gzdoom/src/p_lnspec.cpp
Christoph Oelckers 8ca7c05e9d - Changed FImageCollection to return translated texture indices so
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
  the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
  to track down all potentially incorrect uses and remaining WORDs used
  for texture IDs so that more than 32767 or 65535 textures can be defined.


SVN r1036 (trunk)
2008-06-15 18:36:26 +00:00

3209 lines
74 KiB
C++

/*
** p_lnspec.cpp
** Handles line specials
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Each function returns true if it caused something to happen
** or false if it could not perform the desired action.
*/
#include "doomstat.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "g_level.h"
#include "v_palette.h"
#include "tables.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "a_lightning.h"
#include "statnums.h"
#include "s_sound.h"
#include "templates.h"
#include "a_keys.h"
#include "gi.h"
#include "m_random.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "r_translate.h"
#include "p_3dmidtex.h"
#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
int arg0, int arg1, int arg2, int arg3, int arg4)
#define SPEED(a) ((a)*(FRACUNIT/8))
#define TICS(a) (((a)*TICRATE)/35)
#define OCTICS(a) (((a)*TICRATE)/8)
#define BYTEANGLE(a) ((angle_t)((a)<<24))
#define CRUSHTYPE(a) ((a)==1? false : (a)==2? true : gameinfo.gametype == GAME_Hexen)
static FRandom pr_glass ("GlassBreak");
FName MODtoDamageType (int mod)
{
switch (mod)
{
default: return NAME_None; break;
case 9: return NAME_BFGSplash; break;
case 12: return NAME_Drowning; break;
case 13: return NAME_Slime; break;
case 14: return NAME_Fire; break;
case 15: return NAME_Crush; break;
case 16: return NAME_Telefrag; break;
case 17: return NAME_Falling; break;
case 18: return NAME_Suicide; break;
case 20: return NAME_Exit; break;
case 22: return NAME_Melee; break;
case 23: return NAME_Railgun; break;
case 24: return NAME_Ice; break;
case 25: return NAME_Disintegrate; break;
case 26: return NAME_Poison; break;
case 27: return NAME_Electric; break;
case 1000: return NAME_Massacre; break;
}
}
FUNC(LS_NOP)
{
return false;
}
FUNC(LS_Polyobj_RotateLeft)
// Polyobj_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false);
}
FUNC(LS_Polyobj_RotateRight)
// Polyobj_rotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false);
}
FUNC(LS_Polyobj_Move)
// Polyobj_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, false);
}
FUNC(LS_Polyobj_MoveTimes8)
// Polyobj_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false);
}
FUNC(LS_Polyobj_DoorSwing)
// Polyobj_DoorSwing (po, speed, angle, delay)
{
return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING);
}
FUNC(LS_Polyobj_DoorSlide)
// Polyobj_DoorSlide (po, speed, angle, distance, delay)
{
return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE);
}
FUNC(LS_Polyobj_OR_RotateLeft)
// Polyobj_OR_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true);
}
FUNC(LS_Polyobj_OR_RotateRight)
// Polyobj_OR_RotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true);
}
FUNC(LS_Polyobj_OR_Move)
// Polyobj_OR_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, true);
}
FUNC(LS_Polyobj_OR_MoveTimes8)
// Polyobj_OR_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true);
}
FUNC(LS_Door_Close)
// Door_Close (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Open)
// Door_Open (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Raise)
// Door_Raise (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3);
}
FUNC(LS_Door_LockedRaise)
// Door_LockedRaise (tag, speed, delay, lock, lighttag)
{
return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it,
arg0, SPEED(arg1), TICS(arg2), arg3, arg4);
}
FUNC(LS_Door_CloseWaitOpen)
// Door_CloseWaitOpen (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3);
}
FUNC(LS_Door_Animated)
// Door_Animated (tag, speed, delay)
{
return EV_SlidingDoor (ln, it, arg0, arg1, arg2);
}
FUNC(LS_Generic_Door)
// Generic_Door (tag, speed, kind, delay, lock)
{
int tag, lightTag;
DDoor::EVlDoor type;
switch (arg2 & 127)
{
case 0: type = DDoor::doorRaise; break;
case 1: type = DDoor::doorOpen; break;
case 2: type = DDoor::doorCloseWaitOpen; break;
case 3: type = DDoor::doorClose; break;
default: return false;
}
if (arg2 & 128)
{
// New for 2.0.58: Finally support BOOM's local door light effect
tag = 0;
lightTag = arg0;
}
else
{
tag = arg0;
lightTag = 0;
}
return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag);
}
FUNC(LS_Floor_LowerByValue)
// Floor_LowerByValue (tag, speed, height)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false);
}
FUNC(LS_Floor_LowerToLowest)
// Floor_LowerToLowest (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_LowerToHighest)
// Floor_LowerToHighest (tag, speed, adjust)
{
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0, false);
}
FUNC(LS_Floor_LowerToNearest)
// Floor_LowerToNearest (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_RaiseByValue)
// Floor_RaiseByValue (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0, false);
}
FUNC(LS_Floor_RaiseToHighest)
// Floor_RaiseToHighest (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_RaiseToNearest)
// Floor_RaiseToNearest (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_RaiseAndCrush)
// Floor_RaiseAndCrush (tag, speed, crush, crushmode)
{
return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Floor_RaiseByValueTimes8)
// FLoor_RaiseByValueTimes8 (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false);
}
FUNC(LS_Floor_LowerByValueTimes8)
// Floor_LowerByValueTimes8 (tag, speed, height)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0, false);
}
FUNC(LS_Floor_CrushStop)
// Floor_CrushStop (tag)
{
return EV_FloorCrushStop (arg0);
}
FUNC(LS_Floor_LowerInstant)
// Floor_LowerInstant (tag, unused, height)
{
return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false);
}
FUNC(LS_Floor_RaiseInstant)
// Floor_RaiseInstant (tag, unused, height)
{
return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0, false);
}
FUNC(LS_Floor_MoveToValueTimes8)
// Floor_MoveToValueTimes8 (tag, speed, height, negative)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*8*(arg3?-1:1), 0, 0, false);
}
FUNC(LS_Floor_MoveToValue)
// Floor_MoveToValue (tag, speed, height, negative)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*(arg3?-1:1), 0, 0, false);
}
FUNC(LS_Floor_RaiseToLowestCeiling)
// Floor_RaiseToLowestCeiling (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_RaiseByTexture)
// Floor_RaiseByTexture (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Floor_RaiseByValueTxTy)
// Floor_RaiseByValueTxTy (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false);
}
FUNC(LS_Floor_LowerToLowestTxTy)
