mirror of
https://github.com/ZDoom/gzdoom.git
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1595 lines
41 KiB
C++
1595 lines
41 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Implements special effects:
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// Texture animation, height or lighting changes
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// according to adjacent sectors, respective
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// utility functions, etc.
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// Line Tag handling. Line and Sector triggers.
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// Implements donut linedef triggers
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// Initializes and implements BOOM linedef triggers for
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// Scrollers/Conveyors
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// Friction
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// Wind/Current
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//
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//-----------------------------------------------------------------------------
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#include <stdlib.h>
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#include "templates.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "d_event.h"
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#include "g_level.h"
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#include "gstrings.h"
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#include "events.h"
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#include "i_system.h"
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#include "m_argv.h"
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#include "m_random.h"
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#include "m_bbox.h"
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#include "w_wad.h"
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#include "p_local.h"
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#include "p_spec.h"
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#include "p_blockmap.h"
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#include "p_lnspec.h"
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#include "p_terrain.h"
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#include "p_acs.h"
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#include "p_3dmidtex.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "sc_man.h"
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#include "gi.h"
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#include "statnums.h"
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#include "g_level.h"
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#include "v_font.h"
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#include "a_sharedglobal.h"
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#include "serializer.h"
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#include "a_keys.h"
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#include "c_dispatch.h"
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#include "r_sky.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "p_blockmap.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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#ifndef NO_EDATA
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#include "edata.h"
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#endif
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// State.
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#include "r_state.h"
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#include "c_console.h"
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#include "r_data/r_interpolate.h"
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static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
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EXTERN_CVAR(Bool, cl_predict_specials)
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// killough 3/7/98: Initialize generalized scrolling
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void P_SpawnScrollers();
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static void P_SpawnFriction (); // phares 3/16/98
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void P_SpawnPushers (); // phares 3/20/98
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// [RH] Check dmflags for noexit and respond accordingly
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bool CheckIfExitIsGood (AActor *self, level_info_t *info)
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{
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cluster_info_t *cluster;
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// The world can always exit itself.
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if (self == NULL)
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return true;
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// We must kill all monsters to exit the level.
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if ((dmflags2 & DF2_KILL_MONSTERS) && level.killed_monsters != level.total_monsters)
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return false;
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// Is this a deathmatch game and we're not allowed to exit?
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if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
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{
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P_DamageMobj (self, self, self, TELEFRAG_DAMAGE, NAME_Exit);
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return false;
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}
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// Is this a singleplayer game and the next map is part of the same hub and we're dead?
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if (self->health <= 0 &&
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!multiplayer &&
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info != NULL &&
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info->cluster == level.cluster &&
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(cluster = FindClusterInfo(level.cluster)) != NULL &&
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cluster->flags & CLUSTER_HUB)
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{
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return false;
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}
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if (deathmatch && gameaction != ga_completed)
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{
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Printf ("%s exited the level.\n", self->player->userinfo.GetName());
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}
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return true;
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}
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//
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// UTILITIES
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//
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//============================================================================
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//
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// P_ActivateLine
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//
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//============================================================================
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bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos)
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{
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int lineActivation;
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INTBOOL repeat;
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INTBOOL buttonSuccess;
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uint8_t special;
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if (!P_TestActivateLine (line, mo, side, activationType, optpos))
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{
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return false;
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}
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bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14));
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if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false;
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lineActivation = line->activation;
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repeat = line->flags & ML_REPEAT_SPECIAL;
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buttonSuccess = false;
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buttonSuccess = P_ExecuteSpecial(line->special,
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line, mo, side == 1, line->args[0],
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line->args[1], line->args[2],
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line->args[3], line->args[4]);
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special = line->special;
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if (!repeat && buttonSuccess)
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{ // clear the special on non-retriggerable lines
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line->special = 0;
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}
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if (buttonSuccess)
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{
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if (activationType == SPAC_Use || activationType == SPAC_Impact || activationType == SPAC_Push)
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{
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P_ChangeSwitchTexture (line->sidedef[0], repeat, special);
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}
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}
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// some old WADs use this method to create walls that change the texture when shot.
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else if (activationType == SPAC_Impact && // only for shootable triggers
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(level.flags2 & LEVEL2_DUMMYSWITCHES) && // this is only a compatibility setting for an old hack!
