arg3?-1:1), -1, CHANGE(arg4), false); } FUNC(LS_Floor_MoveToValue) // Floor_MoveToValue (tag, speed, height, negative, change) { return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), arg2*FRACUNIT*(arg3?-1:1), -1, CHANGE(arg4), false); } FUNC(LS_Floor_RaiseToLowestCeiling) // Floor_RaiseToLowestCeiling (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_LowerToLowestCeiling) // Floor_LowerToLowestCeiling (tag, speed, change) { return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true); } FUNC(LS_Floor_RaiseByTexture) // Floor_RaiseByTexture (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_LowerByTexture) // Floor_LowerByTexture (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorLowerByTexture, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true); } FUNC(LS_Floor_RaiseToCeiling) // Floor_RaiseToCeiling (tag, speed, change, crush) { return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true); } FUNC(LS_Floor_RaiseByValueTxTy) // Floor_RaiseByValueTxTy (tag, speed, height) { return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false); } FUNC(LS_Floor_LowerToLowestTxTy) // Floor_LowerToLowestTxTy (tag, speed) { return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false); } FUNC(LS_Floor_Waggle) // Floor_Waggle (tag, amplitude, frequency, delay, time) { return EV_StartWaggle (arg0, ln, arg1, arg2, arg3, arg4, false); } FUNC(LS_Ceiling_Waggle) // Ceiling_Waggle (tag, amplitude, frequency, delay, time) { return EV_StartWaggle (arg0, ln, arg1, arg2, arg3, arg4, true); } FUNC(LS_Floor_TransferTrigger) // Floor_TransferTrigger (tag) { return EV_DoChange (ln, trigChangeOnly, arg0); } FUNC(LS_Floor_TransferNumeric) // Floor_TransferNumeric (tag) { return EV_DoChange (ln, numChangeOnly, arg0); } FUNC(LS_Floor_Donut) // Floor_Donut (pillartag, pillarspeed, slimespeed) { return EV_DoDonut (arg0, ln, SPEED(arg1), SPEED(arg2)); } FUNC(LS_Generic_Floor) // Generic_Floor (tag, speed, height, target, change/model/direct/crush) { DFloor::EFloor type; if (arg4 & 8) { switch (arg3) { case 1: type = DFloor::floorRaiseToHighest; break; case 2: type = DFloor::floorRaiseToLowest; break; case 3: type = DFloor::floorRaiseToNearest; break; case 4: type = DFloor::floorRaiseToLowestCeiling; break; case 5: type = DFloor::floorRaiseToCeiling; break; case 6: type = DFloor::floorRaiseByTexture; break; default:type = DFloor::floorRaiseByValue; break; } } else { switch (arg3) { case 1: type = DFloor::floorLowerToHighest; break; case 2: type = DFloor::floorLowerToLowest; break; case 3: type = DFloor::floorLowerToNearest; break; case 4: type = DFloor::floorLowerToLowestCeiling; break; case 5: type = DFloor::floorLowerToCeiling; break; case 6: type = DFloor::floorLowerByTexture; break; default:type = DFloor::floorLowerByValue; break; } } return EV_DoFloor (type, ln, arg0, SPEED(arg1), arg2*FRACUNIT, (arg4 & 16) ? 20 : -1, arg4 & 7, false); } FUNC(LS_Stairs_BuildDown) // Stair_BuildDown (tag, speed, height, delay, reset) { return EV_BuildStairs (arg0, DFloor::buildDown, ln, arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, DFloor::stairUseSpecials); } FUNC(LS_Stairs_BuildUp) // Stairs_BuildUp (tag, speed, height, delay, reset) { return EV_BuildStairs (arg0, DFloor::buildUp, ln, arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, DFloor::stairUseSpecials); } FUNC(LS_Stairs_BuildDownSync) // Stairs_BuildDownSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildDown, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairUseSpecials|DFloor::stairSync); } FUNC(LS_Stairs_BuildUpSync) // Stairs_BuildUpSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildUp, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairUseSpecials|DFloor::stairSync); } FUNC(LS_Stairs_BuildUpDoom) // Stairs_BuildUpDoom (tag, speed, height, delay, reset) { return EV_BuildStairs (arg0, DFloor::buildUp, ln, arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0); } FUNC(LS_Stairs_BuildDownDoom) // Stair_BuildDownDoom (tag, speed, height, delay, reset) { return EV_BuildStairs (arg0, DFloor::buildDown, ln, arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0); } FUNC(LS_Stairs_BuildDownDoomSync) // Stairs_BuildDownDoomSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildDown, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairSync); } FUNC(LS_Stairs_BuildUpDoomSync) // Stairs_BuildUpDoomSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildUp, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairSync); } FUNC(LS_Generic_Stairs) // Generic_Stairs (tag, speed, step, dir/igntxt, reset) { DFloor::EStair type = (arg3 & 1) ? DFloor::buildUp : DFloor::buildDown; bool res = EV_BuildStairs (arg0, type, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg4, arg3 & 2, 0); if (res && ln && (ln->flags & ML_REPEAT_SPECIAL) && ln->special == Generic_Stairs) // Toggle direction of next activation of repeatable stairs ln->args[3] ^= 1; return res; } FUNC(LS_Pillar_Build) // Pillar_Build (tag, speed, height) { return EV_DoPillar (DPillar::pillarBuild, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1, false); } FUNC(LS_Pillar_BuildAndCrush) // Pillar_BuildAndCrush (tag, speed, height, crush, crushtype) { return EV_DoPillar (DPillar::pillarBuild, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3, CRUSHTYPE(arg4)); } FUNC(LS_Pillar_Open) // Pillar_Open (tag, speed, f_height, c_height) { return EV_DoPillar (DPillar::pillarOpen, ln, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1, false); } FUNC(LS_Ceiling_LowerByValue) // Ceiling_LowerByValue (tag, speed, height, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_RaiseByValue) // Ceiling_RaiseByValue (tag, speed, height, change) { return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_LowerByValueTimes8) // Ceiling_LowerByValueTimes8 (tag, speed, height, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_RaiseByValueTimes8) // Ceiling_RaiseByValueTimes8 (tag, speed, height, change) { return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_CrushAndRaise) // Ceiling_CrushAndRaise (tag, speed, crush, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3)); } FUNC(LS_Ceiling_LowerAndCrush) // Ceiling_LowerAndCrush (tag, speed, crush, crushtype) { return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3)); } FUNC(LS_Ceiling_LowerAndCrushDist) // Ceiling_LowerAndCrush (tag, speed, crush, dist, crushtype) { return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), arg3*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushStop) // Ceiling_CrushStop (tag) { return EV_CeilingCrushStop (arg0); } FUNC(LS_Ceiling_CrushRaiseAndStay) // Ceiling_CrushRaiseAndStay (tag, speed, crush, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 8*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg3)); } FUNC(LS_Ceiling_MoveToValueTimes8) // Ceiling_MoveToValueTimes8 (tag, speed, height, negative, change) { return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false); } FUNC(LS_Ceiling_MoveToValue) // Ceiling_MoveToValue (tag, speed, height, negative, change) { return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false); } FUNC(LS_Ceiling_LowerToHighestFloor) // Ceiling_LowerToHighestFloor (tag, speed, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false); } FUNC(LS_Ceiling_LowerInstant) // Ceiling_LowerInstant (tag, unused, height, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, CRUSH(arg4), 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_RaiseInstant) // Ceiling_RaiseInstant (tag, unused, height, change) { return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false); } FUNC(LS_Ceiling_CrushRaiseAndStayA) // Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushRaiseAndStaySilA) // Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushAndRaiseA) // Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushAndRaiseDist) // Ceiling_CrushAndRaiseDist (tag, dist, speed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 0, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushAndRaiseSilentA) // Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_CrushAndRaiseSilentDist) // Ceiling_CrushAndRaiseSilentDist (tag, dist, upspeed, damage, crushtype) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 1, 0, CRUSHTYPE(arg4)); } FUNC(LS_Ceiling_RaiseToNearest) // Ceiling_RaiseToNearest (tag, speed, change) { return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false); } FUNC(LS_Ceiling_RaiseToHighest) // Ceiling_RaiseToHighest (tag, speed, change) { return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false); } FUNC(LS_Ceiling_RaiseToLowest) // Ceiling_RaiseToLowest (tag, speed, change) { return EV_DoCeiling (DCeiling::ceilRaiseToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false); } FUNC(LS_Ceiling_RaiseToHighestFloor) // Ceiling_RaiseToHighestFloor (tag, speed, change) { return EV_DoCeiling (DCeiling::ceilRaiseToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false); } FUNC(LS_Ceiling_RaiseByTexture) // Ceiling_RaiseByTexture (tag, speed, change) { return EV_DoCeiling (DCeiling::ceilRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false); } FUNC(LS_Ceiling_LowerToLowest) // Ceiling_LowerToLowest (tag, speed, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false); } FUNC(LS_Ceiling_LowerToNearest) // Ceiling_LowerToNearest (tag, speed, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false); } FUNC(LS_Ceiling_ToHighestInstant) // Ceiling_ToHighestInstant (tag, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerToHighest, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false); } FUNC(LS_Ceiling_ToFloorInstant) // Ceiling_ToFloorInstant (tag, change, crush) { return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false); } FUNC(LS_Ceiling_LowerToFloor) // Ceiling_LowerToFloor (tag, speed, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false); } FUNC(LS_Ceiling_LowerByTexture) // Ceiling_LowerByTexture (tag, speed, change, crush) { return EV_DoCeiling (DCeiling::ceilLowerByTexture, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false); } FUNC(LS_Generic_Ceiling) // Generic_Ceiling (tag, speed, height, target, change/model/direct/crush) { DCeiling::ECeiling type; if (arg4 & 8) { switch (arg3) { case 1: type = DCeiling::ceilRaiseToHighest; break; case 2: type = DCeiling::ceilRaiseToLowest; break; case 3: type = DCeiling::ceilRaiseToNearest; break; case 4: type = DCeiling::ceilRaiseToHighestFloor; break; case 5: type = DCeiling::ceilRaiseToFloor; break; case 6: type = DCeiling::ceilRaiseByTexture; break; default: type = DCeiling::ceilRaiseByValue; break; } } else { switch (arg3) { case 1: type = DCeiling::ceilLowerToHighest; break; case 2: type = DCeiling::ceilLowerToLowest; break; case 3: type = DCeiling::ceilLowerToNearest; break; case 4: type = DCeiling::ceilLowerToHighestFloor; break; case 5: type = DCeiling::ceilLowerToFloor; break; case 6: type = DCeiling::ceilLowerByTexture; break; default: type = DCeiling::ceilLowerByValue; break; } } return EV_DoCeiling (type, ln, arg0, SPEED(arg1), SPEED(arg1), arg2*FRACUNIT, (arg4 & 16) ? 20 : -1, 0, arg4 & 7, false); } FUNC(LS_Generic_Crusher) // Generic_Crusher (tag, dnspeed, upspeed, silent, damage) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, false); } FUNC(LS_Generic_Crusher2) // Generic_Crusher2 (tag, dnspeed, upspeed, silent, damage) { // same as above but uses Hexen's crushing method. return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, true); } FUNC(LS_Plat_PerpetualRaise) // Plat_PerpetualRaise (tag, speed, delay) { return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), 8, 0); } FUNC(LS_Plat_PerpetualRaiseLip) // Plat_PerpetualRaiseLip (tag, speed, delay, lip) { return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), arg3, 0); } FUNC(LS_Plat_Stop) // Plat_Stop (tag) { EV_StopPlat (arg0); return true; } FUNC(LS_Plat_DownWaitUpStay) // Plat_DownWaitUpStay (tag, speed, delay) { return EV_DoPlat (arg0, ln, DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), 8, 0); } FUNC(LS_Plat_DownWaitUpStayLip) // Plat_DownWaitUpStayLip (tag, speed, delay, lip, floor-sound?) { return EV_DoPlat (arg0, ln, arg4 ? DPlat::platDownWaitUpStayStone : DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), arg3, 0); } FUNC(LS_Plat_DownByValue) // Plat_DownByValue (tag, speed, delay, height) { return EV_DoPlat (arg0, ln, DPlat::platDownByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0); } FUNC(LS_Plat_UpByValue) // Plat_UpByValue (tag, speed, delay, height) { return EV_DoPlat (arg0, ln, DPlat::platUpByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0); } FUNC(LS_Plat_UpWaitDownStay) // Plat_UpWaitDownStay (tag, speed, delay) { return EV_DoPlat (arg0, ln, DPlat::platUpWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0); } FUNC(LS_Plat_UpNearestWaitDownStay) // Plat_UpNearestWaitDownStay (tag, speed, delay) { return EV_DoPlat (arg0, ln, DPlat::platUpNearestWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0); } FUNC(LS_Plat_RaiseAndStayTx0) // Plat_RaiseAndStayTx0 (tag, speed, lockout) { DPlat::EPlatType type; switch (arg3) { case 1: type = DPlat::platRaiseAndStay; break; case 2: type = DPlat::platRaiseAndStayLockout; break; default: type = gameinfo.gametype == GAME_Heretic? DPlat::platRaiseAndStayLockout : DPlat::platRaiseAndStay; break; } return EV_DoPlat (arg0, ln, type, 0, SPEED(arg1), 0, 0, 1); } FUNC(LS_Plat_UpByValueStayTx) // Plat_UpByValueStayTx (tag, speed, height) { return EV_DoPlat (arg0, ln, DPlat::platUpByValueStay, FRACUNIT*arg2*8, SPEED(arg1), 0, 0, 2); } FUNC(LS_Plat_ToggleCeiling) // Plat_ToggleCeiling (tag) { return EV_DoPlat (arg0, ln, DPlat::platToggle, 0, 0, 0, 0, 0); } FUNC(LS_Generic_Lift) // Generic_Lift (tag, speed, delay, target, height) { DPlat::EPlatType type; switch (arg3) { case 1: type = DPlat::platDownWaitUpStay; break; case 2: type = DPlat::platDownToNearestFloor; break; case 3: type = DPlat::platDownToLowestCeiling; break; case 4: type = DPlat::platPerpetualRaise; break; default: type = DPlat::platUpByValue; break; } return EV_DoPlat (arg0, ln, type, arg4*8*FRACUNIT, SPEED(arg1), OCTICS(arg2), 0, 0); } FUNC(LS_Exit_Normal) // Exit_Normal (position) { if (CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap()))) { G_ExitLevel (arg0, false); return true; } return false; } FUNC(LS_Exit_Secret) // Exit_Secret (position) { if (CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap()))) { G_SecretExitLevel (arg0); return true; } return false; } FUNC(LS_Teleport_NewMap) // Teleport_NewMap (map, position, keepFacing?) { if (backSide == 0 || gameinfo.gametype == GAME_Strife) { level_info_t *info = FindLevelByNum (arg0); if (info && CheckIfExitIsGood (it, info)) { G_ChangeLevel(info->MapName, arg1, arg2 ? CHANGELEVEL_KEEPFACING : 0); return true; } } return false; } FUNC(LS_Teleport) // Teleport (tid, sectortag, bNoSourceFog) { int flags = TELF_DESTFOG; if (!arg2) { flags |= TELF_SOURCEFOG; } return EV_Teleport (arg0, arg1, ln, backSide, it, flags); } FUNC( LS_Teleport_NoStop ) // Teleport_NoStop (tid, sectortag, bNoSourceFog) { int flags = TELF_DESTFOG | TELF_KEEPVELOCITY; if (!arg2) { flags |= TELF_SOURCEFOG; } return EV_Teleport( arg0, arg1, ln, backSide, it, flags); } FUNC(LS_Teleport_NoFog) // Teleport_NoFog (tid, useang, sectortag, keepheight) { int flags = 0; if (!arg1) { flags |= TELF_KEEPORIENTATION; } if (arg3) { flags |= TELF_KEEPHEIGHT; } return EV_Teleport (arg0, arg2, ln, backSide, it, flags); } FUNC(LS_Teleport_ZombieChanger) // Teleport_ZombieChanger (tid, sectortag) { // This is practically useless outside of Strife, but oh well. if (it != NULL) { EV_Teleport (arg0, arg1, ln, backSide, it, 0); if (it->health >= 0) it->SetState (it->FindState(NAME_Pain)); return true; } return false; } FUNC(LS_TeleportOther) // TeleportOther (other_tid, dest_tid, fog?) { return EV_TeleportOther (arg0, arg1, arg2?true:false); } FUNC(LS_TeleportGroup) // TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?) { return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false); } FUNC(LS_TeleportInSector) // TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid) { return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4); } FUNC(LS_Teleport_EndGame) // Teleport_EndGame () { if (!backSide && CheckIfExitIsGood (it, NULL)) { G_ChangeLevel(NULL, 0, 0); return true; } return false; } FUNC(LS_Teleport_Line) // Teleport_Line (thisid, destid, reversed) { return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2); } static void ThrustThingHelper(AActor *it, DAngle angle, double force, INTBOOL nolimit) { it->VelFromAngle(angle, force); if (!nolimit) { it->Vel.X = clamp(it->Vel.X, -MAXMOVE, MAXMOVE); it->Vel.Y = clamp(it->Vel.Y, -MAXMOVE, MAXMOVE); } } FUNC(LS_ThrustThing) // ThrustThing (angle, force, nolimit, tid) { if (arg3 != 0) { FActorIterator iterator (arg3); while ((it = iterator.Next()) != NULL) { ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2); } return true; } else if (it) { if (level.flags2 & LEVEL2_HEXENHACK && backSide) { return false; } ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2); return true; } return false; } FUNC(LS_ThrustThingZ) // [BC] // ThrustThingZ (tid, zthrust, down/up, set) { AActor *victim; double thrust = arg1/4.; // [BC] Up is default if (arg2) thrust = -thrust; if (arg0 != 0) { FActorIterator iterator (arg0); while ( (victim = iterator.Next ()) ) { if (!arg3) victim->Vel.Z = thrust; else victim->Vel.Z += thrust; } return true; } else if (it) { if (!arg3) it->Vel.Z = thrust; else it->Vel.Z += thrust; return true; } return false; } FUNC(LS_Thing_SetSpecial) // [BC] // Thing_SetSpecial (tid, special, arg1, arg2, arg3) // [RH] Use the SetThingSpecial ACS command instead. // It can set all args and not just the first three. { if (arg0 == 0) { if (it != NULL) { it->special = arg1; it->args[0] = arg2; it->args[1] = arg3; it->args[2] = arg4; } } else { AActor *actor; FActorIterator iterator (arg0); while ( (actor = iterator.Next ()) ) { actor->special = arg1; actor->args[0] = arg2; actor->args[1] = arg3; actor->args[2] = arg4; } } return true; } FUNC(LS_Thing_ChangeTID) // Thing_ChangeTID (oldtid, newtid) { if (arg0 == 0) { if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe)) { it->RemoveFromHash (); it->tid = arg1; it->AddToHash (); } } else { FActorIterator iterator (arg0); AActor *actor, *next; next = iterator.Next (); while (next != NULL) { actor = next; next = iterator.Next (); if (!