qzdoom/src/p_lnspec.cpp

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/*
** p_lnspec.cpp
** Handles line specials
**
**---------------------------------------------------------------------------
** Copyright 1998-2007 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
** Each function returns true if it caused something to happen
** or false if it could not perform the desired action.
*/
#include "doomstat.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "p_enemy.h"
#include "g_level.h"
#include "v_palette.h"
#include "tables.h"
#include "i_system.h"
#include "a_sharedglobal.h"
#include "a_lightning.h"
#include "statnums.h"
#include "s_sound.h"
#include "templates.h"
#include "a_keys.h"
#include "gi.h"
#include "m_random.h"
#include "p_conversation.h"
#include "a_strifeglobal.h"
#include "r_translate.h"
#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))
static FRandom pr_glass ("GlassBreak");
FName MODtoDamageType (int mod)
{
switch (mod)
{
default: return NAME_None; break;
case 9: return NAME_BFGSplash; break;
case 12: return NAME_Drowning; break;
case 13: return NAME_Slime; break;
case 14: return NAME_Fire; break;
case 15: return NAME_Crush; break;
case 16: return NAME_Telefrag; break;
case 17: return NAME_Falling; break;
case 18: return NAME_Suicide; break;
case 20: return NAME_Exit; break;
case 22: return NAME_Melee; break;
case 23: return NAME_Railgun; break;
case 24: return NAME_Ice; break;
case 25: return NAME_Disintegrate; break;
case 26: return NAME_Poison; break;
case 27: return NAME_Electric; break;
case 1000: return NAME_Massacre; break;
}
}
FUNC(LS_NOP)
{
return false;
}
FUNC(LS_Polyobj_RotateLeft)
// Polyobj_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false);
}
FUNC(LS_Polyobj_RotateRight)
// Polyobj_rotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false);
}
FUNC(LS_Polyobj_Move)
// Polyobj_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, false);
}
FUNC(LS_Polyobj_MoveTimes8)
// Polyobj_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false);
}
FUNC(LS_Polyobj_DoorSwing)
// Polyobj_DoorSwing (po, speed, angle, delay)
{
return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING);
}
FUNC(LS_Polyobj_DoorSlide)
// Polyobj_DoorSlide (po, speed, angle, distance, delay)
{
return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE);
}
FUNC(LS_Polyobj_OR_RotateLeft)
// Polyobj_OR_RotateLeft (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true);
}
FUNC(LS_Polyobj_OR_RotateRight)
// Polyobj_OR_RotateRight (po, speed, angle)
{
return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true);
}
FUNC(LS_Polyobj_OR_Move)
// Polyobj_OR_Move (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, true);
}
FUNC(LS_Polyobj_OR_MoveTimes8)
// Polyobj_OR_MoveTimes8 (po, speed, angle, distance)
{
return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true);
}
FUNC(LS_Door_Close)
// Door_Close (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Open)
// Door_Open (tag, speed, lighttag)
{
return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
}
FUNC(LS_Door_Raise)
// Door_Raise (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3);
}
FUNC(LS_Door_LockedRaise)
// Door_LockedRaise (tag, speed, delay, lock, lighttag)
{
return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it,
arg0, SPEED(arg1), TICS(arg2), arg3, arg4);
}
FUNC(LS_Door_CloseWaitOpen)
// Door_CloseWaitOpen (tag, speed, delay, lighttag)
{
return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3);
}
FUNC(LS_Door_Animated)
// Door_Animated (tag, speed, delay)
{
return EV_SlidingDoor (ln, it, arg0, arg1, arg2);
}
FUNC(LS_Generic_Door)
// Generic_Door (tag, speed, kind, delay, lock)
{
int tag, lightTag;
DDoor::EVlDoor type;
switch (arg2 & 127)
{
case 0: type = DDoor::doorRaise; break;
case 1: type = DDoor::doorOpen; break;
case 2: type = DDoor::doorCloseWaitOpen; break;
case 3: type = DDoor::doorClose; break;
default: return false;
}
if (arg2 & 128)
{
// New for 2.0.58: Finally support BOOM's local door light effect
tag = 0;
lightTag = arg0;
}
else
{
tag = arg0;
lightTag = 0;
}
return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag);
}
FUNC(LS_Floor_LowerByValue)
// Floor_LowerByValue (tag, speed, height)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0);
}
FUNC(LS_Floor_LowerToLowest)
// Floor_LowerToLowest (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_LowerToHighest)
// Floor_LowerToHighest (tag, speed, adjust)
{
return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0);
}
FUNC(LS_Floor_LowerToNearest)
// Floor_LowerToNearest (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_RaiseByValue)
// Floor_RaiseByValue (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0);
}
FUNC(LS_Floor_RaiseToHighest)
// Floor_RaiseToHighest (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_RaiseToNearest)
// Floor_RaiseToNearest (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_RaiseAndCrush)
// Floor_RaiseAndCrush (tag, speed, crush)
{
return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0);
}
FUNC(LS_Floor_RaiseByValueTimes8)
// FLoor_RaiseByValueTimes8 (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0);
}
FUNC(LS_Floor_LowerByValueTimes8)
// Floor_LowerByValueTimes8 (tag, speed, height)
{
return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0);
}
FUNC(LS_Floor_CrushStop)
// Floor_CrushStop (tag)
{
return EV_FloorCrushStop (arg0);
}
FUNC(LS_Floor_LowerInstant)
// Floor_LowerInstant (tag, unused, height)
{
return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0);
}
FUNC(LS_Floor_RaiseInstant)
// Floor_RaiseInstant (tag, unused, height)
{
return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0);
}
FUNC(LS_Floor_MoveToValueTimes8)
// Floor_MoveToValueTimes8 (tag, speed, height, negative)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*8*(arg3?-1:1), 0, 0);
}
FUNC(LS_Floor_MoveToValue)
// Floor_MoveToValue (tag, speed, height, negative)
{
return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
arg2*FRACUNIT*(arg3?-1:1), 0, 0);
}
FUNC(LS_Floor_RaiseToLowestCeiling)
// Floor_RaiseToLowestCeiling (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_RaiseByTexture)
// Floor_RaiseByTexture (tag, speed)
{
return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0);
}
FUNC(LS_Floor_RaiseByValueTxTy)
// Floor_RaiseByValueTxTy (tag, speed, height)
{
return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0);
}
FUNC(LS_Floor_LowerToLowestTxTy)
// Floor_LowerToLowestTxTy (tag, speed)
{
return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0);
}
FUNC(LS_Floor_Waggle)
// Floor_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, false);
}
FUNC(LS_Ceiling_Waggle)
// Ceiling_Waggle (tag, amplitude, frequency, delay, time)
{
return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, true);
}
FUNC(LS_Floor_TransferTrigger)
// Floor_TransferTrigger (tag)
{
return EV_DoChange (ln, trigChangeOnly, arg0);
}
FUNC(LS_Floor_TransferNumeric)
// Floor_TransferNumeric (tag)
{
return EV_DoChange (ln, numChangeOnly, arg0);
}
FUNC(LS_Floor_Donut)
// Floor_Donut (pillartag, pillarspeed, slimespeed)
{
return EV_DoDonut (arg0, SPEED(arg1), SPEED(arg2));
}
FUNC(LS_Generic_Floor)
// Generic_Floor (tag, speed, height, target, change/model/direct/crush)
{
DFloor::EFloor type;
if (arg4 & 8)
{
switch (arg3)
{
case 1: type = DFloor::floorRaiseToHighest; break;
case 2: type = DFloor::floorRaiseToLowest; break;
case 3: type = DFloor::floorRaiseToNearest; break;
case 4: type = DFloor::floorRaiseToLowestCeiling; break;
case 5: type = DFloor::floorRaiseToCeiling; break;
case 6: type = DFloor::floorRaiseByTexture; break;
default:type = DFloor::floorRaiseByValue; break;
}
}
else
{
switch (arg3)
{
case 1: type = DFloor::floorLowerToHighest; break;
