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-rw-r--r--src/heretic/p_spec.c1986
1 files changed, 1015 insertions, 971 deletions
diff --git a/src/heretic/p_spec.c b/src/heretic/p_spec.c
index 2e4f2165..1bc804e9 100644
--- a/src/heretic/p_spec.c
+++ b/src/heretic/p_spec.c
@@ -1,3 +1,25 @@
+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// 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.
+//
+//-----------------------------------------------------------------------------
// P_Spec.c
@@ -7,18 +29,18 @@
// Macros
-#define MAX_AMBIENT_SFX 8 // Per level
+#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_play, // (sound)
+ afxcmd_playabsvol, // (sound, volume)
+ afxcmd_playrelvol, // (sound, volume)
+ afxcmd_delay, // (ticks)
+ afxcmd_delayrand, // (andbits)
+ afxcmd_end // ()
} afxcmd_t;
// Data
@@ -29,155 +51,142 @@ int AmbSfxCount;
int AmbSfxTics;
int AmbSfxVolume;
-int AmbSndSeqInit[] =
-{ // Startup
- afxcmd_end
+int AmbSndSeqInit[] = { // Startup
+ afxcmd_end
};
-int AmbSndSeq1[] =
-{ // Scream
- afxcmd_play, sfx_amb1,
- afxcmd_end
+int AmbSndSeq1[] = { // Scream
+ afxcmd_play, sfx_amb1,
+ afxcmd_end
};
-int AmbSndSeq2[] =
-{ // Squish
- afxcmd_play, sfx_amb2,
- 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 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 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 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 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 AmbSndSeq7[] = { // Growl
+ afxcmd_play, sfx_bstsit,
+ afxcmd_end
};
-int AmbSndSeq8[] =
-{ // Magic
- afxcmd_play, sfx_amb8,
- 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 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 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
+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}
+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];
@@ -186,16 +195,22 @@ anim_t *lastanim;
int *TerrainTypes;
struct
{
- char *name;
- int type;
+ char *name;
+ int type;
} TerrainTypeDefs[] =
{
- { "FLTWAWA1", FLOOR_WATER },
- { "FLTFLWW1", FLOOR_WATER },
- { "FLTLAVA1", FLOOR_LAVA },
- { "FLATHUH1", FLOOR_LAVA },
- { "FLTSLUD1", FLOOR_SLUDGE },
- { "END", -1 }
+ {
+ "FLTWAWA1", FLOOR_WATER},
+ {
+ "FLTFLWW1", FLOOR_WATER},
+ {
+ "FLTLAVA1", FLOOR_LAVA},
+ {
+ "FLATHUH1", FLOOR_LAVA},
+ {
+ "FLTSLUD1", FLOOR_SLUDGE},
+ {
+ "END", -1}
};
mobj_t LavaInflictor;
@@ -208,9 +223,9 @@ mobj_t LavaInflictor;
void P_InitLava(void)
{
- memset(&LavaInflictor, 0, sizeof(mobj_t));
- LavaInflictor.type = MT_PHOENIXFX2;
- LavaInflictor.flags2 = MF2_FIREDAMAGE|MF2_NODMGTHRUST;
+ memset(&LavaInflictor, 0, sizeof(mobj_t));
+ LavaInflictor.type = MT_PHOENIXFX2;
+ LavaInflictor.flags2 = MF2_FIREDAMAGE | MF2_NODMGTHRUST;
}
//----------------------------------------------------------------------------
@@ -221,21 +236,21 @@ void P_InitLava(void)
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;
- }
- }
+ 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;
+ }
+ }
}
//----------------------------------------------------------------------------
@@ -246,39 +261,39 @@ void P_InitTerrainTypes(void)
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++;
- }
+ 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++;
+ }
}
/*
@@ -290,218 +305,218 @@ void P_InitPicAnims(void)
*/
//
-// Will return a side_t* given the number of the current sector,
-// the line number, and the side (0/1) that you want.
+// 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)
+side_t *getSide(int currentSector, int line, int side)
{
- return &sides[ (sectors[currentSector].lines[line])->sidenum[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.
+// 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)
+sector_t *getSector(int currentSector, int line, int side)
{
- return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
+ 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.
+// 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)
+int twoSided(int sector, int line)
{
- return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
+ return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
}
//==================================================================
//
-// Return sector_t * of sector next to current. NULL if not two-sided line
+// Return sector_t * of sector next to current. NULL if not two-sided line
//
//==================================================================
-sector_t *getNextSector(line_t *line,sector_t *sec)
+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;
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+
+ if (line->frontsector == sec)
+ return line->backsector;
+
+ return line->frontsector;
}
//==================================================================
//
-// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
+// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
//==================================================================
-fixed_t P_FindLowestFloorSurrounding(sector_t *sec)
+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;
+ 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
+// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
//
//==================================================================
-fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
+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;
+ 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
+// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
//
//==================================================================
-fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight)
+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;
+ 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
+// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
//
//==================================================================
-fixed_t P_FindLowestCeilingSurrounding(sector_t *sec)
+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;
+ 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
+// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
//
//==================================================================
-fixed_t P_FindHighestCeilingSurrounding(sector_t *sec)
+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;
+ 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
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
//
//==================================================================
-int P_FindSectorFromLineTag(line_t *line,int start)
+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;
+ 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
+// Find minimum light from an adjacent sector
//
//==================================================================
-int P_FindMinSurroundingLight(sector_t *sector,int max)
+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;
+ 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;
}
/*
@@ -527,246 +542,246 @@ Events are operations triggered by using, crossing, or shooting special lines, o
===============================================================================
*/
-void P_CrossSpecialLine(int linenum, int side, mobj_t *thing)
+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;
- }
+ 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;
+ }
}
//----------------------------------------------------------------------------
@@ -777,34 +792,34 @@ void P_CrossSpecialLine(int linenum, int side, mobj_t *thing)
//
//----------------------------------------------------------------------------
-void P_ShootSpecialLine(mobj_t *thing, line_t *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;
- }
+ 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;
+ }
}
//----------------------------------------------------------------------------
@@ -815,96 +830,122 @@ void P_ShootSpecialLine(mobj_t *thing, line_t *line)
//
//----------------------------------------------------------------------------
-void P_PlayerInSpecialSector(player_t *player)
+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);
- }
+ 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);
+ }
}
//----------------------------------------------------------------------------
@@ -917,138 +958,140 @@ void P_PlayerInSpecialSector(player_t *player)
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));
- }
- }
- }
+ 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
+// Special Stuff that can't be categorized
//
//============================================================
-int EV_DoDonut(line_t *line)
+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 = 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;
+ 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 = 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;
}
/*
@@ -1068,87 +1111,87 @@ int EV_DoDonut(line_t *line)
===============================================================================
*/
-short numlinespecials;
-line_t *linespeciallist[MAXLINEANIMS];
+short numlinespecials;
+line_t *linespeciallist[MAXLINEANIMS];
-void P_SpawnSpecials (void)
+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));
+ 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));
}
//----------------------------------------------------------------------------
@@ -1159,10 +1202,10 @@ void P_SpawnSpecials (void)
void P_InitAmbientSound(void)
{
- AmbSfxCount = 0;
- AmbSfxVolume = 0;
- AmbSfxTics = 10*TICSPERSEC;
- AmbSfxPtr = AmbSndSeqInit;
+ AmbSfxCount = 0;
+ AmbSfxVolume = 0;
+ AmbSfxTics = 10 * TICSPERSEC;
+ AmbSfxPtr = AmbSndSeqInit;
}
//----------------------------------------------------------------------------
@@ -1175,11 +1218,11 @@ void P_InitAmbientSound(void)
void P_AddAmbientSfx(int sequence)
{
- if(AmbSfxCount == MAX_AMBIENT_SFX)
- {
- I_Error("Too many ambient sound sequences");
- }
- LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
+ if (AmbSfxCount == MAX_AMBIENT_SFX)
+ {
+ I_Error("Too many ambient sound sequences");
+ }
+ LevelAmbientSfx[AmbSfxCount++] = AmbientSfx[sequence];
}
//----------------------------------------------------------------------------
@@ -1192,62 +1235,63 @@ void P_AddAmbientSfx(int sequence)
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);
+ 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);
}