// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // Copyright (C) 1993-1996 by id Software, Inc. // Copyright (C) 1998-2000 by DooM Legacy Team. // Copyright (C) 1999-2020 by Sonic Team Junior. // // This program is free software distributed under the // terms of the GNU General Public License, version 2. // See the 'LICENSE' file for more details. //----------------------------------------------------------------------------- /// \file p_spec.c /// \brief Implements special effects: /// Texture animation, height or lighting changes /// according to adjacent sectors, respective /// utility functions, etc. /// Line Tag handling. Line and Sector triggers. #include "doomdef.h" #include "g_game.h" #include "p_local.h" #include "p_setup.h" // levelflats for flat animation #include "r_data.h" #include "r_textures.h" #include "m_random.h" #include "p_mobj.h" #include "i_system.h" #include "s_sound.h" #include "w_wad.h" #include "z_zone.h" #include "r_main.h" //Two extra includes. #include "r_sky.h" #include "p_polyobj.h" #include "p_slopes.h" #include "hu_stuff.h" #include "v_video.h" // V_ALLOWLOWERCASE #include "m_misc.h" #include "m_cond.h" //unlock triggers #include "lua_hook.h" // LUAh_LinedefExecute #include "f_finale.h" // control text prompt #include "r_skins.h" // skins // SRB2kart #include "k_kart.h" #include "console.h" // CON_LogMessage #include "k_respawn.h" #ifdef HW3SOUND #include "hardware/hw3sound.h" #endif // Not sure if this is necessary, but it was in w_wad.c, so I'm putting it here too -Shadow Hog #include mobj_t *skyboxmo[2]; // current skybox mobjs: 0 = viewpoint, 1 = centerpoint mobj_t *skyboxviewpnts[16]; // array of MT_SKYBOX viewpoint mobjs mobj_t *skyboxcenterpnts[16]; // array of MT_SKYBOX centerpoint mobjs // Amount (dx, dy) vector linedef is shifted right to get scroll amount #define SCROLL_SHIFT 5 // This must be updated whenever we up the max flat size - quicker to assume rather than figuring out the sqrt of the specific flat's filesize. #define MAXFLATSIZE (2048<= 0; w--) { UINT16 animdefsLumpNum; // Find ANIMDEFS lump in the WAD animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", w, 0); while (animdefsLumpNum != INT16_MAX) { P_ParseANIMDEFSLump(w, animdefsLumpNum); animdefsLumpNum = W_CheckNumForNamePwad("ANIMDEFS", (UINT16)w, animdefsLumpNum + 1); } } // Define the last one animdefs[maxanims].istexture = -1; strncpy(animdefs[maxanims].endname, "", 9); strncpy(animdefs[maxanims].startname, "", 9); animdefs[maxanims].speed = 0; if (anims) free(anims); anims = (anim_t *)malloc(sizeof (*anims)*(maxanims + 1)); if (!anims) I_Error("Not enough free memory for ANIMDEFS data"); lastanim = anims; for (i = 0; animdefs[i].istexture != -1; i++) { if (animdefs[i].istexture) { 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)) == LUMPERROR) continue; lastanim->picnum = R_GetFlatNumForName(animdefs[i].endname); lastanim->basepic = R_GetFlatNumForName(animdefs[i].startname); } lastanim->istexture = animdefs[i].istexture; lastanim->numpics = lastanim->picnum - lastanim->basepic + 1; if (lastanim->numpics < 2) { free(anims); I_Error("P_InitPicAnims: bad cycle from %s to %s", animdefs[i].startname, animdefs[i].endname); } lastanim->speed = LONG(animdefs[i].speed); lastanim++; } lastanim->istexture = -1; R_ClearTextureNumCache(false); // Clear animdefs now that we're done with it. // We'll only be using anims from now on. Z_Free(animdefs); animdefs = NULL; } void P_ParseANIMDEFSLump(INT32 wadNum, UINT16 lumpnum) { char *animdefsLump; size_t animdefsLumpLength; char *animdefsText; char *animdefsToken; char *p; // Since lumps AREN'T \0-terminated like I'd assumed they should be, I'll // need to make a space of memory where I can ensure that it will terminate // correctly. Start by loading the relevant data from the WAD. animdefsLump = (char *)W_CacheLumpNumPwad(wadNum,lumpnum,PU_STATIC); // If that didn't exist, we have nothing to do here. if (animdefsLump == NULL) return; // If we're still here, then it DOES exist; figure out how long it is, and allot memory accordingly. animdefsLumpLength = W_LumpLengthPwad(wadNum,lumpnum); animdefsText = (char *)Z_Malloc((animdefsLumpLength+1)*sizeof(char),PU_STATIC,NULL); // Now move the contents of the lump into this new location. memmove(animdefsText,animdefsLump,animdefsLumpLength); // Make damn well sure the last character in our new memory location is \0. animdefsText[animdefsLumpLength] = '\0'; // Finally, free up the memory from the first data load, because we really // don't need it. Z_Free(animdefsLump); // Now, let's start parsing this thing p = animdefsText; animdefsToken = M_GetToken(p); while (animdefsToken != NULL) { if (stricmp(animdefsToken, "TEXTURE") == 0) { Z_Free(animdefsToken); P_ParseAnimationDefintion(1); } else if (stricmp(animdefsToken, "FLAT") == 0) { Z_Free(animdefsToken); P_ParseAnimationDefintion(0); } else if (stricmp(animdefsToken, "OSCILLATE") == 0) { // This probably came off the tail of an earlier definition. It's technically legal syntax, but we don't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"OSCILLATE\" (the animation plays in reverse when it reaches the end) are not supported by SRB2"); } else { I_Error("Error parsing ANIMDEFS lump: Expected \"TEXTURE\" or \"FLAT\", got \"%s\"",animdefsToken); } // parse next line while (*p != '\0' && *p != '\n') ++p; if (*p == '\n') ++p; animdefsToken = M_GetToken(p); } Z_Free(animdefsToken); Z_Free((void *)animdefsText); } void P_ParseAnimationDefintion(SINT8 istexture) { char *animdefsToken; size_t animdefsTokenLength; char *endPos; INT32 animSpeed; size_t i; // Startname animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where start texture/flat name should be"); } if (stricmp(animdefsToken, "OPTIONAL") == 0) { // This is meaningful to ZDoom - it tells the program NOT to bomb out // if the textures can't be found - but it's useless in SRB2, so we'll // just smile, nod, and carry on Z_Free(animdefsToken); animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where start texture/flat name should be"); } else if (stricmp(animdefsToken, "RANGE") == 0) { // Oh. Um. Apparently "OPTIONAL" is a texture name. Naughty. // I should probably handle this more gracefully, but right now // I can't be bothered; especially since ZDoom doesn't handle this // condition at all. I_Error("Error parsing ANIMDEFS lump: \"OPTIONAL\" is a keyword; you cannot use it as the startname of an animation"); } } animdefsTokenLength = strlen(animdefsToken); if (animdefsTokenLength>8) { I_Error("Error parsing ANIMDEFS lump: lump name \"%s\" exceeds 8 characters", animdefsToken); } // Search for existing animdef for (i = 0; i < maxanims; i++) if (animdefs[i].istexture == istexture // Check if it's the same type! && stricmp(animdefsToken, animdefs[i].startname) == 0) { //CONS_Alert(CONS_NOTICE, "Duplicate animation: %s\n", animdefsToken); // If we weren't parsing in reverse order, we would `break` here and parse the new data into the existing slot we found. // Instead, we're just going to skip parsing the rest of this line entirely. Z_Free(animdefsToken); return; } // Not found if (i == maxanims) { // Increase the size to make room for the new animation definition GrowAnimDefs(); strncpy(animdefs[i].startname, animdefsToken, 9); } // animdefs[i].startname is now set to animdefsToken either way. Z_Free(animdefsToken); // set texture type animdefs[i].istexture = istexture; // "RANGE" animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"RANGE\" after \"%s\"'s startname should be", animdefs[i].startname); } if (stricmp(animdefsToken, "ALLOWDECALS") == 0) { // Another ZDoom keyword, ho-hum. Skip it, move on to the next token. Z_Free(animdefsToken); animdefsToken = M_GetToken(NULL); } if (stricmp(animdefsToken, "PIC") == 0) { // This is technically legitimate ANIMDEFS syntax, but SRB2 doesn't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"PIC\" (specific frames instead of a consecutive range) are not supported by SRB2"); } if (stricmp(animdefsToken, "RANGE") != 0) { I_Error("Error parsing ANIMDEFS lump: Expected \"RANGE\" after \"%s\"'s startname, got \"%s\"", animdefs[i].startname, animdefsToken); } Z_Free(animdefsToken); // Endname animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s end texture/flat name should be", animdefs[i].startname); } animdefsTokenLength = strlen(animdefsToken); if (animdefsTokenLength>8) { I_Error("Error parsing ANIMDEFS lump: lump name \"%s\" exceeds 8 characters", animdefsToken); } strncpy(animdefs[i].endname, animdefsToken, 9); Z_Free(animdefsToken); // "TICS" animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s \"TICS\" should be", animdefs[i].startname); } if (stricmp(animdefsToken, "RAND") == 0) { // This is technically legitimate ANIMDEFS syntax, but SRB2 doesn't support it. I_Error("Error parsing ANIMDEFS lump: Animation definitions utilizing \"RAND\" (random duration per frame) are not supported by SRB2"); } if (stricmp(animdefsToken, "TICS") != 0) { I_Error("Error parsing ANIMDEFS lump: Expected \"TICS\" in animation definition for \"%s\", got \"%s\"", animdefs[i].startname, animdefsToken); } Z_Free(animdefsToken); // Speed animdefsToken = M_GetToken(NULL); if (animdefsToken == NULL) { I_Error("Error parsing ANIMDEFS lump: Unexpected end of file where \"%s\"'s animation speed should be", animdefs[i].startname); } endPos = NULL; #ifndef AVOID_ERRNO errno = 0; #endif animSpeed = strtol(animdefsToken,&endPos,10); if (endPos == animdefsToken // Empty string || *endPos != '\0' // Not end of string #ifndef AVOID_ERRNO || errno == ERANGE // Number out-of-range #endif || animSpeed < 0) // Number is not positive { I_Error("Error parsing ANIMDEFS lump: Expected a positive integer for \"%s\"'s animation speed, got \"%s\"", animdefs[i].startname, animdefsToken); } animdefs[i].speed = animSpeed; Z_Free(animdefsToken); #ifdef WALLFLATS // hehe... uhh..... if (!istexture) { GrowAnimDefs(); M_Memcpy(&animdefs[maxanims-1], &animdefs[i], sizeof(animdef_t)); animdefs[maxanims-1].istexture = 1; } #endif } /** Checks for flats in levelflats that are part of a flat animation sequence * and sets them up for animation. * * \param animnum Index into ::anims to find flats for. * \sa P_SetupLevelFlatAnims */ static inline void P_FindAnimatedFlat(INT32 animnum) { size_t i; lumpnum_t startflatnum, endflatnum; levelflat_t *foundflats; foundflats = levelflats; startflatnum = anims[animnum].basepic; endflatnum = anims[animnum].picnum; // note: high word of lumpnum is the wad number if ((startflatnum>>16) != (endflatnum>>16)) I_Error("AnimatedFlat start %s not in same wad as end %s\n", animdefs[animnum].startname, animdefs[animnum].endname); // // now search through the levelflats if this anim flat sequence is used // for (i = 0; i < numlevelflats; i++, foundflats++) { // is that levelflat from the flat anim sequence ? if ((anims[animnum].istexture) && (foundflats->type == LEVELFLAT_TEXTURE) && ((UINT16)foundflats->u.texture.num >= startflatnum && (UINT16)foundflats->u.texture.num <= endflatnum)) { foundflats->u.texture.basenum = startflatnum; foundflats->animseq = foundflats->u.texture.num - startflatnum; foundflats->numpics = endflatnum - startflatnum + 1; foundflats->speed = anims[animnum].speed; CONS_Debug(DBG_SETUP, "animflat: #%03d name:%.8s animseq:%d numpics:%d speed:%d\n", atoi(sizeu1(i)), foundflats->name, foundflats->animseq, foundflats->numpics,foundflats->speed); } else if ((!anims[animnum].istexture) && (foundflats->type == LEVELFLAT_FLAT) && (foundflats->u.flat.lumpnum >= startflatnum && foundflats->u.flat.lumpnum <= endflatnum)) { foundflats->u.flat.baselumpnum = startflatnum; foundflats->animseq = foundflats->u.flat.lumpnum - startflatnum; foundflats->numpics = endflatnum - startflatnum + 1; foundflats->speed = anims[animnum].speed; CONS_Debug(DBG_SETUP, "animflat: #%03d name:%.8s animseq:%d numpics:%d speed:%d\n", atoi(sizeu1(i)), foundflats->name, foundflats->animseq, foundflats->numpics,foundflats->speed); } } } /** Sets up all flats used in a level. * * \sa P_InitPicAnims, P_FindAnimatedFlat */ void P_SetupLevelFlatAnims(void) { INT32 i; // the original game flat anim sequences for (i = 0; anims[i].istexture != -1; i++) P_FindAnimatedFlat(i); } // // UTILITIES // #if 0 /** Gets a side from a sector line. * * \param currentSector Sector the line is in. * \param line Index of the line within the sector. * \param side 0 for front, 1 for back. * \return Pointer to the side_t of the side you want. * \sa getSector, twoSided, getNextSector */ static inline side_t *getSide(INT32 currentSector, INT32 line, INT32 side) { return &sides[(sectors[currentSector].lines[line])->sidenum[side]]; } /** Gets a sector from a sector line. * * \param currentSector Sector the line is in. * \param line Index of the line within the sector. * \param side 0 for front, 1 for back. * \return Pointer to the ::sector_t of the sector on that side. * \sa getSide, twoSided, getNextSector */ static inline sector_t *getSector(INT32 currentSector, INT32 line, INT32 side) { return sides[(sectors[currentSector].lines[line])->sidenum[side]].sector; } /** Determines whether a sector line is two-sided. * Uses the Boom method, checking if the line's back side is set to -1, rather * than looking for ::ML_TWOSIDED. * * \param sector The sector. * \param line Line index within the sector. * \return 1 if the sector is two-sided, 0 otherwise. * \sa getSide, getSector, getNextSector */ static inline boolean twoSided(INT32 sector, INT32 line) { return (sectors[sector].lines[line])->sidenum[1] != 0xffff; } #endif /** Finds sector next to current. * * \param line Pointer to the line to cross. * \param sec Pointer to the current sector. * \return Pointer to a ::sector_t of the adjacent sector, or NULL if the line * is one-sided. * \sa getSide, getSector, twoSided * \author Steven McGranahan */ static sector_t *getNextSector(line_t *line, sector_t *sec) { if (line->frontsector == sec) { if (line->backsector != sec) return line->backsector; else return NULL; } return line->frontsector; } /** Finds lowest floor in adjacent sectors. * * \param sec Sector to start in. * \return Lowest floor height in an adjacent sector. * \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor, * P_FindLowestCeilingSurrounding */ fixed_t P_FindLowestFloorSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t floorh; floorh = sec->floorheight; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check,sec); if (!other) continue; if (other->floorheight < floorh) floorh = other->floorheight; } return floorh; } /** Finds highest floor in adjacent sectors. * * \param sec Sector to start in. * \return Highest floor height in an adjacent sector. * \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor, * P_FindHighestCeilingSurrounding */ fixed_t P_FindHighestFloorSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t floorh = -500*FRACUNIT; INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->floorheight > floorh || !foundsector) floorh = other->floorheight; if (!foundsector) foundsector = 1; } return floorh; } /** Finds next highest floor in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next highest floor height in an adjacent sector, or currentheight * if there are none higher. * \sa P_FindHighestFloorSurrounding, P_FindNextLowestFloor, * P_FindNextHighestCeiling * \author Lee Killough */ fixed_t P_FindNextHighestFloor(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i],sec); if (other && other->floorheight > currentheight) { height = other->floorheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight < height && other->floorheight > currentheight) height = other->floorheight; } return height; } } return currentheight; } //////////////////////////////////////////////////// // SoM: Start new Boom functions //////////////////////////////////////////////////// /** Finds next lowest floor in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next lowest floor height in an adjacent sector, or currentheight * if there are none lower. * \sa P_FindLowestFloorSurrounding, P_FindNextHighestFloor, * P_FindNextLowestCeiling * \author Lee Killough */ fixed_t P_FindNextLowestFloor(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight < currentheight) { height = other->floorheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i], sec); if (other && other->floorheight > height && other->floorheight < currentheight) height = other->floorheight; } return height; } } return currentheight; } #if 0 /** Finds next lowest ceiling in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next lowest ceiling height in an adjacent sector, or currentheight * if there are none lower. * \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling, * P_FindNextLowestFloor * \author Lee Killough */ static fixed_t P_FindNextLowestCeiling(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight < currentheight) { height = other->ceilingheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight > height && other->ceilingheight < currentheight) height = other->ceilingheight; } return height; } } return currentheight; } /** Finds next highest ceiling in adjacent sectors. * * \param sec Sector to start in. * \param currentheight Height to start at. * \return Next highest ceiling height in an adjacent sector, or currentheight * if there are none higher. * \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling, * P_FindNextHighestFloor * \author Lee Killough */ static fixed_t P_FindNextHighestCeiling(sector_t *sec, fixed_t currentheight) { sector_t *other; size_t i; fixed_t height; for (i = 0; i < sec->linecount; i++) { other = getNextSector(sec->lines[i], sec); if (other && other->ceilingheight > currentheight) { height = other->ceilingheight; while (++i < sec->linecount) { other = getNextSector(sec->lines[i],sec); if (other && other->ceilingheight < height && other->ceilingheight > currentheight) height = other->ceilingheight; } return height; } } return currentheight; } #endif //////////////////////////// // End New Boom functions //////////////////////////// /** Finds lowest ceiling in adjacent sectors. * * \param sec Sector to start in. * \return Lowest ceiling height in an adjacent sector. * \sa P_FindHighestCeilingSurrounding, P_FindNextLowestCeiling, * P_FindLowestFloorSurrounding */ fixed_t P_FindLowestCeilingSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t height = 32000*FRACUNIT; //SoM: 3/7/2000: Remove ovf INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->ceilingheight < height || !foundsector) height = other->ceilingheight; if (!foundsector) foundsector = 1; } return height; } /** Finds Highest ceiling in adjacent sectors. * * \param sec Sector to start in. * \return Highest ceiling height in an adjacent sector. * \sa P_FindLowestCeilingSurrounding, P_FindNextHighestCeiling, * P_FindHighestFloorSurrounding */ fixed_t P_FindHighestCeilingSurrounding(sector_t *sec) { size_t i; line_t *check; sector_t *other; fixed_t height = 0; INT32 foundsector = 0; for (i = 0; i < sec->linecount; i++) { check = sec->lines[i]; other = getNextSector(check, sec); if (!other) continue; if (other->ceilingheight > height || !foundsector) height = other->ceilingheight; if (!foundsector) foundsector = 1; } return height; } #if 0 //SoM: 3/7/2000: UTILS..... // // P_FindShortestTextureAround() // // Passed a sector number, returns the shortest lower texture on a // linedef bounding the sector. // // static fixed_t P_FindShortestTextureAround(INT32 secnum) { fixed_t minsize = 32000<linecount; i++) { if (twoSided(secnum, i)) { side = getSide(secnum,i,0); if (side->bottomtexture > 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; side = getSide(secnum,i,1); if (side->bottomtexture > 0) if (textureheight[side->bottomtexture] < minsize) minsize = textureheight[side->bottomtexture]; } } return minsize; } //SoM: 3/7/2000: Stuff.... (can you tell I'm getting tired? It's 12 : 30!) // // P_FindShortestUpperAround() // // Passed a sector number, returns the shortest upper texture on a // linedef bounding the sector. // // static fixed_t P_FindShortestUpperAround(INT32 secnum) { fixed_t minsize = 32000<linecount; i++) { if (twoSided(secnum, i)) { side = getSide(secnum,i,0); if (side->toptexture > 0) if (textureheight[side->toptexture] < minsize) minsize = textureheight[side->toptexture]; side = getSide(secnum,i,1); if (side->toptexture > 0) if (textureheight[side->toptexture] < minsize) minsize = textureheight[side->toptexture]; } } return minsize; } //SoM: 3/7/2000 // // 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 // // static sector_t *P_FindModelFloorSector(fixed_t floordestheight, INT32 secnum) { size_t i; sector_t *sec = §ors[secnum]; for (i = 0; i < sec->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 // static sector_t *P_FindModelCeilingSector(fixed_t ceildestheight, INT32 secnum) { size_t i; sector_t *sec = §ors[secnum]; for (i = 0; i < sec->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; } #endif // Parses arguments for parameterized polyobject door types static boolean PolyDoor(line_t *line) { polydoordata_t pdd; pdd.polyObjNum = Tag_FGet(&line->tags); // polyobject id switch(line->special) { case 480: // Polyobj_DoorSlide pdd.doorType = POLY_DOOR_SLIDE; pdd.speed = sides[line->sidenum[0]].textureoffset / 8; pdd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); // angle of motion pdd.distance = sides[line->sidenum[0]].rowoffset; if (line->sidenum[1] != 0xffff) pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics else pdd.delay = 0; break; case 481: // Polyobj_DoorSwing pdd.doorType = POLY_DOOR_SWING; pdd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed pdd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance if (line->sidenum[1] != 0xffff) pdd.delay = sides[line->sidenum[1]].textureoffset >> FRACBITS; // delay in tics else pdd.delay = 0; break; default: return 0; // ??? } return EV_DoPolyDoor(&pdd); } // Parses arguments for parameterized polyobject move specials static boolean PolyMove(line_t *line) { polymovedata_t pmd; pmd.polyObjNum = Tag_FGet(&line->tags); pmd.speed = sides[line->sidenum[0]].textureoffset / 8; pmd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); pmd.distance = sides[line->sidenum[0]].rowoffset; pmd.overRide = (line->special == 483); // Polyobj_OR_Move return EV_DoPolyObjMove(&pmd); } // Makes a polyobject invisible and intangible // If NOCLIMB is ticked, the polyobject will still be tangible, just not visible. static void PolyInvisible(line_t *line) { INT32 polyObjNum = Tag_FGet(&line->tags); polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyInvisible: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (!(line->flags & ML_NOCLIMB)) po->flags &= ~POF_SOLID; po->flags |= POF_NOSPECIALS; po->flags &= ~POF_RENDERALL; } // Makes a polyobject visible and tangible // If NOCLIMB is ticked, the polyobject will not be tangible, just visible. static void PolyVisible(line_t *line) { INT32 polyObjNum = Tag_FGet(&line->tags); polyobj_t *po; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyVisible: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; if (!(line->flags & ML_NOCLIMB)) po->flags |= POF_SOLID; po->flags &= ~POF_NOSPECIALS; po->flags |= (po->spawnflags & POF_RENDERALL); } // Sets the translucency of a polyobject // Frontsector floor / 100 = translevel static void PolyTranslucency(line_t *line) { INT32 polyObjNum = Tag_FGet(&line->tags); polyobj_t *po; INT32 value; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "EV_DoPolyObjWaypoint: bad polyobj %d\n", polyObjNum); return; } // don't allow line actions to affect bad polyobjects if (po->isBad) return; // If Front X Offset is specified, use that. Else, use floorheight. value = (sides[line->sidenum[0]].textureoffset ? sides[line->sidenum[0]].textureoffset : line->frontsector->floorheight) >> FRACBITS; // If DONTPEGBOTTOM, specify raw translucency value. Else, take it out of 1000. if (!(line->flags & ML_DONTPEGBOTTOM)) value /= 100; if (line->flags & ML_EFFECT3) // relative calc po->translucency += value; else po->translucency = value; po->translucency = max(min(po->translucency, NUMTRANSMAPS), 0); } // Makes a polyobject translucency fade and applies tangibility static boolean PolyFade(line_t *line) { INT32 polyObjNum = Tag_FGet(&line->tags); polyobj_t *po; polyfadedata_t pfd; INT32 value; if (!(po = Polyobj_GetForNum(polyObjNum))) { CONS_Debug(DBG_POLYOBJ, "PolyFade: bad polyobj %d\n", polyObjNum); return 0; } // don't allow line actions to affect bad polyobjects if (po->isBad) return 0; // Prevent continuous execs from interfering on an existing fade if (!(line->flags & ML_EFFECT5) && po->thinker && po->thinker->function.acp1 == (actionf_p1)T_PolyObjFade) { CONS_Debug(DBG_POLYOBJ, "Line type 492 Executor: Fade PolyObject thinker already exists\n"); return 0; } pfd.polyObjNum = polyObjNum; // If Front X Offset is specified, use that. Else, use floorheight. value = (sides[line->sidenum[0]].textureoffset ? sides[line->sidenum[0]].textureoffset : line->frontsector->floorheight) >> FRACBITS; // If DONTPEGBOTTOM, specify raw translucency value. Else, take it out of 1000. if (!(line->flags & ML_DONTPEGBOTTOM)) value /= 100; if (line->flags & ML_EFFECT3) // relative calc pfd.destvalue = po->translucency + value; else pfd.destvalue = value; pfd.destvalue = max(min(pfd.destvalue, NUMTRANSMAPS), 0); // already equal, nothing to do if (po->translucency == pfd.destvalue) return 1; pfd.docollision = !