case 2: type = DFloor::floorLowerToLowest; break;
case 3: type = DFloor::floorLowerToNearest; break;
case 4: type = DFloor::floorLowerToLowestCeiling; break;
case 5: type = DFloor::floorLowerToCeiling; break;
case 6: type = DFloor::floorLowerByTexture; break;
default:type = DFloor::floorLowerByValue; break;
}
}
return EV_DoFloor (type, ln, arg0, SPEED(arg1), arg2*FRACUNIT,
(arg4 & 16) ? 20 : -1, arg4 & 7);
}
FUNC(LS_Stairs_BuildDown)
// Stair_BuildDown (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
}
FUNC(LS_Stairs_BuildUp)
// Stairs_BuildUp (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
}
FUNC(LS_Stairs_BuildDownSync)
// Stairs_BuildDownSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildDown, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
}
FUNC(LS_Stairs_BuildUpSync)
// Stairs_BuildUpSync (tag, speed, height, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
}
FUNC(LS_Stairs_BuildUpDoom)
// Stairs_BuildUpDoom (tag, speed, height, delay, reset)
{
return EV_BuildStairs (arg0, DFloor::buildUp, ln,
arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0);
}
FUNC(LS_Generic_Stairs)
// Generic_Stairs (tag, speed, step, dir/igntxt, reset)
{
DFloor::EStair type = (arg3 & 1) ? DFloor::buildUp : DFloor::buildDown;
bool res = EV_BuildStairs (arg0, type, ln,
arg2 * FRACUNIT, SPEED(arg1), 0, arg4, arg3 & 2, 0);
if (res && ln && (ln->flags & ML_REPEAT_SPECIAL) && ln->special == Generic_Stairs)
// Toggle direction of next activation of repeatable stairs
ln->args[3] ^= 1;
return res;
}
FUNC(LS_Pillar_Build)
// Pillar_Build (tag, speed, height)
{
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1);
}
FUNC(LS_Pillar_BuildAndCrush)
// Pillar_BuildAndCrush (tag, speed, height, crush)
{
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3);
}
FUNC(LS_Pillar_Open)
// Pillar_Open (tag, speed, f_height, c_height)
{
return EV_DoPillar (DPillar::pillarOpen, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1);
}
FUNC(LS_Ceiling_LowerByValue)
// Ceiling_LowerByValue (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0);
}
FUNC(LS_Ceiling_RaiseByValue)
// Ceiling_RaiseByValue (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0);
}
FUNC(LS_Ceiling_LowerByValueTimes8)
// Ceiling_LowerByValueTimes8 (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0);
}
FUNC(LS_Ceiling_RaiseByValueTimes8)
// Ceiling_RaiseByValueTimes8 (tag, speed, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0);
}
FUNC(LS_Ceiling_CrushAndRaise)
// Ceiling_CrushAndRaise (tag, speed, crush)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0);
}
FUNC(LS_Ceiling_LowerAndCrush)
// Ceiling_LowerAndCrush (tag, speed, crush)
{
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0);
}
FUNC(LS_Ceiling_CrushStop)
// Ceiling_CrushStop (tag)
{
return EV_CeilingCrushStop (arg0);
}
FUNC(LS_Ceiling_CrushRaiseAndStay)
// Ceiling_CrushRaiseAndStay (tag, speed, crush)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0);
}
FUNC(LS_Ceiling_MoveToValueTimes8)
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, 0);
}
FUNC(LS_Ceiling_MoveToValue)
// Ceiling_MoveToValue (tag, speed, height, negative)
{
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, 0);
}
FUNC(LS_Ceiling_LowerToHighestFloor)
// Ceiling_LowerToHighestFloor (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
}
FUNC(LS_Ceiling_LowerInstant)
// Ceiling_LowerInstant (tag, unused, height)
{
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0);
}
FUNC(LS_Ceiling_RaiseInstant)
// Ceiling_RaiseInstant (tag, unused, height)
{
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0);
}
FUNC(LS_Ceiling_CrushRaiseAndStayA)
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0);
}
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0);
}
FUNC(LS_Ceiling_CrushAndRaiseA)
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0);
}
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage)
{
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0);
}
FUNC(LS_Ceiling_RaiseToNearest)
// Ceiling_RaiseToNearest (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
}
FUNC(LS_Ceiling_LowerToLowest)
// Ceiling_LowerToLowest (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
}
FUNC(LS_Ceiling_LowerToFloor)
// Ceiling_LowerToFloor (tag, speed)
{
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
}
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);
}
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);
}
FUNC(LS_Plat_PerpetualRaise)
// Plat_PerpetualRaise (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_PerpetualRaiseLip)
// Plat_PerpetualRaiseLip (tag, speed, delay, lip)
{
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_Stop)
// Plat_Stop (tag)
{
EV_StopPlat (arg0);
return true;
}
FUNC(LS_Plat_DownWaitUpStay)
// Plat_DownWaitUpStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), 8, 0);
}
FUNC(LS_Plat_DownWaitUpStayLip)
// Plat_DownWaitUpStayLip (tag, speed, delay, lip, floor-sound?)
{
return EV_DoPlat (arg0, ln,
arg4 ? DPlat::platDownWaitUpStayStone : DPlat::platDownWaitUpStay,
0, SPEED(arg1), TICS(arg2), arg3, 0);
}
FUNC(LS_Plat_DownByValue)
// Plat_DownByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platDownByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpByValue)
// Plat_UpByValue (tag, speed, delay, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpWaitDownStay)
// Plat_UpWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_UpNearestWaitDownStay)
// Plat_UpNearestWaitDownStay (tag, speed, delay)
{
return EV_DoPlat (arg0, ln, DPlat::platUpNearestWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
}
FUNC(LS_Plat_RaiseAndStayTx0)
// Plat_RaiseAndStayTx0 (tag, speed)
{
return EV_DoPlat (arg0, ln, DPlat::platRaiseAndStay, 0, SPEED(arg1), 0, 0, 1);
}
FUNC(LS_Plat_UpByValueStayTx)
// Plat_UpByValueStayTx (tag, speed, height)
{
return EV_DoPlat (arg0, ln, DPlat::platUpByValueStay, FRACUNIT*arg2*8, SPEED(arg1), 0, 0, 2);
}
FUNC(LS_Plat_ToggleCeiling)
// Plat_ToggleCeiling (tag)
{
return EV_DoPlat (arg0, ln, DPlat::platToggle, 0, 0, 0, 0, 0);
}
FUNC(LS_Generic_Lift)
// Generic_Lift (tag, speed, delay, target, height)
{
DPlat::EPlatType type;
switch (arg3)
{
case 1:
type = DPlat::platDownWaitUpStay;
break;
case 2:
type = DPlat::platDownToNearestFloor;
break;
case 3:
type = DPlat::platDownToLowestCeiling;
break;
case 4:
type = DPlat::platPerpetualRaise;
break;
default:
type = DPlat::platUpByValue;
break;
}
return EV_DoPlat (arg0, ln, type, arg4*8*FRACUNIT, SPEED(arg1), OCTICS(arg2), 0, 0);
}
FUNC(LS_Exit_Normal)
// Exit_Normal (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetExitMap())))
{
G_ExitLevel (arg0, false);
return true;
}
return false;
}
FUNC(LS_Exit_Secret)
// Exit_Secret (position)
{
if (CheckIfExitIsGood (it, FindLevelInfo(G_GetSecretExitMap())))
{
G_SecretExitLevel (arg0);
return true;
}
return false;
}
FUNC(LS_Teleport_NewMap)
// Teleport_NewMap (map, position, keepFacing?)
{
if (backSide == 0 || gameinfo.gametype == GAME_Strife)
{
level_info_t *info = FindLevelByNum (arg0);
if (info && CheckIfExitIsGood (it, info))
{
G_ChangeLevel(info->mapname, arg1, !!arg2);
return true;
}
}
return false;
}
FUNC(LS_Teleport)
// Teleport (tid, sectortag, bNoSourceFog)
{
return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false);
}
FUNC(LS_Teleport_NoFog)
// Teleport_NoFog (tid, useang, sectortag)
{
return EV_Teleport (arg0, arg2, ln, backSide, it, false, false, !arg1);
}
FUNC(LS_Teleport_ZombieChanger)
// Teleport_ZombieChanger (tid, sectortag)
{
// This is practically useless outside of Strife, but oh well.
if (it != NULL)
{
EV_Teleport (arg0, arg1, ln, backSide, it, false, false, false);
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
return true;
}
return false;
}
FUNC(LS_TeleportOther)
// TeleportOther (other_tid, dest_tid, fog?)
