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- /* Emacs style mode select -*- C++ -*-
- *-----------------------------------------------------------------------------
- *
- *
- * PrBoom: a Doom port merged with LxDoom and LSDLDoom
- * based on BOOM, a modified and improved DOOM engine
- * Copyright (C) 1999 by
- * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
- * Copyright (C) 1999-2000 by
- * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
- * Copyright 2005, 2006 by
- * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
- *
- * 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 2
- * 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, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
- * 02111-1307, USA.
- *
- * DESCRIPTION:
- * -Loads and initializes texture and flat animation sequences
- * -Implements utility functions for all linedef/sector special handlers
- * -Dispatches walkover and gun line triggers
- * -Initializes and implements special sector types
- * -Implements donut linedef triggers
- * -Initializes and implements BOOM linedef triggers for
- * Scrollers/Conveyors
- * Friction
- * Wind/Current
- *
- *-----------------------------------------------------------------------------*/
- #include "doomstat.h"
- #include "p_spec.h"
- #include "p_tick.h"
- #include "p_setup.h"
- #include "m_random.h"
- #include "d_englsh.h"
- #include "m_argv.h"
- #include "w_wad.h"
- #include "r_main.h"
- #include "p_maputl.h"
- #include "p_map.h"
- #include "g_game.h"
- #include "p_inter.h"
- #include "s_sound.h"
- #include "sounds.h"
- #include "m_bbox.h" // phares 3/20/98
- #include "d_deh.h"
- #include "r_plane.h"
- #include "lprintf.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
- //
- //
- #ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
- #pragma pack(push)
- #pragma pack(1)
- #endif //_MSC_VER
- #if defined(__MWERKS__)
- #pragma options align=packed
- #endif
- typedef struct
- {
- signed char istexture; //jff 3/23/98 make char for comparison // cph - make signed
- char endname[9]; // if false, it is a flat
- char startname[9];
- int speed;
- } PACKEDATTR animdef_t; //jff 3/23/98 pack to read from memory
- #if defined(__MWERKS__)
- #pragma options align=reset
- #endif
- #ifdef _MSC_VER
- #pragma pack(pop)
- #endif //_MSC_VER
- #define MAXANIMS 32 // no longer a strict limit -- killough
- static anim_t* lastanim;
- static anim_t* anims; // new structure w/o limits -- killough
- static size_t maxanims;
- // killough 3/7/98: Initialize generalized scrolling
- static void P_SpawnScrollers(void);
- static void P_SpawnFriction(void); // phares 3/16/98
- static void P_SpawnPushers(void); // phares 3/20/98
- //
- // P_InitPicAnims
- //
- // Load the table of animation definitions, checking for existence of
- // the start and end of each frame. If the start doesn't exist the sequence
- // is skipped, if the last doesn't exist, BOOM exits.
- //
- // Wall/Flat animation sequences, defined by name of first and last frame,
- // The full animation sequence is given using all lumps between the start
- // and end entry, in the order found in the WAD file.
- //
- // This routine modified to read its data from a predefined lump or
- // PWAD lump called ANIMATED rather than a static table in this module to
- // allow wad designers to insert or modify animation sequences.
- //
- // Lump format is an array of byte packed animdef_t structures, terminated
- // by a structure with istexture == -1. The lump can be generated from a
- // text source file using SWANTBLS.EXE, distributed with the BOOM utils.
- // The standard list of switches and animations is contained in the example
- // source text file DEFSWANI.DAT also in the BOOM util distribution.
- //
- //
- void P_InitPicAnims (void)
- {
- int i;
- const animdef_t *animdefs; //jff 3/23/98 pointer to animation lump
- int lump = W_GetNumForName("ANIMATED"); // cph - new wad lump handling
- // Init animation
- //jff 3/23/98 read from predefined or wad lump instead of table
- animdefs = (const animdef_t *)W_CacheLumpNum(lump);
- lastanim = anims;
- for (i=0 ; animdefs[i].istexture != -1 ; i++)
- {
- // 1/11/98 killough -- removed limit by array-doubling
- if (lastanim >= anims + maxanims)
- {
- size_t newmax = maxanims ? maxanims*2 : MAXANIMS;
- anims = realloc(anims, newmax*sizeof(*anims)); // killough
- lastanim = anims + maxanims;
- maxanims = newmax;
- }
- 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, ns_flats) == -1) // killough 4/17/98
- 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 = LONG(animdefs[i].speed); // killough 5/5/98: add LONG()
- lastanim++;
- }
- W_UnlockLumpNum(lump);
- }
- ///////////////////////////////////////////////////////////////
- //
- // Linedef and Sector Special Implementation Utility Functions
- //
- ///////////////////////////////////////////////////////////////
- //
- // getSide()
- //
- // Will return a side_t*
- // given the number of the current sector,
- // the line number, and the side (0/1) that you want.
- //
- // Note: if side=1 is specified, it must exist or results undefined
- //
- 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.
- //
- // Note: if side=1 is specified, it must exist or results undefined
- //
- 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.
- //
- // modified to return actual two-sidedness rather than presence
- // of 2S flag unless compatibility optioned
- //
- int twoSided
- ( int sector,
- int line )
- {
- //jff 1/26/98 return what is actually needed, whether the line
- //has two sidedefs, rather than whether the 2S flag is set
- return comp[comp_model] ?
- (sectors[sector].lines[line])->flags & ML_TWOSIDED
- :
- (sectors[sector].lines[line])->sidenum[1] != NO_INDEX;
- }
- //
- // getNextSector()
- //
- // Return sector_t * of sector next to current across line.
- //
- // Note: returns NULL if not two-sided line, or both sides refer to sector
- //
- sector_t* getNextSector
- ( line_t* line,
- sector_t* sec )
- {
- //jff 1/26/98 check unneeded since line->backsector already
- //returns NULL if the line is not two sided, and does so from
- //the actual two-sidedness of the line, rather than its 2S flag
- if (comp[comp_model])
- {
- if (!(line->flags & ML_TWOSIDED))
- return NULL;
- }
- if (line->frontsector == sec) {
- if (comp[comp_model] || line->backsector!=sec)
- return line->backsector; //jff 5/3/98 don't retn sec unless compatibility
- else // fixes an intra-sector line breaking functions
- return NULL; // like floor->highest floor
- }
- return line->frontsector;
- }
- //
- // P_FindLowestFloorSurrounding()
- //
- // Returns the fixed point value of the lowest floor height
- // in the sector passed or its 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()
- //
- // Passed a sector, returns the fixed point value of the largest
- // floor height in the surrounding sectors, not including that passed
- //
- // NOTE: if no surrounding sector exists -32000*FRACUINT is returned
- // if compatibility then -500*FRACUNIT is the smallest return possible
- //
- fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t floor = -500*FRACUNIT;
- //jff 1/26/98 Fix initial value for floor to not act differently
- //in sections of wad that are below -500 units
- if (!comp[comp_model]) /* jff 3/12/98 avoid ovf */
- floor = -32000*FRACUNIT; // in height calculations
- 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()
- //
- // Passed a sector and a floor height, returns the fixed point value
- // of the smallest floor height in a surrounding sector larger than
- // the floor height passed. If no such height exists the floorheight
- // passed is returned.
- //
- // Rewritten by Lee Killough to avoid fixed array and to be faster
- //
- fixed_t P_FindNextHighestFloor(sector_t *sec, int currentheight)
- {
- sector_t *other;
- int i;
- for (i=0 ;i < sec->linecount ; i++)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->floorheight > currentheight)
- {
- int height = other->floorheight;
- while (++i < sec->linecount)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->floorheight < height &&
- other->floorheight > currentheight)
- height = other->floorheight;
- return height;
- }
- /* cph - my guess at doom v1.2 - 1.4beta compatibility here.
- * If there are no higher neighbouring sectors, Heretic just returned
- * heightlist[0] (local variable), i.e. noise off the stack. 0 is right for
- * RETURN01 E1M2, so let's take that. */
- return (compatibility_level < doom_1666_compatibility ? 0 : currentheight);
- }
- //
- // P_FindNextLowestFloor()
- //
- // Passed a sector and a floor height, returns the fixed point value
- // of the largest floor height in a surrounding sector smaller than
- // the floor height passed. If no such height exists the floorheight
- // passed is returned.
- //
- // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
- //
- fixed_t P_FindNextLowestFloor(sector_t *sec, int currentheight)
- {
- sector_t *other;
- int i;
- for (i=0 ;i < sec->linecount ; i++)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->floorheight < currentheight)
- {
- int height = other->floorheight;
- while (++i < sec->linecount)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->floorheight > height &&
- other->floorheight < currentheight)
- height = other->floorheight;
- return height;
- }
- return currentheight;
- }
- //
- // P_FindNextLowestCeiling()
- //
- // Passed a sector and a ceiling height, returns the fixed point value
- // of the largest ceiling height in a surrounding sector smaller than
- // the ceiling height passed. If no such height exists the ceiling height
- // passed is returned.
- //
- // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
- //
- fixed_t P_FindNextLowestCeiling(sector_t *sec, int currentheight)
- {
- sector_t *other;
- int i;
- for (i=0 ;i < sec->linecount ; i++)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->ceilingheight < currentheight)
- {
- int height = other->ceilingheight;
- while (++i < sec->linecount)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->ceilingheight > height &&
- other->ceilingheight < currentheight)
- height = other->ceilingheight;
- return height;
- }
- return currentheight;
- }
- //
- // P_FindNextHighestCeiling()
- //
- // Passed a sector and a ceiling height, returns the fixed point value
- // of the smallest ceiling height in a surrounding sector larger than
- // the ceiling height passed. If no such height exists the ceiling height
- // passed is returned.
