mirror of
https://github.com/ZDoom/gzdoom.git
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583734861e
This would do very bad things if not being checked for.
1396 lines
40 KiB
C++
1396 lines
40 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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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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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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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 "m_random.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 "a_sharedglobal.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 "g_levellocals.h"
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#include "actorinlines.h"
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#include "vm.h"
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#include "p_setup.h"
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#include "c_console.h"
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#include "p_spec_thinkers.h"
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#include "maploader/maploader.h"
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EXTERN_CVAR(Bool, forcewater)
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//-----------------------------------------------------------------------------
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//
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// Portals
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//
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//-----------------------------------------------------------------------------
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//============================================================================
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//
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// Spawns a single line portal
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//
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//============================================================================
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void MapLoader::SpawnLinePortal(line_t* line)
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{
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// portal destination is special argument #0
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line_t* dst = nullptr;
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if (line->args[2] >= PORTT_VISUAL && line->args[2] <= PORTT_LINKED)
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{
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dst = Level->FindPortalDestination(line, line->args[0]);
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line->portalindex = Level->linePortals.Reserve(1);
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FLinePortal *port = &Level->linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = line;
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port->mDestination = dst;
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port->mType = uint8_t(line->args[2]); // range check is done above.
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if (port->mType == PORTT_LINKED)
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{
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// Linked portals have no z-offset ever.
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port->mAlign = PORG_ABSOLUTE;
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}
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else
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{
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port->mAlign = uint8_t(line->args[3] >= PORG_ABSOLUTE && line->args[3] <= PORG_CEILING ? line->args[3] : PORG_ABSOLUTE);
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if (port->mType == PORTT_INTERACTIVE && port->mAlign != PORG_ABSOLUTE)
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{
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// Due to the way z is often handled, these pose a major issue for parts of the code that needs to transparently handle interactive portals.
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Printf(TEXTCOLOR_RED "Warning: z-offsetting not allowed for interactive portals. Changing line %d to teleport-portal!\n", line->Index());
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port->mType = PORTT_TELEPORT;
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}
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}
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port->mDefFlags = port->mType == PORTT_VISUAL ? PORTF_VISIBLE :
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port->mType == PORTT_TELEPORT ? PORTF_TYPETELEPORT :
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PORTF_TYPEINTERACTIVE;
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}
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else if (line->args[2] == PORTT_LINKEDEE && line->args[0] == 0)
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{
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// EE-style portals require that the first line ID is identical and the first arg of the two linked linedefs are 0 and 1 respectively.
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int mytag = Level->GetFirstLineId(line);
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for (auto &ln : Level->lines)
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{
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if (Level->GetFirstLineId(&ln) == mytag && ln.args[0] == 1 && ln.special == Line_SetPortal)
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{
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line->portalindex = Level->linePortals.Reserve(1);
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FLinePortal *port = &Level->linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = line;
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port->mDestination = &ln;
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port->mType = PORTT_LINKED;
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port->mAlign = PORG_ABSOLUTE;
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port->mDefFlags = PORTF_TYPEINTERACTIVE;
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// we need to create the backlink here, too.
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ln.portalindex = Level->linePortals.Reserve(1);
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port = &Level->linePortals.Last();
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memset(port, 0, sizeof(FLinePortal));
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port->mOrigin = &ln;
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port->mDestination = line;
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port->mType = PORTT_LINKED;
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port->mAlign = PORG_ABSOLUTE;
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port->mDefFlags = PORTF_TYPEINTERACTIVE;
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}
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}
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}
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else
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{
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// undefined type
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return;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Lower stacks go in the bottom sector.
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//
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//-----------------------------------------------------------------------------
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void MapLoader::SetupFloorPortal (AActor *point)
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{
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auto it = Level->GetActorIterator(NAME_LowerStackLookOnly, point->tid);
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sector_t *Sector = point->Sector;
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auto skyv = it.Next();
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if (skyv != nullptr)
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{
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skyv->target = point;
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if (Sector->GetAlpha(sector_t::floor) == 1.)
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Sector->SetAlpha(sector_t::floor, clamp(point->args[0], 0, 255) / 255.);
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Sector->Portals[sector_t::floor] = Level->GetStackPortal(skyv, sector_t::floor);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Upper stacks go in the top sector.
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//
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//-----------------------------------------------------------------------------
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void MapLoader::SetupCeilingPortal (AActor *point)
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{
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auto it = Level->GetActorIterator(NAME_UpperStackLookOnly, point->tid);
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sector_t *Sector = point->Sector;
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auto skyv = it.Next();
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if (skyv != nullptr)
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{
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skyv->target = point;
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if (Sector->GetAlpha(sector_t::ceiling) == 1.)
