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|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 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.
//
//-----------------------------------------------------------------------------
// HEADER FILES ------------------------------------------------------------
#include "h2def.h"
#include "i_system.h"
#include "p_local.h"
#include "s_sound.h"
// MACROS ------------------------------------------------------------------
#define MAX_TAGGED_LINES 64
// TYPES -------------------------------------------------------------------
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static boolean CheckedLockedDoor(mobj_t * mo, byte lock);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
// PUBLIC DATA DEFINITIONS -------------------------------------------------
int *TerrainTypes;
struct
{
char *name;
int type;
} TerrainTypeDefs[] =
{
{
"X_005", FLOOR_WATER},
{
"X_001", FLOOR_LAVA},
{
"X_009", FLOOR_SLUDGE},
{
"F_033", FLOOR_ICE},
{
"END", -1}
};
// PRIVATE DATA DEFINITIONS ------------------------------------------------
static struct
{
line_t *line;
int lineTag;
} TaggedLines[MAX_TAGGED_LINES];
static int TaggedLineCount;
mobj_t LavaInflictor;
// CODE --------------------------------------------------------------------
//==========================================================================
//
// P_InitLava
//
//==========================================================================
void P_InitLava(void)
{
memset(&LavaInflictor, 0, sizeof(mobj_t));
LavaInflictor.type = MT_CIRCLEFLAME;
LavaInflictor.flags2 = MF2_FIREDAMAGE | MF2_NODMGTHRUST;
}
//==========================================================================
//
// 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;
}
}
}
//==========================================================================
//
// 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, 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!
heightlist[0] = 0;
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 = 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->arg1)
return i;
return -1;
}
*/
//=========================================================================
//
// P_FindSectorFromTag
//
//=========================================================================
int P_FindSectorFromTag(int tag, int start)
{
int i;
for (i = start + 1; i < numsectors; i++)
{
if (sectors[i].tag == 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;
}
*/
//=========================================================================
//
// EV_SectorSoundChange
//
//=========================================================================
boolean EV_SectorSoundChange(byte * args)
{
int secNum;
boolean rtn;
if (!args[0])
{
return false;
}
secNum = -1;
rtn = false;
while ((secNum = P_FindSectorFromTag(args[0], secNum)) >= 0)
{
sectors[secNum].seqType = args[1];
rtn = true;
}
return rtn;
}
//============================================================================
//
// CheckedLockedDoor
//
//============================================================================
static boolean CheckedLockedDoor(mobj_t * mo, byte lock)
{
extern char *TextKeyMessages[11];
char LockedBuffer[80];
if (!mo->player)
{
return false;
}
if (!lock)
{
return true;
}
if (!(mo->player->keys & (1 << (lock - 1))))
{
sprintf(LockedBuffer, "YOU NEED THE %s\n", TextKeyMessages[lock - 1]);
P_SetMessage(mo->player, LockedBuffer, true);
S_StartSound(mo, SFX_DOOR_LOCKED);
return false;
}
return true;
}
//==========================================================================
//
// EV_LineSearchForPuzzleItem
//
//==========================================================================
boolean EV_LineSearchForPuzzleItem(line_t * line, byte * args, mobj_t * mo)
{
player_t *player;
int i;
artitype_t type, arti;
if (!mo)
return false;
player = mo->player;
if (!player)
return false;