(line->flags & ML_NOTBOUNCY); // do not handle collision flags pfd.doghostfade = (line->flags & ML_EFFECT1); // do ghost fade (no collision flags during fade) pfd.ticbased = (line->flags & ML_EFFECT4); // Speed = Tic Duration // allow Back Y Offset to be consistent with other fade specials pfd.speed = (line->sidenum[1] != 0xFFFF && !sides[line->sidenum[0]].rowoffset) ? abs(sides[line->sidenum[1]].rowoffset>>FRACBITS) : abs(sides[line->sidenum[0]].rowoffset>>FRACBITS); return EV_DoPolyObjFade(&pfd); } // Parses arguments for parameterized polyobject waypoint movement static boolean PolyWaypoint(line_t *line) { polywaypointdata_t pwd; pwd.polyObjNum = Tag_FGet(&line->tags); pwd.speed = sides[line->sidenum[0]].textureoffset / 8; pwd.sequence = sides[line->sidenum[0]].rowoffset >> FRACBITS; // Sequence # // Behavior after reaching the last waypoint? if (line->flags & ML_EFFECT3) pwd.returnbehavior = PWR_WRAP; // Wrap back to first waypoint else if (line->flags & ML_EFFECT2) pwd.returnbehavior = PWR_COMEBACK; // Go through sequence in reverse else pwd.returnbehavior = PWR_STOP; // Stop // Flags pwd.flags = 0; if (line->flags & ML_EFFECT1) pwd.flags |= PWF_REVERSE; if (line->flags & ML_EFFECT4) pwd.flags |= PWF_LOOP; return EV_DoPolyObjWaypoint(&pwd); } // Parses arguments for parameterized polyobject rotate specials static boolean PolyRotate(line_t *line) { polyrotdata_t prd; prd.polyObjNum = Tag_FGet(&line->tags); prd.speed = sides[line->sidenum[0]].textureoffset >> FRACBITS; // angular speed prd.distance = sides[line->sidenum[0]].rowoffset >> FRACBITS; // angular distance // Polyobj_(OR_)RotateRight have dir == -1 prd.direction = (line->special == 484 || line->special == 485) ? -1 : 1; // Polyobj_OR types have override set to true prd.overRide = (line->special == 485 || line->special == 487); if (line->flags & ML_NOCLIMB) prd.turnobjs = 0; else if (line->flags & ML_EFFECT4) prd.turnobjs = 2; else prd.turnobjs = 1; return EV_DoPolyObjRotate(&prd); } // Parses arguments for polyobject flag waving special static boolean PolyFlag(line_t *line) { polyflagdata_t pfd; pfd.polyObjNum = Tag_FGet(&line->tags); pfd.speed = P_AproxDistance(line->dx, line->dy) >> FRACBITS; pfd.angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y) >> ANGLETOFINESHIFT; pfd.momx = sides[line->sidenum[0]].textureoffset >> FRACBITS; return EV_DoPolyObjFlag(&pfd); } // Parses arguments for parameterized polyobject move-by-sector-heights specials static boolean PolyDisplace(line_t *line) { polydisplacedata_t pdd; pdd.polyObjNum = Tag_FGet(&line->tags); pdd.controlSector = line->frontsector; pdd.dx = line->dx>>8; pdd.dy = line->dy>>8; return EV_DoPolyObjDisplace(&pdd); } // Parses arguments for parameterized polyobject rotate-by-sector-heights specials static boolean PolyRotDisplace(line_t *line) { polyrotdisplacedata_t pdd; fixed_t anginter, distinter; pdd.polyObjNum = Tag_FGet(&line->tags); pdd.controlSector = line->frontsector; // Rotate 'anginter' interval for each 'distinter' interval from the control sector. // Use default values if not provided as fallback. anginter = sides[line->sidenum[0]].rowoffset ? sides[line->sidenum[0]].rowoffset : 90*FRACUNIT; distinter = sides[line->sidenum[0]].textureoffset ? sides[line->sidenum[0]].textureoffset : 128*FRACUNIT; pdd.rotscale = FixedDiv(anginter, distinter); // Same behavior as other rotators when carrying things. if (line->flags & ML_NOCLIMB) pdd.turnobjs = 0; else if (line->flags & ML_EFFECT4) pdd.turnobjs = 2; else pdd.turnobjs = 1; return EV_DoPolyObjRotDisplace(&pdd); } /** Finds minimum light from an adjacent sector. * * \param sector Sector to start in. * \param max Maximum value to return. * \return Minimum light value from an adjacent sector, or max if the minimum * light value is greater than max. */ INT32 P_FindMinSurroundingLight(sector_t *sector, INT32 max) { size_t i; INT32 min = max; line_t *line; sector_t *check; 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; } void T_ExecutorDelay(executor_t *e) { if (--e->timer <= 0) { if (e->caller && P_MobjWasRemoved(e->caller)) // If the mobj died while we were delaying P_SetTarget(&e->caller, NULL); // Call with no mobj! P_ProcessLineSpecial(e->line, e->caller, e->sector); P_SetTarget(&e->caller, NULL); // Let the mobj know it can be removed now. P_RemoveThinker(&e->thinker); } } static void P_AddExecutorDelay(line_t *line, mobj_t *mobj, sector_t *sector) { executor_t *e; INT32 delay; if (udmf) delay = line->executordelay; else { if (!line->backsector) I_Error("P_AddExecutorDelay: Line has no backsector!\n"); delay = (line->backsector->ceilingheight >> FRACBITS) + (line->backsector->floorheight >> FRACBITS); } e = Z_Calloc(sizeof (*e), PU_LEVSPEC, NULL); e->thinker.function.acp1 = (actionf_p1)T_ExecutorDelay; e->line = line; e->sector = sector; e->timer = delay; P_SetTarget(&e->caller, mobj); // Use P_SetTarget to make sure the mobj doesn't get freed while we're delaying. P_AddThinker(THINK_MAIN, &e->thinker); } /** Used by P_LinedefExecute to check a trigger linedef's conditions * The linedef executor specials in the trigger linedef's sector are run if all conditions are met. * Return false cancels P_LinedefExecute, this happens if a condition is not met. * * \param triggerline Trigger linedef to check conditions for; should NEVER be NULL. * \param actor Object initiating the action; should not be NULL. * \param caller Sector in which the action was started. May be NULL. * \sa P_ProcessLineSpecial, P_LinedefExecute */ boolean P_RunTriggerLinedef(line_t *triggerline, mobj_t *actor, sector_t *caller) { sector_t *ctlsector; fixed_t dist = P_AproxDistance(triggerline->dx, triggerline->dy)>>FRACBITS; size_t i, linecnt, sectori; INT16 specialtype = triggerline->special; ///////////////////////////////////////////////// // Distance-checking/sector trigger conditions // ///////////////////////////////////////////////// // Linetypes 303 and 304 require a specific // number, or minimum or maximum, of rings. if (specialtype == 303 || specialtype == 304) { fixed_t rings = 0; // With the passuse flag, count all player's // rings. if (triggerline->flags & ML_EFFECT4) { for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; if (!players[i].mo || players[i].rings <= 0) continue; rings += players[i].rings; } } else { if (!(actor && actor->player)) return false; // no player to count rings from here, sorry rings = actor->player->rings; } if (triggerline->flags & ML_NOCLIMB) { if (rings > dist) return false; } else if (triggerline->flags & ML_BLOCKPLAYERS) { if (rings < dist) return false; } else { if (rings != dist) return false; } } else if (specialtype >= 314 && specialtype <= 315) { msecnode_t *node; mobj_t *mo; INT32 numpush = 0; INT32 numneeded = dist; if (!caller) return false; // we need a calling sector to find pushables in, silly! // Count the pushables in this sector node = caller->touching_thinglist; // things touching this sector while (node) { mo = node->m_thing; if ((mo->flags & MF_PUSHABLE) || ((mo->info->flags & MF_PUSHABLE) && mo->fuse)) numpush++; node = node->m_thinglist_next; } if (triggerline->flags & ML_NOCLIMB) // Need at least or more { if (numpush < numneeded) return false; } else if (triggerline->flags & ML_EFFECT4) // Need less than { if (numpush >= numneeded) return false; } else // Need exact { if (numpush != numneeded) return false; } } else if (caller) { if (GETSECSPECIAL(caller->special, 2) == 6) { if (!(ALLCHAOSEMERALDS(emeralds))) return false; } // If we were not triggered by a sector type especially for the purpose, // a Linedef Executor linedef trigger is not handling sector triggers properly, return. else if ((!GETSECSPECIAL(caller->special, 2) || GETSECSPECIAL(caller->special, 2) > 7) && (specialtype > 322)) { CONS_Alert(CONS_WARNING, M_GetText("Linedef executor trigger isn't handling sector triggers properly!\nspecialtype = %d, if you are not a dev, report this warning instance\nalong with the wad that caused it!\n"), specialtype); return false; } } ////////////////////////////////////// // Miscellaneous trigger conditions // ////////////////////////////////////// switch (specialtype) { case 309: // continuous case 310: // each time // Only red team members can activate this. if (!(actor && actor->player && actor->player->ctfteam == 1)) return false; break; case 311: // continuous case 312: // each time // Only blue team members can activate this. if (!(actor && actor->player && actor->player->ctfteam == 2)) return false; break; case 317: // continuous case 318: // once { // Unlockable triggers required INT32 trigid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS); if ((modifiedgame && !savemoddata) || (netgame || multiplayer)) return false; else if (trigid < 0 || trigid > 31) // limited by 32 bit variable { CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", triggerline->sidenum[0], trigid); return false; } else if (!(unlocktriggers & (1 << trigid))) return false; } break; case 319: // continuous case 320: // once { // An unlockable itself must be unlocked! INT32 unlockid = (INT32)(sides[triggerline->sidenum[0]].textureoffset>>FRACBITS); if ((modifiedgame && !savemoddata) || (netgame || multiplayer)) return false; else if (unlockid < 0 || unlockid >= MAXUNLOCKABLES) // limited by unlockable count { CONS_Debug(DBG_GAMELOGIC, "Unlockable check (sidedef %hu): bad unlockable ID %d\n", triggerline->sidenum[0], unlockid); return false; } else if (!(unlockables[unlockid-1].unlocked)) return false; } break; case 321: // continuous case 322: // each time // decrement calls left before triggering if (triggerline->callcount > 0) { if (--triggerline->callcount > 0) return false; } break; case 331: // continuous case 332: // each time case 333: // once if (!(actor && actor->player && ((stricmp(triggerline->text, skins[actor->player->skin].name) == 0) ^ ((triggerline->flags & ML_NOCLIMB) == ML_NOCLIMB)))) return false; break; case 334: // object dye - continuous case 335: // object dye - each time case 336: // object dye - once { INT32 triggercolor = (INT32)sides[triggerline->sidenum[0]].toptexture; UINT16 color = (actor->player ? actor->player->dye : actor->color); boolean invert = (triggerline->flags & ML_NOCLIMB ? true : false); if (invert ^ (triggercolor != color)) return false; } default: break; } ///////////////////////////////// // Processing linedef specials // ///////////////////////////////// ctlsector = triggerline->frontsector; sectori = (size_t)(ctlsector - sectors); linecnt = ctlsector->linecount; if (triggerline->flags & ML_EFFECT5) // disregard order for efficiency { for (i = 0; i < linecnt; i++) if (ctlsector->lines[i]->special >= 400 && ctlsector->lines[i]->special < 500) { if (ctlsector->lines[i]->executordelay) P_AddExecutorDelay(ctlsector->lines[i], actor, caller); else P_ProcessLineSpecial(ctlsector->lines[i], actor, caller); } } else // walk around the sector in a defined order { boolean backwards = false; size_t j, masterlineindex = (size_t)-1; for (i = 0; i < linecnt; i++) if (ctlsector->lines[i] == triggerline) { masterlineindex = i; break; } #ifdef PARANOIA if (masterlineindex == (size_t)-1) { const size_t li = (size_t)(ctlsector->lines[i] - lines); I_Error("Line %s isn't linked into its front sector", sizeu1(li)); } #endif // i == masterlineindex for (;;) { if (backwards) // v2 to v1 { for (j = 0; j < linecnt; j++) { if (i == j) continue; if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v2) { i = j; break; } if (ctlsector->lines[i]->v1 == ctlsector->lines[j]->v1) { i = j; backwards = false; break; } } if (j == linecnt) { const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes); CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n", sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v1->x, ctlsector->lines[i]->v1->y); return false; // abort } } else // v1 to v2 { for (j = 0; j < linecnt; j++) { if (i == j) continue; if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v1) { i = j; break; } if (ctlsector->lines[i]->v2 == ctlsector->lines[j]->v2) { i = j; backwards = true; break; } } if (j == linecnt) { const size_t vertexei = (size_t)(ctlsector->lines[i]->v1 - vertexes); CONS_Debug(DBG_GAMELOGIC, "Warning: Sector %s is not closed at vertex %s (%d, %d)\n", sizeu1(sectori), sizeu2(vertexei), ctlsector->lines[i]->v2->x, ctlsector->lines[i]->v2->y); return false; // abort } } if (i == masterlineindex) break; if (ctlsector->lines[i]->special >= 400 && ctlsector->lines[i]->special < 500) { if (ctlsector->lines[i]->executordelay) P_AddExecutorDelay(ctlsector->lines[i], actor, caller); else P_ProcessLineSpecial(ctlsector->lines[i], actor, caller); } } } // "Trigger on X calls" linedefs reset if noclimb is set if ((specialtype == 321 || specialtype == 322) && triggerline->flags & ML_NOCLIMB) triggerline->callcount = sides[triggerline->sidenum[0]].textureoffset>>FRACBITS; else // These special types work only once if (specialtype == 302 // Once || specialtype == 304 // Ring count - Once || specialtype == 307 // Character ability - Once || specialtype == 308 // Race only - Once || specialtype == 313 // No More Enemies - Once || specialtype == 315 // No of pushables - Once || specialtype == 318 // Unlockable trigger - Once || specialtype == 320 // Unlockable - Once || specialtype == 321 || specialtype == 322 // Trigger on X calls - Continuous + Each Time || specialtype == 333 // Skin - Once || specialtype == 336 // Dye - Once || specialtype == 399 // Level Load || specialtype == 328 // SRB2Kart Encore Load ) triggerline->special = 0; // Clear it out return true; } /** Runs a linedef executor. * Can be called by: * - a player moving into a special sector or FOF. * - a pushable object moving into a special sector or FOF. * - a ceiling or floor movement from a previous linedef executor finishing. * - any object in a state with the A_LinedefExecute() action. * * \param tag Tag of the linedef executor to run. * \param actor Object initiating the action; should not be NULL. * \param caller Sector in which the action was started. May be NULL. * \sa P_ProcessLineSpecial, P_RunTriggerLinedef * \author Graue */ void P_LinedefExecute(INT16 tag, mobj_t *actor, sector_t *caller) { size_t masterline; CONS_Debug(DBG_GAMELOGIC, "P_LinedefExecute: Executing trigger linedefs of tag %d\n", tag); I_Assert(!actor || !P_MobjWasRemoved(actor)); // If actor is there, it must be valid. for (masterline = 0; masterline < numlines; masterline++) { if (Tag_FGet(&lines[masterline].tags) != tag) continue; // "No More Enemies" and "Level Load" take care of themselves. if (lines[masterline].special == 313 || lines[masterline].special == 399 || lines[masterline].special == 328 || lines[masterline].special == 2002 // SRB2Kart race lap trigger || lines[masterline].special == 323 // Each-time executors handle themselves, too || lines[masterline].special == 301 // Each time || lines[masterline].special == 306 // Character ability - Each time || lines[masterline].special == 310 // CTF Red team - Each time || lines[masterline].special == 312 // CTF Blue team - Each time || lines[masterline].special == 322 // Trigger on X calls - Each Time || lines[masterline].special == 332 // Skin - Each time || lines[masterline].special == 335)// Dye - Each time continue; if (lines[masterline].special < 300 || lines[masterline].special > 399) continue; if (!P_RunTriggerLinedef(&lines[masterline], actor, caller)) return; // cancel P_LinedefExecute if function returns false } } // // P_SwitchWeather // // Switches the weather! // void P_SwitchWeather(UINT8 newWeather) { boolean purge = false; mobjtype_t swap = MT_NULL; if (precipprops[newWeather].type == MT_NULL) { // New type is null, we want to purge the weather. if (precipprops[curWeather].type == MT_NULL) return; // Nothing to do. purge = true; } else { if (precipprops[curWeather].type != MT_NULL) { // There are already existing weather particles to reuse. swap = precipprops[newWeather].type; } } if (purge == true) { thinker_t *think; precipmobj_t *precipmobj; for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; P_RemovePrecipMobj(precipmobj); } } else if (swap != MT_NULL) // Rather than respawn all that crap, reuse it! { UINT8 randomstates = (UINT8)mobjinfo[swap].damage; thinker_t *think; precipmobj_t *precipmobj; statenum_t st; for (think = thlist[THINK_PRECIP].next; think != &thlist[THINK_PRECIP]; think = think->next) { if (think->function.acp1 != (actionf_p1)P_NullPrecipThinker) continue; // not a precipmobj thinker precipmobj = (precipmobj_t *)think; precipmobj->flags = mobjinfo[swap].flags; st = mobjinfo[swap].spawnstate; if (randomstates > 0) { UINT8 mrand = M_RandomByte(); UINT8 threshold = UINT8_MAX / (randomstates + 1); UINT8 i; for (i = 0; i < randomstates; i++) { if (mrand < (threshold * (i+1))) { st += i+1; break; } } } precipmobj->state = &states[st]; precipmobj->tics = precipmobj->state->tics; precipmobj->sprite = precipmobj->state->sprite; precipmobj->frame = precipmobj->state->frame; precipmobj->momz = mobjinfo[swap].speed; precipmobj->precipflags &= ~PCF_INVISIBLE; } } curWeather = newWeather; if (swap == MT_NULL && precipprops[newWeather].type != MT_NULL) P_SpawnPrecipitation(); } // Passed over the finish line forwards static void K_HandleLapIncrement(player_t *player) { if (player) { if (leveltime < starttime) { // Will fault the player K_DoIngameRespawn(player); } else if ((player->starpostnum == numstarposts) || (player->laps == 0)) { size_t i = 0; UINT8 nump = 0; UINT8 lowestLap; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i] || players[i].spectator) continue; nump++; } player->laps++; // Set up lap animation vars if (player->laps > 1) { if (nump > 1) { if (K_IsPlayerLosing(player)) player->karthud[khud_laphand] = 3; else { if (nump > 2 && player->position == 1) // 1st place in 1v1 uses thumbs up player->karthud[khud_laphand] = 1; else player->karthud[khud_laphand] = 2; } } else player->karthud[khud_laphand] = 0; // No hands in FREE PLAY player->karthud[khud_lapanimation] = 80; // save best lap for record attack if (player == &players[consoleplayer]) { if (curlap < bestlap || bestlap == 0) bestlap = curlap; curlap = 0; } } if (rainbowstartavailable == true) { S_StartSound(player->mo, sfx_s23c); player->startboost = 125; K_SpawnDriftBoostExplosion(player, 4); K_SpawnDriftElectricSparks(player); rainbowstartavailable = false; } if (netgame && player->laps >= (UINT8)cv_numlaps.value) CON_LogMessage(va(M_GetText("%s has finished the race.\n"), player_names[player-players])); player->starpostnum = 0; if (P_IsDisplayPlayer(player)) { if (player->laps == (UINT8)(cv_numlaps.value)) // final lap S_StartSound(NULL, sfx_s3k68); else if ((player->laps > 1) && (player->laps < (UINT8)(cv_numlaps.value))) // non-final lap S_StartSound(NULL, sfx_s221); else if (player->laps > (UINT8)(cv_numlaps.value)) { // finished S_StartSound(NULL, sfx_s3k6a); } } else { if ((player->laps > (UINT8)(cv_numlaps.value)) && (player->position == 1)) { // opponent finished S_StartSound(NULL, sfx_s253); } } // finished race exit setup if (player->laps > (unsigned)cv_numlaps.value) { P_DoPlayerExit(player); P_SetupSignExit(player); } thwompsactive = true; // Lap 2 effects lowestLap = P_FindLowestLap(); for (i = 0; i < numlines; i++) { if (lines[i].special == 2002) // Race lap trigger { UINT8 lap; if (lines[i].flags & ML_EFFECT4) { lap = player->laps; } else { lap = lowestLap; if (lap <= lastLowestLap) { // Need to be able to search for E4 linedefs continue; } } if (lines[i].flags & ML_NOCLIMB) // Need higher than or equal to { if (lap < (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) continue; } else if (lines[i].flags & ML_BLOCKPLAYERS) // Need lower than or equal to { if (lap > (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) continue; } else // Need equal to { if (lap != (sides[lines[i].sidenum[0]].textureoffset >> FRACBITS)) continue; } P_RunTriggerLinedef(&lines[i], player->mo, NULL); } } lastLowestLap = lowestLap; } else if (player->starpostnum) { S_StartSound(player->mo, sfx_s26d); } } } // player went backwards over the line static void K_HandleLapDecrement(player_t *player) { if (player) { if ((player->starpostnum == 0) && (player->laps > 0)) { player->starpostnum = numstarposts; player->laps--; curlap = UINT32_MAX; } } } // // P_CrossSpecialLine - TRIGGER // Called every time a thing origin is about // to cross a line with specific specials // Kart - Only used for the finish line currently // void P_CrossSpecialLine(line_t *line, INT32 side, mobj_t *thing) { // only used for the players currently if (!(thing && thing->player && !thing->player->spectator && !(thing->player->pflags & PF_NOCONTEST))) return; { player_t *player = thing->player; if (P_IsLineTripWire(line)) { K_ApplyTripWire(player, TRIP_PASSED); } switch (line->special) { case 2001: // Finish Line { if ((gametyperules & GTR_CIRCUIT) && !(player->exiting) && !(player->pflags & PF_HITFINISHLINE)) { if (((line->flags & (ML_NOCLIMB)) && (side == 0)) || (!(line->flags & (ML_NOCLIMB)) && (side == 1))) // crossed from behind to infront { K_HandleLapIncrement(player); } else { K_HandleLapDecrement(player); } player->pflags |= PF_HITFINISHLINE; } } break; case 2003: // Respawn Line { /* No Climb: only trigger from front side */ if ( player->respawn.state == RESPAWNST_NONE && (!(line->flags & ML_NOCLIMB) || side == 0) ) { P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DEATHPIT); } } break; default: { // Do nothing } break; } } } /** Gets an object. * * \param type Object type to look for. * \param s Sector number to look in. * \return Pointer to the first ::type found in the sector. * \sa P_GetPushThing */ static mobj_t *P_GetObjectTypeInSectorNum(mobjtype_t type, size_t s) { sector_t *sec = sectors + s; mobj_t *thing = sec->thinglist; while (thing) { if (thing->type == type) return thing; thing = thing->snext; } return NULL; } /** Processes the line special triggered by an object. * * \param line Line with the special command on it. * \param mo mobj that triggered the line. Must be valid and non-NULL. * \param callsec sector in which action was initiated; this can be NULL. * Because of the A_LinedefExecute() action, even if non-NULL, * this sector might not have the same tag as the linedef executor, * and it might not have the linedef executor sector type. * \todo Handle mo being NULL gracefully. T_MoveFloor() and T_MoveCeiling() * don't have an object to pass. * \todo Split up into multiple functions. * \sa P_LinedefExecute * \author Graue */ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) { INT32 secnum = -1; mtag_t tag = Tag_FGet(&line->tags); TAG_ITER_DECLARECOUNTER(0); I_Assert(!mo || !P_MobjWasRemoved(mo)); // If mo is there, mo must be valid! // note: only commands with linedef types >= 400 && < 500 can be used switch (line->special) { case 400: // Set tagged sector's floor height/pic EV_DoFloor(line, instantMoveFloorByFrontSector); break; case 401: // Set tagged sector's ceiling height/pic EV_DoCeiling(line, instantMoveCeilingByFrontSector); break; case 402: // Set tagged sector's light level { INT16 newlightlevel; INT32 newfloorlightsec, newceilinglightsec; newlightlevel = line->frontsector->lightlevel; newfloorlightsec = line->frontsector->floorlightsec; newceilinglightsec = line->frontsector->ceilinglightsec; // act on all sectors with the same tag as the triggering linedef TAG_ITER_SECTORS(0, tag, secnum) { if (sectors[secnum].lightingdata) { // Stop the lighting madness going on in this sector! P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; // No, it's not an elevator_t, but any struct with a thinker_t named // 'thinker' at the beginning will do here. (We don't know what it // actually is: could be lightlevel_t, fireflicker_t, glow_t, etc.) } sectors[secnum].lightlevel = newlightlevel; sectors[secnum].floorlightsec = newfloorlightsec; sectors[secnum].ceilinglightsec = newceilinglightsec; } } break; case 403: // Move floor, linelen = speed, frontsector floor = dest height EV_DoFloor(line, moveFloorByFrontSector); break; case 404: // Move ceiling, linelen = speed, frontsector ceiling = dest height EV_DoCeiling(line, moveCeilingByFrontSector); break; case 405: // Move floor by front side texture offsets, offset x = speed, offset y = amount to raise/lower EV_DoFloor(line, moveFloorByFrontTexture); break; case 407: // Move ceiling by front side texture offsets, offset x = speed, offset y = amount to raise/lower EV_DoCeiling(line, moveCeilingByFrontTexture); break; /* case 405: // Lower floor by line, dx = speed, dy = amount to lower EV_DoFloor(line, lowerFloorByLine); break; case 406: // Raise floor by line, dx = speed, dy = amount to raise EV_DoFloor(line, raiseFloorByLine); break; case 407: // Lower ceiling by line, dx = speed, dy = amount to lower EV_DoCeiling(line, lowerCeilingByLine); break; case 408: // Raise ceiling by line, dx = speed, dy = amount to raise EV_DoCeiling(line, raiseCeilingByLine); break;*/ case 409: // Change tagged sectors' tag // (formerly "Change calling sectors' tag", but behavior was changed) { TAG_ITER_SECTORS(0, tag, secnum) Tag_SectorFSet(secnum,(INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS)); break; } case 410: // Change front sector's tag Tag_SectorFSet((UINT32)(line->frontsector - sectors), (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS)); break; case 411: // Stop floor/ceiling movement in tagged sector(s) TAG_ITER_SECTORS(0, tag, secnum) { if (sectors[secnum].floordata) { if (sectors[secnum].floordata == sectors[secnum].ceilingdata) // elevator { P_RemoveThinker(&((elevator_t *)sectors[secnum].floordata)->thinker); sectors[secnum].floordata = sectors[secnum].ceilingdata = NULL; sectors[secnum].floorspeed = sectors[secnum].ceilspeed = 0; } else // floormove { P_RemoveThinker(&((floormove_t *)sectors[secnum].floordata)->thinker); sectors[secnum].floordata = NULL; sectors[secnum].floorspeed = 0; } } if (sectors[secnum].ceilingdata) // ceiling { P_RemoveThinker(&((ceiling_t *)sectors[secnum].ceilingdata)->thinker); sectors[secnum].ceilingdata = NULL; sectors[secnum].ceilspeed = 0; } } break; case 412: // Teleport the player or thing { mobj_t *dest; if (!mo) // nothing to teleport return; if (line->flags & ML_EFFECT3) // Relative silent teleport { fixed_t x, y, z; x = sides[line->sidenum[0]].textureoffset; y = sides[line->sidenum[0]].rowoffset; z = line->frontsector->ceilingheight; P_UnsetThingPosition(mo); mo->x += x; mo->y += y; mo->z += z; P_SetThingPosition(mo); if (mo->player) { UINT8 i; for (i = 0; i <= r_splitscreen; i++) { if (mo->player == &players[displayplayers[i]] && camera[i].chase) { camera[i].x += x; camera[i].y += y; camera[i].z += z; camera[i].subsector = R_PointInSubsector(camera[i].x, camera[i].y); break; } } } } else { if ((secnum = Tag_Iterate_Sectors(tag, 0)) < 0) return; dest = P_GetObjectTypeInSectorNum(MT_TELEPORTMAN, secnum); if (!dest) return; if (line->flags & ML_BLOCKPLAYERS) P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, false, (line->flags & ML_EFFECT4) == ML_EFFECT4); else { P_Teleport(mo, dest->x, dest->y, dest->z, (line->flags & ML_NOCLIMB) ? mo->angle : dest->angle, true, (line->flags & ML_EFFECT4) == ML_EFFECT4); // Play the 'bowrwoosh!' sound S_StartSound(dest, sfx_mixup); } } } break; case 413: // Change music // console player only unless NOCLIMB is set if ((line->flags & ML_NOCLIMB) || (mo && mo->player && P_IsLocalPlayer(mo->player)) || titlemapinaction) { boolean musicsame = (!sides[line->sidenum[0]].text[0] || !strnicmp(sides[line->sidenum[0]].text, S_MusicName(), 7)); UINT16 tracknum = (UINT16)max(sides[line->sidenum[0]].bottomtexture, 0); INT32 position = (INT32)max(sides[line->sidenum[0]].midtexture, 0); UINT32 prefadems = (UINT32)max(sides[line->sidenum[0]].textureoffset >> FRACBITS, 0); UINT32 postfadems = (UINT32)max(sides[line->sidenum[0]].rowoffset >> FRACBITS, 0); UINT8 fadetarget = (UINT8)max((line->sidenum[1] != 0xffff) ? sides[line->sidenum[1]].textureoffset >> FRACBITS : 0, 0); INT16 fadesource = (INT16)max((line->sidenum[1] != 0xffff) ? sides[line->sidenum[1]].rowoffset >> FRACBITS : -1, -1); // Seek offset from current song position if (line->flags & ML_EFFECT1) { // adjust for loop point if subtracting if (position < 0 && S_GetMusicLength() && S_GetMusicPosition() > S_GetMusicLoopPoint() && S_GetMusicPosition() + position < S_GetMusicLoopPoint()) position = max(S_GetMusicLength() - (S_GetMusicLoopPoint() - (S_GetMusicPosition() + position)), 0); else position = max(S_GetMusicPosition() + position, 0); } // Fade current music to target volume (if music won't be changed) if ((line->flags & ML_EFFECT2) && fadetarget && musicsame) { // 0 fadesource means fade from current volume. // meaning that we can't specify volume 0 as the source volume -- this starts at 1. if (!fadesource) fadesource = -1; if (!postfadems) S_SetInternalMusicVolume(fadetarget); else S_FadeMusicFromVolume(fadetarget, fadesource, postfadems); if (!