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Sector->SetAlpha(sector_t::ceiling, clamp(point->args[0], 0, 255) / 255.);
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Sector->Portals[sector_t::ceiling] = Level->GetStackPortal(skyv, sector_t::ceiling);
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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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void MapLoader::SetupPortals()
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{
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auto it = Level->GetThinkerIterator<AActor>(NAME_StackPoint);
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AActor *pt;
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TArray<AActor *> points;
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while ((pt = it.Next()))
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{
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FName nm = pt->GetClass()->TypeName;
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if (nm == NAME_UpperStackLookOnly)
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{
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SetupFloorPortal(pt);
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}
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else if (nm == NAME_LowerStackLookOnly)
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{
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SetupCeilingPortal(pt);
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}
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pt->special1 = 0;
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points.Push(pt);
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}
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// the semantics here are incredibly lax so the final setup can only be done once all portals have been created,
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// because later stackpoints will happily overwrite info in older ones, if there are multiple links.
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for (auto &s : Level->sectorPortals)
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{
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if (s.mType == PORTS_STACKEDSECTORTHING && s.mSkybox)
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{
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for (auto &ss : Level->sectorPortals)
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{
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if (ss.mType == PORTS_STACKEDSECTORTHING && ss.mSkybox == s.mSkybox->target)
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{
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s.mPartner = unsigned((&ss) - &Level->sectorPortals[0]);
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}
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}
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}
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}
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// Now we can finally set the displacement and delete the stackpoint reference.
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for (auto &s : Level->sectorPortals)
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{
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if (s.mType == PORTS_STACKEDSECTORTHING && s.mSkybox)
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{
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s.mDisplacement = s.mSkybox->Pos() - s.mSkybox->target->Pos();
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s.mSkybox = nullptr;
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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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void MapLoader::SetPortal(sector_t *sector, int plane, unsigned pnum, double alpha)
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{
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// plane: 0=floor, 1=ceiling, 2=both
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if (plane > 0)
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{
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if (sector->GetPortalType(sector_t::ceiling) == PORTS_SKYVIEWPOINT)
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{
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sector->Portals[sector_t::ceiling] = pnum;
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if (sector->GetAlpha(sector_t::ceiling) == 1.)
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sector->SetAlpha(sector_t::ceiling, alpha);
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if (Level->sectorPortals[pnum].mFlags & PORTSF_SKYFLATONLY)
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sector->SetTexture(sector_t::ceiling, skyflatnum);
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}
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}
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if (plane == 2 || plane == 0)
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{
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if (sector->GetPortalType(sector_t::floor) == PORTS_SKYVIEWPOINT)
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{
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sector->Portals[sector_t::floor] = pnum;
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}
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if (sector->GetAlpha(sector_t::floor) == 1.)
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sector->SetAlpha(sector_t::floor, alpha);
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if (Level->sectorPortals[pnum].mFlags & PORTSF_SKYFLATONLY)
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sector->SetTexture(sector_t::floor, skyflatnum);
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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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void MapLoader::CopyPortal(int sectortag, int plane, unsigned pnum, double alpha, bool tolines)
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{
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int s;
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auto itr = Level->GetSectorTagIterator(sectortag);
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while ((s = itr.Next()) >= 0)
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{
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SetPortal(&Level->sectors[s], plane, pnum, alpha);
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}
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for (auto &line : Level->lines)
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{
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// Check if this portal needs to be copied to other sectors
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// This must be done here to ensure that it gets done only after the portal is set up
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if (line.special == Sector_SetPortal &&
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line.args[1] == 1 &&
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(line.args[2] == plane || line.args[2] == 3) &&
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line.args[3] == sectortag)
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{
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if (line.args[0] == 0)
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{
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SetPortal(line.frontsector, plane, pnum, alpha);
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}
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else
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{
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auto itr = Level->GetSectorTagIterator(line.args[0]);
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while ((s = itr.Next()) >= 0)
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{
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SetPortal(&Level->sectors[s], plane, pnum, alpha);
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}
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}
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}
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if (tolines && line.special == Sector_SetPortal &&
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line.args[1] == 5 &&
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line.args[3] == sectortag)
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{
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if (line.args[0] == 0)
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{
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line.portaltransferred = pnum;
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}
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else
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{
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auto itr = Level->GetLineIdIterator(line.args[0]);
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while ((s = itr.Next()) >= 0)
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{
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Level->lines[s].portaltransferred = pnum;
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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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//-----------------------------------------------------------------------------
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void MapLoader::SpawnPortal(line_t *line, int sectortag, int plane, int bytealpha, int linked)
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{
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if (plane < 0 || plane > 2 || (linked && plane == 2)) return;
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for (auto &oline : Level->lines)
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{
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// We must look for the reference line with a linear search unless we want to waste the line ID for it
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// which is not a good idea.
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if (oline.special == Sector_SetPortal &&
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oline.args[0] == sectortag &&
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oline.args[1] == linked &&
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oline.args[2] == plane &&
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oline.args[3] == 1)
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{
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// beware of overflows.
