p_spec.c
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射击游戏
开发平台:
Visual C++
- // Emacs style mode select -*- C++ -*-
- //-----------------------------------------------------------------------------
- //
- // $Id:$
- //
- // Copyright (C) 1993-1996 by id Software, Inc.
- //
- // This source is available for distribution and/or modification
- // only under the terms of the DOOM Source Code License as
- // published by id Software. All rights reserved.
- //
- // The source is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
- // for more details.
- //
- // $Log:$
- //
- // DESCRIPTION:
- // Implements special effects:
- // Texture animation, height or lighting changes
- // according to adjacent sectors, respective
- // utility functions, etc.
- // Line Tag handling. Line and Sector triggers.
- //
- //-----------------------------------------------------------------------------
- static const char
- rcsid[] = "$Id: p_spec.c,v 1.6 1997/02/03 22:45:12 b1 Exp $";
- #include <stdlib.h>
- #include "doomdef.h"
- #include "doomstat.h"
- #include "i_system.h"
- #include "z_zone.h"
- #include "m_argv.h"
- #include "m_random.h"
- #include "w_wad.h"
- #include "r_local.h"
- #include "p_local.h"
- #include "g_game.h"
- #include "s_sound.h"
- // State.
- #include "r_state.h"
- // Data.
- #include "sounds.h"
- //
- // Animating textures and planes
- // There is another anim_t used in wi_stuff, unrelated.
- //
- typedef struct
- {
- boolean istexture;
- int picnum;
- int basepic;
- int numpics;
- int speed;
- } anim_t;
- //
- // source animation definition
- //
- typedef struct
- {
- boolean istexture; // if false, it is a flat
- char endname[9];
- char startname[9];
- int speed;
- } animdef_t;
- #define MAXANIMS 32
- extern anim_t anims[MAXANIMS];
- extern anim_t* lastanim;
- //
- // P_InitPicAnims
- //
- // Floor/ceiling animation sequences,
- // defined by first and last frame,
- // i.e. the flat (64x64 tile) name to
- // be used.
- // The full animation sequence is given
- // using all the flats between the start
- // and end entry, in the order found in
- // the WAD file.
- //
- animdef_t animdefs[] =
- {
- {false, "NUKAGE3", "NUKAGE1", 8},
- {false, "FWATER4", "FWATER1", 8},
- {false, "SWATER4", "SWATER1", 8},
- {false, "LAVA4", "LAVA1", 8},
- {false, "BLOOD3", "BLOOD1", 8},
- // DOOM II flat animations.
- {false, "RROCK08", "RROCK05", 8},
- {false, "SLIME04", "SLIME01", 8},
- {false, "SLIME08", "SLIME05", 8},
- {false, "SLIME12", "SLIME09", 8},
- {true, "BLODGR4", "BLODGR1", 8},
- {true, "SLADRIP3", "SLADRIP1", 8},
- {true, "BLODRIP4", "BLODRIP1", 8},
- {true, "FIREWALL", "FIREWALA", 8},
- {true, "GSTFONT3", "GSTFONT1", 8},
- {true, "FIRELAVA", "FIRELAV3", 8},
- {true, "FIREMAG3", "FIREMAG1", 8},
- {true, "FIREBLU2", "FIREBLU1", 8},
- {true, "ROCKRED3", "ROCKRED1", 8},
- {true, "BFALL4", "BFALL1", 8},
- {true, "SFALL4", "SFALL1", 8},
- {true, "WFALL4", "WFALL1", 8},
- {true, "DBRAIN4", "DBRAIN1", 8},
- {-1}
- };
- anim_t anims[MAXANIMS];
- anim_t* lastanim;
- //
- // Animating line specials
- //
- #define MAXLINEANIMS 64
- extern short numlinespecials;
- extern line_t* linespeciallist[MAXLINEANIMS];
- void P_InitPicAnims (void)
- {
- int i;
- // Init animation
- lastanim = anims;
- for (i=0 ; animdefs[i].istexture != -1 ; i++)
- {
- 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) == -1)
- continue;
- lastanim->picnum = R_FlatNumForName (animdefs[i].endname);
- lastanim->basepic = R_FlatNumForName (animdefs[i].startname);
- }
- lastanim->istexture = animdefs[i].istexture;
- lastanim->numpics = lastanim->picnum - lastanim->basepic + 1;
- if (lastanim->numpics < 2)
- I_Error ("P_InitPicAnims: bad cycle from %s to %s",
- animdefs[i].startname,
- animdefs[i].endname);
- lastanim->speed = animdefs[i].speed;
- lastanim++;
- }
- }
- //
- // UTILITIES
- //
- //
- // getSide()
- // Will return a side_t*
- // given the number of the current sector,
- // the line number, and the side (0/1) that you want.