// Floor_LowerToLowestTxTy (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0, false);
}
FUNC(LS_Floor_Waggle)
// Floor_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, false);
}
FUNC(LS_Ceiling_Waggle)
// Ceiling_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, true);
}
FUNC(LS_Floor_TransferTrigger)
// Floor_TransferTrigger (tag)
{
return EV_DoChange (ln, trigChangeOnly, arg0);
}
FUNC(LS_Floor_TransferNumeric)
// Floor_TransferNumeric (tag)
{
return EV_DoChange (ln, numChangeOnly, arg0);
}
FUNC(LS_Floor_Donut)
// Floor_Donut (pillartag, pillarspeed, slimespeed)
{
return EV_DoDonut (arg0, SPEED(arg1), SPEED(arg2));
}
FUNC(LS_Generic_Floor)
// Generic_Floor (tag, speed, height, target, change/model/direct/crush)
{
DFloor::EFloor type;
if (arg4 & 8)
{
switch (arg3)
{
case 1: type = DFloor::floorRaiseToHighest; break;
case 2: type = DFloor::floorRaiseToLowest; break;
case 3: type = DFloor::floorRaiseToNearest; break;
case 4: type = DFloor::floorRaiseToLowestCeiling; break;
case 5: type = DFloor::floorRaiseToCeiling; break;
case 6: type = DFloor::floorRaiseByTexture; break;
default:type = DFloor::floorRaiseByValue; break;
}
}
else
{
switch (arg3)
{
case 1: type = DFloor::floorLowerToHighest; break;
case 2: type = DFloor::floorLowerToLowest; break;
case 3: type = DFloor::floorLowerToNearest; break;
case 4: type = DFloor::floorLowerToLowestCeiling; break;
case 5: type = DFloor::floorLowerToCeiling; break;
case 6: type = DFloor::floorLowerByTexture; break;
default:type = DFloor::floorLowerByValue; break;
}
}
return EV_DoFloor (type, ln, arg0, SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, arg4 & 7, false);
}
FUNC(LS_Stairs_BuildDown)
// Stair_BuildDown (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
}
FUNC(LS_Stairs_BuildUp)
// Stairs_BuildUp (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
}
FUNC(LS_Stairs_BuildDownSync)
// Stairs_BuildDownSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
}
FUNC(LS_Stairs_BuildUpSync)
// Stairs_BuildUpSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
}
FUNC(LS_Stairs_BuildUpDoom)
// Stairs_BuildUpDoom (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0);
}
FUNC(LS_Generic_Stairs)
// Generic_Stairs (tag, speed, step, dir/igntxt, reset)
{
DFloor::EStair type = (arg3 & 1) ? DFloor::buildUp : DFloor::buildDown;
bool res = EV_BuildStairs (arg0, type, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg4, arg3 & 2, 0);
if (res && ln && (ln->flags & ML_REPEAT_SPECIAL) && ln->special == Generic_Stairs)
// Toggle direction of next activation of repeatable stairs
ln->args[3] ^= 1;
return res;
}
FUNC(LS_Pillar_Build)
// Pillar_Build (tag, speed, height)
{
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1, false);
}
FUNC(LS_Pillar_BuildAndCrush)
// Pillar_BuildAndCrush (tag, speed, height, crush, crushtype)
{
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3, CRUSHTYPE(arg4));
}
FUNC(LS_Pillar_Open)
// Pillar_Open (tag, speed, f_height, c_height)
{
return EV_DoPillar (DPillar::pillarOpen, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1, false);
}
FUNC(LS_Ceiling_LowerByValue)
// Ceiling_LowerByValue (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0, false);
}
FUNC(LS_Ceiling_RaiseByValue)
// Ceiling_RaiseByValue (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0, false);
}
FUNC(LS_Ceiling_LowerByValueTimes8)
// Ceiling_LowerByValueTimes8 (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0, false);
}
FUNC(LS_Ceiling_RaiseByValueTimes8)
// Ceiling_RaiseByValueTimes8 (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0, false);
}
FUNC(LS_Ceiling_CrushAndRaise)
// Ceiling_CrushAndRaise (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_LowerAndCrush)
// Ceiling_LowerAndCrush (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_CrushStop)
// Ceiling_CrushStop (tag)
{
return EV_CeilingCrushStop (arg0);
}
FUNC(LS_Ceiling_CrushRaiseAndStay)
// Ceiling_CrushRaiseAndStay (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_MoveToValueTimes8)
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, 0, false);
}
FUNC(LS_Ceiling_MoveToValue)
// Ceiling_MoveToValue (tag, speed, height, negative)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, 0, false);
}
FUNC(LS_Ceiling_LowerToHighestFloor)
// Ceiling_LowerToHighestFloor (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
}
FUNC(LS_Ceiling_LowerInstant)
// Ceiling_LowerInstant (tag, unused, height)
{
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0, false);
}
FUNC(LS_Ceiling_RaiseInstant)
// Ceiling_RaiseInstant (tag, unused, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0, false);
}
FUNC(LS_Ceiling_CrushRaiseAndStayA)
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseA)
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_RaiseToNearest)
// Ceiling_RaiseToNearest (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
}
FUNC(LS_Ceiling_LowerToLowest)
// Ceiling_LowerToLowest (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
}
FUNC(LS_Ceiling_LowerToFloor)
// Ceiling_LowerToFloor (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0, false);
}
FUNC(LS_Generic_Ceiling)
// Generic_Ceiling (tag, speed, height, target, change/model/direct/crush)
{
DCeiling::ECeiling type;
if (arg4 & 8) {
switch (arg3) {
case 1: type = DCeiling::ceilRaiseToHighest; break;
case 2: type = DCeiling::ceilRaiseToLowest; break;
case 3: type = DCeiling::ceilRaiseToNearest; break;
case 4: type = DCeiling::ceilRaiseToHighestFloor; break;
case 5: type = DCeiling::ceilRaiseToFloor; break;
case 6: type = DCeiling::ceilRaiseByTexture; break;
default: type = DCeiling::ceilRaiseByValue; break;
}
} else {
switch (arg3) {
case 1: type = DCeiling::ceilLowerToHighest; break;
case 2: type = DCeiling::ceilLowerToLowest; break;
case 3: type = DCeiling::ceilLowerToNearest; break;
case 4: type = DCeiling::ceilLowerToHighestFloor; break;
case 5: type = DCeiling::ceilLowerToFloor; break;
case 6: type = DCeiling::ceilLowerByTexture; break;
default: type = DCeiling::ceilLowerByValue; break;
}
}
return EV_DoCeiling (type, ln, arg0, SPEED(arg1), SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, 0, arg4 & 7, false);
}
FUNC(LS_Generic_Crusher)
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, 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);
}
FUNC(LS_Plat_PerpetualRaise)
// Plat_PerpetualRaise (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_PerpetualRaiseLip)
// Plat_PerpetualRaiseLip (tag, speed, delay, lip)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_Stop)
// Plat_Stop (tag)
{
EV_StopPlat (arg0);
return true;
}
FUNC(LS_Plat_DownWaitUpStay)
// Plat_DownWaitUpStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_DownWaitUpStayLip)
// Plat_DownWaitUpStayLip (tag, speed, delay, lip, floor-sound?)
