qzdoom-gpl/src/p_lnspec.cpp
Christoph Oelckers 02d7572343 - some header dependency cleanup so that it is no longer needed to include portal.h to get the inline functions. Portal.h has been reduced of most dependencies now so that including it is cheap and can be done in other headers.
- some consolidation in p_map.cpp. PIT_CheckLine and PIT_FindFloorCeiling had quite a bit of redundancy which has been merged.
- Ĩontinued work on FMultiBlockLinesIterator. It's still not completely finished.
2016-02-19 14:08:41 +01:00

3794 lines
93 KiB
C++

/*
** p_lnspec.cpp
** Handles line specials
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Each function returns true if it caused something to happen
** or false if it could not perform the desired action.
*/
#include "doomstat.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "g_level.h"
#include "v_palette.h"
#include "tables.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "a_lightning.h"
#include "statnums.h"
#include "s_sound.h"
#include "templates.h"
#include "a_keys.h"
#include "gi.h"
#include "m_random.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "r_data/r_translate.h"
#include "p_3dmidtex.h"
#include "d_net.h"
#include "d_event.h"
#include "gstrings.h"
#include "po_man.h"
#include "d_player.h"
#include "r_utility.h"
#include "r_data/colormaps.h"
#include "fragglescript/t_fs.h"
#include "p_spec.h"
// Remaps EE sector change types to Generic_Floor values. According to the Eternity Wiki:
/*
0 : No texture or type change. ( = 0)
1 : Copy texture, zero type; trigger model. ( = 1)
2 : Copy texture, zero type; numeric model. ( = 1+4)
3 : Copy texture, preserve type; trigger model. ( = 3)
4 : Copy texture, preserve type; numeric model. ( = 3+4)
5 : Copy texture and type; trigger model. ( = 2)
6 : Copy texture and type; numeric model. ( = 2+4)
*/
static const BYTE ChangeMap[8] = { 0, 1, 5, 3, 7, 2, 6, 0 };
#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
int arg0, int arg1, int arg2, int arg3, int arg4)
#define SPEED(a) ((a)*(FRACUNIT/8))
#define TICS(a) (((a)*TICRATE)/35)
#define OCTICS(a) (((a)*TICRATE)/8)
#define BYTEANGLE(a) ((angle_t)((a)<<24))
#define CRUSH(a) ((a) > 0? (a) : -1)
#define CRUSHTYPE(a) ((a)==1? false : (a)==2? true : gameinfo.gametype == GAME_Hexen)
#define CHANGE(a) (((a) >= 0 && (a)<=7)? ChangeMap[a]:0)
static FRandom pr_glass ("GlassBreak");
// There are aliases for the ACS specials that take names instead of numbers.
// This table maps them onto the real number-based specials.
BYTE NamedACSToNormalACS[7] =
{
ACS_Execute,
ACS_Suspend,
ACS_Terminate,
ACS_LockedExecute,
ACS_LockedExecuteDoor,
ACS_ExecuteWithResult,
ACS_ExecuteAlways,
};
FName MODtoDamageType (int mod)
{
switch (mod)
{
default: return NAME_None; break;
case 9: return NAME_BFGSplash; break;
case 12: return NAME_Drowning; break;
case 13: return NAME_Slime; break;
case 14: return NAME_Fire; break;
case 15: return NAME_Crush; break;
case 16: return NAME_Telefrag; break;
case 17: return NAME_Falling; break;
case 18: return NAME_Suicide; break;
case 20: return NAME_Exit; break;
case 22: return NAME_Melee; break;
case 23: return NAME_Railgun; break;
case 24: return NAME_Ice; break;
case 25: return NAME_Disintegrate; break;
case 26: return NAME_Poison; break;
case 27: return NAME_Electric; break;
case 1000: return NAME_Massacre; break;
}
}
FUNC(LS_NOP)
{
return false;
}
FUNC(LS_Polyobj_RotateLeft)
// Polyobj_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false);
}
FUNC(LS_Polyobj_RotateRight)
// Polyobj_rotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false);
}
FUNC(LS_Polyobj_Move)
// Polyobj_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, false);
}
FUNC(LS_Polyobj_MoveTimes8)
// Polyobj_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false);
}
FUNC(LS_Polyobj_MoveTo)
// Polyobj_MoveTo (po, speed, x, y)
{
return EV_MovePolyTo (ln, arg0, SPEED(arg1), arg2 << FRACBITS, arg3 << FRACBITS, false);
}
FUNC(LS_Polyobj_MoveToSpot)
// Polyobj_MoveToSpot (po, speed, tid)
{
FActorIterator iterator (arg2);
AActor *spot = iterator.Next();
if (spot == NULL) return false;
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->X(), spot->Y(), false);
}
FUNC(LS_Polyobj_DoorSwing)
// Polyobj_DoorSwing (po, speed, angle, delay)
{
return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING);
}
FUNC(LS_Polyobj_DoorSlide)
// Polyobj_DoorSlide (po, speed, angle, distance, delay)
{
return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE);
}
FUNC(LS_Polyobj_OR_RotateLeft)
// Polyobj_OR_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true);
}
FUNC(LS_Polyobj_OR_RotateRight)
// Polyobj_OR_RotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true);
}
FUNC(LS_Polyobj_OR_Move)
// Polyobj_OR_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, true);
}
FUNC(LS_Polyobj_OR_MoveTimes8)
// Polyobj_OR_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true);
}
FUNC(LS_Polyobj_OR_MoveTo)
// Polyobj_OR_MoveTo (po, speed, x, y)
{
return EV_MovePolyTo (ln, arg0, SPEED(arg1), arg2 << FRACBITS, arg3 << FRACBITS, true);
}
FUNC(LS_Polyobj_OR_MoveToSpot)
// Polyobj_OR_MoveToSpot (po, speed, tid)
{
FActorIterator iterator (arg2);
AActor *spot = iterator.Next();
if (spot == NULL) return false;
return EV_MovePolyTo (ln, arg0, SPEED(arg1), spot->X(), spot->Y(), true);
}
FUNC(LS_Polyobj_Stop)
// Polyobj_Stop (po)
{
return EV_StopPoly (arg0);
}
FUNC(LS_Door_Close)
// Door_Close (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Open)
// Door_Open (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Raise)
// Door_Raise (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3);
}
FUNC(LS_Door_LockedRaise)
// Door_LockedRaise (tag, speed, delay, lock, lighttag)
{
return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it,
arg0, SPEED(arg1), TICS(arg2), arg3, arg4);
}
FUNC(LS_Door_CloseWaitOpen)
// Door_CloseWaitOpen (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3);
}
FUNC(LS_Door_WaitRaise)
// Door_WaitRaise(tag, speed, delay, wait, lighttag)
{
return EV_DoDoor(DDoor::doorWaitRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg4, false, TICS(arg3));
}
FUNC(LS_Door_WaitClose)
// Door_WaitRaise(tag, speed, wait, lighttag)
{
return EV_DoDoor(DDoor::doorWaitClose, ln, it, arg0, SPEED(arg1), 0, 0, arg3, false, TICS(arg2));
}
FUNC(LS_Door_Animated)
// Door_Animated (tag, speed, delay, lock)
{
if (arg3 != 0 && !P_CheckKeys (it, arg3, arg0 != 0))
return false;
return EV_SlidingDoor (ln, it, arg0, arg1, arg2);
}
FUNC(LS_Generic_Door)
// Generic_Door (tag, speed, kind, delay, lock)
{
int tag, lightTag;
DDoor::EVlDoor type;
bool boomgen = false;
switch (arg2 & 63)
{
case 0: type = DDoor::doorRaise; break;
case 1: type = DDoor::doorOpen; break;
case 2: type = DDoor::doorCloseWaitOpen; break;
case 3: type = DDoor::doorClose; break;
default: return false;
}
// Boom doesn't allow manual generalized doors to be activated while they move
if (arg2 & 64) boomgen = true;
if (arg2 & 128)
{
// New for 2.0.58: Finally support BOOM's local door light effect
tag = 0;
lightTag = arg0;
}
else
{
tag = arg0;
lightTag = 0;
}
return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag, boomgen);
}
FUNC(LS_Floor_LowerByValue)
// Floor_LowerByValue (tag, speed, height, change)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, -1, CHANGE(arg3), false);
}
FUNC(LS_Floor_LowerToLowest)
// Floor_LowerToLowest (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false);
}
FUNC(LS_Floor_LowerToHighest)
// Floor_LowerToHighest (tag, speed, adjust, hereticlower)
{
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, -1, 0, false, arg3==1);
}
FUNC(LS_Floor_LowerToHighestEE)
// Floor_LowerToHighest (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false);
}
FUNC(LS_Floor_LowerToNearest)
// Floor_LowerToNearest (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), false);
}
FUNC(LS_Floor_RaiseByValue)
// Floor_RaiseByValue (tag, speed, height, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, CRUSH(arg4), CHANGE(arg3), true);
}
FUNC(LS_Floor_RaiseToHighest)
// Floor_RaiseToHighest (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseToNearest)
// Floor_RaiseToNearest (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseToLowest)
// Floor_RaiseToLowest (tag, change, crush)
{
// This is merely done for completeness as it's a rather pointless addition.
