2008-01-27 11:25:03 +00:00
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/*
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** p_lnspec.cpp
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** Handles line specials
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** Each function returns true if it caused something to happen
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** or false if it could not perform the desired action.
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*/
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#include "doomstat.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "tables.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "a_lightning.h"
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#include "statnums.h"
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#include "s_sound.h"
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#include "templates.h"
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#include "a_keys.h"
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#include "gi.h"
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#include "m_random.h"
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#include "p_conversation.h"
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#include "a_strifeglobal.h"
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#include "r_translate.h"
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2008-03-20 21:19:20 +00:00
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#include "p_3dmidtex.h"
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2008-09-15 23:47:00 +00:00
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#include "d_net.h"
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#include "d_event.h"
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2008-01-27 11:25:03 +00:00
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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int arg0, int arg1, int arg2, int arg3, int arg4)
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#define SPEED(a) ((a)*(FRACUNIT/8))
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#define TICS(a) (((a)*TICRATE)/35)
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#define OCTICS(a) (((a)*TICRATE)/8)
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#define BYTEANGLE(a) ((angle_t)((a)<<24))
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2008-03-20 10:39:44 +00:00
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#define CRUSHTYPE(a) ((a)==1? false : (a)==2? true : gameinfo.gametype == GAME_Hexen)
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2008-01-27 11:25:03 +00:00
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static FRandom pr_glass ("GlassBreak");
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FName MODtoDamageType (int mod)
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{
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switch (mod)
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{
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default: return NAME_None; break;
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case 9: return NAME_BFGSplash; break;
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case 12: return NAME_Drowning; break;
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case 13: return NAME_Slime; break;
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case 14: return NAME_Fire; break;
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case 15: return NAME_Crush; break;
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case 16: return NAME_Telefrag; break;
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case 17: return NAME_Falling; break;
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case 18: return NAME_Suicide; break;
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case 20: return NAME_Exit; break;
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case 22: return NAME_Melee; break;
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case 23: return NAME_Railgun; break;
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case 24: return NAME_Ice; break;
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case 25: return NAME_Disintegrate; break;
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case 26: return NAME_Poison; break;
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case 27: return NAME_Electric; break;
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case 1000: return NAME_Massacre; break;
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}
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}
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FUNC(LS_NOP)
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{
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return false;
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}
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FUNC(LS_Polyobj_RotateLeft)
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// Polyobj_RotateLeft (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false);
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}
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FUNC(LS_Polyobj_RotateRight)
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// Polyobj_rotateRight (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false);
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}
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FUNC(LS_Polyobj_Move)
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// Polyobj_Move (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, false);
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}
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FUNC(LS_Polyobj_MoveTimes8)
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// Polyobj_MoveTimes8 (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false);
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}
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FUNC(LS_Polyobj_DoorSwing)
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// Polyobj_DoorSwing (po, speed, angle, delay)
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{
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return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING);
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}
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FUNC(LS_Polyobj_DoorSlide)
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// Polyobj_DoorSlide (po, speed, angle, distance, delay)
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{
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return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE);
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}
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FUNC(LS_Polyobj_OR_RotateLeft)
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// Polyobj_OR_RotateLeft (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true);
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}
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FUNC(LS_Polyobj_OR_RotateRight)
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// Polyobj_OR_RotateRight (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true);
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}
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FUNC(LS_Polyobj_OR_Move)
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// Polyobj_OR_Move (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, true);
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}
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FUNC(LS_Polyobj_OR_MoveTimes8)
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// Polyobj_OR_MoveTimes8 (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true);
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}
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FUNC(LS_Door_Close)
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// Door_Close (tag, speed, lighttag)
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{
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return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
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}
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FUNC(LS_Door_Open)
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// Door_Open (tag, speed, lighttag)
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{
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return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
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}
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FUNC(LS_Door_Raise)
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// Door_Raise (tag, speed, delay, lighttag)
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{
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return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3);
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}
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FUNC(LS_Door_LockedRaise)
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// Door_LockedRaise (tag, speed, delay, lock, lighttag)
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{
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return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it,
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arg0, SPEED(arg1), TICS(arg2), arg3, arg4);
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}
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FUNC(LS_Door_CloseWaitOpen)
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// Door_CloseWaitOpen (tag, speed, delay, lighttag)
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{
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return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3);
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}
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FUNC(LS_Door_Animated)
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// Door_Animated (tag, speed, delay)
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{
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return EV_SlidingDoor (ln, it, arg0, arg1, arg2);
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}
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FUNC(LS_Generic_Door)
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// Generic_Door (tag, speed, kind, delay, lock)
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{
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int tag, lightTag;
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DDoor::EVlDoor type;
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switch (arg2 & 127)
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{
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case 0: type = DDoor::doorRaise; break;
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case 1: type = DDoor::doorOpen; break;
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case 2: type = DDoor::doorCloseWaitOpen; break;
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case 3: type = DDoor::doorClose; break;
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default: return false;
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}
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if (arg2 & 128)
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{
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// New for 2.0.58: Finally support BOOM's local door light effect
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tag = 0;
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lightTag = arg0;
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}
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else
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{
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tag = arg0;
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lightTag = 0;
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}
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return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag);
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}
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FUNC(LS_Floor_LowerByValue)
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// Floor_LowerByValue (tag, speed, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_LowerToLowest)
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// Floor_LowerToLowest (tag, speed)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_LowerToHighest)
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// Floor_LowerToHighest (tag, speed, adjust)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_LowerToNearest)
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// Floor_LowerToNearest (tag, speed)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseByValue)
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// Floor_RaiseByValue (tag, speed, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseToHighest)
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// Floor_RaiseToHighest (tag, speed)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseToNearest)
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// Floor_RaiseToNearest (tag, speed)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseAndCrush)
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2008-03-20 10:39:44 +00:00
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// Floor_RaiseAndCrush (tag, speed, crush, crushmode)
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2008-01-27 11:25:03 +00:00
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3));
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseByValueTimes8)
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// FLoor_RaiseByValueTimes8 (tag, speed, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_LowerByValueTimes8)
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// Floor_LowerByValueTimes8 (tag, speed, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_CrushStop)
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// Floor_CrushStop (tag)
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{
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return EV_FloorCrushStop (arg0);
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}
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FUNC(LS_Floor_LowerInstant)
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// Floor_LowerInstant (tag, unused, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseInstant)
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// Floor_RaiseInstant (tag, unused, height)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_MoveToValueTimes8)
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// Floor_MoveToValueTimes8 (tag, speed, height, negative)
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{
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return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
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2008-03-20 10:39:44 +00:00
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arg2*FRACUNIT*8*(arg3?-1:1), 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_MoveToValue)
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// Floor_MoveToValue (tag, speed, height, negative)
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{
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return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
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2008-03-20 10:39:44 +00:00
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arg2*FRACUNIT*(arg3?-1:1), 0, 0, false);
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2008-01-27 11:25:03 +00:00
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}
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FUNC(LS_Floor_RaiseToLowestCeiling)
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// Floor_RaiseToLowestCeiling (tag, speed)
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{
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2008-03-20 10:39:44 +00:00
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return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0, false);
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2008-01-27 11:25:03 +00:00
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|
}
|
|
|
|
|
|
|
|
FUNC(LS_Floor_RaiseByTexture)
|
|
|
|
// Floor_RaiseByTexture (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Floor_RaiseByValueTxTy)
|
|
|
|
// Floor_RaiseByValueTxTy (tag, speed, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Floor_LowerToLowestTxTy)
|
|
|
|
// Floor_LowerToLowestTxTy (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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,
|
2008-03-20 10:39:44 +00:00
|
|
|
(arg4 & 16) ? 20 : -1, arg4 & 7, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Pillar_BuildAndCrush)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Pillar_BuildAndCrush (tag, speed, height, crush, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3, CRUSHTYPE(arg4));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Pillar_Open)
|
|
|
|
// Pillar_Open (tag, speed, f_height, c_height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoPillar (DPillar::pillarOpen, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerByValue)
|
|
|
|
// Ceiling_LowerByValue (tag, speed, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_RaiseByValue)
|
|
|
|
// Ceiling_RaiseByValue (tag, speed, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerByValueTimes8)
|
|
|
|
// Ceiling_LowerByValueTimes8 (tag, speed, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_RaiseByValueTimes8)
|
|
|
|
// Ceiling_RaiseByValueTimes8 (tag, speed, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaise)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushAndRaise (tag, speed, crush, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerAndCrush)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_LowerAndCrush (tag, speed, crush, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0, CRUSHTYPE(arg3));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushStop)
|
|
|
|
// Ceiling_CrushStop (tag)
|
|
|
|
{
|
|
|
|
return EV_CeilingCrushStop (arg0);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStay)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushRaiseAndStay (tag, speed, crush, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_MoveToValueTimes8)
|
|
|
|
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative)
|
|
|
|
{
|
|
|
|
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
|
2008-03-20 10:39:44 +00:00
|
|
|
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_MoveToValue)
|
|
|
|
// Ceiling_MoveToValue (tag, speed, height, negative)
|
|
|
|
{
|
|
|
|
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
|
2008-03-20 10:39:44 +00:00
|
|
|
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerToHighestFloor)
|
|
|
|
// Ceiling_LowerToHighestFloor (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerInstant)
|
|
|
|
// Ceiling_LowerInstant (tag, unused, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_RaiseInstant)
|
|
|
|
// Ceiling_RaiseInstant (tag, unused, height)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStayA)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaiseA)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
|
2008-03-20 10:39:44 +00:00
|
|
|
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_RaiseToNearest)
|
|
|
|
// Ceiling_RaiseToNearest (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerToLowest)
|
|
|
|
// Ceiling_LowerToLowest (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Ceiling_LowerToFloor)
|
|
|
|
// Ceiling_LowerToFloor (tag, speed)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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,
|
2008-03-20 10:39:44 +00:00
|
|
|
(arg4 & 16) ? 20 : -1, 0, arg4 & 7, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Generic_Crusher)
|
|
|
|
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
|
|
|
|
{
|
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
|
2008-03-20 10:39:44 +00:00
|
|
|
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Generic_Crusher2)
|
|
|
|
// Generic_Crusher2 (tag, dnspeed, upspeed, silent, damage)
|
|
|
|
{
|
|
|
|
// same as above but uses Hexen's crushing method.