{
return EV_DoPlat (arg0, ln,
arg4 ? DPlat::platDownWaitUpStayStone : DPlat::platDownWaitUpStay,
0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_DownByValue)
// Plat_DownByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platDownByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpByValue)
// Plat_UpByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpWaitDownStay)
// Plat_UpWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpNearestWaitDownStay)
// Plat_UpNearestWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpNearestWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_RaiseAndStayTx0)
// Plat_RaiseAndStayTx0 (tag, speed)
{
return EV_DoPlat (arg0, ln, DPlat::platRaiseAndStay, 0, SPEED(arg1), 0, 0, 1);
}
FUNC(LS_Plat_UpByValueStayTx)
// Plat_UpByValueStayTx (tag, speed, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValueStay, FRACUNIT*arg2*8, SPEED(arg1), 0, 0, 2);
}
FUNC(LS_Plat_ToggleCeiling)
// Plat_ToggleCeiling (tag)
{
return EV_DoPlat (arg0, ln, DPlat::platToggle, 0, 0, 0, 0, 0);
}
FUNC(LS_Generic_Lift)
// Generic_Lift (tag, speed, delay, target, height)
{
DPlat::EPlatType type;
switch (arg3)
{
case 1:
type = DPlat::platDownWaitUpStay;
break;
case 2:
type = DPlat::platDownToNearestFloor;
break;
case 3:
type = DPlat::platDownToLowestCeiling;
break;
case 4:
type = DPlat::platPerpetualRaise;
break;
default:
type = DPlat::platUpByValue;
break;
}
return EV_DoPlat (arg0, ln, type, arg4*8*FRACUNIT, SPEED(arg1), OCTICS(arg2), 0, 0);
}
FUNC(LS_Exit_Normal)
// Exit_Normal (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap())))
{
G_ExitLevel (arg0, false);
return true;
}
return false;
}
FUNC(LS_Exit_Secret)
// Exit_Secret (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap())))
{
G_SecretExitLevel (arg0);
return true;
}
return false;
}
FUNC(LS_Teleport_NewMap)
// Teleport_NewMap (map, position, keepFacing?)
{
if (backSide == 0 || gameinfo.gametype == GAME_Strife)
{
level_info_t *info = FindLevelByNum (arg0);
if (info && CheckIfExitIsGood (it, info))
{
G_ChangeLevel(info->mapname, arg1, !!arg2);
return true;
}
}
return false;
}
FUNC(LS_Teleport)
// Teleport (tid, sectortag, bNoSourceFog)
{
return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false);
}
FUNC(LS_Teleport_NoFog)
// Teleport_NoFog (tid, useang, sectortag)
{
return EV_Teleport (arg0, arg2, ln, backSide, it, false, false, !arg1);
}
FUNC(LS_Teleport_ZombieChanger)
// Teleport_ZombieChanger (tid, sectortag)
{
// This is practically useless outside of Strife, but oh well.
if (it != NULL)
{
EV_Teleport (arg0, arg1, ln, backSide, it, false, false, false);
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
return true;
}
return false;
}
FUNC(LS_TeleportOther)
// TeleportOther (other_tid, dest_tid, fog?)
{
return EV_TeleportOther (arg0, arg1, arg2?true:false);
}
FUNC(LS_TeleportGroup)
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
{
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
}
FUNC(LS_TeleportInSector)
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
{
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
}
FUNC(LS_Teleport_EndGame)
// Teleport_EndGame ()
{
if (!backSide && CheckIfExitIsGood (it, NULL))
{
G_SetForEndGame (level.nextmap);
G_ExitLevel (0, false);
return true;
}
return false;
}
FUNC(LS_Teleport_Line)
// Teleport_Line (thisid, destid, reversed)
{
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit);
FUNC(LS_ThrustThing)
// ThrustThing (angle, force, nolimit, tid)
{
if (arg3 != 0)
{
FActorIterator iterator (arg3);
while ((it = iterator.Next()) != NULL)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
}
return true;
}
else if (it)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
return true;
}
return false;
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit)
{
angle >>= ANGLETOFINESHIFT;
it->momx += force * finecosine[angle];
it->momy += force * finesine[angle];
if (!nolimit)
{
it->momx = clamp<fixed_t> (it->momx, -MAXMOVE, MAXMOVE);
it->momy = clamp<fixed_t> (it->momy, -MAXMOVE, MAXMOVE);
}
}
FUNC(LS_ThrustThingZ) // [BC]
// ThrustThingZ (tid, zthrust, down/up, set)
{
AActor *victim;
fixed_t thrust = arg1*FRACUNIT/4;
// [BC] Up is default
if (arg2)
thrust = -thrust;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
while ( (victim = iterator.Next ()) )
{
if (!arg3)
victim->momz = thrust;
else
victim->momz += thrust;
}
return true;
}
else if (it)
{
if (!arg3)
it->momz = thrust;
else
it->momz += thrust;
return true;
}
return false;
}
FUNC(LS_Thing_SetSpecial) // [BC]
// Thing_SetSpecial (tid, special, arg1, arg2, arg3)
// [RH] Use the SetThingSpecial ACS command instead.
// It can set all args and not just the first three.