(actor->ObjectFlags & OF_EuthanizeMe)) { actor->RemoveFromHash (); actor->tid = arg1; actor->AddToHash (); } } } return true; } FUNC(LS_DamageThing) // DamageThing (damage, mod) { if (it) { if (arg0 < 0) { // Negative damages mean healing if (it->player) { P_GiveBody (it, -arg0); } else { it->health -= arg0; if (it->SpawnHealth() < it->health) it->health = it->SpawnHealth(); } } else if (arg0 > 0) { P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1)); } else { // If zero damage, guarantee a kill P_DamageMobj (it, NULL, NULL, TELEFRAG_DAMAGE, MODtoDamageType (arg1)); } } return it ? true : false; } FUNC(LS_HealThing) // HealThing (amount, max) { if (it) { int max = arg1; if (max == 0 || it->player == NULL) { P_GiveBody(it, arg0); return true; } else if (max == 1) { max = deh.MaxSoulsphere; } // If health is already above max, do nothing if (it->health < max) { it->health += arg0; if (it->health > max && max > 0) { it->health = max; } if (it->player) { it->player->health = it->health; } } } return it ? true : false; } // So that things activated/deactivated by ACS or DECORATE *and* by // the BUMPSPECIAL or USESPECIAL flags work correctly both ways. void DoActivateThing(AActor * thing, AActor * activator) { if (thing->activationtype & THINGSPEC_Activate) { thing->activationtype &= ~THINGSPEC_Activate; // Clear flag if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching thing->activationtype |= THINGSPEC_Deactivate; } thing->Activate (activator); } void DoDeactivateThing(AActor * thing, AActor * activator) { if (thing->activationtype & THINGSPEC_Deactivate) { thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching thing->activationtype |= THINGSPEC_Activate; } thing->Deactivate (activator); } FUNC(LS_Thing_Activate) // Thing_Activate (tid) { if (arg0 != 0) { AActor *actor; FActorIterator iterator (arg0); int count = 0; actor = iterator.Next (); while (actor) { // Actor might remove itself as part of activation, so get next // one before activating it. AActor *temp = iterator.Next (); DoActivateThing(actor, it); actor = temp; count++; } return count != 0; } else if (it != NULL) { DoActivateThing(it, it); return true; } return false; } FUNC(LS_Thing_Deactivate) // Thing_Deactivate (tid) { if (arg0 != 0) { AActor *actor; FActorIterator iterator (arg0); int count = 0; actor = iterator.Next (); while (actor) { // Actor might removes itself as part of deactivation, so get next // one before we activate it. AActor *temp = iterator.Next (); DoDeactivateThing(actor, it); actor = temp; count++; } return count != 0; } else if (it != NULL) { DoDeactivateThing(it, it); return true; } return false; } FUNC(LS_Thing_Remove) // Thing_Remove (tid) { if (arg0 != 0) { FActorIterator iterator (arg0); AActor *actor; actor = iterator.Next (); while (actor) { AActor *temp = iterator.Next (); P_RemoveThing(actor); actor = temp; } } else if (it != NULL) { P_RemoveThing(it); } return true; } FUNC(LS_Thing_Destroy) // Thing_Destroy (tid, extreme, tag) { AActor *actor; if (arg0 == 0 && arg2 == 0) { P_Massacre (); } else if (arg0 == 0) { TThinkerIterator iterator; actor = iterator.Next (); while (actor) { AActor *temp = iterator.Next (); if (actor->flags & MF_SHOOTABLE && tagManager.SectorHasTag(actor->Sector, arg2)) P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None); actor = temp; } } else { FActorIterator iterator (arg0); actor = iterator.Next (); while (actor) { AActor *temp = iterator.Next (); if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || tagManager.SectorHasTag(actor->Sector, arg2))) P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None); actor = temp; } } return true; } FUNC(LS_Thing_Damage) // Thing_Damage (tid, amount, MOD) { P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2)); return true; } FUNC(LS_Thing_Projectile) // Thing_Projectile (tid, type, angle, speed, vspeed) { return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3), arg4<<(FRACBITS-3), 0, NULL, 0, 0, false); } FUNC(LS_Thing_ProjectileGravity) // Thing_ProjectileGravity (tid, type, angle, speed, vspeed) { return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3), arg4<<(FRACBITS-3), 0, NULL, 1, 0, false); } FUNC(LS_Thing_Hate) // Thing_Hate (hater, hatee, group/"xray"?) { FActorIterator haterIt (arg0); AActor *hater, *hatee = NULL; FActorIterator hateeIt (arg1); bool nothingToHate = false; if (arg1 != 0) { while ((hatee = hateeIt.Next ())) { if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things hatee->health > 0 && // can't hate dead things !(hatee->flags2 & MF2_DORMANT)) // can't target dormant things { break; } } if (hatee == NULL) { // Nothing to hate nothingToHate = true; } } if (arg0 == 0) { if (it != NULL && it->player != NULL) { // Players cannot have their attitudes set return false; } else { hater = it; } } else { while ((hater = haterIt.Next ())) { if (hater->health > 0 && hater->flags & MF_SHOOTABLE) { break; } } } while (hater != NULL) { // Can't hate if can't attack. if (hater->SeeState != NULL) { // If hating a group of things, record the TID and NULL // the target (if its TID doesn't match). A_Look will // find an appropriate thing to go chase after. if (arg2 != 0) { hater->TIDtoHate = arg1; hater->LastLookActor = NULL; // If the TID to hate is 0, then don't forget the target and // lastenemy fields. if (arg1 != 0) { if (hater->target != NULL && hater->target->tid != arg1) { hater->target = NULL; } if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1) { hater->lastenemy = NULL; } } } // Hate types for arg2: // // 0 - Just hate one specific actor // 1 - Hate actors with given TID and attack players when shot // 2 - Same as 1, but will go after enemies without seeing them first // 3 - Hunt actors with given TID and also players // 4 - Same as 3, but will go after monsters without seeing them first // 5 - Hate actors with given TID and ignore player attacks // 6 - Same as 5, but will go after enemies without seeing them first // Note here: If you use Thing_Hate (tid, 0, 2), you can make // a monster go after a player without seeing him first. if (arg2 == 2 || arg2 == 4 || arg2 == 6) { hater->flags3 |= MF3_NOSIGHTCHECK; } else { hater->flags3 &= ~MF3_NOSIGHTCHECK; } if (arg2 == 3 || arg2 == 4) { hater->flags3 |= MF3_HUNTPLAYERS; } else { hater->flags3 &= ~MF3_HUNTPLAYERS; } if (arg2 == 5 || arg2 == 6) { hater->flags4 |= MF4_NOHATEPLAYERS; } else { hater->flags4 &= ~MF4_NOHATEPLAYERS; } if (arg1 == 0) { hatee = it; } else if (nothingToHate) { hatee = NULL; } else if (arg2 != 0) { do { hatee = hateeIt.Next (); } while ( hatee == NULL || hatee == hater || // can't hate self !(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things hatee->health <= 0 || // can't hate dead things (hatee->flags2 & MF2_DORMANT)); } if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal))) { if (hater->target) { hater->lastenemy = hater->target; } hater->target = hatee; if (!