(line->flags & ML_EFFECT3)) S_ShowMusicCredit(); if (position) S_SetMusicPosition(position); } // Change the music and apply position/fade operations else { strncpy(mapmusname, sides[line->sidenum[0]].text, 7); mapmusname[6] = 0; mapmusflags = tracknum & MUSIC_TRACKMASK; if (!(line->flags & ML_BLOCKPLAYERS)) mapmusflags |= MUSIC_RELOADRESET; if (line->flags & ML_NOTBOUNCY) mapmusflags |= MUSIC_FORCERESET; mapmusposition = position; mapmusresume = 0; S_ChangeMusicEx(mapmusname, mapmusflags, !(line->flags & ML_EFFECT4), position, !(line->flags & ML_EFFECT2) ? prefadems : 0, !(line->flags & ML_EFFECT2) ? postfadems : 0); if ((line->flags & ML_EFFECT2) && fadetarget) { if (!postfadems) S_SetInternalMusicVolume(fadetarget); else S_FadeMusicFromVolume(fadetarget, fadesource, postfadems); } } // Except, you can use the ML_BLOCKPLAYERS flag to change this behavior. // if (mapmusflags & MUSIC_RELOADRESET) then it will reset the music in G_PlayerReborn. } break; case 414: // Play SFX { INT32 sfxnum; sfxnum = sides[line->sidenum[0]].toptexture; if (sfxnum == sfx_None) return; // Do nothing! if (sfxnum < sfx_None || sfxnum >= NUMSFX) { CONS_Debug(DBG_GAMELOGIC, "Line type 414 Executor: sfx number %d is invalid!\n", sfxnum); return; } if (tag != 0) // Do special stuff only if a non-zero linedef tag is set { // Play sounds from tagged sectors' origins. if (line->flags & ML_EFFECT5) // Repeat Midtexture { // Additionally play the sound from tagged sectors' soundorgs sector_t *sec; TAG_ITER_SECTORS(0, tag, secnum) { sec = §ors[secnum]; S_StartSound(&sec->soundorg, sfxnum); } } // Play the sound without origin for anyone, as long as they're inside tagged areas. else { UINT8 i = 0; mobj_t* camobj; ffloor_t *rover; boolean foundit = false; for (i = 0; i < MAXSPLITSCREENPLAYERS; i++) { camobj = players[displayplayers[i]].mo; if (!camobj) continue; if (foundit || Tag_Find(&camobj->subsector->sector->tags, tag)) { foundit = true; break; } // Only trigger if mobj is touching the tag for(rover = camobj->subsector->sector->ffloors; rover; rover = rover->next) { if (!Tag_Find(&rover->master->frontsector->tags, tag)) continue; if (camobj->z > P_GetSpecialTopZ(camobj, sectors + rover->secnum, camobj->subsector->sector)) continue; if (camobj->z + camobj->height < P_GetSpecialBottomZ(camobj, sectors + rover->secnum, camobj->subsector->sector)) continue; foundit = true; break; } } if (foundit) S_StartSound(NULL, sfxnum); } } else { if (line->flags & ML_NOCLIMB) { // play the sound from nowhere, but only if display player triggered it if (mo && mo->player && P_IsDisplayPlayer(mo->player)) S_StartSound(NULL, sfxnum); } else if (line->flags & ML_EFFECT4) { // play the sound from nowhere S_StartSound(NULL, sfxnum); } else if (line->flags & ML_BLOCKPLAYERS) { // play the sound from calling sector's soundorg if (callsec) S_StartSound(&callsec->soundorg, sfxnum); else if (mo) S_StartSound(&mo->subsector->sector->soundorg, sfxnum); } else if (mo) { // play the sound from mobj that triggered it S_StartSound(mo, sfxnum); } } } break; case 415: // Run a script if (cv_runscripts.value) { INT32 scrnum; lumpnum_t lumpnum; char newname[9]; strcpy(newname, G_BuildMapName(gamemap)); newname[0] = 'S'; newname[1] = 'C'; newname[2] = 'R'; scrnum = sides[line->sidenum[0]].textureoffset>>FRACBITS; if (scrnum < 0 || scrnum > 999) { scrnum = 0; newname[5] = newname[6] = newname[7] = '0'; } else { newname[5] = (char)('0' + (char)((scrnum/100))); newname[6] = (char)('0' + (char)((scrnum%100)/10)); newname[7] = (char)('0' + (char)(scrnum%10)); } newname[8] = '\0'; lumpnum = W_CheckNumForName(newname); if (lumpnum == LUMPERROR || W_LumpLength(lumpnum) == 0) { CONS_Debug(DBG_SETUP, "SOC Error: script lump %s not found/not valid.\n", newname); } else COM_BufInsertText(W_CacheLumpNum(lumpnum, PU_CACHE)); } break; case 416: // Spawn adjustable fire flicker TAG_ITER_SECTORS(0, tag, secnum) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableFireFlicker expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. fireflicker_t *flick; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flick = P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); // Make sure the starting light level is in range. if (reallightlevel < flick->minlight) reallightlevel = (INT16)flick->minlight; else if (reallightlevel > flick->maxlight) reallightlevel = (INT16)flick->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 61 does it. P_SpawnAdjustableFireFlicker(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); } } break; case 417: // Spawn adjustable glowing light TAG_ITER_SECTORS(0, tag, secnum) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. glow_t *glow; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; glow = P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); // Make sure the starting light level is in range. if (reallightlevel < glow->minlight) reallightlevel = (INT16)glow->minlight; else if (reallightlevel > glow->maxlight) reallightlevel = (INT16)glow->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableGlowingLight(line->frontsector, §ors[secnum], P_AproxDistance(line->dx, line->dy)>>FRACBITS); } } break; case 418: // Spawn adjustable strobe flash (unsynchronized) TAG_ITER_SECTORS(0, tag, secnum) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. strobe_t *flash; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false); // Make sure the starting light level is in range. if (reallightlevel < flash->minlight) reallightlevel = (INT16)flash->minlight; else if (reallightlevel > flash->maxlight) reallightlevel = (INT16)flash->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, false); } } break; case 419: // Spawn adjustable strobe flash (synchronized) TAG_ITER_SECTORS(0, tag, secnum) { if (line->flags & ML_NOCLIMB && line->backsector) { // Use front sector for min light level, back sector for max. // This is tricky because P_SpawnAdjustableGlowingLight expects // the maxsector (second argument) to also be the target // sector, so we have to do some light level twiddling. strobe_t *flash; INT16 reallightlevel = sectors[secnum].lightlevel; sectors[secnum].lightlevel = line->backsector->lightlevel; flash = P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true); // Make sure the starting light level is in range. if (reallightlevel < flash->minlight) reallightlevel = (INT16)flash->minlight; else if (reallightlevel > flash->maxlight) reallightlevel = (INT16)flash->maxlight; sectors[secnum].lightlevel = reallightlevel; } else { // Use front sector for min, target sector for max, // the same way linetype 602 does it. P_SpawnAdjustableStrobeFlash(line->frontsector, §ors[secnum], abs(line->dx)>>FRACBITS, abs(line->dy)>>FRACBITS, true); } } break; case 420: // Fade light levels in tagged sectors to new value P_FadeLight(tag, (line->flags & ML_DONTPEGBOTTOM) ? max(sides[line->sidenum[0]].textureoffset>>FRACBITS, 0) : line->frontsector->lightlevel, // failsafe: if user specifies Back Y Offset and NOT Front Y Offset, use the Back Offset // to be consistent with other light and fade specials (line->flags & ML_DONTPEGBOTTOM) ? ((line->sidenum[1] != 0xFFFF && !(sides[line->sidenum[0]].rowoffset>>FRACBITS)) ? max(min(sides[line->sidenum[1]].rowoffset>>FRACBITS, 255), 0) : max(min(sides[line->sidenum[0]].rowoffset>>FRACBITS, 255), 0)) : abs(P_AproxDistance(line->dx, line->dy))>>FRACBITS, (line->flags & ML_EFFECT4), (line->flags & ML_EFFECT5)); break; case 421: // Stop lighting effect in tagged sectors TAG_ITER_SECTORS(0, tag, secnum) if (sectors[secnum].lightingdata) { P_RemoveThinker(&((elevator_t *)sectors[secnum].lightingdata)->thinker); sectors[secnum].lightingdata = NULL; } break; case 422: // Cut away to another view { mobj_t *altview; if ((!mo || !mo->player) && !titlemapinaction) // only players have views, and title screens return; if ((secnum = Tag_Iterate_Sectors(tag, 0)) < 0) return; altview = P_GetObjectTypeInSectorNum(MT_ALTVIEWMAN, secnum); if (!altview) return; // If titlemap, set the camera ref for title's thinker // This is not revoked until overwritten; awayviewtics is ignored if (titlemapinaction) titlemapcameraref = altview; else { P_SetTarget(&mo->player->awayviewmobj, altview); mo->player->awayviewtics = P_AproxDistance(line->dx, line->dy)>>FRACBITS; } if (line->flags & ML_NOCLIMB) // lets you specify a vertical angle { INT32 aim; aim = sides[line->sidenum[0]].textureoffset>>FRACBITS; aim = (aim + 360) % 360; aim *= (ANGLE_90>>8); aim /= 90; aim <<= 8; if (titlemapinaction) titlemapcameraref->cusval = (angle_t)aim; else mo->player->awayviewaiming = (angle_t)aim; } else { // straight ahead if (!titlemapinaction) mo->player->awayviewaiming = 0; // don't do cusval cause that's annoying } } break; case 423: // Change Sky if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB)) P_SetupLevelSky(sides[line->sidenum[0]].text, (line->flags & ML_NOCLIMB)); break; case 424: // Change Weather if (line->flags & ML_NOCLIMB) { globalweather = (UINT8)(sides[line->sidenum[0]].textureoffset>>FRACBITS); P_SwitchWeather(globalweather); } else if (mo && mo->player && P_IsLocalPlayer(mo->player)) P_SwitchWeather(sides[line->sidenum[0]].textureoffset>>FRACBITS); break; case 425: // Calls P_SetMobjState on calling mobj if (mo && !mo->player) P_SetMobjState(mo, sides[line->sidenum[0]].toptexture); //P_AproxDistance(line->dx, line->dy)>>FRACBITS); break; case 426: // Moves the mobj to its sector's soundorg and on the floor, and stops it if (!mo) return; if (line->flags & ML_NOCLIMB) { P_UnsetThingPosition(mo); mo->x = mo->subsector->sector->soundorg.x; mo->y = mo->subsector->sector->soundorg.y; mo->z = mo->floorz; P_SetThingPosition(mo); } mo->momx = mo->momy = mo->momz = 1; mo->pmomz = 0; if (mo->player) { mo->player->rmomx = mo->player->rmomy = 1; mo->player->cmomx = mo->player->cmomy = 0; P_ResetPlayer(mo->player); P_SetPlayerMobjState(mo, S_KART_STILL); } break; case 427: // Awards points if the mobj is a player if (mo && mo->player) P_AddPlayerScore(mo->player, sides[line->sidenum[0]].textureoffset>>FRACBITS); break; case 428: // Start floating platform movement EV_DoElevator(line, elevateContinuous, true); break; case 429: // Crush Ceiling Down Once EV_DoCrush(line, crushCeilOnce); break; case 430: // Crush Floor Up Once EV_DoFloor(line, crushFloorOnce); break; case 431: // Crush Floor & Ceiling to middle Once EV_DoCrush(line, crushBothOnce); break; case 432: // Enable 2D Mode (Disable if noclimb) if (mo && mo->player) { if (line->flags & ML_NOCLIMB) mo->flags2 &= ~MF2_TWOD; else mo->flags2 |= MF2_TWOD; } break; case 433: // Flip gravity (Flop gravity if noclimb) Works on pushables, too! if (line->flags & ML_NOCLIMB) mo->flags2 &= ~MF2_OBJECTFLIP; else mo->flags2 |= MF2_OBJECTFLIP; break; case 435: // Change scroller direction { scroll_t *scroller; thinker_t *th; for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { if (th->function.acp1 != (actionf_p1)T_Scroll) continue; scroller = (scroll_t *)th; if (!Tag_Find(§ors[scroller->affectee].tags, tag)) continue; scroller->dx = FixedMul(line->dx>>SCROLL_SHIFT, CARRYFACTOR); scroller->dy = FixedMul(line->dy>>SCROLL_SHIFT, CARRYFACTOR); } } break; case 436: // Shatter block remotely { INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to crumble boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; EV_CrumbleChain(sec, rover); } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 436 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 437: // Disable Player Controls if (mo && mo->player) { UINT16 fractime = (UINT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); if (fractime < 1) fractime = 1; //instantly wears off upon leaving if (line->flags & ML_NOCLIMB) fractime |= 1<<15; //more crazy &ing, as if music stuff wasn't enough mo->player->nocontrol = fractime; } break; case 438: // Set player scale if (mo) { mo->destscale = FixedDiv(P_AproxDistance(line->dx, line->dy), 100<destscale < FRACUNIT/100) mo->destscale = FRACUNIT/100; } break; case 439: // Set texture { size_t linenum; side_t *set = &sides[line->sidenum[0]], *this; boolean always = !(line->flags & ML_NOCLIMB); // If noclimb: Only change mid texture if mid texture already exists on tagged lines, etc. for (linenum = 0; linenum < numlines; linenum++) { if (lines[linenum].special == 439) continue; // Don't override other set texture lines! if (!Tag_Find(&lines[linenum].tags, tag)) continue; // Find tagged lines // Front side this = &sides[lines[linenum].sidenum[0]]; if (always || this->toptexture) this->toptexture = set->toptexture; if (always || this->midtexture) this->midtexture = set->midtexture; if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture; if (lines[linenum].sidenum[1] == 0xffff) continue; // One-sided stops here. // Back side this = &sides[lines[linenum].sidenum[1]]; if (always || this->toptexture) this->toptexture = set->toptexture; if (always || this->midtexture) this->midtexture = set->midtexture; if (always || this->bottomtexture) this->bottomtexture = set->bottomtexture; } } break; case 440: // Play race countdown and start Metal Sonic if (!metalrecording && !metalplayback) G_DoPlayMetal(); break; case 441: // Trigger unlockable if ((!modifiedgame || savemoddata) && !(netgame || multiplayer)) { INT32 trigid = (INT32)(sides[line->sidenum[0]].textureoffset>>FRACBITS); if (trigid < 0 || trigid > 31) // limited by 32 bit variable CONS_Debug(DBG_GAMELOGIC, "Unlockable trigger (sidedef %hu): bad trigger ID %d\n", line->sidenum[0], trigid); else { unlocktriggers |= 1 << trigid; // Unlocked something? if (M_UpdateUnlockablesAndExtraEmblems()) { S_StartSound(NULL, sfx_s3k68); G_SaveGameData(); // only save if unlocked something } } } // Execute one time only line->special = 0; break; case 442: // Calls P_SetMobjState on mobjs of a given type in the tagged sectors { const mobjtype_t type = (mobjtype_t)sides[line->sidenum[0]].toptexture; statenum_t state = NUMSTATES; sector_t *sec; mobj_t *thing; if (line->sidenum[1] != 0xffff) state = (statenum_t)sides[line->sidenum[1]].toptexture; TAG_ITER_SECTORS(0, tag, secnum) { boolean tryagain; sec = sectors + secnum; do { tryagain = false; for (thing = sec->thinglist; thing; thing = thing->snext) if (thing->type == type) { if (state != NUMSTATES) { if (!P_SetMobjState(thing, state)) // set state to specific state { // mobj was removed tryagain = true; // snext is corrupt, we'll have to start over. break; } } else if (!P_SetMobjState(thing, thing->state->nextstate)) // set state to nextstate { // mobj was removed tryagain = true; // snext is corrupt, we'll have to start over. break; } } } while (tryagain); } break; } case 443: // Calls a named Lua function if (line->stringargs[0]) LUAh_LinedefExecute(line, mo, callsec); else CONS_Alert(CONS_WARNING, "Linedef %s is missing the hook name of the Lua function to call! (This should be given in arg0str)\n", sizeu1(line-lines)); break; case 444: // Earthquake camera { quake.intensity = sides[line->sidenum[0]].textureoffset; quake.radius = sides[line->sidenum[0]].rowoffset; quake.time = P_AproxDistance(line->dx, line->dy)>>FRACBITS; quake.epicenter = NULL; /// \todo // reasonable defaults. if (!quake.intensity) quake.intensity = 8<sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible (or not visible) in ffloor_t *rover; // FOF to vanish/un-vanish boolean foundrover = false; // for debug, "Can't find a FOF" message ffloortype_e oldflags; // store FOF's old flags TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; oldflags = rover->flags; // Abracadabra! if (line->flags & ML_NOCLIMB) rover->flags |= FF_EXISTS; else rover->flags &= ~FF_EXISTS; // if flags changed, reset sector's light list if (rover->flags != oldflags) { sec->moved = true; P_RecalcPrecipInSector(sec); } } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 445 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 446: // Make block fall remotely (acts like FF_CRUMBLE) { INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to make fall down boolean foundrover = false; // for debug, "Can't find a FOF" message player_t *player = NULL; // player that caused FOF to fall boolean respawn = true; // should the fallen FOF respawn? if (mo) // NULL check player = mo->player; if (line->flags & ML_NOCLIMB) // don't respawn! respawn = false; TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; if (line->flags & ML_BLOCKPLAYERS) // FOF flags determine respawn ability instead? respawn = !(rover->flags & FF_NORETURN) ^ !!(line->flags & ML_NOCLIMB); // no climb inverts EV_StartCrumble(rover->master->frontsector, rover, (rover->flags & FF_FLOATBOB), player, rover->alpha, respawn); } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 446 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } } break; case 447: // Change colormap of tagged sectors! // Basically this special applies a colormap to the tagged sectors, just like 606 (the colormap linedef) // Except it is activated by linedef executor, not level load // This could even override existing colormaps I believe // -- Monster Iestyn 14/06/18 { extracolormap_t *source; if (!udmf) source = sides[line->sidenum[0]].colormap_data; else { if (!line->args[1]) source = line->frontsector->extra_colormap; else { INT32 sourcesec = Tag_Iterate_Sectors(line->args[1], 0); if (sourcesec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 447 Executor: Can't find sector with source colormap (tag %d)!\n", line->args[1]); return; } source = sectors[sourcesec].extra_colormap; } } TAG_ITER_SECTORS(0, line->args[0], secnum) { if (sectors[secnum].colormap_protected) continue; P_ResetColormapFader(§ors[secnum]); if (line->args[2] & TMCF_RELATIVE) { extracolormap_t *target = (!udmf && (line->flags & ML_TFERLINE) && line->sidenum[1] != 0xFFFF) ? sides[line->sidenum[1]].colormap_data : sectors[secnum].extra_colormap; // use back colormap instead of target sector extracolormap_t *exc = R_AddColormaps( target, source, line->args[2] & TMCF_SUBLIGHTR, line->args[2] & TMCF_SUBLIGHTG, line->args[2] & TMCF_SUBLIGHTB, line->args[2] & TMCF_SUBLIGHTA, line->args[2] & TMCF_SUBFADER, line->args[2] & TMCF_SUBFADEG, line->args[2] & TMCF_SUBFADEB, line->args[2] & TMCF_SUBFADEA, line->args[2] & TMCF_SUBFADESTART, line->args[2] & TMCF_SUBFADEEND, line->args[2] & TMCF_IGNOREFLAGS, false); if (!(sectors[secnum].extra_colormap = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); sectors[secnum].extra_colormap = exc; } else Z_Free(exc); } else sectors[secnum].extra_colormap = source; } break; } case 448: // Change skybox viewpoint/centerpoint if ((mo && mo->player && P_IsLocalPlayer(mo->player)) || (line->flags & ML_NOCLIMB)) { INT32 viewid = sides[line->sidenum[0]].textureoffset>>FRACBITS; INT32 centerid = sides[line->sidenum[0]].rowoffset>>FRACBITS; if ((line->flags & (ML_EFFECT4|ML_BLOCKPLAYERS)) == ML_EFFECT4) // Solid Midtexture is on but Block Enemies is off? { CONS_Alert(CONS_WARNING, M_GetText("Skybox switch linedef (tag %d) doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"), tag); } else { // set viewpoint mobj if (!(line->flags & ML_EFFECT4)) // Solid Midtexture turns off viewpoint setting { if (viewid >= 0 && viewid < 16) skyboxmo[0] = skyboxviewpnts[viewid]; else skyboxmo[0] = NULL; } // set centerpoint mobj if (line->flags & ML_BLOCKPLAYERS) // Block Enemies turns ON centerpoint setting { if (centerid >= 0 && centerid < 16) skyboxmo[1] = skyboxcenterpnts[centerid]; else skyboxmo[1] = NULL; } } CONS_Debug(DBG_GAMELOGIC, "Line type 448 Executor: viewid = %d, centerid = %d, viewpoint? = %s, centerpoint? = %s\n", viewid, centerid, ((line->flags & ML_EFFECT4) ? "no" : "yes"), ((line->flags & ML_BLOCKPLAYERS) ? "yes" : "no")); } break; case 449: // Enable bosses with parameter { INT32 bossid = sides[line->sidenum[0]].textureoffset>>FRACBITS; if (bossid & ~15) // if any bits other than first 16 are set { CONS_Alert(CONS_WARNING, M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"), tag); break; } if (line->flags & ML_NOCLIMB) { bossdisabled |= (1<sidenum[0]].textureoffset>>FRACBITS; INT32 rvalue2 = sides[line->sidenum[0]].rowoffset>>FRACBITS; INT32 result; if (rvalue1 <= rvalue2) result = P_RandomRange(rvalue1, rvalue2); else result = P_RandomRange(rvalue2, rvalue1); P_LinedefExecute((INT16)result, mo, NULL); break; } case 452: // Set FOF alpha { INT16 destvalue = line->sidenum[1] != 0xffff ? (INT16)(sides[line->sidenum[1]].textureoffset>>FRACBITS) : (INT16)(P_AproxDistance(line->dx, line->dy)>>FRACBITS); INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 452 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 1 // for relative alpha calc if (!(line->flags & ML_NOCLIMB) && // do translucent (rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES) && !(rover->flags & FF_RENDERALL)) rover->alpha = 1; P_RemoveFakeFloorFader(rover); P_FadeFakeFloor(rover, rover->alpha, max(1, min(256, (line->flags & ML_EFFECT3) ? rover->alpha + destvalue : destvalue)), 0, // set alpha immediately false, NULL, // tic-based logic false, // do not handle FF_EXISTS !(line->flags & ML_NOCLIMB), // handle FF_TRANSLUCENT false, // do not handle lighting false, // do not handle colormap false, // do not handle collision false, // do not do ghost fade (no collision during fade) true); // use exact alpha values (for opengl) } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 452 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 453: // Fade FOF { INT16 destvalue = line->sidenum[1] != 0xffff ? (INT16)(sides[line->sidenum[1]].textureoffset>>FRACBITS) : (INT16)(line->dx>>FRACBITS); INT16 speed = line->sidenum[1] != 0xffff ? (INT16)(abs(sides[line->sidenum[1]].rowoffset>>FRACBITS)) : (INT16)(abs(line->dy)>>FRACBITS); INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message size_t j = 0; // sec->ffloors is saved as ffloor #0, ss->ffloors->next is #1, etc TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; // Prevent continuous execs from interfering on an existing fade if (!(line->flags & ML_EFFECT5) && rover->fadingdata) //&& ((fade_t*)rover->fadingdata)->timer > (ticbased ? 2 : speed*2)) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Fade FOF thinker already exists, timer: %d\n", ((fade_t*)rover->fadingdata)->timer); continue; } if (speed > 0) P_AddFakeFloorFader(rover, secnum, j, destvalue, speed, (line->flags & ML_EFFECT4), // tic-based logic (line->flags & ML_EFFECT3), // Relative destvalue !(line->flags & ML_BLOCKPLAYERS), // do not handle FF_EXISTS !(line->flags & ML_NOCLIMB), // do not handle FF_TRANSLUCENT !(line->flags & ML_EFFECT2), // do not handle lighting !(line->flags & ML_EFFECT2), // do not handle colormap (ran out of flags) !(line->flags & ML_NOTBOUNCY), // do not handle collision (line->flags & ML_EFFECT1), // do ghost fade (no collision during fade) (line->flags & ML_TFERLINE)); // use exact alpha values (for opengl) else { // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 1 // for relative alpha calc if (!(line->flags & ML_NOCLIMB) && // do translucent (rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES) && !(rover->flags & FF_RENDERALL)) rover->alpha = 1; P_RemoveFakeFloorFader(rover); P_FadeFakeFloor(rover, rover->alpha, max(1, min(256, (line->flags & ML_EFFECT3) ? rover->alpha + destvalue : destvalue)), 0, // set alpha immediately false, NULL, // tic-based logic !