mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-23 23:26:49 +03:00
1362 lines
26 KiB
C
1362 lines
26 KiB
C
|
// Emacs style mode select -*- C++ -*-
|
||
|
//-----------------------------------------------------------------------------
|
||
|
//
|
||
|
// $Id:$
|
||
|
//
|
||
|
// Copyright (C) 1993-1996 by id Software, Inc.
|
||
|
//
|
||
|
// This source is available for distribution and/or modification
|
||
|
// only under the terms of the DOOM Source Code License as
|
||
|
// published by id Software. All rights reserved.
|
||
|
//
|
||
|
// The source is distributed in the hope that it will be useful,
|
||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
||
|
// for more details.
|
||
|
//
|
||
|
// $Log:$
|
||
|
//
|
||
|
// 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.
|
||
|
//
|
||
|
//-----------------------------------------------------------------------------
|
||
|
|
||
|
static const char
|
||
|
rcsid[] = "$Id: p_spec.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
|
||
|
|
||
|
#include <stdlib.h>
|
||
|
|
||
|
#include "doomdef.h"
|
||
|
#include "doomstat.h"
|
||
|
|
||
|
#include "i_system.h"
|
||
|
#include "z_zone.h"
|
||
|
#include "m_argv.h"
|
||
|
#include "m_random.h"
|
||
|
#include "w_wad.h"
|
||
|
|
||
|
#include "r_local.h"
|
||
|
#include "p_local.h"
|
||
|
|
||
|
#include "g_game.h"
|
||
|
|
||
|
#include "s_sound.h"
|
||
|
|
||
|
// State.
|
||
|
#include "r_state.h"
|
||
|
|
||
|
// Data.
|
||
|
#include "sounds.h"
|
||
|
|
||
|
|
||
|
//
|
||
|
// Animating textures and planes
|
||
|
// There is another anim_t used in wi_stuff, unrelated.
|
||
|
//
|
||
|
typedef struct
|
||
|
{
|
||
|
boolean istexture;
|
||
|
int picnum;
|
||
|
int basepic;
|
||
|
int numpics;
|
||
|
int speed;
|
||
|
|
||
|
} anim_t;
|
||
|
|
||
|
//
|
||
|
// source animation definition
|
||
|
//
|
||
|
typedef struct
|
||
|
{
|
||
|
boolean istexture; // if false, it is a flat
|
||
|
char endname[9];
|
||
|
char startname[9];
|
||
|
int speed;
|
||
|
} animdef_t;
|
||
|
|
||
|
|
||
|
|
||
|
#define MAXANIMS 32
|
||
|
|
||
|
extern anim_t anims[MAXANIMS];
|
||
|
extern anim_t* lastanim;
|
||
|
|
||
|
//
|
||
|
// P_InitPicAnims
|
||
|
//
|
||
|
|
||
|
// Floor/ceiling animation sequences,
|
||
|
// defined by first and last frame,
|
||
|
// i.e. the flat (64x64 tile) name to
|
||
|
// be used.
|
||
|
// The full animation sequence is given
|
||
|
// using all the flats between the start
|
||
|
// and end entry, in the order found in
|
||
|
// the WAD file.
|
||
|
//
|
||
|
animdef_t animdefs[] =
|
||
|
{
|
||
|
{false, "NUKAGE3", "NUKAGE1", 8},
|
||
|
{false, "FWATER4", "FWATER1", 8},
|
||
|
{false, "SWATER4", "SWATER1", 8},
|
||
|
{false, "LAVA4", "LAVA1", 8},
|
||
|
{false, "BLOOD3", "BLOOD1", 8},
|
||
|
|
||
|
// DOOM II flat animations.
|
||
|
{false, "RROCK08", "RROCK05", 8},
|
||
|
{false, "SLIME04", "SLIME01", 8},
|
||
|
{false, "SLIME08", "SLIME05", 8},
|
||
|
{false, "SLIME12", "SLIME09", 8},
|
||
|
|
||
|
{true, "BLODGR4", "BLODGR1", 8},
|
||
|
{true, "SLADRIP3", "SLADRIP1", 8},
|
||
|
|
||
|
{true, "BLODRIP4", "BLODRIP1", 8},
|
||
|
{true, "FIREWALL", "FIREWALA", 8},
|
||
|
{true, "GSTFONT3", "GSTFONT1", 8},
|
||
|
{true, "FIRELAVA", "FIRELAV3", 8},
|
||
|
{true, "FIREMAG3", "FIREMAG1", 8},
|
||
|
{true, "FIREBLU2", "FIREBLU1", 8},
|
||
|
{true, "ROCKRED3", "ROCKRED1", 8},
|
||
|
|
||
|
{true, "BFALL4", "BFALL1", 8},
|
||
|
{true, "SFALL4", "SFALL1", 8},
|
||
|
{true, "WFALL4", "WFALL1", 8},
|
||
|
{true, "DBRAIN4", "DBRAIN1", 8},
|
||
|
|
||
|
{-1}
|
||
|
};
|
||
|
|
||
|
anim_t anims[MAXANIMS];
|
||
|
anim_t* lastanim;
|
||
|
|
||
|
|
||
|
//
|
||
|
// Animating line specials
|
||
|
//
|
||
|
#define MAXLINEANIMS 64
|
||
|
|
||
|
extern short numlinespecials;
|
||
|
extern line_t* linespeciallist[MAXLINEANIMS];
|
||
|
|
||
|
|
||
|
|
||
|
void P_InitPicAnims (void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
|
||
|
// Init animation
|
||
|
lastanim = anims;
|
||
|
for (i=0 ; animdefs[i].istexture != -1 ; i++)
|
||
|
{
|
||
|
if (animdefs[i].istexture)
|
||
|
{
|
||
|
// different episode ?