{
if (arg0 == 0)
{
if (it != NULL)
{
it->special = arg1;
it->args[0] = arg2;
it->args[1] = arg3;
it->args[2] = arg4;
}
}
else
{
AActor *actor;
FActorIterator iterator (arg0);
while ( (actor = iterator.Next ()) )
{
actor->special = arg1;
actor->args[0] = arg2;
actor->args[1] = arg3;
actor->args[2] = arg4;
}
}
return true;
}
FUNC(LS_Thing_ChangeTID)
// Thing_ChangeTID (oldtid, newtid)
{
if (arg0 == 0)
{
if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
{
it->RemoveFromHash ();
it->tid = arg1;
it->AddToHash ();
}
}
else
{
FActorIterator iterator (arg0);
AActor *actor, *next;
next = iterator.Next ();
while (next != NULL)
{
actor = next;
next = iterator.Next ();
if (!(actor->ObjectFlags & OF_EuthanizeMe))
{
actor->RemoveFromHash ();
actor->tid = arg1;
actor->AddToHash ();
}
}
}
return true;
}
FUNC(LS_DamageThing)
// DamageThing (damage, mod)
{
if (it)
{
if (arg0 < 0)
{ // Negative damages mean healing
if (it->player)
{
P_GiveBody (it, -arg0);
}
else
{
it->health -= arg0;
if (it->GetDefault()->health < it->health)
it->health = it->GetDefault()->health;
}
}
else if (arg0 > 0)
{
P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1));
}
else
{ // If zero damage, guarantee a kill
P_DamageMobj (it, NULL, NULL, 1000000, MODtoDamageType (arg1));
}
}
return it ? true : false;
}
FUNC(LS_HealThing)
// HealThing (amount, max)
{
if (it)
{
int max = arg1;
if (max == 0 || it->player == NULL)
{
P_GiveBody(it, arg0);
return true;
}
else if (max == 1)
{
max = deh.MaxSoulsphere;
}
// If health is already above max, do nothing
if (it->health < max)
{
it->health += arg0;
if (it->health > max && max > 0)
{
it->health = max;
}
if (it->player)
{
it->player->health = it->health;
}
}
}
return it ? true : false;
}
FUNC(LS_Thing_Activate)
// Thing_Activate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might remove itself as part of activation, so get next
// one before activating it.
AActor *temp = iterator.Next ();
actor->Activate (it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
it->Activate(it);
return true;
}
return false;
}
FUNC(LS_Thing_Deactivate)
// Thing_Deactivate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might removes itself as part of deactivation, so get next
// one before we activate it.
AActor *temp = iterator.Next ();
actor->Deactivate (it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
it->Deactivate(it);
return true;
}
return false;
}
static void RemoveThing(AActor * actor)
{
// Don't remove live players.
if (actor->player == NULL || actor != actor->player->mo)
{
// be friendly to the level statistics. ;)
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
if (actor->flags&MF_COUNTITEM) level.total_items--;
actor->Destroy ();
}
}
FUNC(LS_Thing_Remove)
// Thing_Remove (tid)
{
if (arg0 != 0)
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
RemoveThing(actor);
actor = temp;
}
}
else if (it != NULL)
{
RemoveThing(it);
}
return true;
}
FUNC(LS_Thing_Destroy)
// Thing_Destroy (tid, extreme)
{
if (arg0 == 0)
{
P_Massacre ();
}
else
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE)
P_DamageMobj (actor, NULL, it, arg1 ? 1000000 : actor->health, NAME_None);
actor = temp;
}
}
return true;
}
FUNC(LS_Thing_Damage)
// Thing_Damage (tid, amount, MOD)
{
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
return true;
}
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
}
FUNC(LS_Thing_ProjectileGravity)
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
}
FUNC(LS_Thing_Hate)
// Thing_Hate (hater, hatee, group/"xray"?)
{
FActorIterator haterIt (arg0);
AActor *hater, *hatee = NULL;
FActorIterator hateeIt (arg1);
bool nothingToHate = false;
if (arg1 != 0)
{
while ((hatee = hateeIt.Next ()))
{
if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things
hatee->health > 0 && // can't hate dead things
!(hatee->flags2 & MF2_DORMANT)) // can't target dormant things
{
break;
}
}
if (hatee == NULL)
{ // Nothing to hate
nothingToHate = true;
}
}
if (arg0 == 0)
{
if (it != NULL && it->player != NULL)
{
// Players cannot have their attitudes set
return false;
}
else
{
hater = it;
}
}
else
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
while (hater != NULL)
{
// Can't hate if can't attack.
if (hater->SeeState != NULL)
{
// If hating a group of things, record the TID and NULL
// the target (if its TID doesn't match). A_Look will
// find an appropriate thing to go chase after.
if (arg2 != 0)
{
hater->TIDtoHate = arg1;
hater->LastLookActor = NULL;
// If the TID to hate is 0, then don't forget the target and
// lastenemy fields.
if (arg1 != 0)
{
if (hater->target != NULL && hater->target->tid != arg1)
{
hater->target = NULL;
}
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
{
hater->lastenemy = NULL;
}
}
}
// Hate types for arg2:
//
// 0 - Just hate one specific actor
// 1 - Hate actors with given TID and attack players when shot
// 2 - Same as 1, but will go after enemies without seeing them first
// 3 - Hunt actors with given TID and also players
// 4 - Same as 3, but will go after monsters without seeing them first
// 5 - Hate actors with given TID and ignore player attacks
// 6 - Same as 5, but will go after enemies without seeing them first
// Note here: If you use Thing_Hate (tid, 0, 2), you can make
// a monster go after a player without seeing him first.
