gzdoom-gles/src/p_lnspec.cpp
Randy Heit e815474cbe - Fixed: ACS improperly calculated the address of local variables when
returning from one function to another function when the function that
  was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
  could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
  appeared at the bottom of the ledge (and consequently inside it) instead
  of on top of it because the items were placed directly on the lines.
  AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
  code to handle situations like this. Previously, it just used the original
  code for straight horizontal/vertical lines and used the new code for
  diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
  playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
  versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
  Exec files are now processed immediately before -file but after autoloading
  wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
  redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
  avoiding a pointer truncation warning.


SVN r30 (trunk)
2006-04-12 01:50:09 +00:00

2791 lines
64 KiB
C++

/*
** p_lnspec.cpp
** Handles line specials
**
**---------------------------------------------------------------------------
** Copyright 1998-2005 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 "a_strifeglobal.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");
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_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_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);
return false;
}
FUNC(LS_Generic_Crusher)
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0);
}
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))
{
G_ExitLevel (arg0, false);
return true;
}
return false;
}
FUNC(LS_Exit_Secret)
// Exit_Secret (position)
{
if (CheckIfExitIsGood (it))
{
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))
{
strncpy (level.nextmap, info->mapname, 8);
G_ExitLevel (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);
it->SetState (it->PainState);
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))
{
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, BOOL 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, BOOL nolimit)
{
angle >>= ANGLETOFINESHIFT;
it->momx += force * finecosine[angle];
it->momy += force * finesine[angle];
if (!nolimit)
{
it->momx = clamp<fixed_t> (it->momx, -MAXMOVE, MAXMOVE);
it->momy = clamp<fixed_t> (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)
{
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->RemoveFromHash ();
it->tid = arg1;
it->AddToHash ();
}
}
else
{
FActorIterator iterator (arg0);
AActor *actor, *next;
next = iterator.Next ();
while (next != NULL)
{
actor = next;
next = iterator.Next ();
actor->RemoveFromHash ();
actor->tid = arg1;
actor->AddToHash ();
}
}
return true;
}
FUNC(LS_DamageThing)
// DamageThing (damage)
{
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, MOD_UNKNOWN);
}
else
{ // If zero damage, guarantee a kill
P_DamageMobj (it, NULL, NULL, 1000000, MOD_UNKNOWN);
}
}
return it ? true : false;
}
FUNC(LS_HealThing)
// HealThing (amount, max)
{
if (it)
{
int max = arg1;
if (max == 0 || it->player == NULL)
{
max = it->GetDefault()->health;
}
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)
{
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;
}
FUNC(LS_Thing_Deactivate)
// Thing_Deactivate (tid)
{
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;
}
FUNC(LS_Thing_Remove)
// Thing_Remove (tid)
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
// be friendly to the level statistics! ;)
if (actor->flags&MF_COUNTKILL && actor->health > 0) level.total_monsters--;
if (actor->flags&MF_COUNTITEM) level.total_items--;
actor->Destroy ();
actor = temp;
}
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, MOD_UNKNOWN);
actor = temp;
}
}
return true;
}
FUNC(LS_Thing_Damage)
// Thing_Damage (tid, amount, MOD)
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *next = iterator.Next ();
if (actor->flags & MF_SHOOTABLE)
{
if (arg1 > 0)
{
P_DamageMobj (actor, NULL, it, arg1, arg2);
}
else if (actor->health < actor->GetDefault()->health)
{
actor->health -= arg1;
if (actor->health > actor->GetDefault()->health)
{
actor->health = actor->GetDefault()->health;
}
if (actor->player != NULL)
{
actor->player->health = actor->health;
}
}
}
actor = next;
}
return true;
}
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, arg1, 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, arg1, 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)
{
// 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->LastLook.Actor = 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->flags & MF2_DORMANT)); // can't target dormant things
}
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))
{
