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boomref.txt
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>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<
> <
> BOOM reference v1.3 4/12/98 <
> <
>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<
======================================================================
Part I Linedef Types
======================================================================
#######################
Section 0. Terminology
#######################
In BOOM actions are caused to happen in the game 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 Locked Door. The following tables show the possibilities
for each parameter, any combination of parameters is allowed:
Slow and Fast represent the same speeds as slow and fast regular doors. Normal
is twice as fast as slow, Fast is twice normal, Turbo is twice Fast.
Generalized Door Types
---------------------------------------------------------------
# Class Trig Lock Speed Wait Monst Function
3C00H- Gen P1/PR No Slow 1s Yes Open, Wait, Then Close
4000H S1/SR Normal 4s No Open and Stay Open
W1/WR Fast 9s Close and Stay Closed
G1/GR Turbo 30s Close, Wait, Then Open
Generalized Locked Door Types
---------------------------------------------------------------
# Class Trig Lock Speed Wait Monst Function
3800H- Gen P1/PR Any Slow 1s No Open, Wait, Then Close
3C00H S1/SR Blue Normal 4s Open and Stay Open
W1/WR Red Fast 9s Close and Stay Closed
G1/GR Yell Turbo 30s Close, Wait, Then Open
BlueC
RedC
YellC
BlueS
RedS
YellS
All3
All6
#################
Section 2. Floors
#################
----------------------------
Section 2.1 Floor targets
----------------------------
Lowest Neighbor Floor (LnF)
This means that the floor moves to the height of the lowest
neighboring floor including the floor itself. If the floor
direction is up (only possible with generalized floors) motion is
instant, else at the floor's speed.
Next Neighbor Floor (NnF)
This means that the floor moves up to the height of the lowest
adjacent floor greater in height than the current, or down to the
height of the highest adjacent floor less in height than the current,
as determined by the floor's direction. Instant motion is not
possible in this case. If no such floor exists, the floor does not move.
Lowest Neighbor Ceiling (LnC)
This means that the floor height changes to the height of the lowest
ceiling possessed by any neighboring sector, including that floor's
ceiling. If the target height is in the opposite direction to floor
motion, motion is instant, otherwise at the floor action's speed.
8 Under Lowest Neighbor Ceiling (8uLnC)
This means that the floor height changes to 8 less than the height
of the lowest ceiling possessed by any neighboring sector, including
that floor's ceiling. If the target height is in the opposite
direction to floor motion, motion is instant, otherwise at the floor
action's speed.
Highest Neighbor Floor (HnF)
This means that the floor height changes to the height of the highest
neighboring floor, excluding the floor itself. If no neighbor floor
exists, the floor moves down to -32000. If the target height is in
the opposite direction to floor motion, the motion is instant,
otherwise it occurs at the floor action's speed.
8 Above Highest Neighbor Floor (8aHnF)
This means that the floor height changes to 8 above the height of
the highest neighboring floor, excluding the floor itself. If no
neighbor floor exists, the floor moves down to -31992. If the target
height is in the opposite direction to floor motion, the motion is
instant, otherwise it occurs at the floor action's speed.
Ceiling
The floor moves up until its at ceiling height, instantly if floor
direction is down (only available with generalized types), at the
floor speed if the direction is up.
24 Units (24)
The floor moves 24 units in the floor action's direction. Instant
motion is not possible with this linedef type.
32 Units (32)
The floor moves 32 units in the floor action's direction. Instant
motion is not possible with this linedef type.
512 Units (512)
The floor moves 512 units in the floor action's direction. Instant
motion is not possible with this linedef type.
Shortest Lower Texture (SLT)
The floor moves the height of the shortest lower texture on the
boundary of the sector, in the floor direction. Instant motion is not
possible with this type. In the case that there is no surrounding
texture the motion is to -32000 or +32000 depending on direction.
None
Some pure texture type changes are provided for changing the floor
texture and/or sector type without moving the floor.
--------------------------------
Section 2.2 Varieties of floors
--------------------------------
A floor can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same tag
as the floor sector, or by walking over a linedef with the same tag
as the floor, or by shooting a linedef with the same tag as the
floor with an impact weapon.
A floor can move either Up or Down.