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!repeat && // only non-repeatable triggers
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(special<Generic_Floor || special>Generic_Crusher) && // not for Boom's generalized linedefs
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special && // not for lines without a special
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tagManager.LineHasID(line, line->args[0]) && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0]
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line->args[0] && // only if there's a tag (which is stored in the first arg)
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P_FindFirstSectorFromTag (line->args[0]) == -1) // only if no sector is tagged to this linedef
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{
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P_ChangeSwitchTexture (line->sidedef[0], repeat, special);
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line->special = 0;
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}
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// end of changed code
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if (developer >= DMSG_SPAMMY && buttonSuccess)
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{
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Printf ("Line special %d activated on line %i\n", special, line->Index());
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}
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return true;
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}
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//============================================================================
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//
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// P_TestActivateLine
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//
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//============================================================================
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bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos)
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{
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int lineActivation = line->activation;
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if (line->flags & ML_FIRSTSIDEONLY && side == 1)
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{
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return false;
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}
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if (lineActivation & SPAC_UseThrough)
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{
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lineActivation |= SPAC_Use;
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}
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else if (line->special == Teleport &&
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(lineActivation & SPAC_Cross) &&
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activationType == SPAC_PCross &&
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mo != NULL &&
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mo->flags & MF_MISSILE)
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{ // Let missiles use regular player teleports
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lineActivation |= SPAC_PCross;
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}
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// BOOM's generalized line types that allow monster use can actually be
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// activated by anything except projectiles.
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if (lineActivation & SPAC_AnyCross)
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{
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lineActivation |= SPAC_Cross|SPAC_MCross;
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}
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if (activationType == SPAC_Use || activationType == SPAC_UseBack)
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{
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if (!P_CheckSwitchRange(mo, line, side, optpos))
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{
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return false;
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}
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}
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if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS)
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{
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return true;
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}
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if (activationType == SPAC_Push && (lineActivation & SPAC_MPush) && !mo->player && mo->flags2 & MF2_PUSHWALL)
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{
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return true;
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}
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if ((lineActivation & activationType) == 0)
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{
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if (activationType != SPAC_MCross || lineActivation != SPAC_Cross)
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{
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return false;
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}
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}
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if (activationType == SPAC_AnyCross && (lineActivation & activationType))
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{
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return true;
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}
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if (mo && !mo->player &&
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!(mo->flags & MF_MISSILE) &&
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!(line->flags & ML_MONSTERSCANACTIVATE) &&
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(activationType != SPAC_MCross || (!(lineActivation & SPAC_MCross))))
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{
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// [RH] monsters' ability to activate this line depends on its type
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// In Hexen, only MCROSS lines could be activated by monsters. With
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// lax activation checks, monsters can also activate certain lines
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// even without them being marked as monster activate-able. This is
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// the default for non-Hexen maps in Hexen format.
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if (!(level.flags2 & LEVEL2_LAXMONSTERACTIVATION))
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{
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return false;
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}
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if ((activationType == SPAC_Use || activationType == SPAC_Push)
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&& (line->flags & ML_SECRET))
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return false; // never open secret doors
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bool noway = true;
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switch (activationType)
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{
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case SPAC_Use:
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case SPAC_Push:
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switch (line->special)
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{
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case Door_Raise:
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if (line->args[0] == 0 && line->args[1] < 64)
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noway = false;
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break;
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case Teleport:
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case Teleport_NoFog:
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noway = false;
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}
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break;
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case SPAC_MCross:
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if (!(lineActivation & SPAC_MCross))
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{
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switch (line->special)
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{
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case Door_Raise:
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if (line->args[1] >= 64)
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{
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break;
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}
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case Teleport:
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case Teleport_NoFog:
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case Teleport_Line:
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case Plat_DownWaitUpStayLip:
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case Plat_DownWaitUpStay:
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noway = false;
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}
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}
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else noway = false;
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break;
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default:
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noway = false;
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}
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return !noway;
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}
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if (activationType == SPAC_MCross && !(lineActivation & SPAC_MCross) &&
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!(line->flags & ML_MONSTERSCANACTIVATE))
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{
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return false;
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}
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return true;
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}
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//============================================================================
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//
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// P_PredictLine
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//
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//============================================================================
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bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType)
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{
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int lineActivation;
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INTBOOL buttonSuccess;
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uint8_t special;
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// Only predict a very specifc section of specials
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if (line->special != Teleport_Line &&
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line->special != Teleport)
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{
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return false;
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}
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if (!P_TestActivateLine(line, mo, side, activationType) || !cl_predict_specials)
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{
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return false;
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}
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if (line->locknumber > 0) return false;
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lineActivation = line->activation;
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buttonSuccess = false;
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buttonSuccess = P_ExecuteSpecial(line->special,
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line, mo, side == 1, line->args[0],
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line->args[1], line->args[2],
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line->args[3], line->args[4]);
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special = line->special;
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// end of changed code
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if (developer >= DMSG_SPAMMY && buttonSuccess)
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{
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Printf("Line special %d predicted on line %i\n", special, line->Index());
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}
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return true;
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}
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//
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// P_PlayerInSpecialSector
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// Called every tic frame
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// that the player origin is in a special sector
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//
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void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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if (sector == NULL)
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{
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// Falling, not all the way down yet?
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sector = player->mo->Sector;
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if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo))
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&& !player->mo->waterlevel)
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{
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return;
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}
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}
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// Has hit ground.