return EV_DoFloor (DFloor::floorRaiseToLowest, ln, arg0, 2*FRACUNIT, 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseAndCrush)
// Floor_RaiseAndCrush (tag, speed, crush, crushmode)
{
return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Floor_RaiseAndCrushDoom)
// Floor_RaiseAndCrushDoom (tag, speed, crush, crushmode)
{
return EV_DoFloor (DFloor::floorRaiseAndCrushDoom, ln, arg0, SPEED(arg1), 0, arg2, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Floor_RaiseByValueTimes8)
// FLoor_RaiseByValueTimes8 (tag, speed, height, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, CRUSH(arg4), CHANGE(arg3), true);
}
FUNC(LS_Floor_LowerByValueTimes8)
// Floor_LowerByValueTimes8 (tag, speed, height, change)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, -1, CHANGE(arg3), false);
}
FUNC(LS_Floor_CrushStop)
// Floor_CrushStop (tag)
{
return EV_FloorCrushStop (arg0);
}
FUNC(LS_Floor_LowerInstant)
// Floor_LowerInstant (tag, unused, height, change)
{
return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, -1, CHANGE(arg3), false);
}
FUNC(LS_Floor_RaiseInstant)
// Floor_RaiseInstant (tag, unused, height, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, CRUSH(arg4), CHANGE(arg3), true);
}
FUNC(LS_Floor_ToCeilingInstant)
// Floor_ToCeilingInstant (tag, change, crush)
{
return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, 0, CRUSH(arg2), CHANGE(arg1), true);
}
FUNC(LS_Floor_MoveToValueTimes8)
// Floor_MoveToValueTimes8 (tag, speed, height, negative, change)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*8*(arg3?-1:1), -1, CHANGE(arg4), false);
}
FUNC(LS_Floor_MoveToValue)
// Floor_MoveToValue (tag, speed, height, negative, change)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*(arg3?-1:1), -1, CHANGE(arg4), false);
}
FUNC(LS_Floor_RaiseToLowestCeiling)
// Floor_RaiseToLowestCeiling (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_LowerToLowestCeiling)
// Floor_LowerToLowestCeiling (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseByTexture)
// Floor_RaiseByTexture (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_LowerByTexture)
// Floor_LowerByTexture (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorLowerByTexture, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseToCeiling)
// Floor_RaiseToCeiling (tag, speed, change, crush)
{
return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseByValueTxTy)
// Floor_RaiseByValueTxTy (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false);
}
FUNC(LS_Floor_LowerToLowestTxTy)
// Floor_LowerToLowestTxTy (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, -1, 0, false);
}
FUNC(LS_Floor_Waggle)
// Floor_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, ln, arg1, arg2, arg3, arg4, false);
}
FUNC(LS_Ceiling_Waggle)
// Ceiling_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, ln, arg1, arg2, arg3, arg4, true);
}
FUNC(LS_Floor_TransferTrigger)
// Floor_TransferTrigger (tag)
{
return EV_DoChange (ln, trigChangeOnly, arg0);
}
FUNC(LS_Floor_TransferNumeric)
// Floor_TransferNumeric (tag)
{
return EV_DoChange (ln, numChangeOnly, arg0);
}
FUNC(LS_Floor_Donut)
// Floor_Donut (pillartag, pillarspeed, slimespeed)
{
return EV_DoDonut (arg0, ln, SPEED(arg1), SPEED(arg2));
}
FUNC(LS_Generic_Floor)
// Generic_Floor (tag, speed, height, target, change/model/direct/crush)
{
DFloor::EFloor type;
if (arg4 & 8)
{
switch (arg3)
{
case 1: type = DFloor::floorRaiseToHighest; break;
case 2: type = DFloor::floorRaiseToLowest; break;
case 3: type = DFloor::floorRaiseToNearest; break;
case 4: type = DFloor::floorRaiseToLowestCeiling; break;
case 5: type = DFloor::floorRaiseToCeiling; break;
case 6: type = DFloor::floorRaiseByTexture; break;
default:type = DFloor::floorRaiseByValue; break;
}
}
else
{
switch (arg3)
{
case 1: type = DFloor::floorLowerToHighest; break;
case 2: type = DFloor::floorLowerToLowest; break;
case 3: type = DFloor::floorLowerToNearest; break;
case 4: type = DFloor::floorLowerToLowestCeiling; break;
case 5: type = DFloor::floorLowerToCeiling; break;
case 6: type = DFloor::floorLowerByTexture; break;
default:type = DFloor::floorLowerByValue; break;
}
}
return EV_DoFloor (type, ln, arg0, SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, arg4 & 7, false);
}
FUNC(LS_Stairs_BuildDown)
// Stair_BuildDown (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, DFloor::stairUseSpecials);
}
FUNC(LS_Stairs_BuildUp)
// Stairs_BuildUp (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, DFloor::stairUseSpecials);
}
FUNC(LS_Stairs_BuildDownSync)
// Stairs_BuildDownSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairUseSpecials|DFloor::stairSync);
}
FUNC(LS_Stairs_BuildUpSync)
// Stairs_BuildUpSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairUseSpecials|DFloor::stairSync);
}
FUNC(LS_Stairs_BuildUpDoom)
// Stairs_BuildUpDoom (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0);
}
FUNC(LS_Stairs_BuildDownDoom)
// Stair_BuildDownDoom (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0);
}
FUNC(LS_Stairs_BuildDownDoomSync)
// Stairs_BuildDownDoomSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairSync);
}
FUNC(LS_Stairs_BuildUpDoomSync)
// Stairs_BuildUpDoomSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, DFloor::stairSync);
}
FUNC(LS_Generic_Stairs)
// Generic_Stairs (tag, speed, step, dir/igntxt, reset)
{
DFloor::EStair type = (arg3 & 1) ? DFloor::buildUp : DFloor::buildDown;
bool res = EV_BuildStairs (arg0, type, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg4, arg3 & 2, 0);
if (res && ln && (ln->flags & ML_REPEAT_SPECIAL) && ln->special == Generic_Stairs)
// Toggle direction of next activation of repeatable stairs
ln->args[3] ^= 1;
return res;
}
FUNC(LS_Pillar_Build)
// Pillar_Build (tag, speed, height)
{
return EV_DoPillar (DPillar::pillarBuild, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1, false);
}
FUNC(LS_Pillar_BuildAndCrush)
// Pillar_BuildAndCrush (tag, speed, height, crush, crushtype)
{
return EV_DoPillar (DPillar::pillarBuild, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3, CRUSHTYPE(arg4));
}
FUNC(LS_Pillar_Open)
// Pillar_Open (tag, speed, f_height, c_height)
{
return EV_DoPillar (DPillar::pillarOpen, ln, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1, false);
}
FUNC(LS_Ceiling_LowerByValue)
// Ceiling_LowerByValue (tag, speed, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_RaiseByValue)
// Ceiling_RaiseByValue (tag, speed, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, CRUSH(arg4), 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_LowerByValueTimes8)
// Ceiling_LowerByValueTimes8 (tag, speed, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_RaiseByValueTimes8)
// Ceiling_RaiseByValueTimes8 (tag, speed, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_CrushAndRaise)
// Ceiling_CrushAndRaise (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_LowerAndCrush)
// Ceiling_LowerAndCrush (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_LowerAndCrushDist)
// Ceiling_LowerAndCrush (tag, speed, crush, dist, crushtype)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrushDist, ln, arg0, SPEED(arg1), SPEED(arg1), arg3*FRACUNIT, arg2, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushStop)
// Ceiling_CrushStop (tag)
{
return EV_CeilingCrushStop (arg0);
}
FUNC(LS_Ceiling_CrushRaiseAndStay)
// Ceiling_CrushRaiseAndStay (tag, speed, crush, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0, CRUSHTYPE(arg3));
}
FUNC(LS_Ceiling_MoveToValueTimes8)
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative, change)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false);
}
FUNC(LS_Ceiling_MoveToValue)
// Ceiling_MoveToValue (tag, speed, height, negative, change)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, CHANGE(arg4), false);
}
FUNC(LS_Ceiling_LowerToHighestFloor)
// Ceiling_LowerToHighestFloor (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
}
FUNC(LS_Ceiling_LowerInstant)
// Ceiling_LowerInstant (tag, unused, height, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, CRUSH(arg4), 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_RaiseInstant)
// Ceiling_RaiseInstant (tag, unused, height, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, CHANGE(arg3), false);
}
FUNC(LS_Ceiling_CrushRaiseAndStayA)
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseA)
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseDist)
// Ceiling_CrushAndRaiseDist (tag, dist, speed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 0, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_CrushAndRaiseSilentDist)
// Ceiling_CrushAndRaiseSilentDist (tag, dist, upspeed, damage, crushtype)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg2), SPEED(arg2), arg1*FRACUNIT, arg3, 1, 0, CRUSHTYPE(arg4));
}
FUNC(LS_Ceiling_RaiseToNearest)
// Ceiling_RaiseToNearest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
}
FUNC(LS_Ceiling_RaiseToHighest)
// Ceiling_RaiseToHighest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
}
FUNC(LS_Ceiling_RaiseToLowest)
// Ceiling_RaiseToLowest (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
}
FUNC(LS_Ceiling_RaiseToHighestFloor)
// Ceiling_RaiseToHighestFloor (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
}
FUNC(LS_Ceiling_RaiseByTexture)
// Ceiling_RaiseByTexture (tag, speed, change)
{
return EV_DoCeiling (DCeiling::ceilRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, -1, CHANGE(arg2), 0, false);
}
FUNC(LS_Ceiling_LowerToLowest)
// Ceiling_LowerToLowest (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
}
FUNC(LS_Ceiling_LowerToNearest)
// Ceiling_LowerToNearest (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2), false);
}
FUNC(LS_Ceiling_ToHighestInstant)
// Ceiling_ToHighestInstant (tag, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighest, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false);
}
FUNC(LS_Ceiling_ToFloorInstant)
// Ceiling_ToFloorInstant (tag, change, crush)
{
return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, FRACUNIT*2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1), false);
}
FUNC(LS_Ceiling_LowerToFloor)
// Ceiling_LowerToFloor (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false);
}
FUNC(LS_Ceiling_LowerByTexture)
// Ceiling_LowerByTexture (tag, speed, change, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerByTexture, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4), false);
}
FUNC(LS_Generic_Ceiling)
// Generic_Ceiling (tag, speed, height, target, change/model/direct/crush)
{
DCeiling::ECeiling type;
if (arg4 & 8) {
switch (arg3) {
case 1: type = DCeiling::ceilRaiseToHighest; break;
case 2: type = DCeiling::ceilRaiseToLowest; break;
case 3: type = DCeiling::ceilRaiseToNearest; break;
case 4: type = DCeiling::ceilRaiseToHighestFloor; break;
case 5: type = DCeiling::ceilRaiseToFloor; break;
case 6: type = DCeiling::ceilRaiseByTexture; break;
default: type = DCeiling::ceilRaiseByValue; break;
}
} else {
switch (arg3) {
case 1: type = DCeiling::ceilLowerToHighest; break;
case 2: type = DCeiling::ceilLowerToLowest; break;
case 3: type = DCeiling::ceilLowerToNearest; break;
case 4: type = DCeiling::ceilLowerToHighestFloor; break;
case 5: type = DCeiling::ceilLowerToFloor; break;
case 6: type = DCeiling::ceilLowerByTexture; break;
default: type = DCeiling::ceilLowerByValue; break;
}
}
return EV_DoCeiling (type, ln, arg0, SPEED(arg1), SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, 0, arg4 & 7, false);
}
FUNC(LS_Generic_Crusher)
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, false);
}
FUNC(LS_Generic_Crusher2)
// Generic_Crusher2 (tag, dnspeed, upspeed, silent, damage)
{
// same as above but uses Hexen's crushing method.
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0, true);
}
FUNC(LS_Plat_PerpetualRaise)
// Plat_PerpetualRaise (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_PerpetualRaiseLip)
// Plat_PerpetualRaiseLip (tag, speed, delay, lip)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_Stop)
// Plat_Stop (tag)
{
EV_StopPlat (arg0);
return true;
}
FUNC(LS_Plat_DownWaitUpStay)
// Plat_DownWaitUpStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_DownWaitUpStayLip)
// Plat_DownWaitUpStayLip (tag, speed, delay, lip, floor-sound?)
