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-
- // P_Spec.c
-
- #include "DoomDef.h"
- #include "P_local.h"
- #include "soundst.h"
-
- // Macros
-
- #define MAX_AMBIENT_SFX 8 // Per level
-
- // Types
-
- typedef enum
- {
- afxcmd_play, // (sound)
- afxcmd_playabsvol, // (sound, volume)
- afxcmd_playrelvol, // (sound, volume)
- afxcmd_delay, // (ticks)
- afxcmd_delayrand, // (andbits)
- afxcmd_end // ()
- } afxcmd_t;
-
- // Data
-
- int *LevelAmbientSfx[MAX_AMBIENT_SFX];
- int *AmbSfxPtr;
- int AmbSfxCount;
- int AmbSfxTics;
- int AmbSfxVolume;
-
- int AmbSndSeqInit[] =
- { // Startup
- afxcmd_end
- };
- int AmbSndSeq1[] =
- { // Scream
- afxcmd_play, sfx_amb1,
- afxcmd_end
- };
- int AmbSndSeq2[] =
- { // Squish
- afxcmd_play, sfx_amb2,
- afxcmd_end
- };
- int AmbSndSeq3[] =
- { // Drops
- afxcmd_play, sfx_amb3,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_play, sfx_amb7,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_play, sfx_amb3,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_play, sfx_amb7,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_play, sfx_amb3,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_play, sfx_amb7,
- afxcmd_delay, 16,
- afxcmd_delayrand, 31,
- afxcmd_end
- };
- int AmbSndSeq4[] =
- { // SlowFootSteps
- afxcmd_play, sfx_amb4,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 15,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_end
- };
- int AmbSndSeq5[] =
- { // Heartbeat
- afxcmd_play, sfx_amb5,
- afxcmd_delay, 35,
- afxcmd_play, sfx_amb5,
- afxcmd_delay, 35,
- afxcmd_play, sfx_amb5,
- afxcmd_delay, 35,
- afxcmd_play, sfx_amb5,
- afxcmd_end
- };
- int AmbSndSeq6[] =
- { // Bells
- afxcmd_play, sfx_amb6,
- afxcmd_delay, 17,
- afxcmd_playrelvol, sfx_amb6, -8,
- afxcmd_delay, 17,
- afxcmd_playrelvol, sfx_amb6, -8,
- afxcmd_delay, 17,
- afxcmd_playrelvol, sfx_amb6, -8,
- afxcmd_end
- };
- int AmbSndSeq7[] =
- { // Growl
- afxcmd_play, sfx_bstsit,
- afxcmd_end
- };
- int AmbSndSeq8[] =
- { // Magic
- afxcmd_play, sfx_amb8,
- afxcmd_end
- };
- int AmbSndSeq9[] =
- { // Laughter
- afxcmd_play, sfx_amb9,
- afxcmd_delay, 16,
- afxcmd_playrelvol, sfx_amb9, -4,
- afxcmd_delay, 16,
- afxcmd_playrelvol, sfx_amb9, -4,
- afxcmd_delay, 16,
- afxcmd_playrelvol, sfx_amb10, -4,
- afxcmd_delay, 16,
- afxcmd_playrelvol, sfx_amb10, -4,
- afxcmd_delay, 16,
- afxcmd_playrelvol, sfx_amb10, -4,
- afxcmd_end
- };
- int AmbSndSeq10[] =
- { // FastFootsteps
- afxcmd_play, sfx_amb4,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb4, -3,
- afxcmd_delay, 8,
- afxcmd_playrelvol, sfx_amb11, -3,
- afxcmd_end
- };
-
- int *AmbientSfx[] =
- {
- AmbSndSeq1, // Scream
- AmbSndSeq2, // Squish
- AmbSndSeq3, // Drops
- AmbSndSeq4, // SlowFootsteps
- AmbSndSeq5, // Heartbeat
- AmbSndSeq6, // Bells
- AmbSndSeq7, // Growl
- AmbSndSeq8, // Magic
- AmbSndSeq9, // Laughter
- AmbSndSeq10 // FastFootsteps
- };
-
- animdef_t animdefs[] =
- {
- // false = flat
- // true = texture
- {false, "FLTWAWA3", "FLTWAWA1", 8}, // Water
- {false, "FLTSLUD3", "FLTSLUD1", 8}, // Sludge
- {false, "FLTTELE4", "FLTTELE1", 6}, // Teleport
- {false, "FLTFLWW3", "FLTFLWW1", 9}, // River - West
- {false, "FLTLAVA4", "FLTLAVA1", 8}, // Lava
- {false, "FLATHUH4", "FLATHUH1", 8}, // Super Lava
- {true, "LAVAFL3", "LAVAFL1", 6}, // Texture: Lavaflow
- {true, "WATRWAL3", "WATRWAL1", 4}, // Texture: Waterfall
- {-1}
- };
-
- anim_t anims[MAXANIMS];
- anim_t *lastanim;
-
- int *TerrainTypes;
- struct
- {
- char *name;
- int type;
- } TerrainTypeDefs[] =
- {
- { "FLTWAWA1", FLOOR_WATER },
- { "FLTFLWW1", FLOOR_WATER },
- { "FLTLAVA1", FLOOR_LAVA },
- { "FLATHUH1", FLOOR_LAVA },
- { "FLTSLUD1", FLOOR_SLUDGE },
- { "END", -1 }
- };
-
- mobj_t LavaInflictor;
-
- //----------------------------------------------------------------------------
- //
- // PROC P_InitLava
- //
- //----------------------------------------------------------------------------
-
- void P_InitLava(void)
- {
- memset(&LavaInflictor, 0, sizeof(mobj_t));
- LavaInflictor.type = MT_PHOENIXFX2;
- LavaInflictor.flags2 = MF2_FIREDAMAGE|MF2_NODMGTHRUST;
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_InitTerrainTypes
- //
- //----------------------------------------------------------------------------
-
- void P_InitTerrainTypes(void)
- {
- int i;
- int lump;
- int size;
-