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AInventory *ironfeet;
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// [RH] Apply any customizable damage
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if (sector->damageamount > 0)
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{
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// the damage as part of the normal damage procedure. Unfortunately, I don't have
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// different damage types yet, so that's not happening for now.
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auto pitype = PClass::FindActor(NAME_PowerIronFeet);
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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if (ironfeet->IsKindOf(pitype))
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break;
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}
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if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE;
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if ((ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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{
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if (sector->Flags & SECF_HAZARD)
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{
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player->hazardcount += sector->damageamount;
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player->hazardtype = sector->damagetype;
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player->hazardinterval = sector->damageinterval;
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}
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else if (level.time % sector->damageinterval == 0)
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{
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if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT)))
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{
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G_ExitLevel(0, false);
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}
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if (sector->Flags & SECF_DMGTERRAINFX)
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{
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P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true);
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}
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}
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}
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}
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else if (sector->damageamount < 0)
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{
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if (level.time % sector->damageinterval == 0)
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{
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P_GiveBody(player->mo, -sector->damageamount, 100);
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}
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}
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if (sector->isSecret())
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{
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sector->ClearSecret();
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P_GiveSecret(player->mo, true, true, sector->Index());
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}
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}
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//============================================================================
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//
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// P_SectorDamage
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//
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//============================================================================
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static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type, PClassActor *protectClass, int flags)
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{
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if (!(actor->flags & MF_SHOOTABLE))
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return;
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if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL)
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return;
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if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL)
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return;
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if (!(flags & DAMAGE_IN_AIR) && !actor->isAtZ(sec->floorplane.ZatPoint(actor)) && !actor->waterlevel)
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return;
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if (protectClass != NULL)
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{
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if (actor->FindInventory(protectClass, !!(flags & DAMAGE_SUBCLASSES_PROTECT)))
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return;
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}
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int dflags = (flags & DAMAGE_NO_ARMOR) ? DMG_NO_ARMOR : 0;
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P_DamageMobj (actor, NULL, NULL, amount, type, dflags);
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}
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void P_SectorDamage(int tag, int amount, FName type, PClassActor *protectClass, int flags)
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{
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FSectorTagIterator itr(tag);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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AActor *actor, *next;
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sector_t *sec = &level.sectors[secnum];
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// Do for actors in this sector.
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for (actor = sec->thinglist; actor != NULL; actor = next)
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{
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next = actor->snext;
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DoSectorDamage(actor, sec, amount, type, protectClass, flags);
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}
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// If this is a 3D floor control sector, also do for anything in/on
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// those 3D floors.
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for (unsigned i = 0; i < sec->e->XFloor.attached.Size(); ++i)
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{
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sector_t *sec2 = sec->e->XFloor.attached[i];
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for (actor = sec2->thinglist; actor != NULL; actor = next)
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{
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next = actor->snext;