- //
- side_t*
- getSide
- ( int currentSector,
- int line,
- int side )
- {
- return &sides[ (sectors[currentSector].lines[line])->sidenum[side] ];
- }
- //
- // getSector()
- // Will return a sector_t*
- // given the number of the current sector,
- // the line number and the side (0/1) that you want.
- //
- sector_t*
- getSector
- ( int currentSector,
- int line,
- int side )
- {
- return sides[ (sectors[currentSector].lines[line])->sidenum[side] ].sector;
- }
- //
- // twoSided()
- // Given the sector number and the line number,
- // it will tell you whether the line is two-sided or not.
- //
- int
- twoSided
- ( int sector,
- int line )
- {
- return (sectors[sector].lines[line])->flags & ML_TWOSIDED;
- }
- //
- // getNextSector()
- // Return sector_t * of sector next to current.
- // NULL if not two-sided line
- //
- sector_t*
- getNextSector
- ( line_t* line,
- sector_t* sec )
- {
- if (!(line->flags & ML_TWOSIDED))
- return NULL;
- if (line->frontsector == sec)
- return line->backsector;
- return line->frontsector;
- }
- //
- // P_FindLowestFloorSurrounding()
- // FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
- //
- fixed_t P_FindLowestFloorSurrounding(sector_t* sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t floor = sec->floorheight;
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
- if (!other)
- continue;
- if (other->floorheight < floor)
- floor = other->floorheight;
- }
- return floor;
- }
- //
- // P_FindHighestFloorSurrounding()
- // FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
- //
- fixed_t P_FindHighestFloorSurrounding(sector_t *sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t floor = -500*FRACUNIT;
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
- if (!other)
- continue;
- if (other->floorheight > floor)
- floor = other->floorheight;
- }
- return floor;
- }
- //
- // P_FindNextHighestFloor
- // FIND NEXT HIGHEST FLOOR IN SURROUNDING SECTORS
- // Note: this should be doable w/o a fixed array.
- // 20 adjoining sectors max!
- #define MAX_ADJOINING_SECTORS 20
- fixed_t
- P_FindNextHighestFloor
- ( sector_t* sec,
- int currentheight )
- {
- int i;
- int h;
- int min;
- line_t* check;
- sector_t* other;
- fixed_t height = currentheight;
- fixed_t heightlist[MAX_ADJOINING_SECTORS];
- for (i=0, h=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
- if (!other)
- continue;
- if (other->floorheight > height)
- heightlist[h++] = other->floorheight;
- // Check for overflow. Exit.
- if ( h >= MAX_ADJOINING_SECTORS )
- {
- fprintf( stderr,
- "Sector with more than 20 adjoining sectorsn" );
- break;
- }
- }
- // Find lowest height in list
- if (!h)
- return currentheight;
- min = heightlist[0];
- // Range checking?
- for (i = 1;i < h;i++)
- if (heightlist[i] < min)
- min = heightlist[i];
- return min;
- }
- //
- // FIND LOWEST CEILING IN THE SURROUNDING SECTORS
- //
- fixed_t
- P_FindLowestCeilingSurrounding(sector_t* sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = MAXINT;
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
- if (!other)
- continue;
- if (other->ceilingheight < height)
- height = other->ceilingheight;
- }
- return height;
- }
- //
- // FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
- //
- fixed_t P_FindHighestCeilingSurrounding(sector_t* sec)
- {
- int i;
- line_t* check;
- sector_t* other;
- fixed_t height = 0;
- for (i=0 ;i < sec->linecount ; i++)
- {
- check = sec->lines[i];
- other = getNextSector(check,sec);
- if (!other)
- continue;
- if (other->ceilingheight > height)
- height = other->ceilingheight;
- }
- return height;
- }
- //
- // RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
- //
- int
- P_FindSectorFromLineTag
- ( line_t* line,
- int start )
- {
- int i;
- for (i=start+1;i<numsectors;i++)
- if (sectors[i].tag == line->tag)
- return i;
- return -1;
- }
- //
- // Find minimum light from an adjacent sector
- //
- int
- P_FindMinSurroundingLight
- ( sector_t* sector,
- int max )
- {
- int i;
- int min;
- line_t* line;
- sector_t* check;
- min = max;
- for (i=0 ; i < sector->linecount ; i++)
- {
- line = sector->lines[i];
- check = getNextSector(line,sector);
- if (!check)
- continue;
- if (check->lightlevel < min)
- min = check->lightlevel;
- }
- return min;
- }
- //
- // EVENTS
- // Events are operations triggered by using, crossing,
- // or shooting special lines, or by timed thinkers.
