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+/* Emacs style mode select -*- C++ -*-
+ *-----------------------------------------------------------------------------
+ *
+ *
+ * PrBoom a Doom port merged with LxDoom and LSDLDoom
+ * based on BOOM, a modified and improved DOOM engine
+ * Copyright (C) 1999 by
+ * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
+ * Copyright (C) 1999-2000 by
+ * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
+ *
+ * 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:
+ * -Loads and initializes texture and flat animation sequences
+ * -Implements utility functions for all linedef/sector special handlers
+ * -Dispatches walkover and gun line triggers
+ * -Initializes and implements special sector types
+ * -Implements donut linedef triggers
+ * -Initializes and implements BOOM linedef triggers for
+ * Scrollers/Conveyors
+ * Friction
+ * Wind/Current
+ *
+ *-----------------------------------------------------------------------------*/
+
+#include "doomstat.h"
+#include "p_spec.h"
+#include "p_tick.h"
+#include "p_setup.h"
+#include "m_random.h"
+#include "d_englsh.h"
+#include "m_argv.h"
+#include "w_wad.h"
+#include "r_main.h"
+#include "p_maputl.h"
+#include "p_map.h"
+#include "g_game.h"
+#include "p_inter.h"
+#include "m_swap.h"
+#include "s_sound.h"
+#include "sounds.h"
+#include "m_bbox.h" // phares 3/20/98
+//#include "d_deh.h"
+#include "r_plane.h"
+#include "i_system.h"
+#include "rockmacros.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
+//
+//
+#ifdef _MSC_VER // proff: This is the same as __attribute__ ((packed)) in GNUC
+#pragma pack(push)
+#pragma pack(1)
+#endif //_MSC_VER
+
+#if defined(__MWERKS__)
+#pragma options align=packed
+#endif
+
+typedef struct
+{
+ signed char istexture; //jff 3/23/98 make char for comparison // cph - make signed
+ char endname[9]; // if false, it is a flat
+ char startname[9];
+ int speed;
+} PACKEDATTR animdef_t; //jff 3/23/98 pack to read from memory
+
+#define MAXANIMS 32 // no longer a strict limit -- killough
+
+static anim_t* lastanim;
+static anim_t* anims; // new structure w/o limits -- killough
+static size_t maxanims;
+
+// killough 3/7/98: Initialize generalized scrolling
+static void P_SpawnScrollers(void);
+
+static void P_SpawnFriction(void); // phares 3/16/98
+static void P_SpawnPushers(void); // phares 3/20/98
+
+extern int allow_pushers;
+extern int variable_friction; // phares 3/20/98
+
+//
+// P_InitPicAnims
+//
+// Load the table of animation definitions, checking for existence of
+// the start and end of each frame. If the start doesn't exist the sequence
+// is skipped, if the last doesn't exist, BOOM exits.
+//
+// Wall/Flat animation sequences, defined by name of first and last frame,
+// The full animation sequence is given using all lumps between the start
+// and end entry, in the order found in the WAD file.
+//
+// This routine modified to read its data from a predefined lump or
+// PWAD lump called ANIMATED rather than a static table in this module to
+// allow wad designers to insert or modify animation sequences.
+//
+// Lump format is an array of byte packed animdef_t structures, terminated
+// by a structure with istexture == -1. The lump can be generated from a
+// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
+// The standard list of switches and animations is contained in the example
+// source text file DEFSWANI.DAT also in the BOOM util distribution.
+//
+//
+void P_InitPicAnims (void)
+{
+ int i;
+ const animdef_t *animdefs; //jff 3/23/98 pointer to animation lump
+ int lump = W_GetNumForName("ANIMATED"); // cph - new wad lump handling
+ // Init animation
+
+ //jff 3/23/98 read from predefined or wad lump instead of table
+ animdefs = (const animdef_t *)W_CacheLumpNum(lump);
+
+ lastanim = anims;
+ for (i=0 ; animdefs[i].istexture != -1 ; i++)
+ {
+ // 1/11/98 killough -- removed limit by array-doubling
+ if (lastanim >= anims + maxanims)
+ {
+ size_t newmax = maxanims ? maxanims*2 : MAXANIMS;
+ anims = realloc(anims, newmax*sizeof(*anims)); // killough
+ lastanim = anims + maxanims;
+ maxanims = newmax;
+ }
+
+ if (animdefs[i].istexture)
+ {
+ // different episode ?
+ if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
+ continue;
+
+ lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
+ lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
+ }
+ else
+ {
+ if ((W_CheckNumForName)(animdefs[i].startname, ns_flats) == -1) // killough 4/17/98
+ 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 = LONG(animdefs[i].speed); // killough 5/5/98: add LONG()
+ lastanim++;
+ }
+ W_UnlockLumpNum(lump);
+}
+
+///////////////////////////////////////////////////////////////
+//
+// Linedef and Sector Special Implementation Utility Functions
+//
+///////////////////////////////////////////////////////////////
+
+//
+// getSide()
+//
+// Will return a side_t*
+// given the number of the current sector,
+// the line number, and the side (0/1) that you want.
+//
+// Note: if side=1 is specified, it must exist or results undefined
+//
+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.
+//
+// Note: if side=1 is specified, it must exist or results undefined
+//
+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.
+//
+// modified to return actual two-sidedness rather than presence
+// of 2S flag unless compatibility optioned
+//
+int twoSided
+( int sector,
+ int line )
+{
+ //jff 1/26/98 return what is actually needed, whether the line
+ //has two sidedefs, rather than whether the 2S flag is set
+
+ return comp[comp_model] ?
+ (sectors[sector].lines[line])->flags & ML_TWOSIDED
+ :
+ (sectors[sector].lines[line])->sidenum[1] != -1;
+}
+
+
+//
+// getNextSector()
+//
+// Return sector_t * of sector next to current across line.
+//
+// Note: returns NULL if not two-sided line, or both sides refer to sector
+//
+sector_t* getNextSector
+( line_t* line,
+ sector_t* sec )
+{
+ //jff 1/26/98 check unneeded since line->backsector already
+ //returns NULL if the line is not two sided, and does so from
+ //the actual two-sidedness of the line, rather than its 2S flag
+
+ if (comp[comp_model])
+ {
+ if (!(line->flags & ML_TWOSIDED))
+ return NULL;
+ }
+
+ if (line->frontsector == sec) {
+ if (comp[comp_model] || line->backsector!=sec)
+ return line->backsector; //jff 5/3/98 don't retn sec unless compatibility
+ else // fixes an intra-sector line breaking functions
+ return NULL; // like floor->highest floor
+ }
+ return line->frontsector;
+}
+
+
+//
+// P_FindLowestFloorSurrounding()
+//
+// Returns the fixed point value of the lowest floor height
+// in the sector passed or its 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()
+//
+// Passed a sector, returns the fixed point value of the largest
+// floor height in the surrounding sectors, not including that passed
+//
+// NOTE: if no surrounding sector exists -32000*FRACUINT is returned
+// if compatibility then -500*FRACUNIT is the smallest return possible
+//
+fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t floor = -500*FRACUNIT;
+
+ //jff 1/26/98 Fix initial value for floor to not act differently
+ //in sections of wad that are below -500 units
+ if (!comp[comp_model]) /* jff 3/12/98 avoid ovf */
+ floor = -32000*FRACUNIT; // in height calculations
+
+ 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()
+//
+// Passed a sector and a floor height, returns the fixed point value
+// of the smallest floor height in a surrounding sector larger than
+// the floor height passed. If no such height exists the floorheight
+// passed is returned.
+//
+// Rewritten by Lee Killough to avoid fixed array and to be faster
+//
+fixed_t P_FindNextHighestFloor(sector_t *sec, int currentheight)
+{
+ sector_t *other;
+ int i;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->floorheight > currentheight)
+ {
+ int height = other->floorheight;
+ while (++i < sec->linecount)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->floorheight < height &&
+ other->floorheight > currentheight)
+ height = other->floorheight;
+ return height;
+ }
+ return currentheight;
+}
+
+
+//
+// P_FindNextLowestFloor()
+//
+// Passed a sector and a floor height, returns the fixed point value
+// of the largest floor height in a surrounding sector smaller than
+// the floor height passed. If no such height exists the floorheight
+// passed is returned.
+//
+// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
+//
+fixed_t P_FindNextLowestFloor(sector_t *sec, int currentheight)
+{
+ sector_t *other;
+ int i;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->floorheight < currentheight)
+ {
+ int height = other->floorheight;
+ while (++i < sec->linecount)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->floorheight > height &&
+ other->floorheight < currentheight)
+ height = other->floorheight;
+ return height;
+ }
+ return currentheight;
+}
+
+
+//
+// P_FindNextLowestCeiling()
+//
+// Passed a sector and a ceiling height, returns the fixed point value
+// of the largest ceiling height in a surrounding sector smaller than
+// the ceiling height passed. If no such height exists the ceiling height
+// passed is returned.
+//
+// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
+//
+fixed_t P_FindNextLowestCeiling(sector_t *sec, int currentheight)
+{
+ sector_t *other;
+ int i;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->ceilingheight < currentheight)
+ {
+ int height = other->ceilingheight;
+ while (++i < sec->linecount)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->ceilingheight > height &&
+ other->ceilingheight < currentheight)
+ height = other->ceilingheight;
+ return height;
+ }
+ return currentheight;
+}
+
+
+//
+// P_FindNextHighestCeiling()
+//
+// Passed a sector and a ceiling height, returns the fixed point value
+// of the smallest ceiling height in a surrounding sector larger than
+// the ceiling height passed. If no such height exists the ceiling height
+// passed is returned.
+//
+// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
+//
+fixed_t P_FindNextHighestCeiling(sector_t *sec, int currentheight)
+{
+ sector_t *other;
+ int i;
+
+ for (i=0 ;i < sec->linecount ; i++)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->ceilingheight > currentheight)
+ {
+ int height = other->ceilingheight;
+ while (++i < sec->linecount)
+ if ((other = getNextSector(sec->lines[i],sec)) &&
+ other->ceilingheight < height &&
+ other->ceilingheight > currentheight)
+ height = other->ceilingheight;
+ return height;
+ }
+ return currentheight;
+}
+
+
+//
+// P_FindLowestCeilingSurrounding()
+//
+// Passed a sector, returns the fixed point value of the smallest
+// ceiling height in the surrounding sectors, not including that passed
+//
+// NOTE: if no surrounding sector exists 32000*FRACUINT is returned
+// but if compatibility then INT_MAX is the return
+//
+fixed_t P_FindLowestCeilingSurrounding(sector_t* sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t height = INT_MAX;
+
+ /* jff 3/12/98 avoid ovf in height calculations */
+ if (!comp[comp_model]) height = 32000*FRACUNIT;
+
+ 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;
+}
+
+
+//
+// P_FindHighestCeilingSurrounding()
+//
+// Passed a sector, returns the fixed point value of the largest
+// ceiling height in the surrounding sectors, not including that passed
+//
+// NOTE: if no surrounding sector exists -32000*FRACUINT is returned
+// but if compatibility then 0 is the smallest return possible
+//
+fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
+{
+ int i;
+ line_t* check;
+ sector_t* other;
+ fixed_t height = 0;
+
+ /* jff 1/26/98 Fix initial value for floor to not act differently
+ * in sections of wad that are below 0 units
+ * jff 3/12/98 avoid ovf in height calculations */
+ if (!comp[comp_model]) height = -32000*FRACUNIT;
+
+ 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;
+}
+
+
+//
+// P_FindShortestTextureAround()
+//
+// Passed a sector number, returns the shortest lower texture on a
+// linedef bounding the sector.