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// Only affect actors touching the 3D floor
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double z1 = sec->floorplane.ZatPoint(actor);
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double z2 = sec->ceilingplane.ZatPoint(actor);
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if (z2 < z1)
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{
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// Account for Vavoom-style 3D floors
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double zz = z1;
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z1 = z2;
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z2 = zz;
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}
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if (actor->Top() > z1)
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{
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || !actor->isAbove(z2))
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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// for 3D floors already.
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DoSectorDamage(actor, NULL, amount, type, protectClass, flags | DAMAGE_IN_AIR);
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}
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}
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}
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}
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}
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}
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|
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//============================================================================
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//
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// P_GiveSecret
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//
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//============================================================================
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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++;
|
|
}
|
|
|
|
DEFINE_ACTION_FUNCTION(AActor, GiveSecret)
|
|
{
|
|
PARAM_SELF_PROLOGUE(AActor);
|
|
PARAM_BOOL(printmessage);
|
|
PARAM_BOOL(playsound);
|
|
P_GiveSecret(self, printmessage, playsound, -1);
|
|
return 0;
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// P_PlayerOnSpecialFlat
|
|
//
|
|
//============================================================================
|
|
|
|
void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|
{
|
|
if (Terrains[floorType].DamageAmount &&
|
|
!(level.time & Terrains[floorType].DamageTimeMask))
|
|
{
|
|
AInventory *ironfeet = NULL;
|
|
|
|
if (Terrains[floorType].AllowProtection)
|
|
{
|
|
auto pitype = PClass::FindActor(NAME_PowerIronFeet);
|
|
for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
|
|
{
|
|
if (ironfeet->IsKindOf (pitype))
|
|
break;
|
|
}
|
|
}
|
|
|
|
int damage = 0;
|
|
if (ironfeet == NULL)
|
|
{
|
|
damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount,
|
|
Terrains[floorType].DamageMOD);
|
|
}
|
|
if (damage > 0 && 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)
|
|
{
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
sector_t *hsec = sec.GetHeightSec();
|
|
if (hsec && !(hsec->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(FSerializer &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, false, false)
|
|
|
|
void DLightTransfer::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("lastlight", LastLight)
|
|
("source", Source)
|
|
("targettag", TargetTag)
|
|
("copyfloor", 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)
|
|
level.sectors[secnum].ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
|
|
}
|
|
else
|
|
{
|
|
FSectorTagIterator itr(target);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
level.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 llevel, int target, bool floor)
|
|
{
|
|
int secnum;
|
|
|
|
if (floor)
|
|
{
|
|
FSectorTagIterator itr(target);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
level.sectors[secnum].SetPlaneLight(sector_t::floor, llevel);
|
|
}
|
|
else
|
|
{
|
|
FSectorTagIterator itr(target);
|
|
while ((secnum = itr.Next()) >= 0)
|
|
level.sectors[secnum].SetPlaneLight(sector_t::ceiling, llevel);
|
|
}
|
|
}
|
|
|
|
|
|
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, uint8_t flags);
|
|
void Serialize(FSerializer &arc);
|
|
void Tick ();
|
|
|
|
protected:
|
|
static void DoTransfer (short level, int target, uint8_t flags);
|
|
|
|
sector_t *Source;
|
|
int TargetID;
|
|
short LastLight;
|
|
uint8_t Flags;
|
|
};
|
|
|
|
IMPLEMENT_CLASS(DWallLightTransfer, false, false)
|
|
|
|
void DWallLightTransfer::Serialize(FSerializer &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc("lastlight", LastLight)
|
|
("source", Source)
|
|
("targetid", TargetID)
|
|
("flags", Flags);
|
|
}
|
|
|
|
DWallLightTransfer::DWallLightTransfer (sector_t *srcSec, int target, uint8_t 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 && level.lines[linenum].sidedef[0] != NULL)
|
|
{
|
|
level.lines[linenum].sidedef[0]->Flags |= wallflags;
|
|
}
|
|
|
|
if (flags & WLF_SIDE2 && level.lines[linenum].sidedef[1] != NULL)
|
|
{
|
|
level.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, uint8_t flags)
|
|
{
|
|
int linenum;
|
|
|
|
FLineIdIterator itr(target);
|
|
while ((linenum = itr.Next()) >= 0)
|
|
{
|
|
line_t *line = &level.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 (AActor *point)
|
|
{
|
|
NActorIterator it (NAME_LowerStackLookOnly, point->tid);
|
|
sector_t *Sector = point->Sector;
|
|
auto skyv = it.Next();
|
|
if (skyv != nullptr)
|
|
{
|
|
skyv->target = point;
|
|
if (Sector->GetAlpha(sector_t::floor) == 1.)
|
|
Sector->SetAlpha(sector_t::floor, clamp(point->args[0], 0, 255) / 255.);
|
|
|
|
Sector->Portals[sector_t::floor] = P_GetStackPortal(skyv, sector_t::floor);
|
|
}
|
|
}
|
|
|
|
static void SetupCeilingPortal (AActor *point)
|
|
{
|
|
NActorIterator it (NAME_UpperStackLookOnly, point->tid);
|
|
sector_t *Sector = point->Sector;
|
|
auto skyv = it.Next();
|
|
if (skyv != nullptr)
|
|
{
|
|
skyv->target = point;
|
|
if (Sector->GetAlpha(sector_t::ceiling) == 1.)
|
|
Sector->SetAlpha(sector_t::ceiling, clamp(point->args[0], 0, 255) / 255.);
|
|
|
|
Sector->Portals[sector_t::ceiling] = P_GetStackPortal(skyv, sector_t::ceiling);
|
|
}
|
|
}
|
|
|
|
void P_SetupPortals()
|
|
{
|
|
TThinkerIterator<AActor> it("StackPoint");
|
|
AActor *pt;
|
|
TArray<AActor *> 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);
|
|
}
|
|
// the semantics here are incredibly lax so the final setup can only be done once all portals have been created,
|
|
// because later stackpoints will happily overwrite info in older ones, if there are multiple links.
|
|
for (auto &s : level.sectorPortals)
|
|
{
|
|
if (s.mType == PORTS_STACKEDSECTORTHING && s.mSkybox)
|
|
{
|
|
for (auto &ss : level.sectorPortals)
|
|
{
|
|
if (ss.mType == PORTS_STACKEDSECTORTHING && ss.mSkybox == s.mSkybox->target)
|
|
{
|
|
s.mPartner = unsigned((&ss) - &level.sectorPortals[0]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// Now we can finally set the displacement and delete the stackpoint reference.