// Search player's inventory for puzzle items
for (i = 0; i < player->artifactCount; i++)
{
arti = player->inventory[i].type;
type = arti - arti_firstpuzzitem;
if (type < 0)
continue;
if (type == line->arg1)
{
// A puzzle item was found for the line
if (P_UseArtifact(player, arti))
{
// A puzzle item was found for the line
P_PlayerRemoveArtifact(player, i);
if (player == &players[consoleplayer])
{
if (arti < arti_firstpuzzitem)
{
S_StartSound(NULL, SFX_ARTIFACT_USE);
}
else
{
S_StartSound(NULL, SFX_PUZZLE_SUCCESS);
}
ArtifactFlash = 4;
}
return true;
}
}
}
return false;
}
/*
==============================================================================
EVENTS
Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers
==============================================================================
*/
//============================================================================
//
// P_ExecuteLineSpecial
//
//============================================================================
boolean P_ExecuteLineSpecial(int special, byte * args, line_t * line,
int side, mobj_t * mo)
{
boolean buttonSuccess;
buttonSuccess = false;
switch (special)
{
case 1: // Poly Start Line
break;
case 2: // Poly Rotate Left
buttonSuccess = EV_RotatePoly(line, args, 1, false);
break;
case 3: // Poly Rotate Right
buttonSuccess = EV_RotatePoly(line, args, -1, false);
break;
case 4: // Poly Move
buttonSuccess = EV_MovePoly(line, args, false, false);
break;
case 5: // Poly Explicit Line: Only used in initialization
break;
case 6: // Poly Move Times 8
buttonSuccess = EV_MovePoly(line, args, true, false);
break;
case 7: // Poly Door Swing
buttonSuccess = EV_OpenPolyDoor(line, args, PODOOR_SWING);
break;
case 8: // Poly Door Slide
buttonSuccess = EV_OpenPolyDoor(line, args, PODOOR_SLIDE);
break;
case 10: // Door Close
buttonSuccess = EV_DoDoor(line, args, DREV_CLOSE);
break;
case 11: // Door Open
if (!args[0])
{
buttonSuccess = EV_VerticalDoor(line, mo);
}
else
{
buttonSuccess = EV_DoDoor(line, args, DREV_OPEN);
}
break;
case 12: // Door Raise
if (!args[0])
{
buttonSuccess = EV_VerticalDoor(line, mo);
}
else
{
buttonSuccess = EV_DoDoor(line, args, DREV_NORMAL);
}
break;
case 13: // Door Locked_Raise
if (CheckedLockedDoor(mo, args[3]))
{
if (!args[0])
{
buttonSuccess = EV_VerticalDoor(line, mo);
}
else
{
buttonSuccess = EV_DoDoor(line, args, DREV_NORMAL);
}
}
break;
case 20: // Floor Lower by Value
buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOORBYVALUE);
break;
case 21: // Floor Lower to Lowest
buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOORTOLOWEST);
break;
case 22: // Floor Lower to Nearest
buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERFLOOR);
break;
case 23: // Floor Raise by Value
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORBYVALUE);
break;
case 24: // Floor Raise to Highest
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOOR);
break;
case 25: // Floor Raise to Nearest
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORTONEAREST);
break;
case 26: // Stairs Build Down Normal
buttonSuccess = EV_BuildStairs(line, args, -1, STAIRS_NORMAL);
break;
case 27: // Build Stairs Up Normal
buttonSuccess = EV_BuildStairs(line, args, 1, STAIRS_NORMAL);
break;
case 28: // Floor Raise and Crush
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEFLOORCRUSH);
break;
case 29: // Build Pillar (no crushing)
buttonSuccess = EV_BuildPillar(line, args, false);
break;
case 30: // Open Pillar
buttonSuccess = EV_OpenPillar(line, args);
break;
case 31: // Stairs Build Down Sync
buttonSuccess = EV_BuildStairs(line, args, -1, STAIRS_SYNC);
break;
case 32: // Build Stairs Up Sync
buttonSuccess = EV_BuildStairs(line, args, 1, STAIRS_SYNC);
break;
case 35: // Raise Floor by Value Times 8
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISEBYVALUETIMES8);
break;
case 36: // Lower Floor by Value Times 8
buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERBYVALUETIMES8);
break;
