// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Implements special effects: // Texture animation, height or lighting changes // according to adjacent sectors, respective // utility functions, etc. // Line Tag handling. Line and Sector triggers. // Implements donut linedef triggers // Initializes and implements BOOM linedef triggers for // Scrollers/Conveyors // Friction // Wind/Current // //----------------------------------------------------------------------------- #include #include "templates.h" #include "doomdef.h" #include "doomstat.h" #include "gstrings.h" #include "i_system.h" #include "m_argv.h" #include "m_random.h" #include "m_bbox.h" #include "w_wad.h" #include "p_local.h" #include "p_lnspec.h" #include "p_terrain.h" #include "p_acs.h" #include "p_3dmidtex.h" #include "g_game.h" #include "s_sound.h" #include "sc_man.h" #include "gi.h" #include "statnums.h" #include "g_level.h" #include "v_font.h" #include "a_sharedglobal.h" #include "farchive.h" #include "a_keys.h" #include "c_dispatch.h" // State. #include "r_state.h" #include "c_console.h" #include "r_data/r_interpolate.h" static FRandom pr_playerinspecialsector ("PlayerInSpecialSector"); void P_SetupPortals(); EXTERN_CVAR(Bool, cl_predict_specials) IMPLEMENT_POINTY_CLASS (DScroller) DECLARE_POINTER (m_Interpolations[0]) DECLARE_POINTER (m_Interpolations[1]) DECLARE_POINTER (m_Interpolations[2]) END_POINTERS IMPLEMENT_POINTY_CLASS (DPusher) DECLARE_POINTER (m_Source) END_POINTERS inline FArchive &operator<< (FArchive &arc, DScroller::EScrollType &type) { BYTE val = (BYTE)type; arc << val; type = (DScroller::EScrollType)val; return arc; } DScroller::DScroller () { } void DScroller::Serialize (FArchive &arc) { Super::Serialize (arc); arc << m_Type << m_dx << m_dy << m_Affectee << m_Control << m_LastHeight << m_vdx << m_vdy << m_Accel << m_Parts << m_Interpolations[0] << m_Interpolations[1] << m_Interpolations[2]; } DPusher::DPusher () { } inline FArchive &operator<< (FArchive &arc, DPusher::EPusher &type) { BYTE val = (BYTE)type; arc << val; type = (DPusher::EPusher)val; return arc; } void DPusher::Serialize (FArchive &arc) { Super::Serialize (arc); arc << m_Type << m_Source << m_Xmag << m_Ymag << m_Magnitude << m_Radius << m_X << m_Y << m_Affectee; } // killough 3/7/98: Initialize generalized scrolling static void P_SpawnScrollers(); static void P_SpawnFriction (); // phares 3/16/98 static void P_SpawnPushers (); // phares 3/20/98 // [RH] Check dmflags for noexit and respond accordingly bool CheckIfExitIsGood (AActor *self, level_info_t *info) { cluster_info_t *cluster; // The world can always exit itself. if (self == NULL) return true; // We must kill all monsters to exit the level. if ((dmflags2 & DF2_KILL_MONSTERS) && level.killed_monsters != level.total_monsters) return false; // Is this a deathmatch game and we're not allowed to exit? if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT)) { P_DamageMobj (self, self, self, TELEFRAG_DAMAGE, NAME_Exit); return false; } // Is this a singleplayer game and the next map is part of the same hub and we're dead? if (self->health <= 0 && !multiplayer && info != NULL && info->cluster == level.cluster && (cluster = FindClusterInfo(level.cluster)) != NULL && cluster->flags & CLUSTER_HUB) { return false; } if (deathmatch) { Printf ("%s exited the level.\n", self->player->userinfo.GetName()); } return true; } // // UTILITIES // // // RETURN NEXT SECTOR # THAT LINE TAG REFERS TO // // Find the next sector with a specified tag. // Rewritten by Lee Killough to use chained hashing to improve speed int FSectorTagIterator::Next() { int ret; if (searchtag == INT_MIN) { ret = start; start = -1; } else { while (start != -1 && sectors[start].tag != searchtag) start = sectors[start].nexttag; if (start == -1) return -1; ret = start; start = sectors[start].nexttag; } return ret; } int FSectorTagIterator::NextCompat(bool compat, int start) { if (!compat) return Next(); for (int i = start + 1; i < numsectors; i++) { if (sectors[i].HasTag(searchtag)) return i; } return -1; } // killough 4/16/98: Same thing, only for linedefs int FLineIdIterator::Next() { while (start != -1 && lines[start].id != searchtag) start = lines[start].nextid; if (start == -1) return -1; int ret = start; start = lines[start].nextid; return ret; } //============================================================================ // // P_ActivateLine // //============================================================================ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType) { int lineActivation; INTBOOL repeat; INTBOOL buttonSuccess; BYTE special; if (!P_TestActivateLine (line, mo, side, activationType)) { return false; } bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14)); if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false; lineActivation = line->activation; repeat = line->flags & ML_REPEAT_SPECIAL; buttonSuccess = false; buttonSuccess = P_ExecuteSpecial(line->special, line, mo, side == 1, line->args[0], line->args[1], line->args[2], line->args[3], line->args[4]); special = line->special; if (!repeat && buttonSuccess) { // clear the special on non-retriggerable lines line->special = 0; } if (buttonSuccess) { if (activationType == SPAC_Use || activationType == SPAC_Impact || activationType == SPAC_Push) { P_ChangeSwitchTexture (line->sidedef[0], repeat, special); } } // some old WADs use this method to create walls that change the texture when shot. else if (activationType == SPAC_Impact && // only for shootable triggers (level.flags2 & LEVEL2_DUMMYSWITCHES) && // this is only a compatibility setting for an old hack! !repeat && // only non-repeatable triggers (specialGeneric_Crusher) && // not for Boom's generalized linedefs special && // not for lines without a special line->HasId(line->args[0]) && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0] line->args[0] && // only if there's a tag (which is stored in the first arg) P_FindFirstSectorFromTag (line->args[0]) == -1) // only if no sector is tagged to this linedef { P_ChangeSwitchTexture (line->sidedef[0], repeat, special); line->special = 0; } // end of changed code if (developer && buttonSuccess) { Printf ("Line special %d activated on line %i\n", special, int(line - lines)); } return true; } //============================================================================ // // P_TestActivateLine // //============================================================================ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType) { int lineActivation = line->activation; if (line->flags & ML_FIRSTSIDEONLY && side == 1) { return false; } if (lineActivation & SPAC_UseThrough) { lineActivation |= SPAC_Use; } else if (line->special == Teleport && (lineActivation & SPAC_Cross) && activationType == SPAC_PCross && mo != NULL && mo->flags & MF_MISSILE) { // Let missiles use regular player teleports lineActivation |= SPAC_PCross; } // BOOM's generalized line types that allow monster use can actually be // activated by anything except projectiles. if (lineActivation & SPAC_AnyCross) { lineActivation |= SPAC_Cross|SPAC_MCross; } if (activationType == SPAC_Use || activationType == SPAC_UseBack) { if (!P_CheckSwitchRange(mo, line, side)) { return false; } } if ((lineActivation & activationType) == 0) { if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS) { return true; } if (activationType == SPAC_Push && (lineActivation & SPAC_MPush) && !mo->player && mo->flags2 & MF2_PUSHWALL) { return true; } if (activationType != SPAC_MCross || lineActivation != SPAC_Cross) { return false; } } if (activationType == SPAC_AnyCross && (lineActivation & activationType)) { return true; } if (mo && !mo->player && !