BOOMREF.TXT

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                        Part I Linedef Types
======================================================================

#######################
Section 0. Terminology
#######################

In BOOM actions are caused to happen thru linedef types.
BOOM has three kinds of linedef types:

Regular     - the linedef types that were already in DOOM II v1.9

Extended    - linedef types not in DOOM II v1.9 but less than 8192 
              in value

Generalized - linedef types over 8192 in value that contain bit
              fields that independently control the actions of the sector
              affected.

A linedef with non-zero linedef type is called a linedef trigger. A
linedef trigger is always activated in one of three ways - pushing on
the first sidedef of the linedef, walking over the linedef, or
shooting the linedef with an impact weapon (fists, chainsaw, pistol,
shotgun, double barreled, or chaingun). 

Linedefs activated by pushing on them come in two varieties. A manual
linedef affects the sector on the second sidedef of the line pushed.
A switched linedef affects all sectors that have the same tag field
as the linedef that was pushed.

Nearly all switched, walkover, and gun linedefs operate on the sectors
with the same tag as that in the tag field of the linedef.

Some linedefs are never activated per se, but simply create or control
an effect thru their existence and properties, usually affecting the 
sectors sharing the linedef's tags. There are also a few special case
like line-line teleporters and exit linedefs that do not affect
sectors.

Some linedefs are only triggerable once, others are triggerable as
many times as you like.

Triggering types are denoted by the letters P, S, W, and G for
manual(push), switched, walkover, and gun. Their retriggerability is
denoted by a 1 or R following the letter. So the triggering types for
linedefs are:

P1 PR S1 SR W1 WR G1 GR

Often linedef actions depend on values in neighboring sectors. A
neighboring sector is one that shares a linedef in common, just
sharing a vertex is not sufficient.

In DOOM only one action on a sector could occur at a time. BOOM
supports one floor action, one ceiling action, and one lighting
action simultaneously.
 

################
Section 1. Doors
################

A door is a sector, usually placed between two rooms, whose ceiling
raises to open, and lowers to close. 

A door is fully closed when its ceiling height is equal to its floor
height. 

A door is fully open when its ceiling height is 4 less than the lowest
neighbor ceiling adjacent to it. 

A door may be set to an intermediate state initially, or thru the action
of a linedef trigger that affects ceilings or floors. The door is passable
to a player when its ceiling is at least 56 units higher than its floor.
In general the door is passable to a monster or a thing when its ceiling
is at least the monster or thing's height above the floor.

If a door has a ceiling height ABOVE the fully open height, then an
open door action moves the ceiling to the fully open height
instantly.

If a door has a ceiling height BELOW the fully closed height (that is
the ceiling of the door sector is lower than the floor of the door
sector) a close door action moves the ceiling to the fully closed
height instantly.

--------------------------
Section 1.1 Door functions
--------------------------

Open, Wait, Then Close   

On activation, door opens fully, waits a specified period, then
closes fully.

Open and Stay Open

On activation, door opens fully and remains there.

Close and Stay Closed

On activation, door closes fully, and remains there.

Close, Wait, Then Open

On activation, door closes fully, waits a specified period, then
opens fully.

------------------------------
Section 1.2 Varieties of doors
------------------------------

A door can be triggered by pushing on it, walking over or pressing a
linedef trigger tagged to it, or shooting a linedef tagged to it.
These are called manual, walkover, switched, or gun doors resp.

Since a push door (P1/PR) has no use for its tag, BOOM has extended
the functionality to include changing any tagged sectors to maximum
neighbor lighting on fully opening, then to minimum neighbor lighting
on fully closing. This is true for regular, extended, and generalized
doors with push triggers.

A door trigger can be locked. This means that the door function will only
operate if the player is in possession of the right key(s). Regular
and extended door triggers only care if the player has a key of the
right color, they do not care which. Generalized door triggers
can distinguish between skull and card keys, and can also require
any key, or all keys in order to activate.

A door can have different speeds, slow, normal, fast or turbo.

A door can wait for different amounts of time.

A door may or may not be activatable by monsters.