(line->flags & ML_BLOCKPLAYERS), // do not handle FF_EXISTS !(line->flags & ML_NOCLIMB), // do not handle FF_TRANSLUCENT !(line->flags & ML_EFFECT2), // do not handle lighting !(line->flags & ML_EFFECT2), // do not handle colormap (ran out of flags) !(line->flags & ML_NOTBOUNCY), // do not handle collision (line->flags & ML_EFFECT1), // do ghost fade (no collision during fade) (line->flags & ML_TFERLINE)); // use exact alpha values (for opengl) } } j++; } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 453 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 454: // Stop fading FOF { INT16 sectag = (INT16)(sides[line->sidenum[0]].textureoffset>>FRACBITS); INT16 foftag = (INT16)(sides[line->sidenum[0]].rowoffset>>FRACBITS); sector_t *sec; // Sector that the FOF is visible in ffloor_t *rover; // FOF that we are going to operate boolean foundrover = false; // for debug, "Can't find a FOF" message TAG_ITER_SECTORS(0, sectag, secnum) { sec = sectors + secnum; if (!sec->ffloors) { CONS_Debug(DBG_GAMELOGIC, "Line type 454 Executor: Target sector #%d has no FOFs.\n", secnum); return; } for (rover = sec->ffloors; rover; rover = rover->next) { if (Tag_Find(&rover->master->frontsector->tags, foftag)) { foundrover = true; P_ResetFakeFloorFader(rover, NULL, !(line->flags & ML_BLOCKPLAYERS)); // do not finalize collision flags } } if (!foundrover) { CONS_Debug(DBG_GAMELOGIC, "Line type 454 Executor: Can't find a FOF control sector with tag %d\n", foftag); return; } } break; } case 455: // Fade colormap { extracolormap_t *dest; if (!udmf) dest = sides[line->sidenum[0]].colormap_data; else { if (!line->args[1]) dest = line->frontsector->extra_colormap; else { INT32 destsec = Tag_Iterate_Sectors(line->args[1], 0); if (destsec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 455 Executor: Can't find sector with destination colormap (tag %d)!\n", line->args[1]); return; } dest = sectors[destsec].extra_colormap; } } TAG_ITER_SECTORS(0, line->args[0], secnum) { extracolormap_t *source_exc, *dest_exc, *exc; if (sectors[secnum].colormap_protected) continue; // Don't interrupt ongoing fade if (!(line->args[3] & TMCF_OVERRIDE) && sectors[secnum].fadecolormapdata) //&& ((fadecolormap_t*)sectors[secnum].fadecolormapdata)->timer > (ticbased ? 2 : speed*2)) { CONS_Debug(DBG_GAMELOGIC, "Line type 455 Executor: Fade color thinker already exists, timer: %d\n", ((fadecolormap_t*)sectors[secnum].fadecolormapdata)->timer); continue; } if (!udmf && (line->flags & ML_TFERLINE)) // use back colormap instead of target sector sectors[secnum].extra_colormap = (line->sidenum[1] != 0xFFFF) ? sides[line->sidenum[1]].colormap_data : NULL; exc = sectors[secnum].extra_colormap; if (!(line->args[3] & TMCF_FROMBLACK) // Override fade from default rgba && !R_CheckDefaultColormap(dest, true, false, false) && R_CheckDefaultColormap(exc, true, false, false)) { exc = R_CopyColormap(exc, false); exc->rgba = R_GetRgbaRGB(dest->rgba) + R_PutRgbaA(R_GetRgbaA(exc->rgba)); //exc->fadergba = R_GetRgbaRGB(dest->rgba) + R_PutRgbaA(R_GetRgbaA(exc->fadergba)); if (!(source_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); source_exc = exc; } else Z_Free(exc); sectors[secnum].extra_colormap = source_exc; } else source_exc = exc ? exc : R_GetDefaultColormap(); if (line->args[3] & TMCF_RELATIVE) { exc = R_AddColormaps( source_exc, dest, line->args[3] & TMCF_SUBLIGHTR, line->args[3] & TMCF_SUBLIGHTG, line->args[3] & TMCF_SUBLIGHTB, line->args[3] & TMCF_SUBLIGHTA, line->args[3] & TMCF_SUBFADER, line->args[3] & TMCF_SUBFADEG, line->args[3] & TMCF_SUBFADEB, line->args[3] & TMCF_SUBFADEA, line->args[3] & TMCF_SUBFADESTART, line->args[3] & TMCF_SUBFADEEND, line->args[3] & TMCF_IGNOREFLAGS, false); } else exc = R_CopyColormap(dest, false); if (!(dest_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); dest_exc = exc; } else Z_Free(exc); Add_ColormapFader(§ors[secnum], source_exc, dest_exc, true, // tic-based timing line->args[2]); } break; } case 456: // Stop fade colormap TAG_ITER_SECTORS(0, line->args[0], secnum) P_ResetColormapFader(§ors[secnum]); break; case 457: // Track mobj angle to point if (mo) { INT32 failureangle = FixedAngle((min(max(abs(sides[line->sidenum[0]].textureoffset>>FRACBITS), 0), 360))*FRACUNIT); INT32 failuredelay = abs(sides[line->sidenum[0]].rowoffset>>FRACBITS); INT32 failureexectag = line->sidenum[1] != 0xffff ? (INT32)(sides[line->sidenum[1]].textureoffset>>FRACBITS) : 0; boolean persist = (line->flags & ML_EFFECT2); mobj_t *anchormo; if ((secnum = Tag_Iterate_Sectors(tag, 0)) < 0) return; anchormo = P_GetObjectTypeInSectorNum(MT_ANGLEMAN, secnum); if (!anchormo) return; mo->eflags |= MFE_TRACERANGLE; P_SetTarget(&mo->tracer, anchormo); mo->lastlook = persist; // don't disable behavior after first failure mo->extravalue1 = failureangle; // angle to exceed for failure state mo->extravalue2 = failureexectag; // exec tag for failure state (angle is not within range) mo->cusval = mo->cvmem = failuredelay; // cusval = tics to allow failure before line trigger; cvmem = decrement timer } break; case 458: // Stop tracking mobj angle to point if (mo && (mo->eflags & MFE_TRACERANGLE)) { mo->eflags &= ~MFE_TRACERANGLE; P_SetTarget(&mo->tracer, NULL); mo->lastlook = mo->cvmem = mo->cusval = mo->extravalue1 = mo->extravalue2 = 0; } break; case 459: // Control Text Prompt // console player only unless NOCLIMB is set if (mo && mo->player && P_IsLocalPlayer(mo->player)) { INT32 promptnum = max(0, (sides[line->sidenum[0]].textureoffset>>FRACBITS)-1); INT32 pagenum = max(0, (sides[line->sidenum[0]].rowoffset>>FRACBITS)-1); INT32 postexectag = abs((line->sidenum[1] != 0xFFFF) ? sides[line->sidenum[1]].textureoffset>>FRACBITS : tag); boolean closetextprompt = (line->flags & ML_BLOCKPLAYERS); //boolean allplayers = (line->flags & ML_NOCLIMB); boolean runpostexec = (line->flags & ML_EFFECT1); boolean blockcontrols = !(line->flags & ML_EFFECT2); boolean freezerealtime = !(line->flags & ML_EFFECT3); //boolean freezethinkers = (line->flags & ML_EFFECT4); boolean callbynamedtag = (line->flags & ML_TFERLINE); if (closetextprompt) F_EndTextPrompt(false, false); else { if (callbynamedtag && sides[line->sidenum[0]].text && sides[line->sidenum[0]].text[0]) F_GetPromptPageByNamedTag(sides[line->sidenum[0]].text, &promptnum, &pagenum); F_StartTextPrompt(promptnum, pagenum, mo, runpostexec ? postexectag : 0, blockcontrols, freezerealtime); } } break; case 460: // Award rings { INT16 rings = (sides[line->sidenum[0]].textureoffset>>FRACBITS); INT32 delay = (sides[line->sidenum[0]].rowoffset>>FRACBITS); if (mo && mo->player) { if (delay <= 0 || !(leveltime % delay)) P_GivePlayerRings(mo->player, rings); } } break; case 461: // Spawns an object on the map based on texture offsets { const mobjtype_t type = (mobjtype_t)(sides[line->sidenum[0]].toptexture); mobj_t *mobj; fixed_t x, y, z; x = sides[line->sidenum[0]].textureoffset; y = sides[line->sidenum[0]].rowoffset; z = line->frontsector->floorheight; if (line->flags & ML_NOCLIMB) // If noclimb is set, spawn randomly within a range { if (line->sidenum[1] != 0xffff) // Make sure the linedef has a back side { x = P_RandomRange(sides[line->sidenum[0]].textureoffset>>FRACBITS, sides[line->sidenum[1]].textureoffset>>FRACBITS)<sidenum[0]].rowoffset>>FRACBITS, sides[line->sidenum[1]].rowoffset>>FRACBITS)<frontsector->floorheight>>FRACBITS, line->frontsector->ceilingheight>>FRACBITS)<special); break; } } mobj = P_SpawnMobj(x, y, z, type); if (mobj) { if (line->flags & ML_EFFECT1) mobj->angle = R_PointToAngle2(line->v1->x, line->v1->y, line->v2->x, line->v2->y); CONS_Debug(DBG_GAMELOGIC, "Linedef Type %d - Spawn Object: %d spawned at (%d, %d, %d)\n", line->special, mobj->type, mobj->x>>FRACBITS, mobj->y>>FRACBITS, mobj->z>>FRACBITS); //TODO: Convert mobj->type to a string somehow. } else CONS_Alert(CONS_ERROR,"Linedef Type %d - Spawn Object: Object did not spawn!\n", line->special); } break; case 462: // Stop clock (and end level in record attack) stoppedclock = true; CONS_Debug(DBG_GAMELOGIC, "Clock stopped!\n"); if (modeattacking) { UINT8 i; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i]); } } break; case 463: // Dye object { INT32 color = sides[line->sidenum[0]].toptexture; if (mo) { if (color < 0 || color >= numskincolors) return; var1 = 0; var2 = color; A_Dye(mo); } } break; case 464: // Trigger Egg Capsule { thinker_t *th; mobj_t *mo2; // Find the center of the Eggtrap and release all the pretty animals! // The chimps are my friends.. heeheeheheehehee..... - LouisJM for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_EGGTRAP) continue; if (!mo2->spawnpoint) continue; if (mo2->spawnpoint->angle != tag) continue; P_KillMobj(mo2, NULL, mo, DMG_NORMAL); } if (!(line->flags & ML_NOCLIMB)) { INT32 i; // Mark all players with the time to exit thingy! for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i]); } } } break; case 465: // Set linedef executor delay { INT32 linenum; TAG_ITER_DECLARECOUNTER(1); if (!udmf) break; TAG_ITER_LINES(1, line->args[0], linenum) { if (line->args[2]) lines[linenum].executordelay += line->args[1]; else lines[linenum].executordelay = line->args[1]; } } break; case 480: // Polyobj_DoorSlide case 481: // Polyobj_DoorSwing PolyDoor(line); break; case 482: // Polyobj_Move case 483: // Polyobj_OR_Move PolyMove(line); break; case 484: // Polyobj_RotateRight case 485: // Polyobj_OR_RotateRight case 486: // Polyobj_RotateLeft case 487: // Polyobj_OR_RotateLeft PolyRotate(line); break; case 488: // Polyobj_Waypoint PolyWaypoint(line); break; case 489: PolyInvisible(line); break; case 490: PolyVisible(line); break; case 491: PolyTranslucency(line); break; case 492: PolyFade(line); break; // SRB2kart case 499: // Enable/Disable Waypoints in Tagged Sectors { sector_t *sec; mobj_t *thing; if (waypointcap == NULL) { // No point in trying at all if no waypoints exist. break; } TAG_ITER_SECTORS(0, tag, secnum) { sec = sectors + secnum; for (thing = sec->thinglist; thing; thing = thing->snext) { if (thing->type == MT_WAYPOINT) { if (line->flags & ML_NOCLIMB) { thing->extravalue1 = 1; } else { thing->extravalue1 = 0; } } } } } break; default: break; } } static void P_SetupSignObject(mobj_t *sign, mobj_t *pmo, boolean error) { mobj_t *cur = sign, *prev = NULL; // Setup the sign itself P_SetScale(sign, (sign->destscale = 3 * sign->scale / 2)); // 1.5x P_SetTarget(&sign->target, pmo); P_SetMobjState(sign, S_SIGN_POLE); sign->movefactor = sign->z; sign->z += (768*sign->scale) * P_MobjFlip(sign); sign->movecount = 1; sign->extravalue1 = AngleFixed(sign->angle) >> FRACBITS; // Setup the overlay pieces // Front cur->hnext = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_SIGN_PIECE); P_SetTarget(&cur->hnext->target, sign); P_SetMobjState(cur->hnext, S_SIGN_FACE); cur->hnext->extravalue1 = 6; cur->hnext->extravalue2 = 0; prev = cur; cur = cur->hnext; cur->hprev = prev; // Player icon cur->hnext = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_SIGN_PIECE); P_SetTarget(&cur->hnext->target, sign); cur->hnext->skin = pmo->skin; P_SetMobjState(cur->hnext, (error == true) ? S_SIGN_ERROR : S_KART_SIGN); cur->hnext->extravalue1 = 7; cur->hnext->extravalue2 = 0; prev = cur; cur = cur->hnext; cur->hprev = prev; // Back cur->hnext = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_SIGN_PIECE); P_SetTarget(&cur->hnext->target, sign); P_SetMobjState(cur->hnext, S_SIGN_BACK); cur->hnext->extravalue1 = 6; cur->hnext->extravalue2 = 2; prev = cur; cur = cur->hnext; cur->hprev = prev; // Sides cur->hnext = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_SIGN_PIECE); P_SetTarget(&cur->hnext->target, sign); P_SetMobjState(cur->hnext, S_SIGN_SIDE); cur->hnext->extravalue1 = 30; cur->hnext->extravalue2 = 1; prev = cur; cur = cur->hnext; cur->hprev = prev; cur->hnext = P_SpawnMobjFromMobj(sign, 0, 0, 0, MT_SIGN_PIECE); P_SetTarget(&cur->hnext->target, sign); P_SetMobjState(cur->hnext, S_SIGN_SIDE); cur->hnext->extravalue1 = 30; cur->hnext->extravalue2 = 3; prev = cur; cur = cur->hnext; cur->hprev = prev; } // // P_SetupSignExit // // Finds the exit sign in the current sector and // sets its target to the player who passed the map. // void P_SetupSignExit(player_t *player) { mobj_t *thing; msecnode_t *node = player->mo->subsector->sector->touching_thinglist; // things touching this sector thinker_t *think; INT32 numfound = 0; if (player->position != 1) return; for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->type != MT_SIGN) continue; if (thing->state != &states[thing->info->spawnstate]) continue; P_SetupSignObject(thing, player->mo, false); ++numfound; } if (numfound) return; // didn't find any signposts in the exit sector. // spin all signposts in the level then. for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; thing = (mobj_t *)think; if (thing->type != MT_SIGN) continue; if (thing->state != &states[thing->info->spawnstate]) continue; P_SetupSignObject(thing, player->mo, false); ++numfound; } if (numfound) return; // SRB2Kart: FINALLY, add in an alternative if no place is found if (player->mo && !P_MobjWasRemoved(player->mo)) { thing = P_SpawnMobj(player->mo->x, player->mo->y, player->mo->floorz, MT_SIGN); thing->angle = player->mo->angle; P_SetupSignObject(thing, player->mo, true); // Use :youfuckedup: sign face } } // // P_IsFlagAtBase // // Checks to see if a flag is at its base. // boolean P_IsFlagAtBase(mobjtype_t flag) { thinker_t *think; mobj_t *mo; INT32 specialnum = (flag == MT_REDFLAG) ? 3 : 4; for (think = thlist[THINK_MOBJ].next; think != &thlist[THINK_MOBJ]; think = think->next) { if (think->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo = (mobj_t *)think; if (mo->type != flag) continue; if (GETSECSPECIAL(mo->subsector->sector->special, 4) == specialnum) return true; else if (mo->subsector->sector->ffloors) // Check the 3D floors { ffloor_t *rover; for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { if (!(rover->flags & FF_EXISTS)) continue; if (GETSECSPECIAL(rover->master->frontsector->special, 4) != specialnum) continue; if (!(mo->z <= P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector) && mo->z >= P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector))) continue; return true; } } } return false; } // // P_MobjTouchingSectorSpecial // // Replaces the old player->specialsector. // This allows a player to touch more than // one sector at a time, if necessary. // // Returns a pointer to the first sector of // the particular type that it finds. // Returns NULL if it doesn't find it. // // Sal: Couldn't see a reason for this to // be a player_t only function. // sector_t *P_MobjTouchingSectorSpecial(mobj_t *mo, INT32 section, INT32 number, boolean touchground) { fixed_t topheight, bottomheight; msecnode_t *node; ffloor_t *rover; if (!mo) return NULL; // Check default case first if (GETSECSPECIAL(mo->subsector->sector->special, section) == number) { if (touchground) { topheight = P_GetSpecialTopZ(mo, mo->subsector->sector, mo->subsector->sector); bottomheight = P_GetSpecialBottomZ(mo, mo->subsector->sector, mo->subsector->sector); // Thing must be on top of the floor to be affected... if (mo->subsector->sector->flags & SF_FLIPSPECIAL_FLOOR) { if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight) return mo->subsector->sector; } if (mo->subsector->sector->flags & SF_FLIPSPECIAL_CEILING) { if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight) return mo->subsector->sector; } } else { return mo->subsector->sector; } } // Hmm.. maybe there's a FOF that has it... for (rover = mo->subsector->sector->ffloors; rover; rover = rover->next) { if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector); bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector); // Check the 3D floor's type... if (((rover->flags & FF_BLOCKPLAYER) && mo->player) || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == topheight)); boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottomheight)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) continue; } else { // Water and DEATH FOG!!! heh if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } // This FOF has the special we're looking for! return rover->master->frontsector; } // Allow sector specials to be applied to polyobjects! if (mo->subsector->polyList) { polyobj_t *po = mo->subsector->polyList; sector_t *polysec; boolean touching = false; boolean inside = false; while (po) { if (po->flags & POF_NOSPECIALS) { po = (polyobj_t *)(po->link.next); continue; } polysec = po->lines[0]->backsector; if (GETSECSPECIAL(polysec->special, section) != number) { po = (polyobj_t *)(po->link.next); continue; } if ((polysec->flags & SF_TRIGGERSPECIAL_TOUCH)) touching = P_MobjTouchingPolyobj(po, mo); else touching = false; inside = P_MobjInsidePolyobj(po, mo); if (!(inside || touching)) { po = (polyobj_t *)(po->link.next); continue; } topheight = polysec->ceilingheight; bottomheight = polysec->floorheight; // We're inside it! Yess... if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking { } else if (po->flags & POF_SOLID) { // Thing must be on top of the floor to be affected... if ((polysec->flags & SF_FLIPSPECIAL_FLOOR) && !(polysec->flags & SF_FLIPSPECIAL_CEILING)) { if ((mo->eflags & MFE_VERTICALFLIP) || mo->z != topheight) { po = (polyobj_t *)(po->link.next); continue; } } else if ((polysec->flags & SF_FLIPSPECIAL_CEILING) && !(polysec->flags & SF_FLIPSPECIAL_FLOOR)) { if (!(mo->eflags & MFE_VERTICALFLIP) || mo->z + mo->height != bottomheight) { po = (polyobj_t *)(po->link.next); continue; } } else if (polysec->flags & SF_FLIPSPECIAL_BOTH) { if (!((mo->eflags & MFE_VERTICALFLIP && mo->z + mo->height == bottomheight) || (!(mo->eflags & MFE_VERTICALFLIP) && mo->z == topheight))) { po = (polyobj_t *)(po->link.next); continue; } } } else { // Water and DEATH FOG!!! heh if (mo->z > topheight || (mo->z + mo->height) < bottomheight) { po = (polyobj_t *)(po->link.next); continue; } } return polysec; } } for (node = mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (GETSECSPECIAL(node->m_sector->special, section) == number) { // This sector has the special we're looking for, but // are we allowed to touch it? if (node->m_sector == mo->subsector->sector || (node->m_sector->flags & SF_TRIGGERSPECIAL_TOUCH)) { if (touchground) { topheight = P_GetSpecialTopZ(mo, node->m_sector, node->m_sector); bottomheight = P_GetSpecialBottomZ(mo, node->m_sector, node->m_sector); // Thing must be on top of the floor to be affected... if (node->m_sector->flags & SF_FLIPSPECIAL_FLOOR) { if (!(mo->eflags & MFE_VERTICALFLIP) && mo->z <= bottomheight) return node->m_sector; } if (node->m_sector->flags & SF_FLIPSPECIAL_CEILING) { if ((mo->eflags & MFE_VERTICALFLIP) && mo->z + mo->height >= topheight) return node->m_sector; } } else { return node->m_sector; } } } // Hmm.. maybe there's a FOF that has it... for (rover = node->m_sector->ffloors; rover; rover = rover->next) { if (GETSECSPECIAL(rover->master->frontsector->special, section) != number) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, mo->subsector->sector); bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, mo->subsector->sector); // Check the 3D floor's type... if (((rover->flags & FF_BLOCKPLAYER) && mo->player) || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == topheight)); boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottomheight)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) continue; } else { // Water and DEATH FOG!!! heh if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } // This FOF has the special we're looking for, but are we allowed to touch it? if (node->m_sector == mo->subsector->sector || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) return rover->master->frontsector; } } return NULL; } // // P_ThingIsOnThe3DFloor // // This checks whether the mobj is on/in the FOF we want it to be at // Needed for the "All players" trigger sector specials only // static boolean P_ThingIsOnThe3DFloor(mobj_t *mo, sector_t *sector, sector_t *targetsec) { ffloor_t *rover; fixed_t top, bottom; if (!mo->player) // should NEVER happen return false; if (!targetsec->ffloors) // also should NEVER happen return false; for (rover = targetsec->ffloors; rover; rover = rover->next) { if (rover->master->frontsector != sector) continue; // we're assuming the FOF existed when the first player touched it //if (!(rover->flags & FF_EXISTS)) // return false; top = P_GetSpecialTopZ(mo, sector, targetsec); bottom = P_GetSpecialBottomZ(mo, sector, targetsec); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == top)); boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottom)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) continue; } else { // Water and intangible FOFs if (mo->z > top || (mo->z + mo->height) < bottom) return false; } return true; } return false; } // // P_MobjReadyToTrigger // // Is player standing on the sector's "ground"? // static boolean P_MobjReadyToTrigger(mobj_t *mo, sector_t *sec) { boolean floorallowed = ((sec->flags & SF_FLIPSPECIAL_FLOOR) && ((sec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == P_GetSpecialBottomZ(mo, sec, sec))); boolean ceilingallowed = ((sec->flags & SF_FLIPSPECIAL_CEILING) && ((sec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == P_GetSpecialTopZ(mo, sec, sec))); // Thing must be on top of the floor to be affected... return (floorallowed || ceilingallowed); } /** Applies a sector special to a player. * * \param player Player in the sector. * \param sector Sector with the special. * \param roversector If !NULL, sector is actually an FOF; otherwise, sector * is being physically contacted by the player. * \todo Split up into multiple functions. * \sa P_PlayerInSpecialSector, P_PlayerOnSpecial3DFloor */ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *roversector) { INT32 i = 0; INT32 section1, section2, section3, section4; INT32 special; mtag_t sectag = Tag_FGet(§or->tags); section1 = GETSECSPECIAL(sector->special, 1); section2 = GETSECSPECIAL(sector->special, 2); section3 = GETSECSPECIAL(sector->special, 3); section4 = GETSECSPECIAL(sector->special, 4); // Ignore spectators if (player->spectator) return; // Ignore dead players. // If this strange phenomenon could be potentially used in levels, // TODO: modify this to accommodate for it. if (player->playerstate != PST_LIVE) return; // Conveyor stuff if (section3 == 2 || section3 == 4) player->onconveyor = section3; special = section1; // Process Section 1 switch (special) { case 1: // Damage (Generic) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_NORMAL); break; case 2: // Damage (Water) // SRB2kart - These three damage types are now offroad sectors case 3: // Damage (Fire) case 4: // Damage (Electrical) break; case 5: // Spikes if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_NORMAL); break; case 6: // Death Pit (Camera Mod) case 7: // Death Pit (No Camera Mod) if (roversector || P_MobjReadyToTrigger(player->mo, sector)) P_DamageMobj(player->mo, NULL, NULL, 1, DMG_DEATHPIT); break; case 8: // Instant Kill P_DamageMobj(player->mo, NULL, NULL, 1, DMG_INSTAKILL); break; case 9: // Ring Drainer (Floor Touch) case 10: // Ring Drainer (No Floor Touch) if (leveltime % (TICRATE/2) == 0 && player->rings > 0) { player->rings--; S_StartSound(player->mo, sfx_antiri); } break; case 11: // Unused case 12: // Wall Sector (Don't step-up/down) case 13: // Ramp Sector (Increase step-up/down) case 14: // Non-Ramp Sector (Don't step-down) case 15: // Bouncy Sector (FOF Control Only) break; } special = section2; // Process Section 2 switch (special) { case 1: // Trigger Linedef Exec (Pushable Objects) break; case 2: // Linedef executor requires all players present+doesn't require touching floor case 3: // Linedef executor requires all players present /// \todo check continues for proper splitscreen support? for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (!players[i].mo) continue; if (players[i].spectator) continue; if (players[i].bot) continue; if (roversector) { if (sector->flags & SF_TRIGGERSPECIAL_TOUCH) { msecnode_t *node; for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (P_ThingIsOnThe3DFloor(players[i].mo, sector, node->m_sector)) break; } if (!node) goto DoneSection2; } else if (players[i].mo->subsector && !P_ThingIsOnThe3DFloor(players[i].mo, sector, players[i].mo->subsector->sector)) // this function handles basically everything for us lmao goto DoneSection2; } else { if (players[i].mo->subsector->sector == sector) ; else if (sector->flags & SF_TRIGGERSPECIAL_TOUCH) { msecnode_t *node; for (node = players[i].mo->touching_sectorlist; node; node = node->m_sectorlist_next) { if (node->m_sector == sector) break; } if (!node) goto DoneSection2; } else goto DoneSection2; if (special == 3 && !P_MobjReadyToTrigger(players[i].mo, sector)) goto DoneSection2; } } /* FALLTHRU */ case 4: // Linedef executor that doesn't require touching floor case 5: // Linedef executor case 6: // Linedef executor (7 Emeralds) case 7: // Linedef executor (NiGHTS Mare) P_LinedefExecute(sectag, player->mo, sector); break; case 8: // Tells pushable things to check FOFs break; case 9: // Egg trap capsule { thinker_t *th; mobj_t *mo2; line_t junk; if (sector->ceilingdata || sector->floordata) return; // Find the center of the Eggtrap and release all the pretty animals! // The chimps are my friends.. heeheeheheehehee..... - LouisJM for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) continue; mo2 = (mobj_t *)th; if (mo2->type != MT_EGGTRAP) continue; P_KillMobj(mo2, NULL, player->mo, DMG_NORMAL); } // clear the special so you can't push the button twice. sector->special = 0; // Initialize my junk junk.tags.tags = NULL; junk.tags.count = 0; // Move the button down Tag_FSet(&junk.tags, LE_CAPSULE0); EV_DoElevator(&junk, elevateDown, false); // Open the top FOF Tag_FSet(&junk.tags, LE_CAPSULE1); EV_DoFloor(&junk, raiseFloorToNearestFast); // Open the bottom FOF Tag_FSet(&junk.tags, LE_CAPSULE2); EV_DoCeiling(&junk, lowerToLowestFast); // Mark all players with the time to exit thingy! for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; P_DoPlayerExit(&players[i]); } break; } case 10: // Special Stage Time/Rings case 11: // Custom Gravity break; case 12: // Lua sector special break; case 15: // Invert Encore Remap break; } DoneSection2: special = section3; // Process Section 3 switch (special) { case 1: // SRB2kart: Spring Panel case 3: if (roversector || P_MobjReadyToTrigger(player->mo, sector)) { const fixed_t hscale = mapobjectscale + (mapobjectscale - player->mo->scale); const fixed_t minspeed = 24*hscale; fixed_t speed = FixedHypot(player->mo->momx, player->mo->momy); fixed_t upwards = 32*FRACUNIT; if (player->mo->eflags & MFE_SPRUNG) { break; } if (special == 3) { upwards /= 2; } player->trickpanel = 1; player->pflags |= PF_TRICKDELAY; K_DoPogoSpring(player->mo, upwards, 1); // Reduce speed speed /= 2; if (speed < minspeed) { speed = minspeed; } P_InstaThrust(player->mo, player->mo->angle, speed); } break; case 2: // Wind/Current break; case 4: // Conveyor Belt break; case 5: // Speed pad if (player->floorboost != 0) { player->floorboost = 2; break; } i = Tag_FindLineSpecial(4, sectag); if (i != -1) { angle_t lineangle = R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y); fixed_t linespeed = P_AproxDistance(lines[i].v2->x-lines[i].v1->x, lines[i].v2->y-lines[i].v1->y); fixed_t playerspeed = P_AproxDistance(player->mo->momx, player->mo->momy); if (linespeed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Speed pad (tag %d) at zero speed.