(mo->flags & MF_MISSILE) && !(line->flags & ML_MONSTERSCANACTIVATE) && (activationType != SPAC_MCross || (!(lineActivation & SPAC_MCross)))) { // [RH] monsters' ability to activate this line depends on its type // In Hexen, only MCROSS lines could be activated by monsters. With // lax activation checks, monsters can also activate certain lines // even without them being marked as monster activate-able. This is // the default for non-Hexen maps in Hexen format. if (!(level.flags2 & LEVEL2_LAXMONSTERACTIVATION)) { return false; } if ((activationType == SPAC_Use || activationType == SPAC_Push) && (line->flags & ML_SECRET)) return false; // never open secret doors bool noway = true; switch (activationType) { case SPAC_Use: case SPAC_Push: switch (line->special) { case Door_Raise: if (line->args[0] == 0 && line->args[1] < 64) noway = false; break; case Teleport: case Teleport_NoFog: noway = false; } break; case SPAC_MCross: if (!(lineActivation & SPAC_MCross)) { switch (line->special) { case Door_Raise: if (line->args[1] >= 64) { break; } case Teleport: case Teleport_NoFog: case Teleport_Line: case Plat_DownWaitUpStayLip: case Plat_DownWaitUpStay: noway = false; } } else noway = false; break; default: noway = false; } return !noway; } if (activationType == SPAC_MCross && !(lineActivation & SPAC_MCross) && !(line->flags & ML_MONSTERSCANACTIVATE)) { return false; } return true; } //============================================================================ // // P_PredictLine // //============================================================================ bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType) { int lineActivation; INTBOOL buttonSuccess; BYTE special; // Only predict a very specifc section of specials if (line->special != Teleport_Line && line->special != Teleport) { return false; } if (!P_TestActivateLine(line, mo, side, activationType) || !cl_predict_specials) { return false; } if (line->locknumber > 0) return false; lineActivation = line->activation; buttonSuccess = false; buttonSuccess = P_ExecuteSpecial(line->special, line, mo, side == 1, line->args[0], line->args[1], line->args[2], line->args[3], line->args[4]); special = line->special; // end of changed code if (developer && buttonSuccess) { Printf("Line special %d predicted on line %i\n", special, int(line - lines)); } return true; } // // P_PlayerInSpecialSector // Called every tic frame // that the player origin is in a special sector // void P_PlayerInSpecialSector (player_t *player, sector_t * sector) { if (sector == NULL) { // Falling, not all the way down yet? sector = player->mo->Sector; if (player->mo->z != sector->floorplane.ZatPoint (player->mo->x, player->mo->y) && !player->mo->waterlevel) { return; } } int special = sector->special & ~SECRET_MASK; // Has hit ground. AInventory *ironfeet; // Allow subclasses. Better would be to implement it as armor and let that reduce // the damage as part of the normal damage procedure. Unfortunately, I don't have // different damage types yet, so that's not happening for now. for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory) { if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet))) break; } // [RH] Normal DOOM special or BOOM specialized? if (special >= dLight_Flicker && special <= 255) { switch (special) { case Sector_Heal: // CoD's healing sector if (!(level.time & 0x1f)) P_GiveBody (player->mo, 1); break; case Damage_InstantDeath: // Strife's instant death sector P_DamageMobj (player->mo, NULL, NULL, 999, NAME_InstantDeath); break; case dDamage_Hellslime: // HELLSLIME DAMAGE if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime); break; case dDamage_Nukage: // NUKAGE DAMAGE case sLight_Strobe_Hurt: if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Slime); break; case hDamage_Sludge: if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 4, NAME_Slime); break; case dDamage_SuperHellslime: // SUPER HELLSLIME DAMAGE case dLight_Strobe_Hurt: // STROBE HURT if (ironfeet == NULL || pr_playerinspecialsector() < 5) { if (!(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime); } break; case sDamage_Hellslime: if (ironfeet == NULL) player->hazardcount += 2; break; case sDamage_SuperHellslime: if (ironfeet == NULL) player->hazardcount += 4; break; case dDamage_End: // EXIT SUPER DAMAGE! (for E1M8 finale) player->cheats &= ~CF_GODMODE; if (!(level.time & 0x1f)) P_DamageMobj (player->mo, NULL, NULL, 20, NAME_None); if (player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT))) G_ExitLevel(0, false); break; case dDamage_LavaWimpy: case dScroll_EastLavaDamage: if (!(level.time & 15)) { P_DamageMobj(player->mo, NULL, NULL, 5, NAME_Fire); P_HitFloor(player->mo); } break; case dDamage_LavaHefty: if(!(level.time & 15)) { P_DamageMobj(player->mo, NULL, NULL, 8, NAME_Fire); P_HitFloor(player->mo); } break; default: // [RH] Ignore unknown specials break; } } else { //jff 3/14/98 handle extended sector types for secrets and damage switch (special & DAMAGE_MASK) { case 0x000: // no damage break; case 0x100: // 2/5 damage per 31 ticks if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 5, NAME_Fire); break; case 0x200: // 5/10 damage per 31 ticks if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 10, NAME_Slime); break; case 0x300: // 10/20 damage per 31 ticks if (ironfeet == NULL || pr_playerinspecialsector() < 5) // take damage even with suit { if (!(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, 20, NAME_Slime); } break; } } // [RH] Apply any customizable damage if (sector->damage) { if (sector->damage < 20) { if (ironfeet == NULL && !(level.time&0x1f)) P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod)); } else if (sector->damage < 50) { if ((ironfeet == NULL || (pr_playerinspecialsector()<5)) && !(level.time&0x1f)) { P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod)); } } else { P_DamageMobj (player->mo, NULL, NULL, sector->damage, MODtoDamageType (sector->mod)); } } if (sector->special & SECRET_MASK) { sector->special &= ~SECRET_MASK; P_GiveSecret(player->mo, true, true, int(sector - sectors)); } } //============================================================================ // // P_SectorDamage // //============================================================================ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type, const PClass *protectClass, int flags) { if (!(actor->flags & MF_SHOOTABLE)) return; if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL) return; if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL) return; if (!(flags & DAMAGE_IN_AIR) && actor->z != sec->floorplane.ZatPoint(actor->x, actor->y) && !actor->waterlevel) return; if (protectClass != NULL) { if (actor->FindInventory(protectClass, !!