A floor can move with speeds of Slow, Normal, Fast, or Turbo. If the
target height specified by the floor function (see Floor Targets
above) is in the opposite direction to the floor's motion, then
travel is instantaneous, otherwise its at the speed specified.
A floor action can be a texture change type, in which case after the
action the floor texture of the affected floor, and possibly the
sector type of the affected floor are changed to those of a model
sector. The sector type may be zeroed instead of copied from the
model, or not changed at all. These change types are referred to
below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and
type changed). The model sector for the change may be the sector on
the first sidedef of the trigger (trigger model) or the sector with
floor at destination height across the lowest numbered two-sided
linedef surrounding the affected sector (numeric model). If no model
sector exists, no change occurs. If a change occurs, floor texture is
always affected, lighting is never affected, even that corresponding
to the sector's type, nor is any other sector property other than the
sector's type.
Numeric model algorithm:
1) Find all floors adjacent to the tagged floor at destination height
2) Find the lowest numbered linedef separating those floors from that tagged
3) The sector on the other side of that linedef is the model
A floor action can have the crush property, in which case players and
monsters are crushed when the floor tries to move above the point
where they fit exactly underneath the ceiling. This means they take
damage until they die, leave the sector, or the floor action is stopped.
A floor action never reverses on encountering an obstacle, even if
the crush property is not true, the floor merely remains in the same
position until the obstacle is removed or dies, then continues.
-------------------------------
Section 2.3 Floor linedef types
-------------------------------
Regular and Extended Floor Types
-------------------------------------------------------------------
# Class Trig Dir Spd Chg Mdl Mon Crsh Target
60 Reg SR Dn Slow None -- No No Lowest Neighbor Floor
23 Reg S1 Dn Slow None -- No No Lowest Neighbor Floor
82 Reg WR Dn Slow None -- No No Lowest Neighbor Floor
38 Reg W1 Dn Slow None -- No No Lowest Neighbor Floor
177 Ext SR Dn Slow TxTy Num No No Lowest Neighbor Floor
159 Ext S1 Dn Slow TxTy Num No No Lowest Neighbor Floor
84 Reg WR Dn Slow TxTy Num No No Lowest Neighbor Floor
37 Reg W1 Dn Slow TxTy Num No No Lowest Neighbor Floor
69 Reg SR Up Slow None -- No No Next Neighbor Floor
18 Reg S1 Up Slow None -- No No Next Neighbor Floor
128 Reg WR Up Slow None -- No No Next Neighbor Floor
119 Reg W1 Up Slow None -- No No Next Neighbor Floor
132 Reg SR Up Fast None -- No No Next Neighbor Floor
131 Reg S1 Up Fast None -- No No Next Neighbor Floor
129 Reg WR Up Fast None -- No No Next Neighbor Floor
130 Reg W1 Up Fast None -- No No Next Neighbor Floor
222 Ext SR Dn Slow None -- No No Next Neighbor Floor
221 Ext S1 Dn Slow None -- No No Next Neighbor Floor
220 Ext WR Dn Slow None -- No No Next Neighbor Floor
219 Ext W1 Dn Slow None -- No No Next Neighbor Floor
64 Reg SR Up Slow None -- No No Lowest Neighbor Ceiling
101 Reg S1 Up Slow None -- No No Lowest Neighbor Ceiling
91 Reg WR Up Slow None -- No No Lowest Neighbor Ceiling
5 Reg W1 Up Slow None -- No No Lowest Neighbor Ceiling
24 Reg G1 Up Slow None -- No No Lowest Neighbor Ceiling
65 Reg SR Up Slow None -- No Yes Lowest Neighbor Ceiling - 8
55 Reg S1 Up Slow None -- No Yes Lowest Neighbor Ceiling - 8
94 Reg WR Up Slow None -- No Yes Lowest Neighbor Ceiling - 8
56 Reg W1 Up Slow None -- No Yes Lowest Neighbor Ceiling - 8
45 Reg SR Dn Slow None -- No No Highest Neighbor Floor
102 Reg S1 Dn Slow None -- No No Highest Neighbor Floor
83 Reg WR Dn Slow None -- No No Highest Neighbor Floor