- //
- // jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
- //
- fixed_t P_FindNextHighestCeiling(sector_t *sec, int currentheight)
- {
- sector_t *other;
- int i;
- for (i=0 ;i < sec->linecount ; i++)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->ceilingheight > currentheight)
- {
- int height = other->ceilingheight;
- while (++i < sec->linecount)
- if ((other = getNextSector(sec->lines[i],sec)) &&
- other->ceilingheight < height &&
- other->ceilingheight > currentheight)
- height = other->ceilingheight;
- return height;
- }
- return currentheight;
- }
- //
- // P_FindLowestCeilingSurrounding()
- //
- // Passed a sector, returns the fixed point value of the smallest
- // ceiling height in the surrounding sectors, not including that passed
- //
- // NOTE: if no surrounding sector exists 32000*FRACUINT is returned
- // but if compatibility then INT_MAX is the return
- //
- fixed_t P_FindLowestCeilingSurrounding(sector_t* sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = INT_MAX;
- /* jff 3/12/98 avoid ovf in height calculations */
- if (!comp[comp_model]) height = 32000*FRACUNIT;
- 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;
- }
- //
- // P_FindHighestCeilingSurrounding()
- //
- // Passed a sector, returns the fixed point value of the largest
- // ceiling height in the surrounding sectors, not including that passed
- //
- // NOTE: if no surrounding sector exists -32000*FRACUINT is returned
- // but if compatibility then 0 is the smallest return possible
- //
- fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = 0;
- /* jff 1/26/98 Fix initial value for floor to not act differently
- * in sections of wad that are below 0 units
- * jff 3/12/98 avoid ovf in height calculations */
- if (!comp[comp_model]) height = -32000*FRACUNIT;
- 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;
- }
- //
- // P_FindShortestTextureAround()
- //
- // Passed a sector number, returns the shortest lower texture on a
- // linedef bounding the sector.
- //
- // Note: If no lower texture exists 32000*FRACUNIT is returned.
- // but if compatibility then INT_MAX is returned
- //
- // jff 02/03/98 Add routine to find shortest lower texture
- //
- fixed_t P_FindShortestTextureAround(int secnum)
- {
- int minsize = INT_MAX;
- side_t* side;
- int i;
- sector_t *sec = §ors[secnum];
- if (!comp[comp_model])
- minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow in height calcs
- for (i = 0; i < sec->linecount; i++)
- {
- if (twoSided(secnum, i))
- {
- side = getSide(secnum,i,0);
- if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
- if (textureheight[side->bottomtexture] < minsize)
- minsize = textureheight[side->bottomtexture];
- side = getSide(secnum,i,1);
- if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
- if (textureheight[side->bottomtexture] < minsize)
- minsize = textureheight[side->bottomtexture];
- }
- }
- return minsize;
- }
- //
- // P_FindShortestUpperAround()
- //
- // Passed a sector number, returns the shortest upper texture on a
- // linedef bounding the sector.
- //
- // Note: If no upper texture exists 32000*FRACUNIT is returned.
- // but if compatibility then INT_MAX is returned
- //
- // jff 03/20/98 Add routine to find shortest upper texture
- //
- fixed_t P_FindShortestUpperAround(int secnum)
- {
- int minsize = INT_MAX;
- side_t* side;
- int i;
- sector_t *sec = §ors[secnum];
- if (!comp[comp_model])
- minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow
- // in height calcs
- for (i = 0; i < sec->linecount; i++)
- {
- if (twoSided(secnum, i))
- {
- side = getSide(secnum,i,0);
- if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
- if (textureheight[side->toptexture] < minsize)
- minsize = textureheight[side->toptexture];
- side = getSide(secnum,i,1);
- if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
- if (textureheight[side->toptexture] < minsize)
- minsize = textureheight[side->toptexture];
- }
- }
- return minsize;
- }
- //
- // P_FindModelFloorSector()
- //
- // Passed a floor height and a sector number, return a pointer to a
- // a sector with that floor height across the lowest numbered two sided
- // line surrounding the sector.
- //
- // Note: If no sector at that height bounds the sector passed, return NULL
- //
- // jff 02/03/98 Add routine to find numeric model floor
- // around a sector specified by sector number
- // jff 3/14/98 change first parameter to plain height to allow call
- // from routine not using floormove_t
- //
- sector_t *P_FindModelFloorSector(fixed_t floordestheight,int secnum)
- {
- int i;
- sector_t *sec=NULL;
- int linecount;
- sec = §ors[secnum]; //jff 3/2/98 woops! better do this
- //jff 5/23/98 don't disturb sec->linecount while searching
- // but allow early exit in old demos
- linecount = sec->linecount;
- for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
- sec->linecount : linecount); i++)
- {
- if ( twoSided(secnum, i) )
- {
- if (getSide(secnum,i,0)->sector-sectors == secnum)
- sec = getSector(secnum,i,1);
- else
- sec = getSector(secnum,i,0);
- if (sec->floorheight == floordestheight)
- return sec;
- }
- }
- return NULL;
- }
- //
- // P_FindModelCeilingSector()
- //
- // Passed a ceiling height and a sector number, return a pointer to a
- // a sector with that ceiling height across the lowest numbered two sided
- // line surrounding the sector.
- //
- // Note: If no sector at that height bounds the sector passed, return NULL
- //
- // jff 02/03/98 Add routine to find numeric model ceiling
- // around a sector specified by sector number
- // used only from generalized ceiling types
- // jff 3/14/98 change first parameter to plain height to allow call
- // from routine not using ceiling_t
- //
- sector_t *P_FindModelCeilingSector(fixed_t ceildestheight,int secnum)
- {
- int i;
- sector_t *sec=NULL;
- int linecount;
- sec = §ors[secnum]; //jff 3/2/98 woops! better do this
- //jff 5/23/98 don't disturb sec->linecount while searching
- // but allow early exit in old demos
- linecount = sec->linecount;
- for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
- sec->linecount : linecount); i++)
- {
- if ( twoSided(secnum, i) )
- {
- if (getSide(secnum,i,0)->sector-sectors == secnum)
- sec = getSector(secnum,i,1);
- else
- sec = getSector(secnum,i,0);
- if (sec->ceilingheight == ceildestheight)
- return sec;
- }
- }
- return NULL;
- }
- //
- // RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
- //
- // Find the next sector with the same tag as a linedef.
- // Rewritten by Lee Killough to use chained hashing to improve speed
- int P_FindSectorFromLineTag(const line_t *line, int start)
- {
- start = start >= 0 ? sectors[start].nexttag :
- sectors[(unsigned) line->tag % (unsigned) numsectors].firsttag;
- while (start >= 0 && sectors[start].tag != line->tag)
- start = sectors[start].nexttag;
- return start;
- }
- // killough 4/16/98: Same thing, only for linedefs
- int P_FindLineFromLineTag(const line_t *line, int start)
- {
- start = start >= 0 ? lines[start].nexttag :
- lines[(unsigned) line->tag % (unsigned) numlines].firsttag;
- while (start >= 0 && lines[start].tag != line->tag)
- start = lines[start].nexttag;
- return start;
- }
- // Hash the sector tags across the sectors and linedefs.
- static void P_InitTagLists(void)
- {
- register int i;
- for (i=numsectors; --i>=0; ) // Initially make all slots empty.
- sectors[i].firsttag = -1;
- for (i=numsectors; --i>=0; ) // Proceed from last to first sector
- { // so that lower sectors appear first
- int j = (unsigned) sectors[i].tag % (unsigned) numsectors; // Hash func
- sectors[i].nexttag = sectors[j].firsttag; // Prepend sector to chain
- sectors[j].firsttag = i;
- }
- // killough 4/17/98: same thing, only for linedefs
- for (i=numlines; --i>=0; ) // Initially make all slots empty.
- lines[i].firsttag = -1;
- for (i=numlines; --i>=0; ) // Proceed from last to first linedef
- { // so that lower linedefs appear first
- int j = (unsigned) lines[i].tag % (unsigned) numlines; // Hash func
- lines[i].nexttag = lines[j].firsttag; // Prepend linedef to chain
- lines[j].firsttag = i;
- }
- }
- //
- // P_FindMinSurroundingLight()
- //
- // Passed a sector and a light level, returns the smallest light level
- // in a surrounding sector less than that passed. If no smaller light
- // level exists, the light level passed is returned.
- //
- 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;
- }
- //
- // P_CanUnlockGenDoor()
- //
- // Passed a generalized locked door linedef and a player, returns whether
- // the player has the keys necessary to unlock that door.
- //
- // Note: The linedef passed MUST be a generalized locked door type
- // or results are undefined.
- //
- // jff 02/05/98 routine added to test for unlockability of
- // generalized locked doors
- //
- boolean P_CanUnlockGenDoor
- ( line_t* line,
- player_t* player)
- {
- // does this line special distinguish between skulls and keys?