- size = (numflats+1)*sizeof(int);
- TerrainTypes = Z_Malloc(size, PU_STATIC, 0);
- memset(TerrainTypes, 0, size);
- for(i = 0; TerrainTypeDefs[i].type != -1; i++)
- {
- lump = W_CheckNumForName(TerrainTypeDefs[i].name);
- if(lump != -1)
- {
- TerrainTypes[lump-firstflat] = TerrainTypeDefs[i].type;
- }
- }
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_InitPicAnims
- //
- //----------------------------------------------------------------------------
-
- void P_InitPicAnims(void)
- {
- int i;
-
- lastanim = anims;
- for(i = 0; animdefs[i].istexture != -1; i++)
- {
- if(animdefs[i].istexture)
- { // Texture animation
- if(R_CheckTextureNumForName(animdefs[i].startname) == -1)
- { // Texture doesn't exist
- continue;
- }
- lastanim->picnum = R_TextureNumForName(animdefs[i].endname);
- lastanim->basepic = R_TextureNumForName(animdefs[i].startname);
- }
- else
- { // Flat animation
- if(W_CheckNumForName(animdefs[i].startname) == -1)
- { // Flat doesn't exist
- 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
-
- ==============================================================================
- */
-
- //
- // 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] ];
- }
-
- //
- // 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;
- }
-
- //
- // Given the sector number and the line number, 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;
- }
-
- //==================================================================
- //
- // 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;
- }
-
- //==================================================================
- //
- // 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;
- }
-
- //==================================================================
- //
- // 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;
- }
-
- //==================================================================
- //
- // FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
- //
- //==================================================================
- 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[20]; // 20 adjoining sectors max!
-
- 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;
- }
-
- //
- // Find lowest height in list
- //
- min = heightlist[0];
- 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;
-
- line = &lines[linenum];
- if(!thing->player)
- { // Check if trigger allowed by non-player mobj
- switch(line->special)
- {
- case 39: // Trigger_TELEPORT
- case 97: // Retrigger_TELEPORT
- case 4: // Trigger_Raise_Door
- //case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
- //case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
- break;
- default:
- return;
- break;
- }
- }
- switch(line->special)
- {
- //====================================================
- // TRIGGERS
- //====================================================
- case 2: // Open Door
- EV_DoDoor(line,open,VDOORSPEED);
- line->special = 0;
- break;
- case 3: // Close Door
- EV_DoDoor(line,close,VDOORSPEED);
- line->special = 0;
- break;
- case 4: // Raise Door
- EV_DoDoor(line,normal,VDOORSPEED);
- 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: // Trigger_Build_Stairs (8 pixel steps)
- EV_BuildStairs(line, 8*FRACUNIT);
- line->special = 0;
- break;
- case 106: // Trigger_Build_Stairs_16 (16 pixel steps)
- EV_BuildStairs(line, 16*FRACUNIT);
- 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,VDOORSPEED);
- 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 ();
- line->special = 0;
- 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 105: // Trigger_SecretExit
- G_SecretExitLevel();
- line->special = 0;
- break;
-
- //====================================================
- // RE-DOABLE TRIGGERS
- //====================================================
-
- 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,VDOORSPEED);
- break;
- case 76: // Close Door 30
- EV_DoDoor(line,close30ThenOpen,VDOORSPEED);
- 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,VDOORSPEED);
- 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,VDOORSPEED);
- break;
- case 100: // Retrigger_Raise_Door_Turbo
- EV_DoDoor(line, normal, VDOORSPEED*3);
- 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;
- }
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_ShootSpecialLine
- //
- // Called when a thing shoots a special line.