(flags & DAMAGE_SUBCLASSES_PROTECT))) return; } P_DamageMobj (actor, NULL, NULL, amount, type); } void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass, int flags) { FSectorTagIterator itr(tag); int secnum; while ((secnum = itr.Next()) >= 0) { AActor *actor, *next; sector_t *sec = §ors[secnum]; // Do for actors in this sector. for (actor = sec->thinglist; actor != NULL; actor = next) { next = actor->snext; DoSectorDamage(actor, sec, amount, type, protectClass, flags); } // If this is a 3D floor control sector, also do for anything in/on // those 3D floors. for (unsigned i = 0; i < sec->e->XFloor.attached.Size(); ++i) { sector_t *sec2 = sec->e->XFloor.attached[i]; for (actor = sec2->thinglist; actor != NULL; actor = next) { next = actor->snext; // Only affect actors touching the 3D floor fixed_t z1 = sec->floorplane.ZatPoint(actor->x, actor->y); fixed_t z2 = sec->ceilingplane.ZatPoint(actor->x, actor->y); if (z2 < z1) { // Account for Vavoom-style 3D floors fixed_t zz = z1; z1 = z2; z2 = zz; } if (actor->z + actor->height > z1) { // If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be // damaged (so, anything touching it or above it). Other 3D floors between // the actor and this one will not stop this effect. if ((flags & DAMAGE_IN_AIR) || actor->z <= z2) { // Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it // only works with the real sector's floor. We did the appropriate height checks // for 3D floors already. DoSectorDamage(actor, NULL, amount, type, protectClass, flags | DAMAGE_IN_AIR); } } } } } } //============================================================================ // // P_GiveSecret // //============================================================================ CVAR(Bool, showsecretsector, false, 0) CVAR(Bool, cl_showsecretmessage, true, CVAR_ARCHIVE) void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornum) { if (actor != NULL) { if (actor->player != NULL) { actor->player->secretcount++; } if (cl_showsecretmessage && actor->CheckLocalView(consoleplayer)) { if (printmessage) { if (!showsecretsector || sectornum < 0) C_MidPrint(SmallFont, GStrings["SECRETMESSAGE"]); else { FString s = GStrings["SECRETMESSAGE"]; s.AppendFormat(" (Sector %d)", sectornum); C_MidPrint(SmallFont, s); } } if (playsound) S_Sound (CHAN_AUTO | CHAN_UI, "misc/secret", 1, ATTN_NORM); } } level.found_secrets++; } //============================================================================ // // P_PlayerOnSpecialFlat // //============================================================================ void P_PlayerOnSpecialFlat (player_t *player, int floorType) { if (player->mo->z > player->mo->Sector->floorplane.ZatPoint ( player->mo->x, player->mo->y) && !player->mo->waterlevel) { // Player is not touching the floor return; } if (Terrains[floorType].DamageAmount && !(level.time & Terrains[floorType].DamageTimeMask)) { AInventory *ironfeet = NULL; if (Terrains[floorType].AllowProtection) { for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory) { if (ironfeet->IsKindOf (RUNTIME_CLASS(APowerIronFeet))) break; } } if (ironfeet == NULL) { P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount, Terrains[floorType].DamageMOD); } if (Terrains[floorType].Splash != -1) { S_Sound (player->mo, CHAN_AUTO, Splashes[Terrains[floorType].Splash].NormalSplashSound, 1, ATTN_IDLE); } } } // // P_UpdateSpecials // Animate planes, scroll walls, etc. // EXTERN_CVAR (Float, timelimit) void P_UpdateSpecials () { // LEVEL TIMER if (deathmatch && timelimit) { if (level.maptime >= (int)(timelimit * TICRATE * 60)) { Printf ("%s\n", GStrings("TXT_TIMELIMIT")); G_ExitLevel(0, false); } } } // // SPECIAL SPAWNING // CUSTOM_CVAR (Bool, forcewater, false, CVAR_ARCHIVE|CVAR_SERVERINFO) { if (gamestate == GS_LEVEL) { int i; for (i = 0; i < numsectors; i++) { sector_t *hsec = sectors[i].GetHeightSec(); if (hsec && !(sectors[i].heightsec->MoreFlags & SECF_UNDERWATER)) { if (self) { hsec->MoreFlags |= SECF_FORCEDUNDERWATER; } else { hsec->MoreFlags &= ~SECF_FORCEDUNDERWATER; } } } } } class DLightTransfer : public DThinker { DECLARE_CLASS (DLightTransfer, DThinker) DLightTransfer() {} public: DLightTransfer (sector_t *srcSec, int target, bool copyFloor); void Serialize (FArchive &arc); void Tick (); protected: static void DoTransfer (int level, int target, bool floor); sector_t *Source; int TargetTag; bool CopyFloor; short LastLight; }; IMPLEMENT_CLASS (DLightTransfer) void DLightTransfer::Serialize (FArchive &arc) { Super::Serialize (arc); if (SaveVersion < 3223) { BYTE bytelight; arc << bytelight; LastLight = bytelight; } else { arc << LastLight; } arc << Source << TargetTag << CopyFloor; } DLightTransfer::DLightTransfer (sector_t *srcSec, int target, bool copyFloor) { int secnum; Source = srcSec; TargetTag = target; CopyFloor = copyFloor; DoTransfer (LastLight = srcSec->lightlevel, target, copyFloor); if (copyFloor) { FSectorTagIterator itr(target); while ((secnum = itr.Next()) >= 0) sectors[secnum].ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING); } else { FSectorTagIterator itr(target); while ((secnum = itr.Next()) >= 0) sectors[secnum].ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING); } ChangeStatNum (STAT_LIGHTTRANSFER); } void DLightTransfer::Tick () { int light = Source->lightlevel; if (light != LastLight) { LastLight = light; DoTransfer (light, TargetTag, CopyFloor); } } void DLightTransfer::DoTransfer (int level, int target, bool floor) { int secnum; if (floor) { FSectorTagIterator itr(target); while ((secnum = itr.Next()) >= 0) sectors[secnum].SetPlaneLight(sector_t::floor, level); } else { FSectorTagIterator itr(target); while ((secnum = itr.Next()) >= 0) sectors[secnum].SetPlaneLight(sector_t::ceiling, level); } } class DWallLightTransfer : public DThinker { enum { WLF_SIDE1=1, WLF_SIDE2=2, WLF_NOFAKECONTRAST=4 }; DECLARE_CLASS (DWallLightTransfer, DThinker) DWallLightTransfer() {} public: DWallLightTransfer (sector_t *srcSec, int target, BYTE flags); void Serialize (FArchive &arc); void Tick (); protected: static void DoTransfer (short level, int target, BYTE flags); sector_t *Source; int TargetID; short LastLight; BYTE Flags; }; IMPLEMENT_CLASS (DWallLightTransfer) void DWallLightTransfer::Serialize (FArchive &arc) { Super::Serialize (arc); if (SaveVersion < 3223) { BYTE bytelight; arc << bytelight; LastLight = bytelight; } else { arc << LastLight; } arc << Source << TargetID << Flags; } DWallLightTransfer::DWallLightTransfer (sector_t *srcSec, int target, BYTE flags) { int linenum; int wallflags; Source = srcSec; TargetID = target; Flags = flags; DoTransfer (LastLight = srcSec->GetLightLevel(), target, Flags); if (!