- //
- //
- // P_CrossSpecialLine - TRIGGER
- // Called every time a thing origin is about
- // to cross a line with a non 0 special.
- //
- void
- P_CrossSpecialLine
- ( int linenum,
- int side,
- mobj_t* thing )
- {
- line_t* line;
- int ok;
- line = &lines[linenum];
- // Triggers that other things can activate
- if (!thing->player)
- {
- // Things that should NOT trigger specials...
- switch(thing->type)
- {
- case MT_ROCKET:
- case MT_PLASMA:
- case MT_BFG:
- case MT_TROOPSHOT:
- case MT_HEADSHOT:
- case MT_BRUISERSHOT:
- return;
- break;
- default: break;
- }
- ok = 0;
- switch(line->special)
- {
- case 39: // TELEPORT TRIGGER
- case 97: // TELEPORT RETRIGGER
- case 125: // TELEPORT MONSTERONLY TRIGGER
- case 126: // TELEPORT MONSTERONLY RETRIGGER
- case 4: // RAISE DOOR
- case 10: // PLAT DOWN-WAIT-UP-STAY TRIGGER
- case 88: // PLAT DOWN-WAIT-UP-STAY RETRIGGER
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
- // Note: could use some const's here.
- switch (line->special)
- {
- // TRIGGERS.
- // All from here to RETRIGGERS.
- case 2:
- // Open Door
- EV_DoDoor(line,open);
- line->special = 0;
- break;
- case 3:
- // Close Door
- EV_DoDoor(line,close);
- line->special = 0;
- break;
- case 4:
- // Raise Door
- EV_DoDoor(line,normal);
- line->special = 0;
- break;
- case 5:
- // Raise Floor
- EV_DoFloor(line,raiseFloor);
- line->special = 0;
- break;
- case 6:
- // Fast Ceiling Crush & Raise
- EV_DoCeiling(line,fastCrushAndRaise);
- line->special = 0;
- break;
- case 8:
- // Build Stairs
- EV_BuildStairs(line,build8);
- line->special = 0;
- break;
- case 10:
- // PlatDownWaitUp
- EV_DoPlat(line,downWaitUpStay,0);
- line->special = 0;
- break;
- case 12:
- // Light Turn On - brightest near
- EV_LightTurnOn(line,0);
- line->special = 0;
- break;
- case 13:
- // Light Turn On 255
- EV_LightTurnOn(line,255);
- line->special = 0;
- break;
- case 16:
- // Close Door 30
- EV_DoDoor(line,close30ThenOpen);
- line->special = 0;
- break;
- case 17:
- // Start Light Strobing
- EV_StartLightStrobing(line);
- line->special = 0;
- break;
- case 19:
- // Lower Floor
- EV_DoFloor(line,lowerFloor);
- line->special = 0;
- break;
- case 22:
- // Raise floor to nearest height and change texture
- EV_DoPlat(line,raiseToNearestAndChange,0);
- line->special = 0;
- break;
- case 25:
- // Ceiling Crush and Raise
- EV_DoCeiling(line,crushAndRaise);
- line->special = 0;
- break;
- case 30:
- // Raise floor to shortest texture height
- // on either side of lines.
- EV_DoFloor(line,raiseToTexture);
- line->special = 0;
- break;
- case 35:
- // Lights Very Dark
- EV_LightTurnOn(line,35);
- line->special = 0;
- break;
- case 36:
- // Lower Floor (TURBO)
- EV_DoFloor(line,turboLower);
- line->special = 0;
- break;
- case 37:
- // LowerAndChange
- EV_DoFloor(line,lowerAndChange);
- line->special = 0;
- break;
- case 38:
- // Lower Floor To Lowest
- EV_DoFloor( line, lowerFloorToLowest );
- line->special = 0;
- break;
- case 39:
- // TELEPORT!