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, arg1, 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, arg1, 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, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
}
FUNC(LS_Thing_SetGoal)
// Thing_SetGoal (tid, goal, delay)
{
TActorIterator<AActor> selfiterator (arg0);
TActorIterator<APatrolPoint> goaliterator (arg1);
AActor *self;
APatrolPoint *goal = goaliterator.Next ();
bool ok = false;
while ( (self = selfiterator.Next ()) )
{
ok = true;
if (self->flags & MF_SHOOTABLE)
{
self->goal = goal;
if (!self->target)
self->reactiontime = arg2 * TICRATE;
}
}
return ok;
}
FUNC(LS_Thing_Move) // [BC]
// Thing_Move (tid, mapspot, nofog)
{
return P_Thing_Move (arg0, arg1, arg2 ? false : true);
}
FUNC(LS_Thing_SetTranslation)
// Thing_SetTranslation (tid, range)
{
TActorIterator<AActor> iterator (arg0);
WORD range;
AActor *target;
bool ok = false;
if (arg1 == -1 && it != NULL)
{
range = it->Translation;
}
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
{
range = (TRANSLATION_LevelScripted<<8)|(arg1-1);
}
else
{
range = 0;
}
while ( (target = iterator.Next ()) )
{
ok = true;
target->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, 1))
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 (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<APuzzleItem*>(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<FThinkerCollection> Collection;
void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type)
{
// Find pushers already attached to the sector, and change their parameters.
{
TThinkerIterator<DPusher> 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<DScroller> 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] == wallnum)
{
scroller->Destroy ();
}
}
}
else
{
// Find scrollers already attached to the matching walls, and change
// their rates.
{
TThinkerIterator<DScroller> 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] == 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 (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<DScroller> 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)
{
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;
PalEntry color = PalEntry (arg1, arg2, arg3);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].ColorMap = GetSpecialLights (color, sectors[secnum].ColorMap->Fade, arg4);
}
return true;
}
FUNC(LS_Sector_SetFade)
// Sector_SetFade (tag, r, g, b)
{
int secnum = -1;
PalEntry fade = PalEntry (arg1, arg2, arg3);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].ColorMap = GetSpecialLights (sectors[secnum].ColorMap->Color, fade, sectors[secnum].ColorMap->Desaturate);
}
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_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;
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;
}
}
}
else
{
if (camera)
{
it->player->camera = camera;
if (arg2)
it->player->cheats |= CF_REVERTPLEASE;
}
else
{
it->player->camera = it;
it->player->cheats &= ~CF_REVERTPLEASE;
}
}
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 TypeInfo *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)
{
gameaction = ga_autosave;
}
return true;
}
FUNC(LS_ChangeSkill)
{
if (arg0 < sk_baby || arg0 > sk_nightmare)
{
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<ACommunicator>())
{
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, MOD_UNKNOWN);
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 = &sectors[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;
}
class AGlassJunk : public AActor
{
DECLARE_ACTOR (AGlassJunk, AActor);
};
// [RH] Slowly fade the shards away instead of abruptly removing them.
void A_GlassAway (AActor *self)
{
self->alpha -= FRACUNIT/32;
if (self->alpha <= 0)
{
self->Destroy ();
}
}
FState AGlassJunk::States[] =
{
// Are the first three frames used anywhere?
S_NORMAL (SHAR, 'A', 128, NULL, &States[6]),
S_NORMAL (SHAR, 'B', 128, NULL, &States[6]),
S_NORMAL (SHAR, 'C', 128, NULL, &States[6]),
S_NORMAL (SHAR, 'D', 128, NULL, &States[6]),
S_NORMAL (SHAR, 'E', 128, NULL, &States[6]),
S_NORMAL (SHAR, 'F', 128, NULL, &States[6]),
S_NORMAL (----, 'A', 1, A_GlassAway, &States[6])
};
IMPLEMENT_ACTOR (AGlassJunk, Any, -1, 0)
PROP_SpawnState (0)
PROP_Flags (MF_NOCLIP | MF_NOBLOCKMAP | MF_STRIFEx8000000)
PROP_RenderStyle (STYLE_Translucent)
PROP_Alpha (HX_SHADOW)
END_DEFAULTS
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<AGlassJunk> (x, y, ONFLOORZ);
glass->z += 24 * FRACUNIT;
glass->SetState (&AGlassJunk::States[3 + pr_glass() % 3]);
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;
}
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, // Autosave
LS_NOP, // 16
LS_NOP, // 17
LS_NOP, // 18
LS_NOP, // 19
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_NOP, // 37
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_NOP, // 47
LS_NOP, // 48
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_NOP, // 85
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_NOP, // 170
LS_NOP, // 171
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
};