|
|
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
|
|
|
|
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, true);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap())))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
G_ExitLevel (arg0, false);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Exit_Secret)
|
|
|
|
// Exit_Secret (position)
|
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap())))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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);
|
|
|
|
|
2008-02-14 13:07:19 +00:00
|
|
|
if (info && CheckIfExitIsGood (it, info))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
G_ChangeLevel(info->mapname, arg1, !!arg2);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Teleport)
|
|
|
|
// Teleport (tid, sectortag, bNoSourceFog)
|
2009-01-18 09:42:37 +00:00
|
|
|
{
|
2008-01-27 11:25:03 +00:00
|
|
|
return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false);
|
|
|
|
}
|
|
|
|
|
2008-07-19 23:52:06 +00:00
|
|
|
FUNC( LS_Teleport_NoStop )
|
|
|
|
// Teleport_NoStop (tid, sectortag, bNoSourceFog)
|
|
|
|
{
|
|
|
|
return EV_Teleport( arg0, arg1, ln, backSide, it, true, !arg2, false, false );
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
FUNC(LS_Teleport_NoFog)
|
|
|
|
// Teleport_NoFog (tid, useang, sectortag)
|
|
|
|
{
|
|
|
|
return EV_Teleport (arg0, arg2, ln, backSide, it, false, false, !arg1);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Teleport_ZombieChanger)
|
|
|
|
// Teleport_ZombieChanger (tid, sectortag)
|
|
|
|
{
|
|
|
|
// This is practically useless outside of Strife, but oh well.
|
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
EV_Teleport (arg0, arg1, ln, backSide, it, false, false, false);
|
|
|
|
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_TeleportOther)
|
|
|
|
// TeleportOther (other_tid, dest_tid, fog?)
|
|
|
|
{
|
|
|
|
return EV_TeleportOther (arg0, arg1, arg2?true:false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_TeleportGroup)
|
|
|
|
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
|
|
|
|
{
|
|
|
|
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_TeleportInSector)
|
|
|
|
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
|
|
|
|
{
|
|
|
|
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Teleport_EndGame)
|
|
|
|
// Teleport_EndGame ()
|
|
|
|
{
|
2008-02-14 13:07:19 +00:00
|
|
|
if (!backSide && CheckIfExitIsGood (it, NULL))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
G_SetForEndGame (level.nextmap);
|
|
|
|
G_ExitLevel (0, false);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Teleport_Line)
|
|
|
|
// Teleport_Line (thisid, destid, reversed)
|
|
|
|
{
|
|
|
|
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit);
|
|
|
|
FUNC(LS_ThrustThing)
|
|
|
|
// ThrustThing (angle, force, nolimit, tid)
|
|
|
|
{
|
|
|
|
if (arg3 != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (arg3);
|
|
|
|
while ((it = iterator.Next()) != NULL)
|
|
|
|
{
|
|
|
|
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (it)
|
|
|
|
{
|
|
|
|
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit)
|
|
|
|
{
|
|
|
|
angle >>= ANGLETOFINESHIFT;
|
|
|
|
it->momx += force * finecosine[angle];
|
|
|
|
it->momy += force * finesine[angle];
|
|
|
|
if (!nolimit)
|
|
|
|
{
|
|
|
|
it->momx = clamp<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.
|
|
|
|
{
|
2008-02-14 15:47:59 +00:00
|
|
|
if (arg0 == 0)
|
|
|
|
{
|
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
it->special = arg1;
|
|
|
|
it->args[0] = arg2;
|
|
|
|
it->args[1] = arg3;
|
|
|
|
it->args[2] = arg4;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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)
|
|
|
|
{
|
2008-03-12 15:21:17 +00:00
|
|
|
if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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 ();
|
|
|
|
|
2008-03-12 15:21:17 +00:00
|
|
|
if (!(actor->ObjectFlags & OF_EuthanizeMe))
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
actor->RemoveFromHash ();
|
|
|
|
actor->tid = arg1;
|
|
|
|
actor->AddToHash ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_DamageThing)
|
|
|
|
// DamageThing (damage, mod)
|
|
|
|
{
|
|
|
|
if (it)
|
|
|
|
{
|
|
|
|
if (arg0 < 0)
|
|
|
|
{ // Negative damages mean healing
|
|
|
|
if (it->player)
|
|
|
|
{
|
|
|
|
P_GiveBody (it, -arg0);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
it->health -= arg0;
|
|
|
|
if (it->GetDefault()->health < it->health)
|
|
|
|
it->health = it->GetDefault()->health;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (arg0 > 0)
|
|
|
|
{
|
|
|
|
P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{ // If zero damage, guarantee a kill
|
|
|
|
P_DamageMobj (it, NULL, NULL, 1000000, MODtoDamageType (arg1));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return it ? true : false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_HealThing)
|
|
|
|
// HealThing (amount, max)
|
|
|
|
{
|
|
|
|
if (it)
|
|
|
|
{
|
|
|
|
int max = arg1;
|
|
|
|
|
|
|
|
if (max == 0 || it->player == NULL)
|
|
|
|
{
|
|
|
|
P_GiveBody(it, arg0);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (max == 1)
|
|
|
|
{
|
|
|
|
max = deh.MaxSoulsphere;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If health is already above max, do nothing
|
|
|
|
if (it->health < max)
|
|
|
|
{
|
|
|
|
it->health += arg0;
|
|
|
|
if (it->health > max && max > 0)
|
|
|
|
{
|
|
|
|
it->health = max;
|
|
|
|
}
|
|
|
|
if (it->player)
|
|
|
|
{
|
|
|
|
it->player->health = it->health;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return it ? true : false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Activate)
|
|
|
|
// Thing_Activate (tid)
|
|
|
|
{
|
|
|
|
if (arg0 != 0)
|
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
actor = iterator.Next ();
|
|
|
|
while (actor)
|
|
|
|
{
|
|
|
|
// Actor might remove itself as part of activation, so get next
|
|
|
|
// one before activating it.
|
|
|
|
AActor *temp = iterator.Next ();
|
|
|
|
actor->Activate (it);
|
|
|
|
actor = temp;
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return count != 0;
|
|
|
|
}
|
|
|
|
else if (it != NULL)
|
|
|
|
{
|
|
|
|
it->Activate(it);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Deactivate)
|
|
|
|
// Thing_Deactivate (tid)
|
|
|
|
{
|
|
|
|
if (arg0 != 0)
|
|
|
|
{
|
|
|
|
AActor *actor;
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
int count = 0;
|
|
|
|
|
|
|
|
actor = iterator.Next ();
|
|
|
|
while (actor)
|
|
|
|
{
|
|
|
|
// Actor might removes itself as part of deactivation, so get next
|
|
|
|
// one before we activate it.
|
|
|
|
AActor *temp = iterator.Next ();
|
|
|
|
actor->Deactivate (it);
|
|
|
|
actor = temp;
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
|
|
|
|
return count != 0;
|
|
|
|
}
|
|
|
|
else if (it != NULL)
|
|
|
|
{
|
|
|
|
it->Deactivate(it);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Remove)
|
|
|
|
// Thing_Remove (tid)
|
|
|
|
{
|
|
|
|
if (arg0 != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
actor = iterator.Next ();
|
|
|
|
while (actor)
|
|
|
|
{
|
|
|
|
AActor *temp = iterator.Next ();
|
|
|
|
|
2008-12-06 23:37:13 +00:00
|
|
|
P_RemoveThing(actor);
|
2008-01-27 11:25:03 +00:00
|
|
|
actor = temp;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (it != NULL)
|
|
|
|
{
|
2008-12-06 23:37:13 +00:00
|
|
|
P_RemoveThing(it);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Destroy)
|
|
|
|
// Thing_Destroy (tid, extreme)
|
|
|
|
{
|
|
|
|
if (arg0 == 0)
|
|
|
|
{
|
|
|
|
P_Massacre ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
AActor *actor;
|
|
|
|
|
|
|
|
actor = iterator.Next ();
|
|
|
|
while (actor)
|
|
|
|
{
|
|
|
|
AActor *temp = iterator.Next ();
|
|
|
|
if (actor->flags & MF_SHOOTABLE)
|
|
|
|
P_DamageMobj (actor, NULL, it, arg1 ? 1000000 : actor->health, NAME_None);
|
|
|
|
actor = temp;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Damage)
|
|
|
|
// Thing_Damage (tid, amount, MOD)
|
|
|
|
{
|
|
|
|
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Projectile)
|
|
|
|
// Thing_Projectile (tid, type, angle, speed, vspeed)
|
|
|
|
{
|
|
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
|
|
|
|
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_ProjectileGravity)
|
|
|
|
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
|
|
|
|
{
|
|
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
|
|
|
|
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Hate)
|
|
|
|
// Thing_Hate (hater, hatee, group/"xray"?)
|
|
|
|
{
|
|
|
|
FActorIterator haterIt (arg0);
|
|
|
|
AActor *hater, *hatee = NULL;
|
|
|
|
FActorIterator hateeIt (arg1);
|
|
|
|
bool nothingToHate = false;
|
|
|
|
|
|
|
|
if (arg1 != 0)
|
|
|
|
{
|
|
|
|
while ((hatee = hateeIt.Next ()))
|
|
|
|
{
|
|
|
|
if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things
|
|
|
|
hatee->health > 0 && // can't hate dead things
|
|
|
|
!(hatee->flags2 & MF2_DORMANT)) // can't target dormant things
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (hatee == NULL)
|
|
|
|
{ // Nothing to hate
|
|
|
|
nothingToHate = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arg0 == 0)
|
|
|
|
{
|
|
|
|
if (it != NULL && it->player != NULL)
|
|
|
|
{
|
|
|
|
// Players cannot have their attitudes set
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hater = it;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
while ((hater = haterIt.Next ()))
|
|
|
|
{
|
|
|
|
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
while (hater != NULL)
|
|
|
|
{
|
|
|
|
// Can't hate if can't attack.
|
|
|
|
if (hater->SeeState != NULL)
|
|
|
|
{
|
|
|
|
// If hating a group of things, record the TID and NULL
|
|
|
|
// the target (if its TID doesn't match). A_Look will
|
|
|
|
// find an appropriate thing to go chase after.
|
|
|
|
if (arg2 != 0)
|
|
|
|
{
|
|
|
|
hater->TIDtoHate = arg1;
|
2008-03-12 15:21:17 +00:00
|
|
|
hater->LastLookActor = NULL;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
// If the TID to hate is 0, then don't forget the target and
|
|
|
|
// lastenemy fields.