+//
+// Note: If no lower texture exists 32000*FRACUNIT is returned.
+// but if compatibility then INT_MAX is returned
+//
+// jff 02/03/98 Add routine to find shortest lower texture
+//
+fixed_t P_FindShortestTextureAround(int secnum)
+{
+ int minsize = INT_MAX;
+ side_t* side;
+ int i;
+ sector_t *sec = &sectors[secnum];
+
+ if (!comp[comp_model])
+ minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow in height calcs
+
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (twoSided(secnum, i))
+ {
+ side = getSide(secnum,i,0);
+ if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
+ if (textureheight[side->bottomtexture] < minsize)
+ minsize = textureheight[side->bottomtexture];
+ side = getSide(secnum,i,1);
+ if (side->bottomtexture > 0) //jff 8/14/98 texture 0 is a placeholder
+ if (textureheight[side->bottomtexture] < minsize)
+ minsize = textureheight[side->bottomtexture];
+ }
+ }
+ return minsize;
+}
+
+
+//
+// P_FindShortestUpperAround()
+//
+// Passed a sector number, returns the shortest upper texture on a
+// linedef bounding the sector.
+//
+// Note: If no upper texture exists 32000*FRACUNIT is returned.
+// but if compatibility then INT_MAX is returned
+//
+// jff 03/20/98 Add routine to find shortest upper texture
+//
+fixed_t P_FindShortestUpperAround(int secnum)
+{
+ int minsize = INT_MAX;
+ side_t* side;
+ int i;
+ sector_t *sec = &sectors[secnum];
+
+ if (!comp[comp_model])
+ minsize = 32000<<FRACBITS; //jff 3/13/98 prevent overflow
+ // in height calcs
+ for (i = 0; i < sec->linecount; i++)
+ {
+ if (twoSided(secnum, i))
+ {
+ side = getSide(secnum,i,0);
+ if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
+ if (textureheight[side->toptexture] < minsize)
+ minsize = textureheight[side->toptexture];
+ side = getSide(secnum,i,1);
+ if (side->toptexture > 0) //jff 8/14/98 texture 0 is a placeholder
+ if (textureheight[side->toptexture] < minsize)
+ minsize = textureheight[side->toptexture];
+ }
+ }
+ return minsize;
+}
+
+
+//
+// P_FindModelFloorSector()
+//
+// Passed a floor height and a sector number, return a pointer to a
+// a sector with that floor height across the lowest numbered two sided
+// line surrounding the sector.
+//
+// Note: If no sector at that height bounds the sector passed, return NULL
+//
+// jff 02/03/98 Add routine to find numeric model floor
+// around a sector specified by sector number
+// jff 3/14/98 change first parameter to plain height to allow call
+// from routine not using floormove_t
+//
+sector_t *P_FindModelFloorSector(fixed_t floordestheight,int secnum)
+{
+ int i;
+ sector_t *sec=NULL;
+ int linecount;
+
+ sec = &sectors[secnum]; //jff 3/2/98 woops! better do this
+ //jff 5/23/98 don't disturb sec->linecount while searching
+ // but allow early exit in old demos
+ linecount = sec->linecount;
+ for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
+ sec->linecount : linecount); i++)
+ {
+ if ( twoSided(secnum, i) )
+ {
+ if (getSide(secnum,i,0)->sector-sectors == secnum)
+ sec = getSector(secnum,i,1);
+ else
+ sec = getSector(secnum,i,0);
+
+ if (sec->floorheight == floordestheight)
+ return sec;
+ }
+ }
+ return NULL;
+}
+
+
+//
+// P_FindModelCeilingSector()
+//
+// Passed a ceiling height and a sector number, return a pointer to a
+// a sector with that ceiling height across the lowest numbered two sided
+// line surrounding the sector.
+//
+// Note: If no sector at that height bounds the sector passed, return NULL
+//
+// jff 02/03/98 Add routine to find numeric model ceiling
+// around a sector specified by sector number
+// used only from generalized ceiling types
+// jff 3/14/98 change first parameter to plain height to allow call
+// from routine not using ceiling_t
+//
+sector_t *P_FindModelCeilingSector(fixed_t ceildestheight,int secnum)
+{
+ int i;
+ sector_t *sec=NULL;
+ int linecount;
+
+ sec = &sectors[secnum]; //jff 3/2/98 woops! better do this
+ //jff 5/23/98 don't disturb sec->linecount while searching
+ // but allow early exit in old demos
+ linecount = sec->linecount;
+ for (i = 0; i < (demo_compatibility && sec->linecount<linecount?
+ sec->linecount : linecount); i++)
+ {
+ if ( twoSided(secnum, i) )
+ {
+ if (getSide(secnum,i,0)->sector-sectors == secnum)
+ sec = getSector(secnum,i,1);
+ else
+ sec = getSector(secnum,i,0);
+
+ if (sec->ceilingheight == ceildestheight)
+ return sec;
+ }
+ }
+ return NULL;
+}
+
+//
+// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
+//
+
+// Find the next sector with the same tag as a linedef.
+// Rewritten by Lee Killough to use chained hashing to improve speed
+
+int P_FindSectorFromLineTag(const line_t *line, int start)
+{
+ start = start >= 0 ? sectors[start].nexttag :
+ sectors[(unsigned) line->tag % (unsigned) numsectors].firsttag;
+ while (start >= 0 && sectors[start].tag != line->tag)
+ start = sectors[start].nexttag;
+ return start;
+}
+
+// killough 4/16/98: Same thing, only for linedefs
+
+int P_FindLineFromLineTag(const line_t *line, int start)
+{
+ start = start >= 0 ? lines[start].nexttag :
+ lines[(unsigned) line->tag % (unsigned) numlines].firsttag;
+ while (start >= 0 && lines[start].tag != line->tag)
+ start = lines[start].nexttag;
+ return start;
+}
+
+// Hash the sector tags across the sectors and linedefs.
+static void P_InitTagLists(void)
+{
+ register int i;
+
+ for (i=numsectors; --i>=0; ) // Initially make all slots empty.
+ sectors[i].firsttag = -1;
+ for (i=numsectors; --i>=0; ) // Proceed from last to first sector
+ { // so that lower sectors appear first
+ int j = (unsigned) sectors[i].tag % (unsigned) numsectors; // Hash func
+ sectors[i].nexttag = sectors[j].firsttag; // Prepend sector to chain
+ sectors[j].firsttag = i;
+ }
+
+ // killough 4/17/98: same thing, only for linedefs
+
+ for (i=numlines; --i>=0; ) // Initially make all slots empty.
+ lines[i].firsttag = -1;
+ for (i=numlines; --i>=0; ) // Proceed from last to first linedef
+ { // so that lower linedefs appear first
+ int j = (unsigned) lines[i].tag % (unsigned) numlines; // Hash func
+ lines[i].nexttag = lines[j].firsttag; // Prepend linedef to chain
+ lines[j].firsttag = i;
+ }
+}
+
+//
+// P_FindMinSurroundingLight()
+//
+// Passed a sector and a light level, returns the smallest light level
+// in a surrounding sector less than that passed. If no smaller light
+// level exists, the light level passed is returned.
+//
+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;
+}
+
+
+//
+// P_CanUnlockGenDoor()
+//
+// Passed a generalized locked door linedef and a player, returns whether
+// the player has the keys necessary to unlock that door.
+//
+// Note: The linedef passed MUST be a generalized locked door type
+// or results are undefined.
+//
+// jff 02/05/98 routine added to test for unlockability of
+// generalized locked doors
+//
+boolean P_CanUnlockGenDoor
+( line_t* line,
+ player_t* player)
+{
+ // does this line special distinguish between skulls and keys?
+ int skulliscard = (line->special & LockedNKeys)>>LockedNKeysShift;
+
+ // determine for each case of lock type if player's keys are adequate
+ switch((line->special & LockedKey)>>LockedKeyShift)
+ {
+ case AnyKey:
+ if
+ (
+ !player->cards[it_redcard] &&
+ !player->cards[it_redskull] &&
+ !player->cards[it_bluecard] &&
+ !player->cards[it_blueskull] &&
+ !player->cards[it_yellowcard] &&
+ !player->cards[it_yellowskull]
+ )
+ {
+ player->message = PD_ANY; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case RCard:
+ if
+ (
+ !player->cards[it_redcard] &&
+ (!skulliscard || !player->cards[it_redskull])
+ )
+ {
+ player->message = skulliscard? PD_REDK : PD_REDC; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case BCard:
+ if
+ (
+ !player->cards[it_bluecard] &&
+ (!skulliscard || !player->cards[it_blueskull])
+ )
+ {
+ player->message = skulliscard? PD_BLUEK : PD_BLUEC; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case YCard:
+ if
+ (
+ !player->cards[it_yellowcard] &&
+ (!skulliscard || !player->cards[it_yellowskull])
+ )
+ {
+ player->message = skulliscard? PD_YELLOWK : PD_YELLOWC; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case RSkull:
+ if
+ (
+ !player->cards[it_redskull] &&
+ (!skulliscard || !player->cards[it_redcard])
+ )
+ {
+ player->message = skulliscard? PD_REDK : PD_REDS; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case BSkull:
+ if
+ (
+ !player->cards[it_blueskull] &&
+ (!skulliscard || !player->cards[it_bluecard])
+ )
+ {
+ player->message = skulliscard? PD_BLUEK : PD_BLUES; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case YSkull:
+ if
+ (
+ !player->cards[it_yellowskull] &&
+ (!skulliscard || !player->cards[it_yellowcard])
+ )
+ {
+ player->message = skulliscard? PD_YELLOWK : PD_YELLOWS; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ case AllKeys:
+ if
+ (
+ !skulliscard &&
+ (
+ !player->cards[it_redcard] ||
+ !player->cards[it_redskull] ||
+ !player->cards[it_bluecard] ||
+ !player->cards[it_blueskull] ||
+ !player->cards[it_yellowcard] ||
+ !player->cards[it_yellowskull]
+ )
+ )
+ {
+ player->message = PD_ALL6; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ if
+ (
+ skulliscard &&
+ (
+ (!player->cards[it_redcard] &&
+ !player->cards[it_redskull]) ||
+ (!player->cards[it_bluecard] &&
+ !player->cards[it_blueskull]) ||
+ (!player->cards[it_yellowcard] &&
+ !player->cards[it_yellowskull])
+ )
+ )
+ {
+ player->message = PD_ALL3; // Ty 03/27/98 - externalized
+ S_StartSound(player->mo,sfx_oof); // killough 3/20/98
+ return false;
+ }
+ break;
+ }
+ return true;
+}
+
+
+//
+// P_SectorActive()
+//
+// Passed a linedef special class (floor, ceiling, lighting) and a sector
+// returns whether the sector is already busy with a linedef special of the
+// same class. If old demo compatibility true, all linedef special classes
+// are the same.