{
return EV_TeleportOther (arg0, arg1, arg2?true:false);
}
FUNC(LS_TeleportGroup)
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
{
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
}
FUNC(LS_TeleportInSector)
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
{
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
}
FUNC(LS_Teleport_EndGame)
// Teleport_EndGame ()
{
if (!backSide && CheckIfExitIsGood (it, NULL))
{
G_SetForEndGame (level.nextmap);
G_ExitLevel (0, false);
return true;
}
return false;
}
FUNC(LS_Teleport_Line)
// Teleport_Line (thisid, destid, reversed)
{
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit);
FUNC(LS_ThrustThing)
// ThrustThing (angle, force, nolimit, tid)
{
if (arg3 != 0)
{
FActorIterator iterator (arg3);
while ((it = iterator.Next()) != NULL)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
}
return true;
}
else if (it)
{
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
return true;
}
return false;
}
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit)
{
angle >>= ANGLETOFINESHIFT;
it->momx += force * finecosine[angle];
it->momy += force * finesine[angle];
if (!nolimit)
{
it->momx = clamp<fixed_t> (it->momx, -MAXMOVE, MAXMOVE);
it->momy = clamp<fixed_t> (it->momy, -MAXMOVE, MAXMOVE);
}
}
FUNC(LS_ThrustThingZ) // [BC]
// ThrustThingZ (tid, zthrust, down/up, set)
{
AActor *victim;
fixed_t thrust = arg1*FRACUNIT/4;
// [BC] Up is default
if (arg2)
thrust = -thrust;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
while ( (victim = iterator.Next ()) )
{
if (!arg3)
victim->momz = thrust;
else
victim->momz += thrust;
}
return true;
}
else if (it)
{
if (!arg3)
it->momz = thrust;
else
it->momz += thrust;
return true;
}
return false;
}
FUNC(LS_Thing_SetSpecial) // [BC]
// Thing_SetSpecial (tid, special, arg1, arg2, arg3)
// [RH] Use the SetThingSpecial ACS command instead.
// It can set all args and not just the first three.
{
if (arg0 == 0)
{
if (it != NULL)
{
it->special = arg1;
it->args[0] = arg2;
it->args[1] = arg3;
it->args[2] = arg4;
}
}
else
{
AActor *actor;
FActorIterator iterator (arg0);
while ( (actor = iterator.Next ()) )
{
actor->special = arg1;
actor->args[0] = arg2;
actor->args[1] = arg3;
actor->args[2] = arg4;
}
}
return true;
}
FUNC(LS_Thing_ChangeTID)
// Thing_ChangeTID (oldtid, newtid)
{
if (arg0 == 0)
{
if (it != NULL && !(it->ObjectFlags & OF_EuthanizeMe))
{
it->RemoveFromHash ();
it->tid = arg1;
it->AddToHash ();
}
}
else
{
FActorIterator iterator (arg0);
AActor *actor, *next;
next = iterator.Next ();
while (next != NULL)
{
actor = next;
next = iterator.Next ();
if (!(actor->ObjectFlags & OF_EuthanizeMe))
{
actor->RemoveFromHash ();
actor->tid = arg1;
actor->AddToHash ();
}
}
}
return true;
}
FUNC(LS_DamageThing)
// DamageThing (damage, mod)
{
if (it)
{
if (arg0 < 0)
{ // Negative damages mean healing
if (it->player)
{
P_GiveBody (it, -arg0);
}
else
{
it->health -= arg0;
if (it->GetDefault()->health < it->health)
it->health = it->GetDefault()->health;
}
}
else if (arg0 > 0)
{
P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1));
}
else
{ // If zero damage, guarantee a kill
P_DamageMobj (it, NULL, NULL, 1000000, MODtoDamageType (arg1));
}
}
return it ? true : false;
}
FUNC(LS_HealThing)
// HealThing (amount, max)
{
if (it)
{
int max = arg1;
if (max == 0 || it->player == NULL)
{
P_GiveBody(it, arg0);
return true;
}
else if (max == 1)
{
max = deh.MaxSoulsphere;
}
// If health is already above max, do nothing
if (it->health < max)
{
it->health += arg0;
if (it->health > max && max > 0)
{
it->health = max;
}
if (it->player)
{
it->player->health = it->health;
}
}
}
return it ? true : false;
}
FUNC(LS_Thing_Activate)
// Thing_Activate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might remove itself as part of activation, so get next
// one before activating it.
AActor *temp = iterator.Next ();
actor->Activate (it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
it->Activate(it);
return true;
}
return false;
}
FUNC(LS_Thing_Deactivate)
// Thing_Deactivate (tid)
{
if (arg0 != 0)
{
AActor *actor;
FActorIterator iterator (arg0);
int count = 0;
actor = iterator.Next ();
while (actor)
{
// Actor might removes itself as part of deactivation, so get next
// one before we activate it.
AActor *temp = iterator.Next ();
actor->Deactivate (it);
actor = temp;
count++;
}
return count != 0;
}
else if (it != NULL)
{
it->Deactivate(it);
return true;
}
return false;
}
static void RemoveThing(AActor * actor)
{
// Don't remove live players.
if (actor->player == NULL || actor != actor->player->mo)
{
// be friendly to the level statistics. ;)
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
if (actor->flags&MF_COUNTITEM) level.total_items--;
actor->Destroy ();
}
}
FUNC(LS_Thing_Remove)
// Thing_Remove (tid)
{
if (arg0 != 0)
{
FActorIterator iterator (arg0);
AActor *actor;
2006-04-13 22:40:43 +00:00
actor = iterator.Next ();
while (actor)
2006-04-13 22:40:43 +00:00
{
AActor *temp = iterator.Next ();
RemoveThing(actor);
actor = temp;
2006-04-13 22:40:43 +00:00
}
}
else if (it != NULL)
{
RemoveThing(it);
}
return true;
}
FUNC(LS_Thing_Destroy)
// Thing_Destroy (tid, extreme)
{
if (arg0 == 0)
{
P_Massacre ();
}
else
{
FActorIterator iterator (arg0);
AActor *actor;
actor = iterator.Next ();
while (actor)
{
AActor *temp = iterator.Next ();
if (actor->flags & MF_SHOOTABLE)
P_DamageMobj (actor, NULL, it, arg1 ? 1000000 : actor->health, NAME_None);
actor = temp;
}
}
return true;
}
FUNC(LS_Thing_Damage)
// Thing_Damage (tid, amount, MOD)
{
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
return true;
}
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
}
FUNC(LS_Thing_ProjectileGravity)
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
}
FUNC(LS_Thing_Hate)
// Thing_Hate (hater, hatee, group/"xray"?)
{
FActorIterator haterIt (arg0);
AActor *hater, *hatee = NULL;
FActorIterator hateeIt (arg1);
bool nothingToHate = false;
if (arg1 != 0)
{
while ((hatee = hateeIt.Next ()))
{
if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things
hatee->health > 0 && // can't hate dead things
!(hatee->flags2 & MF2_DORMANT)) // can't target dormant things
{
break;
}
}
if (hatee == NULL)
{ // Nothing to hate
nothingToHate = true;
}
}
if (arg0 == 0)
{
2006-04-12 01:50:09 +00:00
if (it != NULL && it->player != NULL)
{
// Players cannot have their attitudes set
return false;
}
else
{
hater = it;
}
}
else
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
while (hater != NULL)
{
// Can't hate if can't attack.
if (hater->SeeState != NULL)
{
// If hating a group of things, record the TID and NULL
// the target (if its TID doesn't match). A_Look will
// find an appropriate thing to go chase after.
if (arg2 != 0)
{
hater->TIDtoHate = arg1;
hater->LastLookActor = NULL;
// If the TID to hate is 0, then don't forget the target and
// lastenemy fields.