19 Reg W1 Dn Slow None -- No No Highest Neighbor Floor
70 Reg SR Dn Fast None -- No No Highest Neighbor Floor + 8
71 Reg S1 Dn Fast None -- No No Highest Neighbor Floor + 8
98 Reg WR Dn Fast None -- No No Highest Neighbor Floor + 8
36 Reg W1 Dn Fast None -- No No Highest Neighbor Floor + 8
180 Ext SR Up Slow None -- No No Absolute 24
161 Ext S1 Up Slow None -- No No Absolute 24
92 Reg WR Up Slow None -- No No Absolute 24
58 Reg W1 Up Slow None -- No No Absolute 24
179 Ext SR Up Slow TxTy Trg No No Absolute 24
160 Ext S1 Up Slow TxTy Trg No No Absolute 24
93 Reg WR Up Slow TxTy Trg No No Absolute 24
59 Reg W1 Up Slow TxTy Trg No No Absolute 24
176 Ext SR Up Slow None -- No No Abs Shortest Lower Texture
158 Ext S1 Up Slow None -- No No Abs Shortest Lower Texture
96 Reg WR Up Slow None -- No No Abs Shortest Lower Texture
30 Reg W1 Up Slow None -- No No Abs Shortest Lower Texture
178 Ext SR Up Slow None -- No No Absolute 512
140 Reg S1 Up Slow None -- No No Absolute 512
147 Ext WR Up Slow None -- No No Absolute 512
142 Ext W1 Up Slow None -- No No Absolute 512
190 Ext SR -- ---- TxTy Trg No No None
189 Ext S1 -- ---- TxTy Trg No No None
154 Ext WR -- ---- TxTy Trg No No None
153 Ext W1 -- ---- TxTy Trg No No None
78 Ext SR -- ---- TxTy Num No No None
241 Ext S1 -- ---- TxTy Num No No None
240 Ext WR -- ---- TxTy Num No No None
239 Ext W1 -- ---- TxTy Num No No None
The following tables show the possibilities for generalized floor
linedef type parameters. Any combination of parameters is allowed:
Slow and Fast represent the same speeds as slow and fast regular
floors. Normal is twice as fast as slow, Fast is twice normal, Turbo
is twice Fast.
Generalized Floor Types
---------------------------------------------------------------------------
# Class Trig Dir Spd *Chg *Mdl Mon Crsh Target
6000H- Gen P1/PR Up Slow None Trg Yes Yes Lowest Neighbor Floor
7FFFH S1/SR Dn Normal Tx Num No No Next Neighbor Floor
W1/WR Fast Tx0 Lowest Neighbor Ceiling
G1/GR Turbo TxTy Highest Neighbor Floor
Ceiling
24
32
*Mon(ster) enabled must be No if Shortest Lower Texture
Chg field is not None
Tx = Texture copied only Trg = Trigger Model
Tx0 = Texture copied and Type->0 Num = Numeric Model
TxTy = Texture and Type copied
####################
Section 3. Ceilings
####################
----------------------------
Section 3.1 Ceiling Targets
----------------------------
Highest Neighbor Ceiling (HnC)
This means that the ceiling moves to the height of the highest
neighboring ceiling NOT including the ceiling itself. If the ceiling
direction is down (only possible with generalized ceilings) motion is
instant, else at the ceiling's speed. If no adjacent ceiling exists
the ceiling moves to -32000 units.
Next Neighbor Ceiling (NnC)
This means that the ceiling moves up to the height of the lowest
adjacent ceiling greater in height than the current, or to the
height of the highest adjacent ceiling less in height than the current,
as determined by the ceiling's direction. Instant motion is not
possible in this case. If no such ceiling exists, the ceiling does
not move.
Lowest Neighbor Ceiling (LnC)
This means that the ceiling height changes to the height of the lowest
ceiling possessed by any neighboring sector, NOT including itself.
If the target height is in the opposite direction to ceiling
motion, motion is instant, otherwise at the ceiling action's speed.
If no adjacent ceiling exists the ceiling moves to 32000 units.
Highest Neighbor Floor (HnF)
This means that the ceiling height changes to the height of the
highest neighboring floor, excluding the ceiling's floor itself. If
no neighbor floor exists, the ceiling moves down to -32000 or the
ceiling's floor, whichever is higher. If the target height is in the
opposite direction to ceiling motion, the motion is instant,
otherwise it occurs at the ceiling action's speed.
Floor
The ceiling moves down until its at floor height, instantly if
ceiling direction is up (only available with generalized types), at
the ceiling speed if the direction is down.
8 Above Floor (8aF)
This means that the ceiling height changes to 8 above the height of
the ceiling's floor. If the target height is in the opposite direction
to ceiling motion, the motion is instant, otherwise it occurs at the
ceiling action's speed.
24 Units (24)
The ceiling moves 24 units in the ceiling action's direction. Instant
motion is not possible with this linedef type.
32 Units (32)
The ceiling moves 32 units in the ceiling action's direction. Instant
motion is not possible with this linedef type.
Shortest Upper Texture (SUT)
The ceiling moves the height of the shortest upper texture on the
boundary of the sector, in the ceiling direction. Instant motion is not
possible with this type. In the case that there is no surrounding
texture the motion is to -32000 or +32000 depending on direction.
----------------------------------
Section 3.2 Varieties of ceilings
----------------------------------
A ceiling can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same tag
as the ceiling sector, or by walking over a linedef with the same tag
as the ceiling, or by shooting a linedef with the same tag as the
ceiling with an impact weapon (generalized types only).
A ceiling can move either Up or Down.
A ceiling can move with speeds of Slow, Normal, Fast, or Turbo. If the
target height specified by the ceiling function (see Ceiling Targets
above) is in the opposite direction to the ceiling's motion, then
travel is instantaneous, otherwise its at the speed specified.
A ceiling action can be a texture change type, in which case after
the action the ceiling texture of the affected ceiling, and possibly
the sector type of the affected ceiling are changed to those of a
model sector. The sector type may be zeroed instead of copied from
the model, or not changed at all. These change types are referred to
below as Tx (texture only), Tx0 (type set to 0), and TxTy (texture
and type copied from model). The model sector for the change may be
the sector on the first sidedef of the trigger (trigger model) or the
sector with ceiling at destination height across the lowest numbered
two-sided linedef surrounding the affected sector (numeric model). If
no model sector exists, no change occurs. If a change occurs, ceiling
texture is always affected, lighting is never affected, even that
corresponding to the sector's type, nor is any other sector property
other than the sector's type.
Numeric model algorithm:
1) Find all ceilings adjacent to the tagged ceiling at destination height
2) Find the lowest numbered linedef separating those ceilings from that tagged
3) The sector on the other side of that linedef is the model
A ceiling action can have the crush property (generalized types only),
in which case players and monsters are crushed when the ceiling tries
to move below the point where they fit exactly underneath the
ceiling. This means they take damage until they die, leave the
sector, or the ceiling action is stopped. A ceiling action never
reverses on encountering an obstacle, even if the crush property is
not true, the ceiling merely remains in the same position until the
obstacle is removed or dies, then continues.
---------------------------------
Section 3.3 Ceiling linedef types
---------------------------------
Regular and Extended Ceiling Types
-------------------------------------------------------------------
# Class Trig Dir Spd *Chg *Mdl Mon Crsh Target
43 Reg SR Dn Fast None -- No No Floor
41 Reg S1 Dn Fast None -- No No Floor
152 Ext WR Dn Fast None -- No No Floor
145 Ext W1 Dn Fast None -- No No Floor
186 Ext SR Up Slow None -- No No Highest Neighbor Ceiling
166 Ext S1 Up Slow None -- No No Highest Neighbor Ceiling
151 Ext WR Up Slow None -- No No Highest Neighbor Ceiling
40 Reg W1 Up Slow None -- No No Highest Neighbor Ceiling
187 Ext SR Dn Slow None -- No No 8 Above Floor
167 Ext S1 Dn Slow None -- No No 8 Above Floor
72 Reg WR Dn Slow None -- No No 8 Above Floor
44 Reg W1 Dn Slow None -- No No 8 Above Floor
205 Ext SR Dn Slow None -- No No Lowest Neighbor Ceiling
203 Ext S1 Dn Slow None -- No No Lowest Neighbor Ceiling
201 Ext WR Dn Slow None -- No No Lowest Neighbor Ceiling
199 Ext W1 Dn Slow None -- No No Lowest Neighbor Ceiling
206 Ext SR Dn Slow None -- No No Highest Neighbor Floor
204 Ext S1 Dn Slow None -- No No Highest Neighbor Floor
202 Ext WR Dn Slow None -- No No Highest Neighbor Floor
200 Ext W1 Dn Slow None -- No No Highest Neighbor Floor
Generalized Ceiling Types
---------------------------------------------------------------------------
# Class Trig Dir Spd *Chg *Mdl Mon Crsh Target
4000H- Gen P1/PR Up Slow None Trg Yes Yes Highest Neighbor Ceiling
5FFFH S1/SR Dn Normal Tx Num No No Next Neighbor Ceiling
W1/WR Fast Tx0 Lowest Neighbor Ceiling
G1/GR Turbo TxTy Highest Neighbor Floor
Floor
24
32
*Mon(ster) enabled must be No if Shortest Upper Texture
Chg field is not None
Tx = Texture copied only Trg = Trigger Model
Tx0 = Texture copied and Type->0 Num = Numeric Model
TxTy = Texture and Type copied
############################
Section 4. Platforms (Lifts)
############################
A platform is basically a floor action involving two heights. The
simple raise platform actions, for example, differ from the
corresponding floor actions in that if they encounter an obstacle,
they reverse direction and return to their former height.