- EV_Teleport( line, side, thing );
- line->special = 0;
- break;
- case 40:
- // RaiseCeilingLowerFloor
- EV_DoCeiling( line, raiseToHighest );
- EV_DoFloor( line, lowerFloorToLowest );
- line->special = 0;
- break;
- case 44:
- // Ceiling Crush
- EV_DoCeiling( line, lowerAndCrush );
- line->special = 0;
- break;
- case 52:
- // EXIT!
- G_ExitLevel ();
- break;
- case 53:
- // Perpetual Platform Raise
- EV_DoPlat(line,perpetualRaise,0);
- line->special = 0;
- break;
- case 54:
- // Platform Stop
- EV_StopPlat(line);
- line->special = 0;
- break;
- case 56:
- // Raise Floor Crush
- EV_DoFloor(line,raiseFloorCrush);
- line->special = 0;
- break;
- case 57:
- // Ceiling Crush Stop
- EV_CeilingCrushStop(line);
- line->special = 0;
- break;
- case 58:
- // Raise Floor 24
- EV_DoFloor(line,raiseFloor24);
- line->special = 0;
- break;
- case 59:
- // Raise Floor 24 And Change
- EV_DoFloor(line,raiseFloor24AndChange);
- line->special = 0;
- break;
- case 104:
- // Turn lights off in sector(tag)
- EV_TurnTagLightsOff(line);
- line->special = 0;
- break;
- case 108:
- // Blazing Door Raise (faster than TURBO!)
- EV_DoDoor (line,blazeRaise);
- line->special = 0;
- break;
- case 109:
- // Blazing Door Open (faster than TURBO!)
- EV_DoDoor (line,blazeOpen);
- line->special = 0;
- break;
- case 100:
- // Build Stairs Turbo 16
- EV_BuildStairs(line,turbo16);
- line->special = 0;
- break;
- case 110:
- // Blazing Door Close (faster than TURBO!)
- EV_DoDoor (line,blazeClose);
- line->special = 0;
- break;
- case 119:
- // Raise floor to nearest surr. floor
- EV_DoFloor(line,raiseFloorToNearest);
- line->special = 0;
- break;
- case 121:
- // Blazing PlatDownWaitUpStay
- EV_DoPlat(line,blazeDWUS,0);
- line->special = 0;
- break;
- case 124:
- // Secret EXIT
- G_SecretExitLevel ();
- break;
- case 125:
- // TELEPORT MonsterONLY
- if (!thing->player)
- {
- EV_Teleport( line, side, thing );
- line->special = 0;
- }
- break;
- case 130:
- // Raise Floor Turbo
- EV_DoFloor(line,raiseFloorTurbo);
- line->special = 0;
- break;
- case 141:
- // Silent Ceiling Crush & Raise
- EV_DoCeiling(line,silentCrushAndRaise);
- line->special = 0;
- break;
- // RETRIGGERS. All from here till end.
- case 72:
- // Ceiling Crush
- EV_DoCeiling( line, lowerAndCrush );
- break;
- case 73:
- // Ceiling Crush and Raise
- EV_DoCeiling(line,crushAndRaise);
- break;
- case 74:
- // Ceiling Crush Stop
- EV_CeilingCrushStop(line);
- break;
- case 75:
- // Close Door
- EV_DoDoor(line,close);
- break;
- case 76:
- // Close Door 30
- EV_DoDoor(line,close30ThenOpen);
- break;
- case 77:
- // Fast Ceiling Crush & Raise
- EV_DoCeiling(line,fastCrushAndRaise);
- break;
- case 79:
- // Lights Very Dark
- EV_LightTurnOn(line,35);
- break;
- case 80:
- // Light Turn On - brightest near
- EV_LightTurnOn(line,0);
- break;
- case 81:
- // Light Turn On 255
- EV_LightTurnOn(line,255);
- break;
- case 82:
- // Lower Floor To Lowest
- EV_DoFloor( line, lowerFloorToLowest );
- break;
- case 83:
- // Lower Floor
- EV_DoFloor(line,lowerFloor);
- break;
- case 84:
- // LowerAndChange
- EV_DoFloor(line,lowerAndChange);
- break;
- case 86:
- // Open Door
- EV_DoDoor(line,open);
- break;
- case 87:
- // Perpetual Platform Raise
- EV_DoPlat(line,perpetualRaise,0);
- break;
- case 88:
- // PlatDownWaitUp
- EV_DoPlat(line,downWaitUpStay,0);
- break;
- case 89:
- // Platform Stop
- EV_StopPlat(line);
- break;
- case 90:
- // Raise Door
- EV_DoDoor(line,normal);
- break;
- case 91:
- // Raise Floor
- EV_DoFloor(line,raiseFloor);
- break;
- case 92:
- // Raise Floor 24
- EV_DoFloor(line,raiseFloor24);
- break;
- case 93:
- // Raise Floor 24 And Change
- EV_DoFloor(line,raiseFloor24AndChange);
- break;
- case 94:
- // Raise Floor Crush
- EV_DoFloor(line,raiseFloorCrush);
- break;
- case 95:
- // Raise floor to nearest height
- // and change texture.
