/
p_spec.c
1388 lines (1167 loc) · 36.7 KB
/
p_spec.c
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/**\file p_spec.c
*\section License
* License: GPL
* Online License Link: http://www.gnu.org/licenses/gpl.html
*
*\author Copyright © 2003-2013 Jaakko Keränen <jaakko.keranen@iki.fi>
*\author Copyright © 2005-2013 Daniel Swanson <danij@dengine.net>
*\author Copyright © 1993-1996 by id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* Implements map special effects.
*
* Texture animation, height or lighting changes according to adjacent
* sectors, respective utility functions, etc.
*
* Line Tag handling. Line and Sector triggers.
*
* Events are operations triggered by using, crossing, or shooting special
* lines, or by timed thinkers.
*/
// HEADER FILES ------------------------------------------------------------
#include "jdoom.h"
#include "m_argv.h"
#include "dmu_lib.h"
#include "p_mapsetup.h"
#include "p_player.h"
#include "p_mapspec.h"
#include "p_tick.h"
#include "p_ceiling.h"
#include "p_door.h"
#include "p_floor.h"
#include "p_plat.h"
#include "p_scroll.h"
#include "p_switch.h"
#include "d_net.h"
// MACROS ------------------------------------------------------------------
// TYPES -------------------------------------------------------------------
// Animating textures and planes
// In Doomsday these are handled via DED definitions.
// In BOOM they invented the ANIMATED lump for the same purpose.
// This struct is directly read from the lump.
// So its important we keep it aligned.
#pragma pack(1)
typedef struct animdef_s {
/* Do NOT change these members in any way */
signed char istexture; // if false, it is a flat (instead of bool)
char endname[9];
char startname[9];
int speed;
} animdef_t;
#pragma pack()
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static void crossSpecialLine(Line* line, int side, mobj_t* thing);
static void shootSpecialLine(mobj_t* thing, Line* line);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
// PRIVATE DATA DEFINITIONS ------------------------------------------------
// These arrays are treated as a hardcoded replacements for data that can be
// loaded from a lump, so we need to use little-endian byte ordering.
static animdef_t animsShared[] = {
// Doom anims:
{0, "BLOOD3", "BLOOD1", MACRO_LONG(8)},
{0, "FWATER4", "FWATER1", MACRO_LONG(8)},
{0, "SWATER4", "SWATER1", MACRO_LONG(8)},
{0, "LAVA4", "LAVA1", MACRO_LONG(8)},
{0, "NUKAGE3", "NUKAGE1", MACRO_LONG(8)},
{1, "BLODRIP4", "BLODRIP1", MACRO_LONG(8)},
{1, "FIREBLU2", "FIREBLU1", MACRO_LONG(8)},
{1, "FIRELAVA", "FIRELAV3", MACRO_LONG(8)},
{1, "FIREMAG3", "FIREMAG1", MACRO_LONG(8)},
{1, "FIREWALL", "FIREWALA", MACRO_LONG(8)},
{1, "GSTFONT3", "GSTFONT1", MACRO_LONG(8)},
{1, "ROCKRED3", "ROCKRED1", MACRO_LONG(8)},
{1, "SLADRIP3", "SLADRIP1", MACRO_LONG(8)},
{1, "WFALL4", "WFALL1", MACRO_LONG(8)},
{1, "BLODGR4", "BLODGR1", MACRO_LONG(8)},
// Doom 2 anims:
{0, "RROCK08", "RROCK05", MACRO_LONG(8)},
{0, "SLIME04", "SLIME01", MACRO_LONG(8)},
{0, "SLIME08", "SLIME05", MACRO_LONG(8)},
{0, "SLIME12", "SLIME09", MACRO_LONG(8)},
{1, "BFALL4", "BFALL1", MACRO_LONG(8)},
{1, "DBRAIN4", "DBRAIN1", MACRO_LONG(8)},
{1, "SFALL4", "SFALL1", MACRO_LONG(8)},
{-1, "\0", "\0"}
};
// CODE --------------------------------------------------------------------
/**
* From PrBoom:
* Load the table of animation definitions, checking for existence of
* the start and end of each frame. If the start doesn't exist the sequence
* is skipped, if the last doesn't exist, BOOM exits.
*
* Wall/Flat animation sequences, defined by name of first and last frame,
* The full animation sequence is given using all lumps between the start
* and end entry, in the order found in the WAD file.
*
* This routine modified to read its data from a predefined lump or
* PWAD lump called ANIMATED rather than a static table in this module to
* allow wad designers to insert or modify animation sequences.