The most often used kind of platform is a lift which travels from its
current height to the target height, then waits a specified time and
returns to it former height.
-----------------------------
Section 4.1 Platform Targets
-----------------------------
Lowest Neighbor Floor
This means that the platforms "low" height is the height of the
lowest surrounding floor, including the platform itself. The "high"
height is the original height of the floor.
Next Lowest Neighbor Floor
This means that the platforms "low" height is the height of the
highest surrounding floor lower than the floor itself. If no lower
floor exists, no motion occurs as the "low" and "high" heights are
then both equal to the floors current height.
Lowest Neighbor Ceiling
This means that the platforms "low" height is the height of the
lowest surrounding ceiling unless this is higher than the floor
itself. If no adjacent ceiling exists, or is higher than the floor no
motion occurs as the "low" and "high" heights are then both equal to
the floors current height.
Lowest and Highest Floor
This target sets the "low" height to the lowest neighboring floor,
including the floor itself, and the "high" height to the highest
neighboring floor, including the floor itself. When this target is
used the floor moves perpetually between the two heights. Once
triggered this type of linedef runs permanently, even if the motion
is temporarily suspended with a Stop type. No other floor action can
be commanded on the sector after this type is begun.
Ceiling
This target sets the "high" height to the ceiling of the sector and
the "low" height to the floor height of the sector and is only used in
the instant toggle type that switches the floor between the ceiling
and its original height on each activation. This is also the ONLY
instant platform type.
Raise Next Floor
This means that the "high" height is the lowest surrounding floor
higher than the platform. If no higher adjacent floor exists no
motion will occur.
Raise 24 Units
The "low" height is the original floor height, the "high" height is 24
more.
Raise 32 Units
The "low" height is the original floor height, the "high" height is 32
more.
-----------------------------------
Section 4.2 Varieties of Platforms
-----------------------------------
A platform can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same tag
as the platform sector, or by walking over a linedef with the same tag
as the platform, or by shooting a linedef with the same tag as the
platform with an impact weapon.
A platform can move with speeds of Slow, Normal, Fast, or Turbo.
Only the instant toggle platform moves instantly, all others move at
the platform's speed.
A platform can have a delay, in between when it reaches "high" height
and returns to "low" height, or at both ends of the motion in the
case of perpetual lifts.
A platform action can be a texture change type, in which case after
the action the floor texture of the affected floor, and possibly the
sector type of the affected floor are changed to those of a model
sector. The sector type may be zeroed instead of copied from the
model, or not changed at all. These change types are referred to
below as Tx (texture only), Tx0 (type zeroed), and TxTy (texture and
type changed). The model sector for the change is always the sector
on the first sidedef of the trigger (trigger model). If a change
occurs, floor texture is always affected, lighting is never affected,
even that corresponding to the sector's type, nor is any other sector
property other than the sector's type.
