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