|
||
|
if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
|
||
|
continue;
|
||
|
|
||
|
lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
|
||
|
lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (W_CheckNumForName(animdefs[i].startname) == -1)
|
||
|
continue;
|
||
|
|
||
|
lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
|
||
|
lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
|
||
|
}
|
||
|
|
||
|
lastanim->istexture = animdefs[i].istexture;
|
||
|
lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
|
||
|
|
||
|
if (lastanim->numpics < 2)
|
||
|
I_Error ("P_InitPicAnims: bad cycle from %s to %s",
|
||
|
animdefs[i].startname,
|
||
|
animdefs[i].endname);
|
||
|
|
||
|
lastanim->speed = animdefs[i].speed;
|
||
|
lastanim++;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// UTILITIES
|
||
|
//
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// getSide()
|
||
|
// Will return a side_t*
|
||
|
// given the number of the current sector,
|
||
|
// the line number, and the side (0/1) that you want.
|
||
|
//
|
||
|
side_t*
|
||
|
getSide
|
||
|
( int currentSector,
|
||
|
int line,
|
||
|
int side )
|
||
|
{
|
||
|
return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// getSector()
|
||
|
// Will return a sector_t*
|
||
|
// given the number of the current sector,
|
||
|
// the line number and the side (0/1) that you want.
|
||
|
//
|
||
|
sector_t*
|
||
|
getSector
|
||
|
( int currentSector,
|
||
|
int line,
|
||
|
int side )
|
||
|
{
|
||
|
return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// twoSided()
|
||
|
// Given the sector number and the line number,
|
||
|
// it will tell you whether the line is two-sided or not.
|
||
|
//
|
||
|
int
|
||
|
twoSided
|
||
|
( int sector,
|
||
|
int line )
|
||
|
{
|
||
|
return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// getNextSector()
|
||
|
// Return sector_t * of sector next to current.
|
||
|
// NULL if not two-sided line
|
||
|
//
|
||
|
sector_t*
|
||
|
getNextSector
|
||
|
( line_t* line,
|
||
|
sector_t* sec )
|
||
|
{
|
||
|
if (!(line->flags & ML_TWOSIDED))
|
||
|
return NULL;
|
||
|
|
||
|
if (line->frontsector == sec)
|
||
|
return line->backsector;
|
||
|
|
||
|
return line->frontsector;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_FindLowestFloorSurrounding()
|
||
|
// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
|
||
|
//
|
||
|
fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
|
||
|
{
|
||
|
int i;
|
||
|
line_t* check;
|
||
|
sector_t* other;
|
||
|
fixed_t floor = sec->floorheight;
|
||
|
|
||
|
for (i=0 ;i < sec->linecount ; i++)
|
||
|
{
|
||
|
check = sec->lines[i];
|
||
|
other = getNextSector(check,sec);
|
||
|
|
||
|
if (!other)
|
||
|
continue;
|
||
|
|
||
|
if (other->floorheight < floor)
|
||
|
floor = other->floorheight;
|
||
|
}
|
||
|
return floor;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_FindHighestFloorSurrounding()
|
||
|
// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
|
||
|
//
|
||
|
fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
|
||
|
{
|
||
|
int i;
|
||
|
line_t* check;
|
||
|
sector_t* other;
|
||
|
fixed_t floor = -500*FRACUNIT;
|
||
|
|
||
|
for (i=0 ;i < sec->linecount ; i++)
|
||
|
{
|
||
|
check = sec->lines[i];
|
||
|
other = getNextSector(check,sec);
|
||
|
|
||
|
if (!other)
|
||
|
continue;
|
||
|
|
||
|
if (other->floorheight > floor)
|
||
|
floor = other->floorheight;
|
||
|
}
|
||
|
return floor;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_FindNextHighestFloor
|
||
|
// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
|
||
|
// Note: this should be doable w/o a fixed array.
|
||
|
|
||
|
// 20 adjoining sectors max!