case 40: // Ceiling Lower by Value
buttonSuccess = EV_DoCeiling(line, args, CLEV_LOWERBYVALUE);
break;
case 41: // Ceiling Raise by Value
buttonSuccess = EV_DoCeiling(line, args, CLEV_RAISEBYVALUE);
break;
case 42: // Ceiling Crush and Raise
buttonSuccess = EV_DoCeiling(line, args, CLEV_CRUSHANDRAISE);
break;
case 43: // Ceiling Lower and Crush
buttonSuccess = EV_DoCeiling(line, args, CLEV_LOWERANDCRUSH);
break;
case 44: // Ceiling Crush Stop
buttonSuccess = EV_CeilingCrushStop(line, args);
break;
case 45: // Ceiling Crush Raise and Stay
buttonSuccess = EV_DoCeiling(line, args, CLEV_CRUSHRAISEANDSTAY);
break;
case 46: // Floor Crush Stop
buttonSuccess = EV_FloorCrushStop(line, args);
break;
case 60: // Plat Perpetual Raise
buttonSuccess = EV_DoPlat(line, args, PLAT_PERPETUALRAISE, 0);
break;
case 61: // Plat Stop
EV_StopPlat(line, args);
break;
case 62: // Plat Down-Wait-Up-Stay
buttonSuccess = EV_DoPlat(line, args, PLAT_DOWNWAITUPSTAY, 0);
break;
case 63: // Plat Down-by-Value*8-Wait-Up-Stay
buttonSuccess = EV_DoPlat(line, args, PLAT_DOWNBYVALUEWAITUPSTAY,
0);
break;
case 64: // Plat Up-Wait-Down-Stay
buttonSuccess = EV_DoPlat(line, args, PLAT_UPWAITDOWNSTAY, 0);
break;
case 65: // Plat Up-by-Value*8-Wait-Down-Stay
buttonSuccess = EV_DoPlat(line, args, PLAT_UPBYVALUEWAITDOWNSTAY,
0);
break;
case 66: // Floor Lower Instant * 8
buttonSuccess = EV_DoFloor(line, args, FLEV_LOWERTIMES8INSTANT);
break;
case 67: // Floor Raise Instant * 8
buttonSuccess = EV_DoFloor(line, args, FLEV_RAISETIMES8INSTANT);
break;
case 68: // Floor Move to Value * 8
buttonSuccess = EV_DoFloor(line, args, FLEV_MOVETOVALUETIMES8);
break;
case 69: // Ceiling Move to Value * 8
buttonSuccess = EV_DoCeiling(line, args, CLEV_MOVETOVALUETIMES8);
break;
case 70: // Teleport
if (side == 0)
{ // Only teleport when crossing the front side of a line
buttonSuccess = EV_Teleport(args[0], mo, true);
}
break;
case 71: // Teleport, no fog
if (side == 0)
{ // Only teleport when crossing the front side of a line
buttonSuccess = EV_Teleport(args[0], mo, false);
}
break;
case 72: // Thrust Mobj
if (!side) // Only thrust on side 0
{
P_ThrustMobj(mo, args[0] * (ANG90 / 64),
args[1] << FRACBITS);
buttonSuccess = 1;
}
break;
case 73: // Damage Mobj
if (args[0])
{
P_DamageMobj(mo, NULL, NULL, args[0]);
}
else
{ // If arg1 is zero, then guarantee a kill
P_DamageMobj(mo, NULL, NULL, 10000);
}
buttonSuccess = 1;
break;
case 74: // Teleport_NewMap
if (side == 0)
{ // Only teleport when crossing the front side of a line
if (!(mo && mo->player && mo->player->playerstate == PST_DEAD)) // Players must be alive to teleport
{
G_Completed(args[0], args[1]);
buttonSuccess = true;
}
}
break;
case 75: // Teleport_EndGame
if (side == 0)
{ // Only teleport when crossing the front side of a line
if (!(mo && mo->player && mo->player->playerstate == PST_DEAD)) // Players must be alive to teleport
{
buttonSuccess = true;
if (deathmatch)
{ // Winning in deathmatch just goes back to map 1
G_Completed(1, 0);
}
else
{ // Passing -1, -1 to G_Completed() starts the Finale
G_Completed(-1, -1);
}
}
}
break;
case 80: // ACS_Execute
buttonSuccess =
P_StartACS(args[0], args[1], &args[2], mo, line, side);
break;
case 81: // ACS_Suspend
buttonSuccess = P_SuspendACS(args[0], args[1]);
break;
case 82: // ACS_Terminate
buttonSuccess = P_TerminateACS(args[0], args[1]);
break;
case 83: // ACS_LockedExecute
buttonSuccess = P_StartLockedACS(line, args, mo, side);
break;
case 90: // Poly Rotate Left Override
buttonSuccess = EV_RotatePoly(line, args, 1, true);
break;
case 91: // Poly Rotate Right Override
buttonSuccess = EV_RotatePoly(line, args, -1, true);
break;
case 92: // Poly Move Override
buttonSuccess = EV_MovePoly(line, args, false, true);
break;
case 93: // Poly Move Times 8 Override
buttonSuccess = EV_MovePoly(line, args, true, true);
break;
case 94: // Build Pillar Crush
buttonSuccess = EV_BuildPillar(line, args, true);
break;