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DVector2 pos1 = line->v1->fPos() + line->Delta() / 2;
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DVector2 pos2 = oline.v1->fPos() + oline.Delta() / 2;
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unsigned pnum = Level->GetPortal(linked ? PORTS_LINKEDPORTAL : PORTS_PORTAL, plane, line->frontsector, oline.frontsector, pos2 - pos1);
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CopyPortal(sectortag, plane, pnum, bytealpha / 255., false);
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return;
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}
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}
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}
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//-----------------------------------------------------------------------------
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//
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// This searches the viewpoint's sector
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// for a skybox line special, gets its tag and transfers the skybox to all tagged sectors.
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//
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//-----------------------------------------------------------------------------
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void MapLoader::SpawnSkybox(AActor *origin)
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{
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sector_t *Sector = origin->Sector;
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if (Sector == NULL)
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{
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Printf("Sector not initialized for SkyCamCompat\n");
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origin->Sector = Sector = Level->PointInSector(origin->Pos());
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}
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if (Sector)
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{
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for(auto refline : Sector->Lines)
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{
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if (refline->special == Sector_SetPortal && refline->args[1] == 2)
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{
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// We found the setup linedef for this skybox, so let's use it for our init.
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unsigned pnum = Level->GetSkyboxPortal(origin);
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CopyPortal(refline->args[0], refline->args[2], pnum, 0, true);
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return;
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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_SetSectorDamage
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//
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// Sets damage properties for one sector. Allows combination of original specials with explicit use of the damage properties
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//
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//-----------------------------------------------------------------------------
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static void SetupSectorDamage(sector_t *sector, int damage, int interval, int leakchance, FName type, int flags)
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{
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// Only set if damage is not yet initialized. This ensures that UDMF takes precedence over sector specials.
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if (sector->damageamount == 0)
|
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{
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sector->damageamount = damage;
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sector->damageinterval = MAX(1, interval);
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sector->leakydamage = leakchance;
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sector->damagetype = type;
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sector->Flags = (sector->Flags & ~SECF_DAMAGEFLAGS) | (flags & SECF_DAMAGEFLAGS);
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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_InitSectorSpecial
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//
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// Sets up everything derived from 'sector->special' for one sector
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// ('fromload' is necessary to allow conversion upon savegame load.)
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//
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//-----------------------------------------------------------------------------
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void MapLoader::InitSectorSpecial(sector_t *sector, int special)
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{
|
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// [RH] All secret sectors are marked with a BOOM-ish bitfield
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if (sector->special & SECRET_MASK)
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{
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sector->Flags |= SECF_SECRET | SECF_WASSECRET;
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Level->total_secrets++;
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}
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if (sector->special & FRICTION_MASK)
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{
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sector->Flags |= SECF_FRICTION;
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}
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if (sector->special & PUSH_MASK)
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{
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sector->Flags |= SECF_PUSH;
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}
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if ((sector->special & DAMAGE_MASK) == 0x100)
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{
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SetupSectorDamage(sector, 5, 32, 0, NAME_Fire, 0);
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}
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else if ((sector->special & DAMAGE_MASK) == 0x200)
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{
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SetupSectorDamage(sector, 10, 32, 0, NAME_Slime, 0);
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}
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else if ((sector->special & DAMAGE_MASK) == 0x300)
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{
|
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SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
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}
|
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sector->special &= 0xff;
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|
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// [RH] Normal DOOM special or BOOM specialized?