{
return EV_DoPlat (arg0, ln,
arg4 ? DPlat::platDownWaitUpStayStone : DPlat::platDownWaitUpStay,
0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_DownByValue)
// Plat_DownByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platDownByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpByValue)
// Plat_UpByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpWaitDownStay)
// Plat_UpWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpNearestWaitDownStay)
// Plat_UpNearestWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpNearestWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_RaiseAndStayTx0)
// Plat_RaiseAndStayTx0 (tag, speed, lockout)
{
DPlat::EPlatType type;
switch (arg3)
{
case 1:
type = DPlat::platRaiseAndStay;
break;
case 2:
type = DPlat::platRaiseAndStayLockout;
break;
default:
type = gameinfo.gametype == GAME_Heretic? DPlat::platRaiseAndStayLockout : DPlat::platRaiseAndStay;
break;
}
return EV_DoPlat (arg0, ln, type, 0, SPEED(arg1), 0, 0, 1);
}
FUNC(LS_Plat_UpByValueStayTx)
// Plat_UpByValueStayTx (tag, speed, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValueStay, FRACUNIT*arg2*8, SPEED(arg1), 0, 0, 2);
}
FUNC(LS_Plat_ToggleCeiling)
// Plat_ToggleCeiling (tag)
{
return EV_DoPlat (arg0, ln, DPlat::platToggle, 0, 0, 0, 0, 0);
}
FUNC(LS_Generic_Lift)
// Generic_Lift (tag, speed, delay, target, height)
{
DPlat::EPlatType type;
switch (arg3)
{
case 1:
type = DPlat::platDownWaitUpStay;
break;
case 2:
type = DPlat::platDownToNearestFloor;
break;
case 3:
type = DPlat::platDownToLowestCeiling;
break;
case 4:
type = DPlat::platPerpetualRaise;
break;
default:
type = DPlat::platUpByValue;
break;
}
return EV_DoPlat (arg0, ln, type, arg4*8*FRACUNIT, SPEED(arg1), OCTICS(arg2), 0, 0);
}
FUNC(LS_Exit_Normal)
// Exit_Normal (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap())))
{
G_ExitLevel (arg0, false);
return true;
}
return false;
}
FUNC(LS_Exit_Secret)
// Exit_Secret (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap())))
{
G_SecretExitLevel (arg0);
return true;
}
return false;
}
FUNC(LS_Teleport_NewMap)
// Teleport_NewMap (map, position, keepFacing?)
{
if (backSide == 0 || gameinfo.gametype == GAME_Strife)
{
level_info_t *info = FindLevelByNum (arg0);
if (info && CheckIfExitIsGood (it, info))
{
G_ChangeLevel(info->MapName, arg1, arg2 ? CHANGELEVEL_KEEPFACING : 0);
return true;
}
}
return false;
}
FUNC(LS_Teleport)
// Teleport (tid, sectortag, bNoSourceFog)
{
int flags = TELF_DESTFOG;
if (!arg2)
{
flags |= TELF_SOURCEFOG;
}
return EV_Teleport (arg0, arg1, ln, backSide, it, flags);
}
FUNC( LS_Teleport_NoStop )
// Teleport_NoStop (tid, sectortag, bNoSourceFog)
{
int flags = TELF_DESTFOG | TELF_KEEPVELOCITY;
if (!arg2)
{
flags |= TELF_SOURCEFOG;
}
return EV_Teleport( arg0, arg1, ln, backSide, it, flags);
}
FUNC(LS_Teleport_NoFog)
// Teleport_NoFog (tid, useang, sectortag, keepheight)
{
int flags = 0;
if (!arg1)
{
flags |= TELF_KEEPORIENTATION;
}
if (arg3)
{
flags |= TELF_KEEPHEIGHT;
}
return EV_Teleport (arg0, arg2, ln, backSide, it, flags);
}
FUNC(LS_Teleport_ZombieChanger)
// Teleport_ZombieChanger (tid, sectortag)
{
// This is practically useless outside of Strife, but oh well.
if (it != NULL)
{
EV_Teleport (arg0, arg1, ln, backSide, it, 0);
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
return true;
}
return false;
}
FUNC(LS_TeleportOther)
// TeleportOther (other_tid, dest_tid, fog?)
{
return EV_TeleportOther (arg0, arg1, arg2?true:false);
}
FUNC(LS_TeleportGroup)
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
{
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
}
FUNC(LS_TeleportInSector)
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
{
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
}
FUNC(LS_Teleport_EndGame)
// Teleport_EndGame ()
{
if (!backSide && CheckIfExitIsGood (it, NULL))
{
G_ChangeLevel(NULL, 0, 0);
return true;
}
return false;
}
FUNC(LS_Teleport_Line)
// Teleport_Line (thisid, destid, reversed)
{
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit);
FUNC(LS_ThrustThing)
// ThrustThing (angle, force, nolimit, tid)
{
if (arg3 != 0)
{
FActorIterator iterator (arg3);
while ((it = iterator.Next()) != NULL)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
}
return true;
}
else if (it)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
return true;
}
return false;
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit)
{
angle >>= ANGLETOFINESHIFT;
it->velx += force * finecosine[angle];
it->vely += force * finesine[angle];
if (!nolimit)
{
it->velx = clamp<fixed_t> (it->velx, -MAXMOVE, MAXMOVE);
it->vely = clamp<fixed_t> (it->vely, -MAXMOVE, MAXMOVE);
}
}
FUNC(LS_ThrustThingZ) // [BC]
// ThrustThingZ (tid, zthrust, down/up, set)
{
AActor *victim;
fixed_t thrust = arg1*FRACUNIT/4;
// [BC] Up is default
if (arg2)
thrust = -thrust;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
while ( (victim = iterator.Next ()) )
{
if (!arg3)
victim->velz = thrust;
else
victim->velz += thrust;
}
return true;
}
else if (it)
{
if (!arg3)
it->velz = thrust;
else
it->velz += thrust;
return true;
}
return false;
}
FUNC(LS_Thing_SetSpecial) // [BC]
// Thing_SetSpecial (tid, special, arg1, arg2, arg3)
// [RH] Use the SetThingSpecial ACS command instead.
// It can set all args and not just the first three.
{
if (arg0 == 0)
{
if (it != NULL)
{
it->special = arg1;
it->args[0] = arg2;
it->args[1] = arg3;
it->args[2] = arg4;
}
}
else
{
AActor *actor;
FActorIterator iterator (arg0);
while ( (actor = iterator.Next ()) )
{
actor->special = arg1;
actor->args[0] = arg2;
actor->args[1] = arg3;
actor->args[2] = arg4;
}
}
return true;
}
FUNC(LS_Thing_ChangeTID)
// Thing_ChangeTID (oldtid, newtid)
{
if (arg0 == 0)
{
if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
{
it->RemoveFromHash ();
it->tid = arg1;
it->AddToHash ();
}
}
else
{
FActorIterator iterator (arg0);
AActor *actor, *next;
next = iterator.Next ();
while (next != NULL)
{
actor = next;
next = iterator.Next ();
if (!(actor->ObjectFlags & OF_EuthanizeMe))
{
actor->RemoveFromHash ();
actor->tid = arg1;
actor->AddToHash ();
}
}
}
return true;
}
FUNC(LS_DamageThing)
// DamageThing (damage, mod)
{
if (it)
{
if (arg0 < 0)
{ // Negative damages mean healing
if (it->player)
{
P_GiveBody (it, -arg0);
}
else
{
it->health -= arg0;
if (it->SpawnHealth() < it->health)
it->health = it->SpawnHealth();
}
}
else if (arg0 > 0)
{
P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1));
}
else
{ // If zero damage, guarantee a kill
P_DamageMobj (it, NULL, NULL, TELEFRAG_DAMAGE, MODtoDamageType (arg1));
}
}
return it ? true : false;
}
FUNC(LS_HealThing)
// HealThing (amount, max)
{
if (it)
{
int max = arg1;
if (max == 0 || it->player == NULL)
{
P_GiveBody(it, arg0);
return true;
}
else if (max == 1)
{
max = deh.MaxSoulsphere;
}
// If health is already above max, do nothing
if (it->health < max)
{
it->health += arg0;
if (it->health > max && max > 0)
{
it->health = max;
}
if (it->player)
{
it->player->health = it->health;
}
}
}
return it ? true : false;
}
// So that things activated/deactivated by ACS or DECORATE *and* by
// the BUMPSPECIAL or USESPECIAL flags work correctly both ways.
void DoActivateThing(AActor * thing, AActor * activator)
{
if (thing->activationtype & THINGSPEC_Activate)
{
thing->activationtype &= ~THINGSPEC_Activate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Deactivate;
}
thing->Activate (activator);
}
void DoDeactivateThing(AActor * thing, AActor * activator)
{
if (thing->activationtype & THINGSPEC_Deactivate)
{
thing->activationtype &= ~THINGSPEC_Deactivate; // Clear flag
if (thing->activationtype & THINGSPEC_Switch) // Set other flag if switching
thing->activationtype |= THINGSPEC_Activate;
}
thing->Deactivate (activator);
}
FUNC(LS_Thing_Activate)
// Thing_Activate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might remove itself as part of activation, so get next
// one before activating it.
AActor *temp = iterator.Next ();
DoActivateThing(actor, it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
DoActivateThing(it, it);
return true;
}
return false;
}
FUNC(LS_Thing_Deactivate)
// Thing_Deactivate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might removes itself as part of deactivation, so get next
// one before we activate it.
AActor *temp = iterator.Next ();
DoDeactivateThing(actor, it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
DoDeactivateThing(it, it);
return true;
}
return false;
}
FUNC(LS_Thing_Remove)
// Thing_Remove (tid)
{
if (arg0 != 0)
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
P_RemoveThing(actor);
actor = temp;
}
}
else if (it != NULL)
{
P_RemoveThing(it);
}
return true;
}
FUNC(LS_Thing_Destroy)
// Thing_Destroy (tid, extreme, tag)
{
AActor *actor;
if (arg0 == 0 && arg2 == 0)
{
P_Massacre ();
}
else if (arg0 == 0)
{
TThinkerIterator<AActor> iterator;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE && tagManager.SectorHasTag(actor->Sector, arg2))
P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
actor = temp;
}
}
else
{
FActorIterator iterator (arg0);
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || tagManager.SectorHasTag(actor->Sector, arg2)))
P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
actor = temp;
}
}
return true;
}
FUNC(LS_Thing_Damage)
// Thing_Damage (tid, amount, MOD)
{
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
return true;
}
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
}
FUNC(LS_Thing_ProjectileGravity)
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
}
FUNC(LS_Thing_Hate)
// Thing_Hate (hater, hatee, group/"xray"?)
{
FActorIterator haterIt (arg0);
AActor *hater, *hatee = NULL;
FActorIterator hateeIt (arg1);
bool nothingToHate = false;
if (arg1 != 0)
{
while ((hatee = hateeIt.Next ()))
{
if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things
hatee->health > 0 && // can't hate dead things
!(hatee->flags2 & MF2_DORMANT)) // can't target dormant things
{
break;
}
}
if (hatee == NULL)
{ // Nothing to hate
nothingToHate = true;
}
}
if (arg0 == 0)
{
if (it != NULL && it->player != NULL)
{
// Players cannot have their attitudes set
return false;
}
else
{
hater = it;
}
}
else
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
while (hater != NULL)
{
// Can't hate if can't attack.
if (hater->SeeState != NULL)
{
// If hating a group of things, record the TID and NULL
// the target (if its TID doesn't match). A_Look will
// find an appropriate thing to go chase after.
if (arg2 != 0)
{
hater->TIDtoHate = arg1;
hater->LastLookActor = NULL;
// If the TID to hate is 0, then don't forget the target and
// lastenemy fields.
if (arg1 != 0)
{
if (hater->target != NULL && hater->target->tid != arg1)
{
hater->target = NULL;
}
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
{
hater->lastenemy = NULL;
}
}
}
// Hate types for arg2:
//
// 0 - Just hate one specific actor
// 1 - Hate actors with given TID and attack players when shot
// 2 - Same as 1, but will go after enemies without seeing them first
// 3 - Hunt actors with given TID and also players
// 4 - Same as 3, but will go after monsters without seeing them first
// 5 - Hate actors with given TID and ignore player attacks
// 6 - Same as 5, but will go after enemies without seeing them first
// Note here: If you use Thing_Hate (tid, 0, 2), you can make
// a monster go after a player without seeing him first.