|
||
|
#define MAX_ADJOINING_SECTORS 20
|
||
|
|
||
|
fixed_t
|
||
|
P_FindNextHighestFloor
|
||
|
( sector_t* sec,
|
||
|
int currentheight )
|
||
|
{
|
||
|
int i;
|
||
|
int h;
|
||
|
int min;
|
||
|
line_t* check;
|
||
|
sector_t* other;
|
||
|
fixed_t height = currentheight;
|
||
|
|
||
|
|
||
|
fixed_t heightlist[MAX_ADJOINING_SECTORS];
|
||
|
|
||
|
for (i=0, h=0 ;i < sec->linecount ; i++)
|
||
|
{
|
||
|
check = sec->lines[i];
|
||
|
other = getNextSector(check,sec);
|
||
|
|
||
|
if (!other)
|
||
|
continue;
|
||
|
|
||
|
if (other->floorheight > height)
|
||
|
heightlist[h++] = other->floorheight;
|
||
|
|
||
|
// Check for overflow. Exit.
|
||
|
if ( h >= MAX_ADJOINING_SECTORS )
|
||
|
{
|
||
|
// __libclog_printf("Sector with more than 20 adjoining sectors\n" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Find lowest height in list
|
||
|
if (!h)
|
||
|
return currentheight;
|
||
|
|
||
|
min = heightlist[0];
|
||
|
|
||
|
// Range checking?
|
||
|
for (i = 1;i < h;i++)
|
||
|
if (heightlist[i] < min)
|
||
|
min = heightlist[i];
|
||
|
|
||
|
return min;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
|
||
|
//
|
||
|
fixed_t
|
||
|
P_FindLowestCeilingSurrounding(sector_t* sec)
|
||
|
{
|
||
|
int i;
|
||
|
line_t* check;
|
||
|
sector_t* other;
|
||
|
fixed_t height = MAXINT;
|
||
|
|
||
|
for (i=0 ;i < sec->linecount ; i++)
|
||
|
{
|
||
|
check = sec->lines[i];
|
||
|
other = getNextSector(check,sec);
|
||
|
|
||
|
if (!other)
|
||
|
continue;
|
||
|
|
||
|
if (other->ceilingheight < height)
|
||
|
height = other->ceilingheight;
|
||
|
}
|
||
|
return height;
|
||
|
}
|
||
|
|
||
|
|
||
|
//
|
||
|
// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
|
||
|
//
|
||
|
fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
|
||
|
{
|
||
|
int i;
|
||
|
line_t* check;
|
||
|
sector_t* other;
|
||
|
fixed_t height = 0;
|
||
|
|
||
|
for (i=0 ;i < sec->linecount ; i++)
|
||
|
{
|
||
|
check = sec->lines[i];
|
||
|
other = getNextSector(check,sec);
|
||
|
|
||
|
if (!other)
|
||
|
continue;
|
||
|
|
||
|
if (other->ceilingheight > height)
|
||
|
height = other->ceilingheight;
|
||
|
}
|
||
|
return height;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
|
||
|
//
|
||
|
int
|
||
|
P_FindSectorFromLineTag
|
||
|
( line_t* line,
|
||
|
int start )
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i=start+1;i<numsectors;i++)
|
||
|
if (sectors[i].tag == line->tag)
|
||
|
return i;
|
||
|
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// Find minimum light from an adjacent sector
|
||
|
//
|
||
|
int
|
||
|
P_FindMinSurroundingLight
|
||
|
( sector_t* sector,
|
||
|
int max )
|
||
|
{
|
||
|
int i;
|
||
|
int min;
|
||
|
line_t* line;
|
||
|
sector_t* check;
|
||
|
|
||
|
min = max;
|
||
|
for (i=0 ; i < sector->linecount ; i++)
|
||
|
{
|
||
|
line = sector->lines[i];
|
||
|
check = getNextSector(line,sector);
|
||
|
|
||
|
if (!check)
|
||
|
continue;
|
||
|
|
||
|
if (check->lightlevel < min)
|
||
|
min = check->lightlevel;
|
||
|
}
|
||
|
return min;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// EVENTS
|
||
|
// Events are operations triggered by using, crossing,
|
||
|
// or shooting special lines, or by timed thinkers.
|
||
|
//
|
||
|
|
||
|
//
|
||
|
// P_CrossSpecialLine - TRIGGER
|
||
|
// Called every time a thing origin is about
|
||
|
// to cross a line with a non 0 special.
|
||
|
//
|
||
|
void
|
||
|
P_CrossSpecialLine
|
||
|
( int linenum,
|
||
|
int side,
|
||
|
mobj_t* thing )
|
||
|
{
|
||
|
line_t* line;
|
||
|
int ok;
|
||
|
|
||
|
line = &lines[linenum];
|
||
|
|
||
|
// Triggers that other things can activate
|
||
|
if (!thing->player)
|
||
|
{
|
||
|
// Things that should NOT trigger specials...