- //
- //----------------------------------------------------------------------------
-
- void P_ShootSpecialLine(mobj_t *thing, line_t *line)
- {
- if(!thing->player)
- { // Check if trigger allowed by non-player mobj
- switch(line->special)
- {
- case 46: // Impact_OpenDoor
- break;
- default:
- return;
- break;
- }
- }
- switch(line->special)
- {
- case 24: // Impact_RaiseFloor
- EV_DoFloor(line, raiseFloor);
- P_ChangeSwitchTexture(line, 0);
- break;
- case 46: // Impact_OpenDoor
- EV_DoDoor(line, open, VDOORSPEED);
- P_ChangeSwitchTexture(line, 1);
- break;
- case 47: // Impact_RaiseFloorNear&Change
- EV_DoPlat(line, raiseToNearestAndChange, 0);
- P_ChangeSwitchTexture(line, 0);
- break;
- }
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_PlayerInSpecialSector
- //
- // Called every tic frame that the player origin is in a special sector.
- //
- //----------------------------------------------------------------------------
-
- void P_PlayerInSpecialSector(player_t *player)
- {
- sector_t *sector;
- static int pushTab[5] = {
- 2048*5,
- 2048*10,
- 2048*25,
- 2048*30,
- 2048*35
- };
-
- sector = player->mo->subsector->sector;
- if(player->mo->z != sector->floorheight)
- { // Player is not touching the floor
- return;
- }
- switch(sector->special)
- {
- case 7: // Damage_Sludge
- if(!(leveltime&31))
- {
- P_DamageMobj(player->mo, NULL, NULL, 4);
- }
- break;
- case 5: // Damage_LavaWimpy
- if(!(leveltime&15))
- {
- P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
- P_HitFloor(player->mo);
- }
- break;
- case 16: // Damage_LavaHefty
- if(!(leveltime&15))
- {
- P_DamageMobj(player->mo, &LavaInflictor, NULL, 8);
- P_HitFloor(player->mo);
- }
- break;
- case 4: // Scroll_EastLavaDamage
- P_Thrust(player, 0, 2048*28);
- if(!(leveltime&15))
- {
- P_DamageMobj(player->mo, &LavaInflictor, NULL, 5);
- P_HitFloor(player->mo);
- }
- break;
- case 9: // SecretArea
- player->secretcount++;
- sector->special = 0;
- break;
- case 11: // Exit_SuperDamage (DOOM E1M8 finale)
- /*
- player->cheats &= ~CF_GODMODE;
- if(!(leveltime&0x1f))
- {
- P_DamageMobj(player->mo, NULL, NULL, 20);
- }
- if(player->health <= 10)
- {
- G_ExitLevel();
- }
- */
- break;
-
- case 25: case 26: case 27: case 28: case 29: // Scroll_North
- P_Thrust(player, ANG90, pushTab[sector->special-25]);
- break;
- case 20: case 21: case 22: case 23: case 24: // Scroll_East
- P_Thrust(player, 0, pushTab[sector->special-20]);
- break;
- case 30: case 31: case 32: case 33: case 34: // Scroll_South
- P_Thrust(player, ANG270, pushTab[sector->special-30]);
- break;
- case 35: case 36: case 37: case 38: case 39: // Scroll_West
- P_Thrust(player, ANG180, pushTab[sector->special-35]);
- break;
-
- case 40: case 41: case 42: case 43: case 44: case 45:
- case 46: case 47: case 48: case 49: case 50: case 51:
- // Wind specials are handled in (P_mobj):P_XYMovement
- break;
-
- case 15: // Friction_Low
- // Only used in (P_mobj):P_XYMovement and (P_user):P_Thrust
- break;
-
- default:
- I_Error("P_PlayerInSpecialSector: "
- "unknown special %i", sector->special);
- }
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_UpdateSpecials
- //
- // Animate planes, scroll walls, etc.