- int skulliscard = (line->special & LockedNKeys)>>LockedNKeysShift;
- // determine for each case of lock type if player's keys are adequate
- switch((line->special & LockedKey)>>LockedKeyShift)
- {
- case AnyKey:
- if
- (
- !player->cards[it_redcard] &&
- !player->cards[it_redskull] &&
- !player->cards[it_bluecard] &&
- !player->cards[it_blueskull] &&
- !player->cards[it_yellowcard] &&
- !player->cards[it_yellowskull]
- )
- {
- player->message = s_PD_ANY; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case RCard:
- if
- (
- !player->cards[it_redcard] &&
- (!skulliscard || !player->cards[it_redskull])
- )
- {
- player->message = skulliscard? s_PD_REDK : s_PD_REDC; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case BCard:
- if
- (
- !player->cards[it_bluecard] &&
- (!skulliscard || !player->cards[it_blueskull])
- )
- {
- player->message = skulliscard? s_PD_BLUEK : s_PD_BLUEC; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case YCard:
- if
- (
- !player->cards[it_yellowcard] &&
- (!skulliscard || !player->cards[it_yellowskull])
- )
- {
- player->message = skulliscard? s_PD_YELLOWK : s_PD_YELLOWC; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case RSkull:
- if
- (
- !player->cards[it_redskull] &&
- (!skulliscard || !player->cards[it_redcard])
- )
- {
- player->message = skulliscard? s_PD_REDK : s_PD_REDS; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case BSkull:
- if
- (
- !player->cards[it_blueskull] &&
- (!skulliscard || !player->cards[it_bluecard])
- )
- {
- player->message = skulliscard? s_PD_BLUEK : s_PD_BLUES; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case YSkull:
- if
- (
- !player->cards[it_yellowskull] &&
- (!skulliscard || !player->cards[it_yellowcard])
- )
- {
- player->message = skulliscard? s_PD_YELLOWK : s_PD_YELLOWS; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- case AllKeys:
- if
- (
- !skulliscard &&
- (
- !player->cards[it_redcard] ||
- !player->cards[it_redskull] ||
- !player->cards[it_bluecard] ||
- !player->cards[it_blueskull] ||
- !player->cards[it_yellowcard] ||
- !player->cards[it_yellowskull]
- )
- )
- {
- player->message = s_PD_ALL6; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- if
- (
- skulliscard &&
- (
- (!player->cards[it_redcard] &&
- !player->cards[it_redskull]) ||
- (!player->cards[it_bluecard] &&
- !player->cards[it_blueskull]) ||
- (!player->cards[it_yellowcard] &&
- !player->cards[it_yellowskull])
- )
- )
- {
- player->message = s_PD_ALL3; // Ty 03/27/98 - externalized
- S_StartSound(player->mo,sfx_oof); // killough 3/20/98
- return false;
- }
- break;
- }
- return true;
- }
- //
- // P_SectorActive()
- //
- // Passed a linedef special class (floor, ceiling, lighting) and a sector
- // returns whether the sector is already busy with a linedef special of the
- // same class. If old demo compatibility true, all linedef special classes
- // are the same.
- //
- // jff 2/23/98 added to prevent old demos from
- // succeeding in starting multiple specials on one sector
- //
- boolean PUREFUNC P_SectorActive(special_e t, const sector_t *sec)
- {
- if (demo_compatibility) // return whether any thinker is active
- return sec->floordata != NULL || sec->ceilingdata != NULL || sec->lightingdata != NULL;
- else
- switch (t) // return whether thinker of same type is active
- {
- case floor_special:
- return sec->floordata != NULL;
- case ceiling_special:
- return sec->ceilingdata != NULL;
- case lighting_special:
- return sec->lightingdata != NULL;
- }
- return true; // don't know which special, must be active, shouldn't be here
- }
- //
- // P_CheckTag()
- //
- // Passed a line, returns true if the tag is non-zero or the line special
- // allows no tag without harm. If compatibility, all linedef specials are
- // allowed to have zero tag.
- //
- // Note: Only line specials activated by walkover, pushing, or shooting are
- // checked by this routine.
- //
- // jff 2/27/98 Added to check for zero tag allowed for regular special types
- //
- int P_CheckTag(line_t *line)
- {
- /* tag not zero, allowed, or
- * killough 11/98: compatibility option */
- if (comp[comp_zerotags] || line->tag)
- return 1;
- switch(line->special)
- {
- case 1: // Manual door specials
- case 26:
- case 27:
- case 28:
- case 31:
- case 32:
- case 33:
- case 34:
- case 117:
- case 118:
- case 139: // Lighting specials
- case 170:
- case 79:
- case 35:
- case 138:
- case 171:
- case 81:
- case 13:
- case 192:
- case 169:
- case 80:
- case 12:
- case 194:
- case 173:
- case 157:
- case 104:
- case 193:
- case 172:
- case 156:
- case 17:
- case 195: // Thing teleporters
- case 174:
- case 97:
- case 39:
- case 126:
- case 125:
- case 210:
- case 209:
- case 208:
- case 207:
- case 11: // Exits
- case 52:
- case 197:
- case 51:
- case 124:
- case 198:
- case 48: // Scrolling walls
- case 85:
- return 1; // zero tag allowed
- default:
- break;
- }
- return 0; // zero tag not allowed
- }
- //
- // P_IsSecret()
- //
- // Passed a sector, returns if the sector secret type is still active, i.e.
- // secret type is set and the secret has not yet been obtained.
- //
- // jff 3/14/98 added to simplify checks for whether sector is secret
- // in automap and other places
- //
- boolean PUREFUNC P_IsSecret(const sector_t *sec)
- {
- return (sec->special==9 || (sec->special&SECRET_MASK));
- }
- //
- // P_WasSecret()
- //
- // Passed a sector, returns if the sector secret type is was active, i.e.
- // secret type was set and the secret has been obtained already.
- //
- // jff 3/14/98 added to simplify checks for whether sector is secret
- // in automap and other places
- //
- boolean PUREFUNC P_WasSecret(const sector_t *sec)
- {
- return (sec->oldspecial==9 || (sec->oldspecial&SECRET_MASK));
- }
- //////////////////////////////////////////////////////////////////////////
- //
- // Events
- //
- // Events are operations triggered by using, crossing,
- // or shooting special lines, or by timed thinkers.
- //
- /////////////////////////////////////////////////////////////////////////
- //
- // P_CrossSpecialLine - Walkover Trigger Dispatcher
- //
- // Called every time a thing origin is about
- // to cross a line with a non 0 special, whether a walkover type or not.
- //
- // jff 02/12/98 all W1 lines were fixed to check the result from the EV_
- // function before clearing the special. This avoids losing the function
- // of the line, should the sector already be active when the line is
- // crossed. Change is qualified by demo_compatibility.
- //
- // CPhipps - take a line_t pointer instead of a line number, as in MBF
- void P_CrossSpecialLine(line_t *line, int side, mobj_t *thing)
- {
- int ok;
- // Things that should never trigger lines
- 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;
- }
- }
- //jff 02/04/98 add check here for generalized lindef types
- if (!demo_compatibility) // generalized types not recognized if old demo
- {
- // pointer to line function is NULL by default, set non-null if
- // line special is walkover generalized linedef type
- int (*linefunc)(line_t *line)=NULL;
- // check each range of generalized linedefs
- if ((unsigned)line->special >= GenEnd)
- {
- // Out of range for GenFloors
- }
- else if ((unsigned)line->special >= GenFloorBase)
- {
- if (!thing->player)
- if ((line->special & FloorChange) || !(line->special & FloorModel))
- return; // FloorModel is "Allow Monsters" if FloorChange is 0
- if (!line->tag) //jff 2/27/98 all walk generalized types require tag
- return;
- linefunc = EV_DoGenFloor;
- }
- else if ((unsigned)line->special >= GenCeilingBase)
- {
- if (!thing->player)
- if ((line->special & CeilingChange) || !(line->special & CeilingModel))
- return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
- if (!line->tag) //jff 2/27/98 all walk generalized types require tag
- return;
- linefunc = EV_DoGenCeiling;
- }
- else if ((unsigned)line->special >= GenDoorBase)
- {
- if (!thing->player)
- {
- if (!(line->special & DoorMonster))
- return; // monsters disallowed from this door
- if (line->flags & ML_SECRET) // they can't open secret doors either
- return;
- }
- if (!line->tag) //3/2/98 move outside the monster check
- return;
- linefunc = EV_DoGenDoor;
- }
- else if ((unsigned)line->special >= GenLockedBase)
- {
- if (!thing->player)
- return; // monsters disallowed from unlocking doors
- if (((line->special&TriggerType)==WalkOnce) || ((line->special&TriggerType)==WalkMany))
- { //jff 4/1/98 check for being a walk type before reporting door type
- if (!P_CanUnlockGenDoor(line,thing->player))
- return;
- }
- else
- return;
- linefunc = EV_DoGenLockedDoor;
- }
- else if ((unsigned)line->special >= GenLiftBase)
- {
- if (!thing->player)
- if (!(line->special & LiftMonster))
- return; // monsters disallowed
- if (!line->tag) //jff 2/27/98 all walk generalized types require tag
- return;
- linefunc = EV_DoGenLift;
- }
- else if ((unsigned)line->special >= GenStairsBase)
- {
- if (!thing->player)
- if (!(line->special & StairMonster))
- return; // monsters disallowed
- if (!line->tag) //jff 2/27/98 all walk generalized types require tag
- return;
- linefunc = EV_DoGenStairs;
- }
- if (linefunc) // if it was a valid generalized type
- switch((line->special & TriggerType) >> TriggerTypeShift)
- {
- case WalkOnce:
- if (linefunc(line))
- line->special = 0; // clear special if a walk once type
- return;
- case WalkMany:
- linefunc(line);
- return;
- default: // if not a walk type, do nothing here
- return;
- }
- }
- if (!thing->player)
- {
- 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
- //jff 3/5/98 add ability of monsters etc. to use teleporters
- case 208: //silent thing teleporters
- case 207:
- case 243: //silent line-line teleporter
- case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
- case 262: //jff 4/14/98 add monster only
- case 263: //jff 4/14/98 silent thing,line,line rev types
- case 264: //jff 4/14/98 plus player/monster silent line
- case 265: // reversed types
- case 266:
- case 267:
- case 268:
- case 269:
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
- if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
- return;
- // Dispatch on the line special value to the line's action routine
- // If a once only function, and successful, clear the line special
- switch (line->special)
- {
- // Regular walk once triggers
- case 2:
- // Open Door
- if (EV_DoDoor(line,open) || demo_compatibility)
- line->special = 0;
- break;
- case 3:
- // Close Door
- if (EV_DoDoor(line,close) || demo_compatibility)
- line->special = 0;
- break;
- case 4:
- // Raise Door
- if (EV_DoDoor(line,normal) || demo_compatibility)
- line->special = 0;
- break;
- case 5:
- // Raise Floor
- if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
- line->special = 0;
- break;
- case 6:
- // Fast Ceiling Crush & Raise
- if (EV_DoCeiling(line,fastCrushAndRaise) || demo_compatibility)
- line->special = 0;
- break;
- case 8:
- // Build Stairs
- if (EV_BuildStairs(line,build8) || demo_compatibility)
- line->special = 0;
- break;
- case 10:
- // PlatDownWaitUp
- if (EV_DoPlat(line,downWaitUpStay,0) || demo_compatibility)
- line->special = 0;
- break;
- case 12:
- // Light Turn On - brightest near
- if (EV_LightTurnOn(line,0) || demo_compatibility)
- line->special = 0;
- break;
- case 13:
- // Light Turn On 255
- if (EV_LightTurnOn(line,255) || demo_compatibility)
- line->special = 0;
- break;
- case 16:
- // Close Door 30
- if (EV_DoDoor(line,close30ThenOpen) || demo_compatibility)
- line->special = 0;
- break;
- case 17:
- // Start Light Strobing
- if (EV_StartLightStrobing(line) || demo_compatibility)
- line->special = 0;
- break;
- case 19:
- // Lower Floor
- if (EV_DoFloor(line,lowerFloor) || demo_compatibility)
- line->special = 0;
- break;
- case 22:
- // Raise floor to nearest height and change texture
- if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
- line->special = 0;
- break;
- case 25:
- // Ceiling Crush and Raise
- if (EV_DoCeiling(line,crushAndRaise) || demo_compatibility)
- line->special = 0;
- break;
- case 30:
- // Raise floor to shortest texture height
- // on either side of lines.