- EV_DoPlat(line,raiseToNearestAndChange,0);
- break;
- case 96:
- // Raise floor to shortest texture height
- // on either side of lines.
- EV_DoFloor(line,raiseToTexture);
- break;
- case 97:
- // TELEPORT!
- EV_Teleport( line, side, thing );
- break;
- case 98:
- // Lower Floor (TURBO)
- EV_DoFloor(line,turboLower);
- break;
- case 105:
- // Blazing Door Raise (faster than TURBO!)
- EV_DoDoor (line,blazeRaise);
- break;
- case 106:
- // Blazing Door Open (faster than TURBO!)
- EV_DoDoor (line,blazeOpen);
- break;
- case 107:
- // Blazing Door Close (faster than TURBO!)
- EV_DoDoor (line,blazeClose);
- break;
- case 120:
- // Blazing PlatDownWaitUpStay.
- EV_DoPlat(line,blazeDWUS,0);
- break;
- case 126:
- // TELEPORT MonsterONLY.
- if (!thing->player)
- EV_Teleport( line, side, thing );
- break;
- case 128:
- // Raise To Nearest Floor
- EV_DoFloor(line,raiseFloorToNearest);
- break;
- case 129:
- // Raise Floor Turbo
- EV_DoFloor(line,raiseFloorTurbo);
- break;
- }
- }
- //
- // P_ShootSpecialLine - IMPACT SPECIALS
- // Called when a thing shoots a special line.
- //
- void
- P_ShootSpecialLine
- ( mobj_t* thing,
- line_t* line )
- {
- int ok;
- // Impacts that other things can activate.
- if (!thing->player)
- {
- ok = 0;
- switch(line->special)
- {
- case 46:
- // OPEN DOOR IMPACT
- ok = 1;
- break;
- }
- if (!ok)
- return;
- }
- switch(line->special)
- {
- case 24:
- // RAISE FLOOR
- EV_DoFloor(line,raiseFloor);
- P_ChangeSwitchTexture(line,0);
- break;
- case 46:
- // OPEN DOOR
- EV_DoDoor(line,open);
- P_ChangeSwitchTexture(line,1);
- break;
- case 47:
- // RAISE FLOOR NEAR AND CHANGE
- EV_DoPlat(line,raiseToNearestAndChange,0);
- P_ChangeSwitchTexture(line,0);
- break;
- }
- }
- //
- // P_PlayerInSpecialSector
- // Called every tic frame
- // that the player origin is in a special sector
- //
- void P_PlayerInSpecialSector (player_t* player)
- {
- sector_t* sector;
- sector = player->mo->subsector->sector;
- // Falling, not all the way down yet?
- if (player->mo->z != sector->floorheight)
- return;
- // Has hitten ground.
