📄 p_spec.c
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// 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.//voidP_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();}
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