//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // DESCRIPTION: // Implements special effects: // Texture animation, height or lighting changes // according to adjacent sectors, respective // utility functions, etc. // Line Tag handling. Line and Sector triggers. // Implements donut linedef triggers // Initializes and implements BOOM linedef triggers for // Scrollers/Conveyors // Friction // Wind/Current // //----------------------------------------------------------------------------- /* For code that originates from ZDoom the following applies: ** **--------------------------------------------------------------------------- ** ** 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. **--------------------------------------------------------------------------- ** */ #include #include "templates.h" #include "doomdef.h" #include "doomstat.h" #include "d_event.h" #include "g_level.h" #include "gstrings.h" #include "events.h" #include "m_random.h" #include "p_local.h" #include "p_spec.h" #include "p_blockmap.h" #include "p_lnspec.h" #include "p_terrain.h" #include "p_acs.h" #include "p_3dmidtex.h" #include "g_game.h" #include "a_sharedglobal.h" #include "a_keys.h" #include "c_dispatch.h" #include "r_sky.h" #include "d_player.h" #include "g_levellocals.h" #include "actorinlines.h" #include "vm.h" #include "p_setup.h" #include "c_console.h" #include "p_spec_thinkers.h" static FRandom pr_playerinspecialsector ("PlayerInSpecialSector"); EXTERN_CVAR(Bool, cl_predict_specials) EXTERN_CVAR(Bool, forcewater) // [RH] Check dmflags for noexit and respond accordingly bool FLevelLocals::CheckIfExitIsGood (AActor *self, level_info_t *info) { cluster_info_t *clusterdef; // The world can always exit itself. if (self == NULL) return true; // We must kill all monsters to exit the Level if ((dmflags2 & DF2_KILL_MONSTERS) && killed_monsters != total_monsters) return false; // Is this a deathmatch game and we're not allowed to exit? if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT)) { P_DamageMobj (self, self, self, TELEFRAG_DAMAGE, NAME_Exit); return false; } // Is this a singleplayer game and the next map is part of the same hub and we're dead? if (self->health <= 0 && !multiplayer && info != NULL && info->cluster == cluster && (clusterdef = FindClusterInfo(cluster)) != NULL && clusterdef->flags & CLUSTER_HUB) { return false; } if (deathmatch && gameaction != ga_completed) { Printf ("%s exited the level\n", self->player->userinfo.GetName()); } return true; } // // UTILITIES // //============================================================================ // // P_ActivateLine // //============================================================================ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos) { int lineActivation; INTBOOL repeat; INTBOOL buttonSuccess; uint8_t special; if (!P_TestActivateLine (line, mo, side, activationType, optpos)) { return false; } // [MK] Use WorldLinePreActivated to decide if activation should continue bool shouldactivate = true; E_WorldLinePreActivated(line, mo, activationType, &shouldactivate); if ( !shouldactivate ) return false; bool remote = (line->special != 7 && line->special != 8 && (line->special < 11 || line->special > 14)); if (line->locknumber > 0 && !P_CheckKeys (mo, line->locknumber, remote)) return false; lineActivation = line->activation; repeat = line->flags & ML_REPEAT_SPECIAL; buttonSuccess = false; buttonSuccess = P_ExecuteSpecial(line->special, line, mo, side == 1, line->args[0], line->args[1], line->args[2], line->args[3], line->args[4]); // [MK] Fire up WorldLineActivated if ( buttonSuccess ) E_WorldLineActivated(line, mo, activationType); special = line->special; if (!repeat && buttonSuccess) { // clear the special on non-retriggerable lines line->special = 0; } if (buttonSuccess) { if (activationType == SPAC_Use || activationType == SPAC_Impact || activationType == SPAC_Push) { P_ChangeSwitchTexture (line->sidedef[0], repeat, special); } } // some old WADs use this method to create walls that change the texture when shot. else if (activationType == SPAC_Impact && // only for shootable triggers (level.flags2 & LEVEL2_DUMMYSWITCHES) && // this is only a compatibility setting for an old hack! !repeat && // only non-repeatable triggers (specialGeneric_Crusher) && // not for Boom's generalized linedefs special && // not for lines without a special level.LineHasId(line, line->args[0]) && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0] line->args[0] && // only if there's a tag (which is stored in the first arg) level.FindFirstSectorFromTag (line->args[0]) == -1) // only if no sector is tagged to this linedef { P_ChangeSwitchTexture (line->sidedef[0], repeat, special); line->special = 0; } // end of changed code if (developer >= DMSG_SPAMMY && buttonSuccess) { Printf ("Line special %d activated on line %i\n", special, line->Index()); } return true; } DEFINE_ACTION_FUNCTION(_Line, Activate) { PARAM_SELF_STRUCT_PROLOGUE(line_t); PARAM_POINTER(mo, AActor); PARAM_INT(side); PARAM_INT(activationType); ACTION_RETURN_BOOL(P_ActivateLine(self, mo, side, activationType, NULL)); } DEFINE_ACTION_FUNCTION(_Line, RemoteActivate) { PARAM_SELF_STRUCT_PROLOGUE(line_t); PARAM_POINTER(mo, AActor); PARAM_INT(side); PARAM_INT(activationType); PARAM_FLOAT(optx); PARAM_FLOAT(opty); PARAM_FLOAT(optz); DVector3 optpos = DVector3(optx, opty, optz); ACTION_RETURN_BOOL(P_ActivateLine(self, mo, side, activationType, &optpos)); } //============================================================================ // // P_TestActivateLine // //============================================================================ bool P_TestActivateLine (line_t *line, AActor *mo, int side, int activationType, DVector3 *optpos) { auto Level = &level; int lineActivation = line->activation; if (line->flags & ML_FIRSTSIDEONLY && side == 1) { return false; } if (lineActivation & SPAC_UseThrough) { lineActivation |= SPAC_Use; } else if (line->special == Teleport && (lineActivation & SPAC_Cross) && activationType == SPAC_PCross && mo != NULL && mo->flags & MF_MISSILE) { // Let missiles use regular player teleports lineActivation |= SPAC_PCross; } // BOOM's generalized line types that allow monster use can actually be // activated by anything except projectiles. if (lineActivation & SPAC_AnyCross) { lineActivation |= SPAC_Cross|SPAC_MCross; } if (activationType == SPAC_Use || activationType == SPAC_UseBack) { if (!P_CheckSwitchRange(mo, line, side, optpos)) { return false; } } if (activationType == SPAC_Use && (lineActivation & SPAC_MUse) && !mo->player && mo->flags4 & MF4_CANUSEWALLS) { return true; } if (activationType == SPAC_Push && (lineActivation & SPAC_MPush) && !mo->player && mo->flags2 & MF2_PUSHWALL) { return true; } if ((lineActivation & activationType) == 0) { if (activationType != SPAC_MCross || lineActivation != SPAC_Cross) { return false; } } if (activationType == SPAC_AnyCross && (lineActivation & activationType)) { return true; } if (mo && !mo->player && !(mo->flags & MF_MISSILE) && !(line->flags & ML_MONSTERSCANACTIVATE) && (activationType != SPAC_MCross || (!(lineActivation & SPAC_MCross)))) { // [RH] monsters' ability to activate this line depends on its type // In Hexen, only MCROSS lines could be activated by monsters. With // lax activation checks, monsters can also activate certain lines // even without them being marked as monster activate-able. This is // the default for non-Hexen maps in Hexen format. if (!(Level->flags2 & LEVEL2_LAXMONSTERACTIVATION)) { return false; } if ((activationType == SPAC_Use || activationType == SPAC_Push) && (line->flags & ML_SECRET)) return false; // never open secret doors bool noway = true; switch (activationType) { case SPAC_Use: case SPAC_Push: switch (line->special) { case Door_Raise: if (line->args[0] == 0 && line->args[1] < 64) noway = false; break; case Teleport: case Teleport_NoFog: noway = false; } break; case SPAC_MCross: if (!