(hater->flags2 & MF2_DORMANT)) { if (hater->health > 0) hater->SetState (hater->SeeState); } } } if (arg0 != 0) { while ((hater = haterIt.Next ())) { if (hater->health > 0 && hater->flags & MF_SHOOTABLE) { break; } } } else { hater = NULL; } } return true; } FUNC(LS_Thing_ProjectileAimed) // Thing_ProjectileAimed (tid, type, speed, target, newtid) { return P_Thing_Projectile (arg0, it, arg1, NULL, 0., arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false); } FUNC(LS_Thing_ProjectileIntercept) // Thing_ProjectileIntercept (tid, type, speed, target, newtid) { return P_Thing_Projectile (arg0, it, arg1, NULL, 0., arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true); } // [BC] added newtid for next two FUNC(LS_Thing_Spawn) // Thing_Spawn (tid, type, angle, newtid) { return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3); } FUNC(LS_Thing_SpawnNoFog) // Thing_SpawnNoFog (tid, type, angle, newtid) { return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3); } FUNC(LS_Thing_SpawnFacing) // Thing_SpawnFacing (tid, type, nofog, newtid) { return P_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3); } FUNC(LS_Thing_Raise) // Thing_Raise(tid) { AActor * target; bool ok = false; if (arg0==0) { ok = P_Thing_Raise (it,NULL); } else { TActorIterator iterator (arg0); while ( (target = iterator.Next ()) ) { ok |= P_Thing_Raise(target,NULL); } } return ok; } FUNC(LS_Thing_Stop) // Thing_Stop(tid) { AActor * target; bool ok = false; if (arg0==0) { if (it != NULL) { it->Vel.Zero(); if (it->player != NULL) it->player->Vel.Zero(); ok = true; } } else { TActorIterator iterator (arg0); while ( (target = iterator.Next ()) ) { target->Vel.Zero(); if (target->player != NULL) target->player->Vel.Zero(); ok = true; } } return ok; } FUNC(LS_Thing_SetGoal) // Thing_SetGoal (tid, goal, delay, chasegoal) { TActorIterator selfiterator (arg0); NActorIterator goaliterator (NAME_PatrolPoint, arg1); AActor *self; AActor *goal = goaliterator.Next (); bool ok = false; while ( (self = selfiterator.Next ()) ) { ok = true; if (self->flags & MF_SHOOTABLE) { if (self->target == self->goal) { // Targeting a goal already? -> don't target it anymore. // A_Look will set it to the goal, presuming no real targets // come into view by then. self->target = NULL; } self->goal = goal; if (arg3 == 0) { self->flags5 &= ~MF5_CHASEGOAL; } else { self->flags5 |= MF5_CHASEGOAL; } if (self->target == NULL) { self->reactiontime = arg2 * TICRATE; } } } return ok; } FUNC(LS_Thing_Move) // [BC] // Thing_Move (tid, mapspot, nofog) { return P_Thing_Move (arg0, it, arg1, arg2 ? false : true); } enum { TRANSLATION_ICE = 0x100007 }; FUNC(LS_Thing_SetTranslation) // Thing_SetTranslation (tid, range) { TActorIterator iterator (arg0); int range; AActor *target; bool ok = false; if (arg1 == -1 && it != NULL) { range = it->Translation; } else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS) { range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1)); } else if (arg1 == TRANSLATION_ICE) { range = TRANSLATION(TRANSLATION_Standard, 7); } else { range = 0; } if (arg0 == 0) { if (it != NULL) { ok = true; it->Translation = range==0? it->GetDefault()->Translation : range; } } else { while ( (target = iterator.Next ()) ) { ok = true; target->Translation = range==0? target->GetDefault()->Translation : range; } } return ok; } FUNC(LS_ACS_Execute) // ACS_Execute (script, map, s_arg1, s_arg2, s_arg3) { level_info_t *info; const char *mapname = NULL; int args[3] = { arg2, arg3, arg4 }; int flags = (backSide ? ACS_BACKSIDE : 0); if (arg1 == 0) { mapname = level.MapName; } else if ((info = FindLevelByNum(arg1)) != NULL) { mapname = info->MapName; } else { return false; } return P_StartScript(it, ln, arg0, mapname, args, 3, flags); } FUNC(LS_ACS_ExecuteAlways) // ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3) { level_info_t *info; const char *mapname = NULL; int args[3] = { arg2, arg3, arg4 }; int flags = (backSide ? ACS_BACKSIDE : 0) | ACS_ALWAYS; if (arg1 == 0) { mapname = level.MapName; } else if ((info = FindLevelByNum(arg1)) != NULL) { mapname = info->MapName; } else { return false; } return P_StartScript(it, ln, arg0, mapname, args, 3, flags); } FUNC(LS_ACS_LockedExecute) // ACS_LockedExecute (script, map, s_arg1, s_arg2, lock) { if (arg4 && !P_CheckKeys (it, arg4, true)) return false; else return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0); } FUNC(LS_ACS_LockedExecuteDoor) // ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock) { if (arg4 && !P_CheckKeys (it, arg4, false)) return false; else return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0); } FUNC(LS_ACS_ExecuteWithResult) // ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3, s_arg4) { // This is like ACS_ExecuteAlways, except the script is always run on // the current map, and the return value is whatever the script sets // with SetResultValue. int args[4] = { arg1, arg2, arg3, arg4 }; int flags = (backSide ? ACS_BACKSIDE : 0) | ACS_ALWAYS | ACS_WANTRESULT; return P_StartScript (it, ln, arg0, level.MapName, args, 4, flags); } FUNC(LS_ACS_Suspend) // ACS_Suspend (script, map) { level_info_t *info; if (arg1 == 0) P_SuspendScript (arg0, level.MapName); else if ((info = FindLevelByNum (arg1)) ) P_SuspendScript (arg0, info->MapName); return true; } FUNC(LS_ACS_Terminate) // ACS_Terminate (script, map) { level_info_t *info; if (arg1 == 0) P_TerminateScript (arg0, level.MapName); else if ((info = FindLevelByNum (arg1)) ) P_TerminateScript (arg0, info->MapName); return true; } //========================================================================== // // // //========================================================================== FUNC(LS_FS_Execute) // FS_Execute(script#,firstsideonly,lock,msgtype) { if (arg1 && ln && backSide) return false; if (arg2!=0 && !P_CheckKeys(it, arg2, !!arg3)) return false; return T_RunScript(arg0,it); } FUNC(LS_FloorAndCeiling_LowerByValue) // FloorAndCeiling_LowerByValue (tag, speed, height) { return EV_DoElevator (ln, DElevator::elevateLower, SPEED(arg1), arg2*FRACUNIT, arg0); } FUNC(LS_FloorAndCeiling_RaiseByValue) // FloorAndCeiling_RaiseByValue (tag, speed, height) { return EV_DoElevator (ln, DElevator::elevateRaise, SPEED(arg1), arg2*FRACUNIT, arg0); } FUNC(LS_FloorAndCeiling_LowerRaise) // FloorAndCeiling_LowerRaise (tag, fspeed, cspeed, boomemu) { bool res = EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0, false); // The switch based Boom equivalents of FloorandCeiling_LowerRaise do incorrect checks // which cause the floor only to move when the ceiling fails to do so. // To avoid problems with maps that have incorrect args this only uses a // more or less unintuitive value for the fourth arg to trigger Boom's broken behavior if (arg3 != 1998 || !res) // (1998 for the year in which Boom was released... :P) { res |= EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, 0, false); } return res; } FUNC(LS_Elevator_MoveToFloor) // Elevator_MoveToFloor (tag, speed) { return EV_DoElevator (ln, DElevator::elevateCurrent, SPEED(arg1), 0, arg0); } FUNC(LS_Elevator_RaiseToNearest) // Elevator_RaiseToNearest (tag, speed) { return EV_DoElevator (ln, DElevator::elevateUp, SPEED(arg1), 0, arg0); } FUNC(LS_Elevator_LowerToNearest) // Elevator_LowerToNearest (tag, speed) { return EV_DoElevator (ln, DElevator::elevateDown, SPEED(arg1), 0, arg0); } FUNC(LS_Light_ForceLightning) // Light_ForceLightning (mode) { P_ForceLightning (arg0); return true; } FUNC(LS_Light_RaiseByValue) // Light_RaiseByValue (tag, value) { EV_LightChange (arg0, arg1); return true; } FUNC(LS_Light_LowerByValue) // Light_LowerByValue (tag, value) { EV_LightChange (arg0, -arg1); return true; } FUNC(LS_Light_ChangeToValue) // Light_ChangeToValue (tag, value) { EV_LightTurnOn (arg0, arg1); return true; } FUNC(LS_Light_Fade) // Light_Fade (tag, value, tics); { EV_StartLightFading (arg0, arg1, TICS(arg2)); return true; } FUNC(LS_Light_Glow) // Light_Glow (tag, upper, lower, tics) { EV_StartLightGlowing (arg0, arg1, arg2, TICS(arg3)); return true; } FUNC(LS_Light_Flicker) // Light_Flicker (tag, upper, lower) { EV_StartLightFlickering (arg0, arg1, arg2); return true; } FUNC(LS_Light_Strobe) // Light_Strobe (tag, upper, lower, u-tics, l-tics) { EV_StartLightStrobing (arg0, arg1, arg2, TICS(arg3), TICS(arg4)); return true; } FUNC(LS_Light_StrobeDoom) // Light_StrobeDoom (tag, u-tics, l-tics) { EV_StartLightStrobing (arg0, TICS(arg1), TICS(arg2)); return true; } FUNC(LS_Light_MinNeighbor) // Light_MinNeighbor (tag) { EV_TurnTagLightsOff (arg0); return true; } FUNC(LS_Light_MaxNeighbor) // Light_MaxNeighbor (tag) { EV_LightTurnOn (arg0, -1); return true; } FUNC(LS_Light_Stop) // Light_Stop (tag) { EV_StopLightEffect (arg0); return true; } FUNC(LS_Radius_Quake) // Radius_Quake (intensity, duration, damrad, tremrad, tid) { return P_StartQuake (it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake"); } FUNC(LS_UsePuzzleItem) // UsePuzzleItem (item, script) { AInventory *item; if (!it) return false; // Check player's inventory for puzzle item for (item = it->Inventory; item != NULL; item = item->Inventory) { if (item->IsKindOf (RUNTIME_CLASS(APuzzleItem))) { if (static_cast(item)->PuzzleItemNumber == arg0) { if (it->UseInventory (item)) { return true; } break; } } } // [RH] Say "hmm" if you don't have the puzzle item S_Sound (it, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE); return false; } FUNC(LS_Sector_ChangeSound) // Sector_ChangeSound (tag, sound) { int secNum; bool rtn; if (!arg0) return