Any door function except Close and Stay Closed, when closing and
encountering a monster or player's head will bounce harmlessly off
that head and return to fully open. A Close and Stay Closed will rest
on the head until it leaves the door sector.

------------------------------
Section 1.3 Door linedef types
------------------------------

Regular and Extended Door Types
---------------------------------------------------------------
#        Class   Trig   Lock   Speed    Wait  Monst    Function

1        Reg     PR     No     Slow     4s    Yes      Open, Wait, Then Close
117      Reg     PR     No     Fast     4s    No       Open, Wait, Then Close
63       Reg     SR     No     Slow     4s    No       Open, Wait, Then Close
114      Reg     SR     No     Fast     4s    No       Open, Wait, Then Close
29       Reg     S1     No     Slow     4s    No       Open, Wait, Then Close
111      Reg     S1     No     Fast     4s    No       Open, Wait, Then Close
90       Reg     WR     No     Slow     4s    No       Open, Wait, Then Close
105      Reg     WR     No     Fast     4s    No       Open, Wait, Then Close
4        Reg     W1     No     Slow     4s    No       Open, Wait, Then Close
108      Reg     W1     No     Fast     4s    No       Open, Wait, Then Close

31       Reg     P1     No     Slow     --    No       Open and Stay Open
118      Reg     P1     No     Fast     --    No       Open and Stay Open
61       Reg     SR     No     Slow     --    No       Open and Stay Open
115      Reg     SR     No     Fast     --    No       Open and Stay Open
103      Reg     S1     No     Slow     --    No       Open and Stay Open
112      Reg     S1     No     Fast     --    No       Open and Stay Open
86       Reg     WR     No     Slow     --    No       Open and Stay Open
106      Reg     WR     No     Fast     --    No       Open and Stay Open
2        Reg     W1     No     Slow     --    No       Open and Stay Open
109      Reg     W1     No     Fast     --    No       Open and Stay Open
46       Reg     GR     No     Slow     --    No       Open and Stay Open

42       Reg     SR     No     Slow     --    No       Close and Stay Closed
116      Reg     SR     No     Fast     --    No       Close and Stay Closed
50       Reg     S1     No     Slow     --    No       Close and Stay Closed
113      Reg     S1     No     Fast     --    No       Close and Stay Closed
75       Reg     WR     No     Slow     --    No       Close and Stay Closed
107      Reg     WR     No     Fast     --    No       Close and Stay Closed
3        Reg     W1     No     Slow     --    No       Close and Stay Closed
110      Reg     W1     No     Fast     --    No       Close and Stay Closed

196      Ext     SR     No     Slow     30s   No       Close, Wait, Then Open
175      Ext     S1     No     Slow     30s   No       Close, Wait, Then Open
76       Reg     WR     No     Slow     30s   No       Close, Wait, Then Open
16       Reg     W1     No     Slow     30s   No       Close, Wait, Then Open

Regular and Extended Locked Door Types
---------------------------------------------------------------
#        Class   Trig   Lock   Speed    Wait  Monst    Function

26       Reg     PR     Blue   Slow     4s    No       Open, Wait, Then Close
28       Reg     PR     Red    Slow     4s    No       Open, Wait, Then Close
27       Reg     PR     Yell   Slow     4s    No       Open, Wait, Then Close

32       Reg     P1     Blue   Slow     --    No       Open and Stay Open
33       Reg     P1     Red    Slow     --    No       Open and Stay Open
34       Reg     P1     Yell   Slow     --    No       Open and Stay Open
99       Reg     SR     Blue   Fast     --    No       Open and Stay Open
134      Reg     SR     Red    Fast     --    No       Open and Stay Open
136      Reg     SR     Yell   Fast     --    No       Open and Stay Open
133      Reg     S1     Blue   Fast     --    No       Open and Stay Open
135      Reg     S1     Red    Fast     --    No       Open and Stay Open
137      Reg     S1     Yell   Fast     --    No       Open and Stay Open


There are two generalized door linedef types, Generalized Door, and
Generalized Lo...
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