\n", sectag); break; } // SRB2Kart: Scale the speed you get from them! // This is scaled differently from other horizontal speed boosts from stuff like springs, because of how this is used for some ramp jumps. if (player->mo->scale > mapobjectscale) { linespeed = FixedMul(linespeed, mapobjectscale + (player->mo->scale - mapobjectscale)); } lineangle = K_ReflectAngle( K_MomentumAngle(player->mo), lineangle, playerspeed, linespeed ); P_InstaThrust(player->mo, lineangle, max(linespeed, 2*playerspeed)); player->dashpadcooldown = TICRATE/3; player->trickpanel = 0; player->floorboost = 2; S_StartSound(player->mo, sfx_cdfm62); } break; case 6: // Unused case 7: // Unused case 8: // Unused case 9: // Unused case 10: // Unused case 11: // Unused case 12: // Unused case 13: // Unused case 14: // Unused case 15: // Unused break; } special = section4; // Process Section 4 switch (special) { case 1: // Starpost Activator { mobj_t *post = P_GetObjectTypeInSectorNum(MT_STARPOST, sector - sectors); if (!post) break; P_TouchStarPost(post, player, false); break; } case 2: // Special stage GOAL sector / Exit Sector / CTF Flag Return // Exit (for FOF exits; others are handled in P_PlayerThink in p_user.c) { INT32 lineindex; P_DoPlayerExit(player); P_SetupSignExit(player); // important: use sector->tag on next line instead of player->mo->subsector->tag // this part is different from in P_PlayerThink, this is what was causing // FOF custom exits not to work. lineindex = Tag_FindLineSpecial(2, sectag); if (lineindex != -1) // Custom exit! { nextmapoverride = (INT16)(lines[lineindex].frontsector->floorheight>>FRACBITS); if (lines[lineindex].flags & ML_NOCLIMB) skipstats = 1; } } break; case 3: // Red Team's goal case 4: // Blue Team's goal break; case 5: // Fan sector player->mo->momz += mobjinfo[MT_FAN].mass/4; if (player->mo->momz > mobjinfo[MT_FAN].mass) player->mo->momz = mobjinfo[MT_FAN].mass; P_ResetPlayer(player); break; case 6: // SRB2kart 190117 - Sneaker Panel if (roversector || P_MobjReadyToTrigger(player->mo, sector)) { if (!player->floorboost) player->floorboost = 3; else player->floorboost = 2; K_DoSneaker(player, 0); } break; case 7: // SRB2Kart: Destroy items break; case 8: // Zoom Tube Start { INT32 sequence; fixed_t speed; INT32 lineindex; mobj_t *waypoint = NULL; angle_t an; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->carry == CR_ZOOMTUBE) break; // Find line #3 tagged to this sector lineindex = Tag_FindLineSpecial(3, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special); break; } // Grab speed and sequence values speed = abs(sides[lines[lineindex].sidenum[0]].textureoffset)/8; sequence = abs(sides[lines[lineindex].sidenum[0]].rowoffset)>>FRACBITS; if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); break; } waypoint = P_GetFirstTubeWaypoint(sequence); if (!waypoint) { CONS_Debug(DBG_GAMELOGIC, "ERROR: FIRST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence); break; } else { CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed); } an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle; if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4)) break; // behind back P_SetTarget(&player->mo->tracer, waypoint); player->carry = CR_ZOOMTUBE; player->speed = speed; } break; case 9: // Zoom Tube End { INT32 sequence; fixed_t speed; INT32 lineindex; mobj_t *waypoint = NULL; angle_t an; if (player->mo->tracer && player->mo->tracer->type == MT_TUBEWAYPOINT && player->carry == CR_ZOOMTUBE) break; // Find line #11 tagged to this sector lineindex = Tag_FindLineSpecial(11, sectag); if (lineindex == -1) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Sector special %d missing line special #3.\n", sector->special); break; } // Grab speed and sequence values speed = -abs(sides[lines[lineindex].sidenum[0]].textureoffset)/8; // Negative means reverse sequence = abs(sides[lines[lineindex].sidenum[0]].rowoffset)>>FRACBITS; if (speed == 0) { CONS_Debug(DBG_GAMELOGIC, "ERROR: Waypoint sequence %d at zero speed.\n", sequence); break; } waypoint = P_GetLastTubeWaypoint(sequence); if (!waypoint) { CONS_Debug(DBG_GAMELOGIC, "ERROR: LAST WAYPOINT IN SEQUENCE %d NOT FOUND.\n", sequence); break; } else { CONS_Debug(DBG_GAMELOGIC, "Waypoint %d found in sequence %d - speed = %d\n", waypoint->health, sequence, speed); } an = R_PointToAngle2(player->mo->x, player->mo->y, waypoint->x, waypoint->y) - player->mo->angle; if (an > ANGLE_90 && an < ANGLE_270 && !(lines[lineindex].flags & ML_EFFECT4)) break; // behind back P_SetTarget(&player->mo->tracer, waypoint); player->carry = CR_ZOOMTUBE; player->speed = speed; } break; case 10: // Unused case 11: // Unused case 12: // Camera noclip case 13: // Unused case 14: // Unused case 15: // Unused break; } } /** Checks if an object is standing on or is inside a special 3D floor. * If so, the sector is returned. * * \param mo Object to check. * \return Pointer to the sector with a special type, or NULL if no special 3D * floors are being contacted. * \sa P_PlayerOnSpecial3DFloor */ sector_t *P_ThingOnSpecial3DFloor(mobj_t *mo) { sector_t *sector; ffloor_t *rover; fixed_t topheight, bottomheight; sector = mo->subsector->sector; if (!sector->ffloors) return NULL; for (rover = sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->special) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(mo, sectors + rover->secnum, sector); bottomheight = P_GetSpecialBottomZ(mo, sectors + rover->secnum, sector); // Check the 3D floor's type... if (((rover->flags & FF_BLOCKPLAYER) && mo->player) || ((rover->flags & FF_BLOCKOTHERS) && !mo->player)) { boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(mo->eflags & MFE_VERTICALFLIP)) && (mo->z == topheight)); boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (mo->eflags & MFE_VERTICALFLIP)) && (mo->z + mo->height == bottomheight)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) continue; } else { // Water and intangible FOFs if (mo->z > topheight || (mo->z + mo->height) < bottomheight) continue; } return rover->master->frontsector; } return NULL; } #define TELEPORTED (player->mo->subsector->sector != originalsector) /** Checks if a player is standing on or is inside a 3D floor (e.g. water) and * applies any specials. * * \param player Player to check. * \sa P_ThingOnSpecial3DFloor, P_PlayerInSpecialSector */ static void P_PlayerOnSpecial3DFloor(player_t *player, sector_t *sector) { sector_t *originalsector = player->mo->subsector->sector; ffloor_t *rover; fixed_t topheight, bottomheight; for (rover = sector->ffloors; rover; rover = rover->next) { if (!rover->master->frontsector->special) continue; if (!(rover->flags & FF_EXISTS)) continue; topheight = P_GetSpecialTopZ(player->mo, sectors + rover->secnum, sector); bottomheight = P_GetSpecialBottomZ(player->mo, sectors + rover->secnum, sector); // Check the 3D floor's type... if (rover->flags & FF_BLOCKPLAYER) { boolean floorallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_FLOOR) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == topheight)); boolean ceilingallowed = ((rover->master->frontsector->flags & SF_FLIPSPECIAL_CEILING) && ((rover->master->frontsector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == bottomheight)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) continue; } else { // Water and DEATH FOG!!! heh if (player->mo->z > topheight || (player->mo->z + player->mo->height) < bottomheight) continue; } // This FOF has the special we're looking for, but are we allowed to touch it? if (sector == player->mo->subsector->sector || (rover->master->frontsector->flags & SF_TRIGGERSPECIAL_TOUCH)) { P_ProcessSpecialSector(player, rover->master->frontsector, sector); if TELEPORTED return; } } // Allow sector specials to be applied to polyobjects! if (player->mo->subsector->polyList) { polyobj_t *po = player->mo->subsector->polyList; sector_t *polysec; boolean touching = false; boolean inside = false; while (po) { if (po->flags & POF_NOSPECIALS) { po = (polyobj_t *)(po->link.next); continue; } polysec = po->lines[0]->backsector; if ((polysec->flags & SF_TRIGGERSPECIAL_TOUCH)) touching = P_MobjTouchingPolyobj(po, player->mo); else touching = false; inside = P_MobjInsidePolyobj(po, player->mo); if (!(inside || touching)) { po = (polyobj_t *)(po->link.next); continue; } // We're inside it! Yess... if (!polysec->special) { po = (polyobj_t *)(po->link.next); continue; } if (!(po->flags & POF_TESTHEIGHT)) // Don't do height checking ; else if (po->flags & POF_SOLID) { boolean floorallowed = ((polysec->flags & SF_FLIPSPECIAL_FLOOR) && ((polysec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == polysec->ceilingheight)); boolean ceilingallowed = ((polysec->flags & SF_FLIPSPECIAL_CEILING) && ((polysec->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == polysec->floorheight)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) { po = (polyobj_t *)(po->link.next); continue; } } else { // Water and DEATH FOG!!! heh if (player->mo->z > polysec->ceilingheight || (player->mo->z + player->mo->height) < polysec->floorheight) { po = (polyobj_t *)(po->link.next); continue; } } P_ProcessSpecialSector(player, polysec, sector); if TELEPORTED return; po = (polyobj_t *)(po->link.next); } } } #define VDOORSPEED (FRACUNIT*2) // // P_RunSpecialSectorCheck // // Helper function to P_PlayerInSpecialSector // static void P_RunSpecialSectorCheck(player_t *player, sector_t *sector) { boolean nofloorneeded = false; fixed_t f_affectpoint, c_affectpoint; if (!sector->special) // nothing special, exit return; if (GETSECSPECIAL(sector->special, 2) == 9) // Egg trap capsule -- should only be for 3dFloors! return; // The list of specials that activate without floor touch // Check Section 1 switch(GETSECSPECIAL(sector->special, 1)) { //case 2: // Damage (water) case 8: // Instant kill case 10: // Ring drainer that doesn't require floor touch case 12: // Space countdown nofloorneeded = true; break; } // Check Section 2 switch(GETSECSPECIAL(sector->special, 2)) { case 2: // Linedef executor (All players needed) case 4: // Linedef executor case 6: // Linedef executor (7 Emeralds) case 7: // Linedef executor (NiGHTS Mare) nofloorneeded = true; break; } // Check Section 3 /* switch(GETSECSPECIAL(sector->special, 3)) { }*/ // Check Section 4 switch(GETSECSPECIAL(sector->special, 4)) { case 1: // Starpost activator case 2: // Level Exit / GOAL Sector / Flag Return case 5: // Fan sector case 6: // Super Sonic Transform case 8: // Zoom Tube Start case 9: // Zoom Tube End case 10: // Finish line (Unused) nofloorneeded = true; break; } if (nofloorneeded) { P_ProcessSpecialSector(player, sector, NULL); return; } f_affectpoint = P_GetSpecialBottomZ(player->mo, sector, sector); c_affectpoint = P_GetSpecialTopZ(player->mo, sector, sector); { boolean floorallowed = ((sector->flags & SF_FLIPSPECIAL_FLOOR) && ((sector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || !(player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z == f_affectpoint)); boolean ceilingallowed = ((sector->flags & SF_FLIPSPECIAL_CEILING) && ((sector->flags & SF_TRIGGERSPECIAL_HEADBUMP) || (player->mo->eflags & MFE_VERTICALFLIP)) && (player->mo->z + player->mo->height == c_affectpoint)); // Thing must be on top of the floor to be affected... if (!(floorallowed || ceilingallowed)) return; } P_ProcessSpecialSector(player, sector, NULL); } /** Checks if the player is in a special sector or FOF and apply any specials. * * \param player Player to check. * \sa P_PlayerOnSpecial3DFloor, P_ProcessSpecialSector */ void P_PlayerInSpecialSector(player_t *player) { sector_t *originalsector; sector_t *loopsector; msecnode_t *node; if (!player->mo) return; originalsector = player->mo->subsector->sector; P_PlayerOnSpecial3DFloor(player, originalsector); // Handle FOFs first. if TELEPORTED return; P_RunSpecialSectorCheck(player, originalsector); if TELEPORTED return; // Iterate through touching_sectorlist for SF_TRIGGERSPECIAL_TOUCH for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next) { loopsector = node->m_sector; if (loopsector == originalsector) // Don't duplicate continue; // Check 3D floors... P_PlayerOnSpecial3DFloor(player, loopsector); if TELEPORTED return; if (!(loopsector->flags & SF_TRIGGERSPECIAL_TOUCH)) continue; P_RunSpecialSectorCheck(player, loopsector); if TELEPORTED return; } } #undef TELEPORTED /** Animate planes, scroll walls, etc. and keeps track of level timelimit and exits if time is up. * * \sa P_CheckTimeLimit, P_CheckPointLimit */ void P_UpdateSpecials(void) { anim_t *anim; INT32 i; INT32 pic; size_t j; levelflat_t *foundflats; // for flat animation // LEVEL TIMER P_CheckTimeLimit(); // POINT LIMIT P_CheckPointLimit(); // ANIMATE TEXTURES for (anim = anims; anim < lastanim; anim++) { for (i = 0; i < anim->numpics; i++) { pic = anim->basepic + ((leveltime/anim->speed + i) % anim->numpics); if (anim->istexture) texturetranslation[anim->basepic+i] = pic; } } // ANIMATE FLATS /// \todo do not check the non-animate flat.. link the animated ones? /// \note its faster than the original anywaysince it animates only /// flats used in the level, and there's usually very few of them foundflats = levelflats; for (j = 0; j < numlevelflats; j++, foundflats++) { if (foundflats->speed) // it is an animated flat { // update the levelflat texture number if ((foundflats->type == LEVELFLAT_TEXTURE) && (foundflats->u.texture.basenum != -1)) foundflats->u.texture.num = foundflats->u.texture.basenum + ((leveltime/foundflats->speed + foundflats->animseq) % foundflats->numpics); // update the levelflat lump number else if ((foundflats->type == LEVELFLAT_FLAT) && (foundflats->u.flat.baselumpnum != LUMPERROR)) foundflats->u.flat.lumpnum = foundflats->u.flat.baselumpnum + ((leveltime/foundflats->speed + foundflats->animseq) % foundflats->numpics); } } } // // Floor over floors (FOFs), 3Dfloors, 3Dblocks, fake floors (ffloors), rovers, or whatever you want to call them // /** Gets the ID number for a 3Dfloor in its target sector. * * \param fflr The 3Dfloor we want an ID for. * \return ID of 3Dfloor in target sector. Note that the first FOF's ID is 0. UINT16_MAX is given if invalid. * \sa P_GetFFloorByID */ UINT16 P_GetFFloorID(ffloor_t *fflr) { ffloor_t *rover; sector_t *sec; UINT16 i = 0; if (!fflr) return UINT16_MAX; sec = fflr->target; if (!sec->ffloors) return UINT16_MAX; for (rover = sec->ffloors; rover; rover = rover->next, i++) if (rover == fflr) return i; return UINT16_MAX; } /** Gets a 3Dfloor by control sector. * * \param sec Target sector. * \param sec2 Control sector. * \return Pointer to found 3Dfloor, or NULL. * \sa P_GetFFloorByID */ static inline ffloor_t *P_GetFFloorBySec(sector_t *sec, sector_t *sec2) { ffloor_t *rover; if (!sec->ffloors) return NULL; for (rover = sec->ffloors; rover; rover = rover->next) if (rover->secnum == (size_t)(sec2 - sectors)) return rover; return NULL; } /** Gets a 3Dfloor by ID number. * * \param sec Target sector. * \param id ID of 3Dfloor in target sector. Note that the first FOF's ID is 0. * \return Pointer to found 3Dfloor, or NULL. * \sa P_GetFFloorBySec, P_GetFFloorID */ ffloor_t *P_GetFFloorByID(sector_t *sec, UINT16 id) { ffloor_t *rover; UINT16 i = 0; if (!sec->ffloors) return NULL; for (rover = sec->ffloors; rover; rover = rover->next) if (i++ == id) return rover; return NULL; } /** Adds a newly formed 3Dfloor structure to a sector's ffloors list. * * \param sec Target sector. * \param fflr Newly formed 3Dfloor structure. * \sa P_AddFakeFloor */ static inline void P_AddFFloorToList(sector_t *sec, ffloor_t *fflr) { ffloor_t *rover; if (!sec->ffloors) { sec->ffloors = fflr; fflr->next = 0; fflr->prev = 0; return; } for (rover = sec->ffloors; rover->next; rover = rover->next); rover->next = fflr; fflr->prev = rover; fflr->next = 0; } /** Adds a 3Dfloor. * * \param sec Target sector. * \param sec2 Control sector. * \param master Control linedef. * \param flags Options affecting this 3Dfloor. * \param secthinkers List of relevant thinkers sorted by sector. May be NULL. * \return Pointer to the new 3Dfloor. * \sa P_AddFFloor, P_AddFakeFloorsByLine, P_SpawnSpecials */ static ffloor_t *P_AddFakeFloor(sector_t *sec, sector_t *sec2, line_t *master, ffloortype_e flags, thinkerlist_t *secthinkers) { ffloor_t *fflr; thinker_t *th; friction_t *f; pusher_t *p; size_t sec2num; size_t i; if (sec == sec2) return NULL; //Don't need a fake floor on a control sector. if ((fflr = (P_GetFFloorBySec(sec, sec2)))) return fflr; // If this ffloor already exists, return it if (sec2->ceilingheight < sec2->floorheight) { fixed_t tempceiling = sec2->ceilingheight; //flip the sector around and print an error instead of crashing 12.1.08 -Inuyasha CONS_Alert(CONS_ERROR, M_GetText("FOF (line %s) has a top height below its bottom.\n"), sizeu1(master - lines)); sec2->ceilingheight = sec2->floorheight; sec2->floorheight = tempceiling; } if (sec2->numattached == 0) { sec2->attached = Z_Malloc(sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL); sec2->attachedsolid = Z_Malloc(sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL); sec2->attached[0] = sec - sectors; sec2->numattached = 1; sec2->attachedsolid[0] = (flags & FF_SOLID); } else { for (i = 0; i < sec2->numattached; i++) if (sec2->attached[i] == (size_t)(sec - sectors)) return NULL; if (sec2->numattached >= sec2->maxattached) { sec2->maxattached *= 2; sec2->attached = Z_Realloc(sec2->attached, sizeof (*sec2->attached) * sec2->maxattached, PU_STATIC, NULL); sec2->attachedsolid = Z_Realloc(sec2->attachedsolid, sizeof (*sec2->attachedsolid) * sec2->maxattached, PU_STATIC, NULL); } sec2->attached[sec2->numattached] = sec - sectors; sec2->attachedsolid[sec2->numattached] = (flags & FF_SOLID); sec2->numattached++; } // Add the floor fflr = Z_Calloc(sizeof (*fflr), PU_LEVEL, NULL); fflr->secnum = sec2 - sectors; fflr->target = sec; fflr->bottomheight = &sec2->floorheight; fflr->bottompic = &sec2->floorpic; fflr->bottomxoffs = &sec2->floor_xoffs; fflr->bottomyoffs = &sec2->floor_yoffs; fflr->bottomangle = &sec2->floorpic_angle; // Add the ceiling fflr->topheight = &sec2->ceilingheight; fflr->toppic = &sec2->ceilingpic; fflr->toplightlevel = &sec2->lightlevel; fflr->topxoffs = &sec2->ceiling_xoffs; fflr->topyoffs = &sec2->ceiling_yoffs; fflr->topangle = &sec2->ceilingpic_angle; // Add slopes fflr->t_slope = &sec2->c_slope; fflr->b_slope = &sec2->f_slope; // mark the target sector as having slopes, if the FOF has any of its own // (this fixes FOF slopes glitching initially at level load in software mode) if (sec2->hasslope) sec->hasslope = true; if ((flags & FF_SOLID) && (master->flags & ML_EFFECT1)) // Block player only flags &= ~FF_BLOCKOTHERS; if ((flags & FF_SOLID) && (master->flags & ML_EFFECT2)) // Block all BUT player flags &= ~FF_BLOCKPLAYER; fflr->spawnflags = fflr->flags = flags; fflr->master = master; fflr->norender = INFTICS; fflr->fadingdata = NULL; // Scan the thinkers to check for special conditions applying to this FOF. // If we have thinkers sorted by sector, just check the relevant ones; // otherwise, check them all. Apologies for the ugly loop... sec2num = sec2 - sectors; // Just initialise both of these to placate the compiler. i = 0; th = thlist[THINK_MAIN].next; for(;;) { if(secthinkers) { if(i < secthinkers[sec2num].count) th = secthinkers[sec2num].thinkers[i]; else break; } else if (th == &thlist[THINK_MAIN]) break; // Should this FOF have friction? if(th->function.acp1 == (actionf_p1)T_Friction) { f = (friction_t *)th; if (f->affectee == (INT32)sec2num) Add_Friction(f->friction, f->movefactor, (INT32)(sec-sectors), f->affectee); } // Should this FOF have wind/current/pusher? else if(th->function.acp1 == (actionf_p1)T_Pusher) { p = (pusher_t *)th; if (p->affectee == (INT32)sec2num) Add_Pusher(p->type, p->x_mag<y_mag<source, (INT32)(sec-sectors), p->affectee, p->exclusive, p->slider); } if(secthinkers) i++; else th = th->next; } if (flags & FF_TRANSLUCENT) { if (sides[master->sidenum[0]].toptexture > 0) { // for future reference, "#0" is 1, and "#255" is 256. Be warned fflr->alpha = sides[master->sidenum[0]].toptexture; if (fflr->alpha == 901) // additive special { fflr->blend = AST_ADD; fflr->alpha = 0xff; } else if (fflr->alpha == 902) // subtractive special { fflr->blend = AST_SUBTRACT; fflr->alpha = 0xff; } else if (fflr->alpha >= 1001) // fourth digit { fflr->blend = (fflr->alpha/1000)+1; // becomes an AST fflr->alpha %= 1000; } } else fflr->alpha = 0x80; } else fflr->alpha = 0xff; fflr->spawnalpha = fflr->alpha; // save for netgames if (flags & FF_QUICKSAND) CheckForQuicksand = true; if ((flags & FF_BUSTUP) || (flags & FF_SHATTER) || (flags & FF_SPINBUST)) CheckForBustableBlocks = true; if ((flags & FF_MARIO)) { if (!