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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"
// [STRIFE]
#include "p_dialog.h"
#include "i_system.h"
//
// VERTICAL DOORS
//
//
// T_VerticalDoor
//
void T_VerticalDoor(vldoor_t* door)
{
result_e res1;
result_e res2;
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
// villsa [STRIFE] closesound added
S_StartSound(&door->sector->soundorg, door->closesound);
break;
// villsa [STRIFE]
case shopClose:
door->direction = 1;
door->speed = (2*FRACUNIT);
S_StartSound(&door->sector->soundorg, door->opensound);
break;
case close30ThenOpen:
door->direction = 1;
// villsa [STRIFE] opensound added
S_StartSound(&door->sector->soundorg, door->opensound);
break;
default:
break;
}
}
break;
case 2:
// INITIAL WAIT
if (!--door->topcountdown)
{
switch(door->type)
{
case raiseIn5Mins:
door->direction = 1;
door->type = normal;
// villsa [STRIFE] opensound added
S_StartSound(&door->sector->soundorg, door->opensound);
break;
default:
break;
}
}
break;
// villsa [STRIFE]
case -2:
// SPLIT
res1 = T_MovePlane(door->sector, door->speed, door->topheight, 0, 1, 1);
res2 = T_MovePlane(door->sector, door->speed, door->topwait, 0, 0, -1);
if(res1 == pastdest && res2 == pastdest)
{
door->sector->specialdata = NULL;
P_RemoveThinker(&door->thinker); // unlink and free
}
break;
case -1:
// DOWN
res1 = T_MovePlane(door->sector, door->speed, door->sector->floorheight, false, 1, door->direction);
if(res1 == pastdest)
{
switch(door->type)
{
case normal:
case close:
case blazeRaise:
case blazeClose:
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
// villsa [STRIFE] no sounds
break;
case close30ThenOpen:
door->direction = 0;
door->topcountdown = TICRATE*30;
break;
// villsa [STRIFE]
case shopClose:
door->direction = 0;
door->topcountdown = TICRATE*120;
break;
default:
break;
}
}
else if(res1 == crushed)
{
switch(door->type)
{
case blazeClose:
case close: // DO NOT GO BACK UP!
case shopClose: // villsa [STRIFE]
break;
default:
door->direction = 1;
// villsa [STRIFE] opensound added
S_StartSound(&door->sector->soundorg, door->opensound);
break;
}
}
break;
case 1:
// UP
res1 = T_MovePlane(door->sector,
door->speed,
door->topheight,
false,1,door->direction);
if(res1 == 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:
case shopClose: // villsa [STRIFE]
door->sector->specialdata = NULL;
P_RemoveThinker (&door->thinker); // unlink and free
break;
default:
break;
}
}
break;
}
}
//
// EV_DoLockedDoor
// Move a locked door up/down
//
// [STRIFE] This game has a crap load of keys. And this function doesn't even
// deal with all of them...