if (arg1 != 0)
{
if (hater->target != NULL && hater->target->tid != arg1)
{
hater->target = NULL;
}
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
{
hater->lastenemy = NULL;
}
}
}
// Hate types for arg2:
//
// 0 - Just hate one specific actor
// 1 - Hate actors with given TID and attack players when shot
// 2 - Same as 1, but will go after enemies without seeing them first
// 3 - Hunt actors with given TID and also players
// 4 - Same as 3, but will go after monsters without seeing them first
// 5 - Hate actors with given TID and ignore player attacks
// 6 - Same as 5, but will go after enemies without seeing them first
// Note here: If you use Thing_Hate (tid, 0, 2), you can make
// a monster go after a player without seeing him first.
if (arg2 == 2 || arg2 == 4 || arg2 == 6)
{
hater->flags3 |= MF3_NOSIGHTCHECK;
}
else
{
hater->flags3 &= ~MF3_NOSIGHTCHECK;
}
if (arg2 == 3 || arg2 == 4)
{
hater->flags3 |= MF3_HUNTPLAYERS;
}
else
{
hater->flags3 &= ~MF3_HUNTPLAYERS;
}
if (arg2 == 5 || arg2 == 6)
{
hater->flags4 |= MF4_NOHATEPLAYERS;
}
else
{
hater->flags4 &= ~MF4_NOHATEPLAYERS;
}
if (arg1 == 0)
{
hatee = it;
}
else if (nothingToHate)
{
hatee = NULL;
}
else if (arg2 != 0)
{
do
{
hatee = hateeIt.Next ();
}
while ( hatee == NULL ||
hatee == hater || // can't hate self
!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
hatee->health <= 0 || // can't hate dead things
(hatee->flags2 & MF2_DORMANT));
}
if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
{
if (hater->target)
{
hater->lastenemy = hater->target;
}
hater->target = hatee;
if (!(hater->flags2 & MF2_DORMANT))
{
if (hater->health > 0) hater->SetState (hater->SeeState);
}
}
}
if (arg0 != 0)
{
while ((hater = haterIt.Next ()))
{
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
{
break;
}
}
}
else
{
hater = NULL;
}
}
return true;
}
FUNC(LS_Thing_ProjectileAimed)
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
}
FUNC(LS_Thing_ProjectileIntercept)
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
}
// [BC] added newtid for next two
FUNC(LS_Thing_Spawn)
// Thing_Spawn (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
}
static bool DoThingRaise(AActor *thing)
{
if (thing == NULL)
return false; // not valid
if (!(thing->flags & MF_CORPSE) )
return true; // not a corpse
if (thing->tics != -1)
return true; // not lying still yet
FState * RaiseState = thing->FindState(NAME_Raise);
if (RaiseState == NULL)
return true; // monster doesn't have a raise state
AActor *info = thing->GetDefault ();
thing->momx = thing->momy = 0;
// [RH] Check against real height and radius
fixed_t oldheight = thing->height;
fixed_t oldradius = thing->radius;
int oldflags = thing->flags;
thing->flags |= MF_SOLID;
thing->height = info->height; // [RH] Use real height
thing->radius = info->radius; // [RH] Use real radius
if (!P_CheckPosition (thing, thing->x, thing->y))
{
thing->flags = oldflags;
thing->radius = oldradius;
thing->height = oldheight;
return false;
}
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
thing->SetState (RaiseState);
thing->flags = info->flags;
thing->flags2 = info->flags2;
thing->flags3 = info->flags3;
thing->flags4 = info->flags4;
thing->health = info->health;
thing->target = NULL;
thing->lastenemy = NULL;
// [RH] If it's a monster, it gets to count as another kill
if (thing->CountsAsKill())
{
level.total_monsters++;
}
return true;
}
FUNC(LS_Thing_Raise)
// Thing_Raise(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
ok = DoThingRaise (it);
}
else
{
TActorIterator<AActor> iterator (arg0);
while ( (target = iterator.Next ()) )
{
ok |= DoThingRaise(target);
}
}
return ok;
}
FUNC(LS_Thing_Stop)
// Thing_Stop(tid)
{
AActor * target;
bool ok = false;
if (arg0==0)
{
if (it != NULL)
{
it->momx = it->momy = it->momz = 0;
2007-04-25 14:20:35 +00:00
if (it->player != NULL) it->player->momx = it->player->momy = 0;
ok = true;
}
}
else
{
TActorIterator<AActor> iterator (arg0);
while ( (target = iterator.Next ()) )
{
target->momx = target->momy = target->momz = 0;
2007-04-25 14:20:35 +00:00
if (target->player != NULL) target->player->momx = target->player->momy = 0;
ok = true;
}
}
return ok;
}
FUNC(LS_Thing_SetGoal)
// Thing_SetGoal (tid, goal, delay, chasegoal)
{
TActorIterator<AActor> selfiterator (arg0);
NActorIterator goaliterator (NAME_PatrolPoint, arg1);
AActor *self;
AActor *goal = goaliterator.Next ();
bool ok = false;
while ( (self = selfiterator.Next ()) )
{
ok = true;
if (self->flags & MF_SHOOTABLE)
{
self->goal = goal;
if (arg3 == 0) self->flags5 &=~ MF5_CHASEGOAL;
else self->flags5 |= MF5_CHASEGOAL;
if (self->target == NULL)
{
self->reactiontime = arg2 * TICRATE;
}
}
}
return ok;
}
FUNC(LS_Thing_Move) // [BC]
2006-04-11 08:36:23 +00:00
// Thing_Move (tid, mapspot, nofog)
{
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
}
FUNC(LS_Thing_SetTranslation)
// Thing_SetTranslation (tid, range)
{
TActorIterator<AActor> iterator (arg0);
int range;
AActor *target;
bool ok = false;
if (arg1 == -1 && it != NULL)
{
range = it->Translation;
}
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
{
range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1));
}
else
{
range = 0;
}
if (arg0 == 0)
{
if (it != NULL)
{
ok = true;
it->Translation = range==0? it->GetDefault()->Translation : range;
}
}
else
{
while ( (target = iterator.Next ()) )
{
ok = true;
target->Translation = range==0? target->GetDefault()->Translation : range;
}
}
return ok;
}
FUNC(LS_ACS_Execute)
// ACS_Execute (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, false, false);
else
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, false, false);
}
FUNC(LS_ACS_ExecuteAlways)
// ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3)
{
level_info_t *info;
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, true, false);
else
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, true, false);
}
FUNC(LS_ACS_LockedExecute)
// ACS_LockedExecute (script, map, s_arg1, s_arg2, lock)
{
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
if (arg4 && !P_CheckKeys (it, arg4, true))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_LockedExecuteDoor)
// ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock)
{
if (arg4 && !P_CheckKeys (it, arg4, false))
return false;
else
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
}
FUNC(LS_ACS_ExecuteWithResult)
// ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3)
{
// This is like ACS_ExecuteAlways, except the script is always run on
// the current map, and the return value is whatever the script sets
// with SetResultValue.