- //
- //----------------------------------------------------------------------------
-
- void P_UpdateSpecials(void)
- {
- int i;
- int pic;
- anim_t *anim;
- line_t *line;
-
- // Animate flats and textures
- 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;
- }
- }
- }
- // Update scrolling texture offsets
- for(i = 0; i < numlinespecials; i++)
- {
- line = linespeciallist[i];
- switch(line->special)
- {
- case 48: // Effect_Scroll_Left
- sides[line->sidenum[0]].textureoffset += FRACUNIT;
- break;
- case 99: // Effect_Scroll_Right
- sides[line->sidenum[0]].textureoffset -= FRACUNIT;
- break;
- }
- }
- // Handle 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_switch);
- memset(&buttonlist[i], 0, sizeof(button_t));
- }
- }
- }
- }
-
- //============================================================
- //
- // Special Stuff that can't 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 = 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 = 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];
-
- void P_SpawnSpecials (void)
- {
- sector_t *sector;
- int i;
- int episode;
-
- episode = 1;
- if (W_CheckNumForName("texture2") >= 0)
- episode = 2;
-
- //
- // 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;
- }
- }
-
-
- //
- // Init line EFFECTs
- //
- numlinespecials = 0;
- for (i = 0;i < numlines; i++)
- switch(lines[i].special)
- {
- case 48: // Effect_Scroll_Left
- case 99: // Effect_Scroll_Right
- 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));
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_InitAmbientSound
- //
- //----------------------------------------------------------------------------
-
- void P_InitAmbientSound(void)
- {
- AmbSfxCount = 0;
- AmbSfxVolume = 0;
- AmbSfxTics = 10*TICSPERSEC;
- AmbSfxPtr = AmbSndSeqInit;
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_AddAmbientSfx
- //
- // Called by (P_mobj):P_SpawnMapThing during (P_setup):P_SetupLevel.
- //
- //----------------------------------------------------------------------------
-
- void P_AddAmbientSfx(int sequence)
- {
- if(AmbSfxCount == MAX_AMBIENT_SFX)
- {
- I_Error("Too many ambient sound sequences");
- }
- LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
- }
-
- //----------------------------------------------------------------------------
- //
- // PROC P_AmbientSound
- //
- // Called every tic by (P_tick):P_Ticker.
- //
- //----------------------------------------------------------------------------
-
- void P_AmbientSound(void)
- {
- afxcmd_t cmd;
- int sound;
- boolean done;
-
- if(!AmbSfxCount)
- { // No ambient sound sequences on current level
- return;
- }
- if(--AmbSfxTics)
- {
- return;
- }
- done = false;
- do
- {
- cmd = *AmbSfxPtr++;
- switch(cmd)
- {
- case afxcmd_play:
- AmbSfxVolume = P_Random()>>2;
- S_StartSoundAtVolume(NULL, *AmbSfxPtr++, AmbSfxVolume);
- break;
- case afxcmd_playabsvol:
- sound = *AmbSfxPtr++;
- AmbSfxVolume = *AmbSfxPtr++;
- S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
- break;
- case afxcmd_playrelvol:
- sound = *AmbSfxPtr++;
- AmbSfxVolume += *AmbSfxPtr++;
- if(AmbSfxVolume < 0)
- {
- AmbSfxVolume = 0;
- }
- else if(AmbSfxVolume > 127)
- {
- AmbSfxVolume = 127;
- }
- S_StartSoundAtVolume(NULL, sound, AmbSfxVolume);
- break;
- case afxcmd_delay:
- AmbSfxTics = *AmbSfxPtr++;
- done = true;
- break;
- case afxcmd_delayrand:
- AmbSfxTics = P_Random()&(*AmbSfxPtr++);
- done = true;
- break;
- case afxcmd_end:
- AmbSfxTics = 6*TICSPERSEC+P_Random();
- AmbSfxPtr = LevelAmbientSfx[P_Random()%AmbSfxCount];
- done = true;
- break;
- default:
- I_Error("P_AmbientSound: Unknown afxcmd %d", cmd);
- break;
- }
- } while(done == false);
- }
-