if (arg2 == 2 || arg2 == 4 || arg2 == 6)
{
hater->flags3 |= MF3_NOSIGHTCHECK;
}
else
{
hater->flags3 &= ~MF3_NOSIGHTCHECK;
}
if (arg2 == 3 || arg2 == 4)
{
hater->flags3 |= MF3_HUNTPLAYERS;
}
else
{
hater->flags3 &= ~MF3_HUNTPLAYERS;
}
if (arg2 == 5 || arg2 == 6)
{
hater->flags4 |= MF4_NOHATEPLAYERS;
}
else
{
hater->flags4 &= ~MF4_NOHATEPLAYERS;
}
if (arg1 == 0)
{
hatee = it;
}
else if (nothingToHate)
{
hatee = NULL;
}
else if (arg2 != 0)
{
do
{
hatee = hateeIt.Next ();
}
while ( hatee == NULL ||
hatee == hater || // can't hate self
!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
hatee->health <= 0 || // can't hate dead things
(hatee->flags2 & MF2_DORMANT));
}
if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
{
if (hater->target)
{
hater->lastenemy = hater->target;
}
hater->target = hatee;
if (!(hater->flags2 & MF2_DORMANT))
{
if (hater->health > 0) hater->SetState (hater->SeeState);
}
}
}
if (arg0 != 0)
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
else
{
hater = NULL;
}
}
return true;
}
FUNC(LS_Thing_ProjectileAimed)
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
}
FUNC(LS_Thing_ProjectileIntercept)
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
}
// [BC] added newtid for next two
FUNC(LS_Thing_Spawn)
// Thing_Spawn (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
}
static bool DoThingRaise(AActor *thing)
{
if (thing == NULL)
return false; // not valid
if (!(thing->flags & MF_CORPSE) )
return true; // not a corpse
if (thing->tics != -1)
return true; // not lying still yet
FState * RaiseState = thing->FindState(NAME_Raise);
if (RaiseState == NULL)
return true; // monster doesn't have a raise state
AActor *info = thing->GetDefault ();
thing->momx = thing->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = thing->height;
fixed_t oldradius = thing->radius;
int oldflags = thing->flags;
thing->flags |= MF_SOLID;
thing->height = info->height; // [RH] Use real height
thing->radius = info->radius; // [RH] Use real radius
if (!P_CheckPosition (thing, thing->x, thing->y))
{
thing->flags = oldflags;
thing->radius = oldradius;
thing->height = oldheight;
return false;
}
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
thing->SetState (RaiseState);
thing->flags = info->flags;
thing->flags2 = info->flags2;
thing->flags3 = info->flags3;
thing->flags4 = info->flags4;
thing->health = info->health;
thing->target = NULL;
thing->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (thing->CountsAsKill())
{
level.total_monsters++;
}
return true;
}
FUNC(LS_Thing_Raise)
// Thing_Raise(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
ok = DoThingRaise (it);
}
else
{
TActorIterator<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;
}
if (arg0 == 0)
{
if (it != NULL)
{
ok = true;
it->Translation = range==0? it->GetDefault()->Translation : range;
}
}
else
{
while ( (target = iterator.Next ()) )
{
ok = true;
target->Translation = range==0? target->GetDefault()->Translation : range;
}
}
return ok;
}
FUNC(LS_ACS_Execute)
// ACS_Execute (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
if (arg1 == 0)
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, false, false);
else if ((info = FindLevelByNum (arg1)) )
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, false, false);
else return false;
}
FUNC(LS_ACS_ExecuteAlways)
// ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
if (arg1 == 0)
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, true, false);
else if ((info = FindLevelByNum (arg1)) )
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, true, false);
else return false;
}
FUNC(LS_ACS_LockedExecute)
// ACS_LockedExecute (script, map, s_arg1, s_arg2, lock)
{
if (arg4 && !P_CheckKeys (it, arg4, true))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_LockedExecuteDoor)
// ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock)
{
if (arg4 && !P_CheckKeys (it, arg4, false))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_ExecuteWithResult)
// ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3)
{
// This is like ACS_ExecuteAlways, except the script is always run on
// the current map, and the return value is whatever the script sets
// with SetResultValue.
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg1, arg2, arg3, true, true);
}
FUNC(LS_ACS_Suspend)
// ACS_Suspend (script, map)
{
level_info_t *info;
if (arg1 == 0)
P_SuspendScript (arg0, level.mapname);
else if ((info = FindLevelByNum (arg1)) )
P_SuspendScript (arg0, info->mapname);
return true;
}
FUNC(LS_ACS_Terminate)
// ACS_Terminate (script, map)
{
level_info_t *info;
if (arg1 == 0)
P_TerminateScript (arg0, level.mapname);
else if ((info = FindLevelByNum (arg1)) )
P_TerminateScript (arg0, info->mapname);
return true;
}
FUNC(LS_FloorAndCeiling_LowerByValue)
// FloorAndCeiling_LowerByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateLower, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_RaiseByValue)
// FloorAndCeiling_RaiseByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateRaise, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_LowerRaise)
// FloorAndCeiling_LowerRaise (tag, fspeed, cspeed)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0, false) |
EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0, false);
}
FUNC(LS_Elevator_MoveToFloor)
// Elevator_MoveToFloor (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateCurrent, SPEED(arg1), 0, arg0);
}
FUNC(LS_Elevator_RaiseToNearest)
// Elevator_RaiseToNearest (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateUp, SPEED(arg1), 0, arg0);
}
FUNC(LS_Elevator_LowerToNearest)
// Elevator_LowerToNearest (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateDown, SPEED(arg1), 0, arg0);
}
FUNC(LS_Light_ForceLightning)
// Light_ForceLightning (mode)
{
P_ForceLightning (arg0);
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;
}
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;
}
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;
}
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(&sectors[control], arg1, arg2, arg3);
}
}
return false;
}
static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy, int Where)
{
Where &=7;
if (Where == 0) return;
if ((dx | dy) == 0)
{
// Special case: Remove the scroller, because the deltas are both 0.
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
DScroller *scroller;
while ( (scroller = iterator.Next ()) )
{
int wallnum = scroller->GetWallNum ();
if (wallnum >= 0 && lines[sides[wallnum].linenum].id == id &&
lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum &&
Where == scroller->GetScrollParts())
{
scroller->Destroy ();
}
}
}
else
{
// Find scrollers already attached to the matching walls, and change
// their rates.