*
* Lump format is an array of byte packed animdef_t structures, terminated
* by a structure with istexture == -1. The lump can be generated from a
* text source file using SWANTBLS.EXE, distributed with the BOOM utils.
* The standard list of switches and animations is contained in the example
* source text file DEFSWANI.DAT also in the BOOM util distribution.
*/
static void loadAnimDefs(animdef_t* animDefs, dd_bool isCustom)
{
dd_bool lastIsTexture = false; // Shut up compiler!
ddstring_t framePath, startPath, endPath;
Uri* frameUrn = Uri_NewWithPath2("urn:", RC_NULL);
Uri* startUri = Uri_New();
Uri* endUri = Uri_New();
int i;
Str_Init(&framePath);
Str_Init(&startPath);
Str_Init(&endPath);
// Read structures until -1 is found
for(i = 0; animDefs[i].istexture != -1 ; ++i)
{
dd_bool isTexture = animDefs[i].istexture != 0;
int groupNum, ticsPerFrame, numFrames;
int startFrame, endFrame, n;
if(i == 0 || isTexture != lastIsTexture)
{
Uri_SetScheme(startUri, isTexture? "Textures" : "Flats");
Uri_SetScheme(endUri, isTexture? "Textures" : "Flats");
lastIsTexture = isTexture;
}
Str_PercentEncode(Str_StripRight(Str_Set(&startPath, animDefs[i].startname)));
Uri_SetPath(startUri, Str_Text(&startPath));
Str_PercentEncode(Str_StripRight(Str_Set(&endPath, animDefs[i].endname)));
Uri_SetPath(endUri, Str_Text(&endPath));
startFrame = Textures_UniqueId2(startUri, !isCustom);
endFrame = Textures_UniqueId2(endUri, !isCustom);
if(-1 == startFrame || -1 == endFrame) continue;
numFrames = endFrame - startFrame + 1;
if(numFrames < 2)
{
App_Log(DE2_RES_WARNING, "loadAnimDefs: Bad cycle from '%s' to '%s' in sequence #%i",
animDefs[i].startname, animDefs[i].endname, i);
continue;
}
/**
* A valid animation.
*
* Doomsday's group animation needs to know the texture/flat
* numbers of ALL frames in the animation group so we'll
* have to step through the directory adding frames as we
* go. (DOOM only required the start/end texture/flat
* numbers and would animate all textures/flats inbetween).
*/
ticsPerFrame = LONG(animDefs[i].speed);
{
AutoStr* from = Uri_ToString(startUri);
AutoStr* to = Uri_ToString(endUri);
App_Log(isCustom? DE2_RES_VERBOSE : DE2_RES_XVERBOSE,
" %d: From:\"%s\" To:\"%s\" Tics:%i", i, Str_Text(from), Str_Text(to), ticsPerFrame);
}
// Find an animation group for this.
groupNum = R_CreateAnimGroup(AGF_SMOOTH);
// Add all frames to the group.
for(n = startFrame; n <= endFrame; ++n)
{
Str_Clear(&framePath);
Str_Appendf(&framePath, "%s:%i", isTexture? "Textures" : "Flats", n);
Uri_SetPath(frameUrn, Str_Text(&framePath));
R_AddAnimGroupFrame(groupNum, frameUrn, ticsPerFrame, 0);
}
}
Str_Free(&endPath);
Str_Free(&startPath);
Str_Free(&framePath);
Uri_Delete(endUri);
Uri_Delete(startUri);
Uri_Delete(frameUrn);
}
void P_InitPicAnims(void)
{
{ lumpnum_t lumpNum;
if((lumpNum = W_CheckLumpNumForName("ANIMATED")) > 0)
{
/**
* We'll support this BOOM extension by reading the data and then
* registering the new animations into Doomsday using the animation
* groups feature.
*
* Support for this extension should be considered depreciated.
* All new features should be added, accessed via DED.
*/
App_Log(DE2_RES_VERBOSE, "Processing lump %s::ANIMATED", F_PrettyPath(Str_Text(W_LumpSourceFile(lumpNum))));
loadAnimDefs((animdef_t*)W_CacheLump(lumpNum), true);
W_UnlockLump(lumpNum);
return;
}}
App_Log(DE2_DEV_RES_VERBOSE, "Registering default texture animations...");
loadAnimDefs(animsShared, false);
}
dd_bool P_ActivateLine(Line* ld, mobj_t* mo, int side, int actType)
{
// Clients do not activate lines.
if(IS_CLIENT) return false;
switch(actType)
{
case SPAC_CROSS:
crossSpecialLine(ld, side, mo);
return true;
case SPAC_USE:
return P_UseSpecialLine(mo, ld, side);
case SPAC_IMPACT:
shootSpecialLine(mo, ld);
return true;
default:
Con_Error("P_ActivateLine: Unknown Activation Type %i", actType);
break;
}
return false;
}
/**
* Called every time a thing origin is about to cross a line with a non 0
* special.