|
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bool keepspecial = false;
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SpawnLights(sector);
|
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switch (sector->special)
|
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{
|
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case dLight_Strobe_Hurt:
|
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SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
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break;
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|
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case dDamage_Hellslime:
|
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SetupSectorDamage(sector, 10, 32, 0, NAME_Slime, 0);
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break;
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|
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case dDamage_Nukage:
|
|
SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dSector_DoorCloseIn30:
|
|
Level->CreateThinker<DDoor>(sector, DDoor::doorWaitClose, 2, 0, 0, 30 * TICRATE);
|
|
break;
|
|
|
|
case dDamage_End:
|
|
SetupSectorDamage(sector, 20, 32, 256, NAME_None, SECF_ENDGODMODE|SECF_ENDLEVEL);
|
|
break;
|
|
|
|
case dSector_DoorRaiseIn5Mins:
|
|
Level->CreateThinker<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:
|
|
SetupSectorDamage(sector, 20, 32, 5, NAME_Slime, 0);
|
|
break;
|
|
|
|
case dDamage_LavaWimpy:
|
|
SetupSectorDamage(sector, 5, 16, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
break;
|
|
|
|
case dDamage_LavaHefty:
|
|
SetupSectorDamage(sector, 8, 16, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
break;
|
|
|
|
case dScroll_EastLavaDamage:
|
|
SetupSectorDamage(sector, 5, 16, 256, NAME_Fire, SECF_DMGTERRAINFX);
|
|
CreateScroller(EScroll::sc_floor, -4., 0, sector, 0);
|
|
keepspecial = true;
|
|
break;
|
|
|
|
case hDamage_Sludge:
|
|
SetupSectorDamage(sector, 4, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case sLight_Strobe_Hurt:
|
|
SetupSectorDamage(sector, 5, 32, 0, NAME_Slime, 0);
|
|
break;
|
|
|
|
case sDamage_Hellslime:
|
|
SetupSectorDamage(sector, 2, 32, 0, NAME_Slime, SECF_HAZARD);
|
|
break;
|
|
|
|
case Damage_InstantDeath:
|
|
// Strife's instant death sector
|
|
SetupSectorDamage(sector, TELEFRAG_DAMAGE, 1, 256, NAME_InstantDeath, 0);
|
|
break;
|
|
|
|
case sDamage_SuperHellslime:
|
|
SetupSectorDamage(sector, 4, 32, 0, NAME_Slime, SECF_HAZARD);
|
|
break;
|
|
|
|
case Sector_Hidden:
|
|
sector->MoreFlags |= SECMF_HIDDEN;
|
|
break;
|
|
|
|
case Sector_Heal:
|
|
// CoD's healing sector
|
|
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.;
|
|
CreateScroller(EScroll::sc_floor, dx, dy, sector, 0);
|
|
}
|
|
else if (sector->special >= Carry_East5 && sector->special <= Carry_East35)
|
|
{
|
|
// Heretic scroll special
|
|
// Only east scrollers also scroll the texture
|
|
CreateScroller(EScroll::sc_floor, -0.5 * (1 << ((sector->special & 0xff) - Carry_East5)), 0, sector, 0);
|
|
}
|
|
keepspecial = true;
|
|
break;
|
|
}
|
|
if (!keepspecial) sector->special = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// P_SpawnSpecials
|
|
//
|
|
// After the map has been loaded, scan for specials that spawn thinkers
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void MapLoader::SpawnSpecials ()
|
|
{
|
|
SetupPortals();
|
|
|
|
for (auto &sec : Level->sectors)
|
|
{
|
|
if (sec.special == 0)
|
|
continue;
|
|
|
|
InitSectorSpecial(&sec, sec.special);
|
|
}
|
|
|
|
ProcessEDSectors();
|
|
|
|
// Init other misc stuff
|
|
|
|
SpawnScrollers(); // killough 3/7/98: Add generalized scrollers
|
|
SpawnFriction(); // phares 3/12/98: New friction model using linedefs
|
|
SpawnPushers(); // phares 3/20/98: New pusher model using linedefs
|
|
|
|
auto it2 = Level->GetThinkerIterator<AActor>(NAME_SkyCamCompat);
|
|
AActor *pt2;
|
|
while ((pt2 = it2.Next()))
|
|
{
|
|
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 |= SECMF_FAKEFLOORONLY;
|
|
}
|
|
if (line.args[1] & 4)
|
|
{
|
|
sec->MoreFlags |= SECMF_CLIPFAKEPLANES;
|
|
}
|
|
if (line.args[1] & 8)
|
|
{
|
|
sec->MoreFlags |= SECMF_UNDERWATER;
|
|
}
|
|
else if (forcewater)
|
|
{
|
|
sec->MoreFlags |= SECMF_FORCEDUNDERWATER;
|
|
}
|
|
if (line.args[1] & 16)
|
|
{
|
|
sec->MoreFlags |= SECMF_IGNOREHEIGHTSEC;
|
|
}
|
|
else Level->HasHeightSecs = true;
|
|
if (line.args[1] & 32)
|
|
{
|
|
sec->MoreFlags |= SECMF_NOFAKELIGHT;
|
|
}
|
|
auto itr = Level->GetSectorTagIterator(line.args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Level->sectors[s].heightsec = sec;
|
|
sec->e->FakeFloor.Sectors.Push(&Level->sectors[s]);
|
|
Level->sectors[s].MoreFlags |= (sec->MoreFlags & SECMF_IGNOREHEIGHTSEC); // copy this to the destination sector for easier checking.