(lineActivation & SPAC_MCross)) { switch (line->special) { case Door_Raise: if (line->args[1] >= 64) { break; } case Teleport: case Teleport_NoFog: case Teleport_Line: case Plat_DownWaitUpStayLip: case Plat_DownWaitUpStay: noway = false; } } else noway = false; break; default: noway = false; } return !noway; } if (activationType == SPAC_MCross && !(lineActivation & SPAC_MCross) && !(line->flags & ML_MONSTERSCANACTIVATE)) { return false; } return true; } //============================================================================ // // P_PredictLine // //============================================================================ bool P_PredictLine(line_t *line, AActor *mo, int side, int activationType) { int lineActivation; INTBOOL buttonSuccess; uint8_t special; // Only predict a very specifc section of specials if (line->special != Teleport_Line && line->special != Teleport) { return false; } if (!P_TestActivateLine(line, mo, side, activationType) || !cl_predict_specials) { return false; } if (line->locknumber > 0) return false; lineActivation = line->activation; buttonSuccess = false; buttonSuccess = P_ExecuteSpecial(line->special, line, mo, side == 1, line->args[0], line->args[1], line->args[2], line->args[3], line->args[4]); special = line->special; // end of changed code if (developer >= DMSG_SPAMMY && buttonSuccess) { Printf("Line special %d predicted on line %i\n", special, line->Index()); } return true; } // // P_PlayerInSpecialSector // Called every tic frame // that the player origin is in a special sector // void P_PlayerInSpecialSector (player_t *player, sector_t * sector) { if (sector == NULL) { // Falling, not all the way down yet? sector = player->mo->Sector; if (!player->mo->isAtZ(sector->LowestFloorAt(player->mo)) && !player->mo->waterlevel) { return; } } // Has hit ground. AActor *ironfeet; auto Level = &level; // [RH] Apply any customizable damage if (sector->damageamount > 0) { // Allow subclasses. Better would be to implement it as armor and let that reduce // the damage as part of the normal damage procedure. Unfortunately, I don't have // different damage types yet, so that's not happening for now. for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory) { if (ironfeet->IsKindOf(NAME_PowerIronFeet)) break; } if (sector->Flags & SECF_ENDGODMODE) player->cheats &= ~CF_GODMODE; if ((ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage)) { if (sector->Flags & SECF_HAZARD) { player->hazardcount += sector->damageamount; player->hazardtype = sector->damagetype; player->hazardinterval = sector->damageinterval; } else if (Level->time % sector->damageinterval == 0) { if (!(player->cheats & (CF_GODMODE|CF_GODMODE2))) P_DamageMobj(player->mo, NULL, NULL, sector->damageamount, sector->damagetype); if ((sector->Flags & SECF_ENDLEVEL) && player->health <= 10 && (!deathmatch || !(dmflags & DF_NO_EXIT))) { G_ExitLevel(0, false); } if (sector->Flags & SECF_DMGTERRAINFX) { P_HitWater(player->mo, player->mo->Sector, player->mo->Pos(), false, true, true); } } } } else if (sector->damageamount < 0) { if (Level->time % sector->damageinterval == 0) { P_GiveBody(player->mo, -sector->damageamount, 100); } } if (sector->isSecret()) { sector->ClearSecret(); P_GiveSecret(Level, player->mo, true, true, sector->Index()); } } //============================================================================ // // P_SectorDamage // //============================================================================ static void DoSectorDamage(AActor *actor, sector_t *sec, int amount, FName type, PClassActor *protectClass, int flags) { if (!(actor->flags & MF_SHOOTABLE)) return; if (!(flags & DAMAGE_NONPLAYERS) && actor->player == NULL) return; if (!(flags & DAMAGE_PLAYERS) && actor->player != NULL) return; if (!