//
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:
case 133:
if(!p->cards[key_IDCard])
{
p->message = DEH_String("You need an id card");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 134:
case 135:
if(!p->cards[key_IDBadge])
{
p->message = DEH_String("You need an id badge");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 136:
case 137:
if(!p->cards[key_Passcard])
{
p->message = DEH_String("You need a pass card");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 151:
case 164:
if(!p->cards[key_GoldKey])
{
p->message = DEH_String("You need a gold key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 153:
case 163:
if(!p->cards[key_SilverKey])
{
p->message = DEH_String("You need a silver key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 152:
case 162:
if(!p->cards[key_BrassKey])
{
p->message = DEH_String("You need a brass key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 167:
case 168:
if(!p->cards[key_SeveredHand])
{
p->message = DEH_String("Hand print not on file");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 171:
if(!p->cards[key_PrisonKey])
{
p->message = DEH_String("You don't have the key to the prison");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 172:
if(!p->cards[key_Power1Key])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 173:
if(!p->cards[key_Power2Key])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 176:
if(!p->cards[key_Power3Key])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 189:
if(!p->cards[key_OracleKey])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 191:
if(!p->cards[key_MilitaryID])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 192:
if(!p->cards[key_WarehouseKey])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
case 223:
if(!p->cards[key_MineKey])
{
p->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return 0;
}
break;
}
return EV_DoDoor(line,type);
}
//
// EV_DoDoor
//
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;
R_SoundNumForDoor(door); // villsa [STRIFE] set door sounds
switch(type)
{
// villsa [STRIFE] new door type
case splitOpen:
door->direction = -2;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
door->speed = FRACUNIT;
// yes, it using topwait to get the floor height
door->topwait = P_FindLowestFloorSurrounding(sec);
if(door->topheight == sec->ceilingheight)
continue;
S_StartSound(&sec->soundorg, door->opensound);
break;
// villsa [STRIFE] new door type
case splitRaiseNearest:
door->direction = -2;
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
door->speed = FRACUNIT;
// yes, it using topwait to get the floor height
door->topwait = P_FindHighestFloorSurrounding(sec);
if(door->topheight == sec->ceilingheight)
continue;
S_StartSound(&sec->soundorg, door->opensound);
break;
case blazeClose:
case shopClose: // villsa [STRIFE]
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;
// villsa [STRIFE] set door sounds
S_StartSound(&door->sector->soundorg, door->opensound);
break;
case close30ThenOpen:
door->topheight = sec->ceilingheight;
door->direction = -1;
// villsa [STRIFE] set door sounds
S_StartSound(&door->sector->soundorg, door->closesound);
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, door->opensound);
break;
default:
break;
}
}
return rtn;
}
//
// EV_ClearForceFields
//
// villsa [STRIFE] new function
//
boolean EV_ClearForceFields(line_t* line)
{
int secnum;
sector_t* sec;
int i;
line_t* secline;
boolean ret = false;
secnum = -1;
while((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = §ors[secnum];
line->special = 0;
ret = true;
// haleyjd 09/18/10: fixed to continue w/linecount == 0, not return
for(i = 0; i < sec->linecount; i++)
{
secline = sec->lines[i];
if(!(secline->flags & ML_TWOSIDED))
continue;
if(secline->special != 148)
continue;
secline->flags &= ~ML_BLOCKING;
secline->special = 0;
sides[secline->sidenum[0]].midtexture = 0;
sides[secline->sidenum[1]].midtexture = 0;
}
}
return ret;
}
//
// EV_VerticalDoor : open a door manually, no tag value
//
// [STRIFE] Tons of new door types were added.
//
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;
// haleyjd 09/15/10: [STRIFE] myriad checks here...
switch(line->special)
{
case 26: // DR ID Card door
case 32: // D1 ID Card door
if(!player->cards[key_IDCard])
{
player->message = DEH_String("You need an id card to open this door");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 27: // DR Pass Card door
case 34: // D1 Pass Card door
if(!player->cards[key_Passcard])
{