(flags & WLF_NOFAKECONTRAST)) { wallflags = WALLF_ABSLIGHTING; } else { wallflags = WALLF_ABSLIGHTING | WALLF_NOFAKECONTRAST; } FLineIdIterator itr(target); while ((linenum = itr.Next()) >= 0) { if (flags & WLF_SIDE1 && lines[linenum].sidedef[0] != NULL) { lines[linenum].sidedef[0]->Flags |= wallflags; } if (flags & WLF_SIDE2 && lines[linenum].sidedef[1] != NULL) { lines[linenum].sidedef[1]->Flags |= wallflags; } } ChangeStatNum(STAT_LIGHTTRANSFER); } void DWallLightTransfer::Tick () { short light = sector_t::ClampLight(Source->lightlevel); if (light != LastLight) { LastLight = light; DoTransfer (light, TargetID, Flags); } } void DWallLightTransfer::DoTransfer (short lightlevel, int target, BYTE flags) { int linenum; FLineIdIterator itr(target); while ((linenum = itr.Next()) >= 0) { line_t *line = &lines[linenum]; if (flags & WLF_SIDE1 && line->sidedef[0] != NULL) { line->sidedef[0]->SetLight(lightlevel); } if (flags & WLF_SIDE2 && line->sidedef[1] != NULL) { line->sidedef[1]->SetLight(lightlevel); } } } //----------------------------------------------------------------------------- // // Portals // //----------------------------------------------------------------------------- //--------------------------------------------------------------------------- // Upper stacks go in the top sector. Lower stacks go in the bottom sector. static void SetupFloorPortal (AStackPoint *point) { NActorIterator it (NAME_LowerStackLookOnly, point->tid); sector_t *Sector = point->Sector; Sector->FloorSkyBox = static_cast(it.Next()); if (Sector->FloorSkyBox != NULL && Sector->FloorSkyBox->bAlways) { Sector->FloorSkyBox->Mate = point; if (Sector->GetAlpha(sector_t::floor) == OPAQUE) Sector->SetAlpha(sector_t::floor, Scale (point->args[0], OPAQUE, 255)); } } static void SetupCeilingPortal (AStackPoint *point) { NActorIterator it (NAME_UpperStackLookOnly, point->tid); sector_t *Sector = point->Sector; Sector->CeilingSkyBox = static_cast(it.Next()); if (Sector->CeilingSkyBox != NULL && Sector->CeilingSkyBox->bAlways) { Sector->CeilingSkyBox->Mate = point; if (Sector->GetAlpha(sector_t::ceiling) == OPAQUE) Sector->SetAlpha(sector_t::ceiling, Scale (point->args[0], OPAQUE, 255)); } } static bool SpreadCeilingPortal(AStackPoint *pt, fixed_t alpha, sector_t *sector) { bool fail = false; sector->validcount = validcount; for(int i=0; ilinecount; i++) { line_t *line = sector->lines[i]; sector_t *backsector = sector == line->frontsector? line->backsector : line->frontsector; if (line->backsector == line->frontsector) continue; if (backsector == NULL) { fail = true; continue; } if (backsector->validcount == validcount) continue; if (backsector->CeilingSkyBox == pt) continue; // Check if the backside would map to the same visplane if (backsector->CeilingSkyBox != NULL) { fail = true; continue; } if (backsector->ceilingplane != sector->ceilingplane) { fail = true; continue; } if (backsector->lightlevel != sector->lightlevel) { fail = true; continue; } if (backsector->GetTexture(sector_t::ceiling) != sector->GetTexture(sector_t::ceiling)) { fail = true; continue; } if (backsector->GetXOffset(sector_t::ceiling) != sector->GetXOffset(sector_t::ceiling)) { fail = true; continue; } if (backsector->GetYOffset(sector_t::ceiling) != sector->GetYOffset(sector_t::ceiling)) { fail = true; continue; } if (backsector->GetXScale(sector_t::ceiling) != sector->GetXScale(sector_t::ceiling)) { fail = true; continue; } if (backsector->GetYScale(sector_t::ceiling) != sector->GetYScale(sector_t::ceiling)) { fail = true; continue; } if (backsector->GetAngle(sector_t::ceiling) != sector->GetAngle(sector_t::ceiling)) { fail = true; continue; } if (SpreadCeilingPortal(pt, alpha, backsector)) { fail = true; continue; } } if (!fail) { sector->CeilingSkyBox = pt; sector->SetAlpha(sector_t::ceiling, alpha); } return fail; } void P_SetupPortals() { TThinkerIterator it; AStackPoint *pt; TArray points; while ((pt = it.Next())) { FName nm = pt->GetClass()->TypeName; if (nm == NAME_UpperStackLookOnly) { SetupFloorPortal(pt); } else if (nm == NAME_LowerStackLookOnly) { SetupCeilingPortal(pt); } pt->special1 = 0; points.Push(pt); } } inline void SetPortal(sector_t *sector, int plane, AStackPoint *portal, fixed_t alpha) { // plane: 0=floor, 1=ceiling, 2=both if (plane > 0) { if (sector->CeilingSkyBox == NULL || !sector->CeilingSkyBox->bAlways) { sector->CeilingSkyBox = portal; if (sector->GetAlpha(sector_t::ceiling) == OPAQUE) sector->SetAlpha(sector_t::ceiling, alpha); } } if (plane == 2 || plane == 0) { if (sector->FloorSkyBox == NULL || !sector->FloorSkyBox->bAlways) { sector->FloorSkyBox = portal; } if (sector->GetAlpha(sector_t::floor) == OPAQUE) sector->SetAlpha(sector_t::floor, alpha); } } void P_SpawnPortal(line_t *line, int sectortag, int plane, int alpha) { for (int i=0;iv1->x + line->v2->x) >> 1; fixed_t y1 = (line->v1->y + line->v2->y) >> 1; fixed_t x2 = (lines[i].v1->x + lines[i].v2->x) >> 1; fixed_t y2 = (lines[i].v1->y + lines[i].v2->y) >> 1; fixed_t alpha = Scale (lines[i].args[4], OPAQUE, 255); AStackPoint *anchor = Spawn(x1, y1, 0, NO_REPLACE); AStackPoint *reference = Spawn(x2, y2, 0, NO_REPLACE); reference->Mate = anchor; anchor->Mate = reference; // This is so that the renderer can distinguish these portals from // the ones spawned with the '*StackLookOnly' things. reference->flags |= MF_JUSTATTACKED; anchor->flags |= MF_JUSTATTACKED; int s; FSectorTagIterator itr(sectortag); while ((s = itr.Next()) >= 0) { SetPortal(§ors[s], plane, reference, alpha); } for (int j=0;j= 0) { SetPortal(§ors[s], plane, reference, alpha); } } } } return; } } } // // P_SpawnSpecials // // After the map has been loaded, scan for specials that spawn thinkers // void P_SpawnSpecials (void) { sector_t *sector; int i; P_SetupPortals(); // Init special SECTORs. sector = sectors; for (i = 0; i < numsectors; i++, sector++) { if (sector->special == 0) continue; // [RH] All secret sectors are marked with a BOOM-ish bitfield if (sector->special & SECRET_MASK) level.total_secrets++; switch (sector->special & 0xff) { // [RH] Normal DOOM/Hexen specials. We clear off the special for lights // here instead of inside the spawners. case dLight_Flicker: // FLICKERING LIGHTS new DLightFlash (sector); sector->special &= 0xff00; break; case dLight_StrobeFast: // STROBE FAST new DStrobe (sector, STROBEBRIGHT, FASTDARK, false); sector->special &= 0xff00; break; case dLight_StrobeSlow: // STROBE SLOW new DStrobe (sector, STROBEBRIGHT, SLOWDARK, false); sector->special &= 0xff00; break; case dLight_Strobe_Hurt: case sLight_Strobe_Hurt: // STROBE FAST/DEATH SLIME new DStrobe (sector, STROBEBRIGHT, FASTDARK, false); break; case dLight_Glow: // GLOWING LIGHT new DGlow (sector); sector->special &= 0xff00; break; case dSector_DoorCloseIn30: // DOOR CLOSE IN 30 SECONDS P_SpawnDoorCloseIn30 (sector); break; case dLight_StrobeSlowSync: // SYNC STROBE SLOW new DStrobe (sector, STROBEBRIGHT, SLOWDARK, true); sector->special &= 0xff00; break; case dLight_StrobeFastSync: // SYNC STROBE FAST new DStrobe (sector, STROBEBRIGHT, FASTDARK, true); sector->special &= 0xff00; break; case dSector_DoorRaiseIn5Mins: // DOOR RAISE IN 5 MINUTES P_SpawnDoorRaiseIn5Mins (sector); break; case dLight_FireFlicker: // fire flickering new DFireFlicker (sector); sector->special &= 0xff00; break; case dFriction_Low: sector->friction = FRICTION_LOW; sector->movefactor = 0x269; sector->special &= 0xff00; sector->special |= FRICTION_MASK; break; // [RH] Hexen-like phased lighting case LightSequenceStart: new DPhased (sector); break; case Light_Phased: new DPhased (sector, 48, 63 - (sector->lightlevel & 63)); break; case Sky2: sector->sky = PL_SKYFLAT; break; case dScroll_EastLavaDamage: new DStrobe (sector, STROBEBRIGHT, FASTDARK, false); new DScroller (DScroller::sc_floor, (-FRACUNIT/2)<<3, 0, -1, int(sector-sectors), 0); break; case Sector_Hidden: sector->MoreFlags |= SECF_HIDDEN; sector->special &= 0xff00; break; default: if ((sector->special & 0xff) >= Scroll_North_Slow && (sector->special & 0xff) <= Scroll_SouthWest_Fast) { // Hexen scroll special static const char hexenScrollies[24][2] = { { 