(flags & DAMAGE_IN_AIR) && !actor->isAtZ(sec->floorplane.ZatPoint(actor)) && !actor->waterlevel) return; if (protectClass != NULL) { if (actor->FindInventory(protectClass, !!(flags & DAMAGE_SUBCLASSES_PROTECT))) return; } int dflags = (flags & DAMAGE_NO_ARMOR) ? DMG_NO_ARMOR : 0; P_DamageMobj (actor, NULL, NULL, amount, type, dflags); } void P_SectorDamage(FLevelLocals *Level, int tag, int amount, FName type, PClassActor *protectClass, int flags) { auto itr = Level->GetSectorTagIterator(tag); int secnum; while ((secnum = itr.Next()) >= 0) { AActor *actor, *next; sector_t *sec = &Level->sectors[secnum]; // Do for actors in this sector. for (actor = sec->thinglist; actor != NULL; actor = next) { next = actor->snext; DoSectorDamage(actor, sec, amount, type, protectClass, flags); } // If this is a 3D floor control sector, also do for anything in/on // those 3D floors. for (unsigned i = 0; i < sec->e->XFloor.attached.Size(); ++i) { sector_t *sec2 = sec->e->XFloor.attached[i]; for (actor = sec2->thinglist; actor != NULL; actor = next) { next = actor->snext; // Only affect actors touching the 3D floor double z1 = sec->floorplane.ZatPoint(actor); double z2 = sec->ceilingplane.ZatPoint(actor); if (z2 < z1) { // Account for Vavoom-style 3D floors double zz = z1; z1 = z2; z2 = zz; } if (actor->Top() > z1) { // If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be // damaged (so, anything touching it or above it). Other 3D floors between // the actor and this one will not stop this effect. if ((flags & DAMAGE_IN_AIR) || !actor->isAbove(z2)) { // Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it // only works with the real sector's floor. We did the appropriate height checks // for 3D floors already. DoSectorDamage(actor, NULL, amount, type, protectClass, flags | DAMAGE_IN_AIR); } } } } } } //============================================================================ // // P_GiveSecret // //============================================================================ CVAR(Bool, showsecretsector, false, 0) CVAR(Bool, cl_showsecretmessage, true, CVAR_ARCHIVE) void P_GiveSecret(FLevelLocals *Level, AActor *actor, bool printmessage, bool playsound, int sectornum) { if (actor != NULL) { if (actor->player != NULL) { actor->player->secretcount++; } int retval = 1; IFVIRTUALPTR(actor, AActor, OnGiveSecret) { VMValue params[] = { actor, printmessage, playsound }; VMReturn ret; ret.IntAt(&retval); VMCall(func, params, countof(params), &ret, 1); } if (retval && cl_showsecretmessage && actor->CheckLocalView(consoleplayer)) { if (printmessage) { if (!showsecretsector || sectornum < 0) C_MidPrint(SmallFont, GStrings["SECRETMESSAGE"]); else { FString s = GStrings["SECRETMESSAGE"]; s.AppendFormat(" (Sector %d)", sectornum); C_MidPrint(SmallFont, s); } } if (playsound) S_Sound (CHAN_AUTO | CHAN_UI, "misc/secret", 1, ATTN_NORM); } } Level->found_secrets++; } DEFINE_ACTION_FUNCTION(FLevelLocals, GiveSecret) { PARAM_SELF_STRUCT_PROLOGUE(FLevelLocals); PARAM_OBJECT(activator, AActor); PARAM_BOOL(printmessage); PARAM_BOOL(playsound); P_GiveSecret(self, activator, printmessage, playsound, -1); return 0; } //============================================================================ // // P_PlayerOnSpecialFlat // //============================================================================ void P_PlayerOnSpecialFlat (player_t *player, int floorType) { auto Level = &level; if (Terrains[floorType].DamageAmount && !