{
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
FThinkerCollection collect;
while ( (collect.Obj = iterator.Next ()) )
{
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
lines[sides[collect.RefNum].linenum].id == id &&
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum &&
Where == ((DScroller *)collect.Obj)->GetScrollParts())
{
((DScroller *)collect.Obj)->SetRate (dx, dy);
Collection.Push (collect);
}
}
}
size_t numcollected = Collection.Size ();
int linenum = -1;
// Now create scrollers for any walls that don't already have them.
while ((linenum = P_FindLineFromID (id, linenum)) >= 0)
{
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
break;
}
if (i == numcollected)
{
if (lines[linenum].sidenum[sidechoice] != NO_SIDE)
{
new DScroller (DScroller::sc_side, dx, dy, -1, lines[linenum].sidenum[sidechoice], 0, Where);
}
}
}
Collection.Clear ();
}
}
FUNC(LS_Scroll_Texture_Both)
// Scroll_Texture_Both (id, left, right, up, down)
{
if (arg0 == 0)
return false;
fixed_t dx = (arg1 - arg2) * (FRACUNIT/64);
fixed_t dy = (arg4 - arg3) * (FRACUNIT/64);
int sidechoice;
if (arg0 < 0)
{
sidechoice = 1;
arg0 = -arg0;
}
else
{
sidechoice = 0;
}
SetWallScroller (arg0, sidechoice, dx, dy, 7);
return true;
}
FUNC(LS_Scroll_Wall)
// Scroll_Wall (id, x, y, side, flags)
{
if (arg0 == 0)
return false;
SetWallScroller (arg0, !!arg3, arg1, arg2, arg4);
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)
{
sectors[secnum].SetXOffset(sector_t::ceiling, xofs);
sectors[secnum].SetYOffset(sector_t::ceiling, yofs);
}
return true;
}
FUNC(LS_Sector_SetFloorPanning)
// Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].SetXOffset(sector_t::floor, xofs);
sectors[secnum].SetYOffset(sector_t::floor, yofs);
}
return true;
}
FUNC(LS_Sector_SetCeilingScale)
// Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (xscale)
sectors[secnum].SetXScale(sector_t::ceiling, arg1);
if (yscale)
sectors[secnum].SetYScale(sector_t::ceiling, arg2);
}
return true;
}
FUNC(LS_Sector_SetFloorScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
int secnum = -1;
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (arg1)
sectors[secnum].SetXScale(sector_t::floor, arg1);
if (arg2)
sectors[secnum].SetXScale(sector_t::floor, arg1);
}
return true;
}
FUNC(LS_Sector_SetCeilingScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
int secnum = -1;
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (arg1)
sectors[secnum].SetXScale(sector_t::ceiling, arg1);
if (arg2)
sectors[secnum].SetXScale(sector_t::ceiling, arg1);
}
return true;
}
FUNC(LS_Sector_SetFloorScale)
// Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (xscale)
sectors[secnum].SetXScale(sector_t::floor, arg1);
if (yscale)
sectors[secnum].SetXScale(sector_t::floor, arg1);
}
return true;
}
FUNC(LS_Sector_SetRotation)
// Sector_SetRotation (tag, floor-angle, ceiling-angle)
{
int secnum = -1;
angle_t ceiling = arg2 * ANGLE_1;
angle_t floor = arg1 * ANGLE_1;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].SetAngle(sector_t::floor, floor);
sectors[secnum].SetAngle(sector_t::ceiling, ceiling);
}
return true;
}
FUNC(LS_Line_AlignCeiling)
// Line_AlignCeiling (lineid, side)
{
int line = P_FindLineFromID (arg0, -1);
bool ret = 0;
if (line < 0)
I_Error ("Sector_AlignCeiling: Lineid %d is undefined", arg0);
do
{
ret |= R_AlignFlat (line, !!arg1, 1);
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
return ret;
}
FUNC(LS_Line_AlignFloor)
// Line_AlignFloor (lineid, side)
{
int line = P_FindLineFromID (arg0, -1);
bool ret = 0;
if (line < 0)
I_Error ("Sector_AlignFloor: Lineid %d is undefined", arg0);
do
{
ret |= R_AlignFlat (line, !!arg1, 0);
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
return ret;
}
FUNC(LS_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;
}
FUNC(LS_ChangeCamera)
// ChangeCamera (tid, who, revert?)
{
AActor *camera;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
camera = iterator.Next ();
}
else
{
camera = NULL;
}
if (!it || !it->player || arg1)
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
AActor *oldcamera = players[i].camera;
if (camera)
{
players[i].camera = camera;
if (arg2)
players[i].cheats |= CF_REVERTPLEASE;
}
else
{
players[i].camera = players[i].mo;
players[i].cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != players[i].camera)
{
R_ClearPastViewer (players[i].camera);
}
}
}
else
{
AActor *oldcamera = it->player->camera;
if (camera)
{
it->player->camera = camera;
if (arg2)
it->player->cheats |= CF_REVERTPLEASE;
}
else
{
it->player->camera = it;
it->player->cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != it->player->camera)
{
R_ClearPastViewer (it->player->camera);
}
}
return true;
}
enum
{
PROP_FROZEN,
PROP_NOTARGET,
PROP_INSTANTWEAPONSWITCH,
PROP_FLY,
PROP_TOTALLYFROZEN,
PROP_INVULNERABILITY,
PROP_STRENGTH,
PROP_INVISIBILITY,
PROP_RADIATIONSUIT,
PROP_ALLMAP,
PROP_INFRARED,
PROP_WEAPONLEVEL2,
PROP_FLIGHT,
PROP_UNUSED1,
PROP_UNUSED2,
PROP_SPEED,
};
FUNC(LS_SetPlayerProperty)
// SetPlayerProperty (who, set, which)
{
int mask = 0;
if ((!it || !it->player) && !arg0)
return false;
// Add or remove a power
if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED)
{
static const PClass *powers[11] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
NULL, // MapRevealer
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerWeaponLevel2),
RUNTIME_CLASS(APowerFlight),
NULL,
NULL,
RUNTIME_CLASS(APowerSpeed)
};
int power = arg2 - PROP_INVULNERABILITY;
if (power > 4 && powers[power] == NULL)
{
return false;
}
if (arg0 == 0)
{
if (arg1)
{ // Give power to activator
if (power != 4)
{
it->GiveInventoryType (powers[power]);
}
else if (it->player - players == consoleplayer)
{
level.flags |= LEVEL_ALLMAP;
}
}
else
{ // Take power from activator