0, 1 }, { 0, 2 }, { 0, 4 }, { -1, 0 }, { -2, 0 }, { -4, 0 }, { 0, -1 }, { 0, -2 }, { 0, -4 }, { 1, 0 }, { 2, 0 }, { 4, 0 }, { 1, 1 }, { 2, 2 }, { 4, 4 }, { -1, 1 }, { -2, 2 }, { -4, 4 }, { -1, -1 }, { -2, -2 }, { -4, -4 }, { 1, -1 }, { 2, -2 }, { 4, -4 } }; int i = (sector->special & 0xff) - Scroll_North_Slow; fixed_t dx = hexenScrollies[i][0] * (FRACUNIT/2); fixed_t dy = hexenScrollies[i][1] * (FRACUNIT/2); new DScroller (DScroller::sc_floor, dx, dy, -1, int(sector-sectors), 0); } else if ((sector->special & 0xff) >= Carry_East5 && (sector->special & 0xff) <= Carry_East35) { // Heretic scroll special // Only east scrollers also scroll the texture new DScroller (DScroller::sc_floor, (-FRACUNIT/2)<<((sector->special & 0xff) - Carry_East5), 0, -1, int(sector-sectors), 0); } break; } } // Init other misc stuff P_SpawnScrollers(); // killough 3/7/98: Add generalized scrollers P_SpawnFriction(); // phares 3/12/98: New friction model using linedefs P_SpawnPushers(); // phares 3/20/98: New pusher model using linedefs for (i = 0; i < numlines; i++) { switch (lines[i].special) { int s; sector_t *sec; // killough 3/7/98: // support for drawn heights coming from different sector case Transfer_Heights: { sec = lines[i].frontsector; if (lines[i].args[1] & 2) { sec->MoreFlags |= SECF_FAKEFLOORONLY; } if (lines[i].args[1] & 4) { sec->MoreFlags |= SECF_CLIPFAKEPLANES; } if (lines[i].args[1] & 8) { sec->MoreFlags |= SECF_UNDERWATER; } else if (forcewater) { sec->MoreFlags |= SECF_FORCEDUNDERWATER; } if (lines[i].args[1] & 16) { sec->MoreFlags |= SECF_IGNOREHEIGHTSEC; } if (lines[i].args[1] & 32) { sec->MoreFlags |= SECF_NOFAKELIGHT; } FSectorTagIterator itr(lines[i].args[0]); while ((s = itr.Next()) >= 0) { sectors[s].heightsec = sec; sec->e->FakeFloor.Sectors.Push(§ors[s]); sectors[s].AdjustFloorClip(); } break; } // killough 3/16/98: Add support for setting // floor lighting independently (e.g. lava) case Transfer_FloorLight: new DLightTransfer (lines[i].frontsector, lines[i].args[0], true); break; // killough 4/11/98: Add support for setting // ceiling lighting independently case Transfer_CeilingLight: new DLightTransfer (lines[i].frontsector, lines[i].args[0], false); break; // [Graf Zahl] Add support for setting lighting // per wall independently case Transfer_WallLight: new DWallLightTransfer (lines[i].frontsector, lines[i].args[0], lines[i].args[1]); break; case Sector_Attach3dMidtex: P_Attach3dMidtexLinesToSector(lines[i].frontsector, lines[i].args[0], lines[i].args[1], !!lines[i].args[2]); break; case Sector_SetLink: if (lines[i].args[0] == 0) { P_AddSectorLinks(lines[i].frontsector, lines[i].args[1], lines[i].args[2], lines[i].args[3]); } break; case Sector_SetPortal: // arg 0 = sector tag // arg 1 = type // - 0: normal (handled here) // - 1: copy (handled by the portal they copy) // - 2: EE-style skybox (handled by the camera object) // other values reserved for later use // arg 2 = 0:floor, 1:ceiling, 2:both // arg 3 = 0: anchor, 1: reference line // arg 4 = for the anchor only: alpha if (lines[i].args[1] == 0 && lines[i].args[3] == 0) { P_SpawnPortal(&lines[i], lines[i].args[0], lines[i].args[2], lines[i].args[4]); } break; // [RH] ZDoom Static_Init settings case Static_Init: switch (lines[i].args[1]) { case Init_Gravity: { float grav = ((float)P_AproxDistance (lines[i].dx, lines[i].dy)) / (FRACUNIT * 100.0f); FSectorTagIterator itr(lines[i].args[0]); while ((s = itr.Next()) >= 0) sectors[s].gravity = grav; } break; //case Init_Color: // handled in P_LoadSideDefs2() case Init_Damage: { int damage = P_AproxDistance (lines[i].dx, lines[i].dy) >> FRACBITS; FSectorTagIterator itr(lines[i].args[0]); while ((s = itr.Next()) >= 0) { sectors[s].damage = damage; sectors[s].mod = 0;//MOD_UNKNOWN; } } break; case Init_SectorLink: if (lines[i].args[3] == 0) P_AddSectorLinksByID(lines[i].frontsector, lines[i].args[0], lines[i].args[2]); break; // killough 10/98: // // Support for sky textures being transferred from sidedefs. // Allows scrolling and other effects (but if scrolling is // used, then the same sector tag needs to be used for the // sky sector, the sky-transfer linedef, and the scroll-effect // linedef). Still requires user to use F_SKY1 for the floor // or ceiling texture, to distinguish floor and ceiling sky. case Init_TransferSky: { FSectorTagIterator itr(lines[i].args[0]); while ((s = itr.Next()) >= 0) sectors[s].sky = (i + 1) | PL_SKYFLAT; break; } } break; } } // [RH] Start running any open scripts on this map FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false); } // killough 2/28/98: // // This function, with the help of r_plane.c and r_bsp.c, supports generalized // scrolling floors and walls, with optional mobj-carrying properties, e.g. // conveyor belts, rivers, etc. A linedef with a special type affects all // tagged sectors the same way, by creating scrolling and/or object-carrying // properties. Multiple linedefs may be used on the same sector and are // cumulative, although the special case of scrolling a floor and carrying // things on it, requires only one linedef. The linedef's direction determines // the scrolling direction, and the linedef's length determines the scrolling // speed. This was designed so that an edge around the sector could be used to // control the direction of the sector's scrolling, which is usually what is // desired. // // Process the active scrollers. // // This is the main scrolling code // killough 3/7/98 // [RH] Compensate for rotated sector textures by rotating the scrolling // in the opposite direction. static void RotationComp(const sector_t *sec, int which, fixed_t dx, fixed_t dy, fixed_t &tdx, fixed_t &tdy) { angle_t an = sec->GetAngle(which); if (an == 0) { tdx = dx; tdy = dy; } else { an = an >> ANGLETOFINESHIFT; fixed_t ca = -finecosine[an]; fixed_t sa = -finesine[an]; tdx = DMulScale16(dx, ca, -dy, sa); tdy = DMulScale16(dy, ca, dx, sa); } } void DScroller::Tick () { fixed_t dx = m_dx, dy = m_dy, tdx, tdy; if (m_Control != -1) { // compute scroll amounts based on a sector's height changes fixed_t height = sectors[m_Control].CenterFloor () + sectors[m_Control].CenterCeiling (); fixed_t delta = height - m_LastHeight; m_LastHeight = height; dx = FixedMul(dx, delta); dy = FixedMul(dy, delta); } // killough 3/14/98: Add acceleration if (m_Accel) { m_vdx = dx += m_vdx; m_vdy = dy += m_vdy; } if (!(dx | dy)) // no-op if both (x,y) offsets are 0 return; switch (m_Type) { case sc_side: // killough 3/7/98: Scroll wall texture if (m_Parts & scw_top) { sides[m_Affectee].AddTextureXOffset(side_t::top, dx); sides[m_Affectee].AddTextureYOffset(side_t::top, dy); } if (m_Parts & scw_mid && (sides[m_Affectee].linedef->backsector == NULL || !