|
|
Level->sectors[s].AdjustFloorClip();
|
|
}
|
|
break;
|
|
}
|
|
|
|
// killough 3/16/98: Add support for setting
|
|
// floor lighting independently (e.g. lava)
|
|
case Transfer_FloorLight:
|
|
Level->CreateThinker<DLightTransfer> (line.frontsector, line.args[0], true);
|
|
break;
|
|
|
|
// killough 4/11/98: Add support for setting
|
|
// ceiling lighting independently
|
|
case Transfer_CeilingLight:
|
|
Level->CreateThinker<DLightTransfer> (line.frontsector, line.args[0], false);
|
|
break;
|
|
|
|
// [Graf Zahl] Add support for setting lighting
|
|
// per wall independently
|
|
case Transfer_WallLight:
|
|
Level->CreateThinker<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)
|
|
{
|
|
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 = Level->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:
|
|
SpawnLinePortal(&line);
|
|
break;
|
|
|
|
// [RH] ZDoom Static_Init settings
|
|
case Static_Init:
|
|
switch (line.args[1])
|
|
{
|
|
case Init_Gravity:
|
|
{
|
|
double grav = line.Delta().Length() / 100.;
|
|
auto itr = Level->GetSectorTagIterator(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());
|
|
auto itr = Level->GetSectorTagIterator(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:
|
|
{
|
|
auto itr = Level->GetSectorTagIterator(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
|
|
Level->Behaviors.StartTypedScripts (SCRIPT_Open, NULL, false);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void MapLoader::SpawnFriction()
|
|
{
|
|
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 (Level, l->args[0], length, false);
|
|
l->special = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Creates all 3D floors defined by one linedef
|
|
//
|
|
//==========================================================================
|
|
|
|
int MapLoader::Set3DFloor(line_t * line, int param, int param2, int alpha)
|
|
{
|
|
int s;
|
|
int flags;
|
|
int tag = line->args[0];
|
|
sector_t * sec = line->frontsector, *ss;
|
|
|
|
auto itr = Level->GetSectorTagIterator(tag);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
ss = &Level->sectors[s];
|
|
|
|
if (param == 0)
|
|
{
|
|
flags = FF_EXISTS | FF_RENDERALL | FF_SOLID | FF_INVERTSECTOR;
|
|
alpha = 255;
|
|
for (auto l: sec->Lines)
|
|
{
|
|
if (l->special == Sector_SetContents && l->frontsector == sec)
|
|
{
|
|
alpha = clamp<int>(l->args[1], 0, 100);
|
|
if (l->args[2] & 1) flags &= ~FF_SOLID;
|
|
if (l->args[2] & 2) flags |= FF_SEETHROUGH;
|
|
if (l->args[2] & 4) flags |= FF_SHOOTTHROUGH;
|
|
if (l->args[2] & 8) flags |= FF_ADDITIVETRANS;
|
|
if (alpha != 100) flags |= FF_TRANSLUCENT;//|FF_BOTHPLANES|FF_ALLSIDES;
|
|
if (l->args[0])
|
|
{
|
|
// Yes, Vavoom's 3D-floor definitions suck!
|
|
// The content list changed in r1783 of Vavoom to be unified
|
|
// among all its supported games, so it has now ten different
|
|
// values instead of just five.
|
|
static uint32_t vavoomcolors[] = { VC_EMPTY,
|
|
VC_WATER, VC_LAVA, VC_NUKAGE, VC_SLIME, VC_HELLSLIME,
|
|
VC_BLOOD, VC_SLUDGE, VC_HAZARD, VC_BOOMWATER };
|
|
flags |= FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_FLOOD;
|
|
|
|
l->frontsector->Colormap.FadeColor = vavoomcolors[l->args[0]] & VC_COLORMASK;
|
|
l->frontsector->Colormap.FogDensity = 0;
|
|
}
|
|
alpha = (alpha * 255) / 100;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (param == 4)
|
|
{
|
|
flags = FF_EXISTS | FF_RENDERPLANES | FF_INVERTPLANES | FF_NOSHADE | FF_FIX;
|
|
if (param2 & 1) flags |= FF_SEETHROUGH; // marker for allowing missing texture checks
|
|
alpha = 255;
|
|
}
|
|
else
|
|
{
|
|
static const int defflags[] = { 0,
|
|
FF_SOLID,
|
|
FF_SWIMMABLE | FF_BOTHPLANES | FF_ALLSIDES | FF_SHOOTTHROUGH | FF_SEETHROUGH,
|
|
FF_SHOOTTHROUGH | FF_SEETHROUGH,
|
|
};
|
|
|
|
flags = defflags[param & 3] | FF_EXISTS | FF_RENDERALL;
|
|
|
|
if (param & 4) flags |= FF_ALLSIDES | FF_BOTHPLANES;
|
|
if (param & 16) flags ^= FF_SEETHROUGH;
|
|
if (param & 32) flags ^= FF_SHOOTTHROUGH;
|
|
|
|
if (param2 & 1) flags |= FF_NOSHADE;
|
|
if (param2 & 2) flags |= FF_DOUBLESHADOW;
|
|
if (param2 & 4) flags |= FF_FOG;
|
|
if (param2 & 8) flags |= FF_THINFLOOR;
|
|
if (param2 & 16) flags |= FF_UPPERTEXTURE;
|
|
if (param2 & 32) flags |= FF_LOWERTEXTURE;
|
|
if (param2 & 64) flags |= FF_ADDITIVETRANS | FF_TRANSLUCENT;
|
|
// if flooding is used the floor must be non-solid and is automatically made shootthrough and seethrough
|
|
if ((param2 & 128) && !(flags & FF_SOLID)) flags |= FF_FLOOD | FF_SEETHROUGH | FF_SHOOTTHROUGH;
|
|
if (param2 & 512) flags |= FF_FADEWALLS;
|
|
if (param2&1024) flags |= FF_RESET;
|
|
FTextureID tex = line->sidedef[0]->GetTexture(side_t::top);
|
|
if (!tex.Exists() && alpha < 255)
|
|
{
|
|
alpha = -tex.GetIndex();
|
|
}
|
|
alpha = clamp(alpha, 0, 255);
|
|
if (alpha == 0) flags &= ~(FF_RENDERALL | FF_BOTHPLANES | FF_ALLSIDES);
|
|
else if (alpha != 255) flags |= FF_TRANSLUCENT;
|
|
|
|
}
|
|
P_Add3DFloor(ss, sec, line, flags, alpha);
|
|
}
|
|
// To be 100% safe this should be done even if the alpha by texture value isn't used.