if (arg2 == 2 || arg2 == 4 || arg2 == 6)
{
hater->flags3 |= MF3_NOSIGHTCHECK;
}
else
{
hater->flags3 &= ~MF3_NOSIGHTCHECK;
}
if (arg2 == 3 || arg2 == 4)
{
hater->flags3 |= MF3_HUNTPLAYERS;
}
else
{
hater->flags3 &= ~MF3_HUNTPLAYERS;
}
if (arg2 == 5 || arg2 == 6)
{
hater->flags4 |= MF4_NOHATEPLAYERS;
}
else
{
hater->flags4 &= ~MF4_NOHATEPLAYERS;
}
if (arg1 == 0)
{
hatee = it;
}
else if (nothingToHate)
{
hatee = NULL;
}
else if (arg2 != 0)
{
do
{
hatee = hateeIt.Next ();
}
while ( hatee == NULL ||
hatee == hater || // can't hate self
!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
hatee->health <= 0 || // can't hate dead things
(hatee->flags2 & MF2_DORMANT));
}
if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
{
if (hater->target)
{
hater->lastenemy = hater->target;
}
hater->target = hatee;
if (!(hater->flags2 & MF2_DORMANT))
{
if (hater->health > 0) hater->SetState (hater->SeeState);
}
}
}
if (arg0 != 0)
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
else
{
hater = NULL;
}
}
return true;
}
FUNC(LS_Thing_ProjectileAimed)
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
}
FUNC(LS_Thing_ProjectileIntercept)
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
}
// [BC] added newtid for next two
FUNC(LS_Thing_Spawn)
// Thing_Spawn (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
}
FUNC(LS_Thing_Raise)
// Thing_Raise(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
ok = P_Thing_Raise (it,NULL);
}
else
{
TActorIterator<AActor> iterator (arg0);
while ( (target = iterator.Next ()) )
{
ok |= P_Thing_Raise(target,NULL);
}
}
return ok;
}
FUNC(LS_Thing_Stop)
// Thing_Stop(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
if (it != NULL)
{
it->velx = it->vely = it->velz = 0;
if (it->player != NULL) it->player->velx = it->player->vely = 0;
ok = true;
}
}
else
{
TActorIterator<AActor> iterator (arg0);
while ( (target = iterator.Next ()) )
{
target->velx = target->vely = target->velz = 0;
if (target->player != NULL) target->player->velx = target->player->vely = 0;
ok = true;
}
}
return ok;
}
FUNC(LS_Thing_SetGoal)
// Thing_SetGoal (tid, goal, delay, chasegoal)
{
TActorIterator<AActor> selfiterator (arg0);
NActorIterator goaliterator (NAME_PatrolPoint, arg1);
AActor *self;
AActor *goal = goaliterator.Next ();
bool ok = false;
while ( (self = selfiterator.Next ()) )
{
ok = true;
if (self->flags & MF_SHOOTABLE)
{
if (self->target == self->goal)
{ // Targeting a goal already? -> don't target it anymore.
// A_Look will set it to the goal, presuming no real targets
// come into view by then.
self->target = NULL;
}
self->goal = goal;
if (arg3 == 0)
{
self->flags5 &= ~MF5_CHASEGOAL;
}
else
{
self->flags5 |= MF5_CHASEGOAL;
}
if (self->target == NULL)
{
self->reactiontime = arg2 * TICRATE;
}
}
}
return ok;
}
FUNC(LS_Thing_Move) // [BC]
// Thing_Move (tid, mapspot, nofog)
{
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
}
enum
{
TRANSLATION_ICE = 0x100007
};
FUNC(LS_Thing_SetTranslation)
// Thing_SetTranslation (tid, range)
{
TActorIterator<AActor> iterator (arg0);
int range;
AActor *target;
bool ok = false;
if (arg1 == -1 && it != NULL)
{
range = it->Translation;
}
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
{
range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1));
}
else if (arg1 == TRANSLATION_ICE)
{
range = TRANSLATION(TRANSLATION_Standard, 7);
}
else
{
range = 0;
}
if (arg0 == 0)
{
if (it != NULL)
{
ok = true;
it->Translation = range==0? it->GetDefault()->Translation : range;
}
}
else
{
while ( (target = iterator.Next ()) )
{
ok = true;
target->Translation = range==0? target->GetDefault()->Translation : range;
}
}
return ok;
}
FUNC(LS_ACS_Execute)
// ACS_Execute (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
const char *mapname = NULL;
int args[3] = { arg2, arg3, arg4 };
int flags = (backSide ? ACS_BACKSIDE : 0);
if (arg1 == 0)
{
mapname = level.MapName;
}
else if ((info = FindLevelByNum(arg1)) != NULL)
{
mapname = info->MapName;
}
else
{
return false;
}
return P_StartScript(it, ln, arg0, mapname, args, 3, flags);
}
FUNC(LS_ACS_ExecuteAlways)
// ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
const char *mapname = NULL;
int args[3] = { arg2, arg3, arg4 };
int flags = (backSide ? ACS_BACKSIDE : 0) | ACS_ALWAYS;
if (arg1 == 0)
{
mapname = level.MapName;
}
else if ((info = FindLevelByNum(arg1)) != NULL)
{
mapname = info->MapName;
}
else
{
return false;
}
return P_StartScript(it, ln, arg0, mapname, args, 3, flags);
}
FUNC(LS_ACS_LockedExecute)
// ACS_LockedExecute (script, map, s_arg1, s_arg2, lock)
{
if (arg4 && !P_CheckKeys (it, arg4, true))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_LockedExecuteDoor)
// ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock)
{
if (arg4 && !P_CheckKeys (it, arg4, false))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_ExecuteWithResult)
// ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3, s_arg4)
{
// This is like ACS_ExecuteAlways, except the script is always run on
// the current map, and the return value is whatever the script sets
// with SetResultValue.
int args[4] = { arg1, arg2, arg3, arg4 };
int flags = (backSide ? ACS_BACKSIDE : 0) | ACS_ALWAYS | ACS_WANTRESULT;
return P_StartScript (it, ln, arg0, level.MapName, args, 4, flags);
}
FUNC(LS_ACS_Suspend)
// ACS_Suspend (script, map)
{
level_info_t *info;
if (arg1 == 0)
P_SuspendScript (arg0, level.MapName);
else if ((info = FindLevelByNum (arg1)) )
P_SuspendScript (arg0, info->MapName);
return true;
}
FUNC(LS_ACS_Terminate)
// ACS_Terminate (script, map)
{
level_info_t *info;
if (arg1 == 0)
P_TerminateScript (arg0, level.MapName);
else if ((info = FindLevelByNum (arg1)) )
P_TerminateScript (arg0, info->MapName);
return true;
}
//==========================================================================
//
//
//
//==========================================================================
FUNC(LS_FS_Execute)
// FS_Execute(script#,firstsideonly,lock,msgtype)
{
if (arg1 && ln && backSide) return false;
if (arg2!=0 && !P_CheckKeys(it, arg2, !!arg3)) return false;
return T_RunScript(arg0,it);
}
FUNC(LS_FloorAndCeiling_LowerByValue)
// FloorAndCeiling_LowerByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateLower, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_RaiseByValue)
// FloorAndCeiling_RaiseByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateRaise, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_LowerRaise)
// FloorAndCeiling_LowerRaise (tag, fspeed, cspeed, boomemu)
{
bool res = EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0, false);
// The switch based Boom equivalents of FloorandCeiling_LowerRaise do incorrect checks
// which cause the floor only to move when the ceiling fails to do so.
// To avoid problems with maps that have incorrect args this only uses a
// more or less unintuitive value for the fourth arg to trigger Boom's broken behavior
if (arg3 != 1998 || !res) // (1998 for the year in which Boom was released... :P)
{
res |= EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, -1, 0, false);
}
return res;
}
FUNC(LS_Elevator_MoveToFloor)
// Elevator_MoveToFloor (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateCurrent, SPEED(arg1), 0, arg0);
}
FUNC(LS_Elevator_RaiseToNearest)
// Elevator_RaiseToNearest (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateUp, SPEED(arg1), 0, arg0);
}
FUNC(LS_Elevator_LowerToNearest)
// Elevator_LowerToNearest (tag, speed)
{
return EV_DoElevator (ln, DElevator::elevateDown, SPEED(arg1), 0, arg0);
}
FUNC(LS_Light_ForceLightning)
// Light_ForceLightning (mode)
{
P_ForceLightning (arg0);
return true;
}
FUNC(LS_Light_RaiseByValue)
// Light_RaiseByValue (tag, value)
{
EV_LightChange (arg0, arg1);
return true;
}
FUNC(LS_Light_LowerByValue)
// Light_LowerByValue (tag, value)
{
EV_LightChange (arg0, -arg1);
return true;
}
FUNC(LS_Light_ChangeToValue)
// Light_ChangeToValue (tag, value)
{
EV_LightTurnOn (arg0, arg1);
return true;
}
FUNC(LS_Light_Fade)
// Light_Fade (tag, value, tics);
{
EV_StartLightFading (arg0, arg1, TICS(arg2));
return true;
}
FUNC(LS_Light_Glow)
// Light_Glow (tag, upper, lower, tics)
{
EV_StartLightGlowing (arg0, arg1, arg2, TICS(arg3));
return true;
}
FUNC(LS_Light_Flicker)
// Light_Flicker (tag, upper, lower)
{
EV_StartLightFlickering (arg0, arg1, arg2);
return true;
}
FUNC(LS_Light_Strobe)
// Light_Strobe (tag, upper, lower, u-tics, l-tics)
{
EV_StartLightStrobing (arg0, arg1, arg2, TICS(arg3), TICS(arg4));
return true;
}
FUNC(LS_Light_StrobeDoom)
// Light_StrobeDoom (tag, u-tics, l-tics)
{
EV_StartLightStrobing (arg0, TICS(arg1), TICS(arg2));
return true;
}
FUNC(LS_Light_MinNeighbor)
// Light_MinNeighbor (tag)
{
EV_TurnTagLightsOff (arg0);
return true;
}
FUNC(LS_Light_MaxNeighbor)
// Light_MaxNeighbor (tag)
{
EV_LightTurnOn (arg0, -1);
return true;
}
FUNC(LS_Light_Stop)
// Light_Stop (tag)
{
EV_StopLightEffect (arg0);
return true;
}
FUNC(LS_Radius_Quake)
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
{
return P_StartQuake (it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
}
FUNC(LS_UsePuzzleItem)
// UsePuzzleItem (item, script)
{
AInventory *item;
if (!it) return false;
// Check player's inventory for puzzle item
for (item = it->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(APuzzleItem)))
{
if (static_cast<APuzzleItem*>(item)->PuzzleItemNumber == arg0)
{
if (it->UseInventory (item))
{
return true;
}
break;
}
}
}
// [RH] Say "hmm" if you don't have the puzzle item
S_Sound (it, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
return false;
}
FUNC(LS_Sector_ChangeSound)
// Sector_ChangeSound (tag, sound)
{
int secNum;
bool rtn;
if (!arg0)
return false;
rtn = false;
FSectorTagIterator itr(arg0);
while ((secNum = itr.Next()) >= 0)
{
sectors[secNum].seqType = arg1;
rtn = true;
}
return rtn;
}
FUNC(LS_Sector_ChangeFlags)
// Sector_ChangeFlags (tag, set, clear)
{
int secNum;
bool rtn;
if (!arg0)
return false;
rtn = false;
FSectorTagIterator itr(arg0);
// exclude protected flags
arg1 &= ~SECF_NOMODIFY;
arg2 &= ~SECF_NOMODIFY;
while ((secNum = itr.Next()) >= 0)
{
sectors[secNum].Flags = (sectors[secNum].Flags | arg1) & ~arg2;
rtn = true;
}
return rtn;
}
struct FThinkerCollection
{
int RefNum;
DThinker *Obj;
};
static TArray<FThinkerCollection> Collection;
void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type)
{
// Find pushers already attached to the sector, and change their parameters.