|
|
for (auto &s : level.sectorPortals)
|
|
{
|
|
if (s.mType == PORTS_STACKEDSECTORTHING && s.mSkybox)
|
|
{
|
|
s.mDisplacement = s.mSkybox->Pos() - s.mSkybox->target->Pos();
|
|
s.mSkybox = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SetPortal(sector_t *sector, int plane, unsigned pnum, double alpha)
|
|
{
|
|
// plane: 0=floor, 1=ceiling, 2=both
|
|
if (plane > 0)
|
|
{
|
|
if (sector->GetPortalType(sector_t::ceiling) == PORTS_SKYVIEWPOINT)
|
|
{
|
|
sector->Portals[sector_t::ceiling] = pnum;
|
|
if (sector->GetAlpha(sector_t::ceiling) == 1.)
|
|
sector->SetAlpha(sector_t::ceiling, alpha);
|
|
|
|
if (level.sectorPortals[pnum].mFlags & PORTSF_SKYFLATONLY)
|
|
sector->SetTexture(sector_t::ceiling, skyflatnum);
|
|
}
|
|
}
|
|
if (plane == 2 || plane == 0)
|
|
{
|
|
if (sector->GetPortalType(sector_t::floor) == PORTS_SKYVIEWPOINT)
|
|
{
|
|
sector->Portals[sector_t::floor] = pnum;
|
|
}
|
|
if (sector->GetAlpha(sector_t::floor) == 1.)
|
|
sector->SetAlpha(sector_t::floor, alpha);
|
|
|
|
if (level.sectorPortals[pnum].mFlags & PORTSF_SKYFLATONLY)
|
|
sector->SetTexture(sector_t::floor, skyflatnum);
|
|
}
|
|
}
|
|
|
|
static void CopyPortal(int sectortag, int plane, unsigned pnum, double alpha, bool tolines)
|
|
{
|
|
int s;
|
|
FSectorTagIterator itr(sectortag);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
SetPortal(&level.sectors[s], plane, pnum, alpha);
|
|
}
|
|
|
|
for (auto &line : level.lines)
|
|
{
|
|
// Check if this portal needs to be copied to other sectors
|
|
// This must be done here to ensure that it gets done only after the portal is set up
|
|
if (line.special == Sector_SetPortal &&
|
|
line.args[1] == 1 &&
|
|
(line.args[2] == plane || line.args[2] == 3) &&
|
|
line.args[3] == sectortag)
|
|
{
|
|
if (line.args[0] == 0)
|
|
{
|
|
SetPortal(line.frontsector, plane, pnum, alpha);
|
|
}
|
|
else
|
|
{
|
|
FSectorTagIterator itr(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
SetPortal(&level.sectors[s], plane, pnum, alpha);
|
|
}
|
|
}
|
|
}
|
|
if (tolines && line.special == Sector_SetPortal &&
|
|
line.args[1] == 5 &&
|
|
line.args[3] == sectortag)
|
|
{
|
|
if (line.args[0] == 0)
|
|
{
|
|
line.portaltransferred = pnum;
|
|
}
|
|
else
|
|
{
|
|
FLineIdIterator itr(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
level.lines[s].portaltransferred = pnum;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void P_SpawnPortal(line_t *line, int sectortag, int plane, int bytealpha, int linked)
|
|
{
|
|
if (plane < 0 || plane > 2 || (linked && plane == 2)) return;
|
|
for (auto &oline : level.lines)
|
|
{
|
|
// We must look for the reference line with a linear search unless we want to waste the line ID for it
|
|
// which is not a good idea.
|
|
if (oline.special == Sector_SetPortal &&
|
|
oline.args[0] == sectortag &&
|
|
oline.args[1] == linked &&
|
|
oline.args[2] == plane &&
|
|
oline.args[3] == 1)
|
|
{
|
|
// beware of overflows.
|
|
DVector2 pos1 = line->v1->fPos() + line->Delta() / 2;
|
|
DVector2 pos2 = oline.v1->fPos() + oline.Delta() / 2;
|
|
unsigned pnum = P_GetPortal(linked ? PORTS_LINKEDPORTAL : PORTS_PORTAL, plane, line->frontsector, oline.frontsector, pos2 - pos1);
|
|
CopyPortal(sectortag, plane, pnum, bytealpha / 255., false);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// This searches the viewpoint's sector
|
|
// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
|
|
void P_SpawnSkybox(AActor *origin)
|
|
{
|
|
sector_t *Sector = origin->Sector;
|
|
if (Sector == NULL)
|
|
{
|
|
Printf("Sector not initialized for SkyCamCompat\n");
|
|
origin->Sector = Sector = P_PointInSector(origin->Pos());
|
|
}
|
|
if (Sector)
|
|
{
|
|
for(auto refline : Sector->Lines)
|
|
{
|
|
if (refline->special == Sector_SetPortal && refline->args[1] == 2)
|
|
{
|
|
// We found the setup linedef for this skybox, so let's use it for our init.