|
|
if (!line->sidedef[0]->GetTexture(side_t::top).isValid())
|
|
line->sidedef[0]->SetTexture(side_t::top, FNullTextureID());
|
|
return 1;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Spawns 3D floors
|
|
//
|
|
//==========================================================================
|
|
|
|
void MapLoader::Spawn3DFloors ()
|
|
{
|
|
static int flagvals[] = {512, 2+512, 512+1024};
|
|
|
|
for (auto &line : Level->lines)
|
|
{
|
|
switch(line.special)
|
|
{
|
|
case ExtraFloor_LightOnly:
|
|
if (line.args[1] < 0 || line.args[1] > 2) line.args[1] = 0;
|
|
if (line.args[0] != 0)
|
|
Set3DFloor(&line, 3, flagvals[line.args[1]], 0);
|
|
break;
|
|
|
|
case Sector_Set3DFloor:
|
|
// The flag high-byte/line id is only needed in Hexen format.
|
|
// UDMF can set both of these parameters without any restriction of the usable values.
|
|
// In Doom format the translators can take full integers for the tag and the line ID always is the same as the tag.
|
|
if (Level->maptype == MAPTYPE_HEXEN)
|
|
{
|
|
if (line.args[1]&8)
|
|
{
|
|
Level->tagManager.AddLineID(line.Index(), line.args[4]);
|
|
}
|
|
else
|
|
{
|
|
line.args[0]+=256*line.args[4];
|
|
line.args[4]=0;
|
|
}
|
|
}
|
|
Set3DFloor(&line, line.args[1]&~8, line.args[2], line.args[3]);
|
|
break;
|
|
|
|
default:
|
|
continue;
|
|
}
|
|
line.special=0;
|
|
line.args[0] = line.args[1] = line.args[2] = line.args[3] = line.args[4] = 0;
|
|
}
|
|
|
|
for (auto &sec : Level->sectors)
|
|
{
|
|
P_Recalculate3DFloors(&sec);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Spawns light effects
|
|
//
|
|
//==========================================================================
|
|
|
|
void MapLoader::SpawnLights(sector_t *sector)
|
|
{
|
|
const int STROBEBRIGHT = 5;
|
|
const int FASTDARK = 15;
|
|
const int SLOWDARK = TICRATE;
|
|
|
|
switch (sector->special)
|
|
{
|
|
case Light_Phased:
|
|
Level->CreateThinker<DPhased>(sector, 48, 63 - (sector->lightlevel & 63));
|
|
break;
|
|
|
|
// [RH] Hexen-like phased lighting
|
|
case LightSequenceStart:
|
|
Level->CreateThinker<DPhased>(sector)->Propagate();
|
|
break;
|
|
|
|
case dLight_Flicker:
|
|
Level->CreateThinker<DLightFlash>(sector);
|
|
break;
|
|
|
|
case dLight_StrobeFast:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
|
|
break;
|
|
|
|
case dLight_StrobeSlow:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, SLOWDARK, false);
|
|
break;
|
|
|
|
case dLight_Strobe_Hurt:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
|
|
break;
|
|
|
|
case dLight_Glow:
|
|
Level->CreateThinker<DGlow>(sector);
|
|
break;
|
|
|
|
case dLight_StrobeSlowSync:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, SLOWDARK, true);
|
|
break;
|
|
|
|
case dLight_StrobeFastSync:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, FASTDARK, true);
|
|
break;
|
|
|
|
case dLight_FireFlicker:
|
|
Level->CreateThinker<DFireFlicker>(sector);
|
|
break;
|
|
|
|
case dScroll_EastLavaDamage:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
|
|
break;
|
|
|
|
case sLight_Strobe_Hurt:
|
|
Level->CreateThinker<DStrobe>(sector, STROBEBRIGHT, FASTDARK, false);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
|
|
// NULL otherwise.