+//
+// jff 2/23/98 added to prevent old demos from
+// succeeding in starting multiple specials on one sector
+//
+int P_SectorActive(special_e t,sector_t *sec)
+{
+ if (demo_compatibility) // return whether any thinker is active
+ return sec->floordata || sec->ceilingdata || sec->lightingdata;
+ else
+ switch (t) // return whether thinker of same type is active
+ {
+ case floor_special:
+ return (int)sec->floordata;
+ case ceiling_special:
+ return (int)sec->ceilingdata;
+ case lighting_special:
+ return (int)sec->lightingdata;
+ }
+ return 1; // don't know which special, must be active, shouldn't be here
+}
+
+
+//
+// P_CheckTag()
+//
+// Passed a line, returns true if the tag is non-zero or the line special
+// allows no tag without harm. If compatibility, all linedef specials are
+// allowed to have zero tag.
+//
+// Note: Only line specials activated by walkover, pushing, or shooting are
+// checked by this routine.
+//
+// jff 2/27/98 Added to check for zero tag allowed for regular special types
+//
+int P_CheckTag(line_t *line)
+{
+ /* tag not zero, allowed, or
+ * killough 11/98: compatibility option */
+ if (comp[comp_zerotags] || line->tag)
+ return 1;
+
+ switch(line->special)
+ {
+ case 1: // Manual door specials
+ case 26:
+ case 27:
+ case 28:
+ case 31:
+ case 32:
+ case 33:
+ case 34:
+ case 117:
+ case 118:
+
+ case 139: // Lighting specials
+ case 170:
+ case 79:
+ case 35:
+ case 138:
+ case 171:
+ case 81:
+ case 13:
+ case 192:
+ case 169:
+ case 80:
+ case 12:
+ case 194:
+ case 173:
+ case 157:
+ case 104:
+ case 193:
+ case 172:
+ case 156:
+ case 17:
+
+ case 195: // Thing teleporters
+ case 174:
+ case 97:
+ case 39:
+ case 126:
+ case 125:
+ case 210:
+ case 209:
+ case 208:
+ case 207:
+
+ case 11: // Exits
+ case 52:
+ case 197:
+ case 51:
+ case 124:
+ case 198:
+
+ case 48: // Scrolling walls
+ case 85:
+ return 1; // zero tag allowed
+
+ default:
+ break;
+ }
+ return 0; // zero tag not allowed
+}
+
+
+//
+// P_IsSecret()
+//
+// Passed a sector, returns if the sector secret type is still active, i.e.
+// secret type is set and the secret has not yet been obtained.
+//
+// jff 3/14/98 added to simplify checks for whether sector is secret
+// in automap and other places
+//
+boolean P_IsSecret(sector_t *sec)
+{
+ return (sec->special==9 || (sec->special&SECRET_MASK));
+}
+
+
+//
+// P_WasSecret()
+//
+// Passed a sector, returns if the sector secret type is was active, i.e.
+// secret type was set and the secret has been obtained already.
+//
+// jff 3/14/98 added to simplify checks for whether sector is secret
+// in automap and other places
+//
+boolean P_WasSecret(sector_t *sec)
+{
+ return (sec->oldspecial==9 || (sec->oldspecial&SECRET_MASK));
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+//
+// Events
+//
+// Events are operations triggered by using, crossing,
+// or shooting special lines, or by timed thinkers.
+//
+/////////////////////////////////////////////////////////////////////////
+
+//
+// P_CrossSpecialLine - Walkover Trigger Dispatcher
+//
+// Called every time a thing origin is about
+// to cross a line with a non 0 special, whether a walkover type or not.
+//
+// jff 02/12/98 all W1 lines were fixed to check the result from the EV_
+// function before clearing the special. This avoids losing the function
+// of the line, should the sector already be active when the line is
+// crossed. Change is qualified by demo_compatibility.
+//
+// CPhipps - take a line_t pointer instead of a line number, as in MBF
+void P_CrossSpecialLine(line_t *line, int side, mobj_t *thing)
+{
+ int ok;
+
+ // Things that should never trigger lines
+ 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;
+ }
+ }
+
+ //jff 02/04/98 add check here for generalized lindef types
+ if (!demo_compatibility) // generalized types not recognized if old demo
+ {
+ // pointer to line function is NULL by default, set non-null if
+ // line special is walkover generalized linedef type
+ int (*linefunc)(line_t *line)=NULL;
+
+ // check each range of generalized linedefs
+ if ((unsigned)line->special >= GenEnd)
+ {
+ // Out of range for GenFloors
+ }
+ else if ((unsigned)line->special >= GenFloorBase)
+ {
+ if (!thing->player)
+ if ((line->special & FloorChange) || !(line->special & FloorModel))
+ return; // FloorModel is "Allow Monsters" if FloorChange is 0
+ if (!line->tag) //jff 2/27/98 all walk generalized types require tag
+ return;
+ linefunc = EV_DoGenFloor;
+ }
+ else if ((unsigned)line->special >= GenCeilingBase)
+ {
+ if (!thing->player)
+ if ((line->special & CeilingChange) || !(line->special & CeilingModel))
+ return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
+ if (!line->tag) //jff 2/27/98 all walk generalized types require tag
+ return;
+ linefunc = EV_DoGenCeiling;
+ }
+ else if ((unsigned)line->special >= GenDoorBase)
+ {
+ if (!thing->player)
+ {
+ if (!(line->special & DoorMonster))
+ return; // monsters disallowed from this door
+ if (line->flags & ML_SECRET) // they can't open secret doors either
+ return;
+ }
+ if (!line->tag) //3/2/98 move outside the monster check
+ return;
+ linefunc = EV_DoGenDoor;
+ }
+ else if ((unsigned)line->special >= GenLockedBase)
+ {
+ if (!thing->player)
+ return; // monsters disallowed from unlocking doors
+ if (((line->special&TriggerType)==WalkOnce) || ((line->special&TriggerType)==WalkMany))
+ { //jff 4/1/98 check for being a walk type before reporting door type
+ if (!P_CanUnlockGenDoor(line,thing->player))
+ return;
+ }
+ else
+ return;
+ linefunc = EV_DoGenLockedDoor;
+ }
+ else if ((unsigned)line->special >= GenLiftBase)
+ {
+ if (!thing->player)
+ if (!(line->special & LiftMonster))
+ return; // monsters disallowed
+ if (!line->tag) //jff 2/27/98 all walk generalized types require tag
+ return;
+ linefunc = EV_DoGenLift;
+ }
+ else if ((unsigned)line->special >= GenStairsBase)
+ {
+ if (!thing->player)
+ if (!(line->special & StairMonster))
+ return; // monsters disallowed
+ if (!line->tag) //jff 2/27/98 all walk generalized types require tag
+ return;
+ linefunc = EV_DoGenStairs;
+ }
+
+ if (linefunc) // if it was a valid generalized type
+ switch((line->special & TriggerType) >> TriggerTypeShift)
+ {
+ case WalkOnce:
+ if (linefunc(line))
+ line->special = 0; // clear special if a walk once type
+ return;
+ case WalkMany:
+ linefunc(line);
+ return;
+ default: // if not a walk type, do nothing here
+ return;
+ }
+ }
+
+ if (!thing->player)
+ {
+ 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
+ //jff 3/5/98 add ability of monsters etc. to use teleporters
+ case 208: //silent thing teleporters
+ case 207:
+ case 243: //silent line-line teleporter
+ case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
+ case 262: //jff 4/14/98 add monster only
+ case 263: //jff 4/14/98 silent thing,line,line rev types
+ case 264: //jff 4/14/98 plus player/monster silent line
+ case 265: // reversed types
+ case 266:
+ case 267:
+ case 268:
+ case 269:
+ ok = 1;
+ break;
+ }
+ if (!ok)
+ return;
+ }
+
+ if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
+ return;
+
+ // Dispatch on the line special value to the line's action routine
+ // If a once only function, and successful, clear the line special
+
+ switch (line->special)
+ {
+ // Regular walk once triggers
+
+ case 2:
+ // Open Door
+ if (EV_DoDoor(line,p_open) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 3:
+ // Close Door
+ if (EV_DoDoor(line,p_close) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 4:
+ // Raise Door
+ if (EV_DoDoor(line,normal) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 5:
+ // Raise Floor
+ if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 6:
+ // Fast Ceiling Crush & Raise
+ if (EV_DoCeiling(line,fastCrushAndRaise) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 8:
+ // Build Stairs
+ if (EV_BuildStairs(line,build8) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 10:
+ // PlatDownWaitUp
+ if (EV_DoPlat(line,downWaitUpStay,0) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 12:
+ // Light Turn On - brightest near
+ if (EV_LightTurnOn(line,0) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 13:
+ // Light Turn On 255
+ if (EV_LightTurnOn(line,255) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 16:
+ // Close Door 30
+ if (EV_DoDoor(line,close30ThenOpen) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 17:
+ // Start Light Strobing
+ if (EV_StartLightStrobing(line) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 19:
+ // Lower Floor
+ if (EV_DoFloor(line,lowerFloor) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 22:
+ // Raise floor to nearest height and change texture
+ if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 25:
+ // Ceiling Crush and Raise
+ if (EV_DoCeiling(line,crushAndRaise) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 30:
+ // Raise floor to shortest texture height
+ // on either side of lines.