|
|
unsigned pnum = P_GetSkyboxPortal(origin);
|
|
CopyPortal(refline->args[0], refline->args[2], pnum, 0, true);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// P_SetSectorDamage
|
|
//
|
|
// Sets damage properties for one sector. Allows combination of original specials with explicit use of the damage properties
|
|
//
|
|
|
|
static void P_SetupSectorDamage(sector_t *sector, int damage, int interval, int leakchance, FName type, int flags)
|
|
{
|
|
// Only set if damage is not yet initialized. This ensures that UDMF takes precedence over sector specials.
|
|
if (sector->damageamount == 0)
|
|
{
|
|
sector->damageamount = damage;
|
|
sector->damageinterval = MAX(1, interval);
|
|
sector->leakydamage = leakchance;
|
|
sector->damagetype = type;
|
|
sector->Flags = (sector->Flags & ~SECF_DAMAGEFLAGS) | (flags & SECF_DAMAGEFLAGS);
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_InitSectorSpecial
|
|
//
|
|
// Sets up everything derived from 'sector->special' for one sector
|
|
// ('fromload' is necessary to allow conversion upon savegame load.)
|
|
//
|
|
void P_SpawnLights(sector_t *sector);
|
|
|
|
void P_InitSectorSpecial(sector_t *sector, int special)
|
|
{
|
|
// [RH] All secret sectors are marked with a BOOM-ish bitfield
|
|
if (sector->special & SECRET_MASK)
|
|
{
|
|
sector->Flags |= SECF_SECRET | SECF_WASSECRET;
|
|
level.total_secrets++;
|
|
}
|
|
if (sector->special & FRICTION_MASK)
|
|
{
|
|
sector->Flags |= SECF_FRICTION;
|
|
}
|
|
if (sector->special & PUSH_MASK)
|
|
{
|
|
sector->Flags |= SECF_PUSH;
|
|
}
|
|
if ((sector->special & DAMAGE_MASK) == 0x100)
|
|
{
|
|
P_SetupSectorDamage(sector, 5, 32, 0, NAME_Fire, 0);
|
|
}
|
|
else if ((sector->special & DAMAGE_MASK) == 0x200)
|
|
{
|
|
P_SetupSectorDamage(sector, 10, 32, 0, NAME_Slime, 0);
|
|
}
|
|
else if ((sector->special & DAMAGE_MASK) == 0x300)
|
|
{
|
|
P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
|
|
}
|
|
sector->special &= 0xff;
|
|
|
|
// [RH] Normal DOOM special or BOOM specialized?
|
|
bool keepspecial = false;
|
|
P_SpawnLights(sector);
|
|
switch (sector->special)
|
|
{
|
|
case dLight_Strobe_Hurt:
|
|
P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dDamage_Hellslime:
|
|
P_SetupSectorDamage(sector, 10, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dDamage_Nukage:
|
|
P_SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dSector_DoorCloseIn30:
|
|
new DDoor(sector, DDoor::doorWaitClose, 2, 0, 0, 30 * TICRATE);
|
|
break;
|
|
|
|
case dDamage_End:
|
|
P_SetupSectorDamage(sector, 20, 32, 256, NAME_None, SECF_ENDGODMODE|SECF_ENDLEVEL);
|
|
break;
|
|
|
|
case dSector_DoorRaiseIn5Mins:
|
|
new DDoor (sector, DDoor::doorWaitRaise, 2, TICRATE*30/7, 0, 5*60*TICRATE);
|
|
break;
|
|
|
|
case dFriction_Low:
|
|
sector->friction = FRICTION_LOW;
|
|
sector->movefactor = 0x269/65536.;
|
|
sector->Flags |= SECF_FRICTION;
|
|
break;
|
|
|
|
case dDamage_SuperHellslime:
|
|
P_SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dDamage_LavaWimpy:
|
|
P_SetupSectorDamage(sector, 5, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
break;
|
|
|
|
case dDamage_LavaHefty:
|
|
P_SetupSectorDamage(sector, 8, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
break;
|
|
|
|
case dScroll_EastLavaDamage:
|
|
P_SetupSectorDamage(sector, 5, 32, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
P_CreateScroller(EScroll::sc_floor, -4., 0, -1, sector->Index(), 0);
|
|
keepspecial = true;
|
|
break;
|
|
|
|
case hDamage_Sludge:
|
|
P_SetupSectorDamage(sector, 4, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case sLight_Strobe_Hurt:
|
|
P_SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case sDamage_Hellslime:
|
|
P_SetupSectorDamage(sector, 2, 32, 0, NAME_Slime, SECF_HAZARD);
|
|
break;
|
|
|
|
case Damage_InstantDeath:
|
|
// Strife's instant death sector
|
|
P_SetupSectorDamage(sector, TELEFRAG_DAMAGE, 1, 256, NAME_InstantDeath, 0);