-----------------------------------
Section 4.3 Platform Linedef types
-----------------------------------
Regular and Extended Platform Types
-------------------------------------------------------------------
# Class Trig Dly Spd Chg Mdl Mon Target
66 Reg SR -- Slow Tx Trg No Raise 24 Units
15 Reg S1 -- Slow Tx Trg No Raise 24 Units
148 Ext WR -- Slow Tx Trg No Raise 24 Units
143 Ext W1 -- Slow Tx Trg No Raise 24 Units
67 Reg SR -- Slow Tx0 Trg No Raise 32 Units
14 Reg S1 -- Slow Tx0 Trg No Raise 32 Units
149 Ext WR -- Slow Tx0 Trg No Raise 32 Units
144 Ext W1 -- Slow Tx0 Trg No Raise 32 Units
68 Reg SR -- Slow Tx0 Trg No Raise Next Floor
20 Reg S1 -- Slow Tx0 Trg No Raise Next Floor
95 Reg WR -- Slow Tx0 Trg No Raise Next Floor
22 Reg W1 -- Slow Tx0 Trg No Raise Next Floor
47 Reg G1 -- Slow Tx0 Trg No Raise Next Floor
181 Ext SR 3s Slow None -- No Lowest and Highest Floor (perpetual)
162 Ext S1 3s Slow None -- No Lowest and Highest Floor (perpetual)
87 Reg WR 3s Slow None -- No Lowest and Highest Floor (perpetual)
53 Reg W1 3s Slow None -- No Lowest and Highest Floor (perpetual)
182 Ext SR -- ---- ---- -- -- Stop
163 Ext S1 -- ---- ---- -- -- Stop
89 Reg WR -- ---- ---- -- -- Stop
54 Reg W1 -- ---- ---- -- -- Stop
62 Reg SR 3s Slow None -- No Lowest Neighbor Floor (lift)
21 Reg S1 3s Slow None -- No Lowest Neighbor Floor (lift)
88 Reg WR 3s Slow None -- No Lowest Neighbor Floor (lift)
10 Reg W1 3s Slow None -- No Lowest Neighbor Floor (lift)
123 Reg SR 3s Fast None -- No Lowest Neighbor Floor (lift)
122 Reg S1 3s Fast None -- No Lowest Neighbor Floor (lift)
120 Reg WR 3s Fast None -- No Lowest Neighbor Floor (lift)
121 Reg W1 3s Fast None -- No Lowest Neighbor Floor (lift)
211 Ext SR -- Inst None -- No Ceiling (toggle)
212 Ext WR -- Inst None -- No Ceiling (toggle)
Generalized Lift Types
---------------------------------------------------------------------------
# Class Trig Dly Spd Mon Target
3400H- Gen P1/PR 1s Slow Yes Lowest Neighbor Floor
37FFH S1/SR 3s Normal No Next Lowest Neighbor Floor
W1/WR 5s Fast Lowest Neighbor Ceiling
G1/GR 10s Turbo Lowest and Highest Floor (perpetual)
############################
Section 5. Crusher Ceilings
############################
A crusher ceiling is a linedef type that causes the ceiling to cycle
between its starting height and 8 above the floor, damaging
monsters and players that happen to be in between. Barrels explode
when crushed.
Once a crusher ceiling is started it remains running for the
remainder of the level even if temporarily suspended with a stop type.
No other ceiling action can be used in that sector thereafter.
----------------------------------
Section 5.1 Varieties of Crushers
----------------------------------
A crusher can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same tag
as the crusher sector, or by walking over a linedef with the same tag
as the crusher, or by shooting a linedef with the same tag as the
crusher with an impact weapon (generalized types only).
A crusher has a speed: slow, normal, fast, or turbo. The slower the
speed, the more damage the crusher does when crushing, simply thru
being applied longer. When a slow or normal crusher is moving down
and encounters something to crush, it slows down even more, by a
factor of 8. This persists until it reaches bottom of stroke and
starts up again. Fast and turbo crushers do not slow down.
A crusher can be silent. The regular silent crusher makes platform
stop and start noises at top and bottom of stroke. The generalized
silent crusher is completely quiet.
A crusher linedef is provided to stop a crusher in its current
position. Care should be used that this doesn't lock the player out
of an area of the wad if the crusher is too low to pass. A crusher
can be restarted, but not changed, with any crusher linedef.