|
|
|
|
if (arg1 != 0)
|
|
|
|
{
|
|
|
|
if (hater->target != NULL && hater->target->tid != arg1)
|
|
|
|
{
|
|
|
|
hater->target = NULL;
|
|
|
|
}
|
|
|
|
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
|
|
|
|
{
|
|
|
|
hater->lastenemy = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Hate types for arg2:
|
|
|
|
//
|
|
|
|
// 0 - Just hate one specific actor
|
|
|
|
// 1 - Hate actors with given TID and attack players when shot
|
|
|
|
// 2 - Same as 1, but will go after enemies without seeing them first
|
|
|
|
// 3 - Hunt actors with given TID and also players
|
|
|
|
// 4 - Same as 3, but will go after monsters without seeing them first
|
|
|
|
// 5 - Hate actors with given TID and ignore player attacks
|
|
|
|
// 6 - Same as 5, but will go after enemies without seeing them first
|
|
|
|
|
|
|
|
// Note here: If you use Thing_Hate (tid, 0, 2), you can make
|
|
|
|
// a monster go after a player without seeing him first.
|
|
|
|
if (arg2 == 2 || arg2 == 4 || arg2 == 6)
|
|
|
|
{
|
|
|
|
hater->flags3 |= MF3_NOSIGHTCHECK;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hater->flags3 &= ~MF3_NOSIGHTCHECK;
|
|
|
|
}
|
|
|
|
if (arg2 == 3 || arg2 == 4)
|
|
|
|
{
|
|
|
|
hater->flags3 |= MF3_HUNTPLAYERS;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hater->flags3 &= ~MF3_HUNTPLAYERS;
|
|
|
|
}
|
|
|
|
if (arg2 == 5 || arg2 == 6)
|
|
|
|
{
|
|
|
|
hater->flags4 |= MF4_NOHATEPLAYERS;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hater->flags4 &= ~MF4_NOHATEPLAYERS;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arg1 == 0)
|
|
|
|
{
|
|
|
|
hatee = it;
|
|
|
|
}
|
|
|
|
else if (nothingToHate)
|
|
|
|
{
|
|
|
|
hatee = NULL;
|
|
|
|
}
|
|
|
|
else if (arg2 != 0)
|
|
|
|
{
|
|
|
|
do
|
|
|
|
{
|
|
|
|
hatee = hateeIt.Next ();
|
|
|
|
}
|
|
|
|
while ( hatee == NULL ||
|
|
|
|
hatee == hater || // can't hate self
|
|
|
|
!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
|
|
|
|
hatee->health <= 0 || // can't hate dead things
|
|
|
|
(hatee->flags2 & MF2_DORMANT));
|
|
|
|
}
|
|
|
|
|
|
|
|
if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
|
|
|
|
{
|
|
|
|
if (hater->target)
|
|
|
|
{
|
|
|
|
hater->lastenemy = hater->target;
|
|
|
|
}
|
|
|
|
hater->target = hatee;
|
|
|
|
if (!(hater->flags2 & MF2_DORMANT))
|
|
|
|
{
|
|
|
|
if (hater->health > 0) hater->SetState (hater->SeeState);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (arg0 != 0)
|
|
|
|
{
|
|
|
|
while ((hater = haterIt.Next ()))
|
|
|
|
{
|
|
|
|
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hater = NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_ProjectileAimed)
|
|
|
|
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
|
|
|
|
{
|
|
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_ProjectileIntercept)
|
|
|
|
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
|
|
|
|
{
|
|
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
// [BC] added newtid for next two
|
|
|
|
FUNC(LS_Thing_Spawn)
|
|
|
|
// Thing_Spawn (tid, type, angle, newtid)
|
|
|
|
{
|
|
|
|
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_SpawnNoFog)
|
|
|
|
// Thing_SpawnNoFog (tid, type, angle, newtid)
|
|
|
|
{
|
|
|
|
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_SpawnFacing)
|
|
|
|
// Thing_SpawnFacing (tid, type, nofog, newtid)
|
|
|
|
{
|
|
|
|
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool DoThingRaise(AActor *thing)
|
|
|
|
{
|
|
|
|
if (thing == NULL)
|
|
|
|
return false; // not valid
|
|
|
|
|
|
|
|
if (!(thing->flags & MF_CORPSE) )
|
|
|
|
return true; // not a corpse
|
|
|
|
|
|
|
|
if (thing->tics != -1)
|
|
|
|
return true; // not lying still yet
|
|
|
|
|
|
|
|
FState * RaiseState = thing->FindState(NAME_Raise);
|
|
|
|
if (RaiseState == NULL)
|
|
|
|
return true; // monster doesn't have a raise state
|
|
|
|
|
|
|
|
AActor *info = thing->GetDefault ();
|
|
|
|
|
|
|
|
thing->momx = thing->momy = 0;
|
|
|
|
|
|
|
|
// [RH] Check against real height and radius
|
|
|
|
fixed_t oldheight = thing->height;
|
|
|
|
fixed_t oldradius = thing->radius;
|
|
|
|
int oldflags = thing->flags;
|
|
|
|
|
|
|
|
thing->flags |= MF_SOLID;
|
|
|
|
thing->height = info->height; // [RH] Use real height
|
|
|
|
thing->radius = info->radius; // [RH] Use real radius
|
|
|
|
if (!P_CheckPosition (thing, thing->x, thing->y))
|
|
|
|
{
|
|
|
|
thing->flags = oldflags;
|
|
|
|
thing->radius = oldradius;
|
|
|
|
thing->height = oldheight;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
|
|
|
|
|
|
|
|
thing->SetState (RaiseState);
|
|
|
|
thing->flags = info->flags;
|
|
|
|
thing->flags2 = info->flags2;
|
|
|
|
thing->flags3 = info->flags3;
|
|
|
|
thing->flags4 = info->flags4;
|
|
|
|
thing->health = info->health;
|
|
|
|
thing->target = NULL;
|
|
|
|
thing->lastenemy = NULL;
|
|
|
|
|
|
|
|
// [RH] If it's a monster, it gets to count as another kill
|
|
|
|
if (thing->CountsAsKill())
|
|
|
|
{
|
|
|
|
level.total_monsters++;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Raise)
|
|
|
|
// Thing_Raise(tid)
|
|
|
|
{
|
|
|
|
AActor * target;
|
|
|
|
bool ok = false;
|
|
|
|
|
|
|
|
if (arg0==0)
|
|
|
|
{
|
|
|
|
ok = DoThingRaise (it);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (arg0);
|
|
|
|
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
ok |= DoThingRaise(target);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return ok;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Stop)
|
|
|
|
// Thing_Stop(tid)
|
|
|
|
{
|
|
|
|
AActor * target;
|
|
|
|
bool ok = false;
|
|
|
|
|
|
|
|
if (arg0==0)
|
|
|
|
{
|
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
it->momx = it->momy = it->momz = 0;
|
|
|
|
if (it->player != NULL) it->player->momx = it->player->momy = 0;
|
|
|
|
ok = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (arg0);
|
|
|
|
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
target->momx = target->momy = target->momz = 0;
|
|
|
|
if (target->player != NULL) target->player->momx = target->player->momy = 0;
|
|
|
|
ok = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return ok;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
FUNC(LS_Thing_SetGoal)
|
|
|
|
// Thing_SetGoal (tid, goal, delay, chasegoal)
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> selfiterator (arg0);
|
|
|
|
NActorIterator goaliterator (NAME_PatrolPoint, arg1);
|
|
|
|
AActor *self;
|
|
|
|
AActor *goal = goaliterator.Next ();
|
|
|
|
bool ok = false;
|
|
|
|
|
|
|
|
while ( (self = selfiterator.Next ()) )
|
|
|
|
{
|
|
|
|
ok = true;
|
|
|
|
if (self->flags & MF_SHOOTABLE)
|
|
|
|
{
|
|
|
|
self->goal = goal;
|
|
|
|
if (arg3 == 0) self->flags5 &=~ MF5_CHASEGOAL;
|
|
|
|
else self->flags5 |= MF5_CHASEGOAL;
|
|
|
|
if (self->target == NULL)
|
|
|
|
{
|
|
|
|
self->reactiontime = arg2 * TICRATE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return ok;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_Move) // [BC]
|
|
|
|
// Thing_Move (tid, mapspot, nofog)
|
|
|
|
{
|
|
|
|
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Thing_SetTranslation)
|
|
|
|
// Thing_SetTranslation (tid, range)
|
|
|
|
{
|
|
|
|
TActorIterator<AActor> iterator (arg0);
|
|
|
|
int range;
|
|
|
|
AActor *target;
|
|
|
|
bool ok = false;
|
|
|
|
|
|
|
|
if (arg1 == -1 && it != NULL)
|
|
|
|
{
|
|
|
|
range = it->Translation;
|
|
|
|
}
|
|
|
|
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
|
|
|
|
{
|
|
|
|
range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
range = 0;
|
|
|
|
}
|
|
|
|
|
2008-02-14 15:47:59 +00:00
|
|
|
if (arg0 == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-02-14 15:47:59 +00:00
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
ok = true;
|
|
|
|
it->Translation = range==0? it->GetDefault()->Translation : range;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
ok = true;
|
|
|
|
target->Translation = range==0? target->GetDefault()->Translation : range;
|
|
|
|
}
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return ok;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_Execute)
|
|
|
|
// ACS_Execute (script, map, s_arg1, s_arg2, s_arg3)
|
|
|
|
{
|
|
|
|
level_info_t *info;
|
|
|
|
|
2008-06-14 15:37:17 +00:00
|
|
|
if (arg1 == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, false, false);
|
2008-06-14 15:37:17 +00:00
|
|
|
else if ((info = FindLevelByNum (arg1)) )
|
2008-01-27 11:25:03 +00:00
|
|
|
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, false, false);
|
2008-06-14 15:37:17 +00:00
|
|
|
else return false;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_ExecuteAlways)
|
|
|
|
// ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3)
|
|
|
|
{
|
|
|
|
level_info_t *info;
|
|
|
|
|
2008-06-14 15:37:17 +00:00
|
|
|
if (arg1 == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, true, false);
|
2008-06-14 15:37:17 +00:00
|
|
|
else if ((info = FindLevelByNum (arg1)) )
|
2008-01-27 11:25:03 +00:00
|
|
|
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, true, false);
|
2008-06-14 15:37:17 +00:00
|
|
|
else return false;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_LockedExecute)
|
|
|
|
// ACS_LockedExecute (script, map, s_arg1, s_arg2, lock)
|
|
|
|
{
|
|
|
|
if (arg4 && !P_CheckKeys (it, arg4, true))
|
|
|
|
return false;
|
|
|
|
else
|
|
|
|
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_LockedExecuteDoor)
|
|
|
|
// ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock)
|
|
|
|
{
|
|
|
|
if (arg4 && !P_CheckKeys (it, arg4, false))
|
|
|
|
return false;
|
|
|
|
else
|
|
|
|
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_ExecuteWithResult)
|
|
|
|
// ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3)
|
|
|
|
{
|
|
|
|
// This is like ACS_ExecuteAlways, except the script is always run on
|
|
|
|
// the current map, and the return value is whatever the script sets
|
|
|
|
// with SetResultValue.