if (power != 4)
{
AInventory *item = it->FindInventory (powers[power]);
if (item != NULL)
{
item->Destroy ();
}
}
else if (it->player - players == consoleplayer)
{
level.flags &= ~LEVEL_ALLMAP;
}
}
}
else
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].mo == NULL)
continue;
if (arg1)
{ // Give power
if (power != 4)
{
players[i].mo->GiveInventoryType (powers[power]);
}
else if (i == consoleplayer)
{
level.flags |= LEVEL_ALLMAP;
}
}
else
{ // Take power
if (power != 4)
{
AInventory *item = players[i].mo->FindInventory (powers[power]);
if (item != NULL)
{
item->Destroy ();
}
}
else if (i == consoleplayer)
{
level.flags &= ~LEVEL_ALLMAP;
}
}
}
}
return true;
}
// Set or clear a flag
switch (arg2)
{
case PROP_FROZEN:
mask = CF_FROZEN;
break;
case PROP_NOTARGET:
mask = CF_NOTARGET;
break;
case PROP_INSTANTWEAPONSWITCH:
mask = CF_INSTANTWEAPSWITCH;
break;
case PROP_FLY:
mask = CF_FLY;
break;
case PROP_TOTALLYFROZEN:
mask = CF_TOTALLYFROZEN;
break;
}
if (arg0 == 0)
{
if (arg1)
{
it->player->cheats |= mask;
if (arg2 == PROP_FLY)
{
it->flags2 |= MF2_FLY;
it->flags |= MF_NOGRAVITY;
}
}
else
{
it->player->cheats &= ~mask;
if (arg2 == PROP_FLY)
{
it->flags2 &= ~MF2_FLY;
it->flags &= ~MF_NOGRAVITY;
}
}
}
else
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (arg1)
{
players[i].cheats |= mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 |= MF2_FLY;
players[i].mo->flags |= MF_NOGRAVITY;
}
}
else
{
players[i].cheats &= ~mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 &= ~MF2_FLY;
players[i].mo->flags &= ~MF_NOGRAVITY;
}
}
}
}
return !!mask;
}
FUNC(LS_TranslucentLine)
// TranslucentLine (id, amount, type)
{
int linenum = -1;
while ((linenum = P_FindLineFromID (arg0, linenum)) >= 0)
{
lines[linenum].Alpha = Scale(clamp(arg1, 0, 255), FRACUNIT, 255);
if (arg2 == 0)
{
lines[linenum].flags &= ~ML_ADDTRANS;
}
else if (arg2 == 1)
{
lines[linenum].flags |= ML_ADDTRANS;
}
else
{
Printf ("Unknown translucency type used with TranslucentLine\n");
}
}
return true;
}
FUNC(LS_Autosave)
{
if (gameaction != ga_savegame)
{
Net_WriteByte (DEM_CHECKAUTOSAVE);
}
return true;
}
FUNC(LS_ChangeSkill)
{
if ((unsigned)arg0 >= AllSkills.Size())
{
NextSkill = -1;
}
else
{
NextSkill = arg0;
}
return true;
}
FUNC(LS_NoiseAlert)
// NoiseAlert (TID of target, TID of emitter)
{
AActor *target, *emitter;
if (arg0 == 0)
{
target = it;
}
else
{
FActorIterator iter (arg0);
target = iter.Next();
}
if (arg1 == 0)
{
emitter = it;
}
else if (arg1 == arg0)
{
emitter = target;
}
else
{
FActorIterator iter (arg1);
emitter = iter.Next();
}
P_NoiseAlert (target, emitter);
return true;
}
FUNC(LS_SendToCommunicator)
// SendToCommunicator (voc #, front-only, identify, nolog)
{
// This obviously isn't going to work for co-op.
if (arg1 && backSide)
return false;
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
{
char name[32];
sprintf (name, "svox/voc%d", arg0);
if (!arg3)
{
it->player->SetLogNumber (arg0);
}
if (it->CheckLocalView (consoleplayer))
{
S_StopSound ((fixed_t *)NULL, CHAN_VOICE);
S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
if (arg2 == 0)
{
Printf (PRINT_CHAT, "Incoming Message\n");
}
else if (arg2 == 1)
{
Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
}
}
return true;
}
return false;
}
FUNC(LS_ForceField)
// ForceField ()
{
if (it != NULL)
{
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000);
}
return true;
}
FUNC(LS_ClearForceField)
// ClearForceField (tag)
{
int secnum = -1;
bool rtn = false;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sector_t *sec = &sectors[secnum];
rtn = true;
for (int i = 0; i < sec->linecount; ++i)
{
line_t *line = sec->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
sides[line->sidenum[0]].SetTexture(side_t::mid, FNullTextureID());
sides[line->sidenum[1]].SetTexture(side_t::mid, FNullTextureID());
}
}
}
return rtn;
}
FUNC(LS_GlassBreak)
// GlassBreak (bNoJunk)
{
bool switched;
bool quest1, quest2;
ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
switched = P_ChangeSwitchTexture (&sides[ln->sidenum[0]], false, 0, &quest1);
ln->special = 0;
if (ln->sidenum[1] != NO_SIDE)
{
switched |= P_ChangeSwitchTexture (&sides[ln->sidenum[1]], false, 0, &quest2);
}
else
{
quest2 = quest1;
}
if (switched)
{
if (!arg0)
{ // Break some glass
fixed_t x, y;
AActor *glass;
angle_t an;
int speed;
x = ln->v1->x + ln->dx/2;
y = ln->v1->y + ln->dy/2;
x += (ln->frontsector->soundorg[0] - x) / 5;
y += (ln->frontsector->soundorg[1] - y) / 5;
for (int i = 0; i < 7; ++i)
{
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
glass->z += 24 * FRACUNIT;
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
an = pr_glass() << (32-8);
glass->angle = an;
an >>= ANGLETOFINESHIFT;
speed = pr_glass() & 3;
glass->momx = finecosine[an] * speed;
glass->momy = finesine[an] * speed;
glass->momz = (pr_glass() & 7) << FRACBITS;
// [RH] Let the shards stick around longer than they did in Strife.
glass->tics += pr_glass();
}
}
if (quest1 || quest2)
{ // Up stats and signal this mission is complete
if (it == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
it = players[i].mo;
break;
}
}
}
if (it != NULL)
{
it->GiveInventoryType (QuestItemClasses[28]);
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
}
}
}
// We already changed the switch texture, so don't make the main code switch it back.
return false;
}
FUNC(LS_StartConversation)
// StartConversation (tid, facetalker)
{
FActorIterator iterator (arg0);
AActor *target = iterator.Next();
// Nothing to talk to
if (target == NULL)
{
return false;
}
// Only living players are allowed to start conversations
if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0)
{
return false;
}
// Dead things can't talk.
if (target->health <= 0)
{
return false;
}
// Fighting things don't talk either.
