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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "globaldata.h"
- #include "Main.h"
- #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"
- #include "../../neo/d3xp/Game_Local.h"
- //
- // Animating textures and planes
- // There is another anim_t used in wi_stuff, unrelated. BLAH!
- // we now use anim_t2
- //
- //
- // source animation definition
- //
- //
- // 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.
- //
- const 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}
- };
- //
- // Animating line specials
- //
- void P_InitPicAnims (void)
- {
- int i;
- // Init animation
- ::g->lastanim = ::g->anims;
- for (i=0 ; animdefs[i].istexture != (qboolean)-1 ; i++)
- {
- if (animdefs[i].istexture)
- {
- // different episode ?
- if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
- continue;
- ::g->lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
- ::g->lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
- }
- else
- {
- if (W_CheckNumForName(animdefs[i].startname) == -1)
- continue;
- ::g->lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
- ::g->lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
- }
- ::g->lastanim->istexture = animdefs[i].istexture;
- ::g->lastanim->numpics = ::g->lastanim->picnum - ::g->lastanim->basepic + 1;
- if (::g->lastanim->numpics < 2)
- I_Error ("P_InitPicAnims: bad cycle from %s to %s",
- animdefs[i].startname,
- animdefs[i].endname);
- ::g->lastanim->speed = animdefs[i].speed;
- ::g->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 &::g->sides[ (::g->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 ::g->sides[ (::g->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 (::g->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 ::g->sectors max!
- 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 )
- {
- I_PrintfE("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 < ::g->numsectors; i++)
- if (::g->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 ::g->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 = &::g->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,opened);
- line->special = 0;
- break;
- case 3:
- // Close Door
- EV_DoDoor(line,closed);
- 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 ::g->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!
- // DHM - Nerve :: Don't exit level in death match, timelimit and fraglimit only
- if ( !::g->deathmatch && ::g->gameaction != ga_completed ) {
- 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
- if ( !::g->deathmatch && ::g->gameaction != ga_completed ) {
- 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,closed);
- 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,opened);
- 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 ::g->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,opened);
- 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 (!(::g->leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 10);
- break;
- case 7:
- // NUKAGE DAMAGE
- if (!player->powers[pw_ironfeet])
- if (!(::g->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 (!(::g->leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- }
- break;
- case 9:
- // SECRET SECTOR
- player->secretcount++;
- sector->special = 0;
- if ( !::g->demoplayback && ( ::g->usergame && !::g->netgame ) ) {
- // DHM - Nerve :: Let's give achievements in real time in Doom 2
- if ( !common->IsMultiplayer() ) {
- switch( DoomLib::GetGameSKU() ) {
- case GAME_SKU_DOOM1_BFG: {
- // Removing trophies for DOOM and DOOM II BFG due to point limit.
- //gameLocal->UnlockAchievement( Doom1BFG_Trophies::SCOUT_FIND_ANY_SECRET );
- break;
- }
- case GAME_SKU_DOOM2_BFG: {
- //gameLocal->UnlockAchievement( Doom2BFG_Trophies::IMPORTANT_LOOKING_DOOR_FIND_ANY_SECRET );
- idAchievementManager::LocalUser_CompleteAchievement(ACHIEVEMENT_DOOM2_IMPORTANT_LOOKING_DOOR_FIND_ANY_SECRET );
- break;
- }
- case GAME_SKU_DCC: {
- // Not on PC.
- //gameLocal->UnlockAchievement( DOOM_ACHIEVEMENT_FIND_SECRET );
- break;
- }
- default: {
- // No unlocks for other SKUs.
- break;
- }
- }
- }
- }
- break;
- case 11:
- // EXIT SUPER DAMAGE! (for E1M8 finale)
- player->cheats &= ~CF_GODMODE;
- if (!(::g->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.
