doom3-bfg/doomclassic/doom/p_doors.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#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"
extern bool globalNetworking;
//
// 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 closed:
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 closed: // 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 opened:
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;
if (p == &::g->players[::g->consoleplayer])
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;
if (p == &::g->players[::g->consoleplayer])
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;
if (p == &::g->players[::g->consoleplayer])
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 = &::g->sectors[secnum];
if (sec->specialdata)
continue;
// new door thinker
rtn = 1;
door = (vldoor_t*)DoomLib::Z_Malloc(sizeof(*door), PU_LEVEL, 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 closed:
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 opened:
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 ::g->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;
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound(player->mo,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;
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound(player->mo,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;
if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
S_StartSound(player->mo,sfx_oof);
return;
}
break;
}
// if the sector has an active thinker, use it
sec = ::g->sides[ line->sidenum[side^1]] .sector;
secnum = sec-::g->sectors;
if (sec->specialdata)
{
door = (vldoor_t*)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
if (globalNetworking || (player == &::g->players[::g->consoleplayer])) {
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 = (vldoor_t*)DoomLib::Z_Malloc(sizeof(*door), PU_LEVEL, 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 = opened;
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 = (vldoor_t*)DoomLib::Z_Malloc( sizeof(*door), PU_LEVEL, 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 = (vldoor_t*)DoomLib::Z_Malloc( sizeof(*door), PU_LEVEL, 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?