{
TThinkerIterator<DPusher> iterator;
FThinkerCollection collect;
while ( (collect.Obj = iterator.Next ()) )
{
if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
{
((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
Collection.Push (collect);
}
}
}
size_t numcollected = Collection.Size ();
int secnum;
// Now create pushers for any sectors that don't already have them.
FSectorTagIterator itr(tag);
while ((secnum = itr.Next()) >= 0)
{
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == sectors[secnum].sectornum)
break;
}
if (i == numcollected)
{
new DPusher (type, NULL, magnitude, angle, NULL, secnum);
}
}
Collection.Clear ();
}
FUNC(LS_Sector_SetWind)
// Sector_SetWind (tag, amount, angle)
{
if (arg3)
return false;
AdjustPusher (arg0, arg1, arg2, DPusher::p_wind);
return true;
}
FUNC(LS_Sector_SetCurrent)
// Sector_SetCurrent (tag, amount, angle)
{
if (arg3)
return false;
AdjustPusher (arg0, arg1, arg2, DPusher::p_current);
return true;
}
FUNC(LS_Sector_SetFriction)
// Sector_SetFriction (tag, amount)
{
P_SetSectorFriction (arg0, arg1, true);
return true;
}
FUNC(LS_Sector_SetTranslucent)
// Sector_SetTranslucent (tag, plane, amount, type)
{
if (arg0 != 0)
{
int secnum;
FSectorTagIterator itr(arg0);
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetAlpha(arg1, Scale(arg2, OPAQUE, 255));
sectors[secnum].ChangeFlags(arg1, ~PLANEF_ADDITIVE, arg3? PLANEF_ADDITIVE:0);
}
return true;
}
return false;
}
FUNC(LS_Sector_SetLink)
// Sector_SetLink (controltag, linktag, floor/ceiling, movetype)
{
if (arg0 != 0) // control tag == 0 is for static initialization and must not be handled here
{
int control = P_FindFirstSectorFromTag(arg0);
if (control >= 0)
{
return P_AddSectorLinks(&sectors[control], arg1, arg2, arg3);
}
}
return false;
}
static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy, int Where)
{
Where &=7;
if (Where == 0) return;
if ((dx | dy) == 0)
{
// Special case: Remove the scroller, because the deltas are both 0.
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
DScroller *scroller;
while ( (scroller = iterator.Next ()) )
{
int wallnum = scroller->GetWallNum ();
if (wallnum >= 0 && tagManager.LineHasID(sides[wallnum].linedef, id) &&
int(sides[wallnum].linedef->sidedef[sidechoice] - sides) == wallnum &&
Where == scroller->GetScrollParts())
{
scroller->Destroy ();
}
}
}
else
{
// Find scrollers already attached to the matching walls, and change
// their rates.
{
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
FThinkerCollection collect;
while ( (collect.Obj = iterator.Next ()) )
{
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
tagManager.LineHasID(sides[collect.RefNum].linedef, id) &&
int(sides[collect.RefNum].linedef->sidedef[sidechoice] - sides) == collect.RefNum &&
Where == ((DScroller *)collect.Obj)->GetScrollParts())
{
((DScroller *)collect.Obj)->SetRate (dx, dy);
Collection.Push (collect);
}
}
}
size_t numcollected = Collection.Size ();
int linenum;
// Now create scrollers for any walls that don't already have them.
FLineIdIterator itr(id);
while ((linenum = itr.Next()) >= 0)
{
if (lines[linenum].sidedef[sidechoice] != NULL)
{
int sidenum = int(lines[linenum].sidedef[sidechoice] - sides);
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == sidenum)
break;
}
if (i == numcollected)
{
new DScroller (DScroller::sc_side, dx, dy, -1, sidenum, 0, Where);
}
}
}
Collection.Clear ();
}
}
FUNC(LS_Scroll_Texture_Both)
// Scroll_Texture_Both (id, left, right, up, down)
{
if (arg0 == 0)
return false;
fixed_t dx = (arg1 - arg2) * (FRACUNIT/64);
fixed_t dy = (arg4 - arg3) * (FRACUNIT/64);
int sidechoice;
if (arg0 < 0)
{
sidechoice = 1;
arg0 = -arg0;
}
else
{
sidechoice = 0;
}
SetWallScroller (arg0, sidechoice, dx, dy, 7);
return true;
}
FUNC(LS_Scroll_Wall)
// Scroll_Wall (id, x, y, side, flags)
{
if (arg0 == 0)
return false;
SetWallScroller (arg0, !!arg3, arg1, arg2, arg4);
return true;
}
static void SetScroller (int tag, DScroller::EScrollType type, fixed_t dx, fixed_t dy)
{
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
DScroller *scroller;
int i;
// Check if there is already a scroller for this tag
// If at least one sector with this tag is scrolling, then they all are.
// If the deltas are both 0, we don't remove the scroller, because a
// displacement/accelerative scroller might have been set up, and there's
// no way to create one after the level is fully loaded.
i = 0;
while ( (scroller = iterator.Next ()) )
{
if (scroller->IsType (type))
{
if (tagManager.SectorHasTag(scroller->GetAffectee (), tag))
{
i++;
scroller->SetRate (dx, dy);
}
}
}
if (i > 0 || (dx|dy) == 0)
{
return;
}
// Need to create scrollers for the sector(s)
FSectorTagIterator itr(tag);
while ((i = itr.Next()) >= 0)
{
new DScroller (type, dx, dy, -1, i, 0);
}
}
// NOTE: For the next two functions, x-move and y-move are
// 0-based, not 128-based as they are if they appear on lines.
// Note also that parameter ordering is different.
FUNC(LS_Scroll_Floor)
// Scroll_Floor (tag, x-move, y-move, s/c)
{
fixed_t dx = arg1 * FRACUNIT/32;
fixed_t dy = arg2 * FRACUNIT/32;
if (arg3 == 0 || arg3 == 2)
{
SetScroller (arg0, DScroller::sc_floor, -dx, dy);
}
else
{
SetScroller (arg0, DScroller::sc_floor, 0, 0);
}
if (arg3 > 0)
{
SetScroller (arg0, DScroller::sc_carry, dx, dy);
}
else
{
SetScroller (arg0, DScroller::sc_carry, 0, 0);
}
return true;
}
FUNC(LS_Scroll_Ceiling)
// Scroll_Ceiling (tag, x-move, y-move, 0)
{
fixed_t dx = arg1 * FRACUNIT/32;
fixed_t dy = arg2 * FRACUNIT/32;
SetScroller (arg0, DScroller::sc_ceiling, -dx, dy);
return true;
}
FUNC(LS_PointPush_SetForce)
// PointPush_SetForce ()
{
return false;
}
FUNC(LS_Sector_SetDamage)
// Sector_SetDamage (tag, amount, mod, interval, leaky)
{
// The sector still stores the mod in its old format because
// adding an FName to the sector_t structure might cause
// problems by adding an unwanted constructor.
// Since it doesn't really matter whether the type is translated
// here or in P_PlayerInSpecialSector I think it's the best solution.
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
if (arg3 <= 0) // emulate old and hacky method to handle leakiness.
{
if (arg1 < 20)
{
arg4 = 0;
arg3 = 32;
}
else if (arg1 < 50)
{
arg4 = 5;
arg3 = 32;
}
else
{
arg4 = 256;
arg3 = 1;
}
}
sectors[secnum].damageamount = (short)arg1;
sectors[secnum].damagetype = MODtoDamageType(arg2);
sectors[secnum].damageinterval = (short)arg3;
sectors[secnum].leakydamage = (short)arg4;
}
return true;
}
FUNC(LS_Sector_SetGravity)
// Sector_SetGravity (tag, intpart, fracpart)
{
float gravity;
if (arg2 > 99)
arg2 = 99;
gravity = (float)arg1 + (float)arg2 * 0.01f;
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
sectors[secnum].gravity = gravity;
return true;
}
FUNC(LS_Sector_SetColor)
// Sector_SetColor (tag, r, g, b, desaturate)
{
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetColor(arg1, arg2, arg3, arg4);
}
return true;
}
FUNC(LS_Sector_SetFade)
// Sector_SetFade (tag, r, g, b)
{
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetFade(arg1, arg2, arg3);
}
return true;
}
FUNC(LS_Sector_SetCeilingPanning)
// Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac)
{
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetXOffset(sector_t::ceiling, xofs);
sectors[secnum].SetYOffset(sector_t::ceiling, yofs);
}
return true;
}
FUNC(LS_Sector_SetFloorPanning)
// Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac)
{
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetXOffset(sector_t::floor, xofs);
sectors[secnum].SetYOffset(sector_t::floor, yofs);
}
return true;
}
FUNC(LS_Sector_SetFloorScale)
// Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac)
{
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
if (xscale)
sectors[secnum].SetXScale(sector_t::floor, xscale);
if (yscale)
sectors[secnum].SetYScale(sector_t::floor, yscale);
}
return true;
}
FUNC(LS_Sector_SetCeilingScale)
// Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac)
{
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
if (xscale)
sectors[secnum].SetXScale(sector_t::ceiling, xscale);
if (yscale)
sectors[secnum].SetYScale(sector_t::ceiling, yscale);
}
return true;
}
FUNC(LS_Sector_SetFloorScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
if (arg1)
sectors[secnum].SetXScale(sector_t::floor, arg1);
if (arg2)
sectors[secnum].SetYScale(sector_t::floor, arg2);
}
return true;
}
FUNC(LS_Sector_SetCeilingScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
if (arg1)
sectors[secnum].SetXScale(sector_t::ceiling, arg1);
if (arg2)
sectors[secnum].SetYScale(sector_t::ceiling, arg2);
}
return true;
}
FUNC(LS_Sector_SetRotation)
// Sector_SetRotation (tag, floor-angle, ceiling-angle)
{
angle_t ceiling = arg2 * ANGLE_1;
angle_t floor = arg1 * ANGLE_1;
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sectors[secnum].SetAngle(sector_t::floor, floor);
sectors[secnum].SetAngle(sector_t::ceiling, ceiling);
}
return true;
}
FUNC(LS_Line_AlignCeiling)
// Line_AlignCeiling (lineid, side)
{
bool ret = 0;
FLineIdIterator itr(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
ret |= P_AlignFlat (line, !!arg1, 1);
}
return ret;
}
FUNC(LS_Line_AlignFloor)
// Line_AlignFloor (lineid, side)
{
bool ret = 0;
FLineIdIterator itr(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
