mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
560 lines
12 KiB
C++
560 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "z_zone.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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// Data.
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#include "dstrings.h"
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#include "sounds.h"
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extern bool globalNetworking;
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//
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// VERTICAL DOORS
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//
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//
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// T_VerticalDoor
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//
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void T_VerticalDoor (vldoor_t* door)
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{
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result_e res;
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switch(door->direction)
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{
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case 0:
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// WAITING
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if (!--door->topcountdown)
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{
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switch(door->type)
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{
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case blazeRaise:
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door->direction = -1; // time to go back down
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S_StartSound( &door->sector->soundorg,
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sfx_bdcls);
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break;
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case normal:
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door->direction = -1; // time to go back down
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S_StartSound( &door->sector->soundorg,
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sfx_dorcls);
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break;
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case close30ThenOpen:
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door->direction = 1;
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S_StartSound( &door->sector->soundorg,
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sfx_doropn);
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break;
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default:
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break;
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}
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}
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break;
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case 2:
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// INITIAL WAIT
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if (!--door->topcountdown)
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{
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switch(door->type)
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{
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case raiseIn5Mins:
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door->direction = 1;
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door->type = normal;
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S_StartSound( &door->sector->soundorg,
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sfx_doropn);
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break;
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default:
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = T_MovePlane(door->sector,
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door->speed,
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door->sector->floorheight,
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false,1,door->direction);
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if (res == pastdest)
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{
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switch(door->type)
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{
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case blazeRaise:
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case blazeClose:
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door->sector->specialdata = NULL;
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P_RemoveThinker (&door->thinker); // unlink and free
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S_StartSound( &door->sector->soundorg,
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sfx_bdcls);
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break;
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case normal:
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case closed:
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door->sector->specialdata = NULL;
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P_RemoveThinker (&door->thinker); // unlink and free
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break;
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case close30ThenOpen:
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door->direction = 0;
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door->topcountdown = TICRATE*30;
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break;
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default:
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break;
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}
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}
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else if (res == crushed)
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{
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switch(door->type)
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{
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case blazeClose:
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case closed: // DO NOT GO BACK UP!
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break;
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default:
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door->direction = 1;
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S_StartSound( &door->sector->soundorg,
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sfx_doropn);
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break;
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}
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}
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break;
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case 1:
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// UP
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res = T_MovePlane(door->sector,
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door->speed,
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door->topheight,
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false,1,door->direction);
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if (res == pastdest)
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{
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switch(door->type)
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{
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case blazeRaise:
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case normal:
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door->direction = 0; // wait at top
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door->topcountdown = door->topwait;
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break;
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case close30ThenOpen:
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case blazeOpen:
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case opened:
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door->sector->specialdata = NULL;
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P_RemoveThinker (&door->thinker); // unlink and free
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break;
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default:
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break;
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}
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}
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break;
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}
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}
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//
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// EV_DoLockedDoor
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// Move a locked door up/down
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//
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int
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EV_DoLockedDoor
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( line_t* line,
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vldoor_e type,
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mobj_t* thing )
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{
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player_t* p;
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p = thing->player;
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if (!p)
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return 0;
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switch(line->special)
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{
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case 99: // Blue Lock
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case 133:
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if ( !p )
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return 0;
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if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
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{
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p->message = PD_BLUEO;
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if (p == &::g->players[::g->consoleplayer])
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S_StartSound(NULL,sfx_oof);
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return 0;
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}
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break;
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case 134: // Red Lock
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case 135:
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if ( !p )
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return 0;
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if (!p->cards[it_redcard] && !p->cards[it_redskull])
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{
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p->message = PD_REDO;
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if (p == &::g->players[::g->consoleplayer])
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S_StartSound(NULL,sfx_oof);
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return 0;
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}
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break;
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case 136: // Yellow Lock
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case 137:
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if ( !p )
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return 0;
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if (!p->cards[it_yellowcard] &&
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!p->cards[it_yellowskull])
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{
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p->message = PD_YELLOWO;
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if (p == &::g->players[::g->consoleplayer])
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S_StartSound(NULL,sfx_oof);
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return 0;
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}
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break;
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}
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return EV_DoDoor(line,type);
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}
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int
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EV_DoDoor
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( line_t* line,
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vldoor_e type )
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{
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int secnum,rtn;
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sector_t* sec;
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vldoor_t* door;
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secnum = -1;
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rtn = 0;
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = &::g->sectors[secnum];
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if (sec->specialdata)
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continue;
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// new door thinker
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rtn = 1;
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door = (vldoor_t*)DoomLib::Z_Malloc(sizeof(*door), PU_LEVEL, 0);
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P_AddThinker (&door->thinker);
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sec->specialdata = door;
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door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
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door->sector = sec;
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door->type = type;
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door->topwait = VDOORWAIT;
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door->speed = VDOORSPEED;
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switch(type)
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{
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case blazeClose:
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->direction = -1;
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door->speed = VDOORSPEED * 4;
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S_StartSound( &door->sector->soundorg,
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sfx_bdcls);
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break;
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case closed:
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->direction = -1;