case 95: // Lower Floor and Ceiling
buttonSuccess = EV_DoFloorAndCeiling(line, args, false);
break;
case 96: // Raise Floor and Ceiling
buttonSuccess = EV_DoFloorAndCeiling(line, args, true);
break;
case 109: // Force Lightning
buttonSuccess = true;
P_ForceLightning();
break;
case 110: // Light Raise by Value
buttonSuccess = EV_SpawnLight(line, args, LITE_RAISEBYVALUE);
break;
case 111: // Light Lower by Value
buttonSuccess = EV_SpawnLight(line, args, LITE_LOWERBYVALUE);
break;
case 112: // Light Change to Value
buttonSuccess = EV_SpawnLight(line, args, LITE_CHANGETOVALUE);
break;
case 113: // Light Fade
buttonSuccess = EV_SpawnLight(line, args, LITE_FADE);
break;
case 114: // Light Glow
buttonSuccess = EV_SpawnLight(line, args, LITE_GLOW);
break;
case 115: // Light Flicker
buttonSuccess = EV_SpawnLight(line, args, LITE_FLICKER);
break;
case 116: // Light Strobe
buttonSuccess = EV_SpawnLight(line, args, LITE_STROBE);
break;
case 120: // Quake Tremor
buttonSuccess = A_LocalQuake(args, mo);
break;
case 129: // UsePuzzleItem
buttonSuccess = EV_LineSearchForPuzzleItem(line, args, mo);
break;
case 130: // Thing_Activate
buttonSuccess = EV_ThingActivate(args[0]);
break;
case 131: // Thing_Deactivate
buttonSuccess = EV_ThingDeactivate(args[0]);
break;
case 132: // Thing_Remove
buttonSuccess = EV_ThingRemove(args[0]);
break;
case 133: // Thing_Destroy
buttonSuccess = EV_ThingDestroy(args[0]);
break;
case 134: // Thing_Projectile
buttonSuccess = EV_ThingProjectile(args, 0);
break;
case 135: // Thing_Spawn
buttonSuccess = EV_ThingSpawn(args, 1);
break;
case 136: // Thing_ProjectileGravity
buttonSuccess = EV_ThingProjectile(args, 1);
break;
case 137: // Thing_SpawnNoFog
buttonSuccess = EV_ThingSpawn(args, 0);
break;
case 138: // Floor_Waggle
buttonSuccess = EV_StartFloorWaggle(args[0], args[1],
args[2], args[3], args[4]);
break;
case 140: // Sector_SoundChange
buttonSuccess = EV_SectorSoundChange(args);
break;
// Line specials only processed during level initialization
// 100: Scroll_Texture_Left
// 101: Scroll_Texture_Right
// 102: Scroll_Texture_Up
// 103: Scroll_Texture_Down
// 121: Line_SetIdentification
// Inert Line specials
default:
break;
}
return buttonSuccess;
}
//============================================================================
//
// P_ActivateLine
//
//============================================================================
boolean P_ActivateLine(line_t * line, mobj_t * mo, int side,
int activationType)
{
int lineActivation;
boolean repeat;
boolean buttonSuccess;
lineActivation = GET_SPAC(line->flags);
if (lineActivation != activationType)
{
return false;
}
if (!mo->player && !(mo->flags & MF_MISSILE))
{
if (lineActivation != SPAC_MCROSS)
{ // currently, monsters can only activate the MCROSS activation type
return false;
}
if (line->flags & ML_SECRET)
return false; // never open secret doors
}
repeat = line->flags & ML_REPEAT_SPECIAL;
buttonSuccess = false;
buttonSuccess = P_ExecuteLineSpecial(line->special, &line->arg1, line,
side, mo);
if (!repeat && buttonSuccess)
{ // clear the special on non-retriggerable lines
line->special = 0;
}
if ((lineActivation == SPAC_USE || lineActivation == SPAC_IMPACT)
&& buttonSuccess)
{
P_ChangeSwitchTexture(line, repeat);
}
return true;
}
//----------------------------------------------------------------------------
//
// 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[3] = {
2048 * 5,
2048 * 10,
2048 * 25
};
sector = player->mo->subsector->sector;
if (player->mo->z != sector->floorheight)
{ // Player is not touching the floor
return;
}
switch (sector->special)
{
case 9: // SecretArea
player->secretcount++;
sector->special = 0;
break;
case 201:
case 202:
case 203: // Scroll_North_xxx
P_Thrust(player, ANG90, pushTab[sector->special - 201]);
break;
case 204:
case 205:
case 206: // Scroll_East_xxx
P_Thrust(player, 0, pushTab[sector->special - 204]);
break;
case 207:
case 208:
case 209: // Scroll_South_xxx