player->message = DEH_String("You need a pass card key to open this door");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 28: // DR ID Badge door
case 33: // D1 ID Badge door
if(!player->cards[key_IDBadge])
{
player->message = DEH_String("You need an id badge to open this door");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 156: // D1 brass key door
case 161: // DR brass key door
if(!player->cards[key_BrassKey])
{
player->message = DEH_String("You need a brass key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 157: // D1 silver key door
case 160: // DR silver key door
if(!player->cards[key_SilverKey])
{
player->message = DEH_String("You need a silver key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 158: // D1 gold key door
case 159: // DR gold key door
if(!player->cards[key_GoldKey])
{
player->message = DEH_String("You need a gold key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
// villsa [STRIFE] added 09/15/10
case 165:
player->message = DEH_String("That doesn't seem to work");
S_StartSound(NULL, sfx_oof);
return;
case 166: // DR Hand Print door
if(!player->cards[key_SeveredHand])
{
player->message = DEH_String("Hand print not on file");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 169: // DR Base key door
if(!player->cards[key_BaseKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 170: // DR Gov's Key door
if(!player->cards[key_GovsKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 190: // DR Order Key door
if(!player->cards[key_OrderKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 205: // DR "Only in retail"
player->message = DEH_String("THIS AREA IS ONLY AVAILABLE IN THE "
"RETAIL VERSION OF STRIFE");
S_StartSound(NULL, sfx_oof);
return;
case 213: // DR Chalice door
if(!P_PlayerHasItem(player, MT_INV_CHALICE))
{
player->message = DEH_String("You need the chalice!");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 217: // DR Core Key door
if(!player->cards[key_CoreKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 221: // DR Mauler Key door
if(!player->cards[key_MaulerKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 224: // DR Chapel Key door
if(!player->cards[key_ChapelKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 225: // DR Catacomb Key door
if(!player->cards[key_CatacombKey])
{
player->message = DEH_String("You don't have the key");
S_StartSound(NULL, sfx_oof);
return;
}
break;
case 232: // DR Oracle Pass door
if(!(player->questflags & QF_QUEST18))
{
player->message = DEH_String("You need the Oracle Pass!");
S_StartSound(NULL, sfx_oof);
return;
}
break;
default:
break;
}
// if the sector has an active thinker, use it
sec = sides[ line->sidenum[side^1]] .sector;
if (sec->specialdata)
{
door = sec->specialdata;
// [STRIFE] Adjusted to handle linetypes handled here by Strife.
// BUG: Not all door types are checked here. This means that certain
// door lines are allowed to fall through and start a new thinker on the
// sector! This is why some doors can become jammed in Strife - stuck in
// midair, or unable to be opened at all. Multiple thinkers will fight
// over how to move the door. They should have added a default return if
// they weren't going to handle this unconditionally...
switch(line->special)
{
case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
case 26:
case 27:
case 28:
case 117:
case 159: // villsa
case 160: // haleyjd
case 161: // villsa
case 166: // villsa
case 169: // villsa
case 170: // villsa
case 190: // villsa
case 213: // villsa
case 232: // villsa
if(door->direction == -1)
door->direction = 1; // go back up
else
{
if (!thing->player)
return;
// 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;
default:
break;
}
}
// haleyjd 09/15/10: [STRIFE] Removed DOOM door sounds
// 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;
R_SoundNumForDoor(door); // haleyjd 09/15/10: [STRIFE] Get door sounds
// for proper sound - [STRIFE] - verified complete
switch(line->special)
{
case 117: // BLAZING DOOR RAISE
case 118: // BLAZING DOOR OPEN
S_StartSound(&sec->soundorg, sfx_bdopn);
break;
default: // NORMAL DOOR SOUND
S_StartSound(&sec->soundorg, door->opensound);
break;
}
// haleyjd: [STRIFE] - verified all.
switch(line->special)
{
case 1:
case 26:
case 27:
case 28:
door->type = normal;
break;
case 31:
case 32:
case 33:
case 34:
case 156: // villsa [STRIFE]
case 157: // villsa [STRIFE]
case 158: // villsa [STRIFE]
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;
default:
// haleyjd: [STRIFE] pretty important to have this here!
