mirror of
https://github.com/ZDoom/gzdoom-gles.git
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0b26377624
- Rewrote BlockThingsIterator code not to use callbacks anymore. SVN r888 (trunk)
1927 lines
51 KiB
C++
1927 lines
51 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Implements special effects:
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// Texture animation, height or lighting changes
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// according to adjacent sectors, respective
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// utility functions, etc.
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// Line Tag handling. Line and Sector triggers.
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// Implements donut linedef triggers
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// Initializes and implements BOOM linedef triggers for
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// Scrollers/Conveyors
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// Friction
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// Wind/Current
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//
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//-----------------------------------------------------------------------------
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#include "m_alloc.h"
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "gstrings.h"
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#include "i_system.h"
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#include "m_argv.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "w_wad.h"
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#include "r_local.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_terrain.h"
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#include "p_acs.h"
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#include "p_3dmidtex.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "sc_man.h"
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#include "gi.h"
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#include "statnums.h"
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// State.
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#include "r_state.h"
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#include "c_console.h"
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// [RH] Needed for sky scrolling
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#include "r_sky.h"
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static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
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// [GrafZahl] Make this message changable by the user! ;)
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CVAR(String, secretmessage, "A Secret is revealed!", CVAR_ARCHIVE)
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IMPLEMENT_CLASS (DScroller)
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IMPLEMENT_POINTY_CLASS (DPusher)
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DECLARE_POINTER (m_Source)
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END_POINTERS
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DScroller::DScroller ()
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{
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}
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void DScroller::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_dx << m_dy
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<< m_Affectee
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<< m_Control
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<< m_LastHeight
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<< m_vdx << m_vdy
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<< m_Accel
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<< m_Parts;
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}
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DPusher::DPusher ()
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{
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}
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void DPusher::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_Source
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<< m_Xmag
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<< m_Ymag
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<< m_Magnitude
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<< m_Radius
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<< m_X
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<< m_Y
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<< m_Affectee;
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}
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// killough 3/7/98: Initialize generalized scrolling
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static void P_SpawnScrollers();
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static void P_SpawnFriction (); // phares 3/16/98
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static void P_SpawnPushers (); // phares 3/20/98
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// [RH] Check dmflags for noexit and respond accordingly
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bool CheckIfExitIsGood (AActor *self, level_info_t *info)
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{
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cluster_info_t *cluster;
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// The world can always exit itself.
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if (self == NULL)
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return true;
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// Is this a deathmatch game and we're not allowed to exit?
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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{
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P_DamageMobj (self, self, self, 1000000, NAME_Exit);
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return false;
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}
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// Is this a singleplayer game and the next map is part of the same hub and we're dead?
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if (self->health <= 0 &&
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!multiplayer &&
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info != NULL &&
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info->cluster == level.cluster &&
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(cluster = FindClusterInfo(level.cluster)) != NULL &&
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cluster->flags & CLUSTER_HUB)
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{
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return false;
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}
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if (deathmatch)
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{
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Printf ("%s exited the level.\n", self->player->userinfo.netname);
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}
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return true;
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}
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//
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// UTILITIES
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//
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//
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// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
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//
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// Find the next sector with a specified tag.
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// Rewritten by Lee Killough to use chained hashing to improve speed
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int P_FindSectorFromTag (int tag, int start)
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{
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start = start >= 0 ? sectors[start].nexttag :
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sectors[(unsigned) tag % (unsigned) numsectors].firsttag;
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while (start >= 0 && sectors[start].tag != tag)
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start = sectors[start].nexttag;
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return start;
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}
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// killough 4/16/98: Same thing, only for linedefs
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int P_FindLineFromID (int id, int start)
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{
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start = start >= 0 ? lines[start].nextid :
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lines[(unsigned) id % (unsigned) numlines].firstid;
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while (start >= 0 && lines[start].id != id)
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start = lines[start].nextid;
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return start;
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}
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//============================================================================
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//
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// P_ActivateLine
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//
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//============================================================================
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bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
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{
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int lineActivation;
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INTBOOL repeat;
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INTBOOL buttonSuccess;
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BYTE special;
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if (!P_TestActivateLine (line, mo, side, activationType))
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{
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return false;
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}
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lineActivation = GET_SPAC(line->flags);
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if (lineActivation == SPAC_PTOUCH)
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{
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lineActivation = activationType;
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}
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repeat = line->flags & ML_REPEAT_SPECIAL;
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buttonSuccess = false;
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buttonSuccess = LineSpecials[line->special]
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(line, mo, side == 1, line->args[0],
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line->args[1], line->args[2],
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line->args[3], line->args[4]);
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special = line->special;
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if (!repeat && buttonSuccess)
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{ // clear the special on non-retriggerable lines
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line->special = 0;
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}
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// Graf Zahl says: "If you check out the WolfenDoom WAD Operation Rheingold 2
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// you will find that there are lots of shoot triggers that don't have any
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// attached sector. In Doom2.exe such switches are changed and this WAD uses
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// this to create a lot of shootable stuff on walls (like clocks that get
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// destroyed etc.) None of those work in ZDoom. Interestingly this works in
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// almost no source port."
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// begin of changed code
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if (buttonSuccess)
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{
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if (lineActivation == SPAC_USE || lineActivation == SPAC_IMPACT || lineActivation == SPAC_USETHROUGH)
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{
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P_ChangeSwitchTexture (&sides[line->sidenum[0]], repeat, special);
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}
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}
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// some old WADs use this method to create walls that change the texture when shot.
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else if (lineActivation == SPAC_IMPACT && // only for shootable triggers
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!(level.flags & LEVEL_HEXENFORMAT) && // only in Doom-format maps
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!repeat && // only non-repeatable triggers
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(special<Generic_Floor || special>Generic_Crusher) && // not for Boom's generalized linedefs
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special && // not for lines without a special
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line->id && // only if there's a tag (which is stored in the id field)
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P_FindSectorFromTag (line->args[0], -1) == -1) // only if no sector is tagged to this linedef
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{
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P_ChangeSwitchTexture (&sides[line->sidenum[0]], repeat, special);
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line->special = 0;
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}
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// end of changed code
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if (developer && buttonSuccess)
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{
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Printf ("Line special %d activated\n", special);
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}
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return true;
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}
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//============================================================================
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//
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// P_TestActivateLine
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//
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//============================================================================
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bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType)
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{
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int lineActivation;
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lineActivation = GET_SPAC(line->flags);
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if (lineActivation == SPAC_PTOUCH &&
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(activationType == SPAC_PCROSS || activationType == SPAC_IMPACT))
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{
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lineActivation = activationType;
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}
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else if (lineActivation == SPAC_USETHROUGH)
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{
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lineActivation = SPAC_USE;
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}
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else if (line->special == Teleport &&
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lineActivation == SPAC_CROSS &&
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activationType == SPAC_PCROSS &&
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mo != NULL &&
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mo->flags & MF_MISSILE)
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{ // Let missiles use regular player teleports
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lineActivation = SPAC_PCROSS;
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}
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// BOOM's generalized line types that allow monster use can actually be
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// activated by anything!
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if (activationType == SPAC_OTHERCROSS)
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{
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if (lineActivation == SPAC_CROSS && line->special >= Generic_Floor &&
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line->special <= Generic_Crusher && !(mo->flags2&MF2_NOTELEPORT))
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{
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return (line->flags & ML_MONSTERSCANACTIVATE) != 0;
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}
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return false;
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}
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if (lineActivation != activationType &&
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!(activationType == SPAC_MCROSS && lineActivation == SPAC_CROSS))
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{
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return false;
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}
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if (activationType == SPAC_USE)
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{
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if (!P_CheckSwitchRange(mo, line, side)) return false;
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}
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if (mo && !mo->player &&
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!(mo->flags & MF_MISSILE) &&
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!(line->flags & ML_MONSTERSCANACTIVATE) &&
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(activationType != SPAC_MCROSS || lineActivation != SPAC_MCROSS))
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{ // [RH] monsters' ability to activate this line depends on its type
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// In Hexen, only MCROSS lines could be activated by monsters. With
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// lax activation checks, monsters can also activate certain lines
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// even without them being marked as monster activate-able. This is
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// the default for non-Hexen maps in Hexen format.
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if (!(level.flags & LEVEL_LAXMONSTERACTIVATION))
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{
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return false;
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}
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if ((activationType == SPAC_USE || activationType == SPAC_PUSH)
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&& (line->flags & ML_SECRET))
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return false; // never open secret doors
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bool noway = true;
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switch (lineActivation)
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{
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case SPAC_IMPACT:
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case SPAC_PCROSS:
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// shouldn't really be here if not a missile
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case SPAC_MCROSS:
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noway = false;
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break;
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case SPAC_CROSS:
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switch (line->special)
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{
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case Door_Raise:
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if (line->args[1] >= 64)
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{
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break;
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}
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case Teleport:
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case Teleport_NoFog:
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case Teleport_Line:
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case Plat_DownWaitUpStayLip:
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case Plat_DownWaitUpStay:
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noway = false;
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}
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break;
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case SPAC_USE:
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case SPAC_PUSH:
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switch (line->special)
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{
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case Door_Raise:
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if (line->args[0] == 0 && line->args[1] < 64)
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noway = false;
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break;
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case Teleport:
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case Teleport_NoFog:
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noway = false;
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}
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break;
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}
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return !noway;
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}
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if (activationType == SPAC_MCROSS &&
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lineActivation != activationType &&
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!(line->flags & ML_MONSTERSCANACTIVATE))
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{
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return false;
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}
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return true;
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}
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//
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// P_PlayerInSpecialSector
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// Called every tic frame
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// that the player origin is in a special sector
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//
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void P_PlayerInSpecialSector (player_t *player)
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{
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sector_t *sector = player->mo->Sector;
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int special = sector->special & ~SECRET_MASK;
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// Falling, not all the way down yet?
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if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y)
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&& !player->mo->waterlevel)
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{
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return;
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}
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// Has hit ground.
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AInventory *ironfeet;
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// the damage as part of the normal damage procedure. Unfortunately, I don't have
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// different damage types yet, so that's not happening for now.
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
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break;
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}
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// [RH] Normal DOOM special or BOOM specialized?
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if (special >= dLight_Flicker && special <= 255)
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{
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switch (special)
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{
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case Sector_Heal:
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// CoD's healing sector
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if (!(level.time & 0x1f))
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P_GiveBody (player->mo, 1);
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break;
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case Damage_InstantDeath:
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// Strife's instant death sector
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P_DamageMobj (player->mo, NULL, NULL, 999, NAME_InstantDeath);
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break;
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case dDamage_Hellslime:
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// HELLSLIME DAMAGE
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime);
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break;
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case dDamage_Nukage:
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// NUKAGE DAMAGE
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case sLight_Strobe_Hurt:
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime);
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break;
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case dDamage_SuperHellslime:
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// SUPER HELLSLIME DAMAGE
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case dLight_Strobe_Hurt:
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// STROBE HURT
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if (ironfeet == NULL || pr_playerinspecialsector() < 5)
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{
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if (!(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime);
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}
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break;
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case sDamage_Hellslime:
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if (ironfeet == NULL)
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player->hazardcount += 2;
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break;
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case sDamage_SuperHellslime:
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if (ironfeet == NULL)
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player->hazardcount += 4;
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break;
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case dDamage_End:
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// EXIT SUPER DAMAGE! (for E1M8 finale)
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player->cheats &= ~CF_GODMODE;
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if (!(level.time & 0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_None);
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if (player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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G_ExitLevel(0, false);
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break;
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case dDamage_LavaWimpy:
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case dScroll_EastLavaDamage:
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if (!(level.time & 15))
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{
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P_DamageMobj(player->mo, NULL, NULL, 5, NAME_Fire);
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P_HitFloor(player->mo);
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}
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break;
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case dDamage_LavaHefty:
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if(!(level.time & 15))
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{
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P_DamageMobj(player->mo, NULL, NULL, 8, NAME_Fire);
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P_HitFloor(player->mo);
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}
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break;
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default:
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// [RH] Ignore unknown specials
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break;
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}
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}
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else
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{
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//jff 3/14/98 handle extended sector types for secrets and damage
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switch (special & DAMAGE_MASK)
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{
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case 0x000: // no damage
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break;
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case 0x100: // 2/5 damage per 31 ticks
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Fire);
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break;
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case 0x200: // 5/10 damage per 31 ticks
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime);
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break;
|
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case 0x300: // 10/20 damage per 31 ticks
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if (ironfeet == NULL
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|| pr_playerinspecialsector() < 5) // take damage even with suit
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{
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if (!(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime);
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}
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break;
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}
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}
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// [RH] Apply any customizable damage
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if (sector->damage)
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{
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if (sector->damage < 20)
|
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{
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if (ironfeet == NULL && !(level.time&0x1f))
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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else if (sector->damage < 50)
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{
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if ((ironfeet == NULL || (pr_playerinspecialsector()<5))
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&& !(level.time&0x1f))
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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else
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod));
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}
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}
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if (sector->special & SECRET_MASK)
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{
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player->secretcount++;
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level.found_secrets++;
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|
sector->special &= ~SECRET_MASK;
|
|
if (player->mo->CheckLocalView (consoleplayer))
|
|
{
|
|
C_MidPrint (secretmessage);
|
|
S_Sound (CHAN_AUTO, "misc/secret", 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_PlayerOnSpecialFlat
|
|
//
|
|
//============================================================================
|
|
|
|
void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|
{
|
|
if (player->mo->z > player->mo->Sector->floorplane.ZatPoint (
|
|
player->mo->x, player->mo->y) &&
|
|
!player->mo->waterlevel)
|
|
{ // Player is not touching the floor
|
|
return;
|
|
}
|
|
if (Terrains[floorType].DamageAmount &&
|
|
!(level.time & Terrains[floorType].DamageTimeMask))
|
|
{
|
|
AInventory *ironfeet = NULL;
|
|
|
|
if (Terrains[floorType].AllowProtection)
|
|
{
|
|
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
|
|
{
|
|
if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet)))
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (ironfeet == NULL)
|
|
{
|
|
P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
|
|
Terrains[floorType].DamageMOD);
|
|
}
|
|
if (Terrains[floorType].Splash != -1)
|
|
{
|
|
S_SoundID (player->mo, CHAN_AUTO,
|
|
Splashes[Terrains[floorType].Splash].NormalSplashSound, 1,
|
|
ATTN_IDLE);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_UpdateSpecials
|
|
// Animate planes, scroll walls, etc.
|
|
//
|
|
EXTERN_CVAR (Float, timelimit)
|
|
|
|
void P_UpdateSpecials ()
|
|
{
|
|
// LEVEL TIMER
|
|
if (deathmatch && timelimit)
|
|
{
|
|
if (level.maptime >= (int)(timelimit * TICRATE * 60))
|
|
{
|
|
Printf ("%s\n", GStrings("TXT_TIMELIMIT"));
|
|
G_ExitLevel(0, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// SPECIAL SPAWNING
|
|
//
|
|
|
|
CUSTOM_CVAR (Bool, forcewater, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
|
|
{
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
if (sectors[i].heightsec &&
|
|
!(sectors[i].heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
|
|
!(sectors[i].heightsec->MoreFlags & SECF_UNDERWATER))
|
|
{
|
|
if (self)
|
|
{
|
|
sectors[i].heightsec->MoreFlags |= SECF_FORCEDUNDERWATER;
|
|
}
|
|
else
|
|
{
|
|
sectors[i].heightsec->MoreFlags &= ~SECF_FORCEDUNDERWATER;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
class DLightTransfer : public DThinker
|
|
{
|
|
DECLARE_ACTOR (DLightTransfer, DThinker)
|
|
public:
|
|
DLightTransfer (sector_t *srcSec, int target, bool copyFloor);
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
|
|
protected:
|
|
static void DoTransfer (BYTE level, int target, bool floor);
|
|
|
|
BYTE LastLight;
|
|
sector_t *Source;
|
|
int TargetTag;
|
|
bool CopyFloor;
|
|
};
|
|
|
|
IMPLEMENT_CLASS (DLightTransfer)
|
|
|
|
void DLightTransfer::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << LastLight << Source << TargetTag << CopyFloor;
|
|
}
|
|
|
|
DLightTransfer::DLightTransfer (sector_t *srcSec, int target, bool copyFloor)
|
|
{
|
|
int secnum;
|
|
|
|
Source = srcSec;
|
|
TargetTag = target;
|
|
CopyFloor = copyFloor;
|
|
DoTransfer (LastLight = srcSec->lightlevel, target, copyFloor);
|
|
|
|
if (copyFloor)
|
|
{
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag (target, secnum)) >= 0; )
|
|
sectors[secnum].FloorFlags |= SECF_ABSLIGHTING;
|
|
}
|
|
else
|
|
{
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag (target, secnum)) >= 0; )
|
|
sectors[secnum].CeilingFlags |= SECF_ABSLIGHTING;
|
|
}
|
|
ChangeStatNum (STAT_LIGHTTRANSFER);
|
|
}
|
|
|
|
void DLightTransfer::Tick ()
|
|
{
|
|
BYTE light = Source->lightlevel;
|
|
|
|
if (light != LastLight)
|
|
{
|
|
LastLight = light;
|
|
DoTransfer (light, TargetTag, CopyFloor);
|
|
}
|
|
}
|
|
|
|
void DLightTransfer::DoTransfer (BYTE level, int target, bool floor)
|
|
{
|
|
int secnum;
|
|
|
|
if (floor)
|
|
{
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag (target, secnum)) >= 0; )
|
|
sectors[secnum].FloorLight = level;
|
|
}
|
|
else
|
|
{
|
|
for (secnum = -1; (secnum = P_FindSectorFromTag (target, secnum)) >= 0; )
|
|
sectors[secnum].CeilingLight = level;
|
|
}
|
|
}
|
|
|
|
|
|
class DWallLightTransfer : public DThinker
|
|
{
|
|
enum
|
|
{
|
|
WLF_SIDE1=1,
|
|
WLF_SIDE2=2,
|
|
WLF_NOFAKECONTRAST=4
|
|
};
|
|
|
|
DECLARE_ACTOR (DWallLightTransfer, DThinker)
|
|
public:
|
|
DWallLightTransfer (sector_t *srcSec, int target, BYTE flags);
|
|
void Serialize (FArchive &arc);
|
|
void Tick ();
|
|
|
|
protected:
|
|
static void DoTransfer (BYTE level, int target, BYTE flags);
|
|
|
|
BYTE LastLight;
|
|
BYTE Flags;
|
|
sector_t *Source;
|
|
int TargetID;
|
|
};
|
|
|
|
IMPLEMENT_CLASS (DWallLightTransfer)
|
|
|
|
void DWallLightTransfer::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << LastLight << Source << TargetID << Flags;
|
|
}
|
|
|
|
DWallLightTransfer::DWallLightTransfer (sector_t *srcSec, int target, BYTE flags)
|
|
{
|
|
int linenum;
|
|
int wallflags;
|
|
|
|
Source = srcSec;
|
|
TargetID = target;
|
|
Flags = flags;
|
|
DoTransfer (LastLight = srcSec->lightlevel, target, Flags);
|
|
|
|
if (!(flags&WLF_NOFAKECONTRAST)) wallflags = WALLF_AUTOCONTRAST|WALLF_ABSLIGHTING;
|
|
else wallflags = WALLF_ABSLIGHTING;
|
|
|
|
for (linenum = -1; (linenum = P_FindLineFromID (target, linenum)) >= 0; )
|
|
{
|
|
if (flags & WLF_SIDE1 && lines[linenum].sidenum[0]!=NO_SIDE)
|
|
sides[lines[linenum].sidenum[0]].Flags |= wallflags;
|
|
|
|
if (flags & WLF_SIDE2 && lines[linenum].sidenum[1]!=NO_SIDE)
|
|
sides[lines[linenum].sidenum[1]].Flags |= wallflags;
|
|
}
|
|
ChangeStatNum(STAT_LIGHTTRANSFER);
|
|
}
|
|
|
|
void DWallLightTransfer::Tick ()
|
|
{
|
|
BYTE light = Source->lightlevel;
|
|
|
|
if (light != LastLight)
|
|
{
|
|
LastLight = light;
|
|
DoTransfer (light, TargetID, Flags);
|
|
}
|
|
}
|
|
|
|
void DWallLightTransfer::DoTransfer (BYTE lightlevel, int target, BYTE flags)
|
|
{
|
|
int linenum;
|
|
|
|
for (linenum = -1; (linenum = P_FindLineFromID (target, linenum)) >= 0; )
|
|
{
|
|
line_t * line = &lines[linenum];
|
|
|
|
if (flags & WLF_SIDE1 && line->sidenum[0]!=NO_SIDE)
|
|
{
|
|
sides[line->sidenum[0]].Light = (BYTE)lightlevel;
|
|
}
|
|
|
|
if (flags & WLF_SIDE2 && line->sidenum[1]!=NO_SIDE)
|
|
{
|
|
sides[line->sidenum[1]].Light = (BYTE)lightlevel;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// P_SpawnSpecials
|
|
//
|
|
// After the map has been loaded, scan for specials that spawn thinkers
|
|
//
|
|
|
|
void P_SpawnSpecials (void)
|
|
{
|
|
sector_t *sector;
|
|
int i;
|
|
|
|
// Init special SECTORs.
|
|
sector = sectors;
|
|
for (i = 0; i < numsectors; i++, sector++)
|
|
{
|
|
if (sector->special == 0)
|
|
continue;
|
|
|
|
// [RH] All secret sectors are marked with a BOOM-ish bitfield
|
|
if (sector->special & SECRET_MASK)
|
|
level.total_secrets++;
|
|
|
|
switch (sector->special & 0xff)
|
|
{
|
|
// [RH] Normal DOOM/Hexen specials. We clear off the special for lights
|
|
// here instead of inside the spawners.
|
|
|
|
case dLight_Flicker:
|
|
// FLICKERING LIGHTS
|
|
new DLightFlash (sector);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dLight_StrobeFast:
|
|
// STROBE FAST
|
|
new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dLight_StrobeSlow:
|
|
// STROBE SLOW
|
|
new DStrobe (sector, STROBEBRIGHT, SLOWDARK, false);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dLight_Strobe_Hurt:
|
|
case sLight_Strobe_Hurt:
|
|
// STROBE FAST/DEATH SLIME
|
|
new DStrobe (sector, STROBEBRIGHT, FASTDARK, false);
|
|
break;
|
|
|
|
case dLight_Glow:
|
|
// GLOWING LIGHT
|
|
new DGlow (sector);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dSector_DoorCloseIn30:
|
|
// DOOR CLOSE IN 30 SECONDS
|
|
P_SpawnDoorCloseIn30 (sector);
|
|
break;
|
|
|
|
case dLight_StrobeSlowSync:
|
|
// SYNC STROBE SLOW
|
|
new DStrobe (sector, STROBEBRIGHT, SLOWDARK, true);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dLight_StrobeFastSync:
|
|
// SYNC STROBE FAST
|
|
new DStrobe (sector, STROBEBRIGHT, FASTDARK, true);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dSector_DoorRaiseIn5Mins:
|
|
// DOOR RAISE IN 5 MINUTES
|
|
P_SpawnDoorRaiseIn5Mins (sector);
|
|
break;
|
|
|
|
case dLight_FireFlicker:
|
|
// fire flickering
|
|
new DFireFlicker (sector);
|
|
sector->special &= 0xff00;
|
|
break;
|
|
|
|
case dFriction_Low:
|
|
sector->friction = FRICTION_LOW;
|
|
sector->movefactor = 0x269;
|
|
sector->special &= 0xff00;
|
|
sector->special |= FRICTION_MASK;
|
|
break;
|
|
|
|
// [RH] Hexen-like phased lighting
|
|
case LightSequenceStart:
|
|
new DPhased (sector);
|
|
break;
|
|
|
|
case Light_Phased:
|
|
new DPhased (sector, 48, 63 - (sector->lightlevel & 63));
|
|
break;
|
|
|
|
case Sky2:
|
|
sector->sky = PL_SKYFLAT;
|
|
break;
|
|
|
|
case dScroll_EastLavaDamage:
|
|
new DScroller (DScroller::sc_floor, (-FRACUNIT/2)<<3,
|
|
0, -1, sector-sectors, 0);
|
|
break;
|
|
|
|
default:
|
|
if ((sector->special & 0xff) >= Scroll_North_Slow &&
|
|
(sector->special & 0xff) <= Scroll_SouthWest_Fast)
|
|
{ // Hexen scroll special
|
|
static const char hexenScrollies[24][2] =
|
|
{
|
|
{ 0, 1 }, { 0, 2 }, { 0, 4 },
|
|
{ -1, 0 }, { -2, 0 }, { -4, 0 },
|
|
{ 0, -1 }, { 0, -2 }, { 0, -4 },
|
|
{ 1, 0 }, { 2, 0 }, { 4, 0 },
|
|
{ 1, 1 }, { 2, 2 }, { 4, 4 },
|
|
{ -1, 1 }, { -2, 2 }, { -4, 4 },
|
|
{ -1, -1 }, { -2, -2 }, { -4, -4 },
|
|
{ 1, -1 }, { 2, -2 }, { 4, -4 }
|
|
};
|
|
|
|
int i = (sector->special & 0xff) - Scroll_North_Slow;
|
|
fixed_t dx = hexenScrollies[i][0] * (FRACUNIT/2);
|
|
fixed_t dy = hexenScrollies[i][1] * (FRACUNIT/2);
|
|
new DScroller (DScroller::sc_floor, dx, dy, -1, sector-sectors, 0);
|
|
}
|
|
else if ((sector->special & 0xff) >= Carry_East5 &&
|
|
(sector->special & 0xff) <= Carry_East35)
|
|
{ // Heretic scroll special
|
|
// Only east scrollers also scroll the texture
|
|
new DScroller (DScroller::sc_floor,
|
|
(-FRACUNIT/2)<<((sector->special & 0xff) - Carry_East5),
|
|
0, -1, sector-sectors, 0);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Init other misc stuff
|
|
|
|
P_SpawnScrollers(); // killough 3/7/98: Add generalized scrollers
|
|
P_SpawnFriction(); // phares 3/12/98: New friction model using linedefs
|
|
P_SpawnPushers(); // phares 3/20/98: New pusher model using linedefs
|
|
|
|
for (i=0; i<numlines; i++)
|
|
switch (lines[i].special)
|
|
{
|
|
int s;
|
|
sector_t *sec;
|
|
|
|
// killough 3/7/98:
|
|
// support for drawn heights coming from different sector
|
|
case Transfer_Heights:
|
|
sec = sides[*lines[i].sidenum].sector;
|
|
if (lines[i].args[1] & 2)
|
|
{
|
|
sec->MoreFlags |= SECF_FAKEFLOORONLY;
|
|
}
|
|
if (lines[i].args[1] & 4)
|
|
{
|
|
sec->MoreFlags |= SECF_CLIPFAKEPLANES;
|
|
}
|
|
if (lines[i].args[1] & 8)
|
|
{
|
|
sec->MoreFlags |= SECF_UNDERWATER;
|
|
}
|
|
else if (forcewater)
|
|
{
|
|
sec->MoreFlags |= SECF_FORCEDUNDERWATER;
|
|
}
|
|
if (lines[i].args[1] & 16)
|
|
{
|
|
sec->MoreFlags |= SECF_IGNOREHEIGHTSEC;
|
|
}
|
|
if (lines[i].args[1] & 32)
|
|
{
|
|
sec->MoreFlags |= SECF_NOFAKELIGHT;
|
|
}
|
|
for (s = -1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
|
|
{
|
|
sectors[s].heightsec = sec;
|
|
sec->e->FakeFloor.Sectors.Push(§ors[s]);
|
|
}
|
|
break;
|
|
|
|
// killough 3/16/98: Add support for setting
|
|
// floor lighting independently (e.g. lava)
|
|
case Transfer_FloorLight:
|
|
new DLightTransfer (sides[*lines[i].sidenum].sector, lines[i].args[0], true);
|
|
break;
|
|
|
|
// killough 4/11/98: Add support for setting
|
|
// ceiling lighting independently
|
|
case Transfer_CeilingLight:
|
|
new DLightTransfer (sides[*lines[i].sidenum].sector, lines[i].args[0], false);
|
|
break;
|
|
|
|
// [Graf Zahl] Add support for setting lighting
|
|
// per wall independently
|
|
case Transfer_WallLight:
|
|
new DWallLightTransfer (sides[*lines[i].sidenum].sector, lines[i].args[0], lines[i].args[1]);
|
|
break;
|
|
|
|
case Sector_Attach3dMidtex:
|
|
P_Attach3dMidtexLinesToSector(lines[i].frontsector, lines[i].args[0], lines[i].args[1], !!lines[i].args[2]);
|
|
break;
|
|
|
|
case Sector_SetLink:
|
|
if (lines[i].args[0] == 0)
|
|
{
|
|
P_AddSectorLinks(lines[i].frontsector, lines[i].args[1], lines[i].args[2], lines[i].args[3]);
|
|
}
|
|
break;
|
|
|
|
// [RH] ZDoom Static_Init settings
|
|
case Static_Init:
|
|
switch (lines[i].args[1])
|
|
{
|
|
case Init_Gravity:
|
|
{
|
|
float grav = ((float)P_AproxDistance (lines[i].dx, lines[i].dy)) / (FRACUNIT * 100.0f);
|
|
for (s = -1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
|
|
sectors[s].gravity = grav;
|
|
}
|
|
break;
|
|
|
|
//case Init_Color:
|
|
// handled in P_LoadSideDefs2()
|
|
|
|
case Init_Damage:
|
|
{
|
|
int damage = P_AproxDistance (lines[i].dx, lines[i].dy) >> FRACBITS;
|
|
for (s = -1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
|
|
{
|
|
sectors[s].damage = damage;
|
|
sectors[s].mod = 0;//MOD_UNKNOWN;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Init_SectorLink:
|
|
if (lines[i].args[3] == 0)
|
|
P_AddSectorLinksByID(lines[i].frontsector, lines[i].args[0], lines[i].args[2]);
|
|
break;
|
|
|
|
// killough 10/98:
|
|
//
|
|
// Support for sky textures being transferred from sidedefs.
|
|
// Allows scrolling and other effects (but if scrolling is
|
|
// used, then the same sector tag needs to be used for the
|
|
// sky sector, the sky-transfer linedef, and the scroll-effect
|
|
// linedef). Still requires user to use F_SKY1 for the floor
|
|
// or ceiling texture, to distinguish floor and ceiling sky.
|
|
|
|
case Init_TransferSky:
|
|
for (s = -1; (s = P_FindSectorFromTag(lines[i].args[0],s)) >= 0;)
|
|
sectors[s].sky = (i+1) | PL_SKYFLAT;
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
|
|
// [RH] Start running any open scripts on this map
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
|
|
}
|
|
|
|
// killough 2/28/98:
|
|
//
|
|
// This function, with the help of r_plane.c and r_bsp.c, supports generalized
|
|
// scrolling floors and walls, with optional mobj-carrying properties, e.g.
|
|
// conveyor belts, rivers, etc. A linedef with a special type affects all
|
|
// tagged sectors the same way, by creating scrolling and/or object-carrying
|
|
// properties. Multiple linedefs may be used on the same sector and are
|
|
// cumulative, although the special case of scrolling a floor and carrying
|
|
// things on it, requires only one linedef. The linedef's direction determines
|
|
// the scrolling direction, and the linedef's length determines the scrolling
|
|
// speed. This was designed so that an edge around the sector could be used to
|
|
// control the direction of the sector's scrolling, which is usually what is
|
|
// desired.
|
|
//
|
|
// Process the active scrollers.
|
|
//
|
|
// This is the main scrolling code
|
|
// killough 3/7/98
|
|
|
|
void DScroller::Tick ()
|
|
{
|
|
fixed_t dx = m_dx, dy = m_dy;
|
|
|
|
if (m_Control != -1)
|
|
{ // compute scroll amounts based on a sector's height changes
|
|
fixed_t height = sectors[m_Control].CenterFloor () +
|
|
sectors[m_Control].CenterCeiling ();
|
|
fixed_t delta = height - m_LastHeight;
|
|
m_LastHeight = height;
|
|
dx = FixedMul(dx, delta);
|
|
dy = FixedMul(dy, delta);
|
|
}
|
|
|
|
// killough 3/14/98: Add acceleration
|
|
if (m_Accel)
|
|
{
|
|
m_vdx = dx += m_vdx;
|
|
m_vdy = dy += m_vdy;
|
|
}
|
|
|
|
if (!(dx | dy)) // no-op if both (x,y) offsets are 0
|
|
return;
|
|
|
|
switch (m_Type)
|
|
{
|
|
case sc_side: // killough 3/7/98: Scroll wall texture
|
|
if (m_Parts & scw_top)
|
|
{
|
|
sides[m_Affectee].AddTextureXOffset(side_t::top, dx);
|
|
sides[m_Affectee].AddTextureYOffset(side_t::top, dy);
|
|
}
|
|
if (m_Parts & scw_mid && (lines[sides[m_Affectee].linenum].backsector == NULL ||
|
|
!(lines[sides[m_Affectee].linenum].flags&ML_3DMIDTEX)))
|
|
{
|
|
sides[m_Affectee].AddTextureXOffset(side_t::mid, dx);
|
|
sides[m_Affectee].AddTextureYOffset(side_t::mid, dy);
|
|
}
|
|
if (m_Parts & scw_bottom)
|
|
{
|
|
sides[m_Affectee].AddTextureXOffset(side_t::bottom, dx);
|
|
sides[m_Affectee].AddTextureYOffset(side_t::bottom, dy);
|
|
}
|
|
break;
|
|
|
|
case sc_floor: // killough 3/7/98: Scroll floor texture
|
|
sectors[m_Affectee].floor_xoffs += dx;
|
|
sectors[m_Affectee].floor_yoffs += dy;
|
|
break;
|
|
|
|
case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
|
|
sectors[m_Affectee].ceiling_xoffs += dx;
|
|
sectors[m_Affectee].ceiling_yoffs += dy;
|
|
break;
|
|
|
|
// [RH] Don't actually carry anything here. That happens later.
|
|
case sc_carry:
|
|
level.Scrolls[m_Affectee].ScrollX += dx;
|
|
level.Scrolls[m_Affectee].ScrollY += dy;
|
|
break;
|
|
|
|
case sc_carry_ceiling: // to be added later
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Add_Scroller()
|
|
//
|
|
// Add a generalized scroller to the thinker list.
|
|
//
|
|
// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
|
|
// wall, floor carrier & scroller
|
|
//
|
|
// (dx,dy): the direction and speed of the scrolling or its acceleration
|
|
//
|
|
// control: the sector whose heights control this scroller's effect
|
|
// remotely, or -1 if no control sector
|
|
//
|
|
// affectee: the index of the affected object (sector or sidedef)
|
|
//
|
|
// accel: non-zero if this is an accelerative effect
|
|
//
|
|
|
|
DScroller::DScroller (EScrollType type, fixed_t dx, fixed_t dy,
|
|
int control, int affectee, int accel, int scrollpos)
|
|
: DThinker (STAT_SCROLLER)
|
|
{
|
|
m_Type = type;
|
|
m_dx = dx;
|
|
m_dy = dy;
|
|
m_Accel = accel;
|
|
m_Parts = scrollpos;
|
|
m_vdx = m_vdy = 0;
|
|
if ((m_Control = control) != -1)
|
|
m_LastHeight =
|
|
sectors[control].CenterFloor () + sectors[control].CenterCeiling ();
|
|
m_Affectee = affectee;
|
|
switch (type)
|
|
{
|
|
case sc_carry:
|
|
level.AddScroller (this, affectee);
|
|
break;
|
|
|
|
case sc_side:
|
|
sides[affectee].Flags |= WALLF_NOAUTODECALS;
|
|
if (m_Parts & scw_top)
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::top);
|
|
}
|
|
if (m_Parts & scw_mid && (lines[sides[m_Affectee].linenum].backsector == NULL ||
|
|
!(lines[sides[m_Affectee].linenum].flags&ML_3DMIDTEX)))
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::mid);
|
|
}
|
|
if (m_Parts & scw_bottom)
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::bottom);
|
|
}
|
|
break;
|
|
|
|
case sc_floor:
|
|
setinterpolation (INTERP_FloorPanning, §ors[affectee]);
|
|
break;
|
|
|
|
case sc_ceiling:
|
|
setinterpolation (INTERP_CeilingPanning, §ors[affectee]);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
DScroller::~DScroller ()
|
|
{
|
|
switch (m_Type)
|
|
{
|
|
case sc_side:
|
|
if (m_Parts & scw_top)
|
|
{
|
|
sides[m_Affectee].StopInterpolation(side_t::top);
|
|
}
|
|
if (m_Parts & scw_mid && (lines[sides[m_Affectee].linenum].backsector == NULL ||
|
|
!(lines[sides[m_Affectee].linenum].flags&ML_3DMIDTEX)))
|
|
{
|
|
sides[m_Affectee].StopInterpolation(side_t::mid);
|
|
}
|
|
if (m_Parts & scw_bottom)
|
|
{
|
|
sides[m_Affectee].StopInterpolation(side_t::bottom);
|
|
}
|
|
break;
|
|
|
|
case sc_floor:
|
|
stopinterpolation (INTERP_FloorPanning, §ors[m_Affectee]);
|
|
break;
|
|
|
|
case sc_ceiling:
|
|
stopinterpolation (INTERP_CeilingPanning, §ors[m_Affectee]);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Adds wall scroller. Scroll amount is rotated with respect to wall's
|
|
// linedef first, so that scrolling towards the wall in a perpendicular
|
|
// direction is translated into vertical motion, while scrolling along
|
|
// the wall in a parallel direction is translated into horizontal motion.
|
|
//
|
|
// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
|
|
|
|
DScroller::DScroller (fixed_t dx, fixed_t dy, const line_t *l,
|
|
int control, int accel, int scrollpos)
|
|
: DThinker (STAT_SCROLLER)
|
|
{
|
|
fixed_t x = abs(l->dx), y = abs(l->dy), d;
|
|
if (y > x)
|
|
d = x, x = y, y = d;
|
|
d = FixedDiv (x, finesine[(tantoangle[FixedDiv(y,x) >> DBITS] + ANG90)
|
|
>> ANGLETOFINESHIFT]);
|
|
x = -FixedDiv (FixedMul(dy, l->dy) + FixedMul(dx, l->dx), d);
|
|
y = -FixedDiv (FixedMul(dx, l->dy) - FixedMul(dy, l->dx), d);
|
|
|
|
m_Type = sc_side;
|
|
m_dx = x;
|
|
m_dy = y;
|
|
m_vdx = m_vdy = 0;
|
|
m_Accel = accel;
|
|
m_Parts = scrollpos;
|
|
if ((m_Control = control) != -1)
|
|
m_LastHeight = sectors[control].CenterFloor() + sectors[control].CenterCeiling();
|
|
m_Affectee = *l->sidenum;
|
|
sides[m_Affectee].Flags |= WALLF_NOAUTODECALS;
|
|
|
|
if (m_Parts & scw_top)
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::top);
|
|
}
|
|
if (m_Parts & scw_mid && (lines[sides[m_Affectee].linenum].backsector == NULL ||
|
|
!(lines[sides[m_Affectee].linenum].flags&ML_3DMIDTEX)))
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::mid);
|
|
}
|
|
if (m_Parts & scw_bottom)
|
|
{
|
|
sides[m_Affectee].SetInterpolation(side_t::bottom);
|
|
}
|
|
}
|
|
|
|
// Amount (dx,dy) vector linedef is shifted right to get scroll amount
|
|
#define SCROLL_SHIFT 5
|
|
#define SCROLLTYPE(i) ((i)<=0 ? 7:(i))
|
|
|
|
// Initialize the scrollers
|
|
static void P_SpawnScrollers(void)
|
|
{
|
|
int i;
|
|
line_t *l = lines;
|
|
|
|
for (i = 0; i < numlines; i++, l++)
|
|
{
|
|
fixed_t dx; // direction and speed of scrolling
|
|
fixed_t dy;
|
|
int control = -1, accel = 0; // no control sector or acceleration
|
|
int special = l->special;
|
|
|
|
// killough 3/7/98: Types 245-249 are same as 250-254 except that the
|
|
// first side's sector's heights cause scrolling when they change, and
|
|
// this linedef controls the direction and speed of the scrolling. The
|
|
// most complicated linedef since donuts, but powerful :)
|
|
//
|
|
// killough 3/15/98: Add acceleration. Types 214-218 are the same but
|
|
// are accelerative.
|
|
|
|
// [RH] Assume that it's a scroller and zero the line's special.
|
|
l->special = 0;
|
|
|
|
dx = dy = 0; // Shut up, GCC
|
|
|
|
if (special == Scroll_Ceiling ||
|
|
special == Scroll_Floor ||
|
|
special == Scroll_Texture_Model)
|
|
{
|
|
if (l->args[1] & 3)
|
|
{
|
|
// if 1, then displacement
|
|
// if 2, then accelerative (also if 3)
|
|
control = sides[*l->sidenum].sector - sectors;
|
|
if (l->args[1] & 2)
|
|
accel = 1;
|
|
}
|
|
if (special == Scroll_Texture_Model ||
|
|
l->args[1] & 4)
|
|
{
|
|
// The line housing the special controls the
|
|
// direction and speed of scrolling.
|
|
dx = l->dx >> SCROLL_SHIFT;
|
|
dy = l->dy >> SCROLL_SHIFT;
|
|
}
|
|
else
|
|
{
|
|
// The speed and direction are parameters to the special.
|
|
dx = (l->args[3] - 128) * (FRACUNIT / 32);
|
|
dy = (l->args[4] - 128) * (FRACUNIT / 32);
|
|
}
|
|
}
|
|
|
|
switch (special)
|
|
{
|
|
register int s;
|
|
|
|
case Scroll_Ceiling:
|
|
for (s=-1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0;)
|
|
new DScroller (DScroller::sc_ceiling, -dx, dy, control, s, accel);
|
|
break;
|
|
|
|
case Scroll_Floor:
|
|
if (l->args[2] != 1)
|
|
{ // scroll the floor texture
|
|
for (s=-1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0;)
|
|
new DScroller (DScroller::sc_floor, -dx, dy, control, s, accel);
|
|
}
|
|
|
|
if (l->args[2] > 0)
|
|
{ // carry objects on the floor
|
|
for (s=-1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0;)
|
|
new DScroller (DScroller::sc_carry, dx, dy, control, s, accel);
|
|
}
|
|
break;
|
|
|
|
// killough 3/1/98: scroll wall according to linedef
|
|
// (same direction and speed as scrolling floors)
|
|
case Scroll_Texture_Model:
|
|
for (s=-1; (s = P_FindLineFromID (l->args[0],s)) >= 0;)
|
|
if (s != i)
|
|
new DScroller (dx, dy, lines+s, control, accel);
|
|
break;
|
|
|
|
case Scroll_Texture_Offsets:
|
|
// killough 3/2/98: scroll according to sidedef offsets
|
|
s = lines[i].sidenum[0];
|
|
new DScroller (DScroller::sc_side, -sides[s].GetTextureXOffset(side_t::mid),
|
|
sides[s].GetTextureYOffset(side_t::mid), -1, s, accel, SCROLLTYPE(l->args[0]));
|
|
break;
|
|
|
|
case Scroll_Texture_Left:
|
|
new DScroller (DScroller::sc_side, l->args[0] * (FRACUNIT/64), 0,
|
|
-1, lines[i].sidenum[0], accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Right:
|
|
new DScroller (DScroller::sc_side, l->args[0] * (-FRACUNIT/64), 0,
|
|
-1, lines[i].sidenum[0], accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Up:
|
|
new DScroller (DScroller::sc_side, 0, l->args[0] * (FRACUNIT/64),
|
|
-1, lines[i].sidenum[0], accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Down:
|
|
new DScroller (DScroller::sc_side, 0, l->args[0] * (-FRACUNIT/64),
|
|
-1, lines[i].sidenum[0], accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Both:
|
|
if (l->args[0] == 0) {
|
|
dx = (l->args[1] - l->args[2]) * (FRACUNIT/64);
|
|
dy = (l->args[4] - l->args[3]) * (FRACUNIT/64);
|
|
new DScroller (DScroller::sc_side, dx, dy, -1, lines[i].sidenum[0], accel);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// [RH] It wasn't a scroller after all, so restore the special.
|
|
l->special = special;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 3/7/98 -- end generalized scroll effects
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// FRICTION EFFECTS
|
|
//
|
|
// phares 3/12/98: Start of friction effects
|
|
|
|
// As the player moves, friction is applied by decreasing the x and y
|
|
// momentum values on each tic. By varying the percentage of decrease,
|
|
// we can simulate muddy or icy conditions. In mud, the player slows
|
|
// down faster. In ice, the player slows down more slowly.
|
|
//
|
|
// The amount of friction change is controlled by the length of a linedef
|
|
// with type 223. A length < 100 gives you mud. A length > 100 gives you ice.
|
|
//
|
|
// Also, each sector where these effects are to take place is given a
|
|
// new special type _______. Changing the type value at runtime allows
|
|
// these effects to be turned on or off.
|
|
//
|
|
// Sector boundaries present problems. The player should experience these
|
|
// friction changes only when his feet are touching the sector floor. At
|
|
// sector boundaries where floor height changes, the player can find
|
|
// himself still 'in' one sector, but with his feet at the floor level
|
|
// of the next sector (steps up or down). To handle this, Thinkers are used
|
|
// in icy/muddy sectors. These thinkers examine each object that is touching
|
|
// their sectors, looking for players whose feet are at the same level as
|
|
// their floors. Players satisfying this condition are given new friction
|
|
// values that are applied by the player movement code later.
|
|
|
|
//
|
|
// killough 8/28/98:
|
|
//
|
|
// Completely redid code, which did not need thinkers, and which put a heavy
|
|
// drag on CPU. Friction is now a property of sectors, NOT objects inside
|
|
// them. All objects, not just players, are affected by it, if they touch
|
|
// the sector's floor. Code simpler and faster, only calling on friction
|
|
// calculations when an object needs friction considered, instead of doing
|
|
// friction calculations on every sector during every tic.
|
|
//
|
|
// Although this -might- ruin Boom demo sync involving friction, it's the only
|
|
// way, short of code explosion, to fix the original design bug. Fixing the
|
|
// design bug in Boom's original friction code, while maintaining demo sync
|
|
// under every conceivable circumstance, would double or triple code size, and
|
|
// would require maintenance of buggy legacy code which is only useful for old
|
|
// demos. Doom demos, which are more important IMO, are not affected by this
|
|
// change.
|
|
//
|
|
// [RH] On the other hand, since I've given up on trying to maintain demo
|
|
// sync between versions, these considerations aren't a big deal to me.
|
|
//
|
|
/////////////////////////////
|
|
//
|
|
// Initialize the sectors where friction is increased or decreased
|
|
|
|
static void P_SpawnFriction(void)
|
|
{
|
|
int i;
|
|
line_t *l = lines;
|
|
|
|
for (i = 0 ; i < numlines ; i++,l++)
|
|
{
|
|
if (l->special == Sector_SetFriction)
|
|
{
|
|
int length;
|
|
|
|
if (l->args[1])
|
|
{ // [RH] Allow setting friction amount from parameter
|
|
length = l->args[1] <= 200 ? l->args[1] : 200;
|
|
}
|
|
else
|
|
{
|
|
length = P_AproxDistance(l->dx,l->dy)>>FRACBITS;
|
|
}
|
|
|
|
P_SetSectorFriction (l->args[0], length, false);
|
|
l->special = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_SetSectorFriction (int tag, int amount, bool alterFlag)
|
|
{
|
|
int s;
|
|
fixed_t friction, movefactor;
|
|
|
|
// An amount of 100 should result in a friction of
|
|
// ORIG_FRICTION (0xE800)
|
|
friction = (0x1EB8*amount)/0x80 + 0xD001;
|
|
|
|
// killough 8/28/98: prevent odd situations
|
|
if (friction > FRACUNIT)
|
|
friction = FRACUNIT;
|
|
if (friction < 0)
|
|
friction = 0;
|
|
|
|
// The following check might seem odd. At the time of movement,
|
|
// the move distance is multiplied by 'friction/0x10000', so a
|
|
// higher friction value actually means 'less friction'.
|
|
|
|
// [RH] Twiddled these values so that momentum on ice (with
|
|
// friction 0xf900) is the same as in Heretic/Hexen.
|
|
if (friction >= ORIG_FRICTION) // ice
|
|
// movefactor = ((0x10092 - friction)*(0x70))/0x158;
|
|
movefactor = ((0x10092 - friction) * 1024) / 4352 + 568;
|
|
else
|
|
movefactor = ((friction - 0xDB34)*(0xA))/0x80;
|
|
|
|
// killough 8/28/98: prevent odd situations
|
|
if (movefactor < 32)
|
|
movefactor = 32;
|
|
|
|
for (s = -1; (s = P_FindSectorFromTag (tag,s)) >= 0; )
|
|
{
|
|
// killough 8/28/98:
|
|
//
|
|
// Instead of spawning thinkers, which are slow and expensive,
|
|
// modify the sector's own friction values. Friction should be
|
|
// a property of sectors, not objects which reside inside them.
|
|
// Original code scanned every object in every friction sector
|
|
// on every tic, adjusting its friction, putting unnecessary
|
|
// drag on CPU. New code adjusts friction of sector only once
|
|
// at level startup, and then uses this friction value.
|
|
|
|
sectors[s].friction = friction;
|
|
sectors[s].movefactor = movefactor;
|
|
if (alterFlag)
|
|
{
|
|
// When used inside a script, the sectors' friction flags
|
|
// can be enabled and disabled at will.
|
|
if (friction == ORIG_FRICTION)
|
|
{
|
|
sectors[s].special &= ~FRICTION_MASK;
|
|
}
|
|
else
|
|
{
|
|
sectors[s].special |= FRICTION_MASK;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// phares 3/12/98: End of friction effects
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// PUSH/PULL EFFECT
|
|
//
|
|
// phares 3/20/98: Start of push/pull effects
|
|
//
|
|
// This is where push/pull effects are applied to objects in the sectors.
|
|
//
|
|
// There are four kinds of push effects
|
|
//
|
|
// 1) Pushing Away
|
|
//
|
|
// Pushes you away from a point source defined by the location of an
|
|
// MT_PUSH Thing. The force decreases linearly with distance from the
|
|
// source. This force crosses sector boundaries and is felt w/in a circle
|
|
// whose center is at the MT_PUSH. The force is felt only if the point
|
|
// MT_PUSH can see the target object.
|
|
//
|
|
// 2) Pulling toward
|
|
//
|
|
// Same as Pushing Away except you're pulled toward an MT_PULL point
|
|
// source. This force crosses sector boundaries and is felt w/in a circle
|
|
// whose center is at the MT_PULL. The force is felt only if the point
|
|
// MT_PULL can see the target object.
|
|
//
|
|
// 3) Wind
|
|
//
|
|
// Pushes you in a constant direction. Full force above ground, half
|
|
// force on the ground, nothing if you're below it (water).
|
|
//
|
|
// 4) Current
|
|
//
|
|
// Pushes you in a constant direction. No force above ground, full
|
|
// force if on the ground or below it (water).
|
|
//
|
|
// The magnitude of the force is controlled by the length of a controlling
|
|
// linedef. The force vector for types 3 & 4 is determined by the angle
|
|
// of the linedef, and is constant.
|
|
//
|
|
// For each sector where these effects occur, the sector special type has
|
|
// to have the PUSH_MASK bit set. If this bit is turned off by a switch
|
|
// at run-time, the effect will not occur. The controlling sector for
|
|
// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
|
|
|
|
|
|
class APointPusher : public AActor
|
|
{
|
|
DECLARE_STATELESS_ACTOR (APointPusher, AActor)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (APointPusher, Any, 5001, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP)
|
|
PROP_RenderFlags (RF_INVISIBLE)
|
|
END_DEFAULTS
|
|
|
|
class APointPuller : public AActor
|
|
{
|
|
DECLARE_STATELESS_ACTOR (APointPuller, AActor)
|
|
};
|
|
|
|
IMPLEMENT_STATELESS_ACTOR (APointPuller, Any, 5002, 0)
|
|
PROP_Flags (MF_NOBLOCKMAP)
|
|
PROP_RenderFlags (RF_INVISIBLE)
|
|
END_DEFAULTS
|
|
|
|
#define PUSH_FACTOR 7
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Add a push thinker to the thinker list
|
|
|
|
DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
|
|
AActor *source, int affectee)
|
|
{
|
|
m_Source = source;
|
|
m_Type = type;
|
|
if (l)
|
|
{
|
|
m_Xmag = l->dx>>FRACBITS;
|
|
m_Ymag = l->dy>>FRACBITS;
|
|
m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag);
|
|
}
|
|
else
|
|
{ // [RH] Allow setting magnitude and angle with parameters
|
|
ChangeValues (magnitude, angle);
|
|
}
|
|
if (source) // point source exist?