*/
static void crossSpecialLine(Line* line, int side, mobj_t* thing)
{
xline_t* xline;
// Extended functionality overrides old.
if(XL_CrossLine(line, side, thing)) return;
xline = P_ToXLine(line);
// Triggers that other things can activate.
if(!thing->player)
{
dd_bool ok = false;
// Things that should NOT trigger specials...
switch(thing->type)
{
case MT_ROCKET:
case MT_PLASMA:
case MT_BFG:
case MT_TROOPSHOT:
case MT_HEADSHOT:
case MT_BRUISERSHOT:
return;
default: break;
}
switch(xline->special)
{
case 39: ///< TELEPORT TRIGGER
case 97: ///< TELEPORT RETRIGGER
case 125: ///< TELEPORT MONSTERONLY TRIGGER
case 126: ///< TELEPORT MONSTERONLY RETRIGGER
case 4: ///< RAISE DOOR
case 10: ///< PLAT DOWN-WAIT-UP-STAY TRIGGER
case 88: ///< PLAT DOWN-WAIT-UP-STAY RETRIGGER
ok = true;
break;
}
// Anything can trigger this line!
if(xline->flags & ML_ALLTRIGGER)
ok = true;
if(!ok) return;
}
switch(xline->special)
{
default: break;
// TRIGGERS.
// All from here to RETRIGGERS.
case 2:
// Open Door
EV_DoDoor(line, DT_OPEN);
xline->special = 0;
break;
case 3:
// Close Door
EV_DoDoor(line, DT_CLOSE);
xline->special = 0;
break;
case 4:
// Raise Door
EV_DoDoor(line, DT_NORMAL);
xline->special = 0;
break;
case 5:
// Raise Floor
EV_DoFloor(line, FT_RAISEFLOOR);
xline->special = 0;
break;
case 6:
// Fast Ceiling Crush & Raise
EV_DoCeiling(line, CT_CRUSHANDRAISEFAST);
xline->special = 0;
break;
case 8:
// Build Stairs
EV_BuildStairs(line, build8);
xline->special = 0;
break;
case 10:
// PlatDownWaitUp
EV_DoPlat(line, PT_DOWNWAITUPSTAY, 0);
xline->special = 0;
break;
case 12:
// Light Turn On - brightest near
EV_LightTurnOn(line, 0);
xline->special = 0;
break;
case 13:
// Light Turn On - max.
EV_LightTurnOn(line, 1);
xline->special = 0;
break;
case 16:
// Close Door 30.
EV_DoDoor(line, DT_CLOSE30THENOPEN);
xline->special = 0;
break;
case 17:
// Start Light Strobing.
EV_StartLightStrobing(line);
xline->special = 0;
break;
case 19:
// Lower Floor.
EV_DoFloor(line, FT_LOWER);
xline->special = 0;
break;
case 22:
// Raise floor to nearest height and change texture.
EV_DoPlat(line, PT_RAISETONEARESTANDCHANGE, 0);
xline->special = 0;
break;
case 25:
// Ceiling Crush and Raise.
EV_DoCeiling(line, CT_CRUSHANDRAISE);
xline->special = 0;
break;
case 30:
// Raise floor to shortest texture height on either side of lines.
EV_DoFloor(line, FT_RAISETOTEXTURE);
xline->special = 0;
break;
case 35:
// Lights Very Dark.
EV_LightTurnOn(line, 35.0f/255);
xline->special = 0;
break;
case 36:
// Lower Floor (TURBO).
EV_DoFloor(line, FT_LOWERTURBO);
xline->special = 0;
break;
case 37:
// LowerAndChange.
EV_DoFloor(line, FT_LOWERANDCHANGE);
xline->special = 0;
break;
case 38:
// Lower Floor To Lowest.
EV_DoFloor(line, FT_LOWERTOLOWEST);
xline->special = 0;
break;
case 39:
// TELEPORT!
EV_Teleport(line, side, thing, true);
xline->special = 0;
break;
case 40:
// RaiseCeilingLowerFloor.