|
||
|
switch(thing->type)
|
||
|
{
|
||
|
case MT_ROCKET:
|
||
|
case MT_PLASMA:
|
||
|
case MT_BFG:
|
||
|
case MT_TROOPSHOT:
|
||
|
case MT_HEADSHOT:
|
||
|
case MT_BRUISERSHOT:
|
||
|
return;
|
||
|
break;
|
||
|
|
||
|
default: break;
|
||
|
}
|
||
|
|
||
|
ok = 0;
|
||
|
switch(line->special)
|
||
|
{
|
||
|
case 39: // TELEPORT TRIGGER
|
||
|
case 97: // TELEPORT RETRIGGER
|
||
|
case 125: // TELEPORT MONSTERONLY TRIGGER
|
||
|
case 126: // TELEPORT MONSTERONLY RETRIGGER
|
||
|
case 4: // RAISE DOOR
|
||
|
case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
|
||
|
case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
|
||
|
ok = 1;
|
||
|
break;
|
||
|
}
|
||
|
if (!ok)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
|
||
|
// Note: could use some const's here.
|
||
|
switch (line->special)
|
||
|
{
|
||
|
// TRIGGERS.
|
||
|
// All from here to RETRIGGERS.
|
||
|
case 2:
|
||
|
// Open Door
|
||
|
EV_DoDoor(line,open);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
// Close Door
|
||
|
EV_DoDoor(line,close);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 4:
|
||
|
// Raise Door
|
||
|
EV_DoDoor(line,normal);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 5:
|
||
|
// Raise Floor
|
||
|
EV_DoFloor(line,raiseFloor);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 6:
|
||
|
// Fast Ceiling Crush & Raise
|
||
|
EV_DoCeiling(line,fastCrushAndRaise);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 8:
|
||
|
// Build Stairs
|
||
|
EV_BuildStairs(line,build8);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 10:
|
||
|
// PlatDownWaitUp
|
||
|
EV_DoPlat(line,downWaitUpStay,0);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 12:
|
||
|
// Light Turn On - brightest near
|
||
|
EV_LightTurnOn(line,0);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 13:
|
||
|
// Light Turn On 255
|
||
|
EV_LightTurnOn(line,255);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 16:
|
||
|
// Close Door 30
|
||
|
EV_DoDoor(line,close30ThenOpen);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 17:
|
||
|
// Start Light Strobing
|
||
|
EV_StartLightStrobing(line);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 19:
|
||
|
// Lower Floor
|
||
|
EV_DoFloor(line,lowerFloor);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 22:
|
||
|
// Raise floor to nearest height and change texture
|
||
|
EV_DoPlat(line,raiseToNearestAndChange,0);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 25:
|
||
|
// Ceiling Crush and Raise
|
||
|
EV_DoCeiling(line,crushAndRaise);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 30:
|
||
|
// Raise floor to shortest texture height
|
||
|
// on either side of lines.
|
||
|
EV_DoFloor(line,raiseToTexture);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 35:
|
||
|
// Lights Very Dark
|
||
|
EV_LightTurnOn(line,35);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 36:
|
||
|
// Lower Floor (TURBO)
|
||
|
EV_DoFloor(line,turboLower);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 37:
|
||
|
// LowerAndChange
|
||
|
EV_DoFloor(line,lowerAndChange);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 38:
|
||
|
// Lower Floor To Lowest
|
||
|
EV_DoFloor( line, lowerFloorToLowest );
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 39:
|
||
|
// TELEPORT!
|
||
|
EV_Teleport( line, side, thing );
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 40:
|
||
|
// RaiseCeilingLowerFloor
|
||
|
EV_DoCeiling( line, raiseToHighest );
|
||
|
EV_DoFloor( line, lowerFloorToLowest );
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 44:
|
||
|
// Ceiling Crush
|
||
|
EV_DoCeiling( line, lowerAndCrush );
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 52:
|
||
|
// EXIT!
|
||
|
G_ExitLevel ();
|
||
|
break;
|
||
|
|
||
|
case 53:
|
||
|
// Perpetual Platform Raise
|
||
|
EV_DoPlat(line,perpetualRaise,0);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 54:
|
||
|
// Platform Stop
|
||
|
EV_StopPlat(line);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 56:
|
||
|
// Raise Floor Crush
|
||
|
EV_DoFloor(line,raiseFloorCrush);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 57:
|
||
|
// Ceiling Crush Stop
|
||
|
EV_CeilingCrushStop(line);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 58:
|
||
|
// Raise Floor 24
|
||
|
EV_DoFloor(line,raiseFloor24);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 59:
|
||
|
// Raise Floor 24 And Change
|
||
|
EV_DoFloor(line,raiseFloor24AndChange);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 104:
|
||
|
// Turn lights off in sector(tag)
|
||
|
EV_TurnTagLightsOff(line);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 108:
|
||
|
// Blazing Door Raise (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeRaise);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 109:
|
||
|
// Blazing Door Open (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeOpen);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 100:
|
||
|
// Build Stairs Turbo 16
|
||
|
EV_BuildStairs(line,turbo16);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 110:
|
||
|
// Blazing Door Close (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeClose);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 119:
|
||
|
// Raise floor to nearest surr. floor
|
||
|
EV_DoFloor(line,raiseFloorToNearest);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 121:
|
||
|
// Blazing PlatDownWaitUpStay
|
||
|
EV_DoPlat(line,blazeDWUS,0);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 124:
|
||
|
// Secret EXIT
|
||
|
G_SecretExitLevel ();
|
||
|
break;
|
||
|
|
||
|
case 125:
|
||
|
// TELEPORT MonsterONLY
|
||
|
if (!thing->player)
|
||
|
{
|
||
|
EV_Teleport( line, side, thing );
|
||
|
line->special = 0;
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 130:
|
||
|
// Raise Floor Turbo
|
||
|
EV_DoFloor(line,raiseFloorTurbo);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 141:
|
||
|
// Silent Ceiling Crush & Raise
|
||
|
EV_DoCeiling(line,silentCrushAndRaise);
|
||
|
line->special = 0;
|
||
|
break;
|
||
|
|
||
|
// RETRIGGERS. All from here till end.