+ if (EV_DoFloor(line,raiseToTexture) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 35:
+ // Lights Very Dark
+ if (EV_LightTurnOn(line,35) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 36:
+ // Lower Floor (TURBO)
+ if (EV_DoFloor(line,turboLower) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 37:
+ // LowerAndChange
+ if (EV_DoFloor(line,lowerAndChange) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 38:
+ // Lower Floor To Lowest
+ if (EV_DoFloor(line, lowerFloorToLowest) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 39:
+ // TELEPORT! //jff 02/09/98 fix using up with wrong side crossing
+ if (EV_Teleport(line, side, thing) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 40:
+ // RaiseCeilingLowerFloor
+ if (demo_compatibility)
+ {
+ EV_DoCeiling( line, raiseToHighest );
+ EV_DoFloor( line, lowerFloorToLowest ); //jff 02/12/98 doesn't work
+ line->special = 0;
+ }
+ else
+ if (EV_DoCeiling(line, raiseToHighest))
+ line->special = 0;
+ break;
+
+ case 44:
+ // Ceiling Crush
+ if (EV_DoCeiling(line, lowerAndCrush) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 52:
+ // EXIT!
+ // killough 10/98: prevent zombies from exiting levels
+ if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
+ G_ExitLevel ();
+ break;
+
+ case 53:
+ // Perpetual Platform Raise
+ if (EV_DoPlat(line,perpetualRaise,0) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 54:
+ // Platform Stop
+ if (EV_StopPlat(line) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 56:
+ // Raise Floor Crush
+ if (EV_DoFloor(line,raiseFloorCrush) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 57:
+ // Ceiling Crush Stop
+ if (EV_CeilingCrushStop(line) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 58:
+ // Raise Floor 24
+ if (EV_DoFloor(line,raiseFloor24) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 59:
+ // Raise Floor 24 And Change
+ if (EV_DoFloor(line,raiseFloor24AndChange) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 100:
+ // Build Stairs Turbo 16
+ if (EV_BuildStairs(line,turbo16) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 104:
+ // Turn lights off in sector(tag)
+ if (EV_TurnTagLightsOff(line) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 108:
+ // Blazing Door Raise (faster than TURBO!)
+ if (EV_DoDoor(line,blazeRaise) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 109:
+ // Blazing Door Open (faster than TURBO!)
+ if (EV_DoDoor (line,blazeOpen) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 110:
+ // Blazing Door Close (faster than TURBO!)
+ if (EV_DoDoor (line,blazeClose) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 119:
+ // Raise floor to nearest surr. floor
+ if (EV_DoFloor(line,raiseFloorToNearest) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 121:
+ // Blazing PlatDownWaitUpStay
+ if (EV_DoPlat(line,blazeDWUS,0) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 124:
+ // Secret EXIT
+ // killough 10/98: prevent zombies from exiting levels
+ // CPhipps - change for lxdoom's compatibility handling
+ if (!(thing->player && thing->player->health <= 0 && !comp[comp_zombie]))
+ G_SecretExitLevel ();
+ break;
+
+ case 125:
+ // TELEPORT MonsterONLY
+ if (!thing->player &&
+ (EV_Teleport(line, side, thing) || demo_compatibility))
+ line->special = 0;
+ break;
+
+ case 130:
+ // Raise Floor Turbo
+ if (EV_DoFloor(line,raiseFloorTurbo) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ case 141:
+ // Silent Ceiling Crush & Raise
+ if (EV_DoCeiling(line,silentCrushAndRaise) || demo_compatibility)
+ line->special = 0;
+ break;
+
+ // Regular walk many retriggerable
+
+ 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,p_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,p_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;
+
+ // Extended walk triggers
+
+ // jff 1/29/98 added new linedef types to fill all functions out so that
+ // all have varieties SR, S1, WR, W1
+
+ // killough 1/31/98: "factor out" compatibility test, by
+ // adding inner switch qualified by compatibility flag.
+ // relax test to demo_compatibility
+
+ // killough 2/16/98: Fix problems with W1 types being cleared too early
+
+ default:
+ if (!demo_compatibility)
+ switch (line->special)
+ {
+ // Extended walk once triggers
+
+ case 142:
+ // Raise Floor 512
+ // 142 W1 EV_DoFloor(raiseFloor512)
+ if (EV_DoFloor(line,raiseFloor512))
+ line->special = 0;
+ break;
+
+ case 143:
+ // Raise Floor 24 and change
+ // 143 W1 EV_DoPlat(raiseAndChange,24)
+ if (EV_DoPlat(line,raiseAndChange,24))
+ line->special = 0;
+ break;
+
+ case 144:
+ // Raise Floor 32 and change
+ // 144 W1 EV_DoPlat(raiseAndChange,32)
+ if (EV_DoPlat(line,raiseAndChange,32))
+ line->special = 0;
+ break;
+
+ case 145:
+ // Lower Ceiling to Floor
+ // 145 W1 EV_DoCeiling(lowerToFloor)
+ if (EV_DoCeiling( line, lowerToFloor ))
+ line->special = 0;
+ break;
+
+ case 146:
+ // Lower Pillar, Raise Donut
+ // 146 W1 EV_DoDonut()
+ if (EV_DoDonut(line))
+ line->special = 0;
+ break;
+
+ case 199:
+ // Lower ceiling to lowest surrounding ceiling
+ // 199 W1 EV_DoCeiling(lowerToLowest)
+ if (EV_DoCeiling(line,lowerToLowest))
+ line->special = 0;
+ break;
+
+ case 200:
+ // Lower ceiling to highest surrounding floor
+ // 200 W1 EV_DoCeiling(lowerToMaxFloor)
+ if (EV_DoCeiling(line,lowerToMaxFloor))
+ line->special = 0;
+ break;
+
+ case 207:
+ // killough 2/16/98: W1 silent teleporter (normal kind)
+ if (EV_SilentTeleport(line, side, thing))
+ line->special = 0;
+ break;
+
+ //jff 3/16/98 renumber 215->153
+ case 153: //jff 3/15/98 create texture change no motion type
+ // Texture/Type Change Only (Trig)
+ // 153 W1 Change Texture/Type Only
+ if (EV_DoChange(line,trigChangeOnly))
+ line->special = 0;
+ break;
+
+ case 239: //jff 3/15/98 create texture change no motion type
+ // Texture/Type Change Only (Numeric)
+ // 239 W1 Change Texture/Type Only
+ if (EV_DoChange(line,numChangeOnly))
+ line->special = 0;
+ break;
+
+ case 219:
+ // Lower floor to next lower neighbor
+ // 219 W1 Lower Floor Next Lower Neighbor
+ if (EV_DoFloor(line,lowerFloorToNearest))
+ line->special = 0;
+ break;
+
+ case 227:
+ // Raise elevator next floor
+ // 227 W1 Raise Elevator next floor
+ if (EV_DoElevator(line,elevateUp))
+ line->special = 0;
+ break;
+
+ case 231:
+ // Lower elevator next floor
+ // 231 W1 Lower Elevator next floor
+ if (EV_DoElevator(line,elevateDown))
+ line->special = 0;
+ break;
+
+ case 235:
+ // Elevator to current floor
+ // 235 W1 Elevator to current floor
+ if (EV_DoElevator(line,elevateCurrent))
+ line->special = 0;
+ break;
+
+ case 243: //jff 3/6/98 make fit within DCK's 256 linedef types
+ // killough 2/16/98: W1 silent teleporter (linedef-linedef kind)
+ if (EV_SilentLineTeleport(line, side, thing, false))
+ line->special = 0;
+ break;
+
+ case 262: //jff 4/14/98 add silent line-line reversed
+ if (EV_SilentLineTeleport(line, side, thing, true))
+ line->special = 0;
+ break;
+
+ case 264: //jff 4/14/98 add monster-only silent line-line reversed
+ if (!thing->player &&
+ EV_SilentLineTeleport(line, side, thing, true))
+ line->special = 0;
+ break;
+
+ case 266: //jff 4/14/98 add monster-only silent line-line
+ if (!thing->player &&
+ EV_SilentLineTeleport(line, side, thing, false))
+ line->special = 0;
+ break;
+
+ case 268: //jff 4/14/98 add monster-only silent
+ if (!thing->player && EV_SilentTeleport(line, side, thing))
+ line->special = 0;
+ break;
+
+ //jff 1/29/98 end of added W1 linedef types
+
+ // Extended walk many retriggerable
+
+ //jff 1/29/98 added new linedef types to fill all functions
+ //out so that all have varieties SR, S1, WR, W1
+
+ case 147:
+ // Raise Floor 512
+ // 147 WR EV_DoFloor(raiseFloor512)
+ EV_DoFloor(line,raiseFloor512);
+ break;
+
+ case 148:
+ // Raise Floor 24 and Change
+ // 148 WR EV_DoPlat(raiseAndChange,24)
+ EV_DoPlat(line,raiseAndChange,24);
+ break;
+
+ case 149:
+ // Raise Floor 32 and Change
+ // 149 WR EV_DoPlat(raiseAndChange,32)
+ EV_DoPlat(line,raiseAndChange,32);
+ break;
+
+ case 150:
+ // Start slow silent crusher
+ // 150 WR EV_DoCeiling(silentCrushAndRaise)
+ EV_DoCeiling(line,silentCrushAndRaise);
+ break;
+
+ case 151:
+ // RaiseCeilingLowerFloor
+ // 151 WR EV_DoCeiling(raiseToHighest),
+ // EV_DoFloor(lowerFloortoLowest)
+ EV_DoCeiling( line, raiseToHighest );
+ EV_DoFloor( line, lowerFloorToLowest );
+ break;
+
+ case 152:
+ // Lower Ceiling to Floor
+ // 152 WR EV_DoCeiling(lowerToFloor)
+ EV_DoCeiling( line, lowerToFloor );
+ break;
+
+ //jff 3/16/98 renumber 153->256
+ case 256:
+ // Build stairs, step 8
+ // 256 WR EV_BuildStairs(build8)
+ EV_BuildStairs(line,build8);
+ break;
+
+ //jff 3/16/98 renumber 154->257
+ case 257:
+ // Build stairs, step 16
+ // 257 WR EV_BuildStairs(turbo16)
+ EV_BuildStairs(line,turbo16);
+ break;
+
+ case 155:
+ // Lower Pillar, Raise Donut
+ // 155 WR EV_DoDonut()
+ EV_DoDonut(line);
+ break;
+
+ case 156:
+ // Start lights strobing
+ // 156 WR Lights EV_StartLightStrobing()
+ EV_StartLightStrobing(line);
+ break;
+
+ case 157:
+ // Lights to dimmest near
+ // 157 WR Lights EV_TurnTagLightsOff()
+ EV_TurnTagLightsOff(line);
+ break;
+
+ case 201:
+ // Lower ceiling to lowest surrounding ceiling
+ // 201 WR EV_DoCeiling(lowerToLowest)
+ EV_DoCeiling(line,lowerToLowest);
+ break;
+
+ case 202:
+ // Lower ceiling to highest surrounding floor
+ // 202 WR EV_DoCeiling(lowerToMaxFloor)
+ EV_DoCeiling(line,lowerToMaxFloor);
+ break;
+
+ case 208:
+ // killough 2/16/98: WR silent teleporter (normal kind)
+ EV_SilentTeleport(line, side, thing);
+ break;
+
+ case 212: //jff 3/14/98 create instant toggle floor type
+ // Toggle floor between C and F instantly
+ // 212 WR Instant Toggle Floor
+ EV_DoPlat(line,toggleUpDn,0);
+ break;
+
+ //jff 3/16/98 renumber 216->154
+ case 154: //jff 3/15/98 create texture change no motion type
+ // Texture/Type Change Only (Trigger)
+ // 154 WR Change Texture/Type Only
+ EV_DoChange(line,trigChangeOnly);
+ break;
+
+ case 240: //jff 3/15/98 create texture change no motion type
+ // Texture/Type Change Only (Numeric)
+ // 240 WR Change Texture/Type Only
+ EV_DoChange(line,numChangeOnly);
+ break;
+
+ case 220:
+ // Lower floor to next lower neighbor
+ // 220 WR Lower Floor Next Lower Neighbor
+ EV_DoFloor(line,lowerFloorToNearest);
+ break;
+
+ case 228:
+ // Raise elevator next floor
+ // 228 WR Raise Elevator next floor
+ EV_DoElevator(line,elevateUp);
+ break;
+
+ case 232:
+ // Lower elevator next floor
+ // 232 WR Lower Elevator next floor
+ EV_DoElevator(line,elevateDown);
+ break;
+
+ case 236:
+ // Elevator to current floor
+ // 236 WR Elevator to current floor
+ EV_DoElevator(line,elevateCurrent);
+ break;
+
+ case 244: //jff 3/6/98 make fit within DCK's 256 linedef types
+ // killough 2/16/98: WR silent teleporter (linedef-linedef kind)
+ EV_SilentLineTeleport(line, side, thing, false);
+ break;
+
+ case 263: //jff 4/14/98 add silent line-line reversed
+ EV_SilentLineTeleport(line, side, thing, true);
+ break;
+
+ case 265: //jff 4/14/98 add monster-only silent line-line reversed
+ if (!thing->player)
+ EV_SilentLineTeleport(line, side, thing, true);
+ break;
+
+ case 267: //jff 4/14/98 add monster-only silent line-line
+ if (!thing->player)
+ EV_SilentLineTeleport(line, side, thing, false);
+ break;
+
+ case 269: //jff 4/14/98 add monster-only silent
+ if (!thing->player)
+ EV_SilentTeleport(line, side, thing);
+ break;
+
+ //jff 1/29/98 end of added WR linedef types
+ }
+ break;
+ }
+}
+
+//
+// P_ShootSpecialLine - Gun trigger special dispatcher
+//
+// Called when a thing shoots a special line with bullet, shell, saw, or fist.