(sides[m_Affectee].linedef->flags&ML_3DMIDTEX))) { sides[m_Affectee].AddTextureXOffset(side_t::mid, dx); sides[m_Affectee].AddTextureYOffset(side_t::mid, dy); } if (m_Parts & scw_bottom) { sides[m_Affectee].AddTextureXOffset(side_t::bottom, dx); sides[m_Affectee].AddTextureYOffset(side_t::bottom, dy); } break; case sc_floor: // killough 3/7/98: Scroll floor texture RotationComp(§ors[m_Affectee], sector_t::floor, dx, dy, tdx, tdy); sectors[m_Affectee].AddXOffset(sector_t::floor, tdx); sectors[m_Affectee].AddYOffset(sector_t::floor, tdy); break; case sc_ceiling: // killough 3/7/98: Scroll ceiling texture RotationComp(§ors[m_Affectee], sector_t::ceiling, dx, dy, tdx, tdy); sectors[m_Affectee].AddXOffset(sector_t::ceiling, tdx); sectors[m_Affectee].AddYOffset(sector_t::ceiling, tdy); break; // [RH] Don't actually carry anything here. That happens later. case sc_carry: level.Scrolls[m_Affectee].ScrollX += dx; level.Scrolls[m_Affectee].ScrollY += dy; break; case sc_carry_ceiling: // to be added later break; } } // // Add_Scroller() // // Add a generalized scroller to the thinker list. // // type: the enumerated type of scrolling: floor, ceiling, floor carrier, // wall, floor carrier & scroller // // (dx,dy): the direction and speed of the scrolling or its acceleration // // control: the sector whose heights control this scroller's effect // remotely, or -1 if no control sector // // affectee: the index of the affected object (sector or sidedef) // // accel: non-zero if this is an accelerative effect // DScroller::DScroller (EScrollType type, fixed_t dx, fixed_t dy, int control, int affectee, int accel, int scrollpos) : DThinker (STAT_SCROLLER) { m_Type = type; m_dx = dx; m_dy = dy; m_Accel = accel; m_Parts = scrollpos; m_vdx = m_vdy = 0; if ((m_Control = control) != -1) m_LastHeight = sectors[control].CenterFloor () + sectors[control].CenterCeiling (); m_Affectee = affectee; m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = NULL; switch (type) { case sc_carry: level.AddScroller (this, affectee); break; case sc_side: sides[affectee].Flags |= WALLF_NOAUTODECALS; if (m_Parts & scw_top) { m_Interpolations[0] = sides[m_Affectee].SetInterpolation(side_t::top); } if (m_Parts & scw_mid && (sides[m_Affectee].linedef->backsector == NULL || !(sides[m_Affectee].linedef->flags&ML_3DMIDTEX))) { m_Interpolations[1] = sides[m_Affectee].SetInterpolation(side_t::mid); } if (m_Parts & scw_bottom) { m_Interpolations[2] = sides[m_Affectee].SetInterpolation(side_t::bottom); } break; case sc_floor: m_Interpolations[0] = sectors[affectee].SetInterpolation(sector_t::FloorScroll, false); break; case sc_ceiling: m_Interpolations[0] = sectors[affectee].SetInterpolation(sector_t::CeilingScroll, false); break; default: break; } } void DScroller::Destroy () { for(int i=0;i<3;i++) { if (m_Interpolations[i] != NULL) { m_Interpolations[i]->DelRef(); m_Interpolations[i] = NULL; } } Super::Destroy(); } // Adds wall scroller. Scroll amount is rotated with respect to wall's // linedef first, so that scrolling towards the wall in a perpendicular // direction is translated into vertical motion, while scrolling along // the wall in a parallel direction is translated into horizontal motion. // // killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff DScroller::DScroller (fixed_t dx, fixed_t dy, const line_t *l, int control, int accel, int scrollpos) : DThinker (STAT_SCROLLER) { fixed_t x = abs(l->dx), y = abs(l->dy), d; if (y > x) d = x, x = y, y = d; d = FixedDiv (x, finesine[(tantoangle[FixedDiv(y,x) >> DBITS] + ANG90) >> ANGLETOFINESHIFT]); x = -FixedDiv (FixedMul(dy, l->dy) + FixedMul(dx, l->dx), d); y = -FixedDiv (FixedMul(dx, l->dy) - FixedMul(dy, l->dx), d); m_Type = sc_side; m_dx = x; m_dy = y; m_vdx = m_vdy = 0; m_Accel = accel; m_Parts = scrollpos; if ((m_Control = control) != -1) m_LastHeight = sectors[control].CenterFloor() + sectors[control].CenterCeiling(); m_Affectee = int(l->sidedef[0] - sides); sides[m_Affectee].Flags |= WALLF_NOAUTODECALS; m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = NULL; if (m_Parts & scw_top) { m_Interpolations[0] = sides[m_Affectee].SetInterpolation(side_t::top); } if (m_Parts & scw_mid && (sides[m_Affectee].linedef->backsector == NULL || !(sides[m_Affectee].linedef->flags&ML_3DMIDTEX))) { m_Interpolations[1] = sides[m_Affectee].SetInterpolation(side_t::mid); } if (m_Parts & scw_bottom) { m_Interpolations[2] = sides[m_Affectee].SetInterpolation(side_t::bottom); } } // Amount (dx,dy) vector linedef is shifted right to get scroll amount #define SCROLL_SHIFT 5 #define SCROLLTYPE(i) (((i) <= 0) || ((i) & ~7) ? 7 : (i)) // Initialize the scrollers static void P_SpawnScrollers(void) { int i; line_t *l = lines; TArray copyscrollers; for (i = 0; i < numlines; i++) { if (lines[i].special == Sector_CopyScroller) { // don't allow copying the scroller if the sector has the same tag as it would just duplicate it. if (lines[i].frontsector->HasTag(lines[i].args[0])) { copyscrollers.Push(i); } lines[i].special = 0; } } for (i = 0; i < numlines; i++, l++) { fixed_t dx; // direction and speed of scrolling fixed_t dy; int control = -1, accel = 0; // no control sector or acceleration int special = l->special; // Check for undefined parameters that are non-zero and output messages for them. // We don't report for specials we don't understand. if (special != 0) { int max = LineSpecialsInfo[special] != NULL ? LineSpecialsInfo[special]->map_args : countof(l->args); for (unsigned arg = max; arg < countof(l->args); ++arg) { if (l->args[arg] != 0) { Printf("Line %d (type %d:%s), arg %u is %d (should be 0)\n", i, special, LineSpecialsInfo[special]->name, arg+1, l->args[arg]); } } } // killough 3/7/98: Types 245-249 are same as 250-254 except that the // first side's sector's heights cause scrolling when they change, and // this linedef controls the direction and speed of the scrolling. The // most complicated linedef since donuts, but powerful :) // // killough 3/15/98: Add acceleration. Types 214-218 are the same but // are accelerative. // [RH] Assume that it's a scroller and zero the line's special. l->special = 0; dx = dy = 0; // Shut up, GCC if (special == Scroll_Ceiling || special == Scroll_Floor || special == Scroll_Texture_Model) { if (l->args[1] & 3) { // if 1, then displacement // if 2, then accelerative (also if 3) control = int(l->sidedef[0]->sector - sectors); if (l->args[1] & 2) accel = 1; } if (special == Scroll_Texture_Model || l->args[1] & 4) { // The line housing the special controls the // direction and speed of scrolling. dx = l->dx >> SCROLL_SHIFT; dy = l->dy >> SCROLL_SHIFT; } else { // The speed and direction are parameters to the special. dx = (l->args[3] - 128) * (FRACUNIT / 32); dy = (l->args[4] - 128) * (FRACUNIT / 32); } } switch (special) { register int s; case Scroll_Ceiling: { FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) { new DScroller(DScroller::sc_ceiling, -dx, dy, control, s, accel); } for (unsigned j = 0; j < copyscrollers.Size(); j++) { line_t *line = &lines[copyscrollers[j]]; if (line->args[0] == l->args[0] && (line->args[1] & 1)) { new DScroller(DScroller::sc_ceiling, -dx, dy, control, int(line->frontsector - sectors), accel); } } break; } case Scroll_Floor: if (l->args[2] != 1) { // scroll the floor texture FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) { new DScroller (DScroller::sc_floor, -dx, dy, control, s, accel); } for(unsigned j = 0;j < copyscrollers.Size(); j++) { line_t *line = &lines[copyscrollers[j]]; if (line->args[0] == l->args[0] && (line->args[1] & 2)) { new DScroller (DScroller::sc_floor, -dx, dy, control, int(line->frontsector-sectors), accel); } } } if (l->args[2] > 0) { // carry objects on the floor FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) { new DScroller (DScroller::sc_carry, dx, dy, control, s, accel); } for(unsigned j = 0;j < copyscrollers.Size(); j++) { line_t *line = &lines[copyscrollers[j]]; if (line->args[0] == l->args[0] && (line->args[1] & 4)) { new DScroller (DScroller::sc_carry, dx, dy, control, int(line->frontsector-sectors), accel); } } } break; // killough 3/1/98: scroll wall according to linedef // (same direction and speed as scrolling floors) case Scroll_Texture_Model: { FLineIdIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) { if (s != i) new DScroller(dx, dy, lines + s, control, accel); } break; } case Scroll_Texture_Offsets: // killough 3/2/98: scroll according to sidedef offsets s = int(lines[i].sidedef[0] - sides); new DScroller (DScroller::sc_side, -sides[s].GetTextureXOffset(side_t::mid), sides[s].GetTextureYOffset(side_t::mid), -1, s, accel, SCROLLTYPE(l->args[0])); break; case Scroll_Texture_Left: l->special = special; // Restore the special, for compat_useblocking's benefit. s = int(lines[i].sidedef[0] - sides); new DScroller (DScroller::sc_side, l->args[0] * (FRACUNIT/64), 0, -1, s, accel, SCROLLTYPE(l->args[1])); break; case Scroll_Texture_Right: l->special = special; s = int(lines[i].sidedef[0] - sides); new DScroller (DScroller::sc_side, l->args[0] * (-FRACUNIT/64), 0, -1, s, accel, SCROLLTYPE(l->args[1])); break; case Scroll_Texture_Up: l->special = special; s = int(lines[i].sidedef[0] - sides); new DScroller (DScroller::sc_side, 0, l->args[0] * (FRACUNIT/64), -1, s, accel, SCROLLTYPE(l->args[1])); break; case Scroll_Texture_Down: l->special = special; s = int(lines[i].sidedef[0] - sides); new DScroller (DScroller::sc_side, 0, l->args[0] * (-FRACUNIT/64), -1, s, accel, SCROLLTYPE(l->args[1])); break; case Scroll_Texture_Both: s = int(lines[i].sidedef[0] - sides); if (l->args[0] == 0) { dx = (l->args[1] - l->args[2]) * (FRACUNIT/64); dy = (l->args[4] - l->args[3]) * (FRACUNIT/64); new DScroller (DScroller::sc_side, dx, dy, -1, s, accel); } break; default: // [RH] It wasn't a scroller after all, so restore the special. l->special = special; break; } } } // killough 3/7/98 -- end generalized scroll effects //////////////////////////////////////////////////////////////////////////// // // FRICTION EFFECTS // // phares 3/12/98: Start of friction effects // As the player moves, friction is applied by decreasing the x and y // velocity values on each tic. By varying the percentage of decrease, // we can simulate muddy or icy conditions. In mud, the player slows // down faster. In ice, the player slows down more slowly. // // The amount of friction change is controlled by the length of a linedef // with type 223. A length < 100 gives you mud. A length > 100 gives you ice. // // Also, each sector where these effects are to take place is given a // new special type _______. Changing the type value at runtime allows // these effects to be turned on or off. // // Sector boundaries present problems. The player should experience these // friction changes only when his feet are touching the sector floor. At // sector boundaries where floor height changes, the player can find // himself still 'in' one sector, but with his feet at the floor level // of the next sector (steps up or down). To handle this, Thinkers are used // in icy/muddy sectors. These thinkers examine each object that is touching // their sectors, looking for players whose feet are at the same level as // their floors. Players satisfying this condition are given new friction // values that are applied by the player movement code later. // // killough 8/28/98: // // Completely redid code, which did not need thinkers, and which put a heavy // drag on CPU. Friction is now a property of sectors, NOT objects inside // them. All objects, not just players, are affected by it, if they touch // the sector's floor. Code simpler and faster, only calling on friction // calculations when an object needs friction considered, instead of doing // friction calculations on every sector during every tic. // // Although this -might- ruin Boom demo sync involving friction, it's the only // way, short of code explosion, to fix the original design bug. Fixing the // design bug in Boom's original friction code, while maintaining demo sync // under every conceivable circumstance, would double or triple code size, and // would require maintenance of buggy legacy code which is only useful for old // demos. Doom demos, which are more important IMO, are not affected by this // change. // // [RH] On the other hand, since I've given up on trying to maintain demo // sync between versions, these considerations aren't a big deal to me. // ///////////////////////////// // // Initialize the sectors where friction is increased or decreased static void P_SpawnFriction(void) { int i; line_t *l = lines; for (i = 0 ; i < numlines ; i++,l++) { if (l->special == Sector_SetFriction) { int length; if (l->args[1]) { // [RH] Allow setting friction amount from parameter length = l->args[1] <= 200 ? l->args[1] : 200; } else { length = P_AproxDistance(l->dx,l->dy)>>FRACBITS; } P_SetSectorFriction (l->args[0], length, false); l->special = 0; } } } void P_SetSectorFriction (int tag, int amount, bool alterFlag) { int s; fixed_t friction, movefactor; // An amount of 100 should result in a friction of // ORIG_FRICTION (0xE800) friction = (0x1EB8*amount)/0x80 + 0xD001; // killough 8/28/98: prevent odd situations friction = clamp(friction, 0, FRACUNIT); // The following check might seem odd. At the time of movement, // the move distance is multiplied by 'friction/0x10000', so a // higher friction value actually means 'less friction'. movefactor = FrictionToMoveFactor(friction); FSectorTagIterator itr(tag); while ((s = itr.Next()) >= 0) { // killough 8/28/98: // // Instead of spawning thinkers, which are slow and expensive, // modify the sector's own friction values. Friction should be // a property of sectors, not objects which reside inside them. // Original code scanned every object in every friction sector // on every tic, adjusting its friction, putting unnecessary // drag on CPU. New code adjusts friction of sector only once // at level startup, and then uses this friction value. sectors[s].friction = friction; sectors[s].movefactor = movefactor; if (alterFlag) { // When used inside a script, the sectors' friction flags // can be enabled and disabled at will. if (friction == ORIG_FRICTION) { sectors[s].special &= ~FRICTION_MASK; } else { sectors[s].special |= FRICTION_MASK; } } } } // // phares 3/12/98: End of friction effects // //////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////// // // PUSH/PULL EFFECT // // phares 3/20/98: Start of push/pull effects // // This is where push/pull effects are applied to objects in the sectors. // // There are four kinds of push effects // // 1) Pushing Away // // Pushes you away from a point source defined by the location of an // MT_PUSH Thing. The force decreases linearly with distance from the // source. This force crosses sector boundaries and is felt w/in a circle // whose center is at the MT_PUSH. The force is felt only if the point // MT_PUSH can see the target object. // // 2) Pulling toward // // Same as Pushing Away except you're pulled toward an MT_PULL point // source. This force crosses sector boundaries and is felt w/in a circle // whose center is at the MT_PULL. The force is felt only if the point // MT_PULL can see the