EV_DoCeiling(line, CT_RAISETOHIGHEST);
EV_DoFloor(line, FT_LOWERTOLOWEST);
xline->special = 0;
break;
case 44:
// Ceiling Crush.
EV_DoCeiling(line, CT_LOWERANDCRUSH);
xline->special = 0;
break;
case 52:
// EXIT!
G_LeaveMap(G_CurrentLogicalMapNumber(), 0, false);
break;
case 53:
// Perpetual Platform Raise.
EV_DoPlat(line, PT_PERPETUALRAISE, 0);
xline->special = 0;
break;
case 54:
// Platform Stop.
P_PlatDeactivate(xline->tag);
xline->special = 0;
break;
case 56:
// Raise Floor Crush.
EV_DoFloor(line, FT_RAISEFLOORCRUSH);
xline->special = 0;
break;
case 57:
// Ceiling Crush Stop.
P_CeilingDeactivate(xline->tag);
xline->special = 0;
break;
case 58:
// Raise Floor 24.
EV_DoFloor(line, FT_RAISE24);
xline->special = 0;
break;
case 59:
// Raise Floor 24 And Change.
EV_DoFloor(line, FT_RAISE24ANDCHANGE);
xline->special = 0;
break;
case 104:
// Turn lights off in sector(tag).
EV_TurnTagLightsOff(line);
xline->special = 0;
break;
case 108:
// Blazing Door Raise (faster than TURBO!).
EV_DoDoor(line, DT_BLAZERAISE);
xline->special = 0;
break;
case 109:
// Blazing Door Open (faster than TURBO!).
EV_DoDoor(line, DT_BLAZEOPEN);
xline->special = 0;
break;
case 100:
// Build Stairs Turbo 16.
EV_BuildStairs(line, turbo16);
xline->special = 0;
break;
case 110:
// Blazing Door Close (faster than TURBO!).
EV_DoDoor(line, DT_BLAZECLOSE);
xline->special = 0;
break;
case 119:
// Raise floor to nearest surr. floor.
EV_DoFloor(line, FT_RAISEFLOORTONEAREST);
xline->special = 0;
break;
case 121:
// Blazing PlatDownWaitUpStay.
EV_DoPlat(line, PT_DOWNWAITUPSTAYBLAZE, 0);
xline->special = 0;
break;
case 124:
// Secret EXIT.
G_LeaveMap(G_CurrentLogicalMapNumber(), 0, true);
break;
case 125:
// TELEPORT MonsterONLY.
if(!thing->player)
{
EV_Teleport(line, side, thing, true);
xline->special = 0;
}
break;
case 130:
// Raise Floor Turbo.
EV_DoFloor(line, FT_RAISEFLOORTURBO);
xline->special = 0;
break;
case 141:
// Silent Ceiling Crush & Raise.
EV_DoCeiling(line, CT_SILENTCRUSHANDRAISE);
xline->special = 0;
break;
// RETRIGGERS. All from here till end.
case 72:
// Ceiling Crush.
EV_DoCeiling(line, CT_LOWERANDCRUSH);
break;
case 73:
// Ceiling Crush and Raise.
EV_DoCeiling(line, CT_CRUSHANDRAISE);
break;
case 74:
// Ceiling Crush Stop.
P_CeilingDeactivate(xline->tag);
break;
case 75:
// Close Door.
EV_DoDoor(line, DT_CLOSE);
break;
case 76:
// Close Door 30.
EV_DoDoor(line, DT_CLOSE30THENOPEN);
break;
case 77:
// Fast Ceiling Crush & Raise.
EV_DoCeiling(line, CT_CRUSHANDRAISEFAST);
break;
case 79:
// Lights Very Dark.
EV_LightTurnOn(line, 35.0f/255.0f);
break;
case 80:
// Light Turn On - brightest near.
EV_LightTurnOn(line, 0);
break;
case 81:
// Light Turn On 255.
EV_LightTurnOn(line, 1);
break;
case 82:
// Lower Floor To Lowest.
EV_DoFloor(line, FT_LOWERTOLOWEST);
break;
case 83:
// Lower Floor.
EV_DoFloor(line, FT_LOWER);
break;
case 84:
// LowerAndChange.
EV_DoFloor(line, FT_LOWERANDCHANGE);
break;
case 86:
// Open Door.
EV_DoDoor(line, DT_OPEN);
break;
case 87:
// Perpetual Platform Raise.
