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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 2005 Simon Howard
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+//
+// DESCRIPTION:
+// 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 <stdlib.h>
+
+#include "doomdef.h"
+#include "doomstat.h"
+
+#include "deh_main.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
+{
+ int 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, "", "", 0},
+};
+
+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++)
+ {
+ char *startname, *endname;
+
+ startname = DEH_String(animdefs[i].startname);
+ endname = DEH_String(animdefs[i].endname);
+
+ if (animdefs[i].istexture)
+ {
+ // different episode ?
+ if (R_CheckTextureNumForName(startname) == -1)
+ continue;
+
+ lastanim->picnum = R_TextureNumForName(endname);
+ lastanim->basepic = R_TextureNumForName(startname);
+ }
+ else
+ {
+ if (W_CheckNumForName(startname) == -1)
+ continue;
+
+ lastanim->picnum = R_FlatNumForName(endname);
+ lastanim->basepic = R_FlatNumForName(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",
+ startname, 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.
+
+// Thanks to entryway for the Vanilla overflow emulation.
+
+// 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 + 2];
+
+ for (i=0, h=0; i < sec->linecount; i++)
+ {
+ check = sec->lines[i];
+ other = getNextSector(check,sec);
+
+ if (!other)
+ continue;
+
+ if (other->floorheight > height)
+ {
+ // Emulation of memory (stack) overflow
+ if (h == MAX_ADJOINING_SECTORS + 1)
+ {
+ height = other->floorheight;
+ }
+ else if (h == MAX_ADJOINING_SECTORS + 2)
+ {
+ // Fatal overflow: game crashes at 22 textures
+ I_Error("Sector with more than 22 adjoining sectors. "
+ "Vanilla will crash here");
+ }
+
+ heightlist[h++] = other->floorheight;
+ }
+ }
+
+ // 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 = INT_MAX;
+
+ 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(&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 = &sectors[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(DEH_String("texture2")) >= 0)
+ episode = 2;
+
+
+ // See if -TIMER was specified.
+
+ if (timelimit > 0)
+ {
+ levelTimer = true;
+ levelTimeCount = timelimit * 60 * TICRATE;
+ }
+ else
+ {
+ levelTimer = false;
+ }
+
+ // 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();
+}