|
||
|
case 72:
|
||
|
// Ceiling Crush
|
||
|
EV_DoCeiling( line, lowerAndCrush );
|
||
|
break;
|
||
|
|
||
|
case 73:
|
||
|
// Ceiling Crush and Raise
|
||
|
EV_DoCeiling(line,crushAndRaise);
|
||
|
break;
|
||
|
|
||
|
case 74:
|
||
|
// Ceiling Crush Stop
|
||
|
EV_CeilingCrushStop(line);
|
||
|
break;
|
||
|
|
||
|
case 75:
|
||
|
// Close Door
|
||
|
EV_DoDoor(line,close);
|
||
|
break;
|
||
|
|
||
|
case 76:
|
||
|
// Close Door 30
|
||
|
EV_DoDoor(line,close30ThenOpen);
|
||
|
break;
|
||
|
|
||
|
case 77:
|
||
|
// Fast Ceiling Crush & Raise
|
||
|
EV_DoCeiling(line,fastCrushAndRaise);
|
||
|
break;
|
||
|
|
||
|
case 79:
|
||
|
// Lights Very Dark
|
||
|
EV_LightTurnOn(line,35);
|
||
|
break;
|
||
|
|
||
|
case 80:
|
||
|
// Light Turn On - brightest near
|
||
|
EV_LightTurnOn(line,0);
|
||
|
break;
|
||
|
|
||
|
case 81:
|
||
|
// Light Turn On 255
|
||
|
EV_LightTurnOn(line,255);
|
||
|
break;
|
||
|
|
||
|
case 82:
|
||
|
// Lower Floor To Lowest
|
||
|
EV_DoFloor( line, lowerFloorToLowest );
|
||
|
break;
|
||
|
|
||
|
case 83:
|
||
|
// Lower Floor
|
||
|
EV_DoFloor(line,lowerFloor);
|
||
|
break;
|
||
|
|
||
|
case 84:
|
||
|
// LowerAndChange
|
||
|
EV_DoFloor(line,lowerAndChange);
|
||
|
break;
|
||
|
|
||
|
case 86:
|
||
|
// Open Door
|
||
|
EV_DoDoor(line,open);
|
||
|
break;
|
||
|
|
||
|
case 87:
|
||
|
// Perpetual Platform Raise
|
||
|
EV_DoPlat(line,perpetualRaise,0);
|
||
|
break;
|
||
|
|
||
|
case 88:
|
||
|
// PlatDownWaitUp
|
||
|
EV_DoPlat(line,downWaitUpStay,0);
|
||
|
break;
|
||
|
|
||
|
case 89:
|
||
|
// Platform Stop
|
||
|
EV_StopPlat(line);
|
||
|
break;
|
||
|
|
||
|
case 90:
|
||
|
// Raise Door
|
||
|
EV_DoDoor(line,normal);
|
||
|
break;
|
||
|
|
||
|
case 91:
|
||
|
// Raise Floor
|
||
|
EV_DoFloor(line,raiseFloor);
|
||
|
break;
|
||
|
|
||
|
case 92:
|
||
|
// Raise Floor 24
|
||
|
EV_DoFloor(line,raiseFloor24);
|
||
|
break;
|
||
|
|
||
|
case 93:
|
||
|
// Raise Floor 24 And Change
|
||
|
EV_DoFloor(line,raiseFloor24AndChange);
|
||
|
break;
|
||
|
|
||
|
case 94:
|
||
|
// Raise Floor Crush
|
||
|
EV_DoFloor(line,raiseFloorCrush);
|
||
|
break;
|
||
|
|
||
|
case 95:
|
||
|
// Raise floor to nearest height
|
||
|
// and change texture.
|
||
|
EV_DoPlat(line,raiseToNearestAndChange,0);
|
||
|
break;
|
||
|
|
||
|
case 96:
|
||
|
// Raise floor to shortest texture height
|
||
|
// on either side of lines.
|
||
|
EV_DoFloor(line,raiseToTexture);
|
||
|
break;
|
||
|
|
||
|
case 97:
|
||
|
// TELEPORT!