----------------------------------
Section 5.2 Crusher Linedef Types
----------------------------------
Regular and Extended Crusher Types
-------------------------------------------------------------------
# Class Trig Spd Mon Silent Action
184 Ext SR Slow No No Start
49 Reg S1 Slow No No Start
73 Reg WR Slow No No Start
25 Reg W1 Slow No No Start
183 Ext SR Fast No No Start
164 Ext S1 Fast No No Start
77 Reg WR Fast No No Start
6 Reg W1 Fast No No Start
185 Ext SR Slow No Yes Start
165 Ext S1 Slow No Yes Start
150 Ext WR Slow No Yes Start
141 Reg W1 Slow No Yes Start
188 Ext SR ---- -- -- Stop
168 Ext S1 ---- -- -- Stop
74, Reg WR ---- -- -- Stop
57, Reg W1 ---- -- -- Stop
Generalized Crusher Types
---------------------------------------------------------------------------
# Class Trig Spd Mon Silent
2F80H- Gen P1/PR Slow Yes Yes
2FFFH S1/SR Normal No No
W1/WR Fast
G1/GR Turbo
##########################
Section 6. Stair Builders
##########################
A stair builder is a linedef type that sets a sequence of sectors
defined by a complex rule to an ascending or descending sequence of
heights.
The rule for stair building is as follows:
1) The first step to rise or fall is the tagged sector. It rises or
falls by the stair stepsize, at the stair speed.
2) To find the next step (sector) affected examine all two-sided
linedefs with first sidedef facing into the previous step for the one
with lowest linedef number. The sector on the other side of this
linedef is the next step. If no such linedef exists, stair building
ceases.
3) If the next step is already moving, or has already risen as part
of the stair, stair building ceases. Optionally if the floor texture
of the next step is different from the previous step's the stair
building stops. Otherwise the next step moves to the height of the
previous step plus or minus the stepsize depending on the direction
the stairs build, up or down. If the motion is in the same direction
as the stairs build, it occurs at stair build speed, otherwise it is
instant.
4) Repeat from step 2 until stair building ceases.
----------------------------------------
Section 6.1 Varieties of Stair Builders
----------------------------------------
A stair can be activated by pushing on a linedef bounding it
(generalized types only), or by pushing on a switch with the same tag
as the stair sector, or by walking over a linedef with the same tag
as the stair, or by shooting a linedef with the same tag as the
stair with an impact weapon (generalized types only).
Only extended and generalized stair types are retriggerable. The
extended retriggerable stairs are mostly useless, though triggering a
stair with stepsize 8 twice might be used. The generalized
retriggerable stairs alternate building up and down on each
activation which is much more useful.
A stair can build up or down (generalized types only).
A stair can have a step size of 4, 8, 16, or 24. Only generalized
types support stepsize of 4 or 24.
A stair can have build speeds of slow, normal, fast or turbo. Only
generalized types support speeds of normal or turbo.
A stair can stop on encountering a different texture or ignore
(generalized types only) different textures and continue.
Only the regular build fast, stepsize 16 stair has the property that
monsters and players can be crushed by the motion, all others do not
crush.
----------------------------------------------------
Section 6.2 Regular and Extended Stair Builder Types
----------------------------------------------------
Regular and Extended Stairs Types
-------------------------------------------------------------------
# Class Trig Dir Spd Step Ignore Mon
258 Ext SR Up Slow 8 No No
7 Reg S1 Up Slow 8 No No
256 Ext WR Up Slow 8 No No
8 Reg W1 Up Slow 8 No No
259 Ext SR Up Fast 16 No No
127 Reg S1 Up Fast 16 No No
257 Ext WR Up Fast 16 No No
100 Reg W1 Up Fast 16 No No
Generalized Stairs Types
---------------------------------------------------------------------------
# Class Trig Dir Spd Step Ignore Mon
3000H- Gen P1/PR Up Slow 4 Yes Yes
33FFH S1/SR Dn Normal 8 No No
W1/WR Fast 16
G1/GR Turbo 24
####################
Section 7 Elevators
####################
An elevator is a linedef type that moves both floor and ceiling
together. All elevator linedefs are extended, there are no regular or
generalized elevator types. Instant elevator motion is not possible,
and monsters cannot activate elevators. All elevator triggers are
either switched or walkover.
-----------------------------
Section 7.1 Elevator Targets
-----------------------------
Next Highest Floor
The elevator floor moves to the lowest adjacent floor higher than the
elevator's floor, the ceiling staying the same height above the floor.
If there is no higher floor the elevator doesn't move.