- switch (sector->special)
- {
- case 5:
- // HELLSLIME DAMAGE
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 10);
- break;
- case 7:
- // NUKAGE DAMAGE
- if (!player->powers[pw_ironfeet])
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 5);
- break;
- case 16:
- // SUPER HELLSLIME DAMAGE
- case 4:
- // STROBE HURT
- if (!player->powers[pw_ironfeet]
- || (P_Random()<5) )
- {
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- }
- break;
- case 9:
- // SECRET SECTOR
- player->secretcount++;
- sector->special = 0;
- break;
- case 11:
- // EXIT SUPER DAMAGE! (for E1M8 finale)
- player->cheats &= ~CF_GODMODE;
- if (!(leveltime&0x1f))
- P_DamageMobj (player->mo, NULL, NULL, 20);
- if (player->health <= 10)
- G_ExitLevel();
- break;
- default:
- I_Error ("P_PlayerInSpecialSector: "
- "unknown special %i",
- sector->special);
- break;
- };
- }
- //
- // P_UpdateSpecials
- // Animate planes, scroll walls, etc.
- //
- boolean levelTimer;
- int levelTimeCount;
- void P_UpdateSpecials (void)
- {
- anim_t* anim;
- int pic;
- int i;
- line_t* line;
- // LEVEL TIMER
- if (levelTimer == true)
- {
- levelTimeCount--;
- if (!levelTimeCount)
- G_ExitLevel();
- }
- // ANIMATE FLATS AND TEXTURES GLOBALLY
- for (anim = anims ; anim < lastanim ; anim++)
- {
- for (i=anim->basepic ; i<anim->basepic+anim->numpics ; i++)
- {
- pic = anim->basepic + ( (leveltime/anim->speed + i)%anim->numpics );
- if (anim->istexture)
- texturetranslation[i] = pic;
- else
- flattranslation[i] = pic;
- }
- }
- // ANIMATE LINE SPECIALS
- for (i = 0; i < numlinespecials; i++)
- {
- line = linespeciallist[i];
- switch(line->special)
- {
- case 48:
- // EFFECT FIRSTCOL SCROLL +
- sides[line->sidenum[0]].textureoffset += FRACUNIT;
- break;
- }
- }
- // DO BUTTONS
- for (i = 0; i < MAXBUTTONS; i++)
- if (buttonlist[i].btimer)
- {
- buttonlist[i].btimer--;
- if (!buttonlist[i].btimer)
- {
- switch(buttonlist[i].where)
- {
- case top:
- sides[buttonlist[i].line->sidenum[0]].toptexture =
- buttonlist[i].btexture;
- break;
- case middle:
- sides[buttonlist[i].line->sidenum[0]].midtexture =
- buttonlist[i].btexture;
- break;
- case bottom:
- sides[buttonlist[i].line->sidenum[0]].bottomtexture =
- buttonlist[i].btexture;
- break;
- }
- S_StartSound((mobj_t *)&buttonlist[i].soundorg,sfx_swtchn);
- memset(&buttonlist[i],0,sizeof(button_t));
- }
- }
- }
- //
- // Special Stuff that can not be categorized
- //
- int EV_DoDonut(line_t* line)
- {
- sector_t* s1;
- sector_t* s2;
- sector_t* s3;
- int secnum;
- int rtn;
- int i;
- floormove_t* floor;
- secnum = -1;
- rtn = 0;
- while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
- {
- s1 = §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.acp1 = (actionf_p1) T_MoveFloor;
- floor->type = donutRaise;
- floor->crush = false;
- floor->direction = 1;
- floor->sector = s2;
- floor->speed = FLOORSPEED / 2;
- floor->texture = s3->floorpic;
- floor->newspecial = 0;
- floor->floordestheight = s3->floorheight;
- // Spawn lowering donut-hole
- floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
- P_AddThinker (&floor->thinker);
- s1->specialdata = floor;
- floor->thinker.function.acp1 = (actionf_p1) T_MoveFloor;
- floor->type = lowerFloor;
- floor->crush = false;
- floor->direction = -1;
- floor->sector = s1;
- floor->speed = FLOORSPEED / 2;
- floor->floordestheight = s3->floorheight;
- break;
- }
- }
- return rtn;
- }
- //
- // SPECIAL SPAWNING
- //
- //
- // P_SpawnSpecials
- // After the map has been loaded, scan for specials
- // that spawn thinkers
- //
- short numlinespecials;
- line_t* linespeciallist[MAXLINEANIMS];
- // Parses command line parameters.
- void P_SpawnSpecials (void)
- {
- sector_t* sector;
- int i;
- int episode;
- episode = 1;
- if (W_CheckNumForName("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));
- // UNUSED: no horizonal sliders.
- // P_InitSlidingDoorFrames();
- }