(flags & FF_SHATTERBOTTOM)) // Don't change the textures of a brick block, just a question block P_AddBlockThinker(sec2, master); CheckForMarioBlocks = true; } if ((flags & FF_CRUMBLE)) sec2->crumblestate = CRUMBLE_WAIT; if ((flags & FF_FLOATBOB)) { P_AddFloatThinker(sec2, Tag_FGet(&master->tags), master); CheckForFloatBob = true; } P_AddFFloorToList(sec, fflr); return fflr; } static void P_RaiseTaggedThingsToFakeFloor ( UINT16 type, INT16 tag, sector_t *control ){ sector_t *target; mobj_t *mo; mapthing_t *mthing; fixed_t offset; size_t i; for (i = 0; i < control->numattached; ++i) { target = §ors[control->attached[i]]; for (mo = target->thinglist; mo; mo = mo->snext) { mthing = mo->spawnpoint; if ( mthing->type == type && mthing->angle == tag ){ if (( mo->flags2 & MF2_OBJECTFLIP )) { offset = ( mo->ceilingz - mo->info->height ) - mo->z; mo->z = ( P_GetZAt(control->f_slope, mo->x, mo->y, control->floorheight) - mo->info->height ) - offset; } else { offset = mo->z - mo->floorz; mo->z = P_GetZAt(control->c_slope, mo->x, mo->y, control->ceilingheight) + offset; } } } } } // // SPECIAL SPAWNING // /** Adds a float thinker. * Float thinkers cause solid 3Dfloors to float on water. * * \param sec Control sector. * \param actionsector Target sector. * \sa P_SpawnSpecials, T_FloatSector * \author SSNTails */ static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline) { floatthink_t *floater; // create and initialize new thinker floater = Z_Calloc(sizeof (*floater), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &floater->thinker); floater->thinker.function.acp1 = (actionf_p1)T_FloatSector; floater->sector = sec; floater->tag = (INT16)tag; floater->sourceline = sourceline; } /** * Adds a plane displacement thinker. * Whenever the "control" sector moves, * the "affectee" sector's floor or ceiling plane moves too! * * \param speed Rate of movement relative to control sector * \param control Control sector. * \param affectee Target sector. * \param reverse Reverse direction? * \sa P_SpawnSpecials, T_PlaneDisplace * \author Monster Iestyn */ static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, INT32 affectee, UINT8 reverse) { planedisplace_t *displace; // create and initialize new displacement thinker displace = Z_Calloc(sizeof (*displace), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &displace->thinker); displace->thinker.function.acp1 = (actionf_p1)T_PlaneDisplace; displace->affectee = affectee; displace->control = control; displace->last_height = sectors[control].floorheight; displace->speed = speed; displace->type = type; displace->reverse = reverse; } /** Adds a Mario block thinker, which changes the block's texture between blank * and ? depending on whether it has contents. * Needed in case objects respawn inside. * * \param sec Control sector. * \param actionsector Target sector. * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_MarioBlockChecker * \author SSNTails */ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline) { mariocheck_t *block; // create and initialize new elevator thinker block = Z_Calloc(sizeof (*block), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &block->thinker); block->thinker.function.acp1 = (actionf_p1)T_MarioBlockChecker; block->sourceline = sourceline; block->sector = sec; } /** Adds a raise thinker. * A raise thinker checks to see if the * player is standing on its 3D Floor, * and if so, raises the platform towards * it's destination. Otherwise, it lowers * to the lowest nearby height if not * there already. * * \param sec Control sector. * \sa P_SpawnSpecials, T_RaiseSector * \author SSNTails */ static void P_AddRaiseThinker(sector_t *sec, INT16 tag, fixed_t speed, fixed_t ceilingtop, fixed_t ceilingbottom, boolean lower, boolean spindash) { raise_t *raise; raise = Z_Calloc(sizeof (*raise), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &raise->thinker); raise->thinker.function.acp1 = (actionf_p1)T_RaiseSector; raise->tag = tag; raise->sector = sec; raise->ceilingtop = ceilingtop; raise->ceilingbottom = ceilingbottom; raise->basespeed = speed; if (lower) raise->flags |= RF_REVERSE; if (spindash) raise->flags |= RF_SPINDASH; } static void P_AddAirbob(sector_t *sec, INT16 tag, fixed_t dist, boolean raise, boolean spindash, boolean dynamic) { raise_t *airbob; airbob = Z_Calloc(sizeof (*airbob), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &airbob->thinker); airbob->thinker.function.acp1 = (actionf_p1)T_RaiseSector; airbob->tag = tag; airbob->sector = sec; airbob->ceilingtop = sec->ceilingheight; airbob->ceilingbottom = sec->ceilingheight - dist; airbob->basespeed = FRACUNIT; if (!raise) airbob->flags |= RF_REVERSE; if (spindash) airbob->flags |= RF_SPINDASH; if (dynamic) airbob->flags |= RF_DYNAMIC; } /** Adds a thwomp thinker. * Even thwomps need to think! * * \param sec Control sector. * \sa P_SpawnSpecials, T_ThwompSector * \author SSNTails */ static inline void P_AddThwompThinker(sector_t *sec, line_t *sourceline, fixed_t crushspeed, fixed_t retractspeed, UINT16 sound) { thwomp_t *thwomp; // You *probably* already have a thwomp in this sector. If you've combined it with something // else that uses the floordata/ceilingdata, you must be weird. if (sec->floordata || sec->ceilingdata) return; // create and initialize new elevator thinker thwomp = Z_Calloc(sizeof (*thwomp), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &thwomp->thinker); thwomp->thinker.function.acp1 = (actionf_p1)T_ThwompSector; // set up the fields according to the type of elevator action thwomp->sourceline = sourceline; thwomp->sector = sec; thwomp->crushspeed = crushspeed; thwomp->retractspeed = retractspeed; thwomp->direction = 0; thwomp->floorstartheight = sec->floorheight; thwomp->ceilingstartheight = sec->ceilingheight; thwomp->delay = 1; thwomp->tag = Tag_FGet(&sourceline->tags); thwomp->sound = sound; sec->floordata = thwomp; sec->ceilingdata = thwomp; // Start with 'resting' texture sides[sourceline->sidenum[0]].midtexture = sides[sourceline->sidenum[0]].bottomtexture; } /** Adds a thinker which checks if any MF_ENEMY objects with health are in the defined area. * If not, a linedef executor is run once. * * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_NoEnemiesSector * \author SSNTails */ static inline void P_AddNoEnemiesThinker(line_t *sourceline) { noenemies_t *nobaddies; // create and initialize new thinker nobaddies = Z_Calloc(sizeof (*nobaddies), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &nobaddies->thinker); nobaddies->thinker.function.acp1 = (actionf_p1)T_NoEnemiesSector; nobaddies->sourceline = sourceline; } /** Adds a thinker for Each-Time linedef executors. A linedef executor is run * only when a player enters the area and doesn't run again until they re-enter. * * \param sourceline Control linedef. * \sa P_SpawnSpecials, T_EachTimeThinker * \author SSNTails */ static void P_AddEachTimeThinker(line_t *sourceline) { eachtime_t *eachtime; // create and initialize new thinker eachtime = Z_Calloc(sizeof (*eachtime), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &eachtime->thinker); eachtime->thinker.function.acp1 = (actionf_p1)T_EachTimeThinker; eachtime->sourceline = sourceline; eachtime->triggerOnExit = !!(sourceline->flags & ML_NOTBOUNCY); } /** Adds a camera scanner. * * \param sourcesec Control sector. * \param actionsector Target sector. * \param angle Angle of the source line. * \sa P_SpawnSpecials, T_CameraScanner * \author SSNTails */ static inline void P_AddCameraScanner(sector_t *sourcesec, sector_t *actionsector, angle_t angle) { elevator_t *elevator; // Why not? LOL CONS_Alert(CONS_WARNING, M_GetText("Detected a camera scanner effect (linedef type 5). This effect is deprecated and will be removed in the future!\n")); // create and initialize new elevator thinker elevator = Z_Calloc(sizeof (*elevator), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &elevator->thinker); elevator->thinker.function.acp1 = (actionf_p1)T_CameraScanner; elevator->type = elevateBounce; // set up the fields according to the type of elevator action elevator->sector = sourcesec; elevator->actionsector = actionsector; elevator->distance = FixedInt(AngleFixed(angle)); } /** Flashes a laser block. * * \param flash Thinker structure for this laser. * \sa P_AddLaserThinker * \author SSNTails */ void T_LaserFlash(laserthink_t *flash) { msecnode_t *node; mobj_t *thing; INT32 s; ffloor_t *fflr; sector_t *sector; sector_t *sourcesec = flash->sourceline->frontsector; fixed_t top, bottom; TAG_ITER_DECLARECOUNTER(0); TAG_ITER_SECTORS(0, flash->tag, s) { sector = §ors[s]; for (fflr = sector->ffloors; fflr; fflr = fflr->next) { if (fflr->master != flash->sourceline) continue; if (!(fflr->flags & FF_EXISTS)) break; if (leveltime & 2) //fflr->flags |= FF_RENDERALL; fflr->alpha = 0xB0; else //fflr->flags &= ~FF_RENDERALL; fflr->alpha = 0x90; top = P_GetFFloorTopZAt (fflr, sector->soundorg.x, sector->soundorg.y); bottom = P_GetFFloorBottomZAt(fflr, sector->soundorg.x, sector->soundorg.y); sector->soundorg.z = (top + bottom)/2; S_StartSound(§or->soundorg, sfx_laser); // Seek out objects to DESTROY! MUAHAHHAHAHAA!!!*cough* for (node = sector->touching_thinglist; node && node->m_thing; node = node->m_thinglist_next) { thing = node->m_thing; if (flash->nobosses && thing->flags & MF_BOSS) continue; // Don't hurt bosses // Don't endlessly kill egg guard shields (or anything else for that matter) if (thing->health <= 0) continue; top = P_GetSpecialTopZ(thing, sourcesec, sector); bottom = P_GetSpecialBottomZ(thing, sourcesec, sector); if (thing->z >= top || thing->z + thing->height <= bottom) continue; if (thing->flags & MF_SHOOTABLE) P_DamageMobj(thing, NULL, NULL, 1, DMG_NORMAL); else if (thing->type == MT_EGGSHIELD) P_KillMobj(thing, NULL, NULL, DMG_NORMAL); } break; } } } static inline void P_AddLaserThinker(INT16 tag, line_t *line, boolean nobosses) { laserthink_t *flash = Z_Calloc(sizeof (*flash), PU_LEVSPEC, NULL); P_AddThinker(THINK_MAIN, &flash->thinker); flash->thinker.function.acp1 = (actionf_p1)T_LaserFlash; flash->tag = tag; flash->sourceline = line; flash->nobosses = nobosses; } // // P_RunLevelLoadExecutors // // After loading/spawning all other specials // and items, execute these. // static void P_RunLevelLoadExecutors(void) { size_t i; for (i = 0; i < numlines; i++) { if (lines[i].special == 399 || lines[i].special == 328 || lines[i].special == 323) P_RunTriggerLinedef(&lines[i], NULL, NULL); } } /** Before things are loaded, initialises certain stuff in case they're needed * by P_SpawnSlopes or P_LoadThings. This was split off from * P_SpawnSpecials, in case you couldn't tell. * * \sa P_SpawnSpecials * \author Monster Iestyn */ void P_InitSpecials(void) { // Set the map object scale mapobjectscale = mapheaderinfo[gamemap-1]->mobj_scale; // Set the default gravity. Custom gravity overrides this setting. gravity = mapheaderinfo[gamemap-1]->gravity; // Defaults in case levels don't have them set. sstimer = mapheaderinfo[gamemap-1]->sstimer*TICRATE + 6; ssspheres = mapheaderinfo[gamemap-1]->ssspheres; CheckForBustableBlocks = CheckForBouncySector = CheckForQuicksand = CheckForMarioBlocks = CheckForFloatBob = CheckForReverseGravity = false; // Set weather curWeather = globalweather = mapheaderinfo[gamemap-1]->weather; } static void P_ApplyFlatAlignment(line_t *master, sector_t *sector, angle_t flatangle, fixed_t xoffs, fixed_t yoffs) { if (!(master->flags & ML_NETONLY)) // Modify floor flat alignment unless ML_NETONLY flag is set { sector->floorpic_angle = flatangle; sector->floor_xoffs += xoffs; sector->floor_yoffs += yoffs; } if (!(master->flags & ML_NONET)) // Modify ceiling flat alignment unless ML_NONET flag is set { sector->ceilingpic_angle = flatangle; sector->ceiling_xoffs += xoffs; sector->ceiling_yoffs += yoffs; } } static boolean P_IsLineDisabled (const line_t * line) { if (line->special != 7) // This is a hack. I can at least hope nobody wants to prevent flat alignment in netgames... { if (netgame || multiplayer) { if (line->flags & ML_NONET) { return true; } } else if (line->flags & ML_NETONLY) { return true; } } return false; } /** After the map has loaded, scans for specials that spawn 3Dfloors and * thinkers. * * \todo Split up into multiple functions. * \todo Get rid of all the magic numbers. * \todo Potentially use 'fromnetsave' to stop any new thinkers from being created * as they'll just be erased by UnArchiveThinkers. * \sa P_SpawnPrecipitation, P_SpawnFriction, P_SpawnPushers, P_SpawnScrollers */ void P_SpawnSpecials(boolean fromnetsave) { sector_t *sector; size_t i; INT32 j; thinkerlist_t *secthinkers; thinker_t *th; // This used to be used, and *should* be used in the future, // but currently isn't. (void)fromnetsave; // yep, we do this here - "bossdisabled" is considered an apparatus of specials. bossdisabled = 0; stoppedclock = false; // Init special SECTORs. sector = sectors; for (i = 0; i < numsectors; i++, sector++) { if (!sector->special) continue; // Process Section 1 switch(GETSECSPECIAL(sector->special, 1)) { case 5: // Spikes //Terrible hack to replace an even worse hack: //Spike damage automatically sets SF_TRIGGERSPECIAL_TOUCH. //Yes, this also affects other specials on the same sector. Sorry. sector->flags |= SF_TRIGGERSPECIAL_TOUCH; break; case 15: // Bouncy sector CheckForBouncySector = true; break; } // Process Section 2 switch(GETSECSPECIAL(sector->special, 2)) { case 10: // Time for special stage sstimer = (sector->floorheight>>FRACBITS) * TICRATE + 6; // Time to finish ssspheres = sector->ceilingheight>>FRACBITS; // Ring count for special stage break; case 11: // Custom global gravity! gravity = sector->floorheight/1000; break; } // Process Section 3 /* switch(GETSECSPECIAL(player->specialsector, 3)) { }*/ // Process Section 4 switch(GETSECSPECIAL(sector->special, 4)) { case 10: // Circuit finish line (Unused) // Remove before release CONS_Alert(CONS_WARNING, "Finish line sector type is deprecated.\n"); break; } } P_SpawnScrollers(); // Add generalized scrollers P_SpawnFriction(); // Friction model using linedefs P_SpawnPushers(); // Pusher model using linedefs // Look for thinkers that affect FOFs, and sort them by sector secthinkers = Z_Calloc(numsectors * sizeof(thinkerlist_t), PU_STATIC, NULL); // Firstly, find out how many there are in each sector for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { if (th->function.acp1 == (actionf_p1)T_Friction) secthinkers[((friction_t *)th)->affectee].count++; else if (th->function.acp1 == (actionf_p1)T_Pusher) secthinkers[((pusher_t *)th)->affectee].count++; } // Allocate each list, and then zero the count so we can use it to track // the end of the list as we add the thinkers for (i = 0; i < numsectors; i++) if(secthinkers[i].count > 0) { secthinkers[i].thinkers = Z_Malloc(secthinkers[i].count * sizeof(thinker_t *), PU_STATIC, NULL); secthinkers[i].count = 0; } // Finally, populate the lists. for (th = thlist[THINK_MAIN].next; th != &thlist[THINK_MAIN]; th = th->next) { size_t secnum = (size_t)-1; if (th->function.acp1 == (actionf_p1)T_Friction) secnum = ((friction_t *)th)->affectee; else if (th->function.acp1 == (actionf_p1)T_Pusher) secnum = ((pusher_t *)th)->affectee; if (secnum != (size_t)-1) secthinkers[secnum].thinkers[secthinkers[secnum].count++] = th; } // Init line EFFECTs for (i = 0; i < numlines; i++) { mtag_t tag = Tag_FGet(&lines[i].tags); if (P_IsLineDisabled(&lines[i])) { continue; } switch (lines[i].special) { INT32 s; size_t sec; ffloortype_e ffloorflags; TAG_ITER_DECLARECOUNTER(0); case 1: // Definable gravity per sector sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(0, tag, s) { sectors[s].gravity = §ors[sec].floorheight; // This allows it to change in realtime! if (lines[i].flags & ML_NOCLIMB) sectors[s].verticalflip = true; else sectors[s].verticalflip = false; CheckForReverseGravity = sectors[s].verticalflip; } break; case 2: // Custom exit break; case 3: // Zoom Tube Parameters break; case 4: // Speed pad (combines with sector special Section3:5 or Section3:6) break; case 5: // Change camera info sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(0, tag, s) P_AddCameraScanner(§ors[sec], §ors[s], R_PointToAngle2(lines[i].v2->x, lines[i].v2->y, lines[i].v1->x, lines[i].v1->y)); break; case 7: // Flat alignment - redone by toast if ((lines[i].flags & (ML_NETONLY|ML_NONET)) != (ML_NETONLY|ML_NONET)) // If you can do something... { angle_t flatangle = InvAngle(R_PointToAngle2(lines[i].v1->x, lines[i].v1->y, lines[i].v2->x, lines[i].v2->y)); fixed_t xoffs; fixed_t yoffs; if (lines[i].flags & ML_EFFECT6) // Set offset through x and y texture offsets if ML_EFFECT6 flag is set { xoffs = sides[lines[i].sidenum[0]].textureoffset; yoffs = sides[lines[i].sidenum[0]].rowoffset; } else // Otherwise, set calculated offsets such that line's v1 is the apparent origin { xoffs = -lines[i].v1->x; yoffs = lines[i].v1->y; } //If no tag is given, apply to front sector if (tag == 0) P_ApplyFlatAlignment(lines + i, lines[i].frontsector, flatangle, xoffs, yoffs); else { TAG_ITER_SECTORS(0, tag, s) P_ApplyFlatAlignment(lines + i, sectors + s, flatangle, xoffs, yoffs); } } else // Otherwise, print a helpful warning. Can I do no less? CONS_Alert(CONS_WARNING, M_GetText("Flat alignment linedef (tag %d) doesn't have anything to do.\nConsider changing the linedef's flag configuration or removing it entirely.\n"), tag); break; case 8: // Sector Parameters TAG_ITER_SECTORS(0, tag, s) { if (lines[i].flags & ML_NOCLIMB) { sectors[s].flags &= ~SF_FLIPSPECIAL_FLOOR; sectors[s].flags |= SF_FLIPSPECIAL_CEILING; } else if (lines[i].flags & ML_EFFECT4) sectors[s].flags |= SF_FLIPSPECIAL_BOTH; if (lines[i].flags & ML_EFFECT3) sectors[s].flags |= SF_TRIGGERSPECIAL_TOUCH; if (lines[i].flags & ML_EFFECT2) sectors[s].flags |= SF_TRIGGERSPECIAL_HEADBUMP; if (lines[i].flags & ML_EFFECT1) sectors[s].flags |= SF_INVERTPRECIP; if (lines[i].flags & ML_DONTPEGTOP) sectors[s].flags |= SF_RIPPLE_FLOOR; if (lines[i].flags & ML_DONTPEGBOTTOM) sectors[s].flags |= SF_RIPPLE_CEILING; if (lines[i].frontsector && GETSECSPECIAL(lines[i].frontsector->special, 4) == 12) sectors[s].camsec = sides[*lines[i].sidenum].sector-sectors; } break; case 9: // Chain Parameters break; case 10: // Vertical culling plane for sprites and FOFs TAG_ITER_SECTORS(0, tag, s) sectors[s].cullheight = &lines[i]; // This allows it to change in realtime! break; case 50: // Insta-Lower Sector EV_DoFloor(&lines[i], instantLower); break; case 51: // Instant raise for ceilings EV_DoCeiling(&lines[i], instantRaise); break; case 52: // Continuously Falling sector EV_DoContinuousFall(lines[i].frontsector, lines[i].backsector, P_AproxDistance(lines[i].dx, lines[i].dy), (lines[i].flags & ML_NOCLIMB)); break; case 53: // New super cool and awesome moving floor and ceiling type case 54: // New super cool and awesome moving floor type if (lines[i].backsector) EV_DoFloor(&lines[i], bounceFloor); if (lines[i].special == 54) break; /* FALLTHRU */ case 55: // New super cool and awesome moving ceiling type if (lines[i].backsector) EV_DoCeiling(&lines[i], bounceCeiling); break; case 56: // New super cool and awesome moving floor and ceiling crush type case 57: // New super cool and awesome moving floor crush type if (lines[i].backsector) EV_DoFloor(&lines[i], bounceFloorCrush); if (lines[i].special == 57) break; //only move the floor /* FALLTHRU */ case 58: // New super cool and awesome moving ceiling crush type if (lines[i].backsector) EV_DoCeiling(&lines[i], bounceCeilingCrush); break; case 59: // Activate floating platform EV_DoElevator(&lines[i], elevateContinuous, false); break; case 60: // Floating platform with adjustable speed EV_DoElevator(&lines[i], elevateContinuous, true); break; case 61: // Crusher! EV_DoCrush(&lines[i], crushAndRaise); break; case 62: // Crusher (up and then down)! EV_DoCrush(&lines[i], fastCrushAndRaise); break; case 63: // support for drawn heights coming from different sector sec = sides[*lines[i].sidenum].sector-sectors; TAG_ITER_SECTORS(0, tag, s) sectors[s].heightsec = (INT32)sec; break; case 64: // Appearing/Disappearing FOF option if (lines[i].flags & ML_BLOCKPLAYERS) { // Find FOFs by control sector tag TAG_ITER_SECTORS(0, tag, s) for (j = 0; (unsigned)j < sectors[s].linecount; j++) if (sectors[s].lines[j]->special >= 100 && sectors[s].lines[j]->special < 300) Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), (INT32)(sectors[s].lines[j]-lines), (INT32)i); } else // Find FOFs by effect sector tag { TAG_ITER_LINES(0, tag, s) { if ((size_t)s == i) continue; if (Tag_Find(&sides[lines[s].sidenum[0]].sector->tags, Tag_FGet(&sides[lines[i].sidenum[0]].sector->tags))) Add_MasterDisappearer(abs(lines[i].dx>>FRACBITS), abs(lines[i].dy>>FRACBITS), abs(sides[lines[i].sidenum[0]].sector->floorheight>>FRACBITS), s, (INT32)i); } } break; case 66: // Displace floor by front sector TAG_ITER_SECTORS(0, tag, s) P_AddPlaneDisplaceThinker(pd_floor, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 67: // Displace ceiling by front sector TAG_ITER_SECTORS(0, tag, s) P_AddPlaneDisplaceThinker(pd_ceiling, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 68: // Displace both floor AND ceiling by front sector TAG_ITER_SECTORS(0, tag, s) P_AddPlaneDisplaceThinker(pd_both, P_AproxDistance(lines[i].dx, lines[i].dy)>>8, sides[lines[i].sidenum[0]].sector-sectors, s, !!(lines[i].flags & ML_NOCLIMB)); break; case 100: // FOF (solid, opaque, shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); break; case 101: // FOF (solid, opaque, no shadows) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_CUTLEVEL, secthinkers); break; case 102: // TL block: FOF (solid, translucent) ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_NOSHADE|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; // Draw the 'insides' of the block too if (lines[i].flags & ML_NOCLIMB) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 103: // Solid FOF with no floor/ceiling (quite possibly useless) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_NOSHADE|FF_CUTLEVEL, secthinkers); break; case 104: // 3D Floor type that doesn't draw sides // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_CUTLEVEL; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 105: // FOF (solid, invisible) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_NOSHADE, secthinkers); break; case 120: // Opaque water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 121: // TL water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 122: // Opaque water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 123: // TL water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 124: // goo water ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 125: // goo water, no sides ffloorflags = FF_EXISTS|FF_RENDERPLANES|FF_TRANSLUCENT|FF_SWIMMABLE|FF_GOOWATER|FF_BOTHPLANES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_DOUBLESHADOW; if (lines[i].flags & ML_EFFECT4) ffloorflags |= FF_COLORMAPONLY; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 140: // 'Platform' - You can jump up through it // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 141: // Translucent "platform" // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 142: // Translucent "platform" with no sides ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_PLATFORM|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 143: // 'Reverse platform' - You fall through it // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 144: // Translucent "reverse platform" // If line has no-climb set, don't give it shadows, otherwise do ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_REVERSEPLATFORM|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 145: // Translucent "reverse platform" with no sides ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERPLANES|FF_TRANSLUCENT|FF_REVERSEPLATFORM|FF_EXTRA|FF_CUTEXTRA; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; // Draw the 'insides' of the block too if (lines[i].flags & ML_EFFECT2) { ffloorflags |= FF_CUTLEVEL|FF_BOTHPLANES|FF_ALLSIDES; ffloorflags &= ~(FF_EXTRA|FF_CUTEXTRA); } P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 146: // Intangible floor/ceiling with solid sides (fences/hoops maybe?) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_ALLSIDES|FF_INTANGIBLEFLATS, secthinkers); break; case 150: // Air bobbing platform case 151: // Adjustable air bobbing platform { fixed_t dist = (lines[i].special == 150) ? 16*FRACUNIT : P_AproxDistance(lines[i].dx, lines[i].dy); P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); P_AddAirbob(lines[i].frontsector, tag, dist, false, !!(lines[i].flags & ML_NOCLIMB), false); break; } case 152: // Adjustable air bobbing platform in reverse P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); P_AddAirbob(lines[i].frontsector, tag, P_AproxDistance(lines[i].dx, lines[i].dy), true, !!(lines[i].flags & ML_NOCLIMB), false); break; case 153: // Dynamic Sinking Platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); P_AddAirbob(lines[i].frontsector, tag, P_AproxDistance(lines[i].dx, lines[i].dy), false, !!(lines[i].flags & ML_NOCLIMB), true); break; case 160: // Float/bob platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB, secthinkers); break; case 170: // Crumbling platform P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers); break; case 171: // Crumbling platform that will not return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_NORETURN, secthinkers); break; case 172: // "Platform" that crumbles and returns ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 173: // "Platform" that crumbles and doesn't return ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 174: // Translucent "platform" that crumbles and returns ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 175: // Translucent "platform" that crumbles and doesn't return ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_PLATFORM|FF_CRUMBLE|FF_NORETURN|FF_TRANSLUCENT|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].flags & ML_NOCLIMB) // shade it unless no-climb ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers); P_AddAirbob(lines[i].frontsector, tag, 16*FRACUNIT, false, !!(lines[i].flags & ML_NOCLIMB), false); break; case 177: // Air bobbing platform that will crumble and bob on // the water when it falls and hits, then never return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers); P_AddAirbob(lines[i].frontsector, tag, 16*FRACUNIT, false, !!(lines[i].flags & ML_NOCLIMB), false); break; case 178: // Crumbling platform that will float when it hits water P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CRUMBLE|FF_FLOATBOB, secthinkers); break; case 179: // Crumbling platform that will float when it hits water, but not return P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE|FF_FLOATBOB|FF_NORETURN, secthinkers); break; case 180: // Air bobbing platform that will crumble P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers); P_AddAirbob(lines[i].frontsector, tag, 16*FRACUNIT, false, !!(lines[i].flags & ML_NOCLIMB), false); break; case 190: // Rising Platform FOF (solid, opaque, shadows) case 191: // Rising Platform FOF (solid, opaque, no shadows) case 192: // Rising Platform TL block: FOF (solid, translucent) case 193: // Rising Platform FOF (solid, invisible) case 194: // Rising Platform 'Platform' - You can jump up through it case 195: // Rising Platform Translucent "platform" { fixed_t speed = FixedDiv(P_AproxDistance(lines[i].dx, lines[i].dy), 4*FRACUNIT); fixed_t ceilingtop = P_FindHighestCeilingSurrounding(lines[i].frontsector); fixed_t ceilingbottom = P_FindLowestCeilingSurrounding(lines[i].frontsector); ffloorflags = FF_EXISTS|FF_SOLID; if (lines[i].special != 193) ffloorflags |= FF_RENDERALL; if (lines[i].special <= 191) ffloorflags |= FF_CUTLEVEL; if (lines[i].special == 192 || lines[i].special == 195) ffloorflags |= FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA; if (lines[i].special >= 194) ffloorflags |= FF_PLATFORM|FF_BOTHPLANES|FF_ALLSIDES; if (lines[i].special != 190 && (lines[i].special <= 193 || lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); P_AddRaiseThinker(lines[i].frontsector, tag, speed, ceilingtop, ceilingbottom, !!(lines[i].flags & ML_BLOCKPLAYERS), !!(lines[i].flags & ML_NOCLIMB)); break; } case 200: // Double light effect P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers); break; case 201: // Light effect P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES, secthinkers); break; case 202: // Fog ffloorflags = FF_EXISTS|FF_RENDERALL|FF_FOG|FF_INVERTPLANES|FF_INVERTSIDES|FF_CUTEXTRA|FF_EXTRA|FF_DOUBLESHADOW|FF_CUTSPRITES; sec = sides[*lines[i].sidenum].sector - sectors; // SoM: Because it's fog, check for an extra colormap and set the fog flag... if (sectors[sec].extra_colormap) sectors[sec].extra_colormap->flags = CMF_FOG; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 220: // Like opaque water, but not swimmable. (Good for snow effect on FOFs) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTEXTRA|FF_EXTRA|FF_CUTSPRITES, secthinkers); break; case 221: // FOF (intangible, translucent) // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_RENDERALL|FF_TRANSLUCENT|FF_EXTRA|FF_CUTEXTRA|FF_CUTSPRITES; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 222: // FOF with no floor/ceiling (good for GFZGRASS effect on FOFs) // If line has no-climb set, give it shadows, otherwise don't ffloorflags = FF_EXISTS|FF_RENDERSIDES|FF_ALLSIDES; if (!