EV_DoPlat(line, PT_PERPETUALRAISE, 0);
break;
case 88:
// PlatDownWaitUp.
EV_DoPlat(line, PT_DOWNWAITUPSTAY, 0);
break;
case 89:
// Platform Stop.
P_PlatDeactivate(xline->tag);
break;
case 90:
// Raise Door.
EV_DoDoor(line, DT_NORMAL);
break;
case 91:
// Raise Floor.
EV_DoFloor(line, FT_RAISEFLOOR);
break;
case 92:
// Raise Floor 24.
EV_DoFloor(line, FT_RAISE24);
break;
case 93:
// Raise Floor 24 And Change.
EV_DoFloor(line, FT_RAISE24ANDCHANGE);
break;
case 94:
// Raise Floor Crush.
EV_DoFloor(line, FT_RAISEFLOORCRUSH);
break;
case 95:
// Raise floor to nearest height and change texture.
EV_DoPlat(line, PT_RAISETONEARESTANDCHANGE, 0);
break;
case 96:
// Raise floor to shortest texture height on either side of lines.
EV_DoFloor(line, FT_RAISETOTEXTURE);
break;
case 97:
// TELEPORT!
EV_Teleport(line, side, thing, true);
break;
case 98:
// Lower Floor (TURBO).
EV_DoFloor(line, FT_LOWERTURBO);
break;
case 105:
// Blazing Door Raise (faster than TURBO!).
EV_DoDoor(line, DT_BLAZERAISE);
break;
case 106:
// Blazing Door Open (faster than TURBO!).
EV_DoDoor(line, DT_BLAZEOPEN);
break;
case 107:
// Blazing Door Close (faster than TURBO!).
EV_DoDoor(line, DT_BLAZECLOSE);
break;
case 120:
// Blazing PlatDownWaitUpStay.
EV_DoPlat(line, PT_DOWNWAITUPSTAYBLAZE, 0);
break;
case 126:
// TELEPORT MonsterONLY.
if(!thing->player)
EV_Teleport(line, side, thing, true);
break;
case 128:
// Raise To Nearest Floor.
EV_DoFloor(line, FT_RAISEFLOORTONEAREST);
break;
case 129:
// Raise Floor Turbo.
EV_DoFloor(line, FT_RAISEFLOORTURBO);
break;
}
}
/**
* Called when a thing shoots a special line.
*/
static void shootSpecialLine(mobj_t* thing, Line* line)
{
// Impacts that other things can activate.
if(!thing->player)
{
switch(P_ToXLine(line)->special)
{
default: return; // Cannot be shot at.
case 46: ///< OPEN DOOR IMPACT
break;
}
}
switch(P_ToXLine(line)->special)
{
default: break;
case 24: ///< RAISE FLOOR
EV_DoFloor(line, FT_RAISEFLOOR);
P_ToggleSwitch(P_GetPtrp(line, DMU_FRONT), SFX_NONE, false, 0);
P_ToXLine(line)->special = 0;
break;
case 46: ///< OPEN DOOR
EV_DoDoor(line, DT_OPEN);
P_ToggleSwitch(P_GetPtrp(line, DMU_FRONT), SFX_NONE, false, BUTTONTIME);
break;
case 47: ///< RAISE FLOOR NEAR AND CHANGE
EV_DoPlat(line, PT_RAISETONEARESTANDCHANGE, 0);
P_ToggleSwitch(P_GetPtrp(line, DMU_FRONT), SFX_NONE, false, 0);
P_ToXLine(line)->special = 0;
break;
}
}
/**
* Called every tic frame that the player origin is in a special sector
*/
void P_PlayerInSpecialSector(player_t *player)
{
Sector *sector = Mobj_Sector(player->plr->mo);
if(IS_CLIENT) return;
// Falling, not all the way down yet?
if(!FEQUAL(player->plr->mo->origin[VZ], P_GetDoublep(sector, DMU_FLOOR_HEIGHT))) return;
// Has hitten ground.
switch(P_ToXSector(sector)->special)
{
default: break;
case 5: ///< HELLSLIME DAMAGE.
if(!player->powers[PT_IRONFEET])
{
if(!(mapTime & 0x1f))
P_DamageMobj(player->plr->mo, NULL, NULL, 10, false);
}
break;
case 7: ///< NUKAGE DAMAGE.