+//
+// jff 02/12/98 all G1 lines were fixed to check the result from the EV_
+// function before clearing the special. This avoids losing the function
+// of the line, should the sector already be in motion when the line is
+// impacted. Change is qualified by demo_compatibility.
+//
+void P_ShootSpecialLine
+( mobj_t* thing,
+ line_t* line )
+{
+ //jff 02/04/98 add check here for generalized linedef
+ if (!demo_compatibility)
+ {
+ // pointer to line function is NULL by default, set non-null if
+ // line special is gun triggered generalized linedef type
+ int (*linefunc)(line_t *line)=NULL;
+
+ // check each range of generalized linedefs
+ if ((unsigned)line->special >= GenEnd)
+ {
+ // Out of range for GenFloors
+ }
+ else if ((unsigned)line->special >= GenFloorBase)
+ {
+ if (!thing->player)
+ if ((line->special & FloorChange) || !(line->special & FloorModel))
+ return; // FloorModel is "Allow Monsters" if FloorChange is 0
+ if (!line->tag) //jff 2/27/98 all gun generalized types require tag
+ return;
+
+ linefunc = EV_DoGenFloor;
+ }
+ else if ((unsigned)line->special >= GenCeilingBase)
+ {
+ if (!thing->player)
+ if ((line->special & CeilingChange) || !(line->special & CeilingModel))
+ return; // CeilingModel is "Allow Monsters" if CeilingChange is 0
+ if (!line->tag) //jff 2/27/98 all gun generalized types require tag
+ return;
+ linefunc = EV_DoGenCeiling;
+ }
+ else if ((unsigned)line->special >= GenDoorBase)
+ {
+ if (!thing->player)
+ {
+ if (!(line->special & DoorMonster))
+ return; // monsters disallowed from this door
+ if (line->flags & ML_SECRET) // they can't open secret doors either
+ return;
+ }
+ if (!line->tag) //jff 3/2/98 all gun generalized types require tag
+ return;
+ linefunc = EV_DoGenDoor;
+ }
+ else if ((unsigned)line->special >= GenLockedBase)
+ {
+ if (!thing->player)
+ return; // monsters disallowed from unlocking doors
+ if (((line->special&TriggerType)==GunOnce) || ((line->special&TriggerType)==GunMany))
+ { //jff 4/1/98 check for being a gun type before reporting door type
+ if (!P_CanUnlockGenDoor(line,thing->player))
+ return;
+ }
+ else
+ return;
+ if (!line->tag) //jff 2/27/98 all gun generalized types require tag
+ return;
+
+ linefunc = EV_DoGenLockedDoor;
+ }
+ else if ((unsigned)line->special >= GenLiftBase)
+ {
+ if (!thing->player)
+ if (!(line->special & LiftMonster))
+ return; // monsters disallowed
+ linefunc = EV_DoGenLift;
+ }
+ else if ((unsigned)line->special >= GenStairsBase)
+ {
+ if (!thing->player)
+ if (!(line->special & StairMonster))
+ return; // monsters disallowed
+ if (!line->tag) //jff 2/27/98 all gun generalized types require tag
+ return;
+ linefunc = EV_DoGenStairs;
+ }
+ else if ((unsigned)line->special >= GenCrusherBase)
+ {
+ if (!thing->player)
+ if (!(line->special & StairMonster))
+ return; // monsters disallowed
+ if (!line->tag) //jff 2/27/98 all gun generalized types require tag
+ return;
+ linefunc = EV_DoGenCrusher;
+ }
+
+ if (linefunc)
+ switch((line->special & TriggerType) >> TriggerTypeShift)
+ {
+ case GunOnce:
+ if (linefunc(line))
+ P_ChangeSwitchTexture(line,0);
+ return;
+ case GunMany:
+ if (linefunc(line))
+ P_ChangeSwitchTexture(line,1);
+ return;
+ default: // if not a gun type, do nothing here
+ return;
+ }
+ }
+
+ // Impacts that other things can activate.
+ if (!thing->player)
+ {
+ int ok = 0;
+ switch(line->special)
+ {
+ case 46:
+ // 46 GR Open door on impact weapon is monster activatable
+ ok = 1;
+ break;
+ }
+ if (!ok)
+ return;
+ }
+
+ if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
+ return;
+
+ switch(line->special)
+ {
+ case 24:
+ // 24 G1 raise floor to highest adjacent
+ if (EV_DoFloor(line,raiseFloor) || demo_compatibility)
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ case 46:
+ // 46 GR open door, stay open
+ EV_DoDoor(line,p_open);
+ P_ChangeSwitchTexture(line,1);
+ break;
+
+ case 47:
+ // 47 G1 raise floor to nearest and change texture and type
+ if (EV_DoPlat(line,raiseToNearestAndChange,0) || demo_compatibility)
+ P_ChangeSwitchTexture(line,0);
+ break;
+
+ //jff 1/30/98 added new gun linedefs here
+ // killough 1/31/98: added demo_compatibility check, added inner switch
+
+ default:
+ if (!demo_compatibility)
+ switch (line->special)
+ {
+ case 197:
+ // Exit to next level
+ // killough 10/98: prevent zombies from exiting levels
+ if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
+ break;
+ P_ChangeSwitchTexture(line,0);
+ G_ExitLevel();
+ break;
+
+ case 198:
+ // Exit to secret level
+ // killough 10/98: prevent zombies from exiting levels
+ if(thing->player && thing->player->health<=0 && !comp[comp_zombie])
+ break;
+ P_ChangeSwitchTexture(line,0);
+ G_SecretExitLevel();
+ break;
+ //jff end addition of new gun linedefs
+ }
+ break;
+ }
+}
+
+
+//
+// P_PlayerInSpecialSector()
+//
+// Called every tick frame
+// that the player origin is in a special sector
+//
+// Changed to ignore sector types the engine does not recognize
+//
+void P_PlayerInSpecialSector (player_t* player)
+{
+ sector_t* sector;
+
+ sector = player->mo->subsector->sector;
+
+ // Falling, not all the way down yet?
+ // Sector specials don't apply in mid-air
+ if (player->mo->z != sector->floorheight)
+ return;
+
+ // Has hit ground.
+ //jff add if to handle old vs generalized types
+ if (sector->special<32) // regular sector specials
+ {
+ switch (sector->special)
+ {
+ case 5:
+ // 5/10 unit damage per 31 ticks
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 10);
+ break;
+
+ case 7:
+ // 2/5 unit damage per 31 ticks
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 5);
+ break;
+
+ case 16:
+ // 10/20 unit damage per 31 ticks
+ case 4:
+ // 10/20 unit damage plus blinking light (light already spawned)
+ if (!player->powers[pw_ironfeet]
+ || (P_Random(pr_slimehurt)<5) ) // even with suit, take damage
+ {
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 20);
+ }
+ break;
+
+ case 9:
+ // Tally player in secret sector, clear secret special
+ player->secretcount++;
+ sector->special = 0;
+ break;
+
+ case 11:
+ // Exit on health < 11, take 10/20 damage per 31 ticks
+ if (comp[comp_god]) /* killough 2/21/98: add compatibility switch */
+ player->cheats &= ~CF_GODMODE; // on godmode cheat clearing
+ // does not affect invulnerability
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 20);
+
+ if (player->health <= 10)
+ G_ExitLevel();
+ break;
+
+ default:
+ //jff 1/24/98 Don't exit as DOOM2 did, just ignore
+ break;
+ };
+ }
+ else //jff 3/14/98 handle extended sector types for secrets and damage
+ {
+ switch ((sector->special&DAMAGE_MASK)>>DAMAGE_SHIFT)
+ {
+ case 0: // no damage
+ break;
+ case 1: // 2/5 damage per 31 ticks
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 5);
+ break;
+ case 2: // 5/10 damage per 31 ticks
+ if (!player->powers[pw_ironfeet])
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 10);
+ break;
+ case 3: // 10/20 damage per 31 ticks
+ if (!player->powers[pw_ironfeet]
+ || (P_Random(pr_slimehurt)<5)) // take damage even with suit
+ {
+ if (!(leveltime&0x1f))
+ P_DamageMobj (player->mo, NULL, NULL, 20);
+ }
+ break;
+ }
+ if (sector->special&SECRET_MASK)
+ {
+ player->secretcount++;
+ sector->special &= ~SECRET_MASK;
+ if (sector->special<32) // if all extended bits clear,
+ sector->special=0; // sector is not special anymore
+ }
+
+ // phares 3/19/98:
+ //
+ // If FRICTION_MASK or PUSH_MASK is set, we don't care at this
+ // point, since the code to deal with those situations is
+ // handled by Thinkers.
+
+ }
+}
+
+//
+// P_UpdateSpecials()
+//
+// Check level timer, frag counter,
+// animate flats, scroll walls,
+// change button textures
+//
+// Reads and modifies globals:
+// levelTimer, levelTimeCount,
+// levelFragLimit, levelFragLimitCount
+//
+
+boolean levelTimer;
+int levelTimeCount;
+boolean levelFragLimit; // Ty 03/18/98 Added -frags support
+int levelFragLimitCount; // Ty 03/18/98 Added -frags support
+
+void P_UpdateSpecials (void)
+{
+ anim_t* anim;
+ int pic;
+ int i;
+
+ // Downcount level timer, exit level if elapsed
+ if (levelTimer == true)
+ {
+ levelTimeCount--;
+ if (!levelTimeCount)
+ G_ExitLevel();
+ }
+
+ // Check frag counters, if frag limit reached, exit level // Ty 03/18/98
+ // Seems like the total frags should be kept in a simple
+ // array somewhere, but until they are...
+ if (levelFragLimit == true) // we used -frags so compare count
+ {
+ int k,m,fragcount,exitflag=false;
+ for (k=0;k<MAXPLAYERS;k++)
+ {
+ if (!playeringame[k]) continue;
+ fragcount = 0;
+ for (m=0;m<MAXPLAYERS;m++)
+ {
+ if (!playeringame[m]) continue;
+ fragcount += (m!=k)? players[k].frags[m] : -players[k].frags[m];
+ }
+ if (fragcount >= levelFragLimitCount) exitflag = true;
+ if (exitflag == true) break; // skip out of the loop--we're done
+ }
+ if (exitflag == true)
+ 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;
+ }
+ }
+
+ // Check buttons (retriggerable switches) and change texture on timeout
+ for (i = 0; i < MAXBUTTONS; i++)
+ if (buttonlist[i].btimer)
+ {
+ buttonlist[i].btimer--;
+ if (!buttonlist[i].btimer)
+ {
+ switch(buttonlist[i].where)
+ {
+ case top:
+ sides[buttonlist[i].line->sidenum[0]].toptexture =
+ buttonlist[i].btexture;
+ break;
+
+ case middle:
+ sides[buttonlist[i].line->sidenum[0]].midtexture =
+ buttonlist[i].btexture;
+ break;
+
+ case bottom:
+ sides[buttonlist[i].line->sidenum[0]].bottomtexture =
+ buttonlist[i].btexture;
+ break;
+ }
+ S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn);
+ memset(&buttonlist[i],0,sizeof(button_t));
+ }
+ }
+}
+
+//////////////////////////////////////////////////////////////////////
+//
+// Sector and Line special thinker spawning at level startup
+//
+//////////////////////////////////////////////////////////////////////
+
+//
+// P_SpawnSpecials
+// After the map has been loaded,
+// scan for specials that spawn thinkers
+//
+
+// Parses command line parameters.
+void P_SpawnSpecials (void)
+{
+ sector_t* sector;
+ int i;
+ int episode;
+
+ episode = 1;
+ if (W_CheckNumForName("texture2") >= 0)
+ episode = 2;
+
+ // See if -timer needs to be used.
+ levelTimer = false;
+
+ i = M_CheckParm("-avg"); // Austin Virtual Gaming 20 min timer on DM play
+ if (i && deathmatch)
+ {
+ levelTimer = true;
+ levelTimeCount = 20 * 60 * TICRATE;
+ }
+
+ i = M_CheckParm("-timer"); // user defined timer on game play
+ if (i && deathmatch)
+ {
+ int time;
+ time = atoi(myargv[i+1]) * 60 * TICRATE;
+ levelTimer = true;
+ levelTimeCount = time;
+ }
+
+ // See if -frags has been used
+ levelFragLimit = false;
+ i = M_CheckParm("-frags"); // Ty 03/18/98 Added -frags support
+ if (i && deathmatch)
+ {
+ int frags;
+ frags = atoi(myargv[i+1]);
+ if (frags <= 0) frags = 10; // default 10 if no count provided
+ levelFragLimit = true;
+ levelFragLimitCount = frags;
+ }
+
+
+ // Init special sectors.
+ sector = sectors;
+ for (i=0 ; i<numsectors ; i++, sector++)
+ {
+ if (!sector->special)
+ continue;
+
+ if (sector->special&SECRET_MASK) //jff 3/15/98 count extended
+ totalsecret++; // secret sectors too
+
+ switch (sector->special&31)
+ {
+ case 1:
+ // random off
+ 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 |= 3<<DAMAGE_SHIFT; //jff 3/14/98 put damage bits in
+ break;
+
+ case 8:
+ // glowing light
+ P_SpawnGlowingLight(sector);
+ break;
+ case 9:
+ // secret sector
+ if (sector->special<32) //jff 3/14/98 bits don't count unless not
+ totalsecret++; // a generalized sector type
+ 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:
+ // fire flickering
+ P_SpawnFireFlicker(sector);
+ break;
+ }
+ }
+
+ P_RemoveAllActiveCeilings(); // jff 2/22/98 use killough's scheme
+
+ P_RemoveAllActivePlats(); // killough
+
+ for (i = 0;i < MAXBUTTONS;i++)
+ memset(&buttonlist[i],0,sizeof(button_t));
+
+ // P_InitTagLists() must be called before P_FindSectorFromLineTag()
+ // or P_FindLineFromLineTag() can be called.
+
+ P_InitTagLists(); // killough 1/30/98: Create xref tables for tags
+
+ P_SpawnScrollers(); // killough 3/7/98: Add generalized scrollers
+
+ P_SpawnFriction(); // phares 3/12/98: New friction model using linedefs
+
+ P_SpawnPushers(); // phares 3/20/98: New pusher model using linedefs
+
+ for (i=0; i<numlines; i++)
+ switch (lines[i].special)
+ {
+ int s, sec;
+
+ // killough 3/7/98:
+ // support for drawn heights coming from different sector
+ case 242:
+ sec = sides[*lines[i].sidenum].sector-sectors;
+ for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
+ sectors[s].heightsec = sec;
+ break;
+
+ // killough 3/16/98: Add support for setting
+ // floor lighting independently (e.g. lava)
+ case 213:
+ sec = sides[*lines[i].sidenum].sector-sectors;
+ for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
+ sectors[s].floorlightsec = sec;
+ break;
+
+ // killough 4/11/98: Add support for setting
+ // ceiling lighting independently
+ case 261:
+ sec = sides[*lines[i].sidenum].sector-sectors;
+ for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
+ sectors[s].ceilinglightsec = sec;
+ break;
+
+ // killough 10/98:
+ //
+ // Support for sky textures being transferred from sidedefs.
+ // Allows scrolling and other effects (but if scrolling is
+ // used, then the same sector tag needs to be used for the
+ // sky sector, the sky-transfer linedef, and the scroll-effect
+ // linedef). Still requires user to use F_SKY1 for the floor
+ // or ceiling texture, to distinguish floor and ceiling sky.
+
+ case 271: // Regular sky
+ case 272: // Same, only flipped
+ for (s = -1; (s = P_FindSectorFromLineTag(lines+i,s)) >= 0;)
+ sectors[s].sky = i | PL_SKYFLAT;
+ break;
+ }
+}
+
+// killough 2/28/98:
+//
+// This function, with the help of r_plane.c and r_bsp.c, supports generalized
+// scrolling floors and walls, with optional mobj-carrying properties, e.g.
+// conveyor belts, rivers, etc. A linedef with a special type affects all
+// tagged sectors the same way, by creating scrolling and/or object-carrying
+// properties. Multiple linedefs may be used on the same sector and are
+// cumulative, although the special case of scrolling a floor and carrying
+// things on it, requires only one linedef. The linedef's direction determines
+// the scrolling direction, and the linedef's length determines the scrolling
+// speed. This was designed so that an edge around the sector could be used to
+// control the direction of the sector's scrolling, which is usually what is
+// desired.
+//
+// Process the active scrollers.
+//
+// This is the main scrolling code
+// killough 3/7/98
+
+void T_Scroll(scroll_t *s)
+{
+ fixed_t dx = s->dx, dy = s->dy;
+
+ if (s->control != -1)
+ { // compute scroll amounts based on a sector's height changes
+ fixed_t height = sectors[s->control].floorheight +
+ sectors[s->control].ceilingheight;
+ fixed_t delta = height - s->last_height;
+ s->last_height = height;
+ dx = FixedMul(dx, delta);
+ dy = FixedMul(dy, delta);
+ }
+
+ // killough 3/14/98: Add acceleration
+ if (s->accel)
+ {
+ s->vdx = dx += s->vdx;
+ s->vdy = dy += s->vdy;
+ }
+
+ if (!(dx | dy)) // no-op if both (x,y) offsets 0
+ return;
+
+ switch (s->type)
+ {
+ side_t *side;
+ sector_t *sec;
+ fixed_t height, waterheight; // killough 4/4/98: add waterheight
+ msecnode_t *node;
+ mobj_t *thing;
+
+ case sc_side: // killough 3/7/98: Scroll wall texture
+ side = sides + s->affectee;
+ side->textureoffset += dx;
+ side->rowoffset += dy;
+ break;
+
+ case sc_floor: // killough 3/7/98: Scroll floor texture
+ sec = sectors + s->affectee;
+ sec->floor_xoffs += dx;
+ sec->floor_yoffs += dy;
+ break;
+
+ case sc_ceiling: // killough 3/7/98: Scroll ceiling texture
+ sec = sectors + s->affectee;
+ sec->ceiling_xoffs += dx;
+ sec->ceiling_yoffs += dy;
+ break;
+
+ case sc_carry:
+
+ // killough 3/7/98: Carry things on floor
+ // killough 3/20/98: use new sector list which reflects true members
+ // killough 3/27/98: fix carrier bug
+ // killough 4/4/98: Underwater, carry things even w/o gravity
+
+ sec = sectors + s->affectee;
+ height = sec->floorheight;
+ waterheight = sec->heightsec != -1 &&
+ sectors[sec->heightsec].floorheight > height ?
