1 line
23 KiB
C++
1 line
23 KiB
C++
// P_Spec.c
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#include "doomdef.h"
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#include "p_local.h"
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/*
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===================
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=
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= P_InitPicAnims
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=
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===================
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*/
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animdef_t animdefs[] =
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{
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{false, "NUKAGE3", "NUKAGE1", 8},
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{false, "FWATER4", "FWATER1", 8},
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{false, "SWATER4", "SWATER1", 8},
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{false, "LAVA4", "LAVA1", 8},
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{false, "BLOOD3", "BLOOD1", 8},
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{false, "RROCK08", "RROCK05", 8}, // DOOM II flat anims
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{false, "SLIME04", "SLIME01", 8},
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{false, "SLIME08", "SLIME05", 8},
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{false, "SLIME12", "SLIME09", 8},
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{true, "BLODGR4", "BLODGR1", 8},
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{true, "SLADRIP3", "SLADRIP1", 8},
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{true, "BLODRIP4", "BLODRIP1", 8},
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{true, "FIREWALL", "FIREWALA", 8},
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{true, "GSTFONT3", "GSTFONT1", 8},
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{true, "FIRELAVA", "FIRELAV3", 8},
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{true, "FIREMAG3", "FIREMAG1", 8},
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{true, "FIREBLU2", "FIREBLU1", 8},
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{true, "ROCKRED3", "ROCKRED1", 8},
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{true, "BFALL4", "BFALL1", 8},
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{true, "SFALL4", "SFALL1", 8},
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{true, "WFALL4", "WFALL1", 8},
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{true, "DBRAIN4", "DBRAIN1", 8},
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{-1}
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};
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anim_t anims[MAXANIMS], *lastanim;
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void P_InitPicAnims (void)
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{
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int i;
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//
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// Init animation
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//
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lastanim = anims;
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for (i=0 ; animdefs[i].istexture != -1 ; i++)
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{
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if (animdefs[i].istexture)
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{
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if (R_CheckTextureNumForName(animdefs[i].startname) == -1)
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continue; // different episode
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lastanim->picnum = R_TextureNumForName (animdefs[i].endname);
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lastanim->basepic = R_TextureNumForName (animdefs[i].startname);
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}
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else
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{
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if (W_CheckNumForName(animdefs[i].startname) == -1)
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continue;
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lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
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lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
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}
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lastanim->istexture = animdefs[i].istexture;
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lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
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if (lastanim->numpics < 2)
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I_Error ("P_InitPicAnims: bad cycle from %s to %s"
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, animdefs[i].startname, animdefs[i].endname);
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lastanim->speed = animdefs[i].speed;
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lastanim++;
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}
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}
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/*
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==============================================================================
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UTILITIES
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==============================================================================
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*/
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//
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// Will return a side_t* given the number of the current sector,
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// the line number, and the side (0/1) that you want.
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//
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side_t *getSide(int currentSector,int line, int side)
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{
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return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
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}
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//
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// Will return a sector_t* given the number of the current sector,
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// the line number and the side (0/1) that you want.
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//
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sector_t *getSector(int currentSector,int line,int side)
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{
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return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
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}
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//
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// Given the sector number and the line number, will tell you whether
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// the line is two-sided or not.
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//
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int twoSided(int sector,int line)
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{
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return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
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}
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//==================================================================
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//
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// Return sector_t * of sector next to current. NULL if not two-sided line
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//
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//==================================================================
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sector_t *getNextSector(line_t *line,sector_t *sec)
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{
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if (!(line->flags & ML_TWOSIDED))
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return NULL;
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if (line->frontsector == sec)
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return line->backsector;
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return line->frontsector;
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}
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//==================================================================
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//
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindLowestFloorSurrounding(sector_t *sec)
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{
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int i;
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line_t *check;
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sector_t *other;
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fixed_t floor = sec->floorheight;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight < floor)
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floor = other->floorheight;
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}
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return floor;
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}
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//==================================================================
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//
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
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{
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int i;
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line_t *check;
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sector_t *other;
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fixed_t floor = -500*FRACUNIT;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight > floor)
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floor = other->floorheight;
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}
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return floor;
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}
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//==================================================================
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//
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// FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindNextHighestFloor(sector_t *sec,int currentheight)
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{
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int i;
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int h;
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int min;
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line_t *check;
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sector_t *other;
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fixed_t height = currentheight;
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fixed_t heightlist[20]; // 20 adjoining sectors max!