|
|
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg1, arg2, arg3, true, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_Suspend)
|
|
|
|
// ACS_Suspend (script, map)
|
|
|
|
{
|
|
|
|
level_info_t *info;
|
|
|
|
|
2008-06-14 15:37:17 +00:00
|
|
|
if (arg1 == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
P_SuspendScript (arg0, level.mapname);
|
2008-06-14 15:37:17 +00:00
|
|
|
else if ((info = FindLevelByNum (arg1)) )
|
2008-01-27 11:25:03 +00:00
|
|
|
P_SuspendScript (arg0, info->mapname);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ACS_Terminate)
|
|
|
|
// ACS_Terminate (script, map)
|
|
|
|
{
|
|
|
|
level_info_t *info;
|
|
|
|
|
2008-06-14 15:37:17 +00:00
|
|
|
if (arg1 == 0)
|
2008-01-27 11:25:03 +00:00
|
|
|
P_TerminateScript (arg0, level.mapname);
|
2008-06-14 15:37:17 +00:00
|
|
|
else if ((info = FindLevelByNum (arg1)) )
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
|
|
|
{
|
2008-03-20 10:39:44 +00:00
|
|
|
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0, false) |
|
|
|
|
EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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)
|
2008-03-22 14:50:30 +00:00
|
|
|
// Light_ForceLightning (mode)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-22 14:50:30 +00:00
|
|
|
P_ForceLightning (arg0);
|
2008-01-27 11:25:03 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_RaiseByValue)
|
|
|
|
// Light_RaiseByValue (tag, value)
|
|
|
|
{
|
|
|
|
EV_LightChange (arg0, arg1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_LowerByValue)
|
|
|
|
// Light_LowerByValue (tag, value)
|
|
|
|
{
|
|
|
|
EV_LightChange (arg0, -arg1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_ChangeToValue)
|
|
|
|
// Light_ChangeToValue (tag, value)
|
|
|
|
{
|
|
|
|
EV_LightTurnOn (arg0, arg1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_Fade)
|
|
|
|
// Light_Fade (tag, value, tics);
|
|
|
|
{
|
|
|
|
EV_StartLightFading (arg0, arg1, TICS(arg2));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_Glow)
|
|
|
|
// Light_Glow (tag, upper, lower, tics)
|
|
|
|
{
|
|
|
|
EV_StartLightGlowing (arg0, arg1, arg2, TICS(arg3));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_Flicker)
|
|
|
|
// Light_Flicker (tag, upper, lower)
|
|
|
|
{
|
|
|
|
EV_StartLightFlickering (arg0, arg1, arg2);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_Strobe)
|
|
|
|
// Light_Strobe (tag, upper, lower, u-tics, l-tics)
|
|
|
|
{
|
|
|
|
EV_StartLightStrobing (arg0, arg1, arg2, TICS(arg3), TICS(arg4));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_StrobeDoom)
|
|
|
|
// Light_StrobeDoom (tag, u-tics, l-tics)
|
|
|
|
{
|
|
|
|
EV_StartLightStrobing (arg0, TICS(arg1), TICS(arg2));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_MinNeighbor)
|
|
|
|
// Light_MinNeighbor (tag)
|
|
|
|
{
|
|
|
|
EV_TurnTagLightsOff (arg0);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_MaxNeighbor)
|
|
|
|
// Light_MaxNeighbor (tag)
|
|
|
|
{
|
|
|
|
EV_LightTurnOn (arg0, -1);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Light_Stop)
|
|
|
|
// Light_Stop (tag)
|
|
|
|
{
|
|
|
|
EV_StopLightEffect (arg0);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Radius_Quake)
|
|
|
|
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
|
|
|
|
{
|
|
|
|
return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_UsePuzzleItem)
|
|
|
|
// UsePuzzleItem (item, script)
|
|
|
|
{
|
|
|
|
AInventory *item;
|
|
|
|
|
|
|
|
if (!it) return false;
|
|
|
|
|
|
|
|
// Check player's inventory for puzzle item
|
|
|
|
for (item = it->Inventory; item != NULL; item = item->Inventory)
|
|
|
|
{
|
|
|
|
if (item->IsKindOf (RUNTIME_CLASS(APuzzleItem)))
|
|
|
|
{
|
|
|
|
if (static_cast<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;
|
|
|
|
}
|
|
|
|
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
FUNC(LS_Sector_ChangeFlags)
|
|
|
|
// Sector_ChangeFlags (tag, set, clear)
|
|
|
|
{
|
|
|
|
int secNum;
|
|
|
|
bool rtn;
|
|
|
|
|
|
|
|
if (!arg0)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
secNum = -1;
|
|
|
|
rtn = false;
|
|
|
|
while ((secNum = P_FindSectorFromTag (arg0, secNum)) >= 0)
|
|
|
|
{
|
|
|
|
sectors[secNum].Flags = (sectors[secNum].Flags | arg1) & ~arg2;
|
|
|
|
rtn = true;
|
|
|
|
}
|
|
|
|
return rtn;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2008-03-20 21:19:20 +00:00
|
|
|
FUNC(LS_Sector_SetLink)
|
|
|
|
// Sector_SetLink (controltag, linktag, floor/ceiling, movetype)
|
|
|
|
{
|
|
|
|
if (arg0 != 0) // control tag == 0 is for static initialization and must not be handled here
|
|
|
|
{
|
|
|
|
int control = P_FindSectorFromTag(arg0, -1);
|
|
|
|
if (control != 0)
|
|
|
|
{
|
|
|
|
return P_AddSectorLinks(§ors[control], arg1, arg2, arg3);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy, int Where)
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
Where &=7;
|
|
|
|
if (Where == 0) return;
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
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 &&
|
2008-03-21 21:15:56 +00:00
|
|
|
lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum &&
|
|
|
|
Where == scroller->GetScrollParts())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
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 &&
|
2008-03-21 21:15:56 +00:00
|
|
|
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum &&
|
|
|
|
Where == ((DScroller *)collect.Obj)->GetScrollParts())
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
((DScroller *)collect.Obj)->SetRate (dx, dy);
|
|
|
|
Collection.Push (collect);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
size_t numcollected = Collection.Size ();
|
|
|
|
int linenum = -1;
|
|
|
|
|
|
|
|
// Now create scrollers for any walls that don't already have them.
|
|
|
|
while ((linenum = P_FindLineFromID (id, linenum)) >= 0)
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
for (i = 0; i < numcollected; i++)
|
|
|
|
{
|
|
|
|
if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i == numcollected)
|
|
|
|
{
|
|
|
|
if (lines[linenum].sidenum[sidechoice] != NO_SIDE)
|
|
|
|
{
|
2008-03-21 21:15:56 +00:00
|
|
|
new DScroller (DScroller::sc_side, dx, dy, -1, lines[linenum].sidenum[sidechoice], 0, Where);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
SetWallScroller (arg0, sidechoice, dx, dy, 7);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Scroll_Wall)
|
|
|
|
// Scroll_Wall (id, x, y, side, flags)
|
|
|
|
{
|
|
|
|
if (arg0 == 0)
|
|
|
|
return false;
|
2008-01-27 11:25:03 +00:00
|
|
|
|
2008-03-21 21:15:56 +00:00
|
|
|
SetWallScroller (arg0, !!arg3, arg1, arg2, arg4);
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
|
|
|
{
|
|
|
|
// The sector still stores the mod in its old format because
|
|
|
|
// adding an FName to the sector_t structure might cause
|
|
|
|
// problems by adding an unwanted constructor.
|
|
|
|
// Since it doesn't really matter whether the type is translated
|
|
|
|
// here or in P_PlayerInSpecialSector I think it's the best solution.
|
|
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) {
|
|
|
|
sectors[secnum].damage = arg1;
|
|
|
|
sectors[secnum].mod = arg2;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetGravity)
|
|
|
|
// Sector_SetGravity (tag, intpart, fracpart)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
float gravity;
|
|
|
|
|
|
|
|
if (arg2 > 99)
|
|
|
|
arg2 = 99;
|
|
|
|
gravity = (float)arg1 + (float)arg2 * 0.01f;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
sectors[secnum].gravity = gravity;
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetColor)
|
|
|
|
// Sector_SetColor (tag, r, g, b, desaturate)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
sectors[secnum].SetColor(arg1, arg2, arg3, arg4);
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetFade)
|
|
|
|
// Sector_SetFade (tag, r, g, b)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
sectors[secnum].SetFade(arg1, arg2, arg3);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetCeilingPanning)
|
|
|
|
// Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
|
|
|
|
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sectors[secnum].SetXOffset(sector_t::ceiling, xofs);
|
|
|
|
sectors[secnum].SetYOffset(sector_t::ceiling, yofs);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sectors[secnum].SetXOffset(sector_t::floor, xofs);
|
|
|
|
sectors[secnum].SetYOffset(sector_t::floor, yofs);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!):
Full disclosure of the entire project's source code, except for third party libraries is mandartory.
(NOTE: This clause is non-negotiable!)
- Fixed: The alpha for 3D floors was always set to 0.
Update to ZDoom r1056:
- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
- Removed some unused constant definitions from sc_man.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
|
|
|
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].SetXScale(sector_t::floor, xscale);
|
|
|
|
if (yscale)
|
|
|
|
sectors[secnum].SetYScale(sector_t::floor, yscale);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
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)
|
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!):
Full disclosure of the entire project's source code, except for third party libraries is mandartory.
(NOTE: This clause is non-negotiable!)
- Fixed: The alpha for 3D floors was always set to 0.
