/* ** 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_translate.h" #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 BYTEANGLE(a) ((angle_t)((a)<<24)) static FRandom pr_glass ("GlassBreak"); 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), BYTEANGLE(arg2), arg3 * FRACUNIT, false); } FUNC(LS_Polyobj_MoveTimes8) // Polyobj_MoveTimes8 (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false); } FUNC(LS_Polyobj_DoorSwing) // Polyobj_DoorSwing (po, speed, angle, delay) { return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING); } FUNC(LS_Polyobj_DoorSlide) // Polyobj_DoorSlide (po, speed, angle, distance, delay) { return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), 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), BYTEANGLE(arg2), arg3 * FRACUNIT, true); } FUNC(LS_Polyobj_OR_MoveTimes8) // Polyobj_OR_MoveTimes8 (po, speed, angle, distance) { return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true); } 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_Animated) // Door_Animated (tag, speed, delay) { 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; switch (arg2 & 127) { 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; } 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); } FUNC(LS_Floor_LowerByValue) // Floor_LowerByValue (tag, speed, height) { return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0); } FUNC(LS_Floor_LowerToLowest) // Floor_LowerToLowest (tag, speed) { return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_LowerToHighest) // Floor_LowerToHighest (tag, speed, adjust) { return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0); } FUNC(LS_Floor_LowerToNearest) // Floor_LowerToNearest (tag, speed) { return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_RaiseByValue) // Floor_RaiseByValue (tag, speed, height) { return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0); } FUNC(LS_Floor_RaiseToHighest) // Floor_RaiseToHighest (tag, speed) { return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_RaiseToNearest) // Floor_RaiseToNearest (tag, speed) { return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_RaiseAndCrush) // Floor_RaiseAndCrush (tag, speed, crush) { return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0); } FUNC(LS_Floor_RaiseByValueTimes8) // FLoor_RaiseByValueTimes8 (tag, speed, height) { return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0); } FUNC(LS_Floor_LowerByValueTimes8) // Floor_LowerByValueTimes8 (tag, speed, height) { return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0); } FUNC(LS_Floor_CrushStop) // Floor_CrushStop (tag) { return EV_FloorCrushStop (arg0); } FUNC(LS_Floor_LowerInstant) // Floor_LowerInstant (tag, unused, height) { return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0); } FUNC(LS_Floor_RaiseInstant) // Floor_RaiseInstant (tag, unused, height) { return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0); } FUNC(LS_Floor_MoveToValueTimes8) // Floor_MoveToValueTimes8 (tag, speed, height, negative) { return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), arg2*FRACUNIT*8*(arg3?-1:1), 0, 0); } FUNC(LS_Floor_MoveToValue) // Floor_MoveToValue (tag, speed, height, negative) { return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1), arg2*FRACUNIT*(arg3?-1:1), 0, 0); } FUNC(LS_Floor_RaiseToLowestCeiling) // Floor_RaiseToLowestCeiling (tag, speed) { return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_RaiseByTexture) // Floor_RaiseByTexture (tag, speed) { return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0); } FUNC(LS_Floor_RaiseByValueTxTy) // Floor_RaiseByValueTxTy (tag, speed, height) { return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0); } FUNC(LS_Floor_LowerToLowestTxTy) // Floor_LowerToLowestTxTy (tag, speed) { return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0); } FUNC(LS_Floor_Waggle) // Floor_Waggle (tag, amplitude, frequency, delay, time) { return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, false); } FUNC(LS_Ceiling_Waggle) // Ceiling_Waggle (tag, amplitude, frequency, delay, time) { return EV_StartWaggle (arg0, 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, 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); } 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, 1); } 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, 1); } FUNC(LS_Stairs_BuildDownSync) // Stairs_BuildDownSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildDown, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2); } FUNC(LS_Stairs_BuildUpSync) // Stairs_BuildUpSync (tag, speed, height, reset) { return EV_BuildStairs (arg0, DFloor::buildUp, ln, arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2); } 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_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, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1); } FUNC(LS_Pillar_BuildAndCrush) // Pillar_BuildAndCrush (tag, speed, height, crush) { return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3); } FUNC(LS_Pillar_Open) // Pillar_Open (tag, speed, f_height, c_height) { return EV_DoPillar (DPillar::pillarOpen, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1); } FUNC(LS_Ceiling_LowerByValue) // Ceiling_LowerByValue (tag, speed, height) { return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0); } FUNC(LS_Ceiling_RaiseByValue) // Ceiling_RaiseByValue (tag, speed, height) { return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0); } FUNC(LS_Ceiling_LowerByValueTimes8) // Ceiling_LowerByValueTimes8 (tag, speed, height) { return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0); } FUNC(LS_Ceiling_RaiseByValueTimes8) // Ceiling_RaiseByValueTimes8 (tag, speed, height) { return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0); } FUNC(LS_Ceiling_CrushAndRaise) // Ceiling_CrushAndRaise (tag, speed, crush) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0); } FUNC(LS_Ceiling_LowerAndCrush) // Ceiling_LowerAndCrush (tag, speed, crush) { return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0); } FUNC(LS_Ceiling_CrushStop) // Ceiling_CrushStop (tag) { return EV_CeilingCrushStop (arg0); } FUNC(LS_Ceiling_CrushRaiseAndStay) // Ceiling_CrushRaiseAndStay (tag, speed, crush) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0); } FUNC(LS_Ceiling_MoveToValueTimes8) // Ceiling_MoveToValueTimes8 (tag, speed, height, negative) { return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, 0); } FUNC(LS_Ceiling_MoveToValue) // Ceiling_MoveToValue (tag, speed, height, negative) { return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, 0); } FUNC(LS_Ceiling_LowerToHighestFloor) // Ceiling_LowerToHighestFloor (tag, speed) { return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0); } FUNC(LS_Ceiling_LowerInstant) // Ceiling_LowerInstant (tag, unused, height) { return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0); } FUNC(LS_Ceiling_RaiseInstant) // Ceiling_RaiseInstant (tag, unused, height) { return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0); } FUNC(LS_Ceiling_CrushRaiseAndStayA) // Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0); } FUNC(LS_Ceiling_CrushRaiseAndStaySilA) // Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage) { return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0); } FUNC(LS_Ceiling_CrushAndRaiseA) // Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0); } FUNC(LS_Ceiling_CrushAndRaiseSilentA) // Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage) { return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0); } FUNC(LS_Ceiling_RaiseToNearest) // Ceiling_RaiseToNearest (tag, speed) { return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0); } FUNC(LS_Ceiling_LowerToLowest) // Ceiling_LowerToLowest (tag, speed) { return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0); } FUNC(LS_Ceiling_LowerToFloor) // Ceiling_LowerToFloor (tag, speed) { return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0); } 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); } 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); } 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) { return EV_DoPlat (arg0, ln, DPlat::platRaiseAndStay, 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); return true; } } return false; } FUNC(LS_Teleport) // Teleport (tid, sectortag, bNoSourceFog) { return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false); } FUNC(LS_Teleport_NoFog) // Teleport_NoFog (tid, useang, sectortag) { return EV_Teleport (arg0, arg2, ln, backSide, it, false, false, !arg1); } 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, false, false, false); 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_SetForEndGame (level.nextmap); G_ExitLevel (0, false); 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, angle_t angle, int force, INTBOOL nolimit); 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) { ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2); return true; } return false; } static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit) { angle >>= ANGLETOFINESHIFT; it->momx += force * finecosine[angle]; it->momy += force * finesine[angle]; if (!nolimit) { it->momx = clamp (it->momx, -MAXMOVE, MAXMOVE); it->momy = clamp (it->momy, -MAXMOVE, MAXMOVE); } } FUNC(LS_ThrustThingZ) // [BC] // ThrustThingZ (tid, zthrust, down/up, set) { AActor *victim; fixed_t thrust = arg1*FRACUNIT/4; // [BC] Up is default if (arg2) thrust = -thrust; if (arg0 != 0) { FActorIterator iterator (arg0); while ( (victim = iterator.Next ()) ) { if (!arg3) victim->momz = thrust; else victim->momz += thrust; } return true; } else if (it) { if (!arg3) it->momz = thrust; else it->momz += 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->GetDefault()->health < it->health) it->health = it->GetDefault()->health; } } else if (arg0 > 0) { P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1)); } else { // If zero damage, guarantee a kill P_DamageMobj (it, NULL, NULL, 1000000, 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; } 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 (); actor->Activate (it); actor = temp; count++; } return count != 0; } else if (it != NULL) { it->Activate(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 (); actor->Deactivate (it); actor = temp; count++; } return count != 0; } else if (it != NULL) { it->Deactivate(it); return true; } return false; } static void RemoveThing(AActor * actor) { // Don't remove live players. if (actor->player == NULL || actor != actor->player->mo) { // be friendly to the level statistics. ;) if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--; if (actor->flags&MF_COUNTITEM) level.total_items--; actor->Destroy (); } } FUNC(LS_Thing_Remove) // Thing_Remove (tid) { if (arg0 != 0) { FActorIterator iterator (arg0); AActor *actor; actor = iterator.Next (); while (actor) { AActor *temp = iterator.Next (); RemoveThing(actor); actor = temp; } } else if (it != NULL) { RemoveThing(it); } return true; } FUNC(LS_Thing_Destroy) // Thing_Destroy (tid, extreme) { if (arg0 == 0) { P_Massacre (); } else { FActorIterator iterator (arg0); AActor *actor; actor = iterator.Next (); while (actor) { AActor *temp = iterator.Next (); if (actor->flags & MF_SHOOTABLE) P_DamageMobj (actor, NULL, it, arg1 ? 1000000 : 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, ANGLE_MAX, arg2 ? false : true, arg3); } static bool DoThingRaise(AActor *thing) { if (thing == NULL) return false; // not valid if (!