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📄 p_spec.c

📁 doom游戏
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	// 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 = &sectors[secnum];
		
	// ALREADY MOVING?  IF SO, KEEP GOING...
	if (s1->specialdata)
	    continue;
			
	rtn = 1;
	s2 = getNextSector(s1->lines[0],s1);
	for (i = 0;i < s2->linecount;i++)
	{
	    if ((!s2->lines[i]->flags & ML_TWOSIDED) ||
		(s2->lines[i]->backsector == s1))
		continue;
	    s3 = s2->lines[i]->backsector;
	    
	    //	Spawn rising slime
	    floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
	    P_AddThinker (&floor->thinker);
	    s2->specialdata = floor;
	    floor->thinker.function.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();
}

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