|
|
|
|
AActor *MapLoader::GetPushThing(int s)
|
|
{
|
|
AActor* thing;
|
|
sector_t* sec;
|
|
|
|
sec = &Level->sectors[s];
|
|
thing = sec->thinglist;
|
|
|
|
while (thing &&
|
|
thing->GetClass()->TypeName != NAME_PointPusher &&
|
|
thing->GetClass()->TypeName != NAME_PointPuller)
|
|
{
|
|
thing = thing->snext;
|
|
}
|
|
return thing;
|
|
}
|
|
|
|
/////////////////////////////
|
|
//
|
|
// Initialize the sectors where pushers are present
|
|
//
|
|
|
|
void MapLoader::SpawnPushers()
|
|
{
|
|
line_t *l = &Level->lines[0];
|
|
int s;
|
|
|
|
for (unsigned i = 0; i < Level->lines.Size(); i++, l++)
|
|
{
|
|
switch (l->special)
|
|
{
|
|
case Sector_SetWind: // wind
|
|
{
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
Level->CreateThinker<DPusher>(DPusher::p_wind, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
|
|
l->special = 0;
|
|
break;
|
|
}
|
|
|
|
case Sector_SetCurrent: // current
|
|
{
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
Level->CreateThinker<DPusher>(DPusher::p_current, l->args[3] ? l : nullptr, l->args[1], l->args[2], nullptr, s);
|
|
l->special = 0;
|
|
break;
|
|
}
|
|
|
|
case PointPush_SetForce: // push/pull
|
|
if (l->args[0]) { // [RH] Find thing by sector
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
AActor *thing = GetPushThing(s);
|
|
if (thing) { // No MT_P* means no effect
|
|
// [RH] Allow narrowing it down by tid
|
|
if (!l->args[1] || l->args[1] == thing->tid)
|
|
Level->CreateThinker<DPusher>(DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
|
0, thing, s);
|
|
}
|
|
}
|
|
}
|
|
else { // [RH] Find thing by tid
|
|
AActor *thing;
|
|
auto iterator = Level->GetActorIterator(l->args[1]);
|
|
|
|
while ((thing = iterator.Next()))
|
|
{
|
|
if (thing->GetClass()->TypeName == NAME_PointPusher ||
|
|
thing->GetClass()->TypeName == NAME_PointPuller)
|
|
{
|
|
Level->CreateThinker<DPusher>(DPusher::p_push, l->args[3] ? l : NULL, l->args[2], 0, thing, thing->Sector->Index());
|
|
}
|
|
}
|
|
}
|
|
l->special = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Initialize the scrollers
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void MapLoader::SpawnScrollers()
|
|
{
|
|
auto SCROLLTYPE = [](int i) { return EScrollPos((i <= 0) || (i & ~7) ? 7 : i); };
|
|
|
|
line_t *l = &Level->lines[0];
|
|
side_t *side;
|
|
TArray<int> copyscrollers;
|
|
|
|
for (auto &line : Level->lines)
|
|
{
|
|
if (line.special == Sector_CopyScroller)
|
|
{
|
|
// don't allow copying the scroller if the sector has the same tag as it would just duplicate it.
|
|
if (!Level->SectorHasTag(line.frontsector, line.args[0]))
|
|
{
|
|
copyscrollers.Push(line.Index());
|
|
}
|
|
line.special = 0;
|
|
}
|
|
}
|
|
|
|
for (unsigned i = 0; i < Level->lines.Size(); i++, l++)
|
|
{
|
|
double dx; // direction and speed of scrolling
|
|
double dy;
|
|
sector_t *control = nullptr;
|
|
int accel = 0; // no control sector or acceleration
|
|
int special = l->special;
|
|
|
|
// Check for undefined parameters that are non-zero and output messages for them.
|
|
// We don't report for specials we don't understand.
|
|
FLineSpecial *spec = P_GetLineSpecialInfo(special);
|
|
if (spec != nullptr)
|
|
{
|
|
int max = spec->map_args;
|
|
for (unsigned arg = max; arg < countof(l->args); ++arg)
|
|
{
|
|
if (l->args[arg] != 0)
|
|
{
|
|
Printf("Line %d (type %d:%s), arg %u is %d (should be 0)\n",
|
|
i, special, spec->name, arg + 1, l->args[arg]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// killough 3/7/98: Types 245-249 are same as 250-254 except that the
|
|
// first side's sector's heights cause scrolling when they change, and
|
|
// this linedef controls the direction and speed of the scrolling. The
|
|
// most complicated linedef since donuts, but powerful :)
|
|
//
|
|
// killough 3/15/98: Add acceleration. Types 214-218 are the same but
|
|
// are accelerative.
|
|
|
|
// [RH] Assume that it's a scroller and zero the line's special.