(thing->flags & MF_CORPSE) ) return true; // not a corpse if (thing->tics != -1) return true; // not lying still yet FState * RaiseState = thing->FindState(NAME_Raise); if (RaiseState == NULL) return true; // monster doesn't have a raise state AActor *info = thing->GetDefault (); thing->momx = thing->momy = 0; // [RH] Check against real height and radius fixed_t oldheight = thing->height; fixed_t oldradius = thing->radius; int oldflags = thing->flags; thing->flags |= MF_SOLID; thing->height = info->height; // [RH] Use real height thing->radius = info->radius; // [RH] Use real radius if (!P_CheckPosition (thing, thing->x, thing->y)) { thing->flags = oldflags; thing->radius = oldradius; thing->height = oldheight; return false; } S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE); thing->SetState (RaiseState); thing->flags = info->flags; thing->flags2 = info->flags2; thing->flags3 = info->flags3; thing->flags4 = info->flags4; thing->health = info->health; thing->target = NULL; thing->lastenemy = NULL; // [RH] If it's a monster, it gets to count as another kill if (thing->CountsAsKill()) { level.total_monsters++; } return true; } FUNC(LS_Thing_Raise) // Thing_Raise(tid) { AActor * target; bool ok = false; if (arg0==0) { ok = DoThingRaise (it); } else { TActorIterator iterator (arg0); while ( (target = iterator.Next ()) ) { ok |= DoThingRaise(target); } } return ok; } FUNC(LS_Thing_Stop) // Thing_Stop(tid) { AActor * target; bool ok = false; if (arg0==0) { if (it != NULL) { it->momx = it->momy = it->momz = 0; if (it->player != NULL) it->player->momx = it->player->momy = 0; ok = true; } } else { TActorIterator iterator (arg0); while ( (target = iterator.Next ()) ) { target->momx = target->momy = target->momz = 0; if (target->player != NULL) target->player->momx = target->player->momy = 0; 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) { 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); } 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 { 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; if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) ) return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, false, false); else return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, false, false); } FUNC(LS_ACS_ExecuteAlways) // ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3) { level_info_t *info; if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) ) return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, true, false); else return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, true, false); } 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) { // 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. return P_StartScript (it, ln, arg0, level.mapname, backSide, arg1, arg2, arg3, true, true); } FUNC(LS_ACS_Suspend) // ACS_Suspend (script, map) { level_info_t *info; if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) ) P_SuspendScript (arg0, level.mapname); else P_SuspendScript (arg0, info->mapname); return true; } FUNC(LS_ACS_Terminate) // ACS_Terminate (script, map) { level_info_t *info; if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) ) P_TerminateScript (arg0, level.mapname); else P_TerminateScript (arg0, info->mapname); return true; } 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) { return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0) | EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0); } 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 (tag) { P_ForceLightning (); 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, arg3); } 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; secNum = -1; rtn = false; while ((secNum = P_FindSectorFromTag (arg0, secNum)) >= 0) { sectors[secNum].seqType = arg1; 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 = -1; // Now create pushers for any sectors that don't already have them. while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0) { unsigned int i; for (i = 0; i < numcollected; i++) { if (Collection[i].RefNum == sectors[secnum].tag) break; } if (i == numcollected) { new DPusher (type, NULL, magnitude, angle, NULL, secnum); } } Collection.Clear (); } FUNC(LS_Sector_SetWind) // Sector_SetWind (tag, amount, angle) { if (ln || arg3) return false; AdjustPusher (arg0, arg1, arg2, DPusher::p_wind); return true; } FUNC(LS_Sector_SetCurrent) // Sector_SetCurrent (tag, amount, angle) { if (ln || 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; } static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy) { 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 && lines[sides[wallnum].linenum].id == id && lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum) { 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 && lines[sides[collect.RefNum].linenum].id == id && lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum) { ((DScroller *)collect.Obj)->SetRate (dx, dy); Collection.Push (collect); } } } size_t numcollected = Collection.Size (); int linenum = -1; // Now create scrollers for any walls that don't already have them. while ((linenum = P_FindLineFromID (id, linenum)) >= 0) { unsigned int i; for (i = 0; i < numcollected; i++) { if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice]) break; } if (i == numcollected) { if (lines[linenum].sidenum[sidechoice] != NO_SIDE) { new DScroller (DScroller::sc_side, dx, dy, -1, lines[linenum].sidenum[sidechoice], 0); } } } 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); 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 (sectors[scroller->GetAffectee ()].tag == tag) { i++; scroller->SetRate (dx, dy); } } } if (i > 0 || (dx|dy) == 0) { return; } // Need to create scrollers for the sector(s) for (i = -1; (i = P_FindSectorFromTag (tag, i)) >= 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) { // 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. int secnum = -1; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].damage = arg1; sectors[secnum].mod = arg2; } return true; } FUNC(LS_Sector_SetGravity) // Sector_SetGravity (tag, intpart, fracpart) { int secnum = -1; float gravity; if (arg2 > 99) arg2 = 99; gravity = (float)arg1 + (float)arg2 * 0.01f; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) sectors[secnum].gravity = gravity; return true; } FUNC(LS_Sector_SetColor) // Sector_SetColor (tag, r, g, b, desaturate) { int secnum = -1; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].SetColor(arg1, arg2, arg3, arg4); } return true; } FUNC(LS_Sector_SetFade) // Sector_SetFade (tag, r, g, b) { int secnum = -1; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].SetFade(arg1, arg2, arg3); } return true; } FUNC(LS_Sector_SetCeilingPanning) // Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac) { int secnum = -1; fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].ceiling_xoffs = xofs; sectors[secnum].ceiling_yoffs = yofs; } return true; } FUNC(LS_Sector_SetFloorPanning) // Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac) { int secnum = -1; fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100); fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].floor_xoffs = xofs; sectors[secnum].floor_yoffs = yofs; } return true; } FUNC(LS_Sector_SetCeilingScale) // Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac) { int secnum = -1; 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); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { if (xscale) sectors[secnum].ceiling_xscale = xscale; if (yscale) sectors[secnum].ceiling_yscale = yscale; } return true; } FUNC(LS_Sector_SetFloorScale2) // Sector_SetFloorScale2 (tag, x-factor, y-factor) { int secnum = -1; if (arg1) arg1 = FixedDiv (FRACUNIT, arg1); if (arg2) arg2 = FixedDiv (FRACUNIT, arg2); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { if (arg1) sectors[secnum].floor_xscale = arg1; if (arg2) sectors[secnum].floor_yscale = arg2; } return true; } FUNC(LS_Sector_SetCeilingScale2) // Sector_SetFloorScale2 (tag, x-factor, y-factor) { int secnum = -1; if (arg1) arg1 = FixedDiv (FRACUNIT, arg1); if (arg2) arg2 = FixedDiv (FRACUNIT, arg2); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { if (arg1) sectors[secnum].ceiling_xscale = arg1; if (arg2) sectors[secnum].ceiling_yscale = arg2; } return true; } FUNC(LS_Sector_SetFloorScale) // Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac) { int secnum = -1; 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); while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { if (xscale) sectors[secnum].floor_xscale = xscale; if (yscale) sectors[secnum].floor_yscale = yscale; } return true; } FUNC(LS_Sector_SetRotation) // Sector_SetRotation (tag, floor-angle, ceiling-angle) { int secnum = -1; angle_t ceiling = arg2 * ANGLE_1; angle_t floor = arg1 * ANGLE_1; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) { sectors[secnum].floor_angle = floor; sectors[secnum].ceiling_angle = ceiling; } return true; } FUNC(LS_Line_AlignCeiling) // Line_AlignCeiling (lineid, side) { int line = P_FindLineFromID (arg0, -1); bool ret = 0; if (line < 0) I_Error ("Sector_AlignCeiling: Lineid %d is undefined", arg0); do { ret |= R_AlignFlat (line, !!arg1, 1); } while ( (line = P_FindLineFromID (arg0, line)) >= 0); return ret; } FUNC(LS_Line_AlignFloor) // Line_AlignFloor (lineid, side) { int line = P_FindLineFromID (arg0, -1); bool ret = 0; if (line < 0) I_Error ("Sector_AlignFloor: Lineid %d is undefined", arg0); do { ret |= R_AlignFlat (line, !!arg1, 0); } while ( (line = P_FindLineFromID (arg0, line)) >= 0); return ret; } 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, }; FUNC(LS_SetPlayerProperty) // SetPlayerProperty (who, set, which) { int mask = 0; if ((!it || !it->player) && !arg0) return false; // Add or remove a power if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED) { static const PClass *powers[11] = { RUNTIME_CLASS(APowerInvulnerable), RUNTIME_CLASS(APowerStrength), RUNTIME_CLASS(APowerInvisibility), RUNTIME_CLASS(APowerIronFeet), NULL, // MapRevealer RUNTIME_CLASS(APowerLightAmp), RUNTIME_CLASS(APowerWeaponLevel2), RUNTIME_CLASS(APowerFlight), NULL, NULL, RUNTIME_CLASS(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) { it->GiveInventoryType (powers[power]); } else if (it->player - players == consoleplayer) { level.flags |= LEVEL_ALLMAP; } } else { // Take power from activator if (power != 4) { AInventory *item = it->FindInventory (powers[power]); if (item != NULL) { item->Destroy (); } } else if (it->player - players == consoleplayer) { level.flags &= ~LEVEL_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) { players[i].mo->GiveInventoryType (powers[power]); } else if (i == consoleplayer) { level.flags |= LEVEL_ALLMAP; } } else { // Take power if (power != 4) { AInventory *item = players[i].mo->FindInventory (powers[power]); if (item != NULL) { item->Destroy (); } } else if (i == consoleplayer) { level.flags &= ~LEVEL_ALLMAP; } } } } return true; } // Set or clear a flag switch (arg2) { 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->flags2 |= MF2_FLY; it->flags |= MF_NOGRAVITY; } } else { it->player->cheats &= ~mask; if (arg2 == PROP_FLY) { it->flags2 &= ~MF2_FLY; it->flags &= ~MF_NOGRAVITY; } } } else { int i; 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) { int linenum = -1; while ((linenum = P_FindLineFromID (arg0, linenum)) >= 0) { lines[linenum].alpha = arg1 & 255; if (arg2 == 0) { sides[lines[linenum].sidenum[0]].Flags &= ~WALLF_ADDTRANS; if (lines[linenum].sidenum[1] != NO_SIDE) { sides[lines[linenum].sidenum[1]].Flags &= ~WALLF_ADDTRANS; } } else if (arg2 == 1) { sides[lines[linenum].sidenum[0]].Flags |= WALLF_ADDTRANS; if (lines[linenum].sidenum[1] != NO_SIDE) { sides[lines[linenum].sidenum[1]].Flags |= WALLF_ADDTRANS; } } else { Printf ("Unknown translucency type used with TranslucentLine\n"); } } return true; } FUNC(LS_Autosave) { if (gameaction != ga_savegame) { 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]; sprintf (name, "svox/voc%d", arg0); if (!arg3) { it->player->SetLogNumber (arg0); } if (it->CheckLocalView (consoleplayer)) { S_StopSound ((fixed_t *)NULL, CHAN_VOICE); S_Sound (CHAN_VOICE, name, 1, ATTN_NORM); if (arg2 == 0) { Printf (PRINT_CHAT, "Incoming Message\n"); } else if (arg2 == 1) { Printf (PRINT_CHAT, "Incoming Message from BlackBird\n"); } } return true; } return false; } FUNC(LS_ForceField) // ForceField () { if (it != NULL) { P_DamageMobj (it, NULL, NULL, 16, NAME_None); P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000); } return true; } FUNC(LS_ClearForceField) // ClearForceField (tag) { int secnum = -1; bool rtn = false; while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 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; sides[line->sidenum[0]].midtexture = 0; sides[line->sidenum[1]].midtexture = 0; } } } return rtn; } FUNC(LS_GlassBreak) // GlassBreak (bNoJunk) { bool switched; bool quest1, quest2; ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING); switched = P_ChangeSwitchTexture (&sides[ln->sidenum[0]], false, 0, &quest1); ln->special = 0; if (ln->sidenum[1] != NO_SIDE) { switched |= P_ChangeSwitchTexture (&sides[ln->sidenum[1]], false, 0, &quest2); } else { quest2 = quest1; } if (switched) { if (!arg0) { // Break some glass fixed_t x, y; AActor *glass; angle_t an; int speed; x = ln->v1->x + ln->dx/2; y = ln->v1->y + ln->dy/2; x += (ln->frontsector->soundorg[0] - x) / 5; y += (ln->frontsector->soundorg[1] - y) / 5; for (int i = 0; i < 7; ++i) { glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE); glass->z += 24 * FRACUNIT; glass->SetState (glass->SpawnState + (pr_glass() % glass->health)); an = pr_glass() << (32-8); glass->angle = an; an >>= ANGLETOFINESHIFT; speed = pr_glass() & 3; glass->momx = finecosine[an] * speed; glass->momy = finesine[an] * speed; glass->momz = (pr_glass() & 7) << FRACBITS; // [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; } lnSpecFunc LineSpecials[256] = { LS_NOP, LS_NOP, // Polyobj_StartLine, LS_Polyobj_RotateLeft, LS_Polyobj_RotateRight, LS_Polyobj_Move, LS_NOP, // Polyobj_ExplicitLine LS_Polyobj_MoveTimes8, LS_Polyobj_DoorSwing, LS_Polyobj_DoorSlide, LS_NOP, // Line_Horizon LS_Door_Close, LS_Door_Open, LS_Door_Raise, LS_Door_LockedRaise, LS_Door_Animated, LS_Autosave, LS_NOP, // Transfer_WallLight LS_Thing_Raise, LS_StartConversation, LS_Thing_Stop, LS_Floor_LowerByValue, LS_Floor_LowerToLowest, LS_Floor_LowerToNearest, LS_Floor_RaiseByValue, LS_Floor_RaiseToHighest, LS_Floor_RaiseToNearest, LS_Stairs_BuildDown, LS_Stairs_BuildUp, LS_Floor_RaiseAndCrush, LS_Pillar_Build, LS_Pillar_Open, LS_Stairs_BuildDownSync, LS_Stairs_BuildUpSync, LS_ForceField, LS_ClearForceField, LS_Floor_RaiseByValueTimes8, LS_Floor_LowerByValueTimes8, LS_Floor_MoveToValue, LS_Ceiling_Waggle, LS_Teleport_ZombieChanger, LS_Ceiling_LowerByValue, LS_Ceiling_RaiseByValue, LS_Ceiling_CrushAndRaise, LS_Ceiling_LowerAndCrush, LS_Ceiling_CrushStop, LS_Ceiling_CrushRaiseAndStay, LS_Floor_CrushStop, LS_Ceiling_MoveToValue, LS_NOP, // Sector_Attach3dMidtex LS_GlassBreak, LS_NOP, // 50: ExtraFloor_LightOnly LS_NOP, // 51 LS_NOP, // 52 LS_NOP, // 53 LS_NOP, // 54 LS_NOP, // 55 LS_NOP, // 56 LS_NOP, // 57 LS_NOP, // 58 LS_NOP, // 59 LS_Plat_PerpetualRaise, LS_Plat_Stop, LS_Plat_DownWaitUpStay, LS_Plat_DownByValue, LS_Plat_UpWaitDownStay, LS_Plat_UpByValue, LS_Floor_LowerInstant, LS_Floor_RaiseInstant, LS_Floor_MoveToValueTimes8, LS_Ceiling_MoveToValueTimes8, LS_Teleport, LS_Teleport_NoFog, LS_ThrustThing, LS_DamageThing, LS_Teleport_NewMap, LS_Teleport_EndGame, LS_TeleportOther, LS_TeleportGroup, LS_TeleportInSector, LS_NOP, // 79 LS_ACS_Execute, LS_ACS_Suspend, LS_ACS_Terminate, LS_ACS_LockedExecute, LS_ACS_ExecuteWithResult, LS_ACS_LockedExecuteDoor, LS_NOP, // 86 LS_NOP, // 87 