|
||
|
EV_Teleport( line, side, thing );
|
||
|
break;
|
||
|
|
||
|
case 98:
|
||
|
// Lower Floor (TURBO)
|
||
|
EV_DoFloor(line,turboLower);
|
||
|
break;
|
||
|
|
||
|
case 105:
|
||
|
// Blazing Door Raise (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeRaise);
|
||
|
break;
|
||
|
|
||
|
case 106:
|
||
|
// Blazing Door Open (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeOpen);
|
||
|
break;
|
||
|
|
||
|
case 107:
|
||
|
// Blazing Door Close (faster than TURBO!)
|
||
|
EV_DoDoor (line,blazeClose);
|
||
|
break;
|
||
|
|
||
|
case 120:
|
||
|
// Blazing PlatDownWaitUpStay.
|
||
|
EV_DoPlat(line,blazeDWUS,0);
|
||
|
break;
|
||
|
|
||
|
case 126:
|
||
|
// TELEPORT MonsterONLY.
|
||
|
if (!thing->player)
|
||
|
EV_Teleport( line, side, thing );
|
||
|
break;
|
||
|
|
||
|
case 128:
|
||
|
// Raise To Nearest Floor
|
||
|
EV_DoFloor(line,raiseFloorToNearest);
|
||
|
break;
|
||
|
|
||
|
case 129:
|
||
|
// Raise Floor Turbo
|
||
|
EV_DoFloor(line,raiseFloorTurbo);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_ShootSpecialLine - IMPACT SPECIALS
|
||
|
// Called when a thing shoots a special line.
|
||
|
//
|
||
|
void
|
||
|
P_ShootSpecialLine
|
||
|
( mobj_t* thing,
|
||
|
line_t* line )
|
||
|
{
|
||
|
int ok;
|
||
|
|
||
|
// Impacts that other things can activate.
|
||
|
if (!thing->player)
|
||
|
{
|
||
|
ok = 0;
|
||
|
switch(line->special)
|
||
|
{
|
||
|
case 46:
|
||
|
// OPEN DOOR IMPACT
|
||
|
ok = 1;
|
||
|
break;
|
||
|
}
|
||
|
if (!ok)
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
switch(line->special)
|
||
|
{
|
||
|
case 24:
|
||
|
// RAISE FLOOR
|
||
|
EV_DoFloor(line,raiseFloor);
|
||
|
P_ChangeSwitchTexture(line,0);
|
||
|
break;
|
||
|
|
||
|
case 46:
|
||
|
// OPEN DOOR
|
||
|
EV_DoDoor(line,open);
|
||
|
P_ChangeSwitchTexture(line,1);
|
||
|
break;
|
||
|
|
||
|
case 47:
|
||
|
// RAISE FLOOR NEAR AND CHANGE
|
||
|
EV_DoPlat(line,raiseToNearestAndChange,0);
|
||
|
P_ChangeSwitchTexture(line,0);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_PlayerInSpecialSector
|
||
|
// Called every tic frame
|
||
|
// that the player origin is in a special sector
|
||
|
//
|
||
|
void P_PlayerInSpecialSector (player_t* player)
|
||
|
{
|
||
|
sector_t* sector;
|
||
|
|
||
|
sector = player->mo->subsector->sector;
|
||
|
|
||
|
// Falling, not all the way down yet?
|
||
|
if (player->mo->z != sector->floorheight)
|
||
|
return;
|
||
|
|
||
|
// Has hitten ground.
|
||
|
switch (sector->special)
|
||
|
{
|
||
|
case 5:
|
||
|
// HELLSLIME DAMAGE
|
||
|
if (!player->powers[pw_ironfeet])
|
||
|
if (!(leveltime&0x1f))
|
||
|
P_DamageMobj (player->mo, NULL, NULL, 10);
|
||
|
break;
|
||
|
|
||
|
case 7:
|
||
|
// NUKAGE DAMAGE
|
||
|
if (!player->powers[pw_ironfeet])
|
||
|
if (!(leveltime&0x1f))
|
||
|
P_DamageMobj (player->mo, NULL, NULL, 5);
|
||
|
break;
|
||
|
|
||
|
case 16:
|
||
|
// SUPER HELLSLIME DAMAGE
|
||
|
case 4:
|
||
|
// STROBE HURT
|
||
|
if (!player->powers[pw_ironfeet]
|
||
|
|| (P_Random()<5) )
|
||
|
{
|
||
|
if (!(leveltime&0x1f))
|
||
|
P_DamageMobj (player->mo, NULL, NULL, 20);
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case 9:
|
||
|
// SECRET SECTOR
|
||
|
player->secretcount++;
|
||
|
sector->special = 0;
|
||
|
break;
|
||
|
|
||
|
case 11:
|
||
|
// EXIT SUPER DAMAGE! (for E1M8 finale)
|
||
|
player->cheats &= ~CF_GODMODE;
|
||
|
|
||
|
if (!(leveltime&0x1f))
|
||
|
P_DamageMobj (player->mo, NULL, NULL, 20);
|
||
|
|
||
|
if (player->health <= 10)
|
||
|
G_ExitLevel();
|
||
|
break;
|
||
|
|
||
|
default:
|
||
|
I_Error ("P_PlayerInSpecialSector: "
|
||
|
"unknown special %i",
|
||
|
sector->special);
|
||
|
break;
|
||
|
};
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// P_UpdateSpecials
|
||
|
// Animate planes, scroll walls, etc.