- if (EV_DoFloor(line,raiseToTexture) || demo_compatibility)
- line->special = 0;
- break;
- case 35:
- // Lights Very Dark
- if (EV_LightTurnOn(line,35) || demo_compatibility)
- line->special = 0;
- break;
- case 36:
- // Lower Floor (TURBO)
- if (EV_DoFloor(line,turboLower) || demo_compatibility)
- line->special = 0;
- break;
- case 37:
- // LowerAndChange
- if (EV_DoFloor(line,lowerAndChange) || demo_compatibility)
- line->special = 0;
- break;
- case 38:
- // Lower Floor To Lowest
- if (EV_DoFloor(line, lowerFloorToLowest) || demo_compatibility)
- line->special = 0;
- break;
- case 39:
- // TELEPORT! //jff 02/09/98 fix using up with wrong side crossing
- if (EV_Teleport(line, side, thing) || demo_compatibility)
- line->special = 0;
- break;
- case 40:
- // RaiseCeilingLowerFloor
- if (demo_compatibility)
- {
- EV_DoCeiling( line, raiseToHighest );
- EV_DoFloor( line, lowerFloorToLowest ); //jff 02/12/98 doesn't work
- line->special = 0;
- }
- else
- if (EV_DoCeiling(line, raiseToHighest))
- line->special = 0;
- break;
- case 44:
- // Ceiling Crush
- if (EV_DoCeiling(line, lowerAndCrush) || demo_compatibility)
- line->special = 0;
- break;
- case 52:
- // EXIT!
- // killough 10/98: prevent zombies from exiting levels
- if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
- G_ExitLevel ();
- break;
- case 53:
- // Perpetual Platform Raise
- if (EV_DoPlat(line,perpetualRaise,0) || demo_compatibility)
- line->special = 0;
- break;
- case 54:
- // Platform Stop
- if (EV_StopPlat(line) || demo_compatibility)
- line->special = 0;
- break;
- case 56:
- // Raise Floor Crush
- if (EV_DoFloor(line,raiseFloorCrush) || demo_compatibility)
- line->special = 0;
- break;
- case 57:
- // Ceiling Crush Stop
- if (EV_CeilingCrushStop(line) || demo_compatibility)
- line->special = 0;
- break;
- case 58:
- // Raise Floor 24
- if (EV_DoFloor(line,raiseFloor24) || demo_compatibility)
- line->special = 0;
- break;
- case 59:
- // Raise Floor 24 And Change
- if (EV_DoFloor(line,raiseFloor24AndChange) || demo_compatibility)
- line->special = 0;
- break;
- case 100:
- // Build Stairs Turbo 16
- if (EV_BuildStairs(line,turbo16) || demo_compatibility)
- line->special = 0;
- break;
- case 104:
- // Turn lights off in sector(tag)
- if (EV_TurnTagLightsOff(line) || demo_compatibility)
- line->special = 0;
- break;
- case 108:
- // Blazing Door Raise (faster than TURBO!)
- if (EV_DoDoor(line,blazeRaise) || demo_compatibility)
- line->special = 0;
- break;
- case 109:
- // Blazing Door Open (faster than TURBO!)
- if (EV_DoDoor (line,blazeOpen) || demo_compatibility)
- line->special = 0;
- break;
- case 110:
- // Blazing Door Close (faster than TURBO!)
- if (EV_DoDoor (line,blazeClose) || demo_compatibility)
- line->special = 0;
- break;
- case 119:
- // Raise floor to nearest surr. floor
- if (EV_DoFloor(line,raiseFloorToNearest) || demo_compatibility)
- line->special = 0;
- break;
- case 121:
- // Blazing PlatDownWaitUpStay
- if (EV_DoPlat(line,blazeDWUS,0) || demo_compatibility)
- line->special = 0;
- break;
- case 124:
- // Secret EXIT
- // killough 10/98: prevent zombies from exiting levels
- // CPhipps - change for lxdoom's compatibility handling
- if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
- G_SecretExitLevel ();
- break;
- case 125:
- // TELEPORT MonsterONLY
- if (!thing->player &&
- (EV_Teleport(line, side, thing) || demo_compatibility))
- line->special = 0;
- break;
- case 130:
- // Raise Floor Turbo
- if (EV_DoFloor(line,raiseFloorTurbo) || demo_compatibility)
- line->special = 0;
- break;
- case 141:
- // Silent Ceiling Crush & Raise
- if (EV_DoCeiling(line,silentCrushAndRaise) || demo_compatibility)
- line->special = 0;
- break;
- // Regular walk many retriggerable
- 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;
- // Extended walk triggers
- // jff 1/29/98 added new linedef types to fill all functions out so that
- // all have varieties SR, S1, WR, W1
- // killough 1/31/98: "factor out" compatibility test, by
- // adding inner switch qualified by compatibility flag.
- // relax test to demo_compatibility
- // killough 2/16/98: Fix problems with W1 types being cleared too early
- default:
- if (!demo_compatibility)
- switch (line->special)
- {
- // Extended walk once triggers
- case 142:
- // Raise Floor 512
- // 142 W1 EV_DoFloor(raiseFloor512)
- if (EV_DoFloor(line,raiseFloor512))
- line->special = 0;
- break;
- case 143:
- // Raise Floor 24 and change
- // 143 W1 EV_DoPlat(raiseAndChange,24)
- if (EV_DoPlat(line,raiseAndChange,24))
- line->special = 0;
- break;
- case 144:
- // Raise Floor 32 and change
- // 144 W1 EV_DoPlat(raiseAndChange,32)
- if (EV_DoPlat(line,raiseAndChange,32))
- line->special = 0;
- break;
- case 145:
- // Lower Ceiling to Floor
- // 145 W1 EV_DoCeiling(lowerToFloor)
- if (EV_DoCeiling( line, lowerToFloor ))
- line->special = 0;
- break;
- case 146:
- // Lower Pillar, Raise Donut
- // 146 W1 EV_DoDonut()
- if (EV_DoDonut(line))
- line->special = 0;
- break;
- case 199:
- // Lower ceiling to lowest surrounding ceiling
- // 199 W1 EV_DoCeiling(lowerToLowest)
- if (EV_DoCeiling(line,lowerToLowest))
- line->special = 0;
- break;
- case 200:
- // Lower ceiling to highest surrounding floor
- // 200 W1 EV_DoCeiling(lowerToMaxFloor)
- if (EV_DoCeiling(line,lowerToMaxFloor))
- line->special = 0;
- break;
- case 207:
- // killough 2/16/98: W1 silent teleporter (normal kind)
- if (EV_SilentTeleport(line, side, thing))
- line->special = 0;
- break;
- //jff 3/16/98 renumber 215->153
- case 153: //jff 3/15/98 create texture change no motion type
- // Texture/Type Change Only (Trig)
- // 153 W1 Change Texture/Type Only
- if (EV_DoChange(line,trigChangeOnly))
- line->special = 0;
- break;
- case 239: //jff 3/15/98 create texture change no motion type
- // Texture/Type Change Only (Numeric)
- // 239 W1 Change Texture/Type Only
- if (EV_DoChange(line,numChangeOnly))
- line->special = 0;
- break;
- case 219:
- // Lower floor to next lower neighbor
- // 219 W1 Lower Floor Next Lower Neighbor
- if (EV_DoFloor(line,lowerFloorToNearest))
- line->special = 0;
- break;
- case 227:
- // Raise elevator next floor
- // 227 W1 Raise Elevator next floor
- if (EV_DoElevator(line,elevateUp))
- line->special = 0;
- break;
- case 231:
- // Lower elevator next floor
- // 231 W1 Lower Elevator next floor
- if (EV_DoElevator(line,elevateDown))
- line->special = 0;
- break;
- case 235:
- // Elevator to current floor
- // 235 W1 Elevator to current floor
- if (EV_DoElevator(line,elevateCurrent))
- line->special = 0;
- break;
- case 243: //jff 3/6/98 make fit within DCK's 256 linedef types
- // killough 2/16/98: W1 silent teleporter (linedef-linedef kind)
- if (EV_SilentLineTeleport(line, side, thing, false))
- line->special = 0;
- break;
- case 262: //jff 4/14/98 add silent line-line reversed
- if (EV_SilentLineTeleport(line, side, thing, true))
- line->special = 0;
- break;
- case 264: //jff 4/14/98 add monster-only silent line-line reversed
- if (!thing->player &&
- EV_SilentLineTeleport(line, side, thing, true))
- line->special = 0;
- break;
- case 266: //jff 4/14/98 add monster-only silent line-line
- if (!thing->player &&
- EV_SilentLineTeleport(line, side, thing, false))
- line->special = 0;
- break;
- case 268: //jff 4/14/98 add monster-only silent
- if (!thing->player && EV_SilentTeleport(line, side, thing))
- line->special = 0;
- break;
- //jff 1/29/98 end of added W1 linedef types
- // Extended walk many retriggerable
- //jff 1/29/98 added new linedef types to fill all functions
- //out so that all have varieties SR, S1, WR, W1
- case 147:
- // Raise Floor 512
- // 147 WR EV_DoFloor(raiseFloor512)
- EV_DoFloor(line,raiseFloor512);
- break;
- case 148:
- // Raise Floor 24 and Change
- // 148 WR EV_DoPlat(raiseAndChange,24)
- EV_DoPlat(line,raiseAndChange,24);
- break;
- case 149:
- // Raise Floor 32 and Change
- // 149 WR EV_DoPlat(raiseAndChange,32)
- EV_DoPlat(line,raiseAndChange,32);
- break;
- case 150:
- // Start slow silent crusher
- // 150 WR EV_DoCeiling(silentCrushAndRaise)
- EV_DoCeiling(line,silentCrushAndRaise);
- break;
- case 151:
- // RaiseCeilingLowerFloor
- // 151 WR EV_DoCeiling(raiseToHighest),
- // EV_DoFloor(lowerFloortoLowest)
- EV_DoCeiling( line, raiseToHighest );