|
|
break;
|
|
|
|
case sDamage_SuperHellslime:
|
|
P_SetupSectorDamage(sector, 4, 32, 0, NAME_Slime, SECF_HAZARD);
|
|
break;
|
|
|
|
case Sector_Hidden:
|
|
sector->MoreFlags |= SECF_HIDDEN;
|
|
break;
|
|
|
|
case Sector_Heal:
|
|
// CoD's healing sector
|
|
P_SetupSectorDamage(sector, -1, 32, 0, NAME_None, 0);
|
|
break;
|
|
|
|
case Sky2:
|
|
sector->sky = PL_SKYFLAT;
|
|
break;
|
|
|
|
default:
|
|
if (sector->special >= Scroll_North_Slow &&
|
|
sector->special <= Scroll_SouthWest_Fast)
|
|
{ // Hexen scroll special
|
|
static const int8_t 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 - Scroll_North_Slow;
|
|
double dx = hexenScrollies[i][0] / 2.;
|
|
double dy = hexenScrollies[i][1] / 2.;
|
|
P_CreateScroller(EScroll::sc_floor, dx, dy, -1, sector->Index(), 0);
|
|
}
|
|
else if (sector->special >= Carry_East5 &&
|
|
sector->special <= Carry_East35)
|
|
{ // Heretic scroll special
|
|
// Only east scrollers also scroll the texture
|
|
P_CreateScroller(EScroll::sc_floor,
|
|
-0.5 * (1 << ((sector->special & 0xff) - Carry_East5)), 0, -1, sector->Index(), 0);
|
|
}
|
|
keepspecial = true;
|
|
break;
|
|
}
|
|
if (!keepspecial) sector->special = 0;
|
|
}
|
|
|
|
//
|
|
// P_SpawnSpecials
|
|
//
|
|
// After the map has been loaded, scan for specials that spawn thinkers
|
|
//
|
|
|
|
void P_SpawnSpecials (void)
|
|
{
|
|
P_SetupPortals();
|
|
|
|
for (auto &sec : level.sectors)
|
|
{
|
|
if (sec.special == 0)
|
|
continue;
|
|
|
|
P_InitSectorSpecial(&sec, sec.special);
|
|
}
|
|
|
|
#ifndef NO_EDATA
|
|
ProcessEDSectors();
|
|
#endif
|
|
|
|
|
|
// 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
|
|
|
|
TThinkerIterator<AActor> it2("SkyCamCompat");
|
|
AActor *pt2;
|
|
while ((pt2 = it2.Next()))
|
|
{
|
|
P_SpawnSkybox(pt2);
|
|
}
|
|
|
|
for (auto &line : level.lines)
|
|
{
|
|
switch (line.special)
|
|
{
|
|
int s;
|
|
sector_t *sec;
|
|
|
|
// killough 3/7/98:
|
|
// support for drawn heights coming from different sector
|
|
case Transfer_Heights:
|
|
{
|
|
sec = line.frontsector;
|
|
if (line.args[1] & 2)
|
|
{
|
|
sec->MoreFlags |= SECF_FAKEFLOORONLY;
|
|
}
|
|
if (line.args[1] & 4)
|
|
{
|
|
sec->MoreFlags |= SECF_CLIPFAKEPLANES;
|
|
}
|
|
if (line.args[1] & 8)
|
|
{
|
|
sec->MoreFlags |= SECF_UNDERWATER;
|
|
}
|
|
else if (forcewater)
|
|
{
|
|
sec->MoreFlags |= SECF_FORCEDUNDERWATER;
|
|
}
|
|
if (line.args[1] & 16)
|
|
{
|
|
sec->MoreFlags |= SECF_IGNOREHEIGHTSEC;
|
|
}
|
|
if (line.args[1] & 32)
|
|
{
|
|
sec->MoreFlags |= SECF_NOFAKELIGHT;
|
|
}
|
|
FSectorTagIterator itr(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
level.sectors[s].heightsec = sec;
|
|
sec->e->FakeFloor.Sectors.Push(&level.sectors[s]);
|
|
level.sectors[s].AdjustFloorClip();
|
|
}
|
|
break;
|
|
}
|
|
|
|
// killough 3/16/98: Add support for setting
|
|
// floor lighting independently (e.g. lava)
|
|
case Transfer_FloorLight:
|
|
new DLightTransfer (line.frontsector, line.args[0], true);
|
|
break;
|
|
|
|
// killough 4/11/98: Add support for setting
|
|
// ceiling lighting independently
|
|
case Transfer_CeilingLight:
|
|
new DLightTransfer (line.frontsector, line.args[0], false);
|
|
break;
|
|
|
|
// [Graf Zahl] Add support for setting lighting
|
|
// per wall independently
|
|
case Transfer_WallLight:
|
|
new DWallLightTransfer (line.frontsector, line.args[0], line.args[1]);
|
|
break;
|
|
|
|
case Sector_Attach3dMidtex:
|
|
P_Attach3dMidtexLinesToSector(line.frontsector, line.args[0], line.args[1], !!line.args[2]);
|
|
break;
|
|
|
|
case Sector_SetLink:
|
|
if (line.args[0] == 0)
|
|
{
|
|
P_AddSectorLinks(line.frontsector, line.args[1], line.args[2], line.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)
|
|
// - 3: EE-style flat portal (GZDoom HW renderer only for now)
|
|
// - 4: EE-style horizon portal (GZDoom HW renderer only for now)
|
|