Update to ZDoom r1056:
- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
- Removed some unused constant definitions from sc_man.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
|
|
|
sectors[secnum].SetXScale(sector_t::ceiling, xscale);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (yscale)
|
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!):
Full disclosure of the entire project's source code, except for third party libraries is mandartory.
(NOTE: This clause is non-negotiable!)
- Fixed: The alpha for 3D floors was always set to 0.
Update to ZDoom r1056:
- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
- Removed some unused constant definitions from sc_man.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
|
|
|
sectors[secnum].SetYScale(sector_t::ceiling, yscale);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetFloorScale2)
|
|
|
|
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
if (arg1)
|
|
|
|
arg1 = FixedDiv (FRACUNIT, arg1);
|
|
|
|
if (arg2)
|
|
|
|
arg2 = FixedDiv (FRACUNIT, arg2);
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
if (arg1)
|
2008-06-14 15:37:17 +00:00
|
|
|
sectors[secnum].SetXScale(sector_t::floor, arg1);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (arg2)
|
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!):
Full disclosure of the entire project's source code, except for third party libraries is mandartory.
(NOTE: This clause is non-negotiable!)
- Fixed: The alpha for 3D floors was always set to 0.
Update to ZDoom r1056:
- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
- Removed some unused constant definitions from sc_man.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
|
|
|
sectors[secnum].SetYScale(sector_t::floor, arg2);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Sector_SetCeilingScale2)
|
|
|
|
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
|
|
|
|
if (arg1)
|
|
|
|
arg1 = FixedDiv (FRACUNIT, arg1);
|
|
|
|
if (arg2)
|
|
|
|
arg2 = FixedDiv (FRACUNIT, arg2);
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
if (arg1)
|
2008-06-14 15:37:17 +00:00
|
|
|
sectors[secnum].SetXScale(sector_t::ceiling, arg1);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (arg2)
|
- Added the following clause to all GL renderer related files (Skulltag devlopers, beware!):
Full disclosure of the entire project's source code, except for third party libraries is mandartory.
(NOTE: This clause is non-negotiable!)
- Fixed: The alpha for 3D floors was always set to 0.
Update to ZDoom r1056:
- Changed: I_Error and I_FatalError now use ZDoom's internal string formatting
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
- The sound code now handles restarting looping sounds itself. As far as
the rest of the game is concerned, these sounds will never stop once they
have been started until they are explicitly stopped. If they are evicted
from their channels, the sound code will restart them as soon as possible.
This means that instead of this:
if (!S_IsActorPlayingSomething(actor, CHAN_WEAPON, -1))
{
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
}
The following is now just as effective:
S_Sound(actor, CHAN_WEAPON|CHAN_LOOP, soundid, 1, ATTN_NORM);
There are also a couple of other ramifications presented by this change:
* The full state of the sound system (sans music) is now stored in save
games. Any sounds that were playing when you saved will still be
playing when you load. (Try saving while Korax is making a speech in
Hexen to hear it.)
* Using snd_reset will also preserve any playing sounds.
* Movie playback is disabled, probably forever. I did not want to
update the MovieDisable/ResumeSound stuff for the new eviction
tracking code. A properly updated movie player will use the VMR,
which doesn't need these functions, since it would pipe the sound
straight through the sound system like everything else, so I decided
to dump them now, which leaves the movie player in a totally unworkable
state.
- Removed some unused constant definitions from sc_man.cpp.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@128 b0f79afe-0144-0410-b225-9a4edf0717df
2008-06-29 10:08:16 +00:00
|
|
|
sectors[secnum].SetYScale(sector_t::ceiling, arg2);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
2008-06-14 15:37:17 +00:00
|
|
|
sectors[secnum].SetAngle(sector_t::floor, floor);
|
|
|
|
sectors[secnum].SetAngle(sector_t::ceiling, ceiling);
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2008-03-22 21:31:14 +00:00
|
|
|
FUNC(LS_Line_SetTextureOffset)
|
|
|
|
// Line_SetTextureOffset (id, x, y, side, flags)
|
|
|
|
{
|
|
|
|
const fixed_t NO_CHANGE = 32767<<FRACBITS;
|
|
|
|
|
|
|
|
if (arg0 == 0 || arg3 < 0 || arg3 > 1)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
for(int line = -1; (line = P_FindLineFromID (arg0, line)) >= 0; )
|
|
|
|
{
|
|
|
|
if (lines[line].sidenum[arg3] != NO_SIDE)
|
|
|
|
{
|
|
|
|
side_t *side = &sides[lines[line].sidenum[arg3]];
|
|
|
|
|
|
|
|
if ((arg4&8)==0)
|
|
|
|
{
|
|
|
|
// set
|
|
|
|
if (arg1 != NO_CHANGE)
|
|
|
|
{
|
|
|
|
if (arg4&1) side->SetTextureXOffset(side_t::top, arg1);
|
|
|
|
if (arg4&2) side->SetTextureXOffset(side_t::mid, arg1);
|
|
|
|
if (arg4&4) side->SetTextureXOffset(side_t::bottom, arg1);
|
|
|
|
}
|
|
|
|
if (arg2 != NO_CHANGE)
|
|
|
|
{
|
|
|
|
if (arg4&1) side->SetTextureYOffset(side_t::top, arg2);
|
|
|
|
if (arg4&2) side->SetTextureYOffset(side_t::mid, arg2);
|
|
|
|
if (arg4&4) side->SetTextureYOffset(side_t::bottom, arg2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// add
|
|
|
|
if (arg1 != NO_CHANGE)
|
|
|
|
{
|
|
|
|
if (arg4&1) side->AddTextureXOffset(side_t::top, arg1);
|
|
|
|
if (arg4&2) side->AddTextureXOffset(side_t::mid, arg1);
|
|
|
|
if (arg4&4) side->AddTextureXOffset(side_t::bottom, arg1);
|
|
|
|
}
|
|
|
|
if (arg2 != NO_CHANGE)
|
|
|
|
{
|
|
|
|
if (arg4&1) side->AddTextureYOffset(side_t::top, arg2);
|
|
|
|
if (arg4&2) side->AddTextureYOffset(side_t::mid, arg2);
|
|
|
|
if (arg4&4) side->AddTextureYOffset(side_t::bottom, arg2);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
2008-01-27 11:25:03 +00:00
|
|
|
FUNC(LS_ChangeCamera)
|
|
|
|
// ChangeCamera (tid, who, revert?)
|
|
|
|
{
|
|
|
|
AActor *camera;
|
|
|
|
if (arg0 != 0)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
camera = iterator.Next ();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
camera = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!it || !it->player || arg1)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (!playeringame[i])
|
|
|
|
continue;
|
|
|
|
|
|
|
|
AActor *oldcamera = players[i].camera;
|
|
|
|
if (camera)
|
|
|
|
{
|
|
|
|
players[i].camera = camera;
|
|
|
|
if (arg2)
|
|
|
|
players[i].cheats |= CF_REVERTPLEASE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
players[i].camera = players[i].mo;
|
|
|
|
players[i].cheats &= ~CF_REVERTPLEASE;
|
|
|
|
}
|
|
|
|
if (oldcamera != players[i].camera)
|
|
|
|
{
|
|
|
|
R_ClearPastViewer (players[i].camera);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
AActor *oldcamera = it->player->camera;
|
|
|
|
if (camera)
|
|
|
|
{
|
|
|
|
it->player->camera = camera;
|
|
|
|
if (arg2)
|
|
|
|
it->player->cheats |= CF_REVERTPLEASE;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
it->player->camera = it;
|
|
|
|
it->player->cheats &= ~CF_REVERTPLEASE;
|
|
|
|
}
|
|
|
|
if (oldcamera != it->player->camera)
|
|
|
|
{
|
|
|
|
R_ClearPastViewer (it->player->camera);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
PROP_FROZEN,
|
|
|
|
PROP_NOTARGET,
|
|
|
|
PROP_INSTANTWEAPONSWITCH,
|
|
|
|
PROP_FLY,
|
|
|
|
PROP_TOTALLYFROZEN,
|
|
|
|
|
|
|
|
PROP_INVULNERABILITY,
|
|
|
|
PROP_STRENGTH,
|
|
|
|
PROP_INVISIBILITY,
|
|
|
|
PROP_RADIATIONSUIT,
|
|
|
|
PROP_ALLMAP,
|
|
|
|
PROP_INFRARED,
|
|
|
|
PROP_WEAPONLEVEL2,
|
|
|
|
PROP_FLIGHT,
|
|
|
|
PROP_UNUSED1,
|
|
|
|
PROP_UNUSED2,
|
|
|
|
PROP_SPEED,
|
|
|
|
};
|
|
|
|
|
|
|
|
FUNC(LS_SetPlayerProperty)
|
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
- Prefixed all names of CQ decorations with Chex after seeing some conflicts
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
- Fixed: Crouching no longer worked due to a bug introduced by the
player input code.
- Added GetPlayerInput() for examining a player's inputs from ACS. Most
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
- Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound,
and when they were fully assembled, they did not play the sound across the
entire level.
- Antialiasing of lines is now controlled solely by the vid_hwaalines cvar,
ignoring what the driver reports, since ATI is apparently just as bad as
NVidia.
- Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
- Fixed: The new rolloff values being stored in FSoundChan need to be serialized
for savegames.
- Since loading of the sound lump is now done in S_LoadSound I added an IsNull
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
- Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
- Fixed: Chex Quest's Super Bootspork was missing the pickup message.
- Added missing Strife automap colors for items and non-monsters.
- Fixed: GetMSLength didn't resolve random and player sounds.
- Moved sound aliasing code out of fmodsound.cpp into S_LoadSound.
- Fixed: The tagged version of TranslucentLine took the information for additive
translucency from the tagged linedef, not the control linedef.