+ sectors[sec->heightsec].floorheight : INT_MIN;
+
+ for (node = sec->touching_thinglist; node; node = node->m_snext)
+ if (!((thing = node->m_thing)->flags & MF_NOCLIP) &&
+ (!(thing->flags & MF_NOGRAVITY || thing->z > height) ||
+ thing->z < waterheight))
+ {
+ // Move objects only if on floor or underwater,
+ // non-floating, and clipped.
+ thing->momx += dx;
+ thing->momy += dy;
+ }
+ break;
+
+ case sc_carry_ceiling: // to be added later
+ break;
+ }
+}
+
+//
+// Add_Scroller()
+//
+// Add a generalized scroller to the thinker list.
+//
+// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
+// wall, floor carrier & scroller
+//
+// (dx,dy): the direction and speed of the scrolling or its acceleration
+//
+// control: the sector whose heights control this scroller's effect
+// remotely, or -1 if no control sector
+//
+// affectee: the index of the affected object (sector or sidedef)
+//
+// accel: non-zero if this is an accelerative effect
+//
+
+static void Add_Scroller(int type, fixed_t dx, fixed_t dy,
+ int control, int affectee, int accel)
+{
+ scroll_t *s = Z_Malloc(sizeof *s, PU_LEVSPEC, 0);
+ s->thinker.function = T_Scroll;
+ s->type = type;
+ s->dx = dx;
+ s->dy = dy;
+ s->accel = accel;
+ s->vdx = s->vdy = 0;
+ if ((s->control = control) != -1)
+ s->last_height =
+ sectors[control].floorheight + sectors[control].ceilingheight;
+ s->affectee = affectee;
+ P_AddThinker(&s->thinker);
+}
+
+// Adds wall scroller. Scroll amount is rotated with respect to wall's
+// linedef first, so that scrolling towards the wall in a perpendicular
+// direction is translated into vertical motion, while scrolling along
+// the wall in a parallel direction is translated into horizontal motion.
+//
+// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
+//
+// killough 10/98:
+// fix scrolling aliasing problems, caused by long linedefs causing overflowing
+
+static void Add_WallScroller(fixed_t dx, fixed_t dy, const line_t *l,
+ int control, int accel)
+{
+ fixed_t x = D_abs(l->dx), y = D_abs(l->dy), d;
+ if (y > x)
+ d = x, x = y, y = d;
+ d = FixedDiv(x, finesine[(tantoangle[FixedDiv(y,x) >> DBITS] + ANG90)
+ >> ANGLETOFINESHIFT]);
+
+ // CPhipps - Import scroller calc overflow fix, compatibility optioned
+ if (compatibility_level >= lxdoom_1_compatibility) {
+ x = (fixed_t)(((int_64_t)dy * -(int_64_t)l->dy - (int_64_t)dx * (int_64_t)l->dx) / (int_64_t)d); // killough 10/98:
+ y = (fixed_t)(((int_64_t)dy * (int_64_t)l->dx - (int_64_t)dx * (int_64_t)l->dy) / (int_64_t)d); // Use long long arithmetic
+ } else {
+ x = -FixedDiv(FixedMul(dy, l->dy) + FixedMul(dx, l->dx), d);
+ y = -FixedDiv(FixedMul(dx, l->dy) - FixedMul(dy, l->dx), d);
+ }
+ Add_Scroller(sc_side, x, y, control, *l->sidenum, accel);
+}
+
+// Amount (dx,dy) vector linedef is shifted right to get scroll amount
+#define SCROLL_SHIFT 5
+
+// Factor to scale scrolling effect into mobj-carrying properties = 3/32.
+// (This is so scrolling floors and objects on them can move at same speed.)
+#define CARRYFACTOR ((fixed_t)(FRACUNIT*.09375))
+
+// Initialize the scrollers
+static void P_SpawnScrollers(void)
+{
+ int i;
+ line_t *l = lines;
+
+ for (i=0;i<numlines;i++,l++)
+ {
+ fixed_t dx = l->dx >> SCROLL_SHIFT; // direction and speed of scrolling
+ fixed_t dy = l->dy >> SCROLL_SHIFT;
+ int control = -1, accel = 0; // no control sector or acceleration
+ int special = l->special;
+
+ // killough 3/7/98: Types 245-249 are same as 250-254 except that the
+ // first side's sector's heights cause scrolling when they change, and
+ // this linedef controls the direction and speed of the scrolling. The
+ // most complicated linedef since donuts, but powerful :)
+ //
+ // killough 3/15/98: Add acceleration. Types 214-218 are the same but
+ // are accelerative.
+
+ if (special >= 245 && special <= 249) // displacement scrollers
+ {
+ special += 250-245;
+ control = sides[*l->sidenum].sector - sectors;
+ }
+ else
+ if (special >= 214 && special <= 218) // accelerative scrollers
+ {
+ accel = 1;
+ special += 250-214;
+ control = sides[*l->sidenum].sector - sectors;
+ }
+
+ switch (special)
+ {
+ register int s;
+
+ case 250: // scroll effect ceiling
+ for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
+ Add_Scroller(sc_ceiling, -dx, dy, control, s, accel);
+ break;
+
+ case 251: // scroll effect floor
+ case 253: // scroll and carry objects on floor
+ for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
+ Add_Scroller(sc_floor, -dx, dy, control, s, accel);
+ if (special != 253)
+ break;
+
+ case 252: // carry objects on floor
+ dx = FixedMul(dx,CARRYFACTOR);
+ dy = FixedMul(dy,CARRYFACTOR);
+ for (s=-1; (s = P_FindSectorFromLineTag(l,s)) >= 0;)
+ Add_Scroller(sc_carry, dx, dy, control, s, accel);
+ break;
+
+ // killough 3/1/98: scroll wall according to linedef
+ // (same direction and speed as scrolling floors)
+ case 254:
+ for (s=-1; (s = P_FindLineFromLineTag(l,s)) >= 0;)
+ if (s != i)
+ Add_WallScroller(dx, dy, lines+s, control, accel);
+ break;
+
+ case 255: // killough 3/2/98: scroll according to sidedef offsets
+ s = lines[i].sidenum[0];
+ Add_Scroller(sc_side, -sides[s].textureoffset,
+ sides[s].rowoffset, -1, s, accel);
+ break;
+
+ case 48: // scroll first side
+ Add_Scroller(sc_side, FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
+ break;
+
+ case 85: // jff 1/30/98 2-way scroll
+ Add_Scroller(sc_side, -FRACUNIT, 0, -1, lines[i].sidenum[0], accel);
+ break;
+ }
+ }
+}
+
+// killough 3/7/98 -- end generalized scroll effects
+
+////////////////////////////////////////////////////////////////////////////
+//
+// FRICTION EFFECTS
+//
+// phares 3/12/98: Start of friction effects
+//
+// As the player moves, friction is applied by decreasing the x and y
+// momentum values on each tic. By varying the percentage of decrease,
+// we can simulate muddy or icy conditions. In mud, the player slows
+// down faster. In ice, the player slows down more slowly.
+//
+// The amount of friction change is controlled by the length of a linedef
+// with type 223. A length < 100 gives you mud. A length > 100 gives you ice.
+//
+// Also, each sector where these effects are to take place is given a
+// new special type _______. Changing the type value at runtime allows
+// these effects to be turned on or off.
+//
+// Sector boundaries present problems. The player should experience these
+// friction changes only when his feet are touching the sector floor. At
+// sector boundaries where floor height changes, the player can find
+// himself still 'in' one sector, but with his feet at the floor level
+// of the next sector (steps up or down). To handle this, Thinkers are used
+// in icy/muddy sectors. These thinkers examine each object that is touching
+// their sectors, looking for players whose feet are at the same level as
+// their floors. Players satisfying this condition are given new friction
+// values that are applied by the player movement code later.
+//
+// killough 8/28/98:
+//
+// Completely redid code, which did not need thinkers, and which put a heavy
+// drag on CPU. Friction is now a property of sectors, NOT objects inside
+// them. All objects, not just players, are affected by it, if they touch
+// the sector's floor. Code simpler and faster, only calling on friction
+// calculations when an object needs friction considered, instead of doing
+// friction calculations on every sector during every tic.
+//
+// Although this -might- ruin Boom demo sync involving friction, it's the only
+// way, short of code explosion, to fix the original design bug. Fixing the
+// design bug in Boom's original friction code, while maintaining demo sync
+// under every conceivable circumstance, would double or triple code size, and
+// would require maintenance of buggy legacy code which is only useful for old
+// demos. Doom demos, which are more important IMO, are not affected by this
+// change.
+//
+/////////////////////////////
+//
+// Initialize the sectors where friction is increased or decreased
+
+static void P_SpawnFriction(void)
+{
+ int i;
+ line_t *l = lines;
+
+ // killough 8/28/98: initialize all sectors to normal friction first
+ for (i = 0; i < numsectors; i++)
+ {
+ sectors[i].friction = ORIG_FRICTION;
+ sectors[i].movefactor = ORIG_FRICTION_FACTOR;
+ }
+
+ for (i = 0 ; i < numlines ; i++,l++)
+ if (l->special == 223)
+ {
+ int length = P_AproxDistance(l->dx,l->dy)>>FRACBITS;
+ int friction = (0x1EB8*length)/0x80 + 0xD000;
+ int movefactor, s;
+
+ // The following check might seem odd. At the time of movement,
+ // the move distance is multiplied by 'friction/0x10000', so a
+ // higher friction value actually means 'less friction'.
+
+ if (friction > ORIG_FRICTION) // ice
+ movefactor = ((0x10092 - friction)*(0x70))/0x158;
+ else
+ movefactor = ((friction - 0xDB34)*(0xA))/0x80;
+
+ if (mbf_features)
+ { // killough 8/28/98: prevent odd situations
+ if (friction > FRACUNIT)
+ friction = FRACUNIT;
+ if (friction < 0)
+ friction = 0;
+ if (movefactor < 32)
+ movefactor = 32;
+ }
+
+ for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
+ {
+ // killough 8/28/98:
+ //
+ // Instead of spawning thinkers, which are slow and expensive,
+ // modify the sector's own friction values. Friction should be
+ // a property of sectors, not objects which reside inside them.
+ // Original code scanned every object in every friction sector
+ // on every tic, adjusting its friction, putting unnecessary
+ // drag on CPU. New code adjusts friction of sector only once
+ // at level startup, and then uses this friction value.