(Level->time & Terrains[floorType].DamageTimeMask)) { AActor *ironfeet = NULL; if (Terrains[floorType].AllowProtection) { auto pitype = PClass::FindActor(NAME_PowerIronFeet); for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory) { if (ironfeet->IsKindOf (pitype)) break; } } int damage = 0; if (ironfeet == NULL) { damage = P_DamageMobj (player->mo, NULL, NULL, Terrains[floorType].DamageAmount, Terrains[floorType].DamageMOD); } if (damage > 0 && Terrains[floorType].Splash != -1) { S_Sound (player->mo, CHAN_AUTO, Splashes[Terrains[floorType].Splash].NormalSplashSound, 1, ATTN_IDLE); } } } // // P_UpdateSpecials // Animate planes, scroll walls, etc. // EXTERN_CVAR (Float, timelimit) void P_UpdateSpecials (FLevelLocals *Level) { // LEVEL TIMER if (deathmatch && timelimit) { if (Level->maptime >= (int)(timelimit * TICRATE * 60)) { Printf ("%s\n", GStrings("TXT_TIMELIMIT")); G_ExitLevel(0, false); } } } // // SPECIAL SPAWNING // IMPLEMENT_CLASS(DLightTransfer, false, false) void DLightTransfer::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("lastlight", LastLight) ("source", Source) ("targettag", TargetTag) ("copyfloor", CopyFloor); } void DLightTransfer::Construct(sector_t *srcSec, int target, bool copyFloor) { int secnum; Source = srcSec; TargetTag = target; CopyFloor = copyFloor; DoTransfer (LastLight = srcSec->lightlevel, target, copyFloor); auto Level = &level; if (copyFloor) { auto itr = Level->GetSectorTagIterator(target); while ((secnum = itr.Next()) >= 0) Level->sectors[secnum].ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING); } else { auto itr = Level->GetSectorTagIterator(target); while ((secnum = itr.Next()) >= 0) Level->sectors[secnum].ChangeFlags(sector_t::ceiling, 0, PLANEF_ABSLIGHTING); } } void DLightTransfer::Tick () { int light = Source->lightlevel; if (light != LastLight) { LastLight = light; DoTransfer (light, TargetTag, CopyFloor); } } void DLightTransfer::DoTransfer (int llevel, int target, bool floor) { int secnum; auto Level = &level; if (floor) { auto itr = Level->GetSectorTagIterator(target); while ((secnum = itr.Next()) >= 0) Level->sectors[secnum].SetPlaneLight(sector_t::floor, llevel); } else { auto itr = Level->GetSectorTagIterator(target); while ((secnum = itr.Next()) >= 0) Level->sectors[secnum].SetPlaneLight(sector_t::ceiling, llevel); } } IMPLEMENT_CLASS(DWallLightTransfer, false, false) void DWallLightTransfer::Serialize(FSerializer &arc) { Super::Serialize (arc); arc("lastlight", LastLight) ("source", Source) ("targetid", TargetID) ("flags", Flags); } void DWallLightTransfer::Construct(sector_t *srcSec, int target, uint8_t flags) { int linenum; int wallflags; Source = srcSec; TargetID = target; Flags = flags; DoTransfer (LastLight = srcSec->GetLightLevel(), target, Flags); if (!(flags & WLF_NOFAKECONTRAST)) { wallflags = WALLF_ABSLIGHTING; } else { wallflags = WALLF_ABSLIGHTING | WALLF_NOFAKECONTRAST; } auto Level = &level; auto itr = Level->GetLineIdIterator(target); while ((linenum = itr.Next()) >= 0) { if (flags & WLF_SIDE1 && Level->lines[linenum].sidedef[0] != NULL) { Level->lines[linenum].sidedef[0]->Flags |= wallflags; } if (flags & WLF_SIDE2 && Level->lines[linenum].sidedef[1] != NULL) { Level->lines[linenum].sidedef[1]->Flags |= wallflags; } } } void DWallLightTransfer::Tick () { short light = sector_t::ClampLight(Source->lightlevel); if (light != LastLight) { LastLight = light; DoTransfer (light, TargetID, Flags); } } void DWallLightTransfer::DoTransfer (short lightlevel, int target, uint8_t flags) { int linenum; auto Level = &level; auto itr = Level->GetLineIdIterator(target); while ((linenum = itr.Next()) >= 0) { line_t *line = &Level->lines[linenum]; if (flags & WLF_SIDE1 && line->sidedef[0] != NULL) { line->sidedef[0]->SetLight(lightlevel); } if (flags & WLF_SIDE2 && line->sidedef[1] != NULL) { line->sidedef[1]->SetLight(lightlevel); } } } //////////////////////////////////////////////////////////////////////////// // // FRICTION EFFECTS // // phares 3/12/98: Start of friction effects // As the player moves, friction is applied by decreasing the x and y // velocity values on each tic. By varying the percentage of decrease, // we can simulate muddy or icy conditions. In mud, the player slows // down faster. In ice, the player slows down more slowly. // // The amount of friction change is controlled by the length of a linedef // with type 223. A length < 100 gives you mud. A length > 100 gives you ice. // // Also, each sector where these effects are to take