- //
- int PlayerFrags( int playernum ) {
- int frags = 0;
- for( int i=0 ; i<MAXPLAYERS ; i++) {
- if ( i != playernum ) {
- frags += ::g->players[playernum].frags[i];
- }
- }
- frags -= ::g->players[playernum].frags[playernum];
- return frags;
- }
- void P_UpdateSpecials (void)
- {
- anim_t2* anim;
- int pic;
- int i;
- line_t* line;
- // LEVEL TIMER
- if (::g->levelTimer == true)
- {
- ::g->levelTimeCount--;
- if (!::g->levelTimeCount)
- G_ExitLevel();
- }
- // DHM - Nerve :: FRAG COUNT
- if ( ::g->deathmatch && ::g->levelFragCount > 0 ) {
- bool fragCountHit = false;
- for ( int i=0; i<MAXPLAYERS; i++ ) {
- if ( ::g->playeringame[i] ) {
- if ( PlayerFrags(i) >= ::g->levelFragCount ) {
- fragCountHit = true;
- }
- }
- }
- if ( fragCountHit ) {
- G_ExitLevel();
- }
- }
- // ANIMATE FLATS AND TEXTURES GLOBALLY
- for (anim = ::g->anims ; anim < ::g->lastanim ; anim++)
- {
- for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
- {
- pic = anim->basepic + ( (::g->leveltime/anim->speed + i)%anim->numpics );
- if (anim->istexture)
- ::g->texturetranslation[i] = pic;
- else
- ::g->flattranslation[i] = pic;
- }
- }
- // ANIMATE LINE SPECIALS
- for (i = 0; i < ::g->numlinespecials; i++)
- {
- line = ::g->linespeciallist[i];
- switch(line->special)
- {
- case 48:
- // EFFECT FIRSTCOL SCROLL +
- ::g->sides[line->sidenum[0]].textureoffset += FRACUNIT;
- break;
- }
- }
- // DO BUTTONS
- for (i = 0; i < MAXBUTTONS; i++)
- if (::g->buttonlist[i].btimer)
- {
- ::g->buttonlist[i].btimer--;
- if (!::g->buttonlist[i].btimer)
- {
- switch(::g->buttonlist[i].where)
- {
- case top:
- ::g->sides[::g->buttonlist[i].line->sidenum[0]].toptexture =
- ::g->buttonlist[i].btexture;
- break;
- case middle:
- ::g->sides[::g->buttonlist[i].line->sidenum[0]].midtexture =
- ::g->buttonlist[i].btexture;
- break;
- case bottom:
- ::g->sides[::g->buttonlist[i].line->sidenum[0]].bottomtexture =
- ::g->buttonlist[i].btexture;
- break;
- }
- S_StartSound((mobj_t *)&::g->buttonlist[i].soundorg,sfx_swtchn);
- memset(&::g->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 = &::g->sectors[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 = (floormove_t*)DoomLib::Z_Malloc (sizeof(*floor), PU_LEVEL, 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 = (floormove_t*)DoomLib::Z_Malloc (sizeof(*floor), PU_LEVEL, 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
- //
- // 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.
- ::g->levelTimer = false;
- i = M_CheckParm("-avg");
- if (i && ::g->deathmatch)
- {
- ::g->levelTimer = true;
- ::g->levelTimeCount = 20 * 60 * TICRATE;
- }
- //i = M_CheckParm("-timer");
- //if (i && ::g->deathmatch)
- #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
- const int timeLimit = session->GetActingGameStateLobbyBase().GetMatchParms().gameTimeLimit;
- #else
- const int timeLimit = 0;
- #endif
- if (timeLimit != 0 && g->deathmatch)
- {
- int time;
- //time = atoi(::g->myargv[i+1]) * 60 * 35;
- time = timeLimit * 60 * TICRATE;
- ::g->levelTimer = true;
- ::g->levelTimeCount = time;
- }
- //i = M_CheckParm("-fraglimit");
- //if (i && ::g->deathmatch)
- #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
- const int fragLimit = gameLocal->GetMatchParms().GetScoreLimit();
- #else
- const int fragLimit = 0;
- #endif
- if (fragLimit != 0 && ::g->deathmatch)
- {
- //::g->levelFragCount = atoi(::g->myargv[i+1]);
- ::g->levelFragCount = fragLimit;
- } else {
- ::g->levelFragCount = 0;
- }
- // Init special SECTORs.
- sector = ::g->sectors;
- for (i=0 ; i < ::g->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
- ::g->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
- ::g->numlinespecials = 0;
- for (i = 0;i < ::g->numlines; i++)
- {
- switch(::g->lines[i].special)
- {
- case 48:
- // EFFECT FIRSTCOL SCROLL+
- ::g->linespeciallist[::g->numlinespecials] = &::g->lines[i];
- ::g->numlinespecials++;
- break;
- }
- }
- // Init other misc stuff
- for (i = 0;i < MAXCEILINGS;i++)
- ::g->activeceilings[i] = NULL;
- for (i = 0;i < MAXPLATS;i++)
- ::g->activeplats[i] = NULL;
- for (i = 0;i < MAXBUTTONS;i++)
- memset(&::g->buttonlist[i],0,sizeof(button_t));
- // UNUSED: no horizonal sliders.
- // P_InitSlidingDoorFrames();
- }
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