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S_StartSound( &door->sector->soundorg,
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sfx_dorcls);
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break;
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case close30ThenOpen:
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door->topheight = sec->ceilingheight;
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door->direction = -1;
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S_StartSound( &door->sector->soundorg,
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sfx_dorcls);
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break;
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case blazeRaise:
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case blazeOpen:
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door->direction = 1;
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->speed = VDOORSPEED * 4;
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if (door->topheight != sec->ceilingheight)
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S_StartSound( &door->sector->soundorg,
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sfx_bdopn);
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break;
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case normal:
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case opened:
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door->direction = 1;
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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if (door->topheight != sec->ceilingheight)
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S_StartSound( &door->sector->soundorg,
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sfx_doropn);
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break;
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default:
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break;
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}
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}
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return rtn;
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}
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//
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// EV_VerticalDoor : open a door manually, no tag value
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//
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void
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EV_VerticalDoor
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( line_t* line,
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mobj_t* thing )
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{
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player_t* player;
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int secnum;
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sector_t* sec;
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vldoor_t* door;
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int side;
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side = 0; // only front ::g->sides can be used
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// Check for locks
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player = thing->player;
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switch(line->special)
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{
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case 26: // Blue Lock
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case 32:
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if ( !player )
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return;
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if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
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{
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player->message = PD_BLUEK;
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if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
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S_StartSound(player->mo,sfx_oof);
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return;
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}
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break;
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case 27: // Yellow Lock
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case 34:
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if ( !player )
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return;
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if (!player->cards[it_yellowcard] &&
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!player->cards[it_yellowskull])
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{
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player->message = PD_YELLOWK;
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if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
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S_StartSound(player->mo,sfx_oof);
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return;
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}
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break;
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case 28: // Red Lock
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case 33:
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if ( !player )
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return;
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if (!player->cards[it_redcard] && !player->cards[it_redskull])
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{
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player->message = PD_REDK;
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if (globalNetworking || (player == &::g->players[::g->consoleplayer]))
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S_StartSound(player->mo,sfx_oof);
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return;
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}
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break;
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}
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// if the sector has an active thinker, use it
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sec = ::g->sides[ line->sidenum[side^1]] .sector;
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secnum = sec-::g->sectors;
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if (sec->specialdata)
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{
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door = (vldoor_t*)sec->specialdata;
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switch(line->special)
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{
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case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
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case 26:
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case 27:
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case 28:
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case 117:
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if (door->direction == -1)
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door->direction = 1; // go back up
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else
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{
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if (!thing->player)
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return; // JDC: bad guys never close doors
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door->direction = -1; // start going down immediately
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}
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return;
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}
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}
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// for proper sound
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if (globalNetworking || (player == &::g->players[::g->consoleplayer])) {
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switch(line->special)
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{
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case 117: // BLAZING DOOR RAISE
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case 118: // BLAZING DOOR OPEN
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S_StartSound( &sec->soundorg,sfx_bdopn);
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break;
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case 1: // NORMAL DOOR SOUND
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case 31:
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S_StartSound( &sec->soundorg,sfx_doropn);
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break;
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default: // LOCKED DOOR SOUND
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S_StartSound( &sec->soundorg,sfx_doropn);
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break;
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}
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}
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// new door thinker
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door = (vldoor_t*)DoomLib::Z_Malloc(sizeof(*door), PU_LEVEL, 0);
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P_AddThinker (&door->thinker);
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sec->specialdata = door;
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door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
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door->sector = sec;
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door->direction = 1;
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door->speed = VDOORSPEED;
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door->topwait = VDOORWAIT;
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switch(line->special)
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{
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case 1:
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case 26:
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case 27:
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case 28:
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door->type = normal;
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break;
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case 31:
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case 32:
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case 33:
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case 34:
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door->type = opened;
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line->special = 0;
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break;
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case 117: // blazing door raise
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door->type = blazeRaise;
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door->speed = VDOORSPEED*4;
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break;
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case 118: // blazing door open
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door->type = blazeOpen;
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line->special = 0;
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door->speed = VDOORSPEED*4;
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break;
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}
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// find the top and bottom of the movement range
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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}
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//
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// Spawn a door that closes after 30 seconds
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//
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void P_SpawnDoorCloseIn30 (sector_t* sec)
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{
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vldoor_t* door;
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door = (vldoor_t*)DoomLib::Z_Malloc( sizeof(*door), PU_LEVEL, 0);
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P_AddThinker (&door->thinker);
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sec->specialdata = door;
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sec->special = 0;
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door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
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door->sector = sec;
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door->direction = 0;
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door->type = normal;
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door->speed = VDOORSPEED;
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door->topcountdown = 30 * TICRATE;
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}
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//
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// Spawn a door that opens after 5 minutes
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//
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void
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P_SpawnDoorRaiseIn5Mins
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( sector_t* sec,
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int secnum )
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{
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vldoor_t* door;
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door = (vldoor_t*)DoomLib::Z_Malloc( sizeof(*door), PU_LEVEL, 0);
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P_AddThinker (&door->thinker);
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sec->specialdata = door;
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sec->special = 0;
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door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor;
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door->sector = sec;
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door->direction = 2;
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door->type = raiseIn5Mins;
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door->speed = VDOORSPEED;
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->topwait = VDOORWAIT;
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door->topcountdown = 5 * 60 * TICRATE;
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}
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// UNUSED
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// Separate into p_slidoor.c?
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