door->type = normal;
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;
}
// villsa [STRIFE] resurrected sliding doors
//
//
// villsa [STRIFE]
//
// Sliding door name information
//
static slidename_t slideFrameNames[MAXSLIDEDOORS] =
{
// SIGLDR
{
"SIGLDR01", // frame1
"SIGLDR02", // frame2
"SIGLDR03", // frame3
"SIGLDR04", // frame4
"SIGLDR05", // frame5
"SIGLDR06", // frame6
"SIGLDR07", // frame7
"SIGLDR08" // frame8
},
// DORSTN
{
"DORSTN01", // frame1
"DORSTN02", // frame2
"DORSTN03", // frame3
"DORSTN04", // frame4
"DORSTN05", // frame5
"DORSTN06", // frame6
"DORSTN07", // frame7
"DORSTN08" // frame8
},
// DORQTR
{
"DORQTR01", // frame1
"DORQTR02", // frame2
"DORQTR03", // frame3
"DORQTR04", // frame4
"DORQTR05", // frame5
"DORQTR06", // frame6
"DORQTR07", // frame7
"DORQTR08" // frame8
},
// DORCRG
{
"DORCRG01", // frame1
"DORCRG02", // frame2
"DORCRG03", // frame3
"DORCRG04", // frame4
"DORCRG05", // frame5
"DORCRG06", // frame6
"DORCRG07", // frame7
"DORCRG08" // frame8
},
// DORCHN
{
"DORCHN01", // frame1
"DORCHN02", // frame2
"DORCHN03", // frame3
"DORCHN04", // frame4
"DORCHN05", // frame5
"DORCHN06", // frame6
"DORCHN07", // frame7
"DORCHN08" // frame8
},
// DORIRS
{
"DORIRS01", // frame1
"DORIRS02", // frame2
"DORIRS03", // frame3
"DORIRS04", // frame4
"DORIRS05", // frame5
"DORIRS06", // frame6
"DORIRS07", // frame7
"DORIRS08" // frame8
},
// DORALN
{
"DORALN01", // frame1
"DORALN02", // frame2
"DORALN03", // frame3
"DORALN04", // frame4
"DORALN05", // frame5
"DORALN06", // frame6
"DORALN07", // frame7
"DORALN08" // frame8
},
{"\0","\0","\0","\0","\0","\0","\0","\0"}
};
//
// villsa [STRIFE]
//
// Sliding door open sounds
//
static sfxenum_t slideOpenSounds[MAXSLIDEDOORS] =
{
sfx_drlmto, sfx_drston, sfx_airlck, sfx_drsmto,
sfx_drchno, sfx_airlck, sfx_airlck, sfx_None
};
//
// villsa [STRIFE]
//
// Sliding door close sounds
//
static sfxenum_t slideCloseSounds[MAXSLIDEDOORS] =
{
sfx_drlmtc, sfx_drston, sfx_airlck, sfx_drsmtc,
sfx_drchnc, sfx_airlck, sfx_airlck, sfx_None
};
slideframe_t slideFrames[MAXSLIDEDOORS];
//
// P_InitSlidingDoorFrames
//
// villsa [STRIFE] resurrected
//
void P_InitSlidingDoorFrames(void)
{
int i;
int f1;
int f2;
int f3;
int f4;
memset(slideFrames, 0, sizeof(slideframe_t) * MAXSLIDEDOORS);
for(i = 0; i < MAXSLIDEDOORS; i++)
{
if(!slideFrameNames[i].frame1[0])
break;
f1 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame1));
f2 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame2));
f3 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame3));
f4 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame4));
slideFrames[i].frames[0] = f1;
slideFrames[i].frames[1] = f2;
slideFrames[i].frames[2] = f3;
slideFrames[i].frames[3] = f4;
f1 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame5));
f2 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame6));
f3 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame7));
f4 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame8));
slideFrames[i].frames[4] = f1;
slideFrames[i].frames[5] = f2;
slideFrames[i].frames[6] = f3;
slideFrames[i].frames[7] = f4;
}
}
//
// P_FindSlidingDoorType
//
// Return index into "slideFrames" array
// for which door type to use
//
// villsa [STRIFE] resurrected
//
int P_FindSlidingDoorType(line_t* line)
{
int i;
int val;
for(i = 0; i < MAXSLIDEDOORS-1; i++)
{
val = sides[line->sidenum[0]].toptexture;
if(val == slideFrames[i].frames[0])
return i;
}
return -1;
}
//
// T_SlidingDoor
//
// villsa [STRIFE] resurrected
//
void T_SlidingDoor(slidedoor_t* door)
{
sector_t* sec;
sec = door->frontsector;
switch(door->status)
{
case sd_opening:
if(!door->timer--)
{
if(++door->frame == SNUMFRAMES)
{
// IF DOOR IS DONE OPENING...
door->line1->flags &= ~ML_BLOCKING;
door->line2->flags &= ~ML_BLOCKING;
if(door->type == sdt_openOnly)
{
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
return;
}
door->timer = SDOORWAIT;
door->status = sd_waiting;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
door->timer = SWAITTICS;
sides[door->line2->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line2->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line1->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line1->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
}
}
return;
case sd_waiting:
// IF DOOR IS DONE WAITING...