(lines[i].flags & ML_NOCLIMB)) ffloorflags |= FF_NOSHADE|FF_CUTSPRITES; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 223: // FOF (intangible, invisible) - for combining specials in a sector P_AddFakeFloorsByLine(i, FF_EXISTS|FF_NOSHADE, secthinkers); break; case 250: // Mario Block ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_MARIO; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_SHATTERBOTTOM; if (lines[i].flags & ML_EFFECT1) ffloorflags &= ~(FF_SOLID|FF_RENDERALL|FF_CUTLEVEL); P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 251: // A THWOMP! { fixed_t crushspeed = (lines[i].flags & ML_EFFECT5) ? lines[i].dy >> 3 : 10*FRACUNIT; fixed_t retractspeed = (lines[i].flags & ML_EFFECT5) ? lines[i].dx >> 3 : 2*FRACUNIT; UINT16 sound = (lines[i].flags & ML_EFFECT4) ? sides[lines[i].sidenum[0]].textureoffset >> FRACBITS : sfx_thwomp; P_AddThwompThinker(lines[i].frontsector, &lines[i], crushspeed, retractspeed, sound); P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers); break; } case 252: // Shatter block (breaks when touched) ffloorflags = FF_EXISTS|FF_BLOCKOTHERS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_BLOCKPLAYER|FF_SHATTERBOTTOM; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 253: // Translucent shatter block (see 76) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_BLOCKOTHERS|FF_RENDERALL|FF_BUSTUP|FF_SHATTER|FF_TRANSLUCENT, secthinkers); break; case 254: // Bustable block ffloorflags = FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP; if (lines[i].flags & ML_NOCLIMB) ffloorflags |= FF_STRONGBUST; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 255: // Spin bust block (breaks when jumped or spun downwards onto) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST, secthinkers); break; case 256: // Translucent spin bust block (see 78) P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_BUSTUP|FF_SPINBUST|FF_TRANSLUCENT, secthinkers); break; case 257: // Quicksand ffloorflags = FF_EXISTS|FF_QUICKSAND|FF_RENDERALL|FF_ALLSIDES|FF_CUTSPRITES; if (lines[i].flags & ML_EFFECT5) ffloorflags |= FF_RIPPLE; P_AddFakeFloorsByLine(i, ffloorflags, secthinkers); break; case 258: // Laser block P_AddLaserThinker(tag, lines + i, !!(lines[i].flags & ML_EFFECT1)); P_AddFakeFloorsByLine(i, FF_EXISTS|FF_RENDERALL|FF_NOSHADE|FF_EXTRA|FF_CUTEXTRA|FF_TRANSLUCENT, secthinkers); break; case 259: // Custom FOF if (lines[i].sidenum[1] != 0xffff) { ffloortype_e fofflags = sides[lines[i].sidenum[1]].toptexture; P_AddFakeFloorsByLine(i, fofflags, secthinkers); } else I_Error("Custom FOF (tag %d) found without a linedef back side!", tag); break; case 300: // Linedef executor (combines with sector special 974/975) and commands case 302: case 303: case 304: break; case 308: // Race-only linedef executor. Triggers once. if (!(gametyperules & GTR_CIRCUIT)) lines[i].special = 0; break; // Linedef executor triggers for CTF teams. case 309: case 311: if (!(gametyperules & GTR_TEAMS)) lines[i].special = 0; break; // Each time executors case 306: case 301: case 310: case 312: case 332: case 335: P_AddEachTimeThinker(&lines[i]); break; // No More Enemies Linedef Exec case 313: P_AddNoEnemiesThinker(&lines[i]); break; // Pushable linedef executors (count # of pushables) case 314: case 315: break; // Unlock trigger executors case 317: case 318: break; case 319: case 320: break; // Trigger on X calls case 321: case 322: if (lines[i].flags & ML_NOCLIMB && sides[lines[i].sidenum[0]].rowoffset > 0) // optional "starting" count lines[i].callcount = sides[lines[i].sidenum[0]].rowoffset>>FRACBITS; else lines[i].callcount = sides[lines[i].sidenum[0]].textureoffset>>FRACBITS; if (lines[i].special == 322) // Each time P_AddEachTimeThinker(&lines[i]); break; // Skin trigger executors case 331: case 333: break; // Object dye executors case 334: case 336: break; // Record attack only linedef exec case 323: if (!modeattacking) lines[i].special = 0; break; case 328: // Encore-only linedef execute on map load if (!encoremode) lines[i].special = 0; // This is handled in P_RunLevelLoadExecutors. break; case 399: // Linedef execute on map load // This is handled in P_RunLevelLoadExecutors. break; case 400: case 401: case 402: case 403: case 404: case 405: case 406: case 407: case 408: case 409: case 410: case 411: case 412: case 413: case 414: case 415: case 416: case 417: case 418: case 419: case 420: case 421: case 422: case 423: case 424: case 425: case 426: case 427: case 428: case 429: case 430: case 431: break; case 449: // Enable bosses with parameter { INT32 bossid = sides[*lines[i].sidenum].textureoffset>>FRACBITS; if (bossid & ~15) // if any bits other than first 16 are set { CONS_Alert(CONS_WARNING, M_GetText("Boss enable linedef (tag %d) has an invalid texture x offset.\nConsider changing it or removing it entirely.\n"), tag); break; } if (!(lines[i].flags & ML_NOCLIMB)) { bossdisabled |= (1<>FRACBITS); break; case 603: // Adjustable flickering light sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(0, tag, s) P_SpawnAdjustableFireFlicker(§ors[sec], §ors[s], P_AproxDistance(lines[i].dx, lines[i].dy)>>FRACBITS); break; case 604: // Adjustable Blinking Light (unsynchronized) sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(0, tag, s) P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s], abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, false); break; case 605: // Adjustable Blinking Light (synchronized) sec = sides[*lines[i].sidenum].sector - sectors; TAG_ITER_SECTORS(0, tag, s) P_SpawnAdjustableStrobeFlash(§ors[sec], §ors[s], abs(lines[i].dx)>>FRACBITS, abs(lines[i].dy)>>FRACBITS, true); break; case 606: // HACK! Copy colormaps. Just plain colormaps. TAG_ITER_SECTORS(0, lines[i].args[0], s) { extracolormap_t *exc; if (sectors[s].colormap_protected) continue; if (!udmf) exc = sides[lines[i].sidenum[0]].colormap_data; else { if (!lines[i].args[1]) exc = lines[i].frontsector->extra_colormap; else { INT32 sourcesec = Tag_Iterate_Sectors(lines[i].args[1], 0); if (sourcesec == -1) { CONS_Debug(DBG_GAMELOGIC, "Line type 606: Can't find sector with source colormap (tag %d)!\n", lines[i].args[1]); return; } exc = sectors[sourcesec].extra_colormap; } } sectors[s].extra_colormap = sectors[s].spawn_extra_colormap = exc; } break; // SRB2Kart case 2000: // Waypoint Parameters break; case 2001: // Finish Line if ((gametyperules & GTR_CIRCUIT)) circuitmap = true; break; case 2002: // Linedef Trigger: Race Lap break; case 2003: // Respawn Line break; case 2004: // Bot controller break; case 499: // Linedef Executor: Enable/Disable Waypoints break; default: break; } } // Allocate each list for (i = 0; i < numsectors; i++) if(secthinkers[i].thinkers) Z_Free(secthinkers[i].thinkers); Z_Free(secthinkers); } /** Fuck polyobjects */ void P_SpawnSpecialsThatRequireObjects(void) { size_t i; // haleyjd 02/20/06: spawn polyobjects Polyobj_InitLevel(); for (i = 0; i < numlines; i++) { switch (lines[i].special) { case 30: // Polyobj_Flag PolyFlag(&lines[i]); break; case 31: // Polyobj_Displace PolyDisplace(&lines[i]); break; case 32: // Polyobj_RotDisplace PolyRotDisplace(&lines[i]); break; } } P_RunLevelLoadExecutors(); } /** Fuck ML_NONET */ void P_SpawnSpecialsAfterSlopes(void) { size_t i; for (i = 0; i < numlines; ++i) { if (P_IsLineDisabled(&lines[i])) { /* remove the special so it can't even be found during the level */ lines[i].special = 0; } switch (lines[i].special) { case 80: // Raise tagged things by type to this FOF { mtag_t tag = Tag_FGet(&lines[i].tags); P_RaiseTaggedThingsToFakeFloor( ( sides[lines[i].sidenum[0]].textureoffset >> FRACBITS ), tag, lines[i].frontsector ); } break; } } } /** Adds 3Dfloors as appropriate based on a common control linedef. * * \param line Control linedef to use. * \param ffloorflags 3Dfloor flags to use. * \param secthkiners Lists of thinkers sorted by sector. May be NULL. * \sa P_SpawnSpecials, P_AddFakeFloor * \author Graue */ static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers) { TAG_ITER_DECLARECOUNTER(0); INT32 s; mtag_t tag = Tag_FGet(&lines[line].tags); size_t sec = sides[*lines[line].sidenum].sector-sectors; line_t* li = lines + line; TAG_ITER_SECTORS(0, tag, s) P_AddFakeFloor(§ors[s], §ors[sec], li, ffloorflags, secthinkers); } /* SoM: 3/8/2000: General scrolling functions. T_Scroll, Add_Scroller, Add_WallScroller, P_SpawnScrollers */ // helper function for T_Scroll static void P_DoScrollMove(mobj_t *thing, fixed_t dx, fixed_t dy, INT32 exclusive) { fixed_t fuckaj = 0; // Nov 05 14:12:08 <+MonsterIestyn> I've heard of explicitly defined variables but this is ridiculous if (thing->player) { if (!(dx | dy)) { thing->player->cmomx = 0; thing->player->cmomy = 0; } else { thing->player->cmomx += dx; thing->player->cmomy += dy; thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION); thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION); } } if (thing->friction != ORIG_FRICTION) fuckaj = thing->friction; if (fuckaj) { // refactor thrust for new friction dx = FixedDiv(dx, CARRYFACTOR); dy = FixedDiv(dy, CARRYFACTOR); dx = FixedMul(dx, FRACUNIT-fuckaj); dy = FixedMul(dy, FRACUNIT-fuckaj); } thing->momx += dx; thing->momy += dy; if (exclusive) thing->eflags |= MFE_PUSHED; } /** Processes an active scroller. * 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 an * edge around a sector can be used to control the direction of the sector's * scrolling, which is usually what is desired. * * \param s Thinker for the scroller to process. * \todo Split up into multiple functions. * \todo Use attached lists to make ::sc_carry_ceiling case faster and * cleaner. * \sa Add_Scroller, Add_WallScroller, P_SpawnScrollers * \author Steven McGranahan * \author Graue */ void T_Scroll(scroll_t *s) { fixed_t dx = s->dx, dy = s->dy; boolean is3dblock = false; 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); } 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; msecnode_t *node; mobj_t *thing; line_t *line; size_t i; INT32 sect; ffloor_t *rover; TAG_ITER_DECLARECOUNTER(0); case sc_side: // scroll wall texture side = sides + s->affectee; side->textureoffset += dx; side->rowoffset += dy; break; case sc_floor: // scroll floor texture sec = sectors + s->affectee; sec->floor_xoffs += dx; sec->floor_yoffs += dy; break; case sc_ceiling: // scroll ceiling texture sec = sectors + s->affectee; sec->ceiling_xoffs += dx; sec->ceiling_yoffs += dy; break; case sc_carry: sec = sectors + s->affectee; height = sec->floorheight; // sec is the control sector, find the real sector(s) to use for (i = 0; i < sec->linecount; i++) { line = sec->lines[i]; if (line->special < 100 || line->special >= 300) is3dblock = false; else is3dblock = true; if (!is3dblock) continue; TAG_ITER_SECTORS(0, Tag_FGet(&line->tags), sect) { sector_t *psec; psec = sectors + sect; // Find the FOF corresponding to the control linedef for (rover = psec->ffloors; rover; rover = rover->next) { if (rover->master == sec->lines[i]) break; } if (!rover) // This should be impossible, but don't complain if it is the case somehow continue; if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there continue; for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) // Already pushed this tic by an exclusive pusher. continue; height = P_GetSpecialBottomZ(thing, sec, psec); if (!(thing->flags & MF_NOCLIP) && // Thing must be clipped (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height != height))) // Thing must a) be non-floating and have z+height == height { // Move objects only if on floor // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } // end of for loop through touching_thinglist } // end of loop through sectors } if (!is3dblock) { for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialBottomZ(thing, sec, sec); if (!(thing->flags & MF_NOCLIP) && (!(thing->flags & MF_NOGRAVITY || thing->z > height))) { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } } break; case sc_carry_ceiling: // carry on ceiling (FOF scrolling) sec = sectors + s->affectee; height = sec->ceilingheight; // sec is the control sector, find the real sector(s) to use for (i = 0; i < sec->linecount; i++) { line = sec->lines[i]; if (line->special < 100 || line->special >= 300) is3dblock = false; else is3dblock = true; if (!is3dblock) continue; TAG_ITER_SECTORS(0, Tag_FGet(&line->tags), sect) { sector_t *psec; psec = sectors + sect; // Find the FOF corresponding to the control linedef for (rover = psec->ffloors; rover; rover = rover->next) { if (rover->master == sec->lines[i]) break; } if (!rover) // This should be impossible, but don't complain if it is the case somehow continue; if (!(rover->flags & FF_EXISTS)) // If the FOF does not "exist", we pretend that nobody's there continue; for (node = psec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialTopZ(thing, sec, psec); if (!(thing->flags & MF_NOCLIP) && // Thing must be clipped (!(thing->flags & MF_NOGRAVITY || thing->z != height))) // Thing must a) be non-floating and have z == height { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } // end of for loop through touching_thinglist } // end of loop through sectors } if (!is3dblock) { for (node = sec->touching_thinglist; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->eflags & MFE_PUSHED) continue; height = P_GetSpecialTopZ(thing, sec, sec); if (!(thing->flags & MF_NOCLIP) && (!(thing->flags & MF_NOGRAVITY || thing->z+thing->height < height))) { // Move objects only if on floor or underwater, // non-floating, and clipped. P_DoScrollMove(thing, dx, dy, s->exclusive); } } } break; // end of sc_carry_ceiling } // end of switch } /** Adds a generalized scroller to the thinker list. * * \param type The enumerated type of scrolling. * \param dx x speed of scrolling or its acceleration. * \param dy y speed of scrolling or its acceleration. * \param control Sector whose heights control this scroller's effect * remotely, or -1 if there is no control sector. * \param affectee Index of the affected object, sector or sidedef. * \param accel Nonzero for an accelerative effect. * \sa Add_WallScroller, P_SpawnScrollers, T_Scroll */ static void Add_Scroller(INT32 type, fixed_t dx, fixed_t dy, INT32 control, INT32 affectee, INT32 accel, INT32 exclusive) { scroll_t *s = Z_Calloc(sizeof *s, PU_LEVSPEC, NULL); s->thinker.function.acp1 = (actionf_p1)T_Scroll; s->type = type; s->dx = dx; s->dy = dy; s->accel = accel; s->exclusive = exclusive; s->vdx = s->vdy = 0; if ((s->control = control) != -1) s->last_height = sectors[control].floorheight + sectors[control].ceilingheight; s->affectee = affectee; P_AddThinker(THINK_MAIN, &s->thinker); } /** Initializes the scrollers. * * \todo Get rid of all the magic numbers. * \sa P_SpawnSpecials, Add_Scroller, Add_WallScroller */ static void P_SpawnScrollers(void) { size_t i; line_t *l = lines; mtag_t tag; 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; fixed_t bx = 0;/* backside variants */ fixed_t by = 0; INT32 control = -1, accel = 0; // no control sector or acceleration INT32 special = l->special; register INT32 s; TAG_ITER_DECLARECOUNTER(0); tag = Tag_FGet(&l->tags); // These types are same as the ones they get set to 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 :) if (special == 515 || special == 512 || special == 522 || special == 532 || special == 504) // displacement scrollers { special -= 2; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 514 || special == 511 || special == 521 || special == 531 || special == 503) // accelerative scrollers { special--; accel = 1; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 535 || special == 525) // displacement scrollers { special -= 2; control = (INT32)(sides[*l->sidenum].sector - sectors); } else if (special == 534 || special == 524) // accelerative scrollers { accel = 1; special--; control = (INT32)(sides[*l->sidenum].sector - sectors); } if (special == 507) // front and back scrollers { if (s != 0xffff) { bx = -(sides[s].textureoffset); by = sides[s].rowoffset; } } switch (special) { case 513: // scroll effect ceiling case 533: // scroll and carry objects on ceiling TAG_ITER_SECTORS(0, tag, s) Add_Scroller(sc_ceiling, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB); if (special != 533) break; /* FALLTHRU */ case 523: // carry objects on ceiling dx = FixedMul(dx, CARRYFACTOR); dy = FixedMul(dy, CARRYFACTOR); TAG_ITER_SECTORS(0, tag, s) Add_Scroller(sc_carry_ceiling, dx, dy, control, s, accel, l->flags & ML_NOCLIMB); break; case 510: // scroll effect floor case 530: // scroll and carry objects on floor TAG_ITER_SECTORS(0, tag, s) Add_Scroller(sc_floor, -dx, dy, control, s, accel, l->flags & ML_NOCLIMB); if (special != 530) break; /* FALLTHRU */ case 520: // carry objects on floor dx = FixedMul(dx, CARRYFACTOR); dy = FixedMul(dy, CARRYFACTOR); TAG_ITER_SECTORS(0, tag, s) Add_Scroller(sc_carry, dx, dy, control, s, accel, l->flags & ML_NOCLIMB); break; // scroll wall according to linedef // (same direction and speed as scrolling floors) case 502: { TAG_ITER_LINES(0, tag, s) if (s != (INT32)i) { if (l->flags & ML_EFFECT2) // use texture offsets instead { dx = sides[l->sidenum[0]].textureoffset; dy = sides[l->sidenum[0]].rowoffset; } if (l->flags & ML_EFFECT3) { if (lines[s].sidenum[1] != 0xffff) Add_Scroller(sc_side, dx, dy, control, lines[s].sidenum[1], accel, 0); } else Add_Scroller(sc_side, dx, dy, control, lines[s].sidenum[0], accel, 0); } break; } case 505: s = lines[i].sidenum[0]; Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, s, accel, 0); break; case 506: s = lines[i].sidenum[1]; if (s != 0xffff) Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, lines[i].sidenum[0], accel, 0); else CONS_Debug(DBG_GAMELOGIC, "Line special 506 (line #%s) missing back side!\n", sizeu1(i)); break; case 507: s = lines[i].sidenum[0]; if (lines[i].sidenum[1] != 0xffff) Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, lines[i].sidenum[1], accel, 0); else CONS_Debug(DBG_GAMELOGIC, "Line special 507 (line #%s) missing back side!\n", sizeu1(i)); break; case 508: s = lines[i].sidenum[1]; if (s != 0xffff) Add_Scroller(sc_side, -sides[s].textureoffset, sides[s].rowoffset, -1, s, accel, 0); else CONS_Debug(DBG_GAMELOGIC, "Line special 508 (line #%s) missing back side!\n", sizeu1(i)); break; case 509: // scroll front and backside of tagged lines TAG_ITER_LINES(0, tag, s) { if (s != (INT32)i) { Add_Scroller(sc_side, dx, dy, control, lines[s].sidenum[0], accel, 0); if (lines[s].sidenum[1] != 0xffff) Add_Scroller(sc_side, bx, by, control, lines[s].sidenum[1], accel, 0); } } break; case 500: // scroll first side Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0); break; case 501: // jff 1/30/98 2-way scroll Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel, 0); break; } } } /** Adds master appear/disappear thinker. * * \param appeartime tics to be existent * \param disappeartime tics to be nonexistent * \param sector pointer to control sector */ static void Add_MasterDisappearer(tic_t appeartime, tic_t disappeartime, tic_t offset, INT32 line, INT32 sourceline) { disappear_t *d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_Disappear; d->appeartime = appeartime; d->disappeartime = disappeartime; d->offset = offset; d->affectee = line; d->sourceline = sourceline; d->exists = true; d->timer = 1; P_AddThinker(THINK_MAIN, &d->thinker); } /** Makes a FOF appear/disappear * * \param d Disappear thinker. * \sa Add_MasterDisappearer */ void T_Disappear(disappear_t *d) { if (d->offset && !d->exists) { d->offset--; return; } if (--d->timer <= 0) { ffloor_t *rover; register INT32 s; mtag_t afftag = Tag_FGet(&lines[d->affectee].tags); TAG_ITER_DECLARECOUNTER(0); TAG_ITER_SECTORS(0, afftag, s) { for (rover = sectors[s].ffloors; rover; rover = rover->next) { if (rover->master != &lines[d->affectee]) continue; if (d->exists) rover->flags &= ~FF_EXISTS; else { rover->flags |= FF_EXISTS; if (!(lines[d->sourceline].flags & ML_NOCLIMB)) { sectors[s].soundorg.z = P_GetFFloorTopZAt(rover, sectors[s].soundorg.x, sectors[s].soundorg.y); S_StartSound(§ors[s].soundorg, sfx_appear); } } } sectors[s].moved = true; P_RecalcPrecipInSector(§ors[s]); } if (d->exists) { d->timer = d->disappeartime; d->exists = false; } else { d->timer = d->appeartime; d->exists = true; } } } /** Removes fadingdata from FOF control sector * * \param line line to search for target faders * \param data pointer to set new fadingdata to. Can be NULL to erase. */ static void P_ResetFakeFloorFader(ffloor_t *rover, fade_t *data, boolean finalize) { fade_t *fadingdata = (fade_t *)rover->fadingdata; // find any existing thinkers and remove them, then replace with new data if (fadingdata != data) { if (fadingdata) { if (finalize) P_FadeFakeFloor(rover, fadingdata->sourcevalue, fadingdata->alpha >= fadingdata->destvalue ? fadingdata->alpha - 1 : // trigger fade-out finish fadingdata->alpha + 1, // trigger fade-in finish 0, fadingdata->ticbased, &fadingdata->timer, fadingdata->doexists, fadingdata->dotranslucent, fadingdata->dolighting, fadingdata->docolormap, fadingdata->docollision, fadingdata->doghostfade, fadingdata->exactalpha); rover->alpha = fadingdata->alpha; if (fadingdata->dolighting) P_RemoveLighting(§ors[rover->secnum]); if (fadingdata->docolormap) P_ResetColormapFader(§ors[rover->secnum]); P_RemoveThinker(&fadingdata->thinker); } rover->fadingdata = data; } } static boolean P_FadeFakeFloor(ffloor_t *rover, INT16 sourcevalue, INT16 destvalue, INT16 speed, boolean ticbased, INT32 *timer, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha) { boolean stillfading = false; INT32 alpha; fade_t *fadingdata = (fade_t *)rover->fadingdata; (void)docolormap; // *shrug* maybe we can use this in the future. For now, let's be consistent with our other function params if (rover->master->special == 258) // Laser block return false; // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 1 if (dotranslucent && (rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->flags & FF_FOG) && // do not include fog !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES) && !(rover->flags & FF_RENDERALL)) rover->alpha = 1; if (fadingdata) alpha = fadingdata->alpha; else alpha = rover->alpha; // routines specific to fade in and fade out if (!ticbased && alpha == destvalue) return stillfading; else if (alpha > destvalue) // fade out { // finish fading out if (speed < 1 || (!ticbased && alpha - speed <= destvalue + speed) || (ticbased && (--(*timer) <= 0 || alpha <= destvalue))) { alpha = destvalue; if (docollision) { if (rover->spawnflags & FF_SOLID) rover->flags &= ~FF_SOLID; if (rover->spawnflags & FF_SWIMMABLE) rover->flags &= ~FF_SWIMMABLE; if (rover->spawnflags & FF_QUICKSAND) rover->flags &= ~FF_QUICKSAND; if (rover->spawnflags & FF_BUSTUP) rover->flags &= ~FF_BUSTUP; if (rover->spawnflags & FF_MARIO) rover->flags &= ~FF_MARIO; } } else // continue fading out { if (!ticbased) alpha -= speed; else { INT16 delta = abs(destvalue - sourcevalue); fixed_t factor = min(FixedDiv(speed - (*timer), speed), 1*FRACUNIT); alpha = max(min(alpha, sourcevalue - (INT16)FixedMul(delta, factor)), destvalue); } stillfading = true; } } else // fade in { // finish fading in if (speed < 1 || (!ticbased && alpha + speed >= destvalue - speed) || (ticbased && (--(*timer) <= 0 || alpha >= destvalue))) { alpha = destvalue; if (docollision) { if (rover->spawnflags & FF_SOLID) rover->flags |= FF_SOLID; if (rover->spawnflags & FF_SWIMMABLE) rover->flags |= FF_SWIMMABLE; if (rover->spawnflags & FF_QUICKSAND) rover->flags |= FF_QUICKSAND; if (rover->spawnflags & FF_BUSTUP) rover->flags |= FF_BUSTUP; if (rover->spawnflags & FF_MARIO) rover->flags |= FF_MARIO; } } else // continue fading in { if (!ticbased) alpha += speed; else { INT16 delta = abs(destvalue - sourcevalue); fixed_t factor = min(FixedDiv(speed - (*timer), speed), 1*FRACUNIT); alpha = min(max(alpha, sourcevalue + (INT16)FixedMul(delta, factor)), destvalue); } stillfading = true; } } // routines common to both fade in and fade out if (!stillfading) { if (doexists && !(rover->spawnflags & FF_BUSTUP)) { if (alpha <= 1) rover->flags &= ~FF_EXISTS; else rover->flags |= FF_EXISTS; // Re-render lighting at end of fade if (dolighting && !(rover->spawnflags & FF_NOSHADE) && !(rover->flags & FF_EXISTS)) rover->target->moved = true; } if (dotranslucent && !(rover->flags & FF_FOG)) { if (alpha >= 256) { if (!(rover->flags & FF_CUTSOLIDS) && (rover->spawnflags & FF_CUTSOLIDS)) { rover->flags |= FF_CUTSOLIDS; rover->target->moved = true; } rover->flags &= ~FF_TRANSLUCENT; } else { rover->flags |= FF_TRANSLUCENT; if ((rover->flags & FF_CUTSOLIDS) && (rover->spawnflags & FF_CUTSOLIDS)) { rover->flags &= ~FF_CUTSOLIDS; rover->target->moved = true; } } if ((rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES)) { if (rover->alpha > 1) rover->flags |= FF_RENDERALL; else rover->flags &= ~FF_RENDERALL; } } } else { if (doexists && !(rover->spawnflags & FF_BUSTUP)) { // Re-render lighting if we haven't yet set FF_EXISTS (beginning of fade) if (dolighting && !(rover->spawnflags & FF_NOSHADE) && !(rover->flags & FF_EXISTS)) rover->target->moved = true; rover->flags |= FF_EXISTS; } if (dotranslucent && !(rover->flags & FF_FOG)) { rover->flags |= FF_TRANSLUCENT; if ((rover->flags & FF_CUTSOLIDS) && (rover->spawnflags & FF_CUTSOLIDS)) { rover->flags &= ~FF_CUTSOLIDS; rover->target->moved = true; } if ((rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES)) rover->flags |= FF_RENDERALL; } if (docollision) { if (doghostfade) // remove collision flags during fade { if (rover->spawnflags & FF_SOLID) rover->flags &= ~FF_SOLID; if (rover->spawnflags & FF_SWIMMABLE) rover->flags &= ~FF_SWIMMABLE; if (rover->spawnflags & FF_QUICKSAND) rover->flags &= ~FF_QUICKSAND; if (rover->spawnflags & FF_BUSTUP) rover->flags &= ~FF_BUSTUP; if (rover->spawnflags & FF_MARIO) rover->flags &= ~FF_MARIO; } else // keep collision during fade { if (rover->spawnflags & FF_SOLID) rover->flags |= FF_SOLID; if (rover->spawnflags & FF_SWIMMABLE) rover->flags |= FF_SWIMMABLE; if (rover->spawnflags & FF_QUICKSAND) rover->flags |= FF_QUICKSAND; if (rover->spawnflags & FF_BUSTUP) rover->flags |= FF_BUSTUP; if (rover->spawnflags & FF_MARIO) rover->flags |= FF_MARIO; } } } if (!