- EV_DoFloor( line, lowerFloorToLowest );
- break;
- case 152:
- // Lower Ceiling to Floor
- // 152 WR EV_DoCeiling(lowerToFloor)
- EV_DoCeiling( line, lowerToFloor );
- break;
- //jff 3/16/98 renumber 153->256
- case 256:
- // Build stairs, step 8
- // 256 WR EV_BuildStairs(build8)
- EV_BuildStairs(line,build8);
- break;
- //jff 3/16/98 renumber 154->257
- case 257:
- // Build stairs, step 16
- // 257 WR EV_BuildStairs(turbo16)
- EV_BuildStairs(line,turbo16);
- break;
- case 155:
- // Lower Pillar, Raise Donut
- // 155 WR EV_DoDonut()
- EV_DoDonut(line);
- break;
- case 156:
- // Start lights strobing
- // 156 WR Lights EV_StartLightStrobing()
- EV_StartLightStrobing(line);
- break;
- case 157:
- // Lights to dimmest near
- // 157 WR Lights EV_TurnTagLightsOff()
- EV_TurnTagLightsOff(line);
- break;
- case 201:
- // Lower ceiling to lowest surrounding ceiling
- // 201 WR EV_DoCeiling(lowerToLowest)
- EV_DoCeiling(line,lowerToLowest);
- break;
- case 202:
- // Lower ceiling to highest surrounding floor
- // 202 WR EV_DoCeiling(lowerToMaxFloor)
- EV_DoCeiling(line,lowerToMaxFloor);
- break;
- case 208:
- // killough 2/16/98: WR silent teleporter (normal kind)
- EV_SilentTeleport(line, side, thing);
- break;
- case 212: //jff 3/14/98 create instant toggle floor type
- // Toggle floor between C and F instantly
- // 212 WR Instant Toggle Floor
- EV_DoPlat(line,toggleUpDn,0);
- break;
- //jff 3/16/98 renumber 216->154
- case 154: //jff 3/15/98 create texture change no motion type
- // Texture/Type Change Only (Trigger)
- // 154 WR Change Texture/Type Only
- EV_DoChange(line,trigChangeOnly);
- break;
- case 240: //jff 3/15/98 create texture change no motion type
- // Texture/Type Change Only (Numeric)
- // 240 WR Change Texture/Type Only
- EV_DoChange(line,numChangeOnly);
- break;
- case 220:
- // Lower floor to next lower neighbor
- // 220 WR Lower Floor Next Lower Neighbor
- EV_DoFloor(line,lowerFloorToNearest);
- break;
- case 228:
- // Raise elevator next floor
- // 228 WR Raise Elevator next floor
- EV_DoElevator(line,elevateUp);
- break;
- case 232:
- // Lower elevator next floor
- // 232 WR Lower Elevator next floor
- EV_DoElevator(line,elevateDown);
- break;
- case 236:
- // Elevator to current floor
- // 236 WR Elevator to current floor
- EV_DoElevator(line,elevateCurrent);
- break;
- case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
- // killough 2/16/98: WR silent teleporter (linedef-linedef kind)
- EV_SilentLineTeleport(line, side, thing, false);
- break;
- case 263: //jff 4/14/98 add silent line-line reversed
- EV_SilentLineTeleport(line, side, thing, true);
- break;
- case 265: //jff 4/14/98 add monster-only silent line-line reversed
- if (!thing->player)
- EV_SilentLineTeleport(line, side, thing, true);
- break;
- case 267: //jff 4/14/98 add monster-only silent line-line
- if (!thing->player)
- EV_SilentLineTeleport(line, side, thing, false);
- break;
- case 269: //jff 4/14/98 add monster-only silent
- if (!thing->player)
- EV_SilentTeleport(line, side, thing);
- break;
- //jff 1/29/98 end of added WR linedef types
- }
- break;
- }
- }
- //
- // P_ShootSpecialLine - Gun trigger special dispatcher
- //
- // Called when a thing shoots a special line with bullet, shell, saw, or fist.
- //
- // jff 02/12/98 all G1 lines were fixed to check the result from the EV_
- // function before clearing the special. This avoids losing the function
- // of the line, should the sector already be in motion when the line is
- // impacted. Change is qualified by demo_compatibility.
- //
- void P_ShootSpecialLine
- ( mobj_t* thing,
- line_t* line )
- {
- //jff 02/04/98 add check here for generalized linedef
- if (!demo_compatibility)
- {
- // pointer to line function is NULL by default, set non-null if
- // line special is gun triggered generalized linedef type
- int (*linefunc)(line_t *line)=NULL;
- // check each range of generalized linedefs
- if ((unsigned)line->special >= GenEnd)
- {
- // Out of range for GenFloors
- }
- else if ((unsigned)line->special >= GenFloorBase)
- {
- if (!thing->player)
- if ((line->special & FloorChange) || !(line->special & FloorModel))
- return; // FloorModel is "Allow Monsters" if FloorChange is 0
- if (!line->tag) //jff 2/27/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenFloor;
- }
- else if ((unsigned)line->special >= GenCeilingBase)
- {
- if (!thing->player)
- if ((line->special & CeilingChange) || !(line->special & CeilingModel))
- return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
- if (!line->tag) //jff 2/27/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenCeiling;
- }
- else if ((unsigned)line->special >= GenDoorBase)
- {
- if (!thing->player)
- {
- if (!(line->special & DoorMonster))
- return; // monsters disallowed from this door
- if (line->flags & ML_SECRET) // they can't open secret doors either
- return;
- }
- if (!line->tag) //jff 3/2/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenDoor;
- }
- else if ((unsigned)line->special >= GenLockedBase)
- {
- if (!thing->player)
- return; // monsters disallowed from unlocking doors
- if (((line->special&TriggerType)==GunOnce) || ((line->special&TriggerType)==GunMany))
- { //jff 4/1/98 check for being a gun type before reporting door type
- if (!P_CanUnlockGenDoor(line,thing->player))
- return;
- }
- else
- return;
- if (!line->tag) //jff 2/27/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenLockedDoor;
- }
- else if ((unsigned)line->special >= GenLiftBase)
- {
- if (!thing->player)
- if (!(line->special & LiftMonster))
- return; // monsters disallowed
- linefunc = EV_DoGenLift;
- }
- else if ((unsigned)line->special >= GenStairsBase)
- {
- if (!thing->player)
- if (!(line->special & StairMonster))
- return; // monsters disallowed
- if (!line->tag) //jff 2/27/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenStairs;
- }
- else if ((unsigned)line->special >= GenCrusherBase)
- {
- if (!thing->player)
- if (!(line->special & StairMonster))
- return; // monsters disallowed
- if (!line->tag) //jff 2/27/98 all gun generalized types require tag
- return;
- linefunc = EV_DoGenCrusher;
- }
- if (linefunc)
- switch((line->special & TriggerType) >> TriggerTypeShift)
- {
- case GunOnce:
- if (linefunc(line))
- P_ChangeSwitchTexture(line,0);
- return;
- case GunMany:
- if (linefunc(line))
- P_ChangeSwitchTexture(line,1);
- return;
- default: // if not a gun type, do nothing here
- return;
- }
- }
- // Impacts that other things can activate.
- if (!thing->player)
- {
- int ok = 0;
- switch(line->special)
- {
- case 46:
- // 46 GR Open door on impact weapon is monster activatable
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
- if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
- return;
- switch(line->special)
- {
- case 24:
- // 24 G1 raise floor to highest adjacent
- if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
- P_ChangeSwitchTexture(line,0);
- break;
- case 46:
- // 46 GR open door, stay open
- EV_DoDoor(line,open);
- P_ChangeSwitchTexture(line,1);
- break;
- case 47:
- // 47 G1 raise floor to nearest and change texture and type
- if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
- P_ChangeSwitchTexture(line,0);
- break;
- //jff 1/30/98 added new gun linedefs here
- // killough 1/31/98: added demo_compatibility check, added inner switch
- default:
- if (!demo_compatibility)
- switch (line->special)
- {
- case 197:
- // Exit to next level
- // killough 10/98: prevent zombies from exiting levels
- if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
- break;
- P_ChangeSwitchTexture(line,0);
- G_ExitLevel();
- break;
- case 198:
- // Exit to secret level
- // killough 10/98: prevent zombies from exiting levels
- if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
- break;
- P_ChangeSwitchTexture(line,0);
- G_SecretExitLevel();
- break;
- //jff end addition of new gun linedefs
- }
- break;
- }
- }
- //
- // P_PlayerInSpecialSector()
- //
- // Called every tick frame
- // that the player origin is in a special sector
- //
- // Changed to ignore sector types the engine does not recognize
- //
- void P_PlayerInSpecialSector (player_t* player)
- {
- sector_t* sector;
- sector = player->mo->subsector->sector;
- // Falling, not all the way down yet?