+
+ sectors[s].friction = friction;
+ sectors[s].movefactor = movefactor;
+ }
+ }
+}
+
+//
+// phares 3/12/98: End of friction effects
+//
+////////////////////////////////////////////////////////////////////////////
+
+////////////////////////////////////////////////////////////////////////////
+//
+// PUSH/PULL EFFECT
+//
+// phares 3/20/98: Start of push/pull effects
+//
+// This is where push/pull effects are applied to objects in the sectors.
+//
+// There are four kinds of push effects
+//
+// 1) Pushing Away
+//
+// Pushes you away from a point source defined by the location of an
+// MT_PUSH Thing. The force decreases linearly with distance from the
+// source. This force crosses sector boundaries and is felt w/in a circle
+// whose center is at the MT_PUSH. The force is felt only if the point
+// MT_PUSH can see the target object.
+//
+// 2) Pulling toward
+//
+// Same as Pushing Away except you're pulled toward an MT_PULL point
+// source. This force crosses sector boundaries and is felt w/in a circle
+// whose center is at the MT_PULL. The force is felt only if the point
+// MT_PULL can see the target object.
+//
+// 3) Wind
+//
+// Pushes you in a constant direction. Full force above ground, half
+// force on the ground, nothing if you're below it (water).
+//
+// 4) Current
+//
+// Pushes you in a constant direction. No force above ground, full
+// force if on the ground or below it (water).
+//
+// The magnitude of the force is controlled by the length of a controlling
+// linedef. The force vector for types 3 & 4 is determined by the angle
+// of the linedef, and is constant.
+//
+// For each sector where these effects occur, the sector special type has
+// to have the PUSH_MASK bit set. If this bit is turned off by a switch
+// at run-time, the effect will not occur. The controlling sector for
+// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
+
+
+#define PUSH_FACTOR 7
+
+/////////////////////////////
+//
+// Add a push thinker to the thinker list
+
+static void Add_Pusher(int type, int x_mag, int y_mag, mobj_t* source, int affectee)
+{
+ pusher_t *p = Z_Malloc(sizeof *p, PU_LEVSPEC, 0);
+
+ p->thinker.function = T_Pusher;
+ p->source = source;
+ p->type = type;
+ p->x_mag = x_mag>>FRACBITS;
+ p->y_mag = y_mag>>FRACBITS;
+ p->magnitude = P_AproxDistance(p->x_mag,p->y_mag);
+ if (source) // point source exist?
+ {
+ p->radius = (p->magnitude)<<(FRACBITS+1); // where force goes to zero
+ p->x = p->source->x;
+ p->y = p->source->y;
+ }
+ p->affectee = affectee;
+ P_AddThinker(&p->thinker);
+}
+
+/////////////////////////////
+//
+// PIT_PushThing determines the angle and magnitude of the effect.
+// The object's x and y momentum values are changed.
+//
+// tmpusher belongs to the point source (MT_PUSH/MT_PULL).
+//
+// killough 10/98: allow to affect things besides players
+
+pusher_t* tmpusher; // pusher structure for blockmap searches
+
+boolean PIT_PushThing(mobj_t* thing)
+{
+ /* killough 10/98: made more general */
+ if (!mbf_features ?
+ thing->player && !(thing->flags & (MF_NOCLIP | MF_NOGRAVITY)) :
+ (sentient(thing) || thing->flags & MF_SHOOTABLE) &&
+ !(thing->flags & MF_NOCLIP))
+ {
+ angle_t pushangle;
+ fixed_t speed;
+ fixed_t sx = tmpusher->x;
+ fixed_t sy = tmpusher->y;
+
+ speed = (tmpusher->magnitude -
+ ((P_AproxDistance(thing->x - sx,thing->y - sy)
+ >>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
+
+ // killough 10/98: make magnitude decrease with square
+ // of distance, making it more in line with real nature,
+ // so long as it's still in range with original formula.
+ //
+ // Removes angular distortion, and makes effort required
+ // to stay close to source, grow increasingly hard as you
+ // get closer, as expected. Still, it doesn't consider z :(
+
+ if (speed > 0 && mbf_features)
+ {
+ int x = (thing->x-sx) >> FRACBITS;
+ int y = (thing->y-sy) >> FRACBITS;
+ speed = (int)(((uint_64_t) tmpusher->magnitude << 23) / (x*x+y*y+1));
+ }
+
+ // If speed <= 0, you're outside the effective radius. You also have
+ // to be able to see the push/pull source point.
+
+ if (speed > 0 && P_CheckSight(thing,tmpusher->source))
+ {
+ pushangle = R_PointToAngle2(thing->x,thing->y,sx,sy);
+ if (tmpusher->source->type == MT_PUSH)
+ pushangle += ANG180; // away
+ pushangle >>= ANGLETOFINESHIFT;
+ thing->momx += FixedMul(speed,finecosine[pushangle]);
+ thing->momy += FixedMul(speed,finesine[pushangle]);
+ }
+ }
+ return true;
+}
+
+/////////////////////////////
+//
+// T_Pusher looks for all objects that are inside the radius of
+// the effect.
+//
+
+void T_Pusher(pusher_t *p)
+{
+ sector_t *sec;
+ mobj_t *thing;
+ msecnode_t* node;
+ int xspeed,yspeed;
+ int xl,xh,yl,yh,bx,by;
+ int radius;
+ int ht = 0;
+
+ if (!allow_pushers)
+ return;
+
+ sec = sectors + p->affectee;
+
+ // Be sure the special sector type is still turned on. If so, proceed.
+ // Else, bail out; the sector type has been changed on us.
+
+ if (!(sec->special & PUSH_MASK))
+ return;
+
+ // For constant pushers (wind/current) there are 3 situations:
+ //
+ // 1) Affected Thing is above the floor.
+ //
+ // Apply the full force if wind, no force if current.
+ //
+ // 2) Affected Thing is on the ground.
+ //
+ // Apply half force if wind, full force if current.
+ //
+ // 3) Affected Thing is below the ground (underwater effect).
+ //
+ // Apply no force if wind, full force if current.
+
+ if (p->type == p_push)
+ {
+
+ // Seek out all pushable things within the force radius of this
+ // point pusher. Crosses sectors, so use blockmap.
+
+ tmpusher = p; // MT_PUSH/MT_PULL point source
+ radius = p->radius; // where force goes to zero
+ tmbbox[BOXTOP] = p->y + radius;
+ tmbbox[BOXBOTTOM] = p->y - radius;
+ tmbbox[BOXRIGHT] = p->x + radius;
+ tmbbox[BOXLEFT] = p->x - radius;
+
+ xl = (tmbbox[BOXLEFT] - bmaporgx - MAXRADIUS)>>MAPBLOCKSHIFT;
+ xh = (tmbbox[BOXRIGHT] - bmaporgx + MAXRADIUS)>>MAPBLOCKSHIFT;
+ yl = (tmbbox[BOXBOTTOM] - bmaporgy - MAXRADIUS)>>MAPBLOCKSHIFT;
+ yh = (tmbbox[BOXTOP] - bmaporgy + MAXRADIUS)>>MAPBLOCKSHIFT;
+ for (bx=xl ; bx<=xh ; bx++)
+ for (by=yl ; by<=yh ; by++)
+ P_BlockThingsIterator(bx,by,PIT_PushThing);
+ return;
+ }
+
+ // constant pushers p_wind and p_current
+
+ if (sec->heightsec != -1) // special water sector?
+ ht = sectors[sec->heightsec].floorheight;
+ node = sec->touching_thinglist; // things touching this sector
+ for ( ; node ; node = node->m_snext)
+ {
+ thing = node->m_thing;
+ if (!thing->player || (thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
+ continue;
+ if (p->type == p_wind)
+ {
+ if (sec->heightsec == -1) // NOT special water sector
+ if (thing->z > thing->floorz) // above ground
+ {
+ xspeed = p->x_mag; // full force
+ yspeed = p->y_mag;
+ }
+ else // on ground
+ {
+ xspeed = (p->x_mag)>>1; // half force
+ yspeed = (p->y_mag)>>1;
+ }
+ else // special water sector
+ {
+ if (thing->z > ht) // above ground
+ {
+ xspeed = p->x_mag; // full force
+ yspeed = p->y_mag;
+ }
+ else if (thing->player->viewz < ht) // underwater
+ xspeed = yspeed = 0; // no force
+ else // wading in water
+ {
+ xspeed = (p->x_mag)>>1; // half force
+ yspeed = (p->y_mag)>>1;
+ }
+ }
+ }
+ else // p_current
+ {
+ if (sec->heightsec == -1) // NOT special water sector
+ if (thing->z > sec->floorheight) // above ground
+ xspeed = yspeed = 0; // no force
+ else // on ground
+ {
+ xspeed = p->x_mag; // full force
+ yspeed = p->y_mag;
+ }
+ else // special water sector
+ if (thing->z > ht) // above ground
+ xspeed = yspeed = 0; // no force
+ else // underwater
+ {
+ xspeed = p->x_mag; // full force
+ yspeed = p->y_mag;
+ }
+ }
+ thing->momx += xspeed<<(FRACBITS-PUSH_FACTOR);
+ thing->momy += yspeed<<(FRACBITS-PUSH_FACTOR);
+ }
+}
+
+/////////////////////////////
+//
+// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
+// NULL otherwise.
+
+mobj_t* P_GetPushThing(int s)
+{
+ mobj_t* thing;
+ sector_t* sec;
+
+ sec = sectors + s;
+ thing = sec->thinglist;
+ while (thing)
+ {
+ switch(thing->type)
+ {
+ case MT_PUSH:
+ case MT_PULL:
+ return thing;
+ default:
+ break;
+ }
+ thing = thing->snext;
+ }
+ return NULL;
+}
+
+/////////////////////////////
+//
+// Initialize the sectors where pushers are present
+//
+
+static void P_SpawnPushers(void)
+{
+ int i;
+ line_t *l = lines;
+ register int s;
+ mobj_t* thing;
+
+ for (i = 0 ; i < numlines ; i++,l++)
+ switch(l->special)
+ {
+ case 224: // wind
+ for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
+ Add_Pusher(p_wind,l->dx,l->dy,NULL,s);
+ break;
+ case 225: // current
+ for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
+ Add_Pusher(p_current,l->dx,l->dy,NULL,s);
+ break;
+ case 226: // push/pull
+ for (s = -1; (s = P_FindSectorFromLineTag(l,s)) >= 0 ; )
+ {
+ thing = P_GetPushThing(s);
+ if (thing) // No MT_P* means no effect
+ Add_Pusher(p_push,l->dx,l->dy,thing,s);
+ }
+ break;
+ }
+}
+
+//
+// phares 3/20/98: End of Pusher effects
+//
+////////////////////////////////////////////////////////////////////////////