|
||
|
//
|
||
|
boolean levelTimer;
|
||
|
int levelTimeCount;
|
||
|
|
||
|
void P_UpdateSpecials (void)
|
||
|
{
|
||
|
anim_t* anim;
|
||
|
int pic;
|
||
|
int i;
|
||
|
line_t* line;
|
||
|
|
||
|
|
||
|
// LEVEL TIMER
|
||
|
if (levelTimer == true)
|
||
|
{
|
||
|
levelTimeCount--;
|
||
|
if (!levelTimeCount)
|
||
|
G_ExitLevel();
|
||
|
}
|
||
|
|
||
|
// ANIMATE FLATS AND TEXTURES GLOBALLY
|
||
|
for (anim = anims ; anim < lastanim ; anim++)
|
||
|
{
|
||
|
for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
|
||
|
{
|
||
|
pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
|
||
|
if (anim->istexture)
|
||
|
texturetranslation[i] = pic;
|
||
|
else
|
||
|
flattranslation[i] = pic;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// ANIMATE LINE SPECIALS
|
||
|
for (i = 0; i < numlinespecials; i++)
|
||
|
{
|
||
|
line = linespeciallist[i];
|
||
|
switch(line->special)
|
||
|
{
|
||
|
case 48:
|
||
|
// EFFECT FIRSTCOL SCROLL +
|
||
|
sides[line->sidenum[0]].textureoffset += FRACUNIT;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// DO BUTTONS
|
||
|
for (i = 0; i < MAXBUTTONS; i++)
|
||
|
if (buttonlist[i].btimer)
|
||
|
{
|
||
|
buttonlist[i].btimer--;
|
||
|
if (!buttonlist[i].btimer)
|
||
|
{
|
||
|
switch(buttonlist[i].where)
|
||
|
{
|
||
|
case top:
|
||
|
sides[buttonlist[i].line->sidenum[0]].toptexture =
|
||
|
buttonlist[i].btexture;
|
||
|
break;
|
||
|
|
||
|
case middle:
|
||
|
sides[buttonlist[i].line->sidenum[0]].midtexture =
|
||
|
buttonlist[i].btexture;
|
||
|
break;
|
||
|
|
||
|
case bottom:
|
||
|
sides[buttonlist[i].line->sidenum[0]].bottomtexture =
|
||
|
buttonlist[i].btexture;
|
||
|
break;
|
||
|
}
|
||
|
S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn);
|
||
|
memset(&buttonlist[i],0,sizeof(button_t));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// Special Stuff that can not be categorized
|
||
|
//
|
||
|
int EV_DoDonut(line_t* line)
|
||
|
{
|
||
|
sector_t* s1;
|
||
|
sector_t* s2;
|
||
|
sector_t* s3;
|
||
|
int secnum;
|
||
|
int rtn;
|
||
|
int i;
|
||
|
floormove_t* floor;
|
||
|
|
||
|
secnum = -1;
|
||
|
rtn = 0;
|
||
|
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
|
||
|
{
|
||
|
s1 = §ors[secnum];
|
||
|
|
||
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
||
|
if (s1->specialdata)
|
||
|
continue;
|
||
|
|
||
|
rtn = 1;
|
||
|
s2 = getNextSector(s1->lines[0],s1);
|
||
|
for (i = 0;i < s2->linecount;i++)
|
||
|
{
|
||
|
if ((!s2->lines[i]->flags & ML_TWOSIDED) ||
|
||
|
(s2->lines[i]->backsector == s1))
|
||
|
continue;
|
||
|
s3 = s2->lines[i]->backsector;
|
||
|
|
||
|
// Spawn rising slime
|
||
|
floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
||
|
P_AddThinker (&floor->thinker);
|
||
|
s2->specialdata = floor;
|
||
|
floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
|
||
|
floor->type = donutRaise;
|
||
|
floor->crush = false;
|
||
|
floor->direction = 1;
|
||
|
floor->sector = s2;
|
||
|
floor->speed = FLOORSPEED / 2;
|
||
|
floor->texture = s3->floorpic;
|
||
|
floor->newspecial = 0;
|
||
|
floor->floordestheight = s3->floorheight;
|
||
|
|
||
|
// Spawn lowering donut-hole
|
||
|
floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
||
|
P_AddThinker (&floor->thinker);
|
||
|
s1->specialdata = floor;
|
||
|
floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
|
||
|
floor->type = lowerFloor;
|
||
|
floor->crush = false;
|
||
|
floor->direction = -1;
|
||
|
floor->sector = s1;
|
||
|
floor->speed = FLOORSPEED / 2;
|
||
|
floor->floordestheight = s3->floorheight;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
return rtn;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
//
|
||
|
// SPECIAL SPAWNING
|
||
|
//
|
||
|
|
||
|
//
|
||
|
// P_SpawnSpecials
|
||
|
// After the map has been loaded, scan for specials
|
||
|
// that spawn thinkers
|
||
|
//
|
||
|
short numlinespecials;
|
||
|
line_t* linespeciallist[MAXLINEANIMS];
|
||
|
|
||
|
|
||
|
// Parses command line parameters.
|
||
|
void P_SpawnSpecials (void)
|
||
|
{
|
||
|
sector_t* sector;
|
||
|
int i;
|
||
|
int episode;
|
||
|
|
||
|
episode = 1;
|
||
|
if (W_CheckNumForName("texture2") >= 0)
|
||
|
episode = 2;
|
||
|
|
||
|
|
||
|
// See if -TIMER needs to be used.
|
||
|
levelTimer = false;
|
||
|
|
||
|
i = M_CheckParm("-avg");
|
||
|
if (i && deathmatch)
|
||
|
{
|
||
|
levelTimer = true;
|
||
|
levelTimeCount = 20 * 60 * 35;
|
||
|
}
|
||
|
|
||
|
i = M_CheckParm("-timer");
|
||
|
if (i && deathmatch)
|
||
|
{
|
||
|
int time;
|
||
|
time = atoi(myargv[i+1]) * 60 * 35;
|
||
|
levelTimer = true;
|
||
|
levelTimeCount = time;
|
||
|
}
|
||
|
|
||
|
// Init special SECTORs.
|
||
|
sector = sectors;
|
||
|
for (i=0 ; i<numsectors ; i++, sector++)
|
||
|
{
|
||
|
if (!sector->special)
|
||
|
continue;
|
||
|
|
||
|
switch (sector->special)
|
||
|
{
|
||
|
case 1:
|
||
|
// FLICKERING LIGHTS
|
||
|
P_SpawnLightFlash (sector);
|
||
|
break;
|
||
|
|
||
|
case 2:
|
||
|
// STROBE FAST
|
||
|
P_SpawnStrobeFlash(sector,FASTDARK,0);
|
||
|
break;
|
||
|
|
||
|
case 3:
|
||
|
// STROBE SLOW
|
||
|
P_SpawnStrobeFlash(sector,SLOWDARK,0);
|
||
|
break;
|
||
|
|
||
|
case 4:
|
||
|
// STROBE FAST/DEATH SLIME
|
||
|
P_SpawnStrobeFlash(sector,FASTDARK,0);
|
||
|
sector->special = 4;
|
||
|
break;
|
||
|
|
||
|
case 8:
|
||
|
// GLOWING LIGHT
|
||
|
P_SpawnGlowingLight(sector);
|
||
|
break;
|
||
|
case 9:
|
||
|
// SECRET SECTOR
|
||
|
totalsecret++;
|
||
|
break;
|
||
|
|
||
|
case 10:
|
||
|
// DOOR CLOSE IN 30 SECONDS
|
||
|
P_SpawnDoorCloseIn30 (sector);
|
||
|
break;
|
||
|
|
||
|
case 12:
|
||
|
// SYNC STROBE SLOW
|
||
|
P_SpawnStrobeFlash (sector, SLOWDARK, 1);
|
||
|
break;
|
||
|
|
||
|
case 13:
|
||
|
// SYNC STROBE FAST
|
||
|
P_SpawnStrobeFlash (sector, FASTDARK, 1);
|
||
|
break;
|
||
|
|
||
|
case 14:
|
||
|
// DOOR RAISE IN 5 MINUTES
|
||
|
P_SpawnDoorRaiseIn5Mins (sector, i);
|
||
|
break;
|
||
|
|
||
|
case 17:
|
||
|
P_SpawnFireFlicker(sector);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Init line EFFECTs
|
||
|
numlinespecials = 0;
|
||
|
for (i = 0;i < numlines; i++)
|
||
|
{
|
||
|
switch(lines[i].special)
|
||
|
{
|
||
|
case 48:
|
||
|
// EFFECT FIRSTCOL SCROLL+
|
||
|
linespeciallist[numlinespecials] = &lines[i];
|
||
|
numlinespecials++;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// Init other misc stuff
|
||
|
for (i = 0;i < MAXCEILINGS;i++)
|
||
|
activeceilings[i] = NULL;
|
||
|
|
||
|
for (i = 0;i < MAXPLATS;i++)
|
||
|
activeplats[i] = NULL;
|
||
|
|
||
|
for (i = 0;i < MAXBUTTONS;i++)
|
||
|
memset(&buttonlist[i],0,sizeof(button_t));
|
||
|
|
||
|
// UNUSED: no horizonal sliders.
|
||
|
// P_InitSlidingDoorFrames();
|
||
|
}
|