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for (i =0,h = 0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->floorheight > height)
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heightlist[h++] = other->floorheight;
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}
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//
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// Find lowest height in list
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//
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if (!h)
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return currentheight;
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min = heightlist[0];
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for (i = 1;i < h;i++)
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if (heightlist[i] < min)
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min = heightlist[i];
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return min;
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}
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//==================================================================
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//
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// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindLowestCeilingSurrounding(sector_t *sec)
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{
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int i;
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line_t *check;
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sector_t *other;
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fixed_t height = MAXINT;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->ceilingheight < height)
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height = other->ceilingheight;
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}
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return height;
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}
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//==================================================================
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//
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// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
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//
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//==================================================================
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fixed_t P_FindHighestCeilingSurrounding(sector_t *sec)
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{
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int i;
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line_t *check;
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sector_t *other;
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fixed_t height = 0;
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for (i=0 ;i < sec->linecount ; i++)
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{
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check = sec->lines[i];
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other = getNextSector(check,sec);
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if (!other)
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continue;
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if (other->ceilingheight > height)
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height = other->ceilingheight;
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}
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return height;
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}
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//==================================================================
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//
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// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
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//
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//==================================================================
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int P_FindSectorFromLineTag(line_t *line,int start)
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{
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int i;
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for (i=start+1;i<numsectors;i++)
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if (sectors[i].tag == line->tag)
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return i;
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return -1;
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}
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//==================================================================
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//
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// Find minimum light from an adjacent sector
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//
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//==================================================================
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int P_FindMinSurroundingLight(sector_t *sector,int max)
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{
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int i;
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int min;
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line_t *line;
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sector_t *check;
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min = max;
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for (i=0 ; i < sector->linecount ; i++)
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{
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line = sector->lines[i];
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check = getNextSector(line,sector);
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if (!check)
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continue;
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if (check->lightlevel < min)
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min = check->lightlevel;
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}
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return min;
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}
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/*
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==============================================================================
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EVENTS
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Events are operations triggered by using, crossing, or shooting special lines, or by timed thinkers
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==============================================================================
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*/
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/*
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===============================================================================
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=
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= P_CrossSpecialLine - TRIGGER
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=
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= Called every time a thing origin is about to cross
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= a line with a non 0 special
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=
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===============================================================================
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*/
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void P_CrossSpecialLine (int linenum, int side,mobj_t *thing)
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{
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line_t *line;
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int ok;
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line = &lines[linenum];
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//
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// Triggers that other things can activate
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//
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if (!thing->player)
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{
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// Things that should NOT trigger specials...
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switch(thing->type)
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{
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case MT_ROCKET:
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case MT_PLASMA:
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case MT_BFG:
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case MT_TROOPSHOT:
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case MT_HEADSHOT:
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case MT_BRUISERSHOT:
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return;
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default: break;
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}
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ok = 0;
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switch(line->special)
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{
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case 39: // TELEPORT TRIGGER
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case 97: // TELEPORT RETRIGGER
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case 125: // TELEPORT MONSTERONLY TRIGGER
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case 126: // TELEPORT MONSTERONLY RETRIGGER
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case 4: // RAISE DOOR
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case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
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case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
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ok = 1;
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break;
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}
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if (!ok)
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return;