if(!door->timer--)
{
fixed_t speed;
fixed_t cheight;
sec = door->frontsector;
// CAN DOOR CLOSE?
if(sec->thinglist != NULL)
{
door->timer = SDOORWAIT;
return;
}
else
{
cheight = sec->ceilingheight;
speed = cheight - sec->floorheight - (10*FRACUNIT);
// something blocking it?
if(T_MovePlane(sec, speed, sec->floorheight, 0, 1, -1) == crushed)
{
door->timer = SDOORWAIT;
return;
}
else
{
// Instantly move plane
T_MovePlane(sec, (128*FRACUNIT), cheight, 0, 1, 1);
// turn line blocking back on
door->line1->flags |= ML_BLOCKING;
door->line2->flags |= ML_BLOCKING;
// play close sound
S_StartSound(&sec->soundorg, slideCloseSounds[door->whichDoorIndex]);
door->status = sd_closing;
door->timer = SWAITTICS;
}
}
}
return;
case sd_closing:
if (!door->timer--)
{
if(--door->frame < 0)
{
// IF DOOR IS DONE CLOSING...
T_MovePlane(sec, (128*FRACUNIT), sec->floorheight, 0, 1, -1);
door->frontsector->specialdata = NULL;
P_RemoveThinker (&door->thinker);
return;
}
else
{
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
door->timer = SWAITTICS;
sides[door->line2->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line2->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line1->sidenum[0]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
sides[door->line1->sidenum[1]].midtexture =
slideFrames[door->whichDoorIndex].frames[door->frame];
}
}
return;
}
}
//
// EV_RemoteSlidingDoor
//
// villsa [STRIFE] new function
//
int EV_RemoteSlidingDoor(line_t* line, mobj_t* thing)
{
int secnum;
sector_t* sec;
int i;
int rtn;
line_t* secline;
secnum = -1;
rtn = 0;
while((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = §ors[secnum];
if(sec->specialdata)
continue;
for(i = 0; i < 4; i++)
{
secline = sec->lines[i];
if(P_FindSlidingDoorType(secline) < 0)
continue;
EV_SlidingDoor(secline, thing);
rtn = 1;
}
}
return rtn;
}
//
// EV_SlidingDoor
//
// villsa [STRIFE]
//
void EV_SlidingDoor(line_t* line, mobj_t* thing)
{
sector_t* sec;
slidedoor_t* door;
int i;
line_t* secline;
// Make sure door isn't already being animated
sec = sides[line->sidenum[1]].sector;
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;
door->timer = SWAITTICS; // villsa [STRIFE]
}
}
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);
// villsa [STRIFE] different error message
if(door->whichDoorIndex < 0)
I_Error(DEH_String("EV_SlidingDoor: Textures are not defined for sliding door!"));
sides[line->sidenum[0]].midtexture = sides[line->sidenum[0]].toptexture;
// villsa [STRIFE]
door->line1 = line;
door->line2 = line;
// villsa [STRIFE] this loop assumes that the sliding door is made up
// of only four linedefs!
for(i = 0; i < 4; i++)
{
secline = sec->lines[i];
if(secline != line)
{
side_t* side1;
side_t* side2;
side1 = &sides[secline->sidenum[0]];
side2 = &sides[line->sidenum[0]];
if(side1->toptexture == side2->toptexture)
door->line2 = secline;
}
}
door->thinker.function.acp1 = (actionf_p1)T_SlidingDoor;
door->timer = SWAITTICS;
door->frontsector = sec;
door->frame = 0;
// villsa [STRIFE] preset flags
door->line1->flags |= ML_BLOCKING;
door->line2->flags |= ML_BLOCKING;
// villsa [STRIFE] set the closing sector
T_MovePlane(
door->frontsector,
(128*FRACUNIT),
P_FindLowestCeilingSurrounding(door->frontsector),
0,
1,
1);
// villsa [STRIFE] play open sound
S_StartSound(&door->frontsector->soundorg, slideOpenSounds[door->whichDoorIndex]);
}
}
|