LS_NOP, // 88 LS_NOP, // 89 LS_Polyobj_OR_RotateLeft, LS_Polyobj_OR_RotateRight, LS_Polyobj_OR_Move, LS_Polyobj_OR_MoveTimes8, LS_Pillar_BuildAndCrush, LS_FloorAndCeiling_LowerByValue, LS_FloorAndCeiling_RaiseByValue, LS_NOP, // 97 LS_NOP, // 98 LS_NOP, // 99 LS_NOP, // Scroll_Texture_Left LS_NOP, // Scroll_Texture_Right LS_NOP, // Scroll_Texture_Up LS_NOP, // Scroll_Texture_Down LS_NOP, // 104 LS_NOP, // 105 LS_NOP, // 106 LS_NOP, // 107 LS_NOP, // 108 LS_Light_ForceLightning, LS_Light_RaiseByValue, LS_Light_LowerByValue, LS_Light_ChangeToValue, LS_Light_Fade, LS_Light_Glow, LS_Light_Flicker, LS_Light_Strobe, LS_Light_Stop, LS_NOP, // 118 LS_Thing_Damage, LS_Radius_Quake, LS_NOP, // Line_SetIdentification LS_NOP, // Thing_SetGravity // [BC] Start LS_NOP, // Thing_ReverseGravity LS_NOP, // Thing_RevertGravity LS_Thing_Move, LS_NOP, // Thing_SetSprite LS_Thing_SetSpecial, LS_ThrustThingZ, // [BC] End LS_UsePuzzleItem, LS_Thing_Activate, LS_Thing_Deactivate, LS_Thing_Remove, LS_Thing_Destroy, LS_Thing_Projectile, LS_Thing_Spawn, LS_Thing_ProjectileGravity, LS_Thing_SpawnNoFog, LS_Floor_Waggle, LS_Thing_SpawnFacing, LS_Sector_ChangeSound, LS_NOP, // 141 Music_Pause // [BC] Start LS_NOP, // 142 Music_Change LS_NOP, // 143 Player_RemoveItem LS_NOP, // 144 Player_GiveItem LS_NOP, // 145 Player_SetTeam LS_NOP, // 146 Player_SetLeader LS_NOP, // 147 Team_InitFP LS_NOP, // 148 TeleportAll LS_NOP, // 149 TeleportAll_NoFog LS_NOP, // 150 Team_GiveFP LS_NOP, // 151 Team_UseFP LS_NOP, // 152 Team_Score LS_NOP, // 153 Team_Init LS_NOP, // 154 Var_Lock LS_NOP, // 155 Team_RemoveItem LS_NOP, // 156 Team_GiveItem // [BC] End LS_NOP, // 157 LS_NOP, // 158 LS_NOP, // 159 LS_NOP, // 160 LS_NOP, // 161 LS_NOP, // 162 LS_NOP, // 163 LS_NOP, // 164 LS_NOP, // 165 LS_NOP, // 166 LS_NOP, // 167 LS_NOP, // 168 LS_NOP, // 169 LS_Sector_SetCeilingScale2, LS_Sector_SetFloorScale2, LS_Plat_UpNearestWaitDownStay, LS_NoiseAlert, LS_SendToCommunicator, LS_Thing_ProjectileIntercept, LS_Thing_ChangeTID, LS_Thing_Hate, LS_Thing_ProjectileAimed, LS_ChangeSkill, LS_Thing_SetTranslation, LS_NOP, // Plane_Align LS_NOP, // Line_Mirror LS_Line_AlignCeiling, LS_Line_AlignFloor, LS_Sector_SetRotation, LS_Sector_SetCeilingPanning, LS_Sector_SetFloorPanning, LS_Sector_SetCeilingScale, LS_Sector_SetFloorScale, LS_NOP, // Static_Init LS_SetPlayerProperty, LS_Ceiling_LowerToHighestFloor, LS_Ceiling_LowerInstant, LS_Ceiling_RaiseInstant, LS_Ceiling_CrushRaiseAndStayA, LS_Ceiling_CrushAndRaiseA, LS_Ceiling_CrushAndRaiseSilentA, LS_Ceiling_RaiseByValueTimes8, LS_Ceiling_LowerByValueTimes8, LS_Generic_Floor, LS_Generic_Ceiling, LS_Generic_Door, LS_Generic_Lift, LS_Generic_Stairs, LS_Generic_Crusher, LS_Plat_DownWaitUpStayLip, LS_Plat_PerpetualRaiseLip, LS_TranslucentLine, LS_NOP, // Transfer_Heights LS_NOP, // Transfer_FloorLight LS_NOP, // Transfer_CeilingLight LS_Sector_SetColor, LS_Sector_SetFade, LS_Sector_SetDamage, LS_Teleport_Line, LS_Sector_SetGravity, LS_Stairs_BuildUpDoom, LS_Sector_SetWind, LS_Sector_SetFriction, LS_Sector_SetCurrent, LS_Scroll_Texture_Both, LS_NOP, // Scroll_Texture_Model LS_Scroll_Floor, LS_Scroll_Ceiling, LS_NOP, // Scroll_Texture_Offsets LS_ACS_ExecuteAlways, LS_PointPush_SetForce, LS_Plat_RaiseAndStayTx0, LS_Thing_SetGoal, LS_Plat_UpByValueStayTx, LS_Plat_ToggleCeiling, LS_Light_StrobeDoom, LS_Light_MinNeighbor, LS_Light_MaxNeighbor, LS_Floor_TransferTrigger, LS_Floor_TransferNumeric, LS_ChangeCamera, LS_Floor_RaiseToLowestCeiling, LS_Floor_RaiseByValueTxTy, LS_Floor_RaiseByTexture, LS_Floor_LowerToLowestTxTy, LS_Floor_LowerToHighest, LS_Exit_Normal, LS_Exit_Secret, LS_Elevator_RaiseToNearest, LS_Elevator_MoveToFloor, LS_Elevator_LowerToNearest, LS_HealThing, LS_Door_CloseWaitOpen, LS_Floor_Donut, LS_FloorAndCeiling_LowerRaise, LS_Ceiling_RaiseToNearest, LS_Ceiling_LowerToLowest, LS_Ceiling_LowerToFloor, LS_Ceiling_CrushRaiseAndStaySilA };