false; rtn = false; FSectorTagIterator itr(arg0); while ((secNum = itr.Next()) >= 0) { sectors[secNum].seqType = arg1; rtn = true; } return rtn; } FUNC(LS_Sector_ChangeFlags) // Sector_ChangeFlags (tag, set, clear) { int secNum; bool rtn; if (!arg0) return false; rtn = false; FSectorTagIterator itr(arg0); // exclude protected flags arg1 &= ~SECF_NOMODIFY; arg2 &= ~SECF_NOMODIFY; while ((secNum = itr.Next()) >= 0) { sectors[secNum].Flags = (sectors[secNum].Flags | arg1) & ~arg2; rtn = true; } return rtn; } struct FThinkerCollection { int RefNum; DThinker *Obj; }; static TArray Collection; void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type) { // Find pushers already attached to the sector, and change their parameters. { TThinkerIterator iterator; FThinkerCollection collect; while ( (collect.Obj = iterator.Next ()) ) { if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0) { ((DPusher *)collect.Obj)->ChangeValues (magnitude, angle); Collection.Push (collect); } } } size_t numcollected = Collection.Size (); int secnum; // Now create pushers for any sectors that don't already have them. FSectorTagIterator itr(tag); while ((secnum = itr.Next()) >= 0) { unsigned int i; for (i = 0; i < numcollected; i++) { if (Collection[i].RefNum == sectors[secnum].sectornum) break; } if (i == numcollected) { new DPusher (type, NULL, magnitude, angle, NULL, secnum); } } Collection.Clear (); } FUNC(LS_Sector_SetWind) // Sector_SetWind (tag, amount, angle) { if (arg3) return false; AdjustPusher (arg0, arg1, arg2, DPusher::p_wind); return true; } FUNC(LS_Sector_SetCurrent) // Sector_SetCurrent (tag, amount, angle) { if (arg3) return false; AdjustPusher (arg0, arg1, arg2, DPusher::p_current); return true; } FUNC(LS_Sector_SetFriction) // Sector_SetFriction (tag, amount) { P_SetSectorFriction (arg0, arg1, true); return true; } FUNC(LS_Sector_SetTranslucent) // Sector_SetTranslucent (tag, plane, amount, type) { if (arg0 != 0) { int secnum; FSectorTagIterator itr(arg0); while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetAlpha(arg1, Scale(arg2, OPAQUE, 255)); sectors[secnum].ChangeFlags(arg1, ~PLANEF_ADDITIVE, arg3? PLANEF_ADDITIVE:0); } return true; } return false; } FUNC(LS_Sector_SetLink) // Sector_SetLink (controltag, linktag, floor/ceiling, movetype) { if (arg0 != 0) // control tag == 0 is for static initialization and must not be handled here { int control = P_FindFirstSectorFromTag(arg0); if (control >= 0) { return P_AddSectorLinks(§ors[control], arg1, arg2, arg3); } } return false; } static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy, int Where) { Where &=7; if (Where == 0) return; if ((dx | dy) == 0) { // Special case: Remove the scroller, because the deltas are both 0. TThinkerIterator iterator (STAT_SCROLLER); DScroller *scroller; while ( (scroller = iterator.Next ()) ) { int wallnum = scroller->GetWallNum (); if (wallnum >= 0 && tagManager.LineHasID(sides[wallnum].linedef, id) && int(sides[wallnum].linedef->sidedef[sidechoice] - sides) == wallnum && Where == scroller->GetScrollParts()) { scroller->Destroy (); } } } else { // Find scrollers already attached to the matching walls, and change // their rates. { TThinkerIterator iterator (STAT_SCROLLER); FThinkerCollection collect; while ( (collect.Obj = iterator.Next ()) ) { if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 && tagManager.LineHasID(sides[collect.RefNum].linedef, id) && int(sides[collect.RefNum].linedef->sidedef[sidechoice] - sides) == collect.RefNum && Where == ((DScroller *)collect.Obj)->GetScrollParts()) { ((DScroller *)collect.Obj)->SetRate (dx, dy); Collection.Push (collect); } } } size_t numcollected = Collection.Size (); int linenum; // Now create scrollers for any walls that don't already have them. FLineIdIterator itr(id); while ((linenum = itr.Next()) >= 0) { if (lines[linenum].sidedef[sidechoice] != NULL) { int sidenum = int(lines[linenum].sidedef[sidechoice] - sides); unsigned int i; for (i = 0; i < numcollected; i++) { if (Collection[i].RefNum == sidenum) break; } if (i == numcollected) { new DScroller (DScroller::sc_side, dx, dy, -1, sidenum, 0, Where); } } } Collection.Clear (); } } FUNC(LS_Scroll_Texture_Both) // Scroll_Texture_Both (id, left, right, up, down) { if (arg0 == 0) return false; fixed_t dx = (arg1 - arg2) * (FRACUNIT/64); fixed_t dy = (arg4 - arg3) * (FRACUNIT/64); int sidechoice; if (arg0 < 0) { sidechoice = 1; arg0 = -arg0; } else { sidechoice = 0; } SetWallScroller (arg0, sidechoice, dx, dy, 7); return true; } FUNC(LS_Scroll_Wall) // Scroll_Wall (id, x, y, side, flags) { if (arg0 == 0) return false; SetWallScroller (arg0, !!arg3, arg1, arg2, arg4); return true; } static void SetScroller (int tag, DScroller::EScrollType type, fixed_t dx, fixed_t dy) { TThinkerIterator iterator (STAT_SCROLLER); DScroller *scroller; int i; // Check if there is already a scroller for this tag // If at least one sector with this tag is scrolling, then they all are. // If the deltas are both 0, we don't remove the scroller, because a // displacement/accelerative scroller might have been set up, and there's // no way to create one after the level is fully loaded. i = 0; while ( (scroller = iterator.Next ()) ) { if (scroller->IsType (type)) { if (tagManager.SectorHasTag(scroller->GetAffectee (), tag)) { i++; scroller->SetRate (dx, dy); } } } if (i > 0 || (dx|dy) == 0) { return; } // Need to create scrollers for the sector(s) FSectorTagIterator itr(tag); while ((i = itr.Next()) >= 0) { new DScroller (type, dx, dy, -1, i, 0); } } // NOTE: For the next two functions, x-move and y-move are // 0-based, not 128-based as they are if they appear on lines. // Note also that parameter ordering is different. FUNC(LS_Scroll_Floor) // Scroll_Floor (tag, x-move, y-move, s/c) { fixed_t dx = arg1 * FRACUNIT/32; fixed_t dy = arg2 * FRACUNIT/32; if (arg3 == 0 || arg3 == 2) { SetScroller (arg0, DScroller::sc_floor, -dx, dy); } else { SetScroller (arg0, DScroller::sc_floor, 0, 0); } if (arg3 > 0) { SetScroller (arg0, DScroller::sc_carry, dx, dy); } else { SetScroller (arg0, DScroller::sc_carry, 0, 0); } return true; } FUNC(LS_Scroll_Ceiling) // Scroll_Ceiling (tag, x-move, y-move, 0) { fixed_t dx = arg1 * FRACUNIT/32; fixed_t dy = arg2 * FRACUNIT/32; SetScroller (arg0, DScroller::sc_ceiling, -dx, dy); return true; } FUNC(LS_PointPush_SetForce) // PointPush_SetForce () { return false; } FUNC(LS_Sector_SetDamage) // Sector_SetDamage (tag, amount, mod, interval, leaky) { // The sector still stores the mod in its old format because // adding an FName to the sector_t structure might cause // problems by adding an unwanted constructor. // Since it doesn't really matter whether the type is translated // here or in P_PlayerInSpecialSector I think it's the best solution. FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { if (arg3 <= 0) // emulate old and hacky method to handle leakiness. { if (arg1 < 20) { arg4 = 0; arg3 = 32; } else if (arg1 < 50) { arg4 = 5; arg3 = 32; } else { arg4 = 256; arg3 = 1; } } sectors[secnum].damageamount = (short)arg1; sectors[secnum].damagetype = MODtoDamageType(arg2); sectors[secnum].damageinterval = (short)arg3; sectors[secnum].leakydamage = (short)arg4; } return true; } FUNC(LS_Sector_SetGravity) // Sector_SetGravity (tag, intpart, fracpart) { double gravity; if (arg2 > 99) arg2 = 99; gravity = (double)arg1 + (double)arg2 * 0.01; FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) sectors[secnum].gravity = gravity; return true; } FUNC(LS_Sector_SetColor) // Sector_SetColor (tag, r, g, b, desaturate) { FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetColor(arg1, arg2, arg3, arg4); } return true; } FUNC(LS_Sector_SetFade) // Sector_SetFade (tag, r, g, b) { FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetFade(arg1, arg2, arg3); } return true; } FUNC(LS_Sector_SetCeilingPanning) // Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac) { fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetXOffset(sector_t::ceiling, xofs); sectors[secnum].SetYOffset(sector_t::ceiling, yofs); } return true; } FUNC(LS_Sector_SetFloorPanning) // Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac) { fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetXOffset(sector_t::floor, xofs); sectors[secnum].SetYOffset(sector_t::floor, yofs); } return true; } FUNC(LS_Sector_SetFloorScale) // Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac) { fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); if (xscale) xscale = FixedDiv (FRACUNIT, xscale); if (yscale) yscale = FixedDiv (FRACUNIT, yscale); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { if (xscale) sectors[secnum].SetXScale(sector_t::floor, xscale); if (yscale) sectors[secnum].SetYScale(sector_t::floor, yscale); } return true; } FUNC(LS_Sector_SetCeilingScale) // Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac) { fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); if (xscale) xscale = FixedDiv (FRACUNIT, xscale); if (yscale) yscale = FixedDiv (FRACUNIT, yscale); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { if (xscale) sectors[secnum].SetXScale(sector_t::ceiling, xscale); if (yscale) sectors[secnum].SetYScale(sector_t::ceiling, yscale); } return true; } FUNC(LS_Sector_SetFloorScale2) // Sector_SetFloorScale2 (tag, x-factor, y-factor) { if (arg1) arg1 = FixedDiv (FRACUNIT, arg1); if (arg2) arg2 = FixedDiv (FRACUNIT, arg2); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { if (arg1) sectors[secnum].SetXScale(sector_t::floor, arg1); if (arg2) sectors[secnum].SetYScale(sector_t::floor, arg2); } return true; } FUNC(LS_Sector_SetCeilingScale2) // Sector_SetFloorScale2 (tag, x-factor, y-factor) { if (arg1) arg1 = FixedDiv (FRACUNIT, arg1); if (arg2) arg2 = FixedDiv (FRACUNIT, arg2); FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { if (arg1) sectors[secnum].SetXScale(sector_t::ceiling, arg1); if (arg2) sectors[secnum].SetYScale(sector_t::ceiling, arg2); } return true; } FUNC(LS_Sector_SetRotation) // Sector_SetRotation (tag, floor-angle, ceiling-angle) { angle_t ceiling = arg2 * ANGLE_1; angle_t floor = arg1 * ANGLE_1; FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sectors[secnum].SetAngle(sector_t::floor, floor); sectors[secnum].SetAngle(sector_t::ceiling, ceiling); } return true; } FUNC(LS_Line_AlignCeiling) // Line_AlignCeiling (lineid, side) { bool ret = 0; FLineIdIterator itr(arg0); int line; while ((line = itr.Next()) >= 0) { ret |= P_AlignFlat (line, !!arg1, 1); } return ret; } FUNC(LS_Line_AlignFloor) // Line_AlignFloor (lineid, side) { bool ret = 0; FLineIdIterator itr(arg0); int line; while ((line = itr.Next()) >= 0) { ret |= P_AlignFlat (line, !!arg1, 0); } return ret; } FUNC(LS_Line_SetTextureOffset) // Line_SetTextureOffset (id, x, y, side, flags) { const fixed_t NO_CHANGE = 32767< 1) return false; FLineIdIterator itr(arg0); int line; while ((line = itr.Next()) >= 0) { side_t *side = lines[line].sidedef[arg3]; if (side != NULL) { if ((arg4&8)==0) { // set if (arg1 != NO_CHANGE) { if (arg4&1) side->SetTextureXOffset(side_t::top, arg1); if (arg4&2) side->SetTextureXOffset(side_t::mid, arg1); if (arg4&4) side->SetTextureXOffset(side_t::bottom, arg1); } if (arg2 != NO_CHANGE) { if (arg4&1) side->SetTextureYOffset(side_t::top, arg2); if (arg4&2) side->SetTextureYOffset(side_t::mid, arg2); if (arg4&4) side->SetTextureYOffset(side_t::bottom, arg2); } } else { // add if (arg1 != NO_CHANGE) { if (arg4&1) side->AddTextureXOffset(side_t::top, arg1); if (arg4&2) side->AddTextureXOffset(side_t::mid, arg1); if (arg4&4) side->AddTextureXOffset(side_t::bottom, arg1); } if (arg2 != NO_CHANGE) { if (arg4&1) side->AddTextureYOffset(side_t::top, arg2); if (arg4&2) side->AddTextureYOffset(side_t::mid, arg2); if (arg4&4) side->AddTextureYOffset(side_t::bottom, arg2); } } } } return true; } FUNC(LS_Line_SetTextureScale) // Line_SetTextureScale (id, x, y, side, flags) { const fixed_t NO_CHANGE = 32767< 1) return false; FLineIdIterator itr(arg0); int line; while ((line = itr.Next()) >= 0) { side_t *side = lines[line].sidedef[arg3]; if (side != NULL) { if ((arg4&8)==0) { // set if (arg1 != NO_CHANGE) { if (arg4&1) side->SetTextureXScale(side_t::top, arg1); if (arg4&2) side->SetTextureXScale(side_t::mid, arg1); if (arg4&4) side->SetTextureXScale(side_t::bottom, arg1); } if (arg2 != NO_CHANGE) { if (arg4&1) side->SetTextureYScale(side_t::top, arg2); if (arg4&2) side->SetTextureYScale(side_t::mid, arg2); if (arg4&4) side->SetTextureYScale(side_t::bottom, arg2); } } else { // add if (arg1 != NO_CHANGE) { if (arg4&1) side->MultiplyTextureXScale(side_t::top, arg1); if (arg4&2) side->MultiplyTextureXScale(side_t::mid, arg1); if (arg4&4) side->MultiplyTextureXScale(side_t::bottom, arg1); } if (arg2 != NO_CHANGE) { if (arg4&1) side->MultiplyTextureYScale(side_t::top, arg2); if (arg4&2) side->MultiplyTextureYScale(side_t::mid, arg2); if (arg4&4) side->MultiplyTextureYScale(side_t::bottom, arg2); } } } } return true; } FUNC(LS_Line_SetBlocking) // Line_SetBlocking (id, setflags, clearflags) { static const int flagtrans[] = { ML_BLOCKING, ML_BLOCKMONSTERS, ML_BLOCK_PLAYERS, ML_BLOCK_FLOATERS, ML_BLOCKPROJECTILE, ML_BLOCKEVERYTHING, ML_RAILING, ML_BLOCKUSE, ML_BLOCKSIGHT, ML_BLOCKHITSCAN, ML_SOUNDBLOCK, -1 }; if (arg0 == 0) return false; int setflags = 0; int clearflags = 0; for(int i = 0; flagtrans[i] != -1; i++, arg1 >>= 1, arg2 >>= 1) { if (arg1 & 1) setflags |= flagtrans[i]; if (arg2 & 1) clearflags |= flagtrans[i]; } FLineIdIterator itr(arg0); int line; while ((line = itr.Next()) >= 0) { lines[line].flags = (lines[line].flags & ~clearflags) | setflags; } return true; } FUNC(LS_ChangeCamera) // ChangeCamera (tid, who, revert?) { AActor *camera; if (arg0 != 0) { FActorIterator iterator (arg0); camera = iterator.Next (); } else { camera = NULL; } if (!it || !it->player || arg1) { int i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; AActor *oldcamera = players[i].camera; if (camera) { players[i].camera = camera; if (arg2) players[i].cheats |= CF_REVERTPLEASE; } else { players[i].camera = players[i].mo; players[i].cheats &= ~CF_REVERTPLEASE; } if (oldcamera != players[i].camera) { R_ClearPastViewer (players[i].camera); } } } else { AActor *oldcamera = it->player->camera; if (camera) { it->player->camera = camera; if (arg2) it->player->cheats |= CF_REVERTPLEASE; } else { it->player->camera = it; it->player->cheats &= ~CF_REVERTPLEASE; } if (oldcamera != it->player->camera) { R_ClearPastViewer (it->player->camera); } } return true; } enum { PROP_FROZEN, PROP_NOTARGET, PROP_INSTANTWEAPONSWITCH, PROP_FLY, PROP_TOTALLYFROZEN, PROP_INVULNERABILITY, PROP_STRENGTH, PROP_INVISIBILITY, PROP_RADIATIONSUIT, PROP_ALLMAP, PROP_INFRARED, PROP_WEAPONLEVEL2, PROP_FLIGHT, PROP_UNUSED1, PROP_UNUSED2, PROP_SPEED, PROP_BUDDHA, }; FUNC(LS_SetPlayerProperty) // SetPlayerProperty (who, value, which) // who == 0: set activator's property // who == 1: set every player's property { int mask = 0; if ((!it || !it->player) && !arg0) return false; // Add or remove a power if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED) { static PClass * const *powers[11] = { &RUNTIME_CLASS_CASTLESS(APowerInvulnerable), &RUNTIME_CLASS_CASTLESS(APowerStrength), &RUNTIME_CLASS_CASTLESS(APowerInvisibility), &RUNTIME_CLASS_CASTLESS(APowerIronFeet), NULL, // MapRevealer &RUNTIME_CLASS_CASTLESS(APowerLightAmp), &RUNTIME_CLASS_CASTLESS(APowerWeaponLevel2), &RUNTIME_CLASS_CASTLESS(APowerFlight), NULL, NULL, &RUNTIME_CLASS_CASTLESS(APowerSpeed) }; int power = arg2 - PROP_INVULNERABILITY; if (power > 4 && powers[power] == NULL) { return false; } if (arg0 == 0) { if (arg1) { // Give power to activator if (power != 4) { APowerup *item = static_cast(it->GiveInventoryType(static_cast(*powers[power]))); if (item != NULL && power == 0 && arg1 == 1) { item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP); } } else if (it->player - players == consoleplayer) { level.flags2 |= LEVEL2_ALLMAP; } } else { // Take power from activator if (power != 4) { AInventory *item = it->FindInventory(static_cast(*powers[power]), true); if (item != NULL) { item->Destroy (); } } else if (it->player - players == consoleplayer) { level.flags2 &= ~LEVEL2_ALLMAP; } } } else { int i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].mo == NULL) continue; if (arg1) { // Give power if (power != 4) { APowerup *item = static_cast(players[i].mo->GiveInventoryType (static_cast(*powers[power]))); if (item != NULL && power == 0 && arg1 == 1) { item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP); } } else if (i == consoleplayer) { level.flags2 |= LEVEL2_ALLMAP; } } else { // Take power if (power != 4) { AInventory *item = players[i].mo->FindInventory (static_cast(*powers[power])); if (item != NULL) { item->Destroy (); } } else if (i == consoleplayer) { level.flags2 &= ~LEVEL2_ALLMAP; } } } } return true; } // Set or clear a flag switch (arg2) { case PROP_BUDDHA: mask = CF_BUDDHA; break; case PROP_FROZEN: mask = CF_FROZEN; break; case PROP_NOTARGET: mask = CF_NOTARGET; break; case PROP_INSTANTWEAPONSWITCH: mask = CF_INSTANTWEAPSWITCH; break; case PROP_FLY: //mask = CF_FLY; break; case PROP_TOTALLYFROZEN: mask = CF_TOTALLYFROZEN; break; } if (arg0 == 0) { if (arg1) { it->player->cheats |= mask; if (arg2 == PROP_FLY) { it->flags7 |= MF7_FLYCHEAT; it->flags2 |= MF2_FLY; it->flags |= MF_NOGRAVITY; } } else { it->player->cheats &= ~mask; if (arg2 == PROP_FLY) { it->flags7 &= ~MF7_FLYCHEAT; it->flags2 &= ~MF2_FLY; it->flags &= ~MF_NOGRAVITY; } } } else { int i; if ((ib_compatflags & BCOMPATF_LINKFROZENPROPS) && (mask & (CF_FROZEN | CF_TOTALLYFROZEN))) { // Clearing one of these properties clears both of them (if the compat flag is set.) mask = CF_FROZEN | CF_TOTALLYFROZEN; } for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (arg1) { players[i].cheats |= mask; if (arg2 == PROP_FLY) { players[i].mo->flags2 |= MF2_FLY; players[i].mo->flags |= MF_NOGRAVITY; } } else { players[i].cheats &= ~mask; if (arg2 == PROP_FLY) { players[i].mo->flags2 &= ~MF2_FLY; players[i].mo->flags &= ~MF_NOGRAVITY; } } } } return !!mask; } FUNC(LS_TranslucentLine) // TranslucentLine (id, amount, type) { FLineIdIterator itr(arg0); int linenum; while ((linenum = itr.Next()) >= 0) { lines[linenum].Alpha = Scale(clamp(arg1, 0, 255), OPAQUE, 255); if (arg2 == 0) { lines[linenum].flags &= ~ML_ADDTRANS; } else if (arg2 == 1) { lines[linenum].flags |= ML_ADDTRANS; } else { Printf ("Unknown translucency type used with TranslucentLine\n"); } } return true; } FUNC(LS_Autosave) { if (gameaction != ga_savegame) { level.flags2 &= ~LEVEL2_NOAUTOSAVEHINT; Net_WriteByte (DEM_CHECKAUTOSAVE); } return true; } FUNC(LS_ChangeSkill) { if ((unsigned)arg0 >= AllSkills.Size()) { NextSkill = -1; } else { NextSkill = arg0; } return true; } FUNC(LS_NoiseAlert) // NoiseAlert (TID of target, TID of emitter) { AActor *target, *emitter; if (arg0 == 0) { target = it; } else { FActorIterator iter (arg0); target = iter.Next(); } if (arg1 == 0) { emitter = it; } else if (arg1 == arg0) { emitter = target; } else { FActorIterator iter (arg1); emitter = iter.Next(); } P_NoiseAlert (target, emitter); return true; } FUNC(LS_SendToCommunicator) // SendToCommunicator (voc #, front-only, identify, nolog) { // This obviously isn't going to work for co-op. if (arg1 && backSide) return false; if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator)) { char name[32]; mysnprintf (name, countof(name), "svox/voc%d", arg0); if (!arg3) { it->player->SetLogNumber (arg0); } if (it->CheckLocalView (consoleplayer)) { S_StopSound (CHAN_VOICE); S_Sound (CHAN_VOICE, name, 1, ATTN_NORM); // Get the message from the LANGUAGE lump. FString msg; msg.Format("TXT_COMM%d", arg2); const char *str = GStrings[msg]; if (str != NULL) { Printf (PRINT_CHAT, "%s\n", str); } } return true; } return false; } FUNC(LS_ForceField) // ForceField () { if (it != NULL) { P_DamageMobj (it, NULL, NULL, 16, NAME_None); it->Thrust(it->Angles.Yaw + 180, 7.8125); } return true; } FUNC(LS_ClearForceField) // ClearForceField (tag) { bool rtn = false; FSectorTagIterator itr(arg0); int secnum; while ((secnum = itr.Next()) >= 0) { sector_t *sec = §ors[secnum]; rtn = true; for (int i = 0; i < sec->linecount; ++i) { line_t *line = sec->lines[i]; if (line->backsector != NULL && line->special == ForceField) { line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING); line->special = 0; line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID()); line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID()); } } } return rtn; } FUNC(LS_GlassBreak) // GlassBreak (bNoJunk) { bool switched; bool quest1, quest2; ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING); switched = P_ChangeSwitchTexture (ln->sidedef[0], false, 0, &quest1); ln->special = 0; if (ln->sidedef[1] != NULL) { switched |= P_ChangeSwitchTexture (ln->sidedef[1], false, 0, &quest2); } else { quest2 = quest1; } if (switched) { if (!arg0) { // Break some glass fixed_t x, y; AActor *glass; x = ln->v1->x + ln->dx/2; y = ln->v1->y + ln->dy/2; x += (ln->frontsector->centerspot.x - x) / 5; y += (ln->frontsector->centerspot.y - y) / 5; for (int i = 0; i < 7; ++i) { glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE); glass->_f_AddZ(24 * FRACUNIT); glass->SetState (glass->SpawnState + (pr_glass() % glass->health)); glass->Angles.Yaw = pr_glass() * (360 / 256.); glass->VelFromAngle(pr_glass() & 3); glass->Vel.Z = (pr_glass() & 7); // [RH] Let the shards stick around longer than they did in Strife. glass->tics += pr_glass(); } } if (quest1 || quest2) { // Up stats and signal this mission is complete if (it == NULL) { for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { it = players[i].mo; break; } } } if (it != NULL) { it->GiveInventoryType (QuestItemClasses[28]); it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy)); it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina)); } } } // We already changed the switch texture, so don't make the main code switch it back. return false; } FUNC(LS_StartConversation) // StartConversation (tid, facetalker) { FActorIterator iterator (arg0); AActor *target = iterator.Next(); // Nothing to talk to if (target == NULL) { return false; } // Only living players are allowed to start conversations if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0) { return false; } // Dead things can't talk. if (target->health <= 0) { return false; } // Fighting things don't talk either. if (target->flags4 & MF4_INCOMBAT) { return false; } if (target->Conversation != NULL) { // Give the NPC a chance to play a brief animation target->ConversationAnimation (0); P_StartConversation (target, it, !!arg1, true); return true; } return false; } FUNC(LS_Thing_SetConversation) // Thing_SetConversation (tid, dlg_id) { int dlg_index = -1; FStrifeDialogueNode *node = NULL; if (arg1 != 0) { dlg_index = GetConversation(arg1); if (dlg_index == -1) return false; node = StrifeDialogues[dlg_index]; } if (arg0 != 0) { FActorIterator iterator (arg0); while ((it = iterator.Next()) != NULL) { it->ConversationRoot = dlg_index; it->Conversation = node; } } else if (it) { it->ConversationRoot = dlg_index; it->Conversation = node; } return true; } FUNC(LS_Line_SetPortalTarget) // Line_SetPortalTarget(thisid, destid) { return P_ChangePortal(ln, arg0, arg1); } static lnSpecFunc LineSpecials[] = { /* 0 */ LS_NOP, /* 1 */ LS_NOP, // Polyobj_StartLine, /* 2 */ LS_Polyobj_RotateLeft, /* 3 */ LS_Polyobj_RotateRight, /* 4 */ LS_Polyobj_Move, /* 5 */ LS_NOP, // Polyobj_ExplicitLine /* 6 */ LS_Polyobj_MoveTimes8, /* 7 */ LS_Polyobj_DoorSwing, /* 8 */ LS_Polyobj_DoorSlide, /* 9 */ LS_NOP, // Line_Horizon /* 10 */ LS_Door_Close, /* 11 */ LS_Door_Open, /* 12 */ LS_Door_Raise, /* 13 */ LS_Door_LockedRaise, /* 14 */ LS_Door_Animated, /* 15 */ LS_Autosave, /* 16 */ LS_NOP, // Transfer_WallLight /* 17 */ LS_Thing_Raise, /* 18 */ LS_StartConversation, /* 19 */ LS_Thing_Stop, /* 20 */ LS_Floor_LowerByValue, /* 21 */ LS_Floor_LowerToLowest, /* 22 */ LS_Floor_LowerToNearest, /* 23 */ LS_Floor_RaiseByValue, /* 24 */ LS_Floor_RaiseToHighest, /* 25 */ LS_Floor_RaiseToNearest, /* 26 */ LS_Stairs_BuildDown, /* 27 */ LS_Stairs_BuildUp, /* 28 */ LS_Floor_RaiseAndCrush, /* 29 */ LS_Pillar_Build, /* 30 */ LS_Pillar_Open, /* 31 */ LS_Stairs_BuildDownSync, /* 32 */ LS_Stairs_BuildUpSync, /* 33 */ LS_ForceField, /* 34 */ LS_ClearForceField, /* 35 */ LS_Floor_RaiseByValueTimes8, /* 36 */ LS_Floor_LowerByValueTimes8, /* 37 */ LS_Floor_MoveToValue, /* 38 */ LS_Ceiling_Waggle, /* 39 */ LS_Teleport_ZombieChanger, /* 40 */ LS_Ceiling_LowerByValue, /* 41 */ LS_Ceiling_RaiseByValue, /* 42 */ LS_Ceiling_CrushAndRaise, /* 43 */ LS_Ceiling_LowerAndCrush, /* 44 */ LS_Ceiling_CrushStop, /* 45 */ LS_Ceiling_CrushRaiseAndStay, /* 46 */ LS_Floor_CrushStop, /* 47 */ LS_Ceiling_MoveToValue, /* 48 */ LS_NOP, // Sector_Attach3dMidtex /* 49 */ LS_GlassBreak, /* 50 */ LS_NOP, // ExtraFloor_LightOnly /* 51 */ LS_Sector_SetLink, /* 52 */ LS_Scroll_Wall, /* 53 */ LS_Line_SetTextureOffset, /* 54 */ LS_Sector_ChangeFlags, /* 55 */ LS_Line_SetBlocking, /* 56 */ LS_Line_SetTextureScale, /* 57 */ LS_NOP, // Sector_SetPortal /* 58 */ LS_NOP, // Sector_CopyScroller /* 59 */ LS_Polyobj_OR_MoveToSpot, /* 60 */ LS_Plat_PerpetualRaise, /* 61 */ LS_Plat_Stop, /* 62 */ LS_Plat_DownWaitUpStay, /* 63 */ LS_Plat_DownByValue, /* 64 */ LS_Plat_UpWaitDownStay, /* 65 */ LS_Plat_UpByValue, /* 66 */ LS_Floor_LowerInstant, /* 67 */ LS_Floor_RaiseInstant, /* 68 */ LS_Floor_MoveToValueTimes8, /* 69 */ LS_Ceiling_MoveToValueTimes8, /* 70 */ LS_Teleport, /* 71 */ LS_Teleport_NoFog, /* 72 */ LS_ThrustThing, /* 73 */ LS_DamageThing, /* 74 */ LS_Teleport_NewMap, /* 75 */ LS_Teleport_EndGame, /* 76 */ LS_TeleportOther, /* 77 */ LS_TeleportGroup, /* 78 */ LS_TeleportInSector, /* 79 */ LS_Thing_SetConversation, /* 80 */ LS_ACS_Execute, /* 81 */ LS_ACS_Suspend, /* 82 */ LS_ACS_Terminate, /* 83 */ LS_ACS_LockedExecute, /* 84 */ LS_ACS_ExecuteWithResult, /* 85 */ LS_ACS_LockedExecuteDoor, /* 86 */ LS_Polyobj_MoveToSpot, /* 87 */ LS_Polyobj_Stop, /* 88 */ LS_Polyobj_MoveTo, /* 89 */ LS_Polyobj_OR_MoveTo, /* 90 */ LS_Polyobj_OR_RotateLeft, /* 91 */ LS_Polyobj_OR_RotateRight, /* 