if(!player->powers[PT_IRONFEET])
{
if(!(mapTime & 0x1f))
P_DamageMobj(player->plr->mo, NULL, NULL, 5, false);
}
break;
case 16: ///< SUPER HELLSLIME DAMAGE
case 4: ///< STROBE HURT
if(!player->powers[PT_IRONFEET] || (P_Random() < 5))
{
if(!(mapTime & 0x1f))
P_DamageMobj(player->plr->mo, NULL, NULL, 20, false);
}
break;
case 9: ///< SECRET SECTOR
player->secretCount++;
player->update |= PSF_COUNTERS;
P_ToXSector(sector)->special = 0;
if(cfg.secretMsg)
{
P_SetMessage(player, 0, "You've found a secret area!");
S_ConsoleSound(SFX_SECRET, 0, player - players);
}
break;
case 11: ///< EXIT SUPER DAMAGE! (for E1M8 finale)
player->cheats &= ~CF_GODMODE;
if(!(mapTime & 0x1f))
P_DamageMobj(player->plr->mo, NULL, NULL, 20, false);
if(player->health <= 10)
G_LeaveMap(G_CurrentLogicalMapNumber(), 0, false);
break;
}
}
void P_SpawnSectorSpecialThinkers(void)
{
int i;
// Clients spawn specials only on the server's instruction.
if(IS_CLIENT) return;
for(i = 0; i < numsectors; ++i)
{
Sector* sec = P_ToPtr(DMU_SECTOR, i);
xsector_t* xsec = P_ToXSector(sec);
switch(xsec->special)
{
default: break;
case 1: ///< FLICKERING LIGHTS
P_SpawnLightFlash(sec);
break;
case 2: ///< STROBE FAST
P_SpawnStrobeFlash(sec, FASTDARK, 0);
break;
case 3: ///< STROBE SLOW
P_SpawnStrobeFlash(sec, SLOWDARK, 0);
break;
case 4: ///< STROBE FAST/DEATH SLIME
P_SpawnStrobeFlash(sec, FASTDARK, 0);
xsec->special = 4;
break;
case 8: ///< GLOWING LIGHT
P_SpawnGlowingLight(sec);
break;
case 10: ///< DOOR CLOSE IN 30 SECONDS
P_SpawnDoorCloseIn30(sec);
break;
case 12: ///< SYNC STROBE SLOW
P_SpawnStrobeFlash(sec, SLOWDARK, 1);
break;
case 13: ///< SYNC STROBE FAST
P_SpawnStrobeFlash(sec, FASTDARK, 1);
break;
case 14: ///< DOOR RAISE IN 5 MINUTES
P_SpawnDoorRaiseIn5Mins(sec);
break;
case 17:
P_SpawnFireFlicker(sec);
break;
}
}
}
void P_SpawnLineSpecialThinkers(void)
{
// Stub.
}
void P_SpawnAllSpecialThinkers(void)
{
P_SpawnSectorSpecialThinkers();
P_SpawnLineSpecialThinkers();
}
dd_bool P_UseSpecialLine2(mobj_t* mo, Line* line, int side)
{
xline_t* xline = P_ToXLine(line);
// Use the back sides of VERY SPECIAL lines...
if(side)
{
switch(xline->special)
{
case 124:
// Sliding door open&close
// UNUSED?
break;
default:
return false;
break;
}
}
// Switches that other things can activate.
if(!mo->player)
{
// Never open secret doors.
if(xline->flags & ML_SECRET)
return false;
switch(xline->special)
{
case 1: // MANUAL DOOR RAISE
case 32: // MANUAL BLUE
case 33: // MANUAL RED
case 34: // MANUAL YELLOW
break;
default: return false;
}
}
// Do something.
switch(xline->special)
{
// MANUALS
case 1: // Vertical Door
case 26: // Blue Door/Locked
case 27: // Yellow Door /Locked
case 28: // Red Door /Locked
case 31: // Manual door open
case 32: // Blue locked door open
case 33: // Red locked door open
case 34: // Yellow locked door open
case 117: // Blazing door raise
case 118: // Blazing door open
EV_VerticalDoor(line, mo);
break;
//UNUSED - Door Slide Open&Close
// case 124:
// EV_SlidingDoor (line, mo);
// break;
// SWITCHES
case 7:
// Build Stairs
if(EV_BuildStairs(line, build8))
{
P_ToggleSwitch(P_GetPtrp(line, DMU_FRONT), SFX_NONE, false, 0);
xline->special = 0;
}
break;
case 9:
// Change Donut
if(EV_DoDonut(line))
{
P_ToggleSwitch(P_GetPtrp(line, DMU_FRONT), SFX_NONE, false, 0);
xline->special = 0;
}
break;
case 11: