// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 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. // // P_doors.c #include "doomdef.h" #include "deh_str.h" #include "p_local.h" #include "s_sound.h" #include "v_video.h" //================================================================== //================================================================== // // 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 vld_normal: door->direction = -1; // time to go back down S_StartSound(&door->sector->soundorg, sfx_doropn); break; case vld_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 vld_raiseIn5Mins: door->direction = 1; door->type = vld_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 vld_normal: case vld_close: door->sector->specialdata = NULL; P_RemoveThinker(&door->thinker); // unlink and free S_StartSound(&door->sector->soundorg, sfx_dorcls); break; case vld_close30ThenOpen: door->direction = 0; door->topcountdown = 35 * 30; break; default: break; } } else if (res == crushed) { switch (door->type) { case vld_close: // DON'T 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 vld_normal: door->direction = 0; // wait at top door->topcountdown = door->topwait; break; case vld_close30ThenOpen: case vld_open: door->sector->specialdata = NULL; P_RemoveThinker(&door->thinker); // unlink and free S_StopSound(&door->sector->soundorg); break; default: break; } } break; } } //---------------------------------------------------------------------------- // // EV_DoDoor // // Move a door up/down // //---------------------------------------------------------------------------- int EV_DoDoor(line_t * line, vldoor_e type, fixed_t speed) { int secnum; int retcode; sector_t *sec; vldoor_t *door; secnum = -1; retcode = 0; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) { continue; } // Add new door thinker retcode = 1; door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; switch (type) { case vld_close: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4 * FRACUNIT; door->direction = -1; S_StartSound(&door->sector->soundorg, sfx_doropn); break; case vld_close30ThenOpen: door->topheight = sec->ceilingheight; door->direction = -1; S_StartSound(&door->sector->soundorg, sfx_doropn); break; case vld_normal: case vld_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; } door->type = type; door->speed = speed; door->topwait = VDOORWAIT; } return (retcode); } //================================================================== // // EV_VerticalDoor : open a door manually, no tag value // //================================================================== void EV_VerticalDoor(line_t * line, mobj_t * thing) { player_t *player; 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->keys[key_blue]) { P_SetMessage(player, DEH_String(TXT_NEEDBLUEKEY), false); S_StartSound(NULL, sfx_plroof); return; } break; case 27: // Yellow Lock case 34: if (!player) { return; } if (!player->keys[key_yellow]) { P_SetMessage(player, DEH_String(TXT_NEEDYELLOWKEY), false); S_StartSound(NULL, sfx_plroof); return; } break; case 28: // Green Lock case 33: if (!player) { return; } if (!player->keys[key_green]) { P_SetMessage(player, DEH_String(TXT_NEEDGREENKEY), false); S_StartSound(NULL, sfx_plroof); return; } break; } // if the sector has an active thinker, use it sec = sides[line->sidenum[side ^ 1]].sector; if (sec->specialdata) { door = sec->specialdata; switch (line->special) { case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s case 26: case 27: case 28: if (door->direction == -1) { door->direction = 1; // go back up } else { if (!thing->player) { // Monsters don't close doors return; } door->direction = -1; // start going down immediately } return; } } // for proper sound switch (line->special) { case 1: // NORMAL DOOR SOUND case 31: S_StartSound(&sec->soundorg, sfx_doropn); //S_StartSound(&sec->soundorg, sfx_dormov); break; default: // LOCKED DOOR SOUND S_StartSound(&sec->soundorg, sfx_doropn); //S_StartSound(&sec->soundorg, sfx_dormov); break; } // // new door thinker // door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; door->direction = 1; switch (line->special) { case 1: case 26: case 27: case 28: door->type = vld_normal; break; case 31: case 32: case 33: case 34: door->type = vld_open; line->special = 0; break; } door->speed = VDOORSPEED; door->topwait = VDOORWAIT; // // 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 = T_VerticalDoor; door->sector = sec; door->direction = 0; door->type = vld_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 = T_VerticalDoor; door->sector = sec; door->direction = 2; door->type = vld_raiseIn5Mins; door->speed = VDOORSPEED; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4 * FRACUNIT; door->topwait = VDOORWAIT; door->topcountdown = 5 * 60 * 35; }