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}
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switch (line->special)
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{
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//====================================================
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// TRIGGERS
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//====================================================
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case 2: // Open Door
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EV_DoDoor(line,open);
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line->special = 0;
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break;
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case 3: // Close Door
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EV_DoDoor(line,close);
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line->special = 0;
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break;
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case 4: // Raise Door
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EV_DoDoor(line,normal);
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line->special = 0;
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break;
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case 5: // Raise Floor
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EV_DoFloor(line,raiseFloor);
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line->special = 0;
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break;
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case 6: // Fast Ceiling Crush & Raise
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EV_DoCeiling(line,fastCrushAndRaise);
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line->special = 0;
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break;
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case 8: // Build Stairs
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EV_BuildStairs(line,build8);
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line->special = 0;
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break;
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case 10: // PlatDownWaitUp
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EV_DoPlat(line,downWaitUpStay,0);
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line->special = 0;
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break;
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case 12: // Light Turn On - brightest near
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EV_LightTurnOn(line,0);
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line->special = 0;
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break;
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case 13: // Light Turn On 255
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EV_LightTurnOn(line,255);
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line->special = 0;
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break;
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case 16: // Close Door 30
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EV_DoDoor(line,close30ThenOpen);
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line->special = 0;
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break;
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case 17: // Start Light Strobing
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EV_StartLightStrobing(line);
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line->special = 0;
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break;
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case 19: // Lower Floor
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EV_DoFloor(line,lowerFloor);
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line->special = 0;
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break;
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case 22: // Raise floor to nearest height and change texture
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EV_DoPlat(line,raiseToNearestAndChange,0);
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line->special = 0;
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break;
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case 25: // Ceiling Crush and Raise
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EV_DoCeiling(line,crushAndRaise);
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line->special = 0;
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break;
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case 30: // Raise floor to shortest texture height
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// on either side of lines
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EV_DoFloor(line,raiseToTexture);
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line->special = 0;
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break;
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case 35: // Lights Very Dark
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EV_LightTurnOn(line,35);
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line->special = 0;
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break;
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case 36: // Lower Floor (TURBO)
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EV_DoFloor(line,turboLower);
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line->special = 0;
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break;
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case 37: // LowerAndChange
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EV_DoFloor(line,lowerAndChange);
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line->special = 0;
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break;
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case 38: // Lower Floor To Lowest
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EV_DoFloor( line, lowerFloorToLowest );
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line->special = 0;
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break;
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case 39: // TELEPORT!
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EV_Teleport( line, side, thing );
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line->special = 0;
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break;
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case 40: // RaiseCeilingLowerFloor
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EV_DoCeiling( line, raiseToHighest );
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EV_DoFloor( line, lowerFloorToLowest );
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line->special = 0;
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break;
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case 44: // Ceiling Crush
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EV_DoCeiling( line, lowerAndCrush );
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line->special = 0;
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break;
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case 52: // EXIT!
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G_ExitLevel ();
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break;
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case 53: // Perpetual Platform Raise
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EV_DoPlat(line,perpetualRaise,0);
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line->special = 0;
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break;
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case 54: // Platform Stop
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EV_StopPlat(line);
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line->special = 0;
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break;
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case 56: // Raise Floor Crush
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EV_DoFloor(line,raiseFloorCrush);
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line->special = 0;
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break;
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case 57: // Ceiling Crush Stop
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EV_CeilingCrushStop(line);
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line->special = 0;
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break;
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case 58: // Raise Floor 24
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EV_DoFloor(line,raiseFloor24);
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line->special = 0;
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break;
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case 59: // Raise Floor 24 And Change
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EV_DoFloor(line,raiseFloor24AndChange);
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line->special = 0;
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break;
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case 104: // Turn lights off in sector(tag)
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EV_TurnTagLightsOff(line);
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line->special = 0;
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break;
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case 108: // Blazing Door Raise (faster than TURBO!)
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EV_DoDoor (line,blazeRaise);
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line->special = 0;
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break;
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case 109: // Blazing Door Open (faster than TURBO!)
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EV_DoDoor (line,blazeOpen);
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line->special = 0;
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break;
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case 100: // Build Stairs Turbo 16
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EV_BuildStairs(line,turbo16);
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line->special = 0;
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break;
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case 110: // Blazing Door Close (faster than TURBO!)
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EV_DoDoor (line,blazeClose);
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line->special = 0;
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break;
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case 119: // Raise floor to nearest surr. floor
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EV_DoFloor(line,raiseFloorToNearest);
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line->special = 0;
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break;
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case 121: // Blazing PlatDownWaitUpStay
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EV_DoPlat(line,blazeDWUS,0);
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line->special = 0;
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break;
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case 124: // Secret EXIT
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G_SecretExitLevel ();
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break;
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case 125: // TELEPORT MonsterONLY
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if (!thing->player)
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{
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EV_Teleport( line, side, thing );
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line->special = 0;
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}
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break;
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case 130: // Raise Floor Turbo
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EV_DoFloor(line,raiseFloorTurbo);
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line->special = 0;
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break;
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case 141: // Silent Ceiling Crush & Raise
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EV_DoCeiling(line,silentCrushAndRaise);
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line->special = 0;
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break;
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//====================================================
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// RETRIGGERS
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//====================================================
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case 72: // Ceiling Crush
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EV_DoCeiling( line, lowerAndCrush );
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break;
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case 73: // Ceiling Crush and Raise
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EV_DoCeiling(line,crushAndRaise);
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break;
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case 74: // Ceiling Crush Stop
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EV_CeilingCrushStop(line);
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break;
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case 75: // Close Door
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EV_DoDoor(line,close);
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break;
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case 76: // Close Door 30
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EV_DoDoor(line,close30ThenOpen);
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break;
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case 77: // Fast Ceiling Crush & Raise
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EV_DoCeiling(line,fastCrushAndRaise);
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break;
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case 79: // Lights Very Dark
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EV_LightTurnOn(line,35);
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break;
|
|
case 80: // Light Turn On - brightest near
|
|
EV_LightTurnOn(line,0);
|
|
break;
|
|
case 81: // Light Turn On 255
|
|
EV_LightTurnOn(line,255);
|
|
break;
|
|
case 82: // Lower Floor To Lowest
|
|
EV_DoFloor( line, lowerFloorToLowest );
|
|
break;
|
|
case 83: // Lower Floor
|
|
EV_DoFloor(line,lowerFloor);
|
|
break;
|
|
case 84: // LowerAndChange
|
|
EV_DoFloor(line,lowerAndChange);
|
|
break;
|
|
case 86: // Open Door
|
|
EV_DoDoor(line,open);
|
|
break;
|
|
case 87: // Perpetual Platform Raise
|
|
EV_DoPlat(line,perpetualRaise,0);
|
|
break;
|
|
case 88: // PlatDownWaitUp
|
|
EV_DoPlat(line,downWaitUpStay,0);
|
|
break;
|
|
case 89: // Platform Stop
|
|
EV_StopPlat(line);
|
|
break;
|
|
case 90: // Raise Door
|
|
EV_DoDoor(line,normal);
|
|
break;
|
|
case 91: // Raise Floor
|
|
EV_DoFloor(line,raiseFloor);
|
|
break;
|
|
case 92: // Raise Floor 24
|
|
EV_DoFloor(line,raiseFloor24);
|
|
break;
|
|
case 93: // Raise Floor 24 And Change
|
|
EV_DoFloor(line,raiseFloor24AndChange);
|
|
break;
|
|
case 94: // Raise Floor Crush
|
|
EV_DoFloor(line,raiseFloorCrush);
|
|
break;
|
|
case 95: // Raise floor to nearest height and change texture
|
|
EV_DoPlat(line,raiseToNearestAndChange,0);
|
|
break;
|
|
case 96: // Raise floor to shortest texture height
|
|
// on either side of lines
|
|
EV_DoFloor(line,raiseToTexture);
|
|
break;
|
|
case 97: // TELEPORT!
|
|
EV_Teleport( line, side, thing );
|
|
break;
|
|
case 98: // Lower Floor (TURBO)
|
|
EV_DoFloor(line,turboLower);
|
|
break;
|
|
case 105: // Blazing Door Raise (faster than TURBO!)
|
|
EV_DoDoor (line,blazeRaise);
|
|
break;
|
|
case 106: // Blazing Door Open (faster than TURBO!)
|
|
EV_DoDoor (line,blazeOpen);
|
|
break;
|
|
case 107: // Blazing Door Close (faster than TURBO!)
|
|
EV_DoDoor (line,blazeClose);
|
|
break;
|
|
case 120: // Blazing PlatDownWaitUpStay
|
|
EV_DoPlat(line,blazeDWUS,0);
|
|
break;
|
|
case 126: // TELEPORT MonsterONLY
|
|
if (!thing->player)
|
|
EV_Teleport( line, side, thing );
|
|
break;
|
|
case 128: // Raise To Nearest Floor
|
|
EV_DoFloor(line,raiseFloorToNearest);
|
|
break;
|
|
case 129: // Raise Floor Turbo
|
|
EV_DoFloor(line,raiseFloorTurbo);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
=
|
|
= P_ShootSpecialLine - IMPACT SPECIALS
|
|
=
|
|
= Called when a thing shoots a special line
|
|
=
|
|
===============================================================================
|
|
*/
|
|
|
|
void P_ShootSpecialLine ( mobj_t *thing, line_t *line)
|
|
{
|
|
int ok;
|
|
|
|
//
|
|
// Impacts that other things can activate
|
|
//
|
|
if (!thing->player)
|
|
{
|
|
ok = 0;
|
|
switch(line->special)
|
|
{
|
|
case 46: // OPEN DOOR IMPACT
|
|
ok = 1;
|
|
break;
|
|
}
|
|
if (!ok)
|
|
return;
|
|
}
|
|
|
|
switch(line->special)
|
|
{
|
|
case 24: // RAISE FLOOR
|
|
EV_DoFloor(line,raiseFloor);
|
|
P_ChangeSwitchTexture(line,0);
|
|
break;
|
|
case 46: // OPEN DOOR
|
|
EV_DoDoor(line,open);
|
|
P_ChangeSwitchTexture(line,1);
|
|
break;
|
|
case 47: // RAISE FLOOR NEAR AND CHANGE
|
|
EV_DoPlat(line,raiseToNearestAndChange,0);
|
|
P_ChangeSwitchTexture(line,0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
=
|
|
= P_PlayerInSpecialSector
|
|
=
|
|
= Called every tic frame that the player origin is in a special sector
|
|
=
|
|
===============================================================================
|
|
*/
|
|
|
|
void P_PlayerInSpecialSector (player_t *player)
|
|
{
|
|
sector_t *sector;
|
|
|
|
sector = player->mo->subsector->sector;
|
|
if (player->mo->z != sector->floorheight)
|
|
return; // not all the way down yet
|
|
|
|
switch (sector->special)
|
|
{
|
|
case 5: // HELLSLIME DAMAGE
|
|
if (!player->powers[pw_ironfeet])
|
|
if (!(leveltime&0x1f))
|
|
P_DamageMobj (player->mo, NULL, NULL, 10);
|
|
break;
|
|
case 7: // NUKAGE DAMAGE
|
|
if (!player->powers[pw_ironfeet])
|
|
if (!(leveltime&0x1f))
|
|
P_DamageMobj (player->mo, NULL, NULL, 5);
|
|
break;
|
|
case 16: // SUPER HELLSLIME DAMAGE
|
|
case 4: // STROBE HURT
|
|
if (!player->powers[pw_ironfeet] || (P_Random()<5) )
|
|
if (!(leveltime&0x1f))
|
|
P_DamageMobj (player->mo, NULL, NULL, 20);
|
|
break;
|
|
|
|
case 9: // SECRET SECTOR
|
|
player->secretcount++;
|
|
sector->special = 0;
|
|
break;
|
|
|
|
case 11: // EXIT SUPER DAMAGE! (for E1M8 finale)
|
|
player->cheats &= ~CF_GODMODE;
|
|
if (!(leveltime&0x1f))
|
|
P_DamageMobj (player->mo, NULL, NULL, 20);
|
|
if (player->health <= 10)
|
|
G_ExitLevel();
|
|
break;
|
|
|
|
default:
|
|
I_Error ("P_PlayerInSpecialSector: "
|
|
"unknown special %i",sector->special);
|
|
};
|
|
}
|
|
|
|
|
|
/*
|
|
===============================================================================
|
|
=
|
|
= P_UpdateSpecials
|
|
=
|
|
= Animate planes, scroll walls, etc
|
|
===============================================================================
|
|
*/
|
|