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg1, arg2, arg3, true, true);
}
FUNC(LS_ACS_Suspend)
// ACS_Suspend (script, map)
{
level_info_t *info;
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
P_SuspendScript (arg0, level.mapname);
else
P_SuspendScript (arg0, info->mapname);
return true;
}
FUNC(LS_ACS_Terminate)
// ACS_Terminate (script, map)
{
level_info_t *info;
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
P_TerminateScript (arg0, level.mapname);
else
P_TerminateScript (arg0, info->mapname);
return true;
}
FUNC(LS_FloorAndCeiling_LowerByValue)
// FloorAndCeiling_LowerByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateLower, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_RaiseByValue)
// FloorAndCeiling_RaiseByValue (tag, speed, height)
{
return EV_DoElevator (ln, DElevator::elevateRaise, SPEED(arg1), arg2*FRACUNIT, arg0);
}
FUNC(LS_FloorAndCeiling_LowerRaise)
// FloorAndCeiling_LowerRaise (tag, fspeed, cspeed)
{
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0) |
EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0);
}
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 (tag)
{
P_ForceLightning ();
return true;
}
FUNC(LS_Light_RaiseByValue)
// Light_RaiseByValue (tag, value)
{
EV_LightChange (arg0, arg1);
return true;
}
FUNC(LS_Light_LowerByValue)
// Light_LowerByValue (tag, value)
{
EV_LightChange (arg0, -arg1);
return true;
}
FUNC(LS_Light_ChangeToValue)
// Light_ChangeToValue (tag, value)
{
EV_LightTurnOn (arg0, arg1);
return true;
}
FUNC(LS_Light_Fade)
// Light_Fade (tag, value, tics);
{
EV_StartLightFading (arg0, arg1, TICS(arg2));
return true;
}
FUNC(LS_Light_Glow)
// Light_Glow (tag, upper, lower, tics)
{
EV_StartLightGlowing (arg0, arg1, arg2, TICS(arg3));
return true;
}
FUNC(LS_Light_Flicker)
// Light_Flicker (tag, upper, lower)
{
EV_StartLightFlickering (arg0, arg1, arg2);
return true;
}
FUNC(LS_Light_Strobe)
// Light_Strobe (tag, upper, lower, u-tics, l-tics)
{
EV_StartLightStrobing (arg0, arg1, arg2, TICS(arg3), TICS(arg4));
return true;
}
FUNC(LS_Light_StrobeDoom)
// Light_StrobeDoom (tag, u-tics, l-tics)
{
EV_StartLightStrobing (arg0, TICS(arg1), TICS(arg2));
return true;
}
FUNC(LS_Light_MinNeighbor)
// Light_MinNeighbor (tag)
{
EV_TurnTagLightsOff (arg0);
return true;
}
FUNC(LS_Light_MaxNeighbor)
// Light_MaxNeighbor (tag)
{
EV_LightTurnOn (arg0, -1);
return true;
}
FUNC(LS_Light_Stop)
// Light_Stop (tag)
{
EV_StopLightEffect (arg0);
return true;
}
FUNC(LS_Radius_Quake)
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
{
return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
}
FUNC(LS_UsePuzzleItem)
// UsePuzzleItem (item, script)
{
AInventory *item;
if (!it) return false;
// Check player's inventory for puzzle item
for (item = it->Inventory; item != NULL; item = item->Inventory)
{
if (item->IsKindOf (RUNTIME_CLASS(APuzzleItem)))
{
if (static_cast<APuzzleItem*>(item)->PuzzleItemNumber == arg0)
{
if (it->UseInventory (item))
{
return true;
}
break;
}
}
}
// [RH] Say "hmm" if you don't have the puzzle item
S_Sound (it, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
return false;
}
FUNC(LS_Sector_ChangeSound)
// Sector_ChangeSound (tag, sound)
{
int secNum;
bool rtn;
if (!arg0)
return false;
secNum = -1;
rtn = false;
while ((secNum = P_FindSectorFromTag (arg0, secNum)) >= 0)
{
sectors[secNum].seqType = arg1;
rtn = true;
}
return rtn;
}
struct FThinkerCollection
{
int RefNum;
DThinker *Obj;
};
static TArray<FThinkerCollection> Collection;
void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type)
{
// Find pushers already attached to the sector, and change their parameters.
{
TThinkerIterator<DPusher> iterator;
FThinkerCollection collect;
while ( (collect.Obj = iterator.Next ()) )
{
if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
{
((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
Collection.Push (collect);
}
}
}
size_t numcollected = Collection.Size ();
int secnum = -1;
// Now create pushers for any sectors that don't already have them.
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
{
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if (Collection[i].RefNum == sectors[secnum].tag)
break;
}
if (i == numcollected)
{
new DPusher (type, NULL, magnitude, angle, NULL, secnum);
}
}
Collection.Clear ();
}
FUNC(LS_Sector_SetWind)
// Sector_SetWind (tag, amount, angle)
{
if (ln || arg3)
return false;
AdjustPusher (arg0, arg1, arg2, DPusher::p_wind);
return true;
}
FUNC(LS_Sector_SetCurrent)
// Sector_SetCurrent (tag, amount, angle)
{
if (ln || arg3)
return false;
AdjustPusher (arg0, arg1, arg2, DPusher::p_current);
return true;
}
FUNC(LS_Sector_SetFriction)
// Sector_SetFriction (tag, amount)
{
P_SetSectorFriction (arg0, arg1, true);
return true;
}
static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy)
{
if ((dx | dy) == 0)
{
// Special case: Remove the scroller, because the deltas are both 0.
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
DScroller *scroller;
while ( (scroller = iterator.Next ()) )
{
int wallnum = scroller->GetWallNum ();
if (wallnum >= 0 && lines[sides[wallnum].linenum].id == id &&
lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum)
{
scroller->Destroy ();
}
}
}
else
{
// Find scrollers already attached to the matching walls, and change
// their rates.
{
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
FThinkerCollection collect;
while ( (collect.Obj = iterator.Next ()) )
{
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
lines[sides[collect.RefNum].linenum].id == id &&
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum)
{
((DScroller *)collect.Obj)->SetRate (dx, dy);
Collection.Push (collect);
}
}
}
size_t numcollected = Collection.Size ();
int linenum = -1;
// Now create scrollers for any walls that don't already have them.
while ((linenum = P_FindLineFromID (id, linenum)) >= 0)
{
unsigned int i;
for (i = 0; i < numcollected; i++)
{
if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
break;
}
if (i == numcollected)
{
if (lines[linenum].sidenum[sidechoice] != NO_SIDE)
{
new DScroller (DScroller::sc_side, dx, dy, -1, lines[linenum].sidenum[sidechoice], 0);
}
}
}
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);
return true;
}
static void SetScroller (int tag, DScroller::EScrollType type, fixed_t dx, fixed_t dy)
{
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
DScroller *scroller;
int i;
// Check if there is already a scroller for this tag
// If at least one sector with this tag is scrolling, then they all are.
// If the deltas are both 0, we don't remove the scroller, because a
// displacement/accelerative scroller might have been set up, and there's
// no way to create one after the level is fully loaded.
i = 0;
while ( (scroller = iterator.Next ()) )
{
if (scroller->IsType (type))
{
if (sectors[scroller->GetAffectee ()].tag == tag)
{
i++;
scroller->SetRate (dx, dy);
}
}
}
if (i > 0 || (dx|dy) == 0)
{
return;
}
// Need to create scrollers for the sector(s)
for (i = -1; (i = P_FindSectorFromTag (tag, i)) >= 0; )
{
new DScroller (type, dx, dy, -1, i, 0);
}
}
// NOTE: For the next two functions, x-move and y-move are
// 0-based, not 128-based as they are if they appear on lines.
// Note also that parameter ordering is different.
FUNC(LS_Scroll_Floor)
// Scroll_Floor (tag, x-move, y-move, s/c)
{
fixed_t dx = arg1 * FRACUNIT/32;
fixed_t dy = arg2 * FRACUNIT/32;
if (arg3 == 0 || arg3 == 2)
{
SetScroller (arg0, DScroller::sc_floor, -dx, dy);
}
else
{
SetScroller (arg0, DScroller::sc_floor, 0, 0);
}
if (arg3 > 0)
{
SetScroller (arg0, DScroller::sc_carry, dx, dy);
}
else
{
SetScroller (arg0, DScroller::sc_carry, 0, 0);
}
return true;
}
FUNC(LS_Scroll_Ceiling)
// Scroll_Ceiling (tag, x-move, y-move, 0)
{
fixed_t dx = arg1 * FRACUNIT/32;
fixed_t dy = arg2 * FRACUNIT/32;
SetScroller (arg0, DScroller::sc_ceiling, -dx, dy);
return true;
}
FUNC(LS_PointPush_SetForce)
// PointPush_SetForce ()
{
return false;
}
FUNC(LS_Sector_SetDamage)
// Sector_SetDamage (tag, amount, mod)
{
// The sector still stores the mod in its old format because
// adding an FName to the sector_t structure might cause
// problems by adding an unwanted constructor.