ret |= P_AlignFlat (line, !!arg1, 0);
}
return ret;
}
FUNC(LS_Line_SetTextureOffset)
// Line_SetTextureOffset (id, x, y, side, flags)
{
const fixed_t NO_CHANGE = 32767<<FRACBITS;
if (arg0 == 0 || arg3 < 0 || arg3 > 1)
return false;
FLineIdIterator itr(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
side_t *side = lines[line].sidedef[arg3];
if (side != NULL)
{
if ((arg4&8)==0)
{
// set
if (arg1 != NO_CHANGE)
{
if (arg4&1) side->SetTextureXOffset(side_t::top, arg1);
if (arg4&2) side->SetTextureXOffset(side_t::mid, arg1);
if (arg4&4) side->SetTextureXOffset(side_t::bottom, arg1);
}
if (arg2 != NO_CHANGE)
{
if (arg4&1) side->SetTextureYOffset(side_t::top, arg2);
if (arg4&2) side->SetTextureYOffset(side_t::mid, arg2);
if (arg4&4) side->SetTextureYOffset(side_t::bottom, arg2);
}
}
else
{
// add
if (arg1 != NO_CHANGE)
{
if (arg4&1) side->AddTextureXOffset(side_t::top, arg1);
if (arg4&2) side->AddTextureXOffset(side_t::mid, arg1);
if (arg4&4) side->AddTextureXOffset(side_t::bottom, arg1);
}
if (arg2 != NO_CHANGE)
{
if (arg4&1) side->AddTextureYOffset(side_t::top, arg2);
if (arg4&2) side->AddTextureYOffset(side_t::mid, arg2);
if (arg4&4) side->AddTextureYOffset(side_t::bottom, arg2);
}
}
}
}
return true;
}
FUNC(LS_Line_SetTextureScale)
// Line_SetTextureScale (id, x, y, side, flags)
{
const fixed_t NO_CHANGE = 32767<<FRACBITS;
if (arg0 == 0 || arg3 < 0 || arg3 > 1)
return false;
FLineIdIterator itr(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
side_t *side = lines[line].sidedef[arg3];
if (side != NULL)
{
if ((arg4&8)==0)
{
// set
if (arg1 != NO_CHANGE)
{
if (arg4&1) side->SetTextureXScale(side_t::top, arg1);
if (arg4&2) side->SetTextureXScale(side_t::mid, arg1);
if (arg4&4) side->SetTextureXScale(side_t::bottom, arg1);
}
if (arg2 != NO_CHANGE)
{
if (arg4&1) side->SetTextureYScale(side_t::top, arg2);
if (arg4&2) side->SetTextureYScale(side_t::mid, arg2);
if (arg4&4) side->SetTextureYScale(side_t::bottom, arg2);
}
}
else
{
// add
if (arg1 != NO_CHANGE)
{
if (arg4&1) side->MultiplyTextureXScale(side_t::top, arg1);
if (arg4&2) side->MultiplyTextureXScale(side_t::mid, arg1);
if (arg4&4) side->MultiplyTextureXScale(side_t::bottom, arg1);
}
if (arg2 != NO_CHANGE)
{
if (arg4&1) side->MultiplyTextureYScale(side_t::top, arg2);
if (arg4&2) side->MultiplyTextureYScale(side_t::mid, arg2);
if (arg4&4) side->MultiplyTextureYScale(side_t::bottom, arg2);
}
}
}
}
return true;
}
FUNC(LS_Line_SetBlocking)
// Line_SetBlocking (id, setflags, clearflags)
{
static const int flagtrans[] =
{
ML_BLOCKING,
ML_BLOCKMONSTERS,
ML_BLOCK_PLAYERS,
ML_BLOCK_FLOATERS,
ML_BLOCKPROJECTILE,
ML_BLOCKEVERYTHING,
ML_RAILING,
ML_BLOCKUSE,
ML_BLOCKSIGHT,
ML_BLOCKHITSCAN,
ML_SOUNDBLOCK,
-1
};
if (arg0 == 0) return false;
int setflags = 0;
int clearflags = 0;
for(int i = 0; flagtrans[i] != -1; i++, arg1 >>= 1, arg2 >>= 1)
{
if (arg1 & 1) setflags |= flagtrans[i];
if (arg2 & 1) clearflags |= flagtrans[i];
}
FLineIdIterator itr(arg0);
int line;
while ((line = itr.Next()) >= 0)
{
lines[line].flags = (lines[line].flags & ~clearflags) | setflags;
}
return true;
}
FUNC(LS_ChangeCamera)
// ChangeCamera (tid, who, revert?)
{
AActor *camera;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
camera = iterator.Next ();
}
else
{
camera = NULL;
}
if (!it || !it->player || arg1)
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
AActor *oldcamera = players[i].camera;
if (camera)
{
players[i].camera = camera;
if (arg2)
players[i].cheats |= CF_REVERTPLEASE;
}
else
{
players[i].camera = players[i].mo;
players[i].cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != players[i].camera)
{
R_ClearPastViewer (players[i].camera);
}
}
}
else
{
AActor *oldcamera = it->player->camera;
if (camera)
{
it->player->camera = camera;
if (arg2)
it->player->cheats |= CF_REVERTPLEASE;
}
else
{
it->player->camera = it;
it->player->cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != it->player->camera)
{
R_ClearPastViewer (it->player->camera);
}
}
return true;
}
enum
{
PROP_FROZEN,
PROP_NOTARGET,
PROP_INSTANTWEAPONSWITCH,
PROP_FLY,
PROP_TOTALLYFROZEN,
PROP_INVULNERABILITY,
PROP_STRENGTH,
PROP_INVISIBILITY,
PROP_RADIATIONSUIT,
PROP_ALLMAP,
PROP_INFRARED,
PROP_WEAPONLEVEL2,
PROP_FLIGHT,
PROP_UNUSED1,
PROP_UNUSED2,
PROP_SPEED,
PROP_BUDDHA,
};
FUNC(LS_SetPlayerProperty)
// SetPlayerProperty (who, value, which)
// who == 0: set activator's property
// who == 1: set every player's property
{
int mask = 0;
if ((!it || !it->player) && !arg0)
return false;
// Add or remove a power
if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED)
{
static PClass * const *powers[11] =
{
&RUNTIME_CLASS_CASTLESS(APowerInvulnerable),
&RUNTIME_CLASS_CASTLESS(APowerStrength),
&RUNTIME_CLASS_CASTLESS(APowerInvisibility),
&RUNTIME_CLASS_CASTLESS(APowerIronFeet),
NULL, // MapRevealer
&RUNTIME_CLASS_CASTLESS(APowerLightAmp),
&RUNTIME_CLASS_CASTLESS(APowerWeaponLevel2),
&RUNTIME_CLASS_CASTLESS(APowerFlight),
NULL,
NULL,
&RUNTIME_CLASS_CASTLESS(APowerSpeed)
};
int power = arg2 - PROP_INVULNERABILITY;
if (power > 4 && powers[power] == NULL)
{
return false;
}
if (arg0 == 0)
{
if (arg1)
{ // Give power to activator
if (power != 4)
{
APowerup *item = static_cast<APowerup*>(it->GiveInventoryType(static_cast<PClassActor *>(*powers[power])));
if (item != NULL && power == 0 && arg1 == 1)
{
item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
}
}
else if (it->player - players == consoleplayer)
{
level.flags2 |= LEVEL2_ALLMAP;
}
}
else
{ // Take power from activator
if (power != 4)
{
AInventory *item = it->FindInventory(static_cast<PClassActor *>(*powers[power]), true);
if (item != NULL)
{
item->Destroy ();
}
}
else if (it->player - players == consoleplayer)
{
level.flags2 &= ~LEVEL2_ALLMAP;
}
}
}
else
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].mo == NULL)
continue;
if (arg1)
{ // Give power
if (power != 4)
{
APowerup *item = static_cast<APowerup*>(players[i].mo->GiveInventoryType (static_cast<PClassActor *>(*powers[power])));
if (item != NULL && power == 0 && arg1 == 1)
{
item->BlendColor = MakeSpecialColormap(INVERSECOLORMAP);
}
}
else if (i == consoleplayer)
{
level.flags2 |= LEVEL2_ALLMAP;
}
}
else
{ // Take power
if (power != 4)
{
AInventory *item = players[i].mo->FindInventory (static_cast<PClassActor *>(*powers[power]));
if (item != NULL)
{
item->Destroy ();
}
}
else if (i == consoleplayer)
{
level.flags2 &= ~LEVEL2_ALLMAP;
}
}
}
}
return true;
}
// Set or clear a flag
switch (arg2)
{
case PROP_BUDDHA:
mask = CF_BUDDHA;
break;
case PROP_FROZEN:
mask = CF_FROZEN;
break;
case PROP_NOTARGET:
mask = CF_NOTARGET;
break;
case PROP_INSTANTWEAPONSWITCH:
mask = CF_INSTANTWEAPSWITCH;
break;
case PROP_FLY:
//mask = CF_FLY;
break;
case PROP_TOTALLYFROZEN:
mask = CF_TOTALLYFROZEN;
break;
}
if (arg0 == 0)
{
if (arg1)
{
it->player->cheats |= mask;
if (arg2 == PROP_FLY)
{
it->flags7 |= MF7_FLYCHEAT;
it->flags2 |= MF2_FLY;
it->flags |= MF_NOGRAVITY;
}
}
else
{
it->player->cheats &= ~mask;
if (arg2 == PROP_FLY)
{
it->flags7 &= ~MF7_FLYCHEAT;
it->flags2 &= ~MF2_FLY;
it->flags &= ~MF_NOGRAVITY;
}
}
}
else
{
int i;
if ((ib_compatflags & BCOMPATF_LINKFROZENPROPS) && (mask & (CF_FROZEN | CF_TOTALLYFROZEN)))
{ // Clearing one of these properties clears both of them (if the compat flag is set.)
mask = CF_FROZEN | CF_TOTALLYFROZEN;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (arg1)
{
players[i].cheats |= mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 |= MF2_FLY;
players[i].mo->flags |= MF_NOGRAVITY;
}
}
else
{
players[i].cheats &= ~mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 &= ~MF2_FLY;
players[i].mo->flags &= ~MF_NOGRAVITY;
}
}
}
}
return !!mask;
}
FUNC(LS_TranslucentLine)
// TranslucentLine (id, amount, type)
{
FLineIdIterator itr(arg0);
int linenum;
while ((linenum = itr.Next()) >= 0)
{
lines[linenum].Alpha = Scale(clamp(arg1, 0, 255), FRACUNIT, 255);
if (arg2 == 0)
{
lines[linenum].flags &= ~ML_ADDTRANS;
}
else if (arg2 == 1)
{
lines[linenum].flags |= ML_ADDTRANS;
}
else
{
Printf ("Unknown translucency type used with TranslucentLine\n");
}
}
return true;
}
FUNC(LS_Autosave)
{
if (gameaction != ga_savegame)
{
level.flags2 &= ~LEVEL2_NOAUTOSAVEHINT;
Net_WriteByte (DEM_CHECKAUTOSAVE);
}
return true;
}
FUNC(LS_ChangeSkill)
{
if ((unsigned)arg0 >= AllSkills.Size())
{
NextSkill = -1;
}
else
{
NextSkill = arg0;
}
return true;
}
FUNC(LS_NoiseAlert)
// NoiseAlert (TID of target, TID of emitter)
{
AActor *target, *emitter;
if (arg0 == 0)
{
target = it;
}
else
{
FActorIterator iter (arg0);
target = iter.Next();
}
if (arg1 == 0)
{
emitter = it;
}
else if (arg1 == arg0)
{
emitter = target;
}
else
{
FActorIterator iter (arg1);
emitter = iter.Next();
}
P_NoiseAlert (target, emitter);
return true;
}
FUNC(LS_SendToCommunicator)
// SendToCommunicator (voc #, front-only, identify, nolog)
{
// This obviously isn't going to work for co-op.
if (arg1 && backSide)
return false;
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
{
char name[32];
mysnprintf (name, countof(name), "svox/voc%d", arg0);
if (!arg3)
{
it->player->SetLogNumber (arg0);
}
if (it->CheckLocalView (consoleplayer))
{
S_StopSound (CHAN_VOICE);
S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
// Get the message from the LANGUAGE lump.
