v4k-git-backup/demos/ports/doom/src/p_doors.c

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// 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: Door animation code (opening/closing)
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
#include "doomstat.h" // State.
#include "r_state.h" // State.
#include "dstrings.h" // Data.
#include "sounds.h" // Data.
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void T_VerticalDoor(vldoor_t* door)
{
result_e res;
switch (door->direction)
{
case 0:
// WAITING
if (!--door->topcountdown)
{
switch (door->type)
{
case blazeRaise:
door->direction = -1; // time to go back down
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_bdcls);
break;
case door_normal:
door->direction = -1; // time to go back down
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_dorcls);
break;
case close30ThenOpen:
door->direction = 1;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_doropn);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--door->topcountdown)
{
switch (door->type)
{
case raiseIn5Mins:
door->direction = 1;
door->type = door_normal;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_doropn);
break;
default:
break;
}
}
break;
case -1:
// DOWN
res = T_MovePlane(door->sector,
door->speed,
door->sector->floorheight,
false, 1, door->direction);
if (res == pastdest)
{
switch (door->type)
{
case blazeRaise:
case blazeClose:
door->sector->specialdata = 0;
P_RemoveThinker(&door->thinker); // unlink and free
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_bdcls);
break;
case door_normal:
case door_close:
door->sector->specialdata = 0;
P_RemoveThinker(&door->thinker); // unlink and free
break;
case close30ThenOpen:
door->direction = 0;
door->topcountdown = 35 * 30;
break;
default:
break;
}
}
else if (res == crushed)
{
switch (door->type)
{
case blazeClose:
case door_close: // DO NOT GO BACK UP!
break;
default:
door->direction = 1;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_doropn);
break;
}
}
break;
case 1:
// UP
res = T_MovePlane(door->sector,
door->speed,
door->topheight,
false, 1, door->direction);
if (res == pastdest)
{
switch (door->type)
{
case blazeRaise:
case door_normal:
door->direction = 0; // wait at top
door->topcountdown = door->topwait;
break;
case close30ThenOpen:
case blazeOpen:
case door_open:
door->sector->specialdata = 0;
P_RemoveThinker(&door->thinker); // unlink and free
break;
default:
break;
}
}
break;
}
}
//
// EV_DoLockedDoor
// Move a locked door up/down
//
int EV_DoLockedDoor(line_t* line, vldoor_e type, mobj_t* thing)
{
player_t* p;
p = thing->player;
if (!p)
return 0;
switch (line->special)
{
case 99: // Blue Lock
case 133:
if (!p)
return 0;
if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
{
p->message = PD_BLUEO;
S_StartSound(0, sfx_oof);
return 0;
}
break;
case 134: // Red Lock
case 135:
if (!p)
return 0;
if (!p->cards[it_redcard] && !p->cards[it_redskull])
{
p->message = PD_REDO;
S_StartSound(0, sfx_oof);
return 0;
}
break;
case 136: // Yellow Lock
case 137:
if (!p)
return 0;
if (!p->cards[it_yellowcard] &&
!p->cards[it_yellowskull])
{
p->message = PD_YELLOWO;
S_StartSound(0, sfx_oof);
return 0;
}
break;
}
return EV_DoDoor(line, type);
}
int EV_DoDoor(line_t* line, vldoor_e type)
{
int secnum, rtn;
sector_t* sec;
vldoor_t* door;
secnum = -1;
rtn = 0;
while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
{
sec = &sectors[secnum];
if (sec->specialdata)
continue;
// new door thinker
rtn = 1;
door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker(&door->thinker);
sec->specialdata = door;
door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
door->sector = sec;
door->type = type;
door->topwait = VDOORWAIT;
door->speed = VDOORSPEED;
switch (type)
{
case blazeClose:
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
door->direction = -1;
door->speed = VDOORSPEED * 4;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_bdcls);
break;
case door_close:
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
door->direction = -1;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_dorcls);
