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diff --git a/src/strife/p_doors.c b/src/strife/p_doors.c
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+// 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 = &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(&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
+
+ // When is a door not a door?
+ // In Vanilla, door->direction is set, even though
+ // "specialdata" might not actually point at a door.
+
+ if (door->thinker.function.acp1 == (actionf_p1) T_VerticalDoor)
+ {
+ door->direction = -1; // start going down immediately
+ }
+ else if (door->thinker.function.acp1 == (actionf_p1) T_PlatRaise)
+ {
+ // Erm, this is a plat, not a door.
+ // This notably causes a problem in ep1-0500.lmp where
+ // a plat and a door are cross-referenced; the door
+ // doesn't open on 64-bit.
+ // The direction field in vldoor_t corresponds to the wait
+ // field in plat_t. Let's set that to -1 instead.
+
+ plat_t *plat;
+
+ plat = (plat_t *) door;
+ plat->wait = -1;
+ }
+ else
+ {
+ // This isn't a door OR a plat. Now we're in trouble.
+
+ fprintf(stderr, "EV_VerticalDoor: Tried to close "
+ "something that wasn't a door.\n");
+
+ // Try closing it anyway. At least it will work on 32-bit
+ // machines.
+
+ door->direction = -1;
+ }
+ }
+ 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