- // Sector specials don't apply in mid-air
- if (player->mo->z != sector->floorheight)
- return;
- // Has hit ground.
- //jff add if to handle old vs generalized types
- if (sector->special<32) // regular sector specials
- {
- switch (sector->special)
- {
- case 5:
- // 5/10 unit damage per 31 ticks
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 10);
- break;
- case 7:
- // 2/5 unit damage per 31 ticks
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 5);
- break;
- case 16:
- // 10/20 unit damage per 31 ticks
- case 4:
- // 10/20 unit damage plus blinking light (light already spawned)
- if (!player->powers[pw_ironfeet]
- || (P_Random(pr_slimehurt)<5) ) // even with suit, take damage
- {
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- }
- break;
- case 9:
- // Tally player in secret sector, clear secret special
- player->secretcount++;
- sector->special = 0;
- break;
- case 11:
- // Exit on health < 11, take 10/20 damage per 31 ticks
- if (comp[comp_god]) /* killough 2/21/98: add compatibility switch */
- player->cheats &= ~CF_GODMODE; // on godmode cheat clearing
- // does not affect invulnerability
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- if (player->health <= 10)
- G_ExitLevel();
- break;
- default:
- //jff 1/24/98 Don't exit as DOOM2 did, just ignore
- break;
- };
- }
- else //jff 3/14/98 handle extended sector types for secrets and damage
- {
- switch ((sector->special&DAMAGE_MASK)>>DAMAGE_SHIFT)
- {
- case 0: // no damage
- break;
- case 1: // 2/5 damage per 31 ticks
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 5);
- break;
- case 2: // 5/10 damage per 31 ticks
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 10);
- break;
- case 3: // 10/20 damage per 31 ticks
- if (!player->powers[pw_ironfeet]
- || (P_Random(pr_slimehurt)<5)) // take damage even with suit
- {
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- }
- break;
- }
- if (sector->special&SECRET_MASK)
- {
- player->secretcount++;
- sector->special &= ~SECRET_MASK;
- if (sector->special<32) // if all extended bits clear,
- sector->special=0; // sector is not special anymore
- }
- // phares 3/19/98:
- //
- // If FRICTION_MASK or PUSH_MASK is set, we don't care at this
- // point, since the code to deal with those situations is
- // handled by Thinkers.
- }
- }
- //
- // P_UpdateSpecials()
- //
- // Check level timer, frag counter,
- // animate flats, scroll walls,
- // change button textures
- //
- // Reads and modifies globals:
- // levelTimer, levelTimeCount,
- // levelFragLimit, levelFragLimitCount
- //
- /* JDC static */boolean levelTimer;
- /* JDC static */int levelTimeCount;
- boolean levelFragLimit; // Ty 03/18/98 Added -frags support
- int levelFragLimitCount; // Ty 03/18/98 Added -frags support
- void P_UpdateSpecials (void)
- {
- anim_t* anim;
- int pic;
- int i;
- // Downcount level timer, exit level if elapsed
- if (levelTimer == true)
- {
- levelTimeCount--;
- if (!levelTimeCount)
- G_ExitLevel();
- }
- // Check frag counters, if frag limit reached, exit level // Ty 03/18/98
- // Seems like the total frags should be kept in a simple
- // array somewhere, but until they are...
- if (levelFragLimit == true) // we used -frags so compare count
- {
- int k,m,fragcount,exitflag=false;
- for (k=0;k<MAXPLAYERS;k++)
- {
- if (!playeringame[k]) continue;
- fragcount = 0;
- for (m=0;m<MAXPLAYERS;m++)
- {
- if (!playeringame[m]) continue;
- fragcount += (m!=k)? players[k].frags[m] : -players[k].frags[m];
- }
- if (fragcount >= levelFragLimitCount) exitflag = true;
- if (exitflag == true) break; // skip out of the loop--we're done
- }
- if (exitflag == true)
- 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;
- }
- }
- // Check buttons (retriggerable switches) and change texture on timeout
- 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;
- }
- {
- /* don't take the address of the switch's sound origin,
- * unless in a compatibility mode. */
- mobj_t *so = (mobj_t *)buttonlist[i].soundorg;
- if (comp[comp_sound] || compatibility_level < prboom_6_compatibility)
- /* since the buttonlist array is usually zeroed out,
- * button popouts generally appear to come from (0,0) */
- so = (mobj_t *)&buttonlist[i].soundorg;
- S_StartSound(so, sfx_swtchn);
- }
- memset(&buttonlist[i],0,sizeof(button_t));
- }
- }
- }
- //////////////////////////////////////////////////////////////////////
- //
- // Sector and Line special thinker spawning at level startup
- //
- //////////////////////////////////////////////////////////////////////
- //
- // 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;
- #ifndef IPHONE // JDC: we set these directly
- // See if -timer needs to be used.
- levelTimer = false;
- i = M_CheckParm("-avg"); // Austin Virtual Gaming 20 min timer on DM play
- if (i && deathmatch)
- {
- levelTimer = true;
- levelTimeCount = 20 * 60 * TICRATE;
- }
- i = M_CheckParm("-timer"); // user defined timer on game play
- if (i && deathmatch)
- {
- int time;
- time = atoi(myargv[i+1]) * 60 * TICRATE;
- levelTimer = true;
- levelTimeCount = time;
- }
- // See if -frags has been used
- levelFragLimit = false;
- i = M_CheckParm("-frags"); // Ty 03/18/98 Added -frags support
- if (i && deathmatch)
- {
- int frags;
- frags = atoi(myargv[i+1]);
- if (frags <= 0) frags = 10; // default 10 if no count provided
- levelFragLimit = true;
- levelFragLimitCount = frags;
- }
- #endif
- // Init special sectors.
- sector = sectors;
- for (i=0 ; i<numsectors ; i++, sector++)
- {
- if (!sector->special)
- continue;
- if (sector->special&SECRET_MASK) //jff 3/15/98 count extended
- totalsecret++; // secret sectors too
- switch (sector->special&31)
- {
- case 1:
- // random off
- 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 |= 3<<DAMAGE_SHIFT; //jff 3/14/98 put damage bits in
- break;
- case 8:
- // glowing light
- P_SpawnGlowingLight(sector);
- break;
- case 9:
- // secret sector
- if (sector->special<32) //jff 3/14/98 bits don't count unless not
- totalsecret++; // a generalized sector type
- 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:
- // fire flickering
- P_SpawnFireFlicker(sector);
- break;
- }
- }
- P_RemoveAllActiveCeilings(); // jff 2/22/98 use killough's scheme
- P_RemoveAllActivePlats(); // killough
- for (i = 0;i < MAXBUTTONS;i++)
- memset(&buttonlist[i],0,sizeof(button_t));
- // P_InitTagLists() must be called before P_FindSectorFromLineTag()
- // or P_FindLineFromLineTag() can be called.
- P_InitTagLists(); // killough 1/30/98: Create xref tables for tags
- P_SpawnScrollers(); // killough 3/7/98: Add generalized scrollers
- P_SpawnFriction(); // phares 3/12/98: New friction model using linedefs
- P_SpawnPushers(); // phares 3/20/98: New pusher model using linedefs
- for (i=0; i<numlines; i++)
- switch (lines[i].special)
- {
- int s, sec;
- // killough 3/7/98:
- // support for drawn heights coming from different sector
- case 242:
- sec = sides[*lines[i].sidenum].sector-sectors;
- for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
- sectors[s].heightsec = sec;
- break;
- // killough 3/16/98: Add support for setting
- // floor lighting independently (e.g. lava)
- case 213:
- sec = sides[*lines[i].sidenum].sector-sectors;
- for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
- sectors[s].floorlightsec = sec;
- break;
- // killough 4/11/98: Add support for setting
- // ceiling lighting independently
- case 261:
- sec = sides[*lines[i].sidenum].sector-sectors;
- for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
- sectors[s].ceilinglightsec = sec;
- break;
- // killough 10/98:
- //
- // Support for sky textures being transferred from sidedefs.
- // Allows scrolling and other effects (but if scrolling is
- // used, then the same sector tag needs to be used for the
- // sky sector, the sky-transfer linedef, and the scroll-effect
- // linedef). Still requires user to use F_SKY1 for the floor
- // or ceiling texture, to distinguish floor and ceiling sky.
- case 271: // Regular sky
- case 272: // Same, only flipped
- for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
- sectors[s].sky = i | PL_SKYFLAT;
- break;
- }
- }
- // killough 2/28/98:
- //
- // This function, with the help of r_plane.c and r_bsp.c, supports generalized
- // scrolling floors and walls, with optional mobj-carrying properties, e.g.
- // conveyor belts, rivers, etc. A linedef with a special type affects all
- // tagged sectors the same way, by creating scrolling and/or object-carrying
- // properties. Multiple linedefs may be used on the same sector and are
- // cumulative, although the special case of scrolling a floor and carrying
- // things on it, requires only one linedef. The linedef's direction determines
- // the scrolling direction, and the linedef's length determines the scrolling
- // speed. This was designed so that an edge around the sector could be used to
- // control the direction of the sector's scrolling, which is usually what is
- // desired.
- //
- // Process the active scrollers.