- Added check for additive translucency to TRANMAP checking.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df
2008-09-14 07:03:28 +00:00
|
|
|
// SetPlayerProperty (who, value, which)
|
|
|
|
// who == 0: set activator's property
|
|
|
|
// who == 1: set every player's property
|
2008-01-27 11:25:03 +00:00
|
|
|
{
|
|
|
|
int mask = 0;
|
|
|
|
|
|
|
|
if ((!it || !it->player) && !arg0)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Add or remove a power
|
|
|
|
if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED)
|
|
|
|
{
|
|
|
|
static const PClass *powers[11] =
|
|
|
|
{
|
|
|
|
RUNTIME_CLASS(APowerInvulnerable),
|
|
|
|
RUNTIME_CLASS(APowerStrength),
|
|
|
|
RUNTIME_CLASS(APowerInvisibility),
|
|
|
|
RUNTIME_CLASS(APowerIronFeet),
|
|
|
|
NULL, // MapRevealer
|
|
|
|
RUNTIME_CLASS(APowerLightAmp),
|
|
|
|
RUNTIME_CLASS(APowerWeaponLevel2),
|
|
|
|
RUNTIME_CLASS(APowerFlight),
|
|
|
|
NULL,
|
|
|
|
NULL,
|
|
|
|
RUNTIME_CLASS(APowerSpeed)
|
|
|
|
};
|
|
|
|
int power = arg2 - PROP_INVULNERABILITY;
|
|
|
|
|
|
|
|
if (power > 4 && powers[power] == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arg0 == 0)
|
|
|
|
{
|
|
|
|
if (arg1)
|
|
|
|
{ // Give power to activator
|
|
|
|
if (power != 4)
|
|
|
|
{
|
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
- Converted the Heresiarch to DECORATE.
- Added an Active and Inactive state for monsters.
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
- Changed Windows to use the performance counter instead of rdtsc.
- Changed Linux to use clock_gettime for profiling instead of rdtsc. This
avoids potential erroneous results on multicore and variable speed
processors.
- Converted the last of Hexen's inventory items to DECORATE so that I could
export AInventory.
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
- Added Gez's Freedoom detection patch.
- SBARINFO update:
* Added: The ability to have drawkeybar auto detect spacing.
* Added: Offset parameter to drawkeybar to allow two key bars with
different keys.
* Added: Multi-row/column keybar parameters. Spacing can also be auto.
These defualt to left to right/top to bottom but can be switched.
* Added: Drawshadow flag to drawnumber. This will draw a solid color and
translucent number under the normal number.
* Added: hexenarmor to drawimage. This takes a parameter for a hexen
armor type and will fade the image like the hexen status bar.
* Added: centerbottom offset to draw(switchable)image.
* Added: translucent flag to drawinventorybar.
* Fixed: Accidentally removed flag from DrawTexture that allowed negative
coordinates to work with fullscreenoffsets. Hopefully this is the last
major bug in the fullscreenoffsets system.
- Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
- Converted teleport fog and destinations to DECORATE.
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
- Exported Point pushers, CustomSprite and AmbientSound to DECORATE.
- Changed increased lightning damage for Centaurs into a damage factor.
- Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage
types instead to keep dependencies on specific actor types out of the main engine code.
- Added Korax DECORATE conversion by Gez and a few others by Karate Chris.
- Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Converted the rest of a_strifestuff.cpp to DECORATE.
- Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange.
I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that
this feature can also be used by other actors.
- Converted Strife's Stalker to DECORATE.
- Converted ArtiTeleport to DECORATE.
- Removed the NoBlockingSet method from AActor because everything using it has been
converted to DECORATE using DropItem instead.
- Changed: Macil doesn't need the StrifeHumanoid's special death states so he might
as well inherit directly from AActor.
- Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved
the burning hand states to StrifePlayer where they really belong.
- Added Gez's dropammofactor submission with some necessary changes. Also merged
redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup.
- Restricted native action function definitions to zdoom.pk3.
- Fixed. The Firedemon was missing a game filter.
- Added: disablegrin, disableouch, disablepain, and disablerampage flags to
drawmugshot.
- Fixed: LowerHealthCap did not work properly.
- Fixed: Various bugs I noticed in the fullscreenoffsets code.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
- The x87 precision control is now explicitly set for double precision, since
GCC defaults to extended precision instead, unlike Visual C++.
- Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE.
- Fixed: Attacking a merchant in Strife didn't alert the enemies.
- Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
- Fixed a few minor DECORATE bugs.
- Changed coordinate storage for EntityBoss so that it works properly even
when the pod is not used to spawn it.
- Converted Strife's Spectres and Entity to DECORATE.
- Added: fullscreenoffsets flag for status bars. This changes the coordinate
system to be relative to the top left corner of the screen. This is useful
for full screen status bars.
- Changed: drawinventorybar will use the width of artibox or invcurs (strife)
to determine the spacing. Let me know if this breaks any released mods.
- Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar
would be shown.
- Fixed: If a static inventory bar was used the user still had to press invuse
in order to get rid of the "overlay".
- Fixed: forcescaled would not work if the height of the bar was 0.
- Added: keyslot to drawswitchableimage.
- Fixed: The transition effects for the log and keys popups were switched.
- Converted Strife's Crusader, Inquisitor and spectral missiles to
DECORATE.
- Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to
DECORATE.
- Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris.
- Added a check to Zipdir that excludes files with a .orig extension. These
can be left behind by patch.exe and create problems.
- fixed: Unmorphing from chicken caused a crash when reading non-existent
meta-data strings.
- Converted the ScriptedMarines to DECORATE.
- Fixed: DLightTransfer and DWallLightTransfer were declared as actors.
- Converted the PhoenixRod and associated classes to DECORATE to make
the Heretic conversion complete.
- Converted the Minotaur's projectiles to DECORATE so that I can get
rid of the AT_SPEED_SET code.
- Converted Heretic's Blaster and SkullRod to DECORATE.
- Converted the mace and all related actors to DECORATE and generalized
the spawn function that only spawns one mace per level.
- Moved Mace respawning code into AInventory so that it works properly
for replacement actors.
- Added more DECORATE conversions by Karate Chris.
- Cleaned up the new bridge code and exported all related actors to
DECORATE so that the exported code pointers can be used.
- Separated Heretic's and Hexen's invulnerability items for stability
reasons.
- Fixed spurious warnings on 32-bit VC++ debug builds.
- Made the subsong (order) number a proper parameter to MusInfo::Play()
instead of requiring a separate SetPosition() call to do it.
- Added Gez's submission for custom bridge things.
- Fixed: ASpecialSpot must check the array's size before dividing by it.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df
2008-08-10 15:12:58 +00:00
|
|
|
APowerup *item = static_cast<APowerup*>(it->GiveInventoryType (powers[power]));
|
|
|
|
if (item != NULL && power == 0) item->BlendColor = INVERSECOLOR;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
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)
|
|
|
|
{
|
- Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.
Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
GUS patch flags, envelopes, and volume levels, while trying to be closer
to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
in the instrument loader, effectively disabling vibrato.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +00:00
|
|
|
lines[linenum].Alpha = Scale(clamp(arg1, 0, 255), FRACUNIT, 255);
|
2008-01-27 11:25:03 +00:00
|
|
|
if (arg2 == 0)
|
|
|
|
{
|
2008-06-02 17:20:22 +00:00
|
|
|
lines[linenum].flags &= ~ML_ADDTRANS;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else if (arg2 == 1)
|
|
|
|
{
|
2008-06-02 17:20:22 +00:00
|
|
|
lines[linenum].flags |= ML_ADDTRANS;
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Printf ("Unknown translucency type used with TranslucentLine\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_Autosave)
|
|
|
|
{
|
|
|
|
if (gameaction != ga_savegame)
|
|
|
|
{
|
|
|
|
Net_WriteByte (DEM_CHECKAUTOSAVE);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ChangeSkill)
|
|
|
|
{
|
|
|
|
if ((unsigned)arg0 >= AllSkills.Size())
|
|
|
|
{
|
|
|
|
NextSkill = -1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
NextSkill = arg0;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_NoiseAlert)
|
|
|
|
// NoiseAlert (TID of target, TID of emitter)
|
|
|
|
{
|
|
|
|
AActor *target, *emitter;
|
|
|
|
|
|
|
|
if (arg0 == 0)
|
|
|
|
{
|
|
|
|
target = it;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iter (arg0);
|
|
|
|
target = iter.Next();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (arg1 == 0)
|
|
|
|
{
|
|
|
|
emitter = it;
|
|
|
|
}
|
|
|
|
else if (arg1 == arg0)
|
|
|
|
{
|
|
|
|
emitter = target;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iter (arg1);
|
|
|
|
emitter = iter.Next();
|
|
|
|
}
|
|
|
|
|
|
|
|
P_NoiseAlert (target, emitter);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_SendToCommunicator)
|
|
|
|
// SendToCommunicator (voc #, front-only, identify, nolog)
|
|
|
|
{
|
|
|
|
// This obviously isn't going to work for co-op.
|
|
|
|
if (arg1 && backSide)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
|
|
|
|
{
|
|
|
|
char name[32];
|
Update to ZDoom r1083. Not fully tested yet!