if (target->flags4 & MF4_INCOMBAT)
{
return false;
}
if (target->Conversation != NULL)
{
// Give the NPC a chance to play a brief animation
target->ConversationAnimation (0);
P_StartConversation (target, it, !!arg1, true);
return true;
}
return false;
}
lnSpecFunc LineSpecials[256] =
{
LS_NOP,
LS_NOP, // Polyobj_StartLine,
LS_Polyobj_RotateLeft,
LS_Polyobj_RotateRight,
LS_Polyobj_Move,
LS_NOP, // Polyobj_ExplicitLine
LS_Polyobj_MoveTimes8,
LS_Polyobj_DoorSwing,
LS_Polyobj_DoorSlide,
LS_NOP, // Line_Horizon
LS_Door_Close,
LS_Door_Open,
LS_Door_Raise,
LS_Door_LockedRaise,
LS_Door_Animated,
LS_Autosave,
LS_NOP, // Transfer_WallLight
LS_Thing_Raise,
LS_StartConversation,
LS_Thing_Stop,
LS_Floor_LowerByValue,
LS_Floor_LowerToLowest,
LS_Floor_LowerToNearest,
LS_Floor_RaiseByValue,
LS_Floor_RaiseToHighest,
LS_Floor_RaiseToNearest,
LS_Stairs_BuildDown,
LS_Stairs_BuildUp,
LS_Floor_RaiseAndCrush,
LS_Pillar_Build,
LS_Pillar_Open,
LS_Stairs_BuildDownSync,
LS_Stairs_BuildUpSync,
LS_ForceField,
LS_ClearForceField,
LS_Floor_RaiseByValueTimes8,
LS_Floor_LowerByValueTimes8,
LS_Floor_MoveToValue,
LS_Ceiling_Waggle,
LS_Teleport_ZombieChanger,
LS_Ceiling_LowerByValue,
LS_Ceiling_RaiseByValue,
LS_Ceiling_CrushAndRaise,
LS_Ceiling_LowerAndCrush,
LS_Ceiling_CrushStop,
LS_Ceiling_CrushRaiseAndStay,
LS_Floor_CrushStop,
LS_Ceiling_MoveToValue,
LS_NOP, // Sector_Attach3dMidtex
LS_GlassBreak,
LS_NOP, // 50: ExtraFloor_LightOnly
LS_Sector_SetLink,
LS_Scroll_Wall,
LS_Line_SetTextureOffset,
LS_NOP, // 54
LS_NOP, // 55
LS_NOP, // 56
LS_NOP, // 57
LS_NOP, // 58
LS_NOP, // 59
LS_Plat_PerpetualRaise,
LS_Plat_Stop,
LS_Plat_DownWaitUpStay,
LS_Plat_DownByValue,
LS_Plat_UpWaitDownStay,
LS_Plat_UpByValue,
LS_Floor_LowerInstant,
LS_Floor_RaiseInstant,
LS_Floor_MoveToValueTimes8,
LS_Ceiling_MoveToValueTimes8,
LS_Teleport,
LS_Teleport_NoFog,
LS_ThrustThing,
LS_DamageThing,
LS_Teleport_NewMap,
LS_Teleport_EndGame,
LS_TeleportOther,
LS_TeleportGroup,
LS_TeleportInSector,
LS_NOP, // 79
LS_ACS_Execute,
LS_ACS_Suspend,
LS_ACS_Terminate,
LS_ACS_LockedExecute,
LS_ACS_ExecuteWithResult,
LS_ACS_LockedExecuteDoor,
LS_NOP, // 86
LS_NOP, // 87
LS_NOP, // 88
LS_NOP, // 89
LS_Polyobj_OR_RotateLeft,
LS_Polyobj_OR_RotateRight,
LS_Polyobj_OR_Move,
LS_Polyobj_OR_MoveTimes8,
LS_Pillar_BuildAndCrush,
LS_FloorAndCeiling_LowerByValue,
LS_FloorAndCeiling_RaiseByValue,
LS_NOP, // 97
LS_NOP, // 98
LS_NOP, // 99
LS_NOP, // Scroll_Texture_Left
LS_NOP, // Scroll_Texture_Right
LS_NOP, // Scroll_Texture_Up
LS_NOP, // Scroll_Texture_Down
LS_NOP, // 104
LS_NOP, // 105
LS_NOP, // 106
LS_NOP, // 107
LS_NOP, // 108
LS_Light_ForceLightning,
LS_Light_RaiseByValue,
LS_Light_LowerByValue,
LS_Light_ChangeToValue,
LS_Light_Fade,
LS_Light_Glow,
LS_Light_Flicker,
LS_Light_Strobe,
LS_Light_Stop,
LS_NOP, // 118
LS_Thing_Damage,
LS_Radius_Quake,
LS_NOP, // Line_SetIdentification
LS_NOP, // Thing_SetGravity // [BC] Start
LS_NOP, // Thing_ReverseGravity
LS_NOP, // Thing_RevertGravity
LS_Thing_Move,
LS_NOP, // Thing_SetSprite
LS_Thing_SetSpecial,
LS_ThrustThingZ, // [BC] End
LS_UsePuzzleItem,
LS_Thing_Activate,
LS_Thing_Deactivate,
LS_Thing_Remove,
LS_Thing_Destroy,
LS_Thing_Projectile,
LS_Thing_Spawn,
LS_Thing_ProjectileGravity,
LS_Thing_SpawnNoFog,
LS_Floor_Waggle,
LS_Thing_SpawnFacing,
LS_Sector_ChangeSound,
LS_NOP, // 141 Music_Pause // [BC] Start
LS_NOP, // 142 Music_Change
LS_NOP, // 143 Player_RemoveItem
LS_NOP, // 144 Player_GiveItem
LS_NOP, // 145 Player_SetTeam
LS_NOP, // 146 Player_SetLeader
LS_NOP, // 147 Team_InitFP
LS_NOP, // 148 TeleportAll
LS_NOP, // 149 TeleportAll_NoFog
LS_NOP, // 150 Team_GiveFP
LS_NOP, // 151 Team_UseFP
LS_NOP, // 152 Team_Score
LS_NOP, // 153 Team_Init
LS_NOP, // 154 Var_Lock
LS_NOP, // 155 Team_RemoveItem
LS_NOP, // 156 Team_GiveItem // [BC] End
LS_NOP, // 157
LS_NOP, // 158
LS_NOP, // 159
LS_NOP, // 160
LS_NOP, // 161
LS_NOP, // 162
LS_NOP, // 163
LS_NOP, // 164
LS_NOP, // 165
LS_NOP, // 166
LS_NOP, // 167
LS_NOP, // 168
LS_Generic_Crusher2,
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
};
struct FLineSpecial
{
const char *name;
BYTE number;
BYTE min_args;
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;
}