- //
- // This is the main scrolling code
- // killough 3/7/98
- void T_Scroll(scroll_t *s)
- {
- fixed_t dx = s->dx, dy = s->dy;
- if (s->control != -1)
- { // compute scroll amounts based on a sector's height changes
- fixed_t height = sectors[s->control].floorheight +
- sectors[s->control].ceilingheight;
- fixed_t delta = height - s->last_height;
- s->last_height = height;
- dx = FixedMul(dx, delta);
- dy = FixedMul(dy, delta);
- }
- // killough 3/14/98: Add acceleration
- if (s->accel)
- {
- s->vdx = dx += s->vdx;
- s->vdy = dy += s->vdy;
- }
- if (!(dx | dy)) // no-op if both (x,y) offsets 0
- return;
- switch (s->type)
- {
- side_t *side;
- sector_t *sec;
- fixed_t height, waterheight; // killough 4/4/98: add waterheight
- msecnode_t *node;
- mobj_t *thing;
- case sc_side: // killough 3/7/98: Scroll wall texture
- side = sides + s->affectee;
- side->textureoffset += dx;
- side->rowoffset += dy;
- break;
- case sc_floor: // killough 3/7/98: Scroll floor texture
- sec = sectors + s->affectee;
- sec->floor_xoffs += dx;
- sec->floor_yoffs += dy;
- break;
- case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
- sec = sectors + s->affectee;
- sec->ceiling_xoffs += dx;
- sec->ceiling_yoffs += dy;
- break;
- case sc_carry:
- // killough 3/7/98: Carry things on floor
- // killough 3/20/98: use new sector list which reflects true members
- // killough 3/27/98: fix carrier bug
- // killough 4/4/98: Underwater, carry things even w/o gravity
- sec = sectors + s->affectee;
- height = sec->floorheight;
- waterheight = sec->heightsec != -1 &&
- sectors[sec->heightsec].floorheight > height ?
- sectors[sec->heightsec].floorheight : INT_MIN;
- for (node = sec->touching_thinglist; node; node = node->m_snext)
- if (!((thing = node->m_thing)->flags & MF_NOCLIP) &&
- (!(thing->flags & MF_NOGRAVITY || thing->z > height) ||
- thing->z < waterheight))
- {
- // Move objects only if on floor or underwater,
- // non-floating, and clipped.
- thing->momx += dx;
- thing->momy += dy;
- }
- break;
- case sc_carry_ceiling: // to be added later
- break;
- }
- }
- //
- // Add_Scroller()
- //
- // Add a generalized scroller to the thinker list.
- //
- // type: the enumerated type of scrolling: floor, ceiling, floor carrier,
- // wall, floor carrier & scroller
- //
- // (dx,dy): the direction and speed of the scrolling or its acceleration
- //
- // control: the sector whose heights control this scroller's effect
- // remotely, or -1 if no control sector
- //
- // affectee: the index of the affected object (sector or sidedef)
- //
- // accel: non-zero if this is an accelerative effect
- //
- static void Add_Scroller(int type, fixed_t dx, fixed_t dy,
- int control, int affectee, int accel)
- {
- scroll_t *s = Z_Malloc(sizeof *s, PU_LEVSPEC, 0);
- s->thinker.function = T_Scroll;
- s->type = type;
- s->dx = dx;
- s->dy = dy;
- s->accel = accel;
- s->vdx = s->vdy = 0;
- if ((s->control = control) != -1)
- s->last_height =
- sectors[control].floorheight + sectors[control].ceilingheight;
- s->affectee = affectee;
- P_AddThinker(&s->thinker);
- }
- // Adds wall scroller. Scroll amount is rotated with respect to wall's
- // linedef first, so that scrolling towards the wall in a perpendicular
- // direction is translated into vertical motion, while scrolling along
- // the wall in a parallel direction is translated into horizontal motion.
- //
- // killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
- //
- // killough 10/98:
- // fix scrolling aliasing problems, caused by long linedefs causing overflowing
- static void Add_WallScroller(fixed_t dx, fixed_t dy, const line_t *l,
- int control, int accel)
- {
- fixed_t x = D_abs(l->dx), y = D_abs(l->dy), d;
- if (y > x)
- d = x, x = y, y = d;
- d = FixedDiv(x, finesine[(tantoangle[FixedDiv(y,x) >> DBITS] + ANG90)
- >> ANGLETOFINESHIFT]);
- // CPhipps - Import scroller calc overflow fix, compatibility optioned
- if (compatibility_level >= lxdoom_1_compatibility) {
- x = (fixed_t)(((int_64_t)dy * -(int_64_t)l->dy - (int_64_t)dx * (int_64_t)l->dx) / (int_64_t)d); // killough 10/98:
- y = (fixed_t)(((int_64_t)dy * (int_64_t)l->dx - (int_64_t)dx * (int_64_t)l->dy) / (int_64_t)d); // Use long long arithmetic
- } else {
- x = -FixedDiv(FixedMul(dy, l->dy) + FixedMul(dx, l->dx), d);
- y = -FixedDiv(FixedMul(dx, l->dy) - FixedMul(dy, l->dx), d);
- }
- Add_Scroller(sc_side, x, y, control, *l->sidenum, accel);
- }
- // Amount (dx,dy) vector linedef is shifted right to get scroll amount
- #define SCROLL_SHIFT 5
- // Factor to scale scrolling effect into mobj-carrying properties = 3/32.
- // (This is so scrolling floors and objects on them can move at same speed.)
- #define CARRYFACTOR ((fixed_t)(FRACUNIT*.09375))
- // Initialize the scrollers
- static void P_SpawnScrollers(void)
- {
- int i;
- line_t *l = lines;
- for (i=0;i<numlines;i++,l++)
- {
- fixed_t dx = l->dx >> SCROLL_SHIFT; // direction and speed of scrolling
- fixed_t dy = l->dy >> SCROLL_SHIFT;
- int control = -1, accel = 0; // no control sector or acceleration
- int special = l->special;
- // killough 3/7/98: Types 245-249 are same as 250-254 except that the
- // first side's sector's heights cause scrolling when they change, and
- // this linedef controls the direction and speed of the scrolling. The
- // most complicated linedef since donuts, but powerful :)
- //
- // killough 3/15/98: Add acceleration. Types 214-218 are the same but
- // are accelerative.
- if (special >= 245 && special <= 249) // displacement scrollers
- {
- special += 250-245;
- control = sides[*l->sidenum].sector - sectors;
- }
- else
- if (special >= 214 && special <= 218) // accelerative scrollers
- {
- accel = 1;
- special += 250-214;
- control = sides[*l->sidenum].sector - sectors;
- }
- switch (special)
- {
- register int s;
- case 250: // scroll effect ceiling
- for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
- Add_Scroller(sc_ceiling, -dx, dy, control, s, accel);
- break;
- case 251: // scroll effect floor
- case 253: // scroll and carry objects on floor
- for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
- Add_Scroller(sc_floor, -dx, dy, control, s, accel);
- if (special != 253)
- break;
- case 252: // carry objects on floor
- dx = FixedMul(dx,CARRYFACTOR);
- dy = FixedMul(dy,CARRYFACTOR);
- for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
- Add_Scroller(sc_carry, dx, dy, control, s, accel);
- break;
- // killough 3/1/98: scroll wall according to linedef
- // (same direction and speed as scrolling floors)
- case 254:
- for (s=-1; (s = P_FindLineFromLineTag(l,s)) >= 0;)
- if (s != i)
- Add_WallScroller(dx, dy, lines+s, control, accel);
- break;
- case 255: // killough 3/2/98: scroll according to sidedef offsets
- s = lines[i].sidenum[0];
- Add_Scroller(sc_side, -sides[s].textureoffset,
- sides[s].rowoffset, -1, s, accel);
- break;
- case 48: // scroll first side
- Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
- break;
- case 85: // jff 1/30/98 2-way scroll
- Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
- break;
- }
- }
- }
- // e6y
- // restored boom's friction code
- /////////////////////////////
- //
- // Add a friction thinker to the thinker list
- //
- // Add_Friction adds a new friction thinker to the list of active thinkers.
- //
- static void Add_Friction(int friction, int movefactor, int affectee)
- {
- friction_t *f = Z_Malloc(sizeof *f, PU_LEVSPEC, 0);
- f->thinker.function/*.acp1*/ = /*(actionf_p1) */T_Friction;
- f->friction = friction;
- f->movefactor = movefactor;
- f->affectee = affectee;
- P_AddThinker(&f->thinker);
- }
- /////////////////////////////
- //
- // This is where abnormal friction is applied to objects in the sectors.
- // A friction thinker has been spawned for each sector where less or
- // more friction should be applied. The amount applied is proportional to
- // the length of the controlling linedef.
- void T_Friction(friction_t *f)
- {
- sector_t *sec;
- mobj_t *thing;
- msecnode_t* node;
- if (compatibility || !variable_friction)
- return;
- sec = sectors + f->affectee;
- // Be sure the special sector type is still turned on. If so, proceed.
- // Else, bail out; the sector type has been changed on us.
- if (!(sec->special & FRICTION_MASK))
- return;
- // Assign the friction value to players on the floor, non-floating,
- // and clipped. Normally the object's friction value is kept at
- // ORIG_FRICTION and this thinker changes it for icy or muddy floors.
- // In Phase II, you can apply friction to Things other than players.
- // When the object is straddling sectors with the same
- // floorheight that have different frictions, use the lowest
- // friction value (muddy has precedence over icy).
- node = sec->touching_thinglist; // things touching this sector
- while (node)
- {
- thing = node->m_thing;
- if (thing->player &&
- !(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) &&
- thing->z <= sec->floorheight)
- {
- if ((thing->friction == ORIG_FRICTION) || // normal friction?
- (f->friction < thing->friction))
- {
- thing->friction = f->friction;
- thing->movefactor = f->movefactor;
- }
- }
- node = node->m_snext;
- }
- }
- // killough 3/7/98 -- end generalized scroll effects
- ////////////////////////////////////////////////////////////////////////////
- //
- // FRICTION EFFECTS
- //
- // phares 3/12/98: Start of friction effects
- //
- // As the player moves, friction is applied by decreasing the x and y
- // momentum 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.
- //
- /////////////////////////////
- //
- // Initialize the sectors where friction is increased or decreased
- static void P_SpawnFriction(void)
- {
- int i;
- line_t *l = lines;
- // killough 8/28/98: initialize all sectors to normal friction first
- for (i = 0; i < numsectors; i++)
- {
- sectors[i].friction = ORIG_FRICTION;
- sectors[i].movefactor = ORIG_FRICTION_FACTOR;
- }
- for (i = 0 ; i < numlines ; i++,l++)
- if (l->special == 223)
- {
- int length = P_AproxDistance(l->dx,l->dy)>>FRACBITS;
- int friction = (0x1EB8*length)/0x80 + 0xD000;
- int movefactor, s;
- // 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'.