// Since it doesn't really matter whether the type is translated
// here or in P_PlayerInSpecialSector I think it's the best solution.
int secnum = -1;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) {
sectors[secnum].damage = arg1;
sectors[secnum].mod = arg2;
}
return true;
}
FUNC(LS_Sector_SetGravity)
// Sector_SetGravity (tag, intpart, fracpart)
{
int secnum = -1;
float gravity;
if (arg2 > 99)
arg2 = 99;
gravity = (float)arg1 + (float)arg2 * 0.01f;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
sectors[secnum].gravity = gravity;
return true;
}
FUNC(LS_Sector_SetColor)
// Sector_SetColor (tag, r, g, b, desaturate)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].SetColor(arg1, arg2, arg3, arg4);
}
return true;
}
FUNC(LS_Sector_SetFade)
// Sector_SetFade (tag, r, g, b)
{
int secnum = -1;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].SetFade(arg1, arg2, arg3);
}
return true;
}
FUNC(LS_Sector_SetCeilingPanning)
// Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].ceiling_xoffs = xofs;
sectors[secnum].ceiling_yoffs = yofs;
}
return true;
}
FUNC(LS_Sector_SetFloorPanning)
// Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].floor_xoffs = xofs;
sectors[secnum].floor_yoffs = yofs;
}
return true;
}
FUNC(LS_Sector_SetCeilingScale)
// Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (xscale)
sectors[secnum].ceiling_xscale = xscale;
if (yscale)
sectors[secnum].ceiling_yscale = yscale;
}
return true;
}
FUNC(LS_Sector_SetFloorScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
int secnum = -1;
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (arg1)
sectors[secnum].floor_xscale = arg1;
if (arg2)
sectors[secnum].floor_yscale = arg2;
}
return true;
}
FUNC(LS_Sector_SetCeilingScale2)
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
{
int secnum = -1;
if (arg1)
arg1 = FixedDiv (FRACUNIT, arg1);
if (arg2)
arg2 = FixedDiv (FRACUNIT, arg2);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (arg1)
sectors[secnum].ceiling_xscale = arg1;
if (arg2)
sectors[secnum].ceiling_yscale = arg2;
}
return true;
}
FUNC(LS_Sector_SetFloorScale)
// Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac)
{
int secnum = -1;
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
if (xscale)
xscale = FixedDiv (FRACUNIT, xscale);
if (yscale)
yscale = FixedDiv (FRACUNIT, yscale);
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
if (xscale)
sectors[secnum].floor_xscale = xscale;
if (yscale)
sectors[secnum].floor_yscale = yscale;
}
return true;
}
FUNC(LS_Sector_SetRotation)
// Sector_SetRotation (tag, floor-angle, ceiling-angle)
{
int secnum = -1;
angle_t ceiling = arg2 * ANGLE_1;
angle_t floor = arg1 * ANGLE_1;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sectors[secnum].floor_angle = floor;
sectors[secnum].ceiling_angle = ceiling;
}
return true;
}
FUNC(LS_Line_AlignCeiling)
// Line_AlignCeiling (lineid, side)
{
int line = P_FindLineFromID (arg0, -1);
bool ret = 0;
if (line < 0)
I_Error ("Sector_AlignCeiling: Lineid %d is undefined", arg0);
do
{
ret |= R_AlignFlat (line, !!arg1, 1);
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
return ret;
}
FUNC(LS_Line_AlignFloor)
// Line_AlignFloor (lineid, side)
{
int line = P_FindLineFromID (arg0, -1);
bool ret = 0;
if (line < 0)
I_Error ("Sector_AlignFloor: Lineid %d is undefined", arg0);
do
{
ret |= R_AlignFlat (line, !!arg1, 0);
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
return ret;
}
FUNC(LS_ChangeCamera)
// ChangeCamera (tid, who, revert?)
{
AActor *camera;
if (arg0 != 0)
{
FActorIterator iterator (arg0);
camera = iterator.Next ();
}
else
{
camera = NULL;
}
if (!it || !it->player || arg1)
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
AActor *oldcamera = players[i].camera;
if (camera)
{
players[i].camera = camera;
if (arg2)
players[i].cheats |= CF_REVERTPLEASE;
}
else
{
players[i].camera = players[i].mo;
players[i].cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != players[i].camera)
{
R_ClearPastViewer (players[i].camera);
}
}
}
else
{
AActor *oldcamera = it->player->camera;
if (camera)
{
it->player->camera = camera;
if (arg2)
it->player->cheats |= CF_REVERTPLEASE;
}
else
{
it->player->camera = it;
it->player->cheats &= ~CF_REVERTPLEASE;
}
if (oldcamera != it->player->camera)
{
R_ClearPastViewer (it->player->camera);
}
}
return true;
}
enum
{
PROP_FROZEN,
PROP_NOTARGET,
PROP_INSTANTWEAPONSWITCH,
PROP_FLY,
PROP_TOTALLYFROZEN,
PROP_INVULNERABILITY,
PROP_STRENGTH,
PROP_INVISIBILITY,
PROP_RADIATIONSUIT,
PROP_ALLMAP,
PROP_INFRARED,
PROP_WEAPONLEVEL2,
PROP_FLIGHT,
PROP_UNUSED1,
PROP_UNUSED2,
PROP_SPEED,
};
FUNC(LS_SetPlayerProperty)
// SetPlayerProperty (who, set, which)
{
int mask = 0;
if ((!it || !it->player) && !arg0)
return false;
// Add or remove a power
if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED)
{
static const PClass *powers[11] =
{
RUNTIME_CLASS(APowerInvulnerable),
RUNTIME_CLASS(APowerStrength),
RUNTIME_CLASS(APowerInvisibility),
RUNTIME_CLASS(APowerIronFeet),
NULL, // MapRevealer
RUNTIME_CLASS(APowerLightAmp),
RUNTIME_CLASS(APowerWeaponLevel2),
RUNTIME_CLASS(APowerFlight),
NULL,
NULL,
RUNTIME_CLASS(APowerSpeed)
};
int power = arg2 - PROP_INVULNERABILITY;
if (power > 4 && powers[power] == NULL)
{
return false;
}
if (arg0 == 0)
{
if (arg1)
{ // Give power to activator
if (power != 4)
{
it->GiveInventoryType (powers[power]);
}
else if (it->player - players == consoleplayer)
{
level.flags |= LEVEL_ALLMAP;
}
}
else
{ // Take power from activator
if (power != 4)
{
AInventory *item = it->FindInventory (powers[power]);
if (item != NULL)
{
item->Destroy ();
}
}
else if (it->player - players == consoleplayer)
{
level.flags &= ~LEVEL_ALLMAP;
}
}
}
else
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].mo == NULL)
continue;
if (arg1)
{ // Give power
if (power != 4)
{
players[i].mo->GiveInventoryType (powers[power]);
}
else if (i == consoleplayer)
{
level.flags |= LEVEL_ALLMAP;
}
}
else
{ // Take power
if (power != 4)
{
AInventory *item = players[i].mo->FindInventory (powers[power]);
if (item != NULL)
{
item->Destroy ();
}
}
else if (i == consoleplayer)
{
level.flags &= ~LEVEL_ALLMAP;
}
}
}
}
return true;
}
// Set or clear a flag
switch (arg2)
{
case PROP_FROZEN:
mask = CF_FROZEN;
break;
case PROP_NOTARGET:
mask = CF_NOTARGET;
break;
case PROP_INSTANTWEAPONSWITCH:
mask = CF_INSTANTWEAPSWITCH;
break;
case PROP_FLY:
mask = CF_FLY;
break;
case PROP_TOTALLYFROZEN:
mask = CF_TOTALLYFROZEN;
break;
}
if (arg0 == 0)
{
if (arg1)
{
it->player->cheats |= mask;
if (arg2 == PROP_FLY)
{
it->flags2 |= MF2_FLY;
it->flags |= MF_NOGRAVITY;
}
}
else
{
it->player->cheats &= ~mask;
if (arg2 == PROP_FLY)
{
it->flags2 &= ~MF2_FLY;
it->flags &= ~MF_NOGRAVITY;
}
}
}
else
{
int i;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
continue;
if (arg1)
{
players[i].cheats |= mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 |= MF2_FLY;
players[i].mo->flags |= MF_NOGRAVITY;
}
}
else
{
players[i].cheats &= ~mask;
if (arg2 == PROP_FLY)
{
players[i].mo->flags2 &= ~MF2_FLY;
players[i].mo->flags &= ~MF_NOGRAVITY;
}
}
}
}
return !!mask;
}
FUNC(LS_TranslucentLine)
// TranslucentLine (id, amount, type)
{
int linenum = -1;
while ((linenum = P_FindLineFromID (arg0, linenum)) >= 0)
{
lines[linenum].alpha = arg1 & 255;
if (arg2 == 0)
{
sides[lines[linenum].sidenum[0]].Flags &= ~WALLF_ADDTRANS;
if (lines[linenum].sidenum[1] != NO_SIDE)
{
sides[lines[linenum].sidenum[1]].Flags &= ~WALLF_ADDTRANS;
}
}
else if (arg2 == 1)
{
sides[lines[linenum].sidenum[0]].Flags |= WALLF_ADDTRANS;
if (lines[linenum].sidenum[1] != NO_SIDE)
{
sides[lines[linenum].sidenum[1]].Flags |= WALLF_ADDTRANS;
}
}
else
{
Printf ("Unknown translucency type used with TranslucentLine\n");
}
}
return true;
}
FUNC(LS_Autosave)
{
if (gameaction != ga_savegame)
{
Net_WriteByte (DEM_CHECKAUTOSAVE);
}
return true;
}
FUNC(LS_ChangeSkill)
{
if ((unsigned)arg0 >= AllSkills.Size())
{
NextSkill = -1;
}
else
{
NextSkill = arg0;
}
return true;
}
FUNC(LS_NoiseAlert)
// NoiseAlert (TID of target, TID of emitter)
{
AActor *target, *emitter;
if (arg0 == 0)
{
target = it;
}
else
{
FActorIterator iter (arg0);
target = iter.Next();
}
if (arg1 == 0)
{
emitter = it;
}
else if (arg1 == arg0)
{
emitter = target;
}
else
{
FActorIterator iter (arg1);
emitter = iter.Next();
}
P_NoiseAlert (target, emitter);
return true;
}
FUNC(LS_SendToCommunicator)
// SendToCommunicator (voc #, front-only, identify, nolog)
{
// This obviously isn't going to work for co-op.