break;
case close30ThenOpen:
door->topheight = sec->ceilingheight;
door->direction = -1;
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_dorcls);
break;
case blazeRaise:
case blazeOpen:
door->direction = 1;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
door->speed = VDOORSPEED * 4;
if (door->topheight != sec->ceilingheight)
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_bdopn);
break;
case door_normal:
case door_open:
door->direction = 1;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
if (door->topheight != sec->ceilingheight)
S_StartSound((mobj_t*)&door->sector->soundorg,
sfx_doropn);
break;
default:
break;
}
}
return rtn;
}
//
// EV_VerticalDoor : open a door manually, no tag value
//
void EV_VerticalDoor(line_t* line, mobj_t* thing)
{
player_t* player;
int secnum;
sector_t* sec;
vldoor_t* door;
int side;
side = 0; // only front sides can be used
// Check for locks
player = thing->player;
switch (line->special)
{
case 26: // Blue Lock
case 32:
if (!player)
return;
if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
{
player->message = PD_BLUEK;
S_StartSound(0, sfx_oof);
return;
}
break;
case 27: // Yellow Lock
case 34:
if (!player)
return;
if (!player->cards[it_yellowcard] &&
!player->cards[it_yellowskull])
{
player->message = PD_YELLOWK;
S_StartSound(0, sfx_oof);
return;
}
break;
case 28: // Red Lock
case 33:
if (!player)
return;
if (!player->cards[it_redcard] && !player->cards[it_redskull])
{
player->message = PD_REDK;
S_StartSound(0, sfx_oof);
return;
}
break;
}
// if the sector has an active thinker, use it
sec = sides[line->sidenum[side ^ 1]].sector;
secnum = (int)(sec - sectors);
if (sec->specialdata)
{
door = sec->specialdata;
switch (line->special)
{
case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
case 26:
case 27:
case 28:
case 117:
if (door->direction == -1)
door->direction = 1; // go back up
else
{
if (!thing->player)
return; // JDC: bad guys never close doors
door->direction = -1; // start going down immediately
}
return;
}
}
// for proper sound
switch (line->special)
{
case 117: // BLAZING DOOR RAISE
case 118: // BLAZING DOOR OPEN
S_StartSound((mobj_t*)&sec->soundorg, sfx_bdopn);
break;
case 1: // NORMAL DOOR SOUND
case 31:
S_StartSound((mobj_t*)&sec->soundorg, sfx_doropn);
break;
default: // LOCKED DOOR SOUND
S_StartSound((mobj_t*)&sec->soundorg, sfx_doropn);
break;
}
// new door thinker
door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker(&door->thinker);
sec->specialdata = door;
door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
door->sector = sec;
door->direction = 1;
door->speed = VDOORSPEED;
door->topwait = VDOORWAIT;
switch (line->special)
{
case 1:
case 26:
case 27:
case 28:
door->type = door_normal;
break;
case 31:
case 32:
case 33:
case 34:
door->type = door_open;
line->special = 0;
break;
case 117: // blazing door raise
door->type = blazeRaise;
door->speed = VDOORSPEED * 4;
break;
case 118: // blazing door open
door->type = blazeOpen;
line->special = 0;
door->speed = VDOORSPEED * 4;
break;
}
// find the top and bottom of the movement range
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
}
//
// Spawn a door that closes after 30 seconds
//
void P_SpawnDoorCloseIn30(sector_t* sec)
{
vldoor_t* door;
door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker(&door->thinker);
sec->specialdata = door;
sec->special = 0;
door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
door->sector = sec;
door->direction = 0;
door->type = door_normal;
door->speed = VDOORSPEED;
door->topcountdown = 30 * 35;
}
//
// Spawn a door that opens after 5 minutes
//
void P_SpawnDoorRaiseIn5Mins(sector_t* sec, int secnum)
{
vldoor_t* door;
door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker(&door->thinker);
sec->specialdata = door;
sec->special = 0;
door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
door->sector = sec;
door->direction = 2;
door->type = raiseIn5Mins;
door->speed = VDOORSPEED;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4 * FRACUNIT;
door->topwait = VDOORWAIT;
door->topcountdown = 5 * 60 * 35;
}