|
|
{
|
|
m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
|
|
m_X = m_Source->x;
|
|
m_Y = m_Source->y;
|
|
}
|
|
m_Affectee = affectee;
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// T_Pusher looks for all objects that are inside the radius of
|
|
// the effect.
|
|
//
|
|
void DPusher::Tick ()
|
|
{
|
|
sector_t *sec;
|
|
AActor *thing;
|
|
msecnode_t *node;
|
|
int xspeed,yspeed;
|
|
int ht;
|
|
|
|
if (!var_pushers)
|
|
return;
|
|
|
|
sec = sectors + m_Affectee;
|
|
|
|
// Be sure the special sector type is still turned on. If so, proceed.
|
|
// Else, bail out; the sector type has been changed on us.
|
|
|
|
if (!(sec->special & PUSH_MASK))
|
|
return;
|
|
|
|
// For constant pushers (wind/current) there are 3 situations:
|
|
//
|
|
// 1) Affected Thing is above the floor.
|
|
//
|
|
// Apply the full force if wind, no force if current.
|
|
//
|
|
// 2) Affected Thing is on the ground.
|
|
//
|
|
// Apply half force if wind, full force if current.
|
|
//
|
|
// 3) Affected Thing is below the ground (underwater effect).
|
|
//
|
|
// Apply no force if wind, full force if current.
|
|
//
|
|
// Apply the effect to clipped players only for now.
|
|
//
|
|
// In Phase II, you can apply these effects to Things other than players.
|
|
// [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now.
|
|
|
|
if (m_Type == p_push)
|
|
{
|
|
// Seek out all pushable things within the force radius of this
|
|
// point pusher. Crosses sectors, so use blockmap.
|
|
|
|
FBlockThingsIterator it(FBoundingBox(m_X, m_Y, m_Radius));
|
|
AActor *thing;
|
|
|
|
while ((thing = it.Next()))
|
|
{
|
|
if ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP))
|
|
{
|
|
int sx = m_X;
|
|
int sy = m_Y;
|
|
int dist = P_AproxDistance (thing->x - sx,thing->y - sy);
|
|
int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
|
|
|
|
// If speed <= 0, you're outside the effective radius. You also have
|
|
// to be able to see the push/pull source point.
|
|
|
|
if ((speed > 0) && (P_CheckSight (thing, m_Source, 1)))
|
|
{
|
|
angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy);
|
|
if (m_Source->IsA (RUNTIME_CLASS(APointPusher)))
|
|
pushangle += ANG180; // away
|
|
pushangle >>= ANGLETOFINESHIFT;
|
|
thing->momx += FixedMul (speed, finecosine[pushangle]);
|
|
thing->momy += FixedMul (speed, finesine[pushangle]);
|
|
}
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
// constant pushers p_wind and p_current
|
|
|
|
node = sec->touching_thinglist; // things touching this sector
|
|
for ( ; node ; node = node->m_snext)
|
|
{
|
|
thing = node->m_thing;
|
|
if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP))
|
|
continue;
|
|
if (m_Type == p_wind)
|
|
{
|
|
if (sec->heightsec == NULL ||
|
|
sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC)
|
|
{ // NOT special water sector
|
|
if (thing->z > thing->floorz) // above ground
|
|
{
|
|
xspeed = m_Xmag; // full force
|
|
yspeed = m_Ymag;
|
|
}
|
|
else // on ground
|
|
{
|
|
xspeed = (m_Xmag)>>1; // half force
|
|
yspeed = (m_Ymag)>>1;
|
|
}
|
|
}
|
|
else // special water sector
|
|
{
|
|
ht = sec->heightsec->floorplane.ZatPoint (thing->x, thing->y);
|
|
if (thing->z > ht) // above ground
|
|
{
|
|
xspeed = m_Xmag; // full force
|
|
yspeed = m_Ymag;
|
|
}
|
|
else if (thing->player->viewz < ht) // underwater
|
|
{
|
|
xspeed = yspeed = 0; // no force
|
|
}
|
|
else // wading in water
|
|
{
|
|
xspeed = (m_Xmag)>>1; // half force
|
|
yspeed = (m_Ymag)>>1;
|
|
}
|
|
}
|
|
}
|
|
else // p_current
|
|
{
|
|
const secplane_t *floor;
|
|
|
|
if (sec->heightsec == NULL ||
|
|
(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC))
|
|
{ // NOT special water sector
|
|
floor = &sec->floorplane;
|
|
}
|
|
else
|
|
{ // special water sector
|
|
floor = &sec->heightsec->floorplane;
|
|
}
|
|
if (thing->z > floor->ZatPoint (thing->x, thing->y))
|
|
{ // above ground
|
|
xspeed = yspeed = 0; // no force
|
|
}
|
|
else
|
|
{ // on ground/underwater
|
|
xspeed = m_Xmag; // full force
|
|
yspeed = m_Ymag;
|
|
}
|
|
}
|
|
thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
|
|
thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
|
|
}
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
|
|
// NULL otherwise.
|
|
|
|
AActor *P_GetPushThing (int s)
|
|
{
|
|
AActor* thing;
|
|
sector_t* sec;
|
|
|
|
sec = sectors + s;
|
|
thing = sec->thinglist;
|
|
|
|
while (thing &&
|
|
!thing->IsA (RUNTIME_CLASS(APointPusher)) &&
|
|
!thing->IsA (RUNTIME_CLASS(APointPuller)))
|
|
{
|
|
thing = thing->snext;
|
|
}
|
|
return thing;
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Initialize the sectors where pushers are present
|
|
//
|
|
|
|
static void P_SpawnPushers ()
|
|
{
|
|
int i;
|
|
line_t *l = lines;
|
|
register int s;
|
|
|
|
for (i = 0; i < numlines; i++, l++)
|
|
{
|
|
switch (l->special)
|
|
{
|
|
case Sector_SetWind: // wind
|
|
for (s = -1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0 ; )
|
|
new DPusher (DPusher::p_wind, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
|
break;
|
|
|
|
case Sector_SetCurrent: // current
|
|
for (s = -1; (s = P_FindSectorFromTag (l->args[0],s)) >= 0 ; )
|
|
new DPusher (DPusher::p_current, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
|
|
break;
|
|
|
|
case PointPush_SetForce: // push/pull
|
|
if (l->args[0]) { // [RH] Find thing by sector
|
|
for (s = -1; (s = P_FindSectorFromTag (l->args[0], s)) >= 0 ; )
|
|
{
|
|
AActor *thing = P_GetPushThing (s);
|
|
if (thing) { // No MT_P* means no effect
|
|
// [RH] Allow narrowing it down by tid
|
|
if (!l->args[1] || l->args[1] == thing->tid)
|
|
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
|
0, thing, s);
|
|
}
|
|
}
|
|
} else { // [RH] Find thing by tid
|
|
AActor *thing;
|
|
FActorIterator iterator (l->args[1]);
|
|
|
|
while ( (thing = iterator.Next ()) )
|
|
{
|
|
if (thing->IsA (RUNTIME_CLASS(APointPuller)) ||
|
|
thing->IsA (RUNTIME_CLASS(APointPusher)))
|
|
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
|
0, thing, thing->Sector - sectors);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// phares 3/20/98: End of Pusher effects
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
void sector_t::AdjustFloorClip () const
|
|
{
|
|
msecnode_t *node;
|
|
|
|
for (node = touching_thinglist; node; node = node->m_snext)
|
|
{
|
|
if (node->m_thing->flags2 & MF2_FLOORCLIP)
|
|
{
|
|
node->m_thing->AdjustFloorClip();
|
|
}
|
|
}
|
|
}
|