|
|
l->special = 0;
|
|
|
|
dx = dy = 0; // Shut up, GCC
|
|
|
|
if (special == Scroll_Ceiling ||
|
|
special == Scroll_Floor ||
|
|
special == Scroll_Texture_Model)
|
|
{
|
|
if (l->args[1] & 3)
|
|
{
|
|
// if 1, then displacement
|
|
// if 2, then accelerative (also if 3)
|
|
control = l->sidedef[0]->sector;
|
|
if (l->args[1] & 2)
|
|
accel = 1;
|
|
}
|
|
if (special == Scroll_Texture_Model || l->args[1] & 4)
|
|
{
|
|
// The line housing the special controls the
|
|
// direction and speed of scrolling.
|
|
dx = l->Delta().X / 32.;
|
|
dy = l->Delta().Y / 32.;
|
|
}
|
|
else
|
|
{
|
|
// The speed and direction are parameters to the special.
|
|
dx = (l->args[3] - 128) / 32.;
|
|
dy = (l->args[4] - 128) / 32.;
|
|
}
|
|
}
|
|
|
|
switch (special)
|
|
{
|
|
int s;
|
|
|
|
case Scroll_Ceiling:
|
|
{
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_ceiling, -dx, dy, control, &Level->sectors[s], nullptr, accel);
|
|
}
|
|
for (unsigned j = 0; j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &Level->lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 1))
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_ceiling, -dx, dy, control, line->frontsector, nullptr, accel);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Scroll_Floor:
|
|
if (l->args[2] != 1)
|
|
{ // scroll the floor texture
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_floor, -dx, dy, control, &Level->sectors[s], nullptr, accel);
|
|
}
|
|
for (unsigned j = 0; j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &Level->lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 2))
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_floor, -dx, dy, control, line->frontsector, nullptr, accel);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (l->args[2] > 0)
|
|
{ // carry objects on the floor
|
|
auto itr = Level->GetSectorTagIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_carry, dx, dy, control, &Level->sectors[s], nullptr, accel);
|
|
}
|
|
for (unsigned j = 0; j < copyscrollers.Size(); j++)
|
|
{
|
|
line_t *line = &Level->lines[copyscrollers[j]];
|
|
|
|
if (line->args[0] == l->args[0] && (line->args[1] & 4))
|
|
{
|
|
Level->CreateThinker<DScroller>(EScroll::sc_carry, dx, dy, control, line->frontsector, nullptr, accel);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
// killough 3/1/98: scroll wall according to linedef
|
|
// (same direction and speed as scrolling floors)
|
|
case Scroll_Texture_Model:
|
|
{
|
|
if (l->args[0] != 0)
|
|
{
|
|
auto itr = Level->GetLineIdIterator(l->args[0]);
|
|
while ((s = itr.Next()) >= 0)
|
|
{
|
|
if (s != (int)i)
|
|
Level->CreateThinker<DScroller>(dx, dy, &Level->lines[s], control, accel);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Level->CreateThinker<DScroller>(dx, dy, l, control, accel);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case Scroll_Texture_Offsets:
|
|
// killough 3/2/98: scroll according to sidedef offsets
|
|
side = Level->lines[i].sidedef[0];
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, -side->GetTextureXOffset(side_t::mid),
|
|
side->GetTextureYOffset(side_t::mid), nullptr, nullptr, side, accel, SCROLLTYPE(l->args[0]));
|
|
break;
|
|
|
|
case Scroll_Texture_Left:
|
|
l->special = special; // Restore the special, for compat_useblocking's benefit.
|
|
side = Level->lines[i].sidedef[0];
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, l->args[0] / 64., 0, nullptr, nullptr, side, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Right:
|
|
l->special = special;
|
|
side = Level->lines[i].sidedef[0];
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, -l->args[0] / 64., 0, nullptr, nullptr, side, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Up:
|
|
l->special = special;
|
|
side = Level->lines[i].sidedef[0];
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, 0, l->args[0] / 64., nullptr, nullptr, side, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Down:
|
|
l->special = special;
|
|
side = Level->lines[i].sidedef[0];
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, 0, -l->args[0] / 64., nullptr, nullptr, side, accel, SCROLLTYPE(l->args[1]));
|
|
break;
|
|
|
|
case Scroll_Texture_Both:
|
|
side = Level->lines[i].sidedef[0];
|
|
if (l->args[0] == 0) {
|
|
dx = (l->args[1] - l->args[2]) / 64.;
|
|
dy = (l->args[4] - l->args[3]) / 64.;
|
|
Level->CreateThinker<DScroller>(EScroll::sc_side, dx, dy, nullptr, nullptr, side, accel);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
// [RH] It wasn't a scroller after all, so restore the special.
|
|
l->special = special;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void MapLoader::CreateScroller(EScroll type, double dx, double dy, sector_t *affectee, int accel, EScrollPos scrollpos)
|
|
{
|
|
Level->CreateThinker<DScroller>(type, dx, dy, nullptr, affectee, nullptr, accel, scrollpos);
|
|
}
|