(rover->flags & FF_FOG)) // don't set FOG alpha { if (!stillfading || exactalpha) rover->alpha = alpha; else // clamp fadingdata->alpha to software's alpha levels { if (alpha < 12) rover->alpha = destvalue < 12 ? destvalue : 1; // Don't even draw it else if (alpha < 38) rover->alpha = destvalue >= 12 && destvalue < 38 ? destvalue : 25; else if (alpha < 64) rover->alpha = destvalue >=38 && destvalue < 64 ? destvalue : 51; else if (alpha < 89) rover->alpha = destvalue >= 64 && destvalue < 89 ? destvalue : 76; else if (alpha < 115) rover->alpha = destvalue >= 89 && destvalue < 115 ? destvalue : 102; else if (alpha < 140) rover->alpha = destvalue >= 115 && destvalue < 140 ? destvalue : 128; else if (alpha < 166) rover->alpha = destvalue >= 140 && destvalue < 166 ? destvalue : 154; else if (alpha < 192) rover->alpha = destvalue >= 166 && destvalue < 192 ? destvalue : 179; else if (alpha < 217) rover->alpha = destvalue >= 192 && destvalue < 217 ? destvalue : 204; else if (alpha < 243) rover->alpha = destvalue >= 217 && destvalue < 243 ? destvalue : 230; else // Opaque rover->alpha = destvalue >= 243 ? destvalue : 256; } } if (fadingdata) fadingdata->alpha = alpha; return stillfading; } /** Adds fake floor fader thinker. * * \param destvalue transparency value to fade to * \param speed speed to fade by * \param ticbased tic-based logic, speed = duration * \param relative Destvalue is relative to rover->alpha * \param doexists handle FF_EXISTS * \param dotranslucent handle FF_TRANSLUCENT * \param dolighting fade FOF light * \param docollision handle interactive flags * \param doghostfade no interactive flags during fading * \param exactalpha use exact alpha values (opengl) */ static void P_AddFakeFloorFader(ffloor_t *rover, size_t sectornum, size_t ffloornum, INT16 destvalue, INT16 speed, boolean ticbased, boolean relative, boolean doexists, boolean dotranslucent, boolean dolighting, boolean docolormap, boolean docollision, boolean doghostfade, boolean exactalpha) { fade_t *d; // If fading an invisible FOF whose render flags we did not yet set, // initialize its alpha to 1 if (dotranslucent && (rover->spawnflags & FF_NOSHADE) && // do not include light blocks, which don't set FF_NOSHADE !(rover->spawnflags & FF_RENDERSIDES) && !(rover->spawnflags & FF_RENDERPLANES) && !(rover->flags & FF_RENDERALL)) rover->alpha = 1; // already equal, nothing to do if (rover->alpha == max(1, min(256, relative ? rover->alpha + destvalue : destvalue))) return; d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_Fade; d->rover = rover; d->sectornum = (UINT32)sectornum; d->ffloornum = (UINT32)ffloornum; d->alpha = d->sourcevalue = rover->alpha; d->destvalue = max(1, min(256, relative ? rover->alpha + destvalue : destvalue)); // rover->alpha is 1-256 if (ticbased) { d->ticbased = true; d->timer = d->speed = abs(speed); // use d->speed as total duration } else { d->ticbased = false; d->speed = max(1, speed); // minimum speed 1/tic // if speed < 1, alpha is set immediately in thinker d->timer = -1; } d->doexists = doexists; d->dotranslucent = dotranslucent; d->dolighting = dolighting; d->docolormap = docolormap; d->docollision = docollision; d->doghostfade = doghostfade; d->exactalpha = exactalpha; // find any existing thinkers and remove them, then replace with new data P_ResetFakeFloorFader(rover, d, false); // Set a separate thinker for shadow fading if (dolighting && !(rover->flags & FF_NOSHADE)) { UINT16 lightdelta = abs(sectors[rover->secnum].spawn_lightlevel - rover->target->lightlevel); fixed_t alphapercent = min(FixedDiv(d->destvalue, rover->spawnalpha), 1*FRACUNIT); // don't make darker than spawn_lightlevel fixed_t adjustedlightdelta = FixedMul(lightdelta, alphapercent); if (rover->target->lightlevel >= sectors[rover->secnum].spawn_lightlevel) // fading out, get lighter d->destlightlevel = rover->target->lightlevel - adjustedlightdelta; else // fading in, get darker d->destlightlevel = rover->target->lightlevel + adjustedlightdelta; P_FadeLightBySector(§ors[rover->secnum], d->destlightlevel, ticbased ? d->timer : FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT, true); } else d->destlightlevel = -1; // Set a separate thinker for colormap fading if (docolormap && !(rover->flags & FF_NOSHADE) && sectors[rover->secnum].spawn_extra_colormap && !sectors[rover->secnum].colormap_protected) { extracolormap_t *dest_exc, *source_exc = sectors[rover->secnum].extra_colormap ? sectors[rover->secnum].extra_colormap : R_GetDefaultColormap(); INT32 colordelta = R_GetRgbaA(sectors[rover->secnum].spawn_extra_colormap->rgba); // alpha is from 0 fixed_t alphapercent = min(FixedDiv(d->destvalue, rover->spawnalpha), 1*FRACUNIT); // don't make darker than spawn_lightlevel fixed_t adjustedcolordelta = FixedMul(colordelta, alphapercent); INT32 coloralpha; coloralpha = adjustedcolordelta; dest_exc = R_CopyColormap(sectors[rover->secnum].spawn_extra_colormap, false); dest_exc->rgba = R_GetRgbaRGB(dest_exc->rgba) + R_PutRgbaA(coloralpha); if (!(d->dest_exc = R_GetColormapFromList(dest_exc))) { dest_exc->colormap = R_CreateLightTable(dest_exc); R_AddColormapToList(dest_exc); d->dest_exc = dest_exc; } else Z_Free(dest_exc); // If fading from 0, set source_exc rgb same to dest_exc if (!R_CheckDefaultColormap(d->dest_exc, true, false, false) && R_CheckDefaultColormap(source_exc, true, false, false)) { extracolormap_t *exc = R_CopyColormap(source_exc, false); exc->rgba = R_GetRgbaRGB(d->dest_exc->rgba) + R_PutRgbaA(R_GetRgbaA(source_exc->rgba)); exc->fadergba = R_GetRgbaRGB(d->dest_exc->rgba) + R_PutRgbaA(R_GetRgbaA(source_exc->fadergba)); if (!(source_exc = R_GetColormapFromList(exc))) { exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); source_exc = exc; } else Z_Free(exc); } Add_ColormapFader(§ors[rover->secnum], source_exc, d->dest_exc, true, ticbased ? d->timer : FixedFloor(FixedDiv(abs(d->destvalue - d->alpha), d->speed))/FRACUNIT); } P_AddThinker(THINK_MAIN, &d->thinker); } /** Makes a FOF fade * * \param d Fade thinker. * \sa P_AddFakeFloorFader */ void T_Fade(fade_t *d) { if (d->rover && !P_FadeFakeFloor(d->rover, d->sourcevalue, d->destvalue, d->speed, d->ticbased, &d->timer, d->doexists, d->dotranslucent, d->dolighting, d->docolormap, d->docollision, d->doghostfade, d->exactalpha)) { // Finalize lighting, copypasta from P_AddFakeFloorFader if (d->dolighting && !(d->rover->flags & FF_NOSHADE) && d->destlightlevel > -1) sectors[d->rover->secnum].lightlevel = d->destlightlevel; // Finalize colormap if (d->docolormap && !(d->rover->flags & FF_NOSHADE) && sectors[d->rover->secnum].spawn_extra_colormap) sectors[d->rover->secnum].extra_colormap = d->dest_exc; P_RemoveFakeFloorFader(d->rover); } } static void P_ResetColormapFader(sector_t *sector) { if (sector->fadecolormapdata) { // The thinker is the first member in all the action structs, // so just let the thinker get freed, and that will free the whole // structure. P_RemoveThinker(&((elevator_t *)sector->fadecolormapdata)->thinker); sector->fadecolormapdata = NULL; } } static void Add_ColormapFader(sector_t *sector, extracolormap_t *source_exc, extracolormap_t *dest_exc, boolean ticbased, INT32 duration) { fadecolormap_t *d; P_ResetColormapFader(sector); // nothing to do, set immediately if (!duration || R_CheckEqualColormaps(source_exc, dest_exc, true, true, true)) { sector->extra_colormap = dest_exc; return; } d = Z_Malloc(sizeof *d, PU_LEVSPEC, NULL); d->thinker.function.acp1 = (actionf_p1)T_FadeColormap; d->sector = sector; d->source_exc = source_exc; d->dest_exc = dest_exc; if (ticbased) { d->ticbased = true; d->duration = d->timer = duration; } else { d->ticbased = false; d->timer = 256; d->duration = duration; // use as speed } sector->fadecolormapdata = d; P_AddThinker(THINK_MAIN, &d->thinker); } void T_FadeColormap(fadecolormap_t *d) { if ((d->ticbased && --d->timer <= 0) || (!d->ticbased && (d->timer -= d->duration) <= 0)) // d->duration used as speed decrement { d->sector->extra_colormap = d->dest_exc; P_ResetColormapFader(d->sector); } else { extracolormap_t *exc; INT32 duration = d->ticbased ? d->duration : 256; fixed_t factor = min(FixedDiv(duration - d->timer, duration), 1*FRACUNIT); INT16 cr, cg, cb, ca, fadestart, fadeend, flags; INT32 rgba, fadergba; // NULL failsafes (or intentionally set to signify default) if (!d->sector->extra_colormap) d->sector->extra_colormap = R_GetDefaultColormap(); if (!d->source_exc) d->source_exc = R_GetDefaultColormap(); if (!d->dest_exc) d->dest_exc = R_GetDefaultColormap(); // For each var (rgba + fadergba + params = 11 vars), we apply // percentage fading: currentval = sourceval + (delta * percent of duration elapsed) // delta is negative when fading out (destval is lower) // max/min are used to ensure progressive calcs don't go backwards and to cap values to dest. #define APPLYFADE(dest, src, cur) (\ (dest-src < 0) ? \ max(\ min(cur,\ src + (INT16)FixedMul(dest-src, factor)),\ dest)\ : (dest-src > 0) ? \ min(\ max(cur,\ src + (INT16)FixedMul(dest-src, factor)),\ dest)\ : \ dest\ ) cr = APPLYFADE(R_GetRgbaR(d->dest_exc->rgba), R_GetRgbaR(d->source_exc->rgba), R_GetRgbaR(d->sector->extra_colormap->rgba)); cg = APPLYFADE(R_GetRgbaG(d->dest_exc->rgba), R_GetRgbaG(d->source_exc->rgba), R_GetRgbaG(d->sector->extra_colormap->rgba)); cb = APPLYFADE(R_GetRgbaB(d->dest_exc->rgba), R_GetRgbaB(d->source_exc->rgba), R_GetRgbaB(d->sector->extra_colormap->rgba)); ca = APPLYFADE(R_GetRgbaA(d->dest_exc->rgba), R_GetRgbaA(d->source_exc->rgba), R_GetRgbaA(d->sector->extra_colormap->rgba)); rgba = R_PutRgbaRGBA(cr, cg, cb, ca); cr = APPLYFADE(R_GetRgbaR(d->dest_exc->fadergba), R_GetRgbaR(d->source_exc->fadergba), R_GetRgbaR(d->sector->extra_colormap->fadergba)); cg = APPLYFADE(R_GetRgbaG(d->dest_exc->fadergba), R_GetRgbaG(d->source_exc->fadergba), R_GetRgbaG(d->sector->extra_colormap->fadergba)); cb = APPLYFADE(R_GetRgbaB(d->dest_exc->fadergba), R_GetRgbaB(d->source_exc->fadergba), R_GetRgbaB(d->sector->extra_colormap->fadergba)); ca = APPLYFADE(R_GetRgbaA(d->dest_exc->fadergba), R_GetRgbaA(d->source_exc->fadergba), R_GetRgbaA(d->sector->extra_colormap->fadergba)); fadergba = R_PutRgbaRGBA(cr, cg, cb, ca); fadestart = APPLYFADE(d->dest_exc->fadestart, d->source_exc->fadestart, d->sector->extra_colormap->fadestart); fadeend = APPLYFADE(d->dest_exc->fadeend, d->source_exc->fadeend, d->sector->extra_colormap->fadeend); flags = abs(factor) > FRACUNIT/2 ? d->dest_exc->flags : d->source_exc->flags; // set new flags halfway through fade #undef APPLYFADE ////////////////// // setup new colormap ////////////////// if (!(d->sector->extra_colormap = R_GetColormapFromListByValues(rgba, fadergba, fadestart, fadeend, flags))) { exc = R_CreateDefaultColormap(false); exc->fadestart = fadestart; exc->fadeend = fadeend; exc->flags = flags; exc->rgba = rgba; exc->fadergba = fadergba; exc->colormap = R_CreateLightTable(exc); R_AddColormapToList(exc); d->sector->extra_colormap = exc; } } } /* SoM: 3/8/2000: Friction functions start. Add_Friction, T_Friction, P_SpawnFriction */ /** Adds friction thinker. * * \param friction Friction value, 0xe800 is normal. * \param affectee Target sector. * \param roverfriction FOF or not * \sa T_Friction, P_SpawnFriction */ static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer) { friction_t *f = Z_Calloc(sizeof *f, PU_LEVSPEC, NULL); f->thinker.function.acp1 = (actionf_p1)T_Friction; f->friction = friction; f->movefactor = movefactor; f->affectee = affectee; if (referrer != -1) { f->roverfriction = true; f->referrer = referrer; } else f->roverfriction = false; P_AddThinker(THINK_MAIN, &f->thinker); } /** Applies friction to all things in a sector. * * \param f Friction thinker. * \sa Add_Friction */ void T_Friction(friction_t *f) { sector_t *sec, *referrer = NULL; mobj_t *thing; msecnode_t *node; sec = sectors + f->affectee; // Get FOF control sector if (f->roverfriction) referrer = sectors + f->referrer; // 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. // 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; // apparently, all I had to do was comment out part of the next line and // friction works for all mobj's // (or at least MF_PUSHABLEs, which is all I care about anyway) if (!(thing->flags & (MF_NOGRAVITY | MF_NOCLIP)) && thing->z == thing->floorz) { if (f->roverfriction) { if (thing->floorz != P_GetSpecialTopZ(thing, referrer, sec)) { node = node->m_thinglist_next; continue; } if ((thing->friction == ORIG_FRICTION) // normal friction? || (f->friction < thing->friction)) { thing->friction = f->friction; if (thing->player) thing->movefactor = f->movefactor; } } else if (P_GetSpecialBottomZ(thing, sec, sec) == thing->floorz && (thing->friction == ORIG_FRICTION // normal friction? || f->friction < thing->friction)) { thing->friction = f->friction; if (thing->player) thing->movefactor = f->movefactor; } } node = node->m_thinglist_next; } } /** Spawns all friction effects. * * \sa P_SpawnSpecials, Add_Friction */ static void P_SpawnFriction(void) { size_t i; line_t *l = lines; mtag_t tag; register INT32 s; fixed_t strength; // frontside texture offset controls magnitude fixed_t friction; // friction value to be applied during movement INT32 movefactor; // applied to each player move to simulate inertia TAG_ITER_DECLARECOUNTER(0); for (i = 0; i < numlines; i++, l++) if (l->special == 540) { tag = Tag_FGet(&l->tags); strength = sides[l->sidenum[0]].textureoffset>>FRACBITS; if (strength > 0) // sludge strength = strength*2; // otherwise, the maximum sludginess value is +967... // The following 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'. friction = ORIG_FRICTION - (0x1EB8*strength)/0x80; // ORIG_FRICTION is 0xE800 if (friction > FRACUNIT) friction = FRACUNIT; if (friction < 0) friction = 0; movefactor = FixedDiv(ORIG_FRICTION, friction); if (movefactor < FRACUNIT) movefactor = 19*movefactor - 18*FRACUNIT; else movefactor = FRACUNIT; TAG_ITER_SECTORS(0, tag, s) Add_Friction(friction, movefactor, s, -1); } } /* SoM: 3/8/2000: Push/Pull/Wind/Current functions. Add_Pusher, PIT_PushThing, T_Pusher, P_GetPushThing, P_SpawnPushers */ #define PUSH_FACTOR 7 /** Adds a pusher. * * \param type Type of push/pull effect. * \param x_mag X magnitude. * \param y_mag Y magnitude. * \param source For a point pusher/puller, the source object. * \param affectee Target sector. * \param referrer What sector set it * \sa T_Pusher, P_GetPushThing, P_SpawnPushers */ static void Add_Pusher(pushertype_e type, fixed_t x_mag, fixed_t y_mag, mobj_t *source, INT32 affectee, INT32 referrer, INT32 exclusive, INT32 slider) { pusher_t *p = Z_Calloc(sizeof *p, PU_LEVSPEC, NULL); p->thinker.function.acp1 = (actionf_p1)T_Pusher; p->source = source; p->type = type; p->x_mag = x_mag>>FRACBITS; p->y_mag = y_mag>>FRACBITS; p->exclusive = exclusive; p->slider = slider; if (referrer != -1) { p->roverpusher = true; p->referrer = referrer; } else p->roverpusher = false; // "The right triangle of the square of the length of the hypotenuse is equal to the sum of the squares of the lengths of the other two sides." // "Bah! Stupid brains! Don't you know anything besides the Pythagorean Theorem?" - Earthworm Jim if (type == p_downcurrent || type == p_upcurrent || type == p_upwind || type == p_downwind) p->magnitude = P_AproxDistance(p->x_mag,p->y_mag)<<(FRACBITS-PUSH_FACTOR); else p->magnitude = P_AproxDistance(p->x_mag,p->y_mag); if (source) // point source exist? { // where force goes to zero if (type == p_push) p->radius = AngleFixed(source->angle); else p->radius = (p->magnitude)<<(FRACBITS+1); p->x = p->source->x; p->y = p->source->y; p->z = p->source->z; } p->affectee = affectee; P_AddThinker(THINK_MAIN, &p->thinker); } // PIT_PushThing determines the angle and magnitude of the effect. // The object's x and y momentum values are changed. static pusher_t *tmpusher; // pusher structure for blockmap searches /** Applies a point pusher/puller to a thing. * * \param thing Thing to be pushed. * \return True if the thing was pushed. * \todo Make a more robust P_BlockThingsIterator() so the hidden parameter * ::tmpusher won't need to be used. * \sa T_Pusher */ static inline boolean PIT_PushThing(mobj_t *thing) { if (thing->eflags & MFE_PUSHED) return false; // Allow this to affect pushable objects at some point? if (thing->player && !(thing->flags & (MF_NOGRAVITY | MF_NOCLIP))) { INT32 dist; INT32 speed; INT32 sx, sy, sz; sx = tmpusher->x; sy = tmpusher->y; sz = tmpusher->z; // don't fade wrt Z if health & 2 (mapthing has multi flag) if (tmpusher->source->health & 2) dist = P_AproxDistance(thing->x - sx,thing->y - sy); else { // Make sure the Z is in range if (thing->z < sz - tmpusher->radius || thing->z > sz + tmpusher->radius) return false; dist = P_AproxDistance(P_AproxDistance(thing->x - sx, thing->y - sy), thing->z - sz); } speed = (tmpusher->magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS - PUSH_FACTOR - 1); // If speed <= 0, you're outside the effective radius. You also have // to be able to see the push/pull source point. // Written with bits and pieces of P_HomingAttack if ((speed > 0) && (P_CheckSight(thing, tmpusher->source))) { // only push wrt Z if health & 1 (mapthing has ambush flag) if (tmpusher->source->health & 1) { fixed_t tmpmomx, tmpmomy, tmpmomz; tmpmomx = FixedMul(FixedDiv(sx - thing->x, dist), speed); tmpmomy = FixedMul(FixedDiv(sy - thing->y, dist), speed); tmpmomz = FixedMul(FixedDiv(sz - thing->z, dist), speed); if (tmpusher->source->type == MT_PUSH) // away! { tmpmomx *= -1; tmpmomy *= -1; tmpmomz *= -1; } thing->momx += tmpmomx; thing->momy += tmpmomy; thing->momz += tmpmomz; if (thing->player) { thing->player->cmomx += tmpmomx; thing->player->cmomy += tmpmomy; thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION); thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION); } } else { angle_t pushangle; pushangle = R_PointToAngle2(thing->x, thing->y, sx, sy); if (tmpusher->source->type == MT_PUSH) pushangle += ANGLE_180; // away pushangle >>= ANGLETOFINESHIFT; thing->momx += FixedMul(speed, FINECOSINE(pushangle)); thing->momy += FixedMul(speed, FINESINE(pushangle)); if (thing->player) { thing->player->cmomx += FixedMul(speed, FINECOSINE(pushangle)); thing->player->cmomy += FixedMul(speed, FINESINE(pushangle)); thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION); thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION); } } } } if (tmpusher->exclusive) thing->eflags |= MFE_PUSHED; return true; } /** Applies a pusher to all affected objects. * * \param p Thinker for the pusher effect. * \todo Split up into multiple functions. * \sa Add_Pusher, PIT_PushThing */ void T_Pusher(pusher_t *p) { sector_t *sec, *referrer = NULL; mobj_t *thing; msecnode_t *node; INT32 xspeed = 0,yspeed = 0; INT32 xl, xh, yl, yh, bx, by; INT32 radius; //INT32 ht = 0; boolean inFOF; boolean touching; boolean moved; xspeed = yspeed = 0; 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 (p->roverpusher) { referrer = §ors[p->referrer]; if (GETSECSPECIAL(referrer->special, 3) != 2) return; } else if (GETSECSPECIAL(sec->special, 3) != 2) 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. // // Apply the effect to clipped players only for now. // // In Phase II, you can apply these effects to Things other than players. 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 = (unsigned)(tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT; xh = (unsigned)(tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT; yl = (unsigned)(tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT; yh = (unsigned)(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 node = sec->touching_thinglist; // things touching this sector for (; node; node = node->m_thinglist_next) { thing = node->m_thing; if (thing->flags & (MF_NOGRAVITY | MF_NOCLIP) && !(thing->type == MT_SMALLBUBBLE || thing->type == MT_MEDIUMBUBBLE || thing->type == MT_EXTRALARGEBUBBLE)) continue; if (!((thing->flags & MF_PUSHABLE) || ((thing->info->flags & MF_PUSHABLE) && thing->fuse)) && !(thing->type == MT_PLAYER || thing->type == MT_SMALLBUBBLE || thing->type == MT_MEDIUMBUBBLE || thing->type == MT_EXTRALARGEBUBBLE || thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED)) continue; if (thing->eflags & MFE_PUSHED) continue; if (thing->player && (thing->state == &states[thing->info->painstate]) && (thing->player->flashing > (K_GetKartFlashing(thing->player)/4)*3 && thing->player->flashing <= K_GetKartFlashing(thing->player))) continue; inFOF = touching = moved = false; // Find the area that the 'thing' is in if (p->roverpusher) { fixed_t top, bottom; top = P_GetSpecialTopZ(thing, referrer, sec); bottom = P_GetSpecialBottomZ(thing, referrer, sec); if (thing->eflags & MFE_VERTICALFLIP) { if (bottom > thing->z + thing->height || top < (thing->z + (thing->height >> 1))) continue; if (thing->z < bottom) touching = true; if (thing->z + (thing->height >> 1) > bottom) inFOF = true; } else { if (top < thing->z || bottom > (thing->z + (thing->height >> 1))) continue; if (thing->z + thing->height > top) touching = true; if (thing->z + (thing->height >> 1) < top) inFOF = true; } } else // Treat the entire sector as one big FOF { if (thing->z == P_GetSpecialBottomZ(thing, sec, sec)) touching = true; else if (p->type != p_current) inFOF = true; } if (!touching && !inFOF) // Object is out of range of effect continue; if (p->type == p_wind) { if (touching) // on ground { xspeed = (p->x_mag)>>1; // half force yspeed = (p->y_mag)>>1; moved = true; } else if (inFOF) { xspeed = (p->x_mag); // full force yspeed = (p->y_mag); moved = true; } } else if (p->type == p_upwind) { if (touching) // on ground { thing->momz += (p->magnitude)>>1; moved = true; } else if (inFOF) { thing->momz += p->magnitude; moved = true; } } else if (p->type == p_downwind) { if (touching) // on ground { thing->momz -= (p->magnitude)>>1; moved = true; } else if (inFOF) { thing->momz -= p->magnitude; moved = true; } } else // p_current { if (!touching && !inFOF) // Not in water at all xspeed = yspeed = 0; // no force else // underwater / touching water { if (p->type == p_upcurrent) thing->momz += p->magnitude; else if (p->type == p_downcurrent) thing->momz -= p->magnitude; else { xspeed = p->x_mag; // full force yspeed = p->y_mag; } moved = true; } } if (p->type != p_downcurrent && p->type != p_upcurrent && p->type != p_upwind && p->type != p_downwind) { thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR); thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR); if (thing->player) { thing->player->cmomx += xspeed<<(FRACBITS-PUSH_FACTOR); thing->player->cmomy += yspeed<<(FRACBITS-PUSH_FACTOR); thing->player->cmomx = FixedMul(thing->player->cmomx, ORIG_FRICTION); thing->player->cmomy = FixedMul(thing->player->cmomy, ORIG_FRICTION); } // Tumbleweeds bounce a bit... if (thing->type == MT_LITTLETUMBLEWEED || thing->type == MT_BIGTUMBLEWEED) thing->momz += P_AproxDistance(xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)) >> 2; } if (moved) { if (p->slider && thing->player && !thing->player->carry) { P_ResetPlayer (thing->player); thing->player->carry = CR_SLIDING; thing->angle = R_PointToAngle2 (0, 0, xspeed<<(FRACBITS-PUSH_FACTOR), yspeed<<(FRACBITS-PUSH_FACTOR)); if (!demo.playback) { angle_t angle = thing->player->angleturn; if (thing->angle - angle > ANGLE_180) P_SetPlayerAngle(thing->player, angle - (angle - thing->angle) / 8); else P_SetPlayerAngle(thing->player, angle + (thing->angle - angle) / 8); //P_SetPlayerAngle(thing->player, thing->angle); } } if (p->exclusive) thing->eflags |= MFE_PUSHED; } } } /** Gets a push/pull object. * * \param s Sector number to look in. * \return Pointer to the first ::MT_PUSH or ::MT_PULL object found in the * sector. * \sa P_GetTeleportDestThing, P_GetStarpostThing, P_GetAltViewThing */ mobj_t *P_GetPushThing(UINT32 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; } /** Spawns pushers. * * \todo Remove magic numbers. * \sa P_SpawnSpecials, Add_Pusher */ static void P_SpawnPushers(void) { size_t i; line_t *l = lines; mtag_t tag; register INT32 s; mobj_t *thing; TAG_ITER_DECLARECOUNTER(0); for (i = 0; i < numlines; i++, l++) { tag = Tag_FGet(&l->tags); switch (l->special) { case 541: // wind TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_wind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 544: // current TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_current, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 547: // push/pull TAG_ITER_SECTORS(0, tag, s) { thing = P_GetPushThing(s); if (thing) // No MT_P* means no effect Add_Pusher(p_push, l->dx, l->dy, thing, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); } break; case 545: // current up TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_upcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 546: // current down TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_downcurrent, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 542: // wind up TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_upwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; case 543: // wind down TAG_ITER_SECTORS(0, tag, s) Add_Pusher(p_downwind, l->dx, l->dy, NULL, s, -1, l->flags & ML_NOCLIMB, l->flags & ML_EFFECT4); break; } } } // Rudimentary function to start a earthquake. // epicenter and radius are not yet used. void P_StartQuake(fixed_t intensity, tic_t time) { quake.intensity = intensity; quake.time = time; }