if (arg1 && backSide)
return false;
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
{
char name[32];
sprintf (name, "svox/voc%d", arg0);
if (!arg3)
{
it->player->SetLogNumber (arg0);
}
if (it->CheckLocalView (consoleplayer))
{
S_StopSound ((fixed_t *)NULL, CHAN_VOICE);
S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
if (arg2 == 0)
{
Printf (PRINT_CHAT, "Incoming Message\n");
}
else if (arg2 == 1)
{
Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
}
}
return true;
}
return false;
}
FUNC(LS_ForceField)
// ForceField ()
{
if (it != NULL)
{
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000);
}
return true;
}
FUNC(LS_ClearForceField)
// ClearForceField (tag)
{
int secnum = -1;
bool rtn = false;
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
{
sector_t *sec = &sectors[secnum];
rtn = true;
for (int i = 0; i < sec->linecount; ++i)
{
line_t *line = sec->lines[i];
if (line->backsector != NULL && line->special == ForceField)
{
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
line->special = 0;
sides[line->sidenum[0]].midtexture = 0;
sides[line->sidenum[1]].midtexture = 0;
}
}
}
return rtn;
}
FUNC(LS_GlassBreak)
// GlassBreak (bNoJunk)
{
bool switched;
bool quest1, quest2;
ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
switched = P_ChangeSwitchTexture (&sides[ln->sidenum[0]], false, 0, &quest1);
ln->special = 0;
if (ln->sidenum[1] != NO_SIDE)
{
switched |= P_ChangeSwitchTexture (&sides[ln->sidenum[1]], false, 0, &quest2);
}
else
{
quest2 = quest1;
}
if (switched)
{
if (!arg0)
{ // Break some glass
fixed_t x, y;
AActor *glass;
angle_t an;
int speed;
x = ln->v1->x + ln->dx/2;
y = ln->v1->y + ln->dy/2;
x += (ln->frontsector->soundorg[0] - x) / 5;
y += (ln->frontsector->soundorg[1] - y) / 5;
for (int i = 0; i < 7; ++i)
{
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
glass->z += 24 * FRACUNIT;
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
an = pr_glass() << (32-8);
glass->angle = an;
an >>= ANGLETOFINESHIFT;
speed = pr_glass() & 3;
glass->momx = finecosine[an] * speed;
glass->momy = finesine[an] * speed;
glass->momz = (pr_glass() & 7) << FRACBITS;
// [RH] Let the shards stick around longer than they did in Strife.
glass->tics += pr_glass();
}
}
if (quest1 || quest2)
{ // Up stats and signal this mission is complete
if (it == NULL)
{
for (int i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i])
{
it = players[i].mo;
break;
}
}
}
if (it != NULL)
{
it->GiveInventoryType (QuestItemClasses[28]);
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
}
}
}
// We already changed the switch texture, so don't make the main code switch it back.
return false;
}
FUNC(LS_StartConversation)
// StartConversation (tid, facetalker)
{
FActorIterator iterator (arg0);
AActor *target = iterator.Next();
// Nothing to talk to
if (target == NULL)
{
return false;
}
// Only living players are allowed to start conversations
if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0)
{
return false;
}
// Dead things can't talk.
if (target->health <= 0)
{
return false;
}
// Fighting things don't talk either.
if (target->flags4 & MF4_INCOMBAT)
{
return false;
}
if (target->Conversation != NULL)
{
// Give the NPC a chance to play a brief animation
target->ConversationAnimation (0);
P_StartConversation (target, it, !!arg1, true);
return true;
}
return false;
}
lnSpecFunc LineSpecials[256] =
{
LS_NOP,
LS_NOP, // Polyobj_StartLine,
LS_Polyobj_RotateLeft,
LS_Polyobj_RotateRight,
LS_Polyobj_Move,
LS_NOP, // Polyobj_ExplicitLine
LS_Polyobj_MoveTimes8,
LS_Polyobj_DoorSwing,
LS_Polyobj_DoorSlide,
LS_NOP, // Line_Horizon
LS_Door_Close,
LS_Door_Open,
LS_Door_Raise,
LS_Door_LockedRaise,
LS_Door_Animated,
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
LS_Autosave,
LS_NOP, // Transfer_WallLight
LS_Thing_Raise,
LS_StartConversation,
LS_Thing_Stop,
LS_Floor_LowerByValue,
LS_Floor_LowerToLowest,
LS_Floor_LowerToNearest,
LS_Floor_RaiseByValue,
LS_Floor_RaiseToHighest,
LS_Floor_RaiseToNearest,
LS_Stairs_BuildDown,
LS_Stairs_BuildUp,
LS_Floor_RaiseAndCrush,
LS_Pillar_Build,
LS_Pillar_Open,
LS_Stairs_BuildDownSync,
LS_Stairs_BuildUpSync,
LS_ForceField,
LS_ClearForceField,
LS_Floor_RaiseByValueTimes8,
LS_Floor_LowerByValueTimes8,
LS_Floor_MoveToValue,
LS_Ceiling_Waggle,
LS_Teleport_ZombieChanger,
LS_Ceiling_LowerByValue,
LS_Ceiling_RaiseByValue,
LS_Ceiling_CrushAndRaise,
LS_Ceiling_LowerAndCrush,
LS_Ceiling_CrushStop,
LS_Ceiling_CrushRaiseAndStay,
LS_Floor_CrushStop,
LS_Ceiling_MoveToValue,
LS_NOP, // 48
LS_GlassBreak,
LS_NOP, // 50: ExtraFloor_LightOnly
LS_NOP, // 51
LS_NOP, // 52
LS_NOP, // 53
LS_NOP, // 54
LS_NOP, // 55
LS_NOP, // 56
LS_NOP, // 57
LS_NOP, // 58
LS_NOP, // 59
LS_Plat_PerpetualRaise,
LS_Plat_Stop,
LS_Plat_DownWaitUpStay,
LS_Plat_DownByValue,
LS_Plat_UpWaitDownStay,
LS_Plat_UpByValue,
LS_Floor_LowerInstant,
LS_Floor_RaiseInstant,
LS_Floor_MoveToValueTimes8,
LS_Ceiling_MoveToValueTimes8,
LS_Teleport,
LS_Teleport_NoFog,
LS_ThrustThing,
LS_DamageThing,
LS_Teleport_NewMap,
LS_Teleport_EndGame,
LS_TeleportOther,
LS_TeleportGroup,
LS_TeleportInSector,
LS_NOP, // 79
LS_ACS_Execute,
LS_ACS_Suspend,
LS_ACS_Terminate,
LS_ACS_LockedExecute,
LS_ACS_ExecuteWithResult,