- if (friction > ORIG_FRICTION) // ice
- movefactor = ((0x10092 - friction)*(0x70))/0x158;
- else
- movefactor = ((friction - 0xDB34)*(0xA))/0x80;
- if (mbf_features)
- { // killough 8/28/98: prevent odd situations
- if (friction > FRACUNIT)
- friction = FRACUNIT;
- if (friction < 0)
- friction = 0;
- if (movefactor < 32)
- movefactor = 32;
- }
- for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 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.
- //e6y: boom's friction code for boom compatibility
- if (!demo_compatibility && !mbf_features)
- Add_Friction(friction,movefactor,s);
- sectors[s].friction = friction;
- sectors[s].movefactor = movefactor;
- }
- }
- }
- //
- // phares 3/12/98: End of friction effects
- //
- ////////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////
- //
- // PUSH/PULL EFFECT
- //
- // phares 3/20/98: Start of push/pull effects
- //
- // This is where push/pull effects are applied to objects in the sectors.
- //
- // There are four kinds of push effects
- //
- // 1) Pushing Away
- //
- // Pushes you away from a point source defined by the location of an
- // MT_PUSH Thing. The force decreases linearly with distance from the
- // source. This force crosses sector boundaries and is felt w/in a circle
- // whose center is at the MT_PUSH. The force is felt only if the point
- // MT_PUSH can see the target object.
- //
- // 2) Pulling toward
- //
- // Same as Pushing Away except you're pulled toward an MT_PULL point
- // source. This force crosses sector boundaries and is felt w/in a circle
- // whose center is at the MT_PULL. The force is felt only if the point
- // MT_PULL can see the target object.
- //
- // 3) Wind
- //
- // Pushes you in a constant direction. Full force above ground, half
- // force on the ground, nothing if you're below it (water).
- //
- // 4) Current
- //
- // Pushes you in a constant direction. No force above ground, full
- // force if on the ground or below it (water).
- //
- // The magnitude of the force is controlled by the length of a controlling
- // linedef. The force vector for types 3 & 4 is determined by the angle
- // of the linedef, and is constant.
- //
- // For each sector where these effects occur, the sector special type has
- // to have the PUSH_MASK bit set. If this bit is turned off by a switch
- // at run-time, the effect will not occur. The controlling sector for
- // types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
- #define PUSH_FACTOR 7
- /////////////////////////////
- //
- // Add a push thinker to the thinker list
- static void Add_Pusher(int type, int x_mag, int y_mag, mobj_t* source, int affectee)
- {
- pusher_t *p = Z_Malloc(sizeof *p, PU_LEVSPEC, 0);
- p->thinker.function = T_Pusher;
- p->source = source;
- p->type = type;
- p->x_mag = x_mag>>FRACBITS;
- p->y_mag = y_mag>>FRACBITS;
- p->magnitude = P_AproxDistance(p->x_mag,p->y_mag);
- if (source) // point source exist?
- {
- p->radius = (p->magnitude)<<(FRACBITS+1); // where force goes to zero
- p->x = p->source->x;
- p->y = p->source->y;
- }
- p->affectee = affectee;
- P_AddThinker(&p->thinker);
- }
- /////////////////////////////
- //
- // PIT_PushThing determines the angle and magnitude of the effect.
- // The object's x and y momentum values are changed.
- //
- // tmpusher belongs to the point source (MT_PUSH/MT_PULL).
- //
- // killough 10/98: allow to affect things besides players
- pusher_t* tmpusher; // pusher structure for blockmap searches
- static boolean PIT_PushThing(mobj_t* thing)
- {
- /* killough 10/98: made more general */
- if (!mbf_features ?
- thing->player && !(thing->flags & (MF_NOCLIP | MF_NOGRAVITY)) :
- (sentient(thing) || thing->flags & MF_SHOOTABLE) &&
- !(thing->flags & MF_NOCLIP))
- {
- angle_t pushangle;
- fixed_t speed;
- fixed_t sx = tmpusher->x;
- fixed_t sy = tmpusher->y;
- speed = (tmpusher->magnitude -
- ((P_AproxDistance(thing->x - sx,thing->y - sy)
- >>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
- // killough 10/98: make magnitude decrease with square
- // of distance, making it more in line with real nature,
- // so long as it's still in range with original formula.
- //
- // Removes angular distortion, and makes effort required
- // to stay close to source, grow increasingly hard as you
- // get closer, as expected. Still, it doesn't consider z :(
- if (speed > 0 && mbf_features)
- {
- int x = (thing->x-sx) >> FRACBITS;
- int y = (thing->y-sy) >> FRACBITS;
- speed = (int)(((uint_64_t) tmpusher->magnitude << 23) / (x*x+y*y+1));
- }
- // If speed <= 0, you're outside the effective radius. You also have
- // to be able to see the push/pull source point.
- if (speed > 0 && P_CheckSight(thing,tmpusher->source))
- {
- pushangle = R_PointToAngle2(thing->x,thing->y,sx,sy);
- if (tmpusher->source->type == MT_PUSH)
- pushangle += ANG180; // away
- pushangle >>= ANGLETOFINESHIFT;
- thing->momx += FixedMul(speed,finecosine[pushangle]);
- thing->momy += FixedMul(speed,finesine[pushangle]);
- }
- }
- return true;
- }
- /////////////////////////////
- //
- // T_Pusher looks for all objects that are inside the radius of
- // the effect.
- //
- void T_Pusher(pusher_t *p)
- {
- sector_t *sec;
- mobj_t *thing;
- msecnode_t* node;
- int xspeed,yspeed;
- int xl,xh,yl,yh,bx,by;
- int radius;
- int ht = 0;
- if (!allow_pushers)
- return;
- sec = sectors + p->affectee;
- // Be sure the special sector type is still turned on. If so, proceed.
- // Else, bail out; the sector type has been changed on us.
- if (!(sec->special & PUSH_MASK))
- return;
- // For constant pushers (wind/current) there are 3 situations:
- //
- // 1) Affected Thing is above the floor.
- //
- // Apply the full force if wind, no force if current.
- //
- // 2) Affected Thing is on the ground.
- //
- // Apply half force if wind, full force if current.
- //
- // 3) Affected Thing is below the ground (underwater effect).
- //
- // Apply no force if wind, full force if current.
- if (p->type == p_push)
- {
- // Seek out all pushable things within the force radius of this
- // point pusher. Crosses sectors, so use blockmap.
- tmpusher = p; // MT_PUSH/MT_PULL point source
- radius = p->radius; // where force goes to zero
- tmbbox[BOXTOP] = p->y + radius;
- tmbbox[BOXBOTTOM] = p->y - radius;
- tmbbox[BOXRIGHT] = p->x + radius;
- tmbbox[BOXLEFT] = p->x - radius;
- xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
- xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
- yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
- yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
- for (bx=xl ; bx<=xh ; bx++)
- for (by=yl ; by<=yh ; by++)
- P_BlockThingsIterator(bx,by,PIT_PushThing);
- return;
- }
- // constant pushers p_wind and p_current
- if (sec->heightsec != -1) // special water sector?
- ht = sectors[sec->heightsec].floorheight;
- node = sec->touching_thinglist; // things touching this sector
- for ( ; node ; node = node->m_snext)
- {
- thing = node->m_thing;
- if (!thing->player || (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
- continue;
- if (p->type == p_wind)
- {
- if (sec->heightsec == -1) // NOT special water sector
- if (thing->z > thing->floorz) // above ground
- {
- xspeed = p->x_mag; // full force
- yspeed = p->y_mag;
- }
- else // on ground
- {
- xspeed = (p->x_mag)>>1; // half force
- yspeed = (p->y_mag)>>1;
- }
- else // special water sector
- {
- if (thing->z > ht) // above ground
- {
- xspeed = p->x_mag; // full force
- yspeed = p->y_mag;
- }
- else if (thing->player->viewz < ht) // underwater
- xspeed = yspeed = 0; // no force
- else // wading in water
- {
- xspeed = (p->x_mag)>>1; // half force
- yspeed = (p->y_mag)>>1;
- }
- }
- }
- else // p_current
- {
- if (sec->heightsec == -1) // NOT special water sector
- if (thing->z > sec->floorheight) // above ground
- xspeed = yspeed = 0; // no force
- else // on ground
- {
- xspeed = p->x_mag; // full force
- yspeed = p->y_mag;
- }
- else // special water sector
- if (thing->z > ht) // above ground
- xspeed = yspeed = 0; // no force
- else // underwater
- {
- xspeed = p->x_mag; // full force
- yspeed = p->y_mag;
- }
- }
- thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
- thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
- }
- }
- /////////////////////////////
- //
- // P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
- // NULL otherwise.
- mobj_t* P_GetPushThing(int s)
- {
- mobj_t* thing;
- sector_t* sec;
- sec = sectors + s;
- thing = sec->thinglist;
- while (thing)
- {
- switch(thing->type)
- {
- case MT_PUSH:
- case MT_PULL:
- return thing;
- default:
- break;
- }
- thing = thing->snext;
- }
- return NULL;
- }
- /////////////////////////////
- //
- // Initialize the sectors where pushers are present
- //
- static void P_SpawnPushers(void)
- {
- int i;
- line_t *l = lines;
- register int s;
- mobj_t* thing;
- for (i = 0 ; i < numlines ; i++,l++)
- switch(l->special)
- {
- case 224: // wind
- for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
- Add_Pusher(p_wind,l->dx,l->dy,NULL,s);
- break;
- case 225: // current
- for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
- Add_Pusher(p_current,l->dx,l->dy,NULL,s);
- break;
- case 226: // push/pull
- for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
- {
- thing = P_GetPushThing(s);
- if (thing) // No MT_P* means no effect
- Add_Pusher(p_push,l->dx,l->dy,thing,s);
- }
- break;
- }
- }
- //
- // phares 3/20/98: End of Pusher effects
- //
- ////////////////////////////////////////////////////////////////////////////
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