// - 5: copy portal to line (GZDoom HW renderer only for now)
|
|
// - 6: linked portal
|
|
// 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 ((line.args[1] == 0 || line.args[1] == 6) && line.args[3] == 0)
|
|
{
|
|
P_SpawnPortal(&line, line.args[0], line.args[2], line.args[4], line.args[1]);
|
|
}
|
|
else if (line.args[1] == 3 || line.args[1] == 4)
|
|
{
|
|
unsigned pnum = P_GetPortal(line.args[1] == 3 ? PORTS_PLANE : PORTS_HORIZON, line.args[2], line.frontsector, NULL, { 0,0 });
|
|
CopyPortal(line.args[0], line.args[2], pnum, 0, true);
|
|
}
|
|
break;
|
|
|
|
case Line_SetPortal:
|
|
P_SpawnLinePortal(&line);
|
|
break;
|
|
|
|
// [RH] ZDoom Static_Init settings
|
|
case Static_Init:
|
|
switch (line.args[1])
|
|
{
|
|
case Init_Gravity:
|
|
{
|
|
double grav = line.Delta().Length() / 100.;
|
|
FSectorTagIterator itr(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
level.sectors[s].gravity = grav;
|
|
}
|
|
break;
|
|
|
|
//case Init_Color:
|
|
// handled in P_LoadSideDefs2()
|
|
|
|
case Init_Damage:
|
|
{
|
|
int damage = int(line.Delta().Length());
|
|
FSectorTagIterator itr(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
sector_t *sec = &level.sectors[s];
|
|
sec->damageamount = damage;
|
|
sec->damagetype = NAME_None;
|
|
if (sec->damageamount < 20)
|
|
{
|
|
sec->leakydamage = 0;
|
|
sec->damageinterval = 32;
|
|
}
|
|
else if (sec->damageamount < 50)
|
|
{
|
|
sec->leakydamage = 5;
|
|
sec->damageinterval = 32;
|
|
}
|
|
else
|
|
{
|
|
sec->leakydamage = 256;
|
|
sec->damageinterval = 1;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Init_SectorLink:
|
|
if (line.args[3] == 0)
|
|
P_AddSectorLinksByID(line.frontsector, line.args[0], line.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(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
level.sectors[s].sky = (line.Index() + 1) | PL_SKYFLAT;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
// [RH] Start running any open scripts on this map
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Open, NULL, false);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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)
|
|
{
|
|
line_t *l = &level.lines[0];
|
|
|
|
for (unsigned i = 0 ; i < level.lines.Size() ; 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 = int(l->Delta().Length());
|
|
}
|
|
|
|
P_SetSectorFriction (l->args[0], length, false);
|
|
l->special = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_SetSectorFriction (int tag, int amount, bool alterFlag)
|
|
{
|
|
int s;
|
|
double friction, movefactor;
|
|
|
|
// An amount of 100 should result in a friction of
|
|
// ORIG_FRICTION (0xE800)
|
|
friction = ((0x1EB8 * amount) / 0x80 + 0xD001) / 65536.;
|
|
|
|
// killough 8/28/98: prevent odd situations
|
|
friction = clamp(friction, 0., 1.);
|
|
|
|
// 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.
|
|
|
|
level.sectors[s].friction = friction;
|
|
level.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)
|
|
{
|
|
level.sectors[s].Flags &= ~SECF_FRICTION;
|
|
}
|
|
else
|
|
{
|
|
level.sectors[s].Flags |= SECF_FRICTION;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
double FrictionToMoveFactor(double friction)
|
|
{
|
|
double movefactor;
|
|
|
|
// [RH] Twiddled these values so that velocity on ice (with
|
|
// friction 0xf900) is the same as in Heretic/Hexen.
|
|
if (friction >= ORIG_FRICTION) // ice
|
|
//movefactor = ((0x10092 - friction)*(0x70))/0x158;
|
|
movefactor = (((0x10092 - friction * 65536) * 1024) / 4352 + 568) / 65536.;
|
|
else
|
|
movefactor = (((friction*65536. - 0xDB34)*(0xA)) / 0x80) / 65536.;
|
|
|
|
// killough 8/28/98: prevent odd situations
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if (movefactor < 1 / 2048.)
|
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movefactor = 1 / 2048.;
|
|
|
|
return movefactor;
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|
}
|