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
2008-07-23 18:35:55 +00:00
|
|
|
mysnprintf (name, countof(name), "svox/voc%d", arg0);
|
2008-01-27 11:25:03 +00:00
|
|
|
|
|
|
|
if (!arg3)
|
|
|
|
{
|
|
|
|
it->player->SetLogNumber (arg0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (it->CheckLocalView (consoleplayer))
|
|
|
|
{
|
2008-07-04 16:54:29 +00:00
|
|
|
S_StopSound (CHAN_VOICE);
|
2008-01-27 11:25:03 +00:00
|
|
|
S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
|
|
|
|
if (arg2 == 0)
|
|
|
|
{
|
|
|
|
Printf (PRINT_CHAT, "Incoming Message\n");
|
|
|
|
}
|
|
|
|
else if (arg2 == 1)
|
|
|
|
{
|
|
|
|
Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ForceField)
|
|
|
|
// ForceField ()
|
|
|
|
{
|
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
|
|
|
|
P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000);
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_ClearForceField)
|
|
|
|
// ClearForceField (tag)
|
|
|
|
{
|
|
|
|
int secnum = -1;
|
|
|
|
bool rtn = false;
|
|
|
|
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
|
|
{
|
|
|
|
sector_t *sec = §ors[secnum];
|
|
|
|
rtn = true;
|
|
|
|
|
|
|
|
for (int i = 0; i < sec->linecount; ++i)
|
|
|
|
{
|
|
|
|
line_t *line = sec->lines[i];
|
|
|
|
if (line->backsector != NULL && line->special == ForceField)
|
|
|
|
{
|
|
|
|
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
|
|
|
|
line->special = 0;
|
2008-06-28 13:29:59 +00:00
|
|
|
sides[line->sidenum[0]].SetTexture(side_t::mid, FNullTextureID());
|
|
|
|
sides[line->sidenum[1]].SetTexture(side_t::mid, FNullTextureID());
|
2008-01-27 11:25:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return rtn;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_GlassBreak)
|
|
|
|
// GlassBreak (bNoJunk)
|
|
|
|
{
|
|
|
|
bool switched;
|
|
|
|
bool quest1, quest2;
|
|
|
|
|
|
|
|
ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
|
|
|
|
switched = P_ChangeSwitchTexture (&sides[ln->sidenum[0]], false, 0, &quest1);
|
|
|
|
ln->special = 0;
|
|
|
|
if (ln->sidenum[1] != NO_SIDE)
|
|
|
|
{
|
|
|
|
switched |= P_ChangeSwitchTexture (&sides[ln->sidenum[1]], false, 0, &quest2);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
quest2 = quest1;
|
|
|
|
}
|
|
|
|
if (switched)
|
|
|
|
{
|
|
|
|
if (!arg0)
|
|
|
|
{ // Break some glass
|
|
|
|
fixed_t x, y;
|
|
|
|
AActor *glass;
|
|
|
|
angle_t an;
|
|
|
|
int speed;
|
|
|
|
|
|
|
|
x = ln->v1->x + ln->dx/2;
|
|
|
|
y = ln->v1->y + ln->dy/2;
|
|
|
|
x += (ln->frontsector->soundorg[0] - x) / 5;
|
|
|
|
y += (ln->frontsector->soundorg[1] - y) / 5;
|
|
|
|
|
|
|
|
for (int i = 0; i < 7; ++i)
|
|
|
|
{
|
|
|
|
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
|
|
|
|
|
|
|
|
glass->z += 24 * FRACUNIT;
|
|
|
|
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
|
|
|
|
an = pr_glass() << (32-8);
|
|
|
|
glass->angle = an;
|
|
|
|
an >>= ANGLETOFINESHIFT;
|
|
|
|
speed = pr_glass() & 3;
|
|
|
|
glass->momx = finecosine[an] * speed;
|
|
|
|
glass->momy = finesine[an] * speed;
|
|
|
|
glass->momz = (pr_glass() & 7) << FRACBITS;
|
|
|
|
// [RH] Let the shards stick around longer than they did in Strife.
|
|
|
|
glass->tics += pr_glass();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (quest1 || quest2)
|
|
|
|
{ // Up stats and signal this mission is complete
|
|
|
|
if (it == NULL)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
|
|
{
|
|
|
|
if (playeringame[i])
|
|
|
|
{
|
|
|
|
it = players[i].mo;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (it != NULL)
|
|
|
|
{
|
|
|
|
it->GiveInventoryType (QuestItemClasses[28]);
|
|
|
|
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
|
|
|
|
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// We already changed the switch texture, so don't make the main code switch it back.
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
FUNC(LS_StartConversation)
|
|
|
|
// StartConversation (tid, facetalker)
|
|
|
|
{
|
|
|
|
FActorIterator iterator (arg0);
|
|
|
|
|
|
|
|
AActor *target = iterator.Next();
|
|
|
|
|
|
|
|
// Nothing to talk to
|
|
|
|
if (target == NULL)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Only living players are allowed to start conversations
|
|
|
|
if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Dead things can't talk.
|
|
|
|
if (target->health <= 0)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
// Fighting things don't talk either.
|
|
|
|
if (target->flags4 & MF4_INCOMBAT)
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
if (target->Conversation != NULL)
|
|
|
|
{
|
|
|
|
// Give the NPC a chance to play a brief animation
|
|
|
|
target->ConversationAnimation (0);
|
|
|
|
P_StartConversation (target, it, !!arg1, true);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
lnSpecFunc LineSpecials[256] =
|
|
|
|
{
|
|
|
|
LS_NOP,
|
|
|
|
LS_NOP, // Polyobj_StartLine,
|
|
|
|
LS_Polyobj_RotateLeft,
|
|
|
|
LS_Polyobj_RotateRight,
|
|
|
|
LS_Polyobj_Move,
|
|
|
|
LS_NOP, // Polyobj_ExplicitLine
|
|
|
|
LS_Polyobj_MoveTimes8,
|
|
|
|
LS_Polyobj_DoorSwing,
|
|
|
|
LS_Polyobj_DoorSlide,
|
|
|
|
LS_NOP, // Line_Horizon
|
|
|
|
LS_Door_Close,
|
|
|
|
LS_Door_Open,
|
|
|
|
LS_Door_Raise,
|
|
|
|
LS_Door_LockedRaise,
|
|
|
|
LS_Door_Animated,
|
|
|
|
LS_Autosave,
|
|
|
|
LS_NOP, // Transfer_WallLight
|
|
|
|
LS_Thing_Raise,
|
|
|
|
LS_StartConversation,
|
|
|
|
LS_Thing_Stop,
|
|
|
|
LS_Floor_LowerByValue,
|
|
|
|
LS_Floor_LowerToLowest,
|
|
|
|
LS_Floor_LowerToNearest,
|
|
|
|
LS_Floor_RaiseByValue,
|
|
|
|
LS_Floor_RaiseToHighest,
|
|
|
|
LS_Floor_RaiseToNearest,
|
|
|
|
LS_Stairs_BuildDown,
|
|
|
|
LS_Stairs_BuildUp,
|
|
|
|
LS_Floor_RaiseAndCrush,
|
|
|
|
LS_Pillar_Build,
|
|
|
|
LS_Pillar_Open,
|
|
|
|
LS_Stairs_BuildDownSync,
|
|
|
|
LS_Stairs_BuildUpSync,
|
|
|
|
LS_ForceField,
|
|
|
|
LS_ClearForceField,
|
|
|
|
LS_Floor_RaiseByValueTimes8,
|
|
|
|
LS_Floor_LowerByValueTimes8,
|
|
|
|
LS_Floor_MoveToValue,
|
|
|
|
LS_Ceiling_Waggle,
|
|
|
|
LS_Teleport_ZombieChanger,
|
|
|
|
LS_Ceiling_LowerByValue,
|
|
|
|
LS_Ceiling_RaiseByValue,
|
|
|
|
LS_Ceiling_CrushAndRaise,
|
|
|
|
LS_Ceiling_LowerAndCrush,
|
|
|
|
LS_Ceiling_CrushStop,
|
|
|
|
LS_Ceiling_CrushRaiseAndStay,
|
|
|
|
LS_Floor_CrushStop,
|
|
|
|
LS_Ceiling_MoveToValue,
|
2008-03-19 11:19:03 +00:00
|
|
|
LS_NOP, // Sector_Attach3dMidtex
|
2008-01-27 11:25:03 +00:00
|
|
|
LS_GlassBreak,
|
|
|
|
LS_NOP, // 50: ExtraFloor_LightOnly
|
2008-03-20 21:19:20 +00:00
|
|
|
LS_Sector_SetLink,
|
2008-03-21 21:15:56 +00:00
|
|
|
LS_Scroll_Wall,
|
2008-03-22 21:31:14 +00:00
|
|
|
LS_Line_SetTextureOffset,
|
2008-01-27 11:25:03 +00:00
|
|
|
LS_NOP, // 54
|
|
|
|
LS_NOP, // 55
|
|
|
|
LS_NOP, // 56
|
|
|
|
LS_NOP, // 57
|
|
|
|
LS_NOP, // 58
|
|
|
|
LS_NOP, // 59
|
|
|
|
LS_Plat_PerpetualRaise,
|
|
|
|
LS_Plat_Stop,
|
|
|
|
LS_Plat_DownWaitUpStay,
|
|
|
|
LS_Plat_DownByValue,
|
|
|
|
LS_Plat_UpWaitDownStay,
|
|
|
|
LS_Plat_UpByValue,
|
|
|
|
LS_Floor_LowerInstant,
|
|
|
|
LS_Floor_RaiseInstant,
|
|
|
|
LS_Floor_MoveToValueTimes8,
|
|
|
|
LS_Ceiling_MoveToValueTimes8,
|
|
|
|
LS_Teleport,
|
|
|
|
LS_Teleport_NoFog,
|
|
|
|
LS_ThrustThing,
|
|
|
|
LS_DamageThing,
|
|
|
|
LS_Teleport_NewMap,
|
|
|
|
LS_Teleport_EndGame,
|
|
|
|
LS_TeleportOther,
|
|
|
|
LS_TeleportGroup,
|
|
|
|
LS_TeleportInSector,
|
|
|
|