92 */ LS_Polyobj_OR_Move, /* 93 */ LS_Polyobj_OR_MoveTimes8, /* 94 */ LS_Pillar_BuildAndCrush, /* 95 */ LS_FloorAndCeiling_LowerByValue, /* 96 */ LS_FloorAndCeiling_RaiseByValue, /* 97 */ LS_Ceiling_LowerAndCrushDist, /* 98 */ LS_Sector_SetTranslucent, /* 99 */ LS_Floor_RaiseAndCrushDoom, /* 100 */ LS_NOP, // Scroll_Texture_Left /* 101 */ LS_NOP, // Scroll_Texture_Right /* 102 */ LS_NOP, // Scroll_Texture_Up /* 103 */ LS_NOP, // Scroll_Texture_Down /* 104 */ LS_Ceiling_CrushAndRaiseSilentDist, /* 105 */ LS_Door_WaitRaise, /* 106 */ LS_Door_WaitClose, /* 107 */ LS_Line_SetPortalTarget, /* 108 */ LS_NOP, /* 109 */ LS_Light_ForceLightning, /* 110 */ LS_Light_RaiseByValue, /* 111 */ LS_Light_LowerByValue, /* 112 */ LS_Light_ChangeToValue, /* 113 */ LS_Light_Fade, /* 114 */ LS_Light_Glow, /* 115 */ LS_Light_Flicker, /* 116 */ LS_Light_Strobe, /* 117 */ LS_Light_Stop, /* 118 */ LS_NOP, // Plane_Copy /* 119 */ LS_Thing_Damage, /* 120 */ LS_Radius_Quake, /* 121 */ LS_NOP, // Line_SetIdentification /* 122 */ LS_NOP, /* 123 */ LS_NOP, /* 124 */ LS_NOP, /* 125 */ LS_Thing_Move, /* 126 */ LS_NOP, /* 127 */ LS_Thing_SetSpecial, /* 128 */ LS_ThrustThingZ, /* 129 */ LS_UsePuzzleItem, /* 130 */ LS_Thing_Activate, /* 131 */ LS_Thing_Deactivate, /* 132 */ LS_Thing_Remove, /* 133 */ LS_Thing_Destroy, /* 134 */ LS_Thing_Projectile, /* 135 */ LS_Thing_Spawn, /* 136 */ LS_Thing_ProjectileGravity, /* 137 */ LS_Thing_SpawnNoFog, /* 138 */ LS_Floor_Waggle, /* 139 */ LS_Thing_SpawnFacing, /* 140 */ LS_Sector_ChangeSound, /* 141 */ LS_NOP, /* 142 */ LS_NOP, /* 143 */ LS_NOP, /* 144 */ LS_NOP, /* 145 */ LS_NOP, // 145 Player_SetTeam /* 146 */ LS_NOP, /* 147 */ LS_NOP, /* 148 */ LS_NOP, /* 149 */ LS_NOP, /* 150 */ LS_NOP, /* 151 */ LS_NOP, /* 152 */ LS_NOP, // 152 Team_Score /* 153 */ LS_NOP, // 153 Team_GivePoints /* 154 */ LS_Teleport_NoStop, /* 155 */ LS_NOP, /* 156 */ LS_NOP, /* 157 */ LS_NOP, // SetGlobalFogParameter // in GZDoom /* 158 */ LS_FS_Execute, /* 159 */ LS_NOP, // Sector_SetPlaneReflection in GZDoom /* 160 */ LS_NOP, // Sector_Set3DFloor /* 161 */ LS_NOP, // Sector_SetContents /* 162 */ LS_NOP, // Reserved Doom64 branch /* 163 */ LS_NOP, // Reserved Doom64 branch /* 164 */ LS_NOP, // Reserved Doom64 branch /* 165 */ LS_NOP, // Reserved Doom64 branch /* 166 */ LS_NOP, // Reserved Doom64 branch /* 167 */ LS_NOP, // Reserved Doom64 branch /* 168 */ LS_Ceiling_CrushAndRaiseDist, /* 169 */ LS_Generic_Crusher2, /* 170 */ LS_Sector_SetCeilingScale2, /* 171 */ LS_Sector_SetFloorScale2, /* 172 */ LS_Plat_UpNearestWaitDownStay, /* 173 */ LS_NoiseAlert, /* 174 */ LS_SendToCommunicator, /* 175 */ LS_Thing_ProjectileIntercept, /* 176 */ LS_Thing_ChangeTID, /* 177 */ LS_Thing_Hate, /* 178 */ LS_Thing_ProjectileAimed, /* 179 */ LS_ChangeSkill, /* 180 */ LS_Thing_SetTranslation, /* 181 */ LS_NOP, // Plane_Align /* 182 */ LS_NOP, // Line_Mirror /* 183 */ LS_Line_AlignCeiling, /* 184 */ LS_Line_AlignFloor, /* 185 */ LS_Sector_SetRotation, /* 186 */ LS_Sector_SetCeilingPanning, /* 187 */ LS_Sector_SetFloorPanning, /* 188 */ LS_Sector_SetCeilingScale, /* 189 */ LS_Sector_SetFloorScale, /* 190 */ LS_NOP, // Static_Init /* 191 */ LS_SetPlayerProperty, /* 192 */ LS_Ceiling_LowerToHighestFloor, /* 193 */ LS_Ceiling_LowerInstant, /* 194 */ LS_Ceiling_RaiseInstant, /* 195 */ LS_Ceiling_CrushRaiseAndStayA, /* 196 */ LS_Ceiling_CrushAndRaiseA, /* 197 */ LS_Ceiling_CrushAndRaiseSilentA, /* 198 */ LS_Ceiling_RaiseByValueTimes8, /* 199 */ LS_Ceiling_LowerByValueTimes8, /* 200 */ LS_Generic_Floor, /* 201 */ LS_Generic_Ceiling, /* 202 */ LS_Generic_Door, /* 203 */ LS_Generic_Lift, /* 204 */ LS_Generic_Stairs, /* 205 */ LS_Generic_Crusher, /* 206 */ LS_Plat_DownWaitUpStayLip, /* 207 */ LS_Plat_PerpetualRaiseLip, /* 208 */ LS_TranslucentLine, /* 209 */ LS_NOP, // Transfer_Heights /* 210 */ LS_NOP, // Transfer_FloorLight /* 211 */ LS_NOP, // Transfer_CeilingLight /* 212 */ LS_Sector_SetColor, /* 213 */ LS_Sector_SetFade, /* 214 */ LS_Sector_SetDamage, /* 215 */ LS_Teleport_Line, /* 216 */ LS_Sector_SetGravity, /* 217 */ LS_Stairs_BuildUpDoom, /* 218 */ LS_Sector_SetWind, /* 219 */ LS_Sector_SetFriction, /* 220 */ LS_Sector_SetCurrent, /* 221 */ LS_Scroll_Texture_Both, /* 222 */ LS_NOP, // Scroll_Texture_Model /* 223 */ LS_Scroll_Floor, /* 224 */ LS_Scroll_Ceiling, /* 225 */ LS_NOP, // Scroll_Texture_Offsets /* 226 */ LS_ACS_ExecuteAlways, /* 227 */ LS_PointPush_SetForce, /* 228 */ LS_Plat_RaiseAndStayTx0, /* 229 */ LS_Thing_SetGoal, /* 230 */ LS_Plat_UpByValueStayTx, /* 231 */ LS_Plat_ToggleCeiling, /* 232 */ LS_Light_StrobeDoom, /* 233 */ LS_Light_MinNeighbor, /* 234 */ LS_Light_MaxNeighbor, /* 235 */ LS_Floor_TransferTrigger, /* 236 */ LS_Floor_TransferNumeric, /* 237 */ LS_ChangeCamera, /* 238 */ LS_Floor_RaiseToLowestCeiling, /* 239 */ LS_Floor_RaiseByValueTxTy, /* 240 */ LS_Floor_RaiseByTexture, /* 241 */ LS_Floor_LowerToLowestTxTy, /* 242 */ LS_Floor_LowerToHighest, /* 243 */ LS_Exit_Normal, /* 244 */ LS_Exit_Secret, /* 245 */ LS_Elevator_RaiseToNearest, /* 246 */ LS_Elevator_MoveToFloor, /* 247 */ LS_Elevator_LowerToNearest, /* 248 */ LS_HealThing, /* 249 */ LS_Door_CloseWaitOpen, /* 250 */ LS_Floor_Donut, /* 251 */ LS_FloorAndCeiling_LowerRaise, /* 252 */ LS_Ceiling_RaiseToNearest, /* 253 */ LS_Ceiling_LowerToLowest, /* 254 */ LS_Ceiling_LowerToFloor, /* 255 */ LS_Ceiling_CrushRaiseAndStaySilA, /* 256 */ LS_Floor_LowerToHighestEE, /* 257 */ LS_Floor_RaiseToLowest, /* 258 */ LS_Floor_LowerToLowestCeiling, /* 259 */ LS_Floor_RaiseToCeiling, /* 260 */ LS_Floor_ToCeilingInstant, /* 261 */ LS_Floor_LowerByTexture, /* 262 */ LS_Ceiling_RaiseToHighest, /* 263 */ LS_Ceiling_ToHighestInstant, /* 264 */ LS_Ceiling_LowerToNearest, /* 265 */ LS_Ceiling_RaiseToLowest, /* 266 */ LS_Ceiling_RaiseToHighestFloor, /* 267 */ LS_Ceiling_ToFloorInstant, /* 268 */ LS_Ceiling_RaiseByTexture, /* 269 */ LS_Ceiling_LowerByTexture, /* 270 */ LS_Stairs_BuildDownDoom, /* 271 */ LS_Stairs_BuildUpDoomSync, /* 272 */ LS_Stairs_BuildDownDoomSync, }; #define DEFINE_SPECIAL(name, num, min, max, mmax) {#name, num, min, max, mmax}, static FLineSpecial LineSpecialNames[] = { #include "actionspecials.h" }; static int STACK_ARGS lscmp (const void * a, const void * b) { return stricmp( ((FLineSpecial*)a)->name, ((FLineSpecial*)b)->name); } static struct LineSpecialTable { TArray LineSpecialsInfo; LineSpecialTable() { unsigned int max = 0; for (size_t i = 0; i < countof(LineSpecialNames); ++i) { if (LineSpecialNames[i].number > (int)max) max = LineSpecialNames[i].number; } LineSpecialsInfo.Resize(max + 1); for (unsigned i = 0; i <= max; i++) { LineSpecialsInfo[i] = NULL; } qsort(LineSpecialNames, countof(LineSpecialNames), sizeof(FLineSpecial), lscmp); for (size_t i = 0; i < countof(LineSpecialNames); ++i) { assert(LineSpecialsInfo[LineSpecialNames[i].number] == NULL); LineSpecialsInfo[LineSpecialNames[i].number] = &LineSpecialNames[i]; } } } LineSpec; //========================================================================== // // // //========================================================================== int P_GetMaxLineSpecial() { return LineSpec.LineSpecialsInfo.Size() - 1; } //========================================================================== // // // //========================================================================== FLineSpecial *P_GetLineSpecialInfo(int special) { if ((unsigned) special < LineSpec.LineSpecialsInfo.Size()) { return LineSpec.LineSpecialsInfo[special]; } return NULL; } //========================================================================== // // P_FindLineSpecial // // Finds a line special and also returns the min and max argument count. // //========================================================================== int P_FindLineSpecial (const char *string, int *min_args, int *max_args) { int min = 0, max = countof(LineSpecialNames) - 1; while (min <= max) { int mid = (min + max) / 2; int lexval = stricmp (string, LineSpecialNames[mid].name); if (lexval == 0) { if (min_args != NULL) *min_args = LineSpecialNames[mid].min_args; if (max_args != NULL) *max_args = LineSpecialNames[mid].max_args; return LineSpecialNames[mid].number; } else if (lexval > 0) { min = mid + 1; } else { max = mid - 1; } } return 0; } //========================================================================== // // P_ExecuteSpecial // //========================================================================== int P_ExecuteSpecial(int num, struct line_t *line, class AActor *activator, bool backSide, int arg1, int arg2, int arg3, int arg4, int arg5) { if (num >= 0 && num < (int)countof(LineSpecials)) { return LineSpecials[num](line, activator, backSide, arg1, arg2, arg3, arg4, arg5); } return 0; }