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ST-Computer Leser-CD 2000 January
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p_doors.c
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1999-12-17
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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) */
/* */
/* ----------------------------------------------------------------------------- */
static const char
rcsid[] = "$Id: p_doors.c,v 1.4 1997/02/03 16:47:53 b1 Exp $";
#include "z_zone.h"
#include "doomdef.h"
#include "p_local.h"
#include "s_sound.h"
/* State. */
#include "doomstat.h"
#include "r_state.h"
/* Data. */
#include "dstrings.h"
#include "sounds.h"
#if 0
/* */
/* Sliding door frame information */
/* */
slidename_t slideFrameNames[MAXSLIDEDOORS] =
{
{"GDOORF1","GDOORF2","GDOORF3","GDOORF4", /* front */
"GDOORB1","GDOORB2","GDOORB3","GDOORB4"}, /* back */
{"\0","\0","\0","\0"}
};
#endif
/* */
/* 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 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 = 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 = NULL;
P_RemoveThinker (&door->thinker); /* unlink and free */
S_StartSound((mobj_t *)&door->sector->soundorg,
sfx_bdcls);
break;
case normal:
case close:
door->sector->specialdata = NULL;
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 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 normal:
door->direction = 0; /* wait at top */
door->topcountdown = door->topwait;
break;
case close30ThenOpen:
case blazeOpen:
case open:
door->sector->specialdata = NULL;
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(NULL,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(NULL,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(NULL,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 = §ors[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 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 normal:
case 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(NULL,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(NULL,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(NULL,sfx_oof);
return;
}
break;
}
/* if the sector has an active thinker, use it */
sec = sides[ line->sidenum[side^1]] .sector;
secnum = 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 = normal;
break;
case 31:
case 32:
case 33:
case 34:
door->type = 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 = 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;
}
/* UNUSED */
/* Separate into p_slidoor.c? */
#if 0 /* ABANDONED TO THE MISTS OF TIME!!! */
/* */
/* EV_SlidingDoor : slide a door horizontally */
/* (animate midtexture, then set noblocking line) */
/* */
slideframe_t slideFrames[MAXSLIDEDOORS];
void P_InitSlidingDoorFrames(void)
{
int i;
int f1;
int f2;
int f3;
int f4;
/* DOOM II ONLY... */
if ( gamemode != commercial)
return;
for (i = 0;i < MAXSLIDEDOORS; i++)
{
if (!slideFrameNames[i].frontFrame1[0])
break;
f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1);
f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2);
f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3);
f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4);
slideFrames[i].frontFrames[0] = f1;
slideFrames[i].frontFrames[1] = f2;
slideFrames[i].frontFrames[2] = f3;
slideFrames[i].frontFrames[3] = f4;
f1 = R_TextureNumForName(slideFrameNames[i].backFrame1);
f2 = R_TextureNumForName(slideFrameNames[i].backFrame2);
f3 = R_TextureNumForName(slideFrameNames[i].backFrame3);
f4 = R_TextureNumForName(slideFrameNames[i].backFrame4);
slideFrames[i].backFrames[0] = f1;
slideFrames[i].backFrames[1] = f2;
slideFrames[i].backFrames[2] = f3;
slideFrames[i].backFrames[3] = f4;
}
}
/* */
/* Return index into "slideFrames" array */
/* for which door type to use */
/* */
int P_FindSlidingDoorType(line_t* line)
{
int i;
int val;
for (i = 0;i < MAXSLIDEDOORS;i++)
{
val = sides[line->sidenum[0]].midtexture;
if (val == slideFrames[i].frontFrames[0])
return i;
}
return -1;
}
void T_SlidingDoor (slidedoor_t* door)
{
switch(door->status)
{
case sd_opening:
if (!door->timer--)
{
if (++door->frame == SNUMFRAMES)
{
/* IF DOOR IS DONE OPENING... */
sides[door->line->sidenum[0]].midtexture = 0;
sides[door->line->sidenum[1]].midtexture = 0;
door->line->flags &= ML_BLOCKING^0xff;
if (door->type == sdt_openOnly)
{
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
break;
}
door->timer = SDOORWAIT;
door->status = sd_waiting;
}
else
{
/* IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... */
door->timer = SWAITTICS;
sides[door->line->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].
frontFrames[door->frame];
sides[door->line->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].
backFrames[door->frame];
}
}
break;
case sd_waiting:
/* IF DOOR IS DONE WAITING... */
if (!door->timer--)
{
/* CAN DOOR CLOSE? */
if (door->frontsector->thinglist != NULL ||
door->backsector->thinglist != NULL)
{
door->timer = SDOORWAIT;
break;
}
/* door->frame = SNUMFRAMES-1; */
door->status = sd_closing;
door->timer = SWAITTICS;
}
break;
case sd_closing:
if (!door->timer--)
{
if (--door->frame < 0)
{
/* IF DOOR IS DONE CLOSING... */
door->line->flags |= ML_BLOCKING;
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
break;
}
else
{
/* IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... */
door->timer = SWAITTICS;
sides[door->line->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].
frontFrames[door->frame];
sides[door->line->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].
backFrames[door->frame];
}
}
break;
}
}
void
EV_SlidingDoor
( line_t* line,
mobj_t* thing )
{
sector_t* sec;
slidedoor_t* door;
/* DOOM II ONLY... */
if (gamemode != commercial)
return;
/* Make sure door isn't already being animated */
sec = line->frontsector;
door = NULL;
if (sec->specialdata)
{
if (!thing->player)
return;
door = sec->specialdata;
if (door->type == sdt_openAndClose)
{
if (door->status == sd_waiting)
door->status = sd_closing;
}
else
return;
}
/* Init sliding door vars */
if (!door)
{
door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->specialdata = door;
door->type = sdt_openAndClose;
door->status = sd_opening;
door->whichDoorIndex = P_FindSlidingDoorType(line);
if (door->whichDoorIndex < 0)
I_Error("EV_SlidingDoor: Can't use texture for sliding door!");
door->frontsector = sec;
door->backsector = line->backsector;
door->thinker.function = T_SlidingDoor;
door->timer = SWAITTICS;
door->frame = 0;
door->line = line;
}
}
#endif