FString msg;
msg.Format("TXT_COMM%d", arg2);
const char *str = GStrings[msg];
if (str != NULL)
{
Printf (PRINT_CHAT, "%s\n", str);
}
}
return true;
}
return false;
}
FUNC(LS_ForceField)
// ForceField ()
{
if (it != NULL)
{
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000);
}
return true;
}
FUNC(LS_ClearForceField)
// ClearForceField (tag)
{
bool rtn = false;
FSectorTagIterator itr(arg0);
int secnum;
while ((secnum = itr.Next()) >= 0)
{
sector_t *sec = &sectors[secnum];
rtn = true;
for (int i = 0; i < sec->linecount; ++i)
{
line_t *line = sec->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
line->sidedef[0]->SetTexture(side_t::mid, FNullTextureID());
line->sidedef[1]->SetTexture(side_t::mid, FNullTextureID());
}
}
}
return rtn;
}
FUNC(LS_GlassBreak)
// GlassBreak (bNoJunk)
{
bool switched;
bool quest1, quest2;
ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
switched = P_ChangeSwitchTexture (ln->sidedef[0], false, 0, &quest1);
ln->special = 0;
if (ln->sidedef[1] != NULL)
{
switched |= P_ChangeSwitchTexture (ln->sidedef[1], false, 0, &quest2);
}
else
{
quest2 = quest1;
}
if (switched)
{
if (!arg0)
{ // Break some glass
fixed_t x, y;
AActor *glass;
angle_t an;
int speed;
x = ln->v1->x + ln->dx/2;
y = ln->v1->y + ln->dy/2;
x += (ln->frontsector->soundorg[0] - x) / 5;
y += (ln->frontsector->soundorg[1] - y) / 5;
for (int i = 0; i < 7; ++i)
{
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
glass->AddZ(24 * FRACUNIT);
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
an = pr_glass() << (32-8);
glass->angle = an;
an >>= ANGLETOFINESHIFT;
speed = pr_glass() & 3;
glass->velx = finecosine[an] * speed;
glass->vely = finesine[an] * speed;
glass->velz = (pr_glass() & 7) << FRACBITS;
// [RH] Let the shards stick around longer than they did in Strife.
glass->tics += pr_glass();
}
}
if (quest1 || quest2)
{ // Up stats and signal this mission is complete
if (it == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
it = players[i].mo;
break;
}
}
}
if (it != NULL)
{
it->GiveInventoryType (QuestItemClasses[28]);
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
}
}
}
// We already changed the switch texture, so don't make the main code switch it back.
return false;
}
FUNC(LS_StartConversation)
// StartConversation (tid, facetalker)
{
FActorIterator iterator (arg0);
AActor *target = iterator.Next();
// Nothing to talk to
if (target == NULL)
{
return false;
}
// Only living players are allowed to start conversations
if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0)
{
return false;
}
// Dead things can't talk.
if (target->health <= 0)
{
return false;
}
// Fighting things don't talk either.
if (target->flags4 & MF4_INCOMBAT)
{
return false;
}
if (target->Conversation != NULL)
{
// Give the NPC a chance to play a brief animation
target->ConversationAnimation (0);
P_StartConversation (target, it, !!arg1, true);
return true;
}
return false;
}
FUNC(LS_Thing_SetConversation)
// Thing_SetConversation (tid, dlg_id)
{
int dlg_index = -1;
FStrifeDialogueNode *node = NULL;
if (arg1 != 0)
{
dlg_index = GetConversation(arg1);
if (dlg_index == -1) return false;
node = StrifeDialogues[dlg_index];
}
if (arg0 != 0)
{
FActorIterator iterator (arg0);
while ((it = iterator.Next()) != NULL)
{
it->ConversationRoot = dlg_index;
it->Conversation = node;
}
}
else if (it)
{
it->ConversationRoot = dlg_index;
it->Conversation = node;
}
return true;
}
FUNC(LS_Line_SetPortalTarget)
// Line_SetPortalTarget(thisid, destid)
{
return P_ChangePortal(ln, arg0, arg1);
}
static lnSpecFunc LineSpecials[] =
{
/* 0 */ LS_NOP,
/* 1 */ LS_NOP, // Polyobj_StartLine,
/* 2 */ LS_Polyobj_RotateLeft,
/* 3 */ LS_Polyobj_RotateRight,
/* 4 */ LS_Polyobj_Move,
/* 5 */ LS_NOP, // Polyobj_ExplicitLine
/* 6 */ LS_Polyobj_MoveTimes8,
/* 7 */ LS_Polyobj_DoorSwing,
/* 8 */ LS_Polyobj_DoorSlide,
/* 9 */ LS_NOP, // Line_Horizon
/* 10 */ LS_Door_Close,
/* 11 */ LS_Door_Open,
/* 12 */ LS_Door_Raise,
/* 13 */ LS_Door_LockedRaise,
/* 14 */ LS_Door_Animated,
/* 15 */ LS_Autosave,
/* 16 */ LS_NOP, // Transfer_WallLight
/* 17 */ LS_Thing_Raise,
/* 18 */ LS_StartConversation,
/* 19 */ LS_Thing_Stop,
/* 20 */ LS_Floor_LowerByValue,
/* 21 */ LS_Floor_LowerToLowest,
/* 22 */ LS_Floor_LowerToNearest,
/* 23 */ LS_Floor_RaiseByValue,
/* 24 */ LS_Floor_RaiseToHighest,
/* 25 */ LS_Floor_RaiseToNearest,
/* 26 */ LS_Stairs_BuildDown,
/* 27 */ LS_Stairs_BuildUp,
/* 28 */ LS_Floor_RaiseAndCrush,
/* 29 */ LS_Pillar_Build,
/* 30 */ LS_Pillar_Open,
/* 31 */ LS_Stairs_BuildDownSync,
/* 32 */ LS_Stairs_BuildUpSync,
/* 33 */ LS_ForceField,
/* 34 */ LS_ClearForceField,
/* 35 */ LS_Floor_RaiseByValueTimes8,
/* 36 */ LS_Floor_LowerByValueTimes8,
/* 37 */ LS_Floor_MoveToValue,
/* 38 */ LS_Ceiling_Waggle,
/* 39 */ LS_Teleport_ZombieChanger,
/* 40 */ LS_Ceiling_LowerByValue,
/* 41 */ LS_Ceiling_RaiseByValue,
/* 42 */ LS_Ceiling_CrushAndRaise,
/* 43 */ LS_Ceiling_LowerAndCrush,
/* 44 */ LS_Ceiling_CrushStop,
/* 45 */ LS_Ceiling_CrushRaiseAndStay,
/* 46 */ LS_Floor_CrushStop,
/* 47 */ LS_Ceiling_MoveToValue,
/* 48 */ LS_NOP, // Sector_Attach3dMidtex
/* 49 */ LS_GlassBreak,
/* 50 */ LS_NOP, // ExtraFloor_LightOnly
/* 51 */ LS_Sector_SetLink,
/* 52 */ LS_Scroll_Wall,
/* 53 */ LS_Line_SetTextureOffset,
/* 54 */ LS_Sector_ChangeFlags,
/* 55 */ LS_Line_SetBlocking,
/* 56 */ LS_Line_SetTextureScale,
/* 57 */ LS_NOP, // Sector_SetPortal
/* 58 */ LS_NOP, // Sector_CopyScroller
/* 59 */ LS_Polyobj_OR_MoveToSpot,
/* 60 */ LS_Plat_PerpetualRaise,
/* 61 */ LS_Plat_Stop,
/* 62 */ LS_Plat_DownWaitUpStay,
/* 63 */ LS_Plat_DownByValue,
/* 64 */ LS_Plat_UpWaitDownStay,
/* 65 */ LS_Plat_UpByValue,
/* 66 */ LS_Floor_LowerInstant,
/* 67 */ LS_Floor_RaiseInstant,
/* 68 */ LS_Floor_MoveToValueTimes8,
/* 69 */ LS_Ceiling_MoveToValueTimes8,
/* 70 */ LS_Teleport,
/* 71 */ LS_Teleport_NoFog,
/* 72 */ LS_ThrustThing,
/* 73 */ LS_DamageThing,
/* 74 */ LS_Teleport_NewMap,
/* 75 */ LS_Teleport_EndGame,
/* 76 */ LS_TeleportOther,
/* 77 */ LS_TeleportGroup,
/* 78 */ LS_TeleportInSector,
/* 79 */ LS_Thing_SetConversation,
/* 80 */ LS_ACS_Execute,
/* 81 */ LS_ACS_Suspend,
/* 82 */ LS_ACS_Terminate,
/* 83 */ LS_ACS_LockedExecute,
/* 84 */ LS_ACS_ExecuteWithResult,
/* 85 */ LS_ACS_LockedExecuteDoor,
/* 86 */ LS_Polyobj_MoveToSpot,
/* 87 */ LS_Polyobj_Stop,
/* 88 */ LS_Polyobj_MoveTo,
/* 89 */ LS_Polyobj_OR_MoveTo,
/* 90 */ LS_Polyobj_OR_RotateLeft,
/* 91 */ LS_Polyobj_OR_RotateRight,
/* 92 */ LS_Polyobj_OR_Move,
/* 93 */ LS_Polyobj_OR_MoveTimes8,
/* 94 */ LS_Pillar_BuildAndCrush,
/* 95 */ LS_FloorAndCeiling_LowerByValue,
/* 96 */ LS_FloorAndCeiling_RaiseByValue,
/* 97 */ LS_Ceiling_LowerAndCrushDist,
/* 98 */ LS_Sector_SetTranslucent,
/* 99 */ LS_Floor_RaiseAndCrushDoom,
/* 100 */ LS_NOP, // Scroll_Texture_Left
/* 101 */ LS_NOP, // Scroll_Texture_Right
/* 102 */ LS_NOP, // Scroll_Texture_Up
/* 103 */ LS_NOP, // Scroll_Texture_Down
/* 104 */ LS_Ceiling_CrushAndRaiseSilentDist,
/* 105 */ LS_Door_WaitRaise,
/* 106 */ LS_Door_WaitClose,
/* 107 */ LS_Line_SetPortalTarget,
/* 108 */ LS_NOP,
/* 109 */ LS_Light_ForceLightning,
/* 110 */ LS_Light_RaiseByValue,
/* 111 */ LS_Light_LowerByValue,
/* 112 */ LS_Light_ChangeToValue,
/* 113 */ LS_Light_Fade,
/* 114 */ LS_Light_Glow,
/* 115 */ LS_Light_Flicker,
/* 116 */ LS_Light_Strobe,
/* 117 */ LS_Light_Stop,
/* 118 */ LS_NOP, // Plane_Copy
/* 119 */ LS_Thing_Damage,
/* 120 */ LS_Radius_Quake,
/* 121 */ LS_NOP, // Line_SetIdentification
/* 122 */ LS_NOP,
/* 123 */ LS_NOP,
/* 124 */ LS_NOP,
/* 125 */ LS_Thing_Move,
/* 126 */ LS_NOP,
/* 127 */ LS_Thing_SetSpecial,
/* 128 */ LS_ThrustThingZ,