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string. May 5, 2006 (Changes by Graf Zahl) - Removed the hopelessly outdated thingdef_doc.txt file from the repository. - Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE. - Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for valid double bindings. - Converted a_merchants.cpp to DECORATE. - Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which can be shot but take no damage from getting hurt. - Converted a_beggars.cpp to DECORATE. - Added an Inventory.GiveQuest property. This makes it possible to define all of Strife's original items that also give a quest item in DECORATE but it is also useful to define items like the ones in Day of the Acolyte without ugly workarounds. - Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is possible to define many of Strife's items. - Added a FastSpeed property to DECORATE so that projectiles can finally be assigned a higher speed for fast mode. - Added a ACS_LockedExecuteDoor special. It is basically the same as the existing ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This cannot be integrated into ACS_LockedExecute because all its arguments are already in use. - Added a fully customizable A_CustomMeleeAttack function for DECORATE. SVN r83 (trunk)
2006-05-07 00:27:22 +00:00
LS_ACS_LockedExecuteDoor,
LS_NOP, // 86
LS_NOP, // 87
LS_NOP, // 88
LS_NOP, // 89
LS_Polyobj_OR_RotateLeft,
LS_Polyobj_OR_RotateRight,
LS_Polyobj_OR_Move,
LS_Polyobj_OR_MoveTimes8,
LS_Pillar_BuildAndCrush,
LS_FloorAndCeiling_LowerByValue,
LS_FloorAndCeiling_RaiseByValue,
LS_NOP, // 97
LS_NOP, // 98
LS_NOP, // 99
LS_NOP, // Scroll_Texture_Left
LS_NOP, // Scroll_Texture_Right
LS_NOP, // Scroll_Texture_Up
LS_NOP, // Scroll_Texture_Down
LS_NOP, // 104
LS_NOP, // 105
LS_NOP, // 106
LS_NOP, // 107
LS_NOP, // 108
LS_Light_ForceLightning,
LS_Light_RaiseByValue,
LS_Light_LowerByValue,
LS_Light_ChangeToValue,
LS_Light_Fade,
LS_Light_Glow,
LS_Light_Flicker,
LS_Light_Strobe,
LS_Light_Stop,
LS_NOP, // 118
LS_Thing_Damage,
LS_Radius_Quake,
LS_NOP, // Line_SetIdentification
LS_NOP, // Thing_SetGravity // [BC] Start
LS_NOP, // Thing_ReverseGravity
LS_NOP, // Thing_RevertGravity
LS_Thing_Move,
LS_NOP, // Thing_SetSprite
LS_Thing_SetSpecial,
LS_ThrustThingZ, // [BC] End
LS_UsePuzzleItem,
LS_Thing_Activate,
LS_Thing_Deactivate,
LS_Thing_Remove,
LS_Thing_Destroy,
LS_Thing_Projectile,
LS_Thing_Spawn,
LS_Thing_ProjectileGravity,
LS_Thing_SpawnNoFog,
LS_Floor_Waggle,
LS_Thing_SpawnFacing,
LS_Sector_ChangeSound,
LS_NOP, // 141 Music_Pause // [BC] Start
LS_NOP, // 142 Music_Change
LS_NOP, // 143 Player_RemoveItem
LS_NOP, // 144 Player_GiveItem
LS_NOP, // 145 Player_SetTeam
LS_NOP, // 146 Player_SetLeader
LS_NOP, // 147 Team_InitFP
LS_NOP, // 148 TeleportAll
LS_NOP, // 149 TeleportAll_NoFog
LS_NOP, // 150 Team_GiveFP
LS_NOP, // 151 Team_UseFP
LS_NOP, // 152 Team_Score
LS_NOP, // 153 Team_Init
LS_NOP, // 154 Var_Lock
LS_NOP, // 155 Team_RemoveItem
LS_NOP, // 156 Team_GiveItem // [BC] End
LS_NOP, // 157
LS_NOP, // 158
LS_NOP, // 159
LS_NOP, // 160
LS_NOP, // 161
LS_NOP, // 162
LS_NOP, // 163
LS_NOP, // 164
LS_NOP, // 165
LS_NOP, // 166
LS_NOP, // 167
LS_NOP, // 168
LS_NOP, // 169
LS_Sector_SetCeilingScale2,
LS_Sector_SetFloorScale2,
LS_Plat_UpNearestWaitDownStay,
LS_NoiseAlert,
LS_SendToCommunicator,
LS_Thing_ProjectileIntercept,
LS_Thing_ChangeTID,
LS_Thing_Hate,
LS_Thing_ProjectileAimed,
LS_ChangeSkill,
LS_Thing_SetTranslation,
LS_NOP, // Plane_Align
LS_NOP, // Line_Mirror
LS_Line_AlignCeiling,
LS_Line_AlignFloor,
LS_Sector_SetRotation,
LS_Sector_SetCeilingPanning,
LS_Sector_SetFloorPanning,
LS_Sector_SetCeilingScale,
LS_Sector_SetFloorScale,
LS_NOP, // Static_Init
LS_SetPlayerProperty,
LS_Ceiling_LowerToHighestFloor,
LS_Ceiling_LowerInstant,
LS_Ceiling_RaiseInstant,
LS_Ceiling_CrushRaiseAndStayA,
LS_Ceiling_CrushAndRaiseA,
LS_Ceiling_CrushAndRaiseSilentA,
LS_Ceiling_RaiseByValueTimes8,
LS_Ceiling_LowerByValueTimes8,
LS_Generic_Floor,
LS_Generic_Ceiling,
LS_Generic_Door,
LS_Generic_Lift,
LS_Generic_Stairs,
LS_Generic_Crusher,
LS_Plat_DownWaitUpStayLip,
LS_Plat_PerpetualRaiseLip,
LS_TranslucentLine,
LS_NOP, // Transfer_Heights
LS_NOP, // Transfer_FloorLight
LS_NOP, // Transfer_CeilingLight
LS_Sector_SetColor,
LS_Sector_SetFade,
LS_Sector_SetDamage,
LS_Teleport_Line,
LS_Sector_SetGravity,
LS_Stairs_BuildUpDoom,
LS_Sector_SetWind,
LS_Sector_SetFriction,
LS_Sector_SetCurrent,
LS_Scroll_Texture_Both,
LS_NOP, // Scroll_Texture_Model
LS_Scroll_Floor,
LS_Scroll_Ceiling,
LS_NOP, // Scroll_Texture_Offsets
LS_ACS_ExecuteAlways,
LS_PointPush_SetForce,
LS_Plat_RaiseAndStayTx0,
LS_Thing_SetGoal,
LS_Plat_UpByValueStayTx,
LS_Plat_ToggleCeiling,
LS_Light_StrobeDoom,
LS_Light_MinNeighbor,
LS_Light_MaxNeighbor,
LS_Floor_TransferTrigger,
LS_Floor_TransferNumeric,
LS_ChangeCamera,
LS_Floor_RaiseToLowestCeiling,
LS_Floor_RaiseByValueTxTy,
LS_Floor_RaiseByTexture,
LS_Floor_LowerToLowestTxTy,
LS_Floor_LowerToHighest,
LS_Exit_Normal,
LS_Exit_Secret,
LS_Elevator_RaiseToNearest,
LS_Elevator_MoveToFloor,
LS_Elevator_LowerToNearest,
LS_HealThing,
LS_Door_CloseWaitOpen,
LS_Floor_Donut,
LS_FloorAndCeiling_LowerRaise,
LS_Ceiling_RaiseToNearest,
LS_Ceiling_LowerToLowest,
LS_Ceiling_LowerToFloor,
LS_Ceiling_CrushRaiseAndStaySilA
};