|
|
boolean levelTimer;
|
|
int levelTimeCount;
|
|
|
|
void P_UpdateSpecials (void)
|
|
{
|
|
anim_t *anim;
|
|
int pic;
|
|
int i;
|
|
line_t *line;
|
|
|
|
//
|
|
// LEVEL TIMER
|
|
//
|
|
if (levelTimer == true)
|
|
{
|
|
levelTimeCount--;
|
|
if (!levelTimeCount)
|
|
G_ExitLevel();
|
|
}
|
|
|
|
//
|
|
// ANIMATE FLATS AND TEXTURES GLOBALY
|
|
//
|
|
for (anim = anims ; anim < lastanim ; anim++)
|
|
{
|
|
for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
|
|
{
|
|
pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
|
|
if (anim->istexture)
|
|
texturetranslation[i] = pic;
|
|
else
|
|
flattranslation[i] = pic;
|
|
}
|
|
}
|
|
|
|
//
|
|
// ANIMATE LINE SPECIALS
|
|
//
|
|
for (i = 0; i < numlinespecials; i++)
|
|
{
|
|
line = linespeciallist[i];
|
|
switch(line->special)
|
|
{
|
|
case 48: // EFFECT FIRSTCOL SCROLL +
|
|
sides[line->sidenum[0]].textureoffset += FRACUNIT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
//
|
|
// DO BUTTONS
|
|
//
|
|
for (i = 0; i < MAXBUTTONS; i++)
|
|
if (buttonlist[i].btimer)
|
|
{
|
|
buttonlist[i].btimer--;
|
|
if (!buttonlist[i].btimer)
|
|
{
|
|
switch(buttonlist[i].where)
|
|
{
|
|
case top:
|
|
sides[buttonlist[i].line->sidenum[0]].toptexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
case middle:
|
|
sides[buttonlist[i].line->sidenum[0]].midtexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
case bottom:
|
|
sides[buttonlist[i].line->sidenum[0]].bottomtexture =
|
|
buttonlist[i].btexture;
|
|
break;
|
|
}
|
|
S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn);
|
|
memset(&buttonlist[i],0,sizeof(button_t));
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
//============================================================
|
|
//
|
|
// Special Stuff that can't be categorized
|
|
//
|
|
//============================================================
|
|
int EV_DoDonut(line_t *line)
|
|
{
|
|
sector_t *s1;
|
|
sector_t *s2;
|
|
sector_t *s3;
|
|
int secnum;
|
|
int rtn;
|
|
int i;
|
|
floormove_t *floor;
|
|
|
|
secnum = -1;
|
|
rtn = 0;
|
|
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
|
|
{
|
|
s1 = §ors[secnum];
|
|
|
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
if (s1->specialdata)
|
|
continue;
|
|
|
|
rtn = 1;
|
|
s2 = getNextSector(s1->lines[0],s1);
|
|
for (i = 0;i < s2->linecount;i++)
|
|
{
|
|
if ((!s2->lines[i]->flags & ML_TWOSIDED) ||
|
|
(s2->lines[i]->backsector == s1))
|
|
continue;
|
|
s3 = s2->lines[i]->backsector;
|
|
|
|
//
|
|
// Spawn rising slime
|
|
//
|
|
floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
|
P_AddThinker (&floor->thinker);
|
|
s2->specialdata = floor;
|
|
floor->thinker.function = (think_t) T_MoveFloor;
|
|
floor->type = donutRaise;
|
|
floor->crush = false;
|
|
floor->direction = 1;
|
|
floor->sector = s2;
|
|
floor->speed = FLOORSPEED / 2;
|
|
floor->texture = s3->floorpic;
|
|
floor->newspecial = 0;
|
|
floor->floordestheight = s3->floorheight;
|
|
|
|
//
|
|
// Spawn lowering donut-hole
|
|
//
|
|
floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
|
|
P_AddThinker (&floor->thinker);
|
|
s1->specialdata = floor;
|
|
floor->thinker.function = (think_t) T_MoveFloor;
|
|
floor->type = lowerFloor;
|
|
floor->crush = false;
|
|
floor->direction = -1;
|
|
floor->sector = s1;
|
|
floor->speed = FLOORSPEED / 2;
|
|
floor->floordestheight = s3->floorheight;
|
|
break;
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
SPECIAL SPAWNING
|
|
|
|
==============================================================================
|
|
*/
|
|
/*
|
|
================================================================================
|
|
= P_SpawnSpecials
|
|
=
|
|
= After the map has been loaded, scan for specials that
|
|
= spawn thinkers
|
|
=
|
|
===============================================================================
|
|
*/
|
|
|
|
short numlinespecials;
|
|
line_t *linespeciallist[MAXLINEANIMS];
|
|
|
|
void P_SpawnSpecials (void)
|
|
{
|
|
sector_t *sector;
|
|
int i;
|
|
int episode;
|
|
|
|
episode = 1;
|
|
if (W_CheckNumForName("texture2") >= 0)
|
|
episode = 2;
|
|
|
|
//
|
|
// See if -TIMER needs to be used
|
|
//
|
|
levelTimer = false;
|
|
|
|
i = M_CheckParm("-avg");
|
|
if (i && deathmatch)
|
|
{
|
|
levelTimer = true;
|
|
levelTimeCount = 20 * 60 * 35;
|
|
}
|
|
|
|
i = M_CheckParm("-timer");
|
|
if (i && deathmatch)
|
|
{
|
|
int time;
|
|
time = atoi(myargv[i+1]) * 60 * 35;
|
|
levelTimer = true;
|
|
levelTimeCount = time;
|
|
}
|
|
|
|
//
|
|
// Init special SECTORs
|
|
//
|
|
sector = sectors;
|
|
for (i=0 ; i<numsectors ; i++, sector++)
|
|
{
|
|
if (!sector->special)
|
|
continue;
|
|
switch (sector->special)
|
|
{
|
|
case 1: // FLICKERING LIGHTS
|
|
P_SpawnLightFlash (sector);
|
|
break;
|
|
case 2: // STROBE FAST
|
|
P_SpawnStrobeFlash(sector,FASTDARK,0);
|
|
break;
|
|
case 3: // STROBE SLOW
|
|
P_SpawnStrobeFlash(sector,SLOWDARK,0);
|
|
break;
|
|
case 4: // STROBE FAST/DEATH SLIME
|
|
P_SpawnStrobeFlash(sector,FASTDARK,0);
|
|
sector->special = 4;
|
|
break;
|
|
case 8: // GLOWING LIGHT
|
|
P_SpawnGlowingLight(sector);
|
|
break;
|
|
case 9: // SECRET SECTOR
|
|
totalsecret++;
|
|
break;
|
|
case 10: // DOOR CLOSE IN 30 SECONDS
|
|
P_SpawnDoorCloseIn30 (sector);
|
|
break;
|
|
case 12: // SYNC STROBE SLOW
|
|
P_SpawnStrobeFlash (sector, SLOWDARK, 1);
|
|
break;
|
|
case 13: // SYNC STROBE FAST
|
|
P_SpawnStrobeFlash (sector, FASTDARK, 1);
|
|
break;
|
|
case 14: // DOOR RAISE IN 5 MINUTES
|
|
P_SpawnDoorRaiseIn5Mins (sector, i);
|
|
break;
|
|
case 17:
|
|
P_SpawnFireFlicker(sector);
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Init line EFFECTs
|
|
//
|
|
numlinespecials = 0;
|
|
for (i = 0;i < numlines; i++)
|
|
switch(lines[i].special)
|
|
{
|
|
case 48: // EFFECT FIRSTCOL SCROLL+
|
|
linespeciallist[numlinespecials] = &lines[i];
|
|
numlinespecials++;
|
|
break;
|
|
}
|
|
|
|
//
|
|
// Init other misc stuff
|
|
//
|
|
for (i = 0;i < MAXCEILINGS;i++)
|
|
activeceilings[i] = NULL;
|
|
for (i = 0;i < MAXPLATS;i++)
|
|
activeplats[i] = NULL;
|
|
for (i = 0;i < MAXBUTTONS;i++)
|
|
memset(&buttonlist[i],0,sizeof(button_t));
|
|
|
|
// P_InitSlidingDoorFrames();
|
|
}
|