target object. // // 3) Wind // // Pushes you in a constant direction. Full force above ground, half // force on the ground, nothing if you're below it (water). // // 4) Current // // Pushes you in a constant direction. No force above ground, full // force if on the ground or below it (water). // // The magnitude of the force is controlled by the length of a controlling // linedef. The force vector for types 3 & 4 is determined by the angle // of the linedef, and is constant. // // For each sector where these effects occur, the sector special type has // to have the PUSH_MASK bit set. If this bit is turned off by a switch // at run-time, the effect will not occur. The controlling sector for // types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing. #define PUSH_FACTOR 7 ///////////////////////////// // // Add a push thinker to the thinker list DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee) { m_Source = source; m_Type = type; if (l) { m_Xmag = l->dx>>FRACBITS; m_Ymag = l->dy>>FRACBITS; m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag); } else { // [RH] Allow setting magnitude and angle with parameters ChangeValues (magnitude, angle); } if (source) // point source exist? { m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero m_X = m_Source->x; m_Y = m_Source->y; } m_Affectee = affectee; } int DPusher::CheckForSectorMatch (EPusher type, int tag) { if (m_Type == type && sectors[m_Affectee].HasTag(tag)) return m_Affectee; else return -1; } ///////////////////////////// // // T_Pusher looks for all objects that are inside the radius of // the effect. // void DPusher::Tick () { sector_t *sec; AActor *thing; msecnode_t *node; int xspeed,yspeed; int ht; if (!var_pushers) return; sec = sectors + m_Affectee; // Be sure the special sector type is still turned on. If so, proceed. // Else, bail out; the sector type has been changed on us. if (!(sec->special & PUSH_MASK)) return; // For constant pushers (wind/current) there are 3 situations: // // 1) Affected Thing is above the floor. // // Apply the full force if wind, no force if current. // // 2) Affected Thing is on the ground. // // Apply half force if wind, full force if current. // // 3) Affected Thing is below the ground (underwater effect). // // Apply no force if wind, full force if current. // // Apply the effect to clipped players only for now. // // In Phase II, you can apply these effects to Things other than players. // [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now. if (m_Type == p_push) { // Seek out all pushable things within the force radius of this // point pusher. Crosses sectors, so use blockmap. FBlockThingsIterator it(FBoundingBox(m_X, m_Y, m_Radius)); AActor *thing; while ((thing = it.Next())) { // Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption. bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP)); // MBF allows any sentient or shootable thing to be affected, but players with a fly cheat aren't. if (compatflags & COMPATF_MBFMONSTERMOVE) { pusharound = ((pusharound || (thing->IsSentient()) || (thing->flags & MF_SHOOTABLE)) // Add categories here && (!(thing->player && (thing->flags & (MF_NOGRAVITY))))); // Exclude flying players here } if ((pusharound) ) { int sx = m_X; int sy = m_Y; int dist = P_AproxDistance (thing->x - sx,thing->y - sy); int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1); // If speed <= 0, you're outside the effective radius. You also have // to be able to see the push/pull source point. if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY))) { angle_t pushangle = R_PointToAngle2 (thing->x, thing->y, sx, sy); if (m_Source->GetClass()->TypeName == NAME_PointPusher) pushangle += ANG180; // away pushangle >>= ANGLETOFINESHIFT; thing->velx += FixedMul (speed, finecosine[pushangle]); thing->vely += FixedMul (speed, finesine[pushangle]); } } } return; } // constant pushers p_wind and p_current node = sec->touching_thinglist; // things touching this sector for ( ; node ; node = node->m_snext) { thing = node->m_thing; if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP)) continue; sector_t *hsec = sec->GetHeightSec(); if (m_Type == p_wind) { if (hsec == NULL) { // NOT special water sector if (thing->z > thing->floorz) // above ground { xspeed = m_Xmag; // full force yspeed = m_Ymag; } else // on ground { xspeed = (m_Xmag)>>1; // half force yspeed = (m_Ymag)>>1; } } else // special water sector { ht = hsec->floorplane.ZatPoint (thing->x, thing->y); if (thing->z > ht) // above ground { xspeed = m_Xmag; // full force yspeed = m_Ymag; } else if (thing->player->viewz < ht) // underwater { xspeed = yspeed = 0; // no force } else // wading in water { xspeed = (m_Xmag)>>1; // half force yspeed = (m_Ymag)>>1; } } } else // p_current { const secplane_t *floor; if (hsec == NULL) { // NOT special water sector floor = &sec->floorplane; } else { // special water sector floor = &hsec->floorplane; } if (thing->z > floor->ZatPoint (thing->x, thing->y)) { // above ground xspeed = yspeed = 0; // no force } else { // on ground/underwater xspeed = m_Xmag; // full force yspeed = m_Ymag; } } thing->velx += xspeed<<(FRACBITS-PUSH_FACTOR); thing->vely += yspeed<<(FRACBITS-PUSH_FACTOR); } } ///////////////////////////// // // P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing, // NULL otherwise. AActor *P_GetPushThing (int s) { AActor* thing; sector_t* sec; sec = sectors + s; thing = sec->thinglist; while (thing && thing->GetClass()->TypeName != NAME_PointPusher && thing->GetClass()->TypeName != NAME_PointPuller) { thing = thing->snext; } return thing; } ///////////////////////////// // // Initialize the sectors where pushers are present // static void P_SpawnPushers () { int i; line_t *l = lines; register int s; for (i = 0; i < numlines; i++, l++) { switch (l->special) { case Sector_SetWind: // wind { FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) new DPusher(DPusher::p_wind, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s); l->special = 0; break; } case Sector_SetCurrent: // current { FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) new DPusher(DPusher::p_current, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s); l->special = 0; break; } case PointPush_SetForce: // push/pull if (l->args[0]) { // [RH] Find thing by sector FSectorTagIterator itr(l->args[0]); while ((s = itr.Next()) >= 0) { AActor *thing = P_GetPushThing (s); if (thing) { // No MT_P* means no effect // [RH] Allow narrowing it down by tid if (!l->args[1] || l->args[1] == thing->tid) new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2], 0, thing, s); } } } else { // [RH] Find thing by tid AActor *thing; FActorIterator iterator (l->args[1]); while ( (thing = iterator.Next ()) ) { if (thing->GetClass()->TypeName == NAME_PointPusher || thing->GetClass()->TypeName == NAME_PointPuller) { new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2], 0, thing, int(thing->Sector - sectors)); } } } l->special = 0; break; } } } // // phares 3/20/98: End of Pusher effects // //////////////////////////////////////////////////////////////////////////// void sector_t::AdjustFloorClip () const { msecnode_t *node; for (node = touching_thinglist; node; node = node->m_snext) { if (node->m_thing->flags2 & MF2_FLOORCLIP) { node->m_thing->AdjustFloorClip(); } } }