LS_NOP, // 79
|
|
|
|
LS_ACS_Execute,
|
|
|
|
LS_ACS_Suspend,
|
|
|
|
LS_ACS_Terminate,
|
|
|
|
LS_ACS_LockedExecute,
|
|
|
|
LS_ACS_ExecuteWithResult,
|
|
|
|
LS_ACS_LockedExecuteDoor,
|
|
|
|
LS_NOP, // 86
|
|
|
|
LS_NOP, // 87
|
|
|
|
LS_NOP, // 88
|
|
|
|
LS_NOP, // 89
|
|
|
|
LS_Polyobj_OR_RotateLeft,
|
|
|
|
LS_Polyobj_OR_RotateRight,
|
|
|
|
LS_Polyobj_OR_Move,
|
|
|
|
LS_Polyobj_OR_MoveTimes8,
|
|
|
|
LS_Pillar_BuildAndCrush,
|
|
|
|
LS_FloorAndCeiling_LowerByValue,
|
|
|
|
LS_FloorAndCeiling_RaiseByValue,
|
|
|
|
LS_NOP, // 97
|
|
|
|
LS_NOP, // 98
|
|
|
|
LS_NOP, // 99
|
|
|
|
LS_NOP, // Scroll_Texture_Left
|
|
|
|
LS_NOP, // Scroll_Texture_Right
|
|
|
|
LS_NOP, // Scroll_Texture_Up
|
|
|
|
LS_NOP, // Scroll_Texture_Down
|
|
|
|
LS_NOP, // 104
|
|
|
|
LS_NOP, // 105
|
|
|
|
LS_NOP, // 106
|
|
|
|
LS_NOP, // 107
|
|
|
|
LS_NOP, // 108
|
|
|
|
LS_Light_ForceLightning,
|
|
|
|
LS_Light_RaiseByValue,
|
|
|
|
LS_Light_LowerByValue,
|
|
|
|
LS_Light_ChangeToValue,
|
|
|
|
LS_Light_Fade,
|
|
|
|
LS_Light_Glow,
|
|
|
|
LS_Light_Flicker,
|
|
|
|
LS_Light_Strobe,
|
|
|
|
LS_Light_Stop,
|
|
|
|
LS_NOP, // 118
|
|
|
|
LS_Thing_Damage,
|
|
|
|
LS_Radius_Quake,
|
|
|
|
LS_NOP, // Line_SetIdentification
|
|
|
|
LS_NOP, // Thing_SetGravity // [BC] Start
|
|
|
|
LS_NOP, // Thing_ReverseGravity
|
|
|
|
LS_NOP, // Thing_RevertGravity
|
|
|
|
LS_Thing_Move,
|
|
|
|
LS_NOP, // Thing_SetSprite
|
|
|
|
LS_Thing_SetSpecial,
|
|
|
|
LS_ThrustThingZ, // [BC] End
|
|
|
|
LS_UsePuzzleItem,
|
|
|
|
LS_Thing_Activate,
|
|
|
|
LS_Thing_Deactivate,
|
|
|
|
LS_Thing_Remove,
|
|
|
|
LS_Thing_Destroy,
|
|
|
|
LS_Thing_Projectile,
|
|
|
|
LS_Thing_Spawn,
|
|
|
|
LS_Thing_ProjectileGravity,
|
|
|
|
LS_Thing_SpawnNoFog,
|
|
|
|
LS_Floor_Waggle,
|
|
|
|
LS_Thing_SpawnFacing,
|
|
|
|
LS_Sector_ChangeSound,
|
|
|
|
LS_NOP, // 141 Music_Pause // [BC] Start
|
|
|
|
LS_NOP, // 142 Music_Change
|
|
|
|
LS_NOP, // 143 Player_RemoveItem
|
|
|
|
LS_NOP, // 144 Player_GiveItem
|
|
|
|
LS_NOP, // 145 Player_SetTeam
|
|
|
|
LS_NOP, // 146 Player_SetLeader
|
|
|
|
LS_NOP, // 147 Team_InitFP
|
|
|
|
LS_NOP, // 148 TeleportAll
|
|
|
|
LS_NOP, // 149 TeleportAll_NoFog
|
|
|
|
LS_NOP, // 150 Team_GiveFP
|
|
|
|
LS_NOP, // 151 Team_UseFP
|
|
|
|
LS_NOP, // 152 Team_Score
|
|
|
|
LS_NOP, // 153 Team_Init
|
|
|
|
LS_NOP, // 154 Var_Lock
|
|
|
|
LS_NOP, // 155 Team_RemoveItem
|
|
|
|
LS_NOP, // 156 Team_GiveItem // [BC] End
|
|
|
|
LS_NOP, // 157
|
|
|
|
LS_NOP, // 158
|
|
|
|
LS_NOP, // 159
|
|
|
|
LS_NOP, // 160
|
|
|
|
LS_NOP, // 161
|
|
|
|
LS_NOP, // 162
|
|
|
|
LS_NOP, // 163
|
|
|
|
LS_NOP, // 164
|
|
|
|
LS_NOP, // 165
|
|
|
|
LS_NOP, // 166
|
|
|
|
LS_NOP, // 167
|
|
|
|
LS_NOP, // 168
|
2008-03-20 10:39:44 +00:00
|
|
|
LS_Generic_Crusher2,
|
2008-01-27 11:25:03 +00:00
|
|
|
LS_Sector_SetCeilingScale2,
|
|
|
|
LS_Sector_SetFloorScale2,
|
|
|
|
LS_Plat_UpNearestWaitDownStay,
|
|
|
|
LS_NoiseAlert,
|
|
|
|
LS_SendToCommunicator,
|
|
|
|
LS_Thing_ProjectileIntercept,
|
|
|
|
LS_Thing_ChangeTID,
|
|
|
|
LS_Thing_Hate,
|
|
|
|
LS_Thing_ProjectileAimed,
|
|
|
|
LS_ChangeSkill,
|
|
|
|
LS_Thing_SetTranslation,
|
|
|
|
LS_NOP, // Plane_Align
|
|
|
|
LS_NOP, // Line_Mirror
|
|
|
|
LS_Line_AlignCeiling,
|
|
|
|
LS_Line_AlignFloor,
|
|
|
|
LS_Sector_SetRotation,
|
|
|
|
LS_Sector_SetCeilingPanning,
|
|
|
|
LS_Sector_SetFloorPanning,
|
|
|
|
LS_Sector_SetCeilingScale,
|
|
|
|
LS_Sector_SetFloorScale,
|
|
|
|
LS_NOP, // Static_Init
|
|
|
|
LS_SetPlayerProperty,
|
|
|
|
LS_Ceiling_LowerToHighestFloor,
|
|
|
|
LS_Ceiling_LowerInstant,
|
|
|
|
LS_Ceiling_RaiseInstant,
|
|
|
|
LS_Ceiling_CrushRaiseAndStayA,
|
|
|
|
LS_Ceiling_CrushAndRaiseA,
|
|
|
|
LS_Ceiling_CrushAndRaiseSilentA,
|
|
|
|
LS_Ceiling_RaiseByValueTimes8,
|
|
|
|
LS_Ceiling_LowerByValueTimes8,
|
|
|
|
LS_Generic_Floor,
|
|
|
|
LS_Generic_Ceiling,
|
|
|
|
LS_Generic_Door,
|
|
|
|
LS_Generic_Lift,
|
|
|
|
LS_Generic_Stairs,
|
|
|
|
LS_Generic_Crusher,
|
|
|
|
LS_Plat_DownWaitUpStayLip,
|
|
|
|
LS_Plat_PerpetualRaiseLip,
|
|
|
|
LS_TranslucentLine,
|
|
|
|
LS_NOP, // Transfer_Heights
|
|
|
|
LS_NOP, // Transfer_FloorLight
|
|
|
|
LS_NOP, // Transfer_CeilingLight
|
|
|
|
LS_Sector_SetColor,
|
|
|
|
LS_Sector_SetFade,
|
|
|
|
LS_Sector_SetDamage,
|
|
|
|
LS_Teleport_Line,
|
|
|
|
LS_Sector_SetGravity,
|
|
|
|
LS_Stairs_BuildUpDoom,
|
|
|
|
LS_Sector_SetWind,
|
|
|
|
LS_Sector_SetFriction,
|
|
|
|
LS_Sector_SetCurrent,
|
|
|
|
LS_Scroll_Texture_Both,
|
|
|
|
LS_NOP, // Scroll_Texture_Model
|
|
|
|
LS_Scroll_Floor,
|
|
|
|
LS_Scroll_Ceiling,
|
|
|
|
LS_NOP, // Scroll_Texture_Offsets
|
|
|
|
LS_ACS_ExecuteAlways,
|
|
|
|
LS_PointPush_SetForce,
|
|
|
|
LS_Plat_RaiseAndStayTx0,
|
|
|
|
LS_Thing_SetGoal,
|
|
|
|
LS_Plat_UpByValueStayTx,
|
|
|
|
LS_Plat_ToggleCeiling,
|
|
|
|
LS_Light_StrobeDoom,
|
|
|
|
LS_Light_MinNeighbor,
|
|
|
|
LS_Light_MaxNeighbor,
|
|
|
|
LS_Floor_TransferTrigger,
|
|
|
|
LS_Floor_TransferNumeric,
|
|
|
|
LS_ChangeCamera,
|
|
|
|
LS_Floor_RaiseToLowestCeiling,
|
|
|
|
LS_Floor_RaiseByValueTxTy,
|
|
|
|
LS_Floor_RaiseByTexture,
|
|
|
|
LS_Floor_LowerToLowestTxTy,
|
|
|
|
LS_Floor_LowerToHighest,
|
|
|
|
LS_Exit_Normal,
|
|
|
|
LS_Exit_Secret,
|
|
|
|
LS_Elevator_RaiseToNearest,
|
|
|
|
LS_Elevator_MoveToFloor,
|
|
|
|
LS_Elevator_LowerToNearest,
|
|
|
|
LS_HealThing,
|
|
|
|
LS_Door_CloseWaitOpen,
|
|
|
|
LS_Floor_Donut,
|
|
|
|
LS_FloorAndCeiling_LowerRaise,
|
|
|
|
LS_Ceiling_RaiseToNearest,
|
|
|
|
LS_Ceiling_LowerToLowest,
|
|
|
|
LS_Ceiling_LowerToFloor,
|
|
|
|
LS_Ceiling_CrushRaiseAndStaySilA
|
|
|
|
};
|
2008-03-20 10:39:44 +00:00
|
|
|
|
|
|
|
struct FLineSpecial
|
|
|
|
{
|
|
|
|
const char *name;
|
|
|
|
BYTE number;
|
2008-10-19 22:24:34 +00:00
|
|
|
SBYTE min_args;
|
2008-03-20 10:39:44 +00:00
|
|
|
SBYTE max_args;
|
|
|
|
};
|
|
|
|
|
|
|
|
#define DEFINE_SPECIAL(name, num, min, max) {#name, num, min, max},
|
|
|
|
static FLineSpecial LineSpecialNames[]={
|
|
|
|
#include "actionspecials.h"
|
|
|
|
};
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_FindLineSpecial
|
|
|
|
//
|
|
|
|
// Finds a line special and also returns the min and max argument count.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
static int STACK_ARGS lscmp (const void * a, const void * b)
|
|
|
|
{
|
|
|
|
return stricmp( ((FLineSpecial*)a)->name, ((FLineSpecial*)b)->name);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int P_FindLineSpecial (const char *string, int *min_args, int *max_args)
|
|
|
|
{
|
|
|
|
static bool sorted=false;
|
|
|
|
|
|
|
|
if (!sorted)
|
|
|
|
{
|
|
|
|
qsort(LineSpecialNames, countof(LineSpecialNames), sizeof(FLineSpecial), lscmp);
|
|
|
|
sorted = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
int min = 0, max = countof(LineSpecialNames) - 1;
|
|
|
|
|
|
|
|
while (min <= max)
|
|
|
|
{
|
|
|
|
int mid = (min + max) / 2;
|
|
|
|
int lexval = stricmp (string, LineSpecialNames[mid].name);
|
|
|
|
if (lexval == 0)
|
|
|
|
{
|
|
|
|
if (min_args != NULL) *min_args = LineSpecialNames[mid].min_args;
|
|
|
|
if (max_args != NULL) *max_args = LineSpecialNames[mid].max_args;
|
|
|
|
return LineSpecialNames[mid].number;
|
|
|
|
}
|
|
|
|
else if (lexval > 0)
|
|
|
|
{
|
|
|
|
min = mid + 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
max = mid - 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|