/* 129 */ LS_UsePuzzleItem,
/* 130 */ LS_Thing_Activate,
/* 131 */ LS_Thing_Deactivate,
/* 132 */ LS_Thing_Remove,
/* 133 */ LS_Thing_Destroy,
/* 134 */ LS_Thing_Projectile,
/* 135 */ LS_Thing_Spawn,
/* 136 */ LS_Thing_ProjectileGravity,
/* 137 */ LS_Thing_SpawnNoFog,
/* 138 */ LS_Floor_Waggle,
/* 139 */ LS_Thing_SpawnFacing,
/* 140 */ LS_Sector_ChangeSound,
/* 141 */ LS_NOP,
/* 142 */ LS_NOP,
/* 143 */ LS_NOP,
/* 144 */ LS_NOP,
/* 145 */ LS_NOP, // 145 Player_SetTeam
/* 146 */ LS_NOP,
/* 147 */ LS_NOP,
/* 148 */ LS_NOP,
/* 149 */ LS_NOP,
/* 150 */ LS_NOP,
/* 151 */ LS_NOP,
/* 152 */ LS_NOP, // 152 Team_Score
/* 153 */ LS_NOP, // 153 Team_GivePoints
/* 154 */ LS_Teleport_NoStop,
/* 155 */ LS_NOP,
/* 156 */ LS_NOP,
/* 157 */ LS_NOP, // SetGlobalFogParameter // in GZDoom
/* 158 */ LS_FS_Execute,
/* 159 */ LS_NOP, // Sector_SetPlaneReflection in GZDoom
/* 160 */ LS_NOP, // Sector_Set3DFloor
/* 161 */ LS_NOP, // Sector_SetContents
/* 162 */ LS_NOP, // Reserved Doom64 branch
/* 163 */ LS_NOP, // Reserved Doom64 branch
/* 164 */ LS_NOP, // Reserved Doom64 branch
/* 165 */ LS_NOP, // Reserved Doom64 branch
/* 166 */ LS_NOP, // Reserved Doom64 branch
/* 167 */ LS_NOP, // Reserved Doom64 branch
/* 168 */ LS_Ceiling_CrushAndRaiseDist,
/* 169 */ LS_Generic_Crusher2,
/* 170 */ LS_Sector_SetCeilingScale2,
/* 171 */ LS_Sector_SetFloorScale2,
/* 172 */ LS_Plat_UpNearestWaitDownStay,
/* 173 */ LS_NoiseAlert,
/* 174 */ LS_SendToCommunicator,
/* 175 */ LS_Thing_ProjectileIntercept,
/* 176 */ LS_Thing_ChangeTID,
/* 177 */ LS_Thing_Hate,
/* 178 */ LS_Thing_ProjectileAimed,
/* 179 */ LS_ChangeSkill,
/* 180 */ LS_Thing_SetTranslation,
/* 181 */ LS_NOP, // Plane_Align
/* 182 */ LS_NOP, // Line_Mirror
/* 183 */ LS_Line_AlignCeiling,
/* 184 */ LS_Line_AlignFloor,
/* 185 */ LS_Sector_SetRotation,
/* 186 */ LS_Sector_SetCeilingPanning,
/* 187 */ LS_Sector_SetFloorPanning,
/* 188 */ LS_Sector_SetCeilingScale,
/* 189 */ LS_Sector_SetFloorScale,
/* 190 */ LS_NOP, // Static_Init
/* 191 */ LS_SetPlayerProperty,
/* 192 */ LS_Ceiling_LowerToHighestFloor,
/* 193 */ LS_Ceiling_LowerInstant,
/* 194 */ LS_Ceiling_RaiseInstant,
/* 195 */ LS_Ceiling_CrushRaiseAndStayA,
/* 196 */ LS_Ceiling_CrushAndRaiseA,
/* 197 */ LS_Ceiling_CrushAndRaiseSilentA,
/* 198 */ LS_Ceiling_RaiseByValueTimes8,
/* 199 */ LS_Ceiling_LowerByValueTimes8,
/* 200 */ LS_Generic_Floor,
/* 201 */ LS_Generic_Ceiling,
/* 202 */ LS_Generic_Door,
/* 203 */ LS_Generic_Lift,
/* 204 */ LS_Generic_Stairs,
/* 205 */ LS_Generic_Crusher,
/* 206 */ LS_Plat_DownWaitUpStayLip,
/* 207 */ LS_Plat_PerpetualRaiseLip,
/* 208 */ LS_TranslucentLine,
/* 209 */ LS_NOP, // Transfer_Heights
/* 210 */ LS_NOP, // Transfer_FloorLight
/* 211 */ LS_NOP, // Transfer_CeilingLight
/* 212 */ LS_Sector_SetColor,
/* 213 */ LS_Sector_SetFade,
/* 214 */ LS_Sector_SetDamage,
/* 215 */ LS_Teleport_Line,
/* 216 */ LS_Sector_SetGravity,
/* 217 */ LS_Stairs_BuildUpDoom,
/* 218 */ LS_Sector_SetWind,
/* 219 */ LS_Sector_SetFriction,
/* 220 */ LS_Sector_SetCurrent,
/* 221 */ LS_Scroll_Texture_Both,
/* 222 */ LS_NOP, // Scroll_Texture_Model
/* 223 */ LS_Scroll_Floor,
/* 224 */ LS_Scroll_Ceiling,
/* 225 */ LS_NOP, // Scroll_Texture_Offsets
/* 226 */ LS_ACS_ExecuteAlways,
/* 227 */ LS_PointPush_SetForce,
/* 228 */ LS_Plat_RaiseAndStayTx0,
/* 229 */ LS_Thing_SetGoal,
/* 230 */ LS_Plat_UpByValueStayTx,
/* 231 */ LS_Plat_ToggleCeiling,
/* 232 */ LS_Light_StrobeDoom,
/* 233 */ LS_Light_MinNeighbor,
/* 234 */ LS_Light_MaxNeighbor,
/* 235 */ LS_Floor_TransferTrigger,
/* 236 */ LS_Floor_TransferNumeric,
/* 237 */ LS_ChangeCamera,
/* 238 */ LS_Floor_RaiseToLowestCeiling,
/* 239 */ LS_Floor_RaiseByValueTxTy,
/* 240 */ LS_Floor_RaiseByTexture,
/* 241 */ LS_Floor_LowerToLowestTxTy,
/* 242 */ LS_Floor_LowerToHighest,
/* 243 */ LS_Exit_Normal,
/* 244 */ LS_Exit_Secret,
/* 245 */ LS_Elevator_RaiseToNearest,
/* 246 */ LS_Elevator_MoveToFloor,
/* 247 */ LS_Elevator_LowerToNearest,
/* 248 */ LS_HealThing,
/* 249 */ LS_Door_CloseWaitOpen,
/* 250 */ LS_Floor_Donut,
/* 251 */ LS_FloorAndCeiling_LowerRaise,
/* 252 */ LS_Ceiling_RaiseToNearest,
/* 253 */ LS_Ceiling_LowerToLowest,
/* 254 */ LS_Ceiling_LowerToFloor,
/* 255 */ LS_Ceiling_CrushRaiseAndStaySilA,
/* 256 */ LS_Floor_LowerToHighestEE,
/* 257 */ LS_Floor_RaiseToLowest,
/* 258 */ LS_Floor_LowerToLowestCeiling,
/* 259 */ LS_Floor_RaiseToCeiling,
/* 260 */ LS_Floor_ToCeilingInstant,
/* 261 */ LS_Floor_LowerByTexture,
/* 262 */ LS_Ceiling_RaiseToHighest,
/* 263 */ LS_Ceiling_ToHighestInstant,
/* 264 */ LS_Ceiling_LowerToNearest,
/* 265 */ LS_Ceiling_RaiseToLowest,
/* 266 */ LS_Ceiling_RaiseToHighestFloor,
/* 267 */ LS_Ceiling_ToFloorInstant,
/* 268 */ LS_Ceiling_RaiseByTexture,
/* 269 */ LS_Ceiling_LowerByTexture,
/* 270 */ LS_Stairs_BuildDownDoom,
/* 271 */ LS_Stairs_BuildUpDoomSync,
/* 272 */ LS_Stairs_BuildDownDoomSync,
};
#define DEFINE_SPECIAL(name, num, min, max, mmax) {#name, num, min, max, mmax},
static FLineSpecial LineSpecialNames[] = {
#include "actionspecials.h"
};
static int STACK_ARGS lscmp (const void * a, const void * b)
{
return stricmp( ((FLineSpecial*)a)->name, ((FLineSpecial*)b)->name);
}
static struct LineSpecialTable
{
TArray<FLineSpecial *> LineSpecialsInfo;
LineSpecialTable()
{
unsigned int max = 0;
for (size_t i = 0; i < countof(LineSpecialNames); ++i)
{
if (LineSpecialNames[i].number > (int)max)
max = LineSpecialNames[i].number;
}
LineSpecialsInfo.Resize(max + 1);
for (unsigned i = 0; i <= max; i++)
{
LineSpecialsInfo[i] = NULL;
}
qsort(LineSpecialNames, countof(LineSpecialNames), sizeof(FLineSpecial), lscmp);
for (size_t i = 0; i < countof(LineSpecialNames); ++i)
{
assert(LineSpecialsInfo[LineSpecialNames[i].number] == NULL);
LineSpecialsInfo[LineSpecialNames[i].number] = &LineSpecialNames[i];
}
}
} LineSpec;
//==========================================================================
//
//
//
//==========================================================================
int P_GetMaxLineSpecial()
{
return LineSpec.LineSpecialsInfo.Size() - 1;
}
//==========================================================================
//
//
//
//==========================================================================
FLineSpecial *P_GetLineSpecialInfo(int special)
{
if ((unsigned) special < LineSpec.LineSpecialsInfo.Size())
{
return LineSpec.LineSpecialsInfo[special];
}
return NULL;
}
//==========================================================================
//
// P_FindLineSpecial
//
// Finds a line special and also returns the min and max argument count.
//
//==========================================================================
int P_FindLineSpecial (const char *string, int *min_args, int *max_args)
{
int min = 0, max = countof(LineSpecialNames) - 1;
while (min <= max)
{
int mid = (min + max) / 2;
int lexval = stricmp (string, LineSpecialNames[mid].name);
if (lexval == 0)
{
if (min_args != NULL) *min_args = LineSpecialNames[mid].min_args;
if (max_args != NULL) *max_args = LineSpecialNames[mid].max_args;
return LineSpecialNames[mid].number;
}
else if (lexval > 0)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return 0;
}
//==========================================================================
//
// P_ExecuteSpecial
//
//==========================================================================
int P_ExecuteSpecial(int num,
struct line_t *line,
class AActor *activator,
bool backSide,
int arg1,
int arg2,
int arg3,
int arg4,
int arg5)
{
if (num >= 0 && num < (int)countof(LineSpecials))
{
return LineSpecials[num](line, activator, backSide, arg1, arg2, arg3, arg4, arg5);
}
return 0;
}