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Diffstat (limited to 'src/doom/p_doors.c')
-rw-r--r-- | src/doom/p_doors.c | 755 |
1 files changed, 755 insertions, 0 deletions
diff --git a/src/doom/p_doors.c b/src/doom/p_doors.c new file mode 100644 index 00000000..b681a8d0 --- /dev/null +++ b/src/doom/p_doors.c @@ -0,0 +1,755 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 Simon Howard +// +// This program is free software; you can redistribute it and/or +// modify it under the terms of the GNU General Public License +// as published by the Free Software Foundation; either version 2 +// of the License, or (at your option) any later version. +// +// This program is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +// GNU General Public License for more details. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +// DESCRIPTION: Door animation code (opening/closing) +// +//----------------------------------------------------------------------------- + + + +#include "z_zone.h" +#include "doomdef.h" +#include "deh_main.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(&door->sector->soundorg, sfx_bdcls); + break; + + case normal: + door->direction = -1; // time to go back down + S_StartSound(&door->sector->soundorg, sfx_dorcls); + break; + + case close30ThenOpen: + door->direction = 1; + S_StartSound(&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(&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(&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 = TICRATE*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(&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 = DEH_String(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 = DEH_String(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 = DEH_String(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(&door->sector->soundorg, sfx_bdcls); + break; + + case close: + door->topheight = P_FindLowestCeilingSurrounding(sec); + door->topheight -= 4*FRACUNIT; + door->direction = -1; + S_StartSound(&door->sector->soundorg, sfx_dorcls); + break; + + case close30ThenOpen: + door->topheight = sec->ceilingheight; + door->direction = -1; + S_StartSound(&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(&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(&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 = DEH_String(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 = DEH_String(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 = DEH_String(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(&sec->soundorg,sfx_bdopn); + break; + + case 1: // NORMAL DOOR SOUND + case 31: + S_StartSound(&sec->soundorg,sfx_doropn); + break; + + default: // LOCKED DOOR SOUND + S_StartSound(&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 * TICRATE; +} + +// +// 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 * TICRATE; +} + + + +// 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 |