place is given a // new special type _______. Changing the type value at runtime allows // these effects to be turned on or off. // // Sector boundaries present problems. The player should experience these // friction changes only when his feet are touching the sector floor. At // sector boundaries where floor height changes, the player can find // himself still 'in' one sector, but with his feet at the floor level // of the next sector (steps up or down). To handle this, Thinkers are used // in icy/muddy sectors. These thinkers examine each object that is touching // their sectors, looking for players whose feet are at the same level as // their floors. Players satisfying this condition are given new friction // values that are applied by the player movement code later. // // killough 8/28/98: // // Completely redid code, which did not need thinkers, and which put a heavy // drag on CPU. Friction is now a property of sectors, NOT objects inside // them. All objects, not just players, are affected by it, if they touch // the sector's floor. Code simpler and faster, only calling on friction // calculations when an object needs friction considered, instead of doing // friction calculations on every sector during every tic. // // Although this -might- ruin Boom demo sync involving friction, it's the only // way, short of code explosion, to fix the original design bug. Fixing the // design bug in Boom's original friction code, while maintaining demo sync // under every conceivable circumstance, would double or triple code size, and // would require maintenance of buggy legacy code which is only useful for old // demos. Doom demos, which are more important IMO, are not affected by this // change. // // [RH] On the other hand, since I've given up on trying to maintain demo // sync between versions, these considerations aren't a big deal to me. // ///////////////////////////// // // Initialize the sectors where friction is increased or decreased void P_SetSectorFriction (FLevelLocals *Level, int tag, int amount, bool alterFlag) { int s; double friction, movefactor; // An amount of 100 should result in a friction of // ORIG_FRICTION (0xE800) friction = ((0x1EB8 * amount) / 0x80 + 0xD001) / 65536.; // killough 8/28/98: prevent odd situations friction = clamp(friction, 0., 1.); // The following check might seem odd. At the time of movement, // the move distance is multiplied by 'friction/0x10000', so a // higher friction value actually means 'less friction'. movefactor = FrictionToMoveFactor(friction); auto itr = Level->GetSectorTagIterator(tag); while ((s = itr.Next()) >= 0) { // killough 8/28/98: // // Instead of spawning thinkers, which are slow and expensive, // modify the sector's own friction values. Friction should be // a property of sectors, not objects which reside inside them. // Original code scanned every object in every friction sector // on every tic, adjusting its friction, putting unnecessary // drag on CPU. New code adjusts friction of sector only once // at level startup, and then uses this friction value. Level->sectors[s].friction = friction; Level->sectors[s].movefactor = movefactor; if (alterFlag) { // When used inside a script, the sectors' friction flags // can be enabled and disabled at will. if (friction == ORIG_FRICTION) { Level->sectors[s].Flags &= ~SECF_FRICTION; } else { Level->sectors[s].Flags |= SECF_FRICTION; } } } } double FrictionToMoveFactor(double friction) { double movefactor; // [RH] Twiddled these values so that velocity on ice (with // friction 0xf900) is the same as in Heretic/Hexen. if (friction >= ORIG_FRICTION) // ice //movefactor = ((0x10092 - friction)*(0x70))/0x158; movefactor = (((0x10092 - friction * 65536) * 1024) / 4352 + 568) / 65536.; else movefactor = (((friction*65536. - 0xDB34)*(0xA)) / 0x80) / 65536.; // killough 8/28/98: prevent odd situations if (movefactor < 1 / 2048.) movefactor = 1 / 2048.; return movefactor; }