P_Thrust(player, ANG270, pushTab[sector->special - 207]);
break;
case 210:
case 211:
case 212: // Scroll_West_xxx
P_Thrust(player, ANG180, pushTab[sector->special - 210]);
break;
case 213:
case 214:
case 215: // Scroll_NorthWest_xxx
P_Thrust(player, ANG90 + ANG45, pushTab[sector->special - 213]);
break;
case 216:
case 217:
case 218: // Scroll_NorthEast_xxx
P_Thrust(player, ANG45, pushTab[sector->special - 216]);
break;
case 219:
case 220:
case 221: // Scroll_SouthEast_xxx
P_Thrust(player, ANG270 + ANG45, pushTab[sector->special - 219]);
break;
case 222:
case 223:
case 224: // Scroll_SouthWest_xxx
P_Thrust(player, ANG180 + ANG45, pushTab[sector->special - 222]);
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 26: // Stairs_Special1
case 27: // Stairs_Special2
// Used in (P_floor):ProcessStairSector
break;
case 198: // Lightning Special
case 199: // Lightning Flash special
case 200: // Sky2
// Used in (R_plane):R_Drawplanes
break;
default:
I_Error("P_PlayerInSpecialSector: "
"unknown special %i", sector->special);
}
}
//============================================================================
//
// P_PlayerOnSpecialFlat
//
//============================================================================
void P_PlayerOnSpecialFlat(player_t * player, int floorType)
{
if (player->mo->z != player->mo->floorz)
{ // Player is not touching the floor
return;
}
switch (floorType)
{
case FLOOR_LAVA:
if (!(leveltime & 31))
{
P_DamageMobj(player->mo, &LavaInflictor, NULL, 10);
S_StartSound(player->mo, SFX_LAVA_SIZZLE);
}
break;
default:
break;
}
}
//----------------------------------------------------------------------------
//
// PROC P_UpdateSpecials
//
//----------------------------------------------------------------------------
void P_UpdateSpecials(void)
{
int i;
// Handle buttons
for (i = 0; i < MAXBUTTONS; i++)
{
if (buttonlist[i].btimer)
{
buttonlist[i].btimer--;
if (!buttonlist[i].btimer)
{
switch (buttonlist[i].where)
{
case SWTCH_TOP:
sides[buttonlist[i].line->sidenum[0]].toptexture =
buttonlist[i].btexture;
break;
case SWTCH_MIDDLE:
sides[buttonlist[i].line->sidenum[0]].midtexture =
buttonlist[i].btexture;
break;
case SWTCH_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 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;
//
// Init special SECTORs
//
sector = sectors;
for (i = 0; i < numsectors; i++, sector++)
{
if (!sector->special)
continue;
switch (sector->special)
{
case 1: // Phased light
// Hardcoded base, use sector->lightlevel as the index
P_SpawnPhasedLight(sector, 80, -1);
break;
case 2: // Phased light sequence start
P_SpawnLightSequence(sector, 1);
break;
// Specials 3 & 4 are used by the phased light sequences
/*
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;
TaggedLineCount = 0;
for (i = 0; i < numlines; i++)
{
switch (lines[i].special)
{
case 100: // Scroll_Texture_Left
case 101: // Scroll_Texture_Right
case 102: // Scroll_Texture_Up
case 103: // Scroll_Texture_Down
linespeciallist[numlinespecials] = &lines[i];
numlinespecials++;
break;
case 121: // Line_SetIdentification
if (lines[i].arg1)
{
if (TaggedLineCount == MAX_TAGGED_LINES)
{
I_Error("P_SpawnSpecials: MAX_TAGGED_LINES "
"(%d) exceeded.", MAX_TAGGED_LINES);
}
TaggedLines[TaggedLineCount].line = &lines[i];
TaggedLines[TaggedLineCount++].lineTag = lines[i].arg1;
}
lines[i].special = 0;
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));
// Initialize flat and texture animations
P_InitFTAnims();
}
//==========================================================================
//
// P_FindLine
//
//==========================================================================
line_t *P_FindLine(int lineTag, int *searchPosition)
{
int i;
for (i = *searchPosition + 1; i < TaggedLineCount; i++)
{
if (TaggedLines[i].lineTag == lineTag)
{
*searchPosition = i;
return TaggedLines[i].line;
}
}
*searchPosition = -1;
return NULL;
}
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