/* Copyright (C) 2004 Michael Liebscher Copyright (C) 2000-2002 by DarkOne the Hacker 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. */ /* * wolf_doors.c: Wolfenstein 3-D door management. * * Author: Michael Liebscher * Date: 2004 * * Acknowledgement: * Portion of this code was derived from NewWolf, and was originally * written by DarkOne the Hacker. * * Acknowledgement: * Portion of this code was derived from Wolfenstein 3-D, and was originally * written by Id Software, Inc. * */ #include "../wolfiphone.h" #define CLOSEWALL MINDIST // Space between wall & player #define MAXDOORS 64 // max number of sliding doors /* ----------------------------------------------------------------------------- Function: Door_ResetDoors -Resets doors status Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Door_ResetDoors( LevelDoors_t *lvldoors ) { lvldoors->doornum = 0; memset( lvldoors->Doors, 0, sizeof( lvldoors->Doors ) ); memset( lvldoors->DoorMap, 0, sizeof( lvldoors->DoorMap ) ); } /* ----------------------------------------------------------------------------- Function: Door_SpawnDoor -Spawns door at x, y, position. Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC int Door_SpawnDoor( LevelDoors_t *lvldoors, int x, int y, int type ) { if( lvldoors->doornum >= MAXDOORS ) { Com_DPrintf( "[%s]: Too many Doors on level! (%d)\n", "wolf_doors.c", lvldoors->doornum ); return 0; } switch( type ) { case 0x5A: lvldoors->DoorMap[ x ][ y ].type = DOOR_VERT; lvldoors->DoorMap[ x ][ y ].vertical= true; lvldoors->DoorMap[ x ][ y ].texture = TEX_DDOOR + 1; break; case 0x5B: lvldoors->DoorMap[ x ][ y ].type = DOOR_HORIZ; lvldoors->DoorMap[ x ][ y ].vertical = false; lvldoors->DoorMap[ x ][ y ].texture = TEX_DDOOR; break; case 0x5C: lvldoors->DoorMap[ x ][ y ].type = DOOR_G_VERT; lvldoors->DoorMap[ x ][ y ].vertical = true; lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK; break; case 0x5D: lvldoors->DoorMap[ x ][ y ].type = DOOR_G_HORIZ; lvldoors->DoorMap[ x ][ y ].vertical = false; lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK; break; case 0x5E: lvldoors->DoorMap[ x ][ y ].type = DOOR_S_VERT; lvldoors->DoorMap[ x ][ y ].vertical = true; lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK + 1; break; case 0x5F: lvldoors->DoorMap[ x ][ y ].type = DOOR_S_HORIZ; lvldoors->DoorMap[ x ][ y ].vertical = false; lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK + 1; break; case 0x64: lvldoors->DoorMap[ x ][ y ].type = DOOR_E_VERT; lvldoors->DoorMap[ x ][ y ].vertical = true; lvldoors->DoorMap[ x ][ y ].texture = TEX_DELEV + 1; break; case 0x65: lvldoors->DoorMap[ x ][ y ].type = DOOR_E_HORIZ; lvldoors->DoorMap[ x ][ y ].vertical = false; lvldoors->DoorMap[ x ][ y ].texture = TEX_DELEV; break; default: Com_DPrintf( "Door_SpawnDoor: Unknown door type: %d\n", type ); return 0; } lvldoors->DoorMap[ x ][ y ].tilex = x; lvldoors->DoorMap[ x ][ y ].tiley = y; lvldoors->DoorMap[ x ][ y ].action = dr_closed; lvldoors->Doors[ lvldoors->doornum ] = &lvldoors->DoorMap[ x ][ y ]; lvldoors->doornum++; return lvldoors->doornum - 1; } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Door_SetAreas( LevelDoors_t *lvldoors, int (*areas)[64] ) { int n, x, y; for( n = 0 ; n < lvldoors->doornum ; ++n ) { x = lvldoors->Doors[ n ]->tilex; y = lvldoors->Doors[ n ]->tiley; if( lvldoors->Doors[ n ]->vertical ) { lvldoors->Doors[ n ]->area1 = areas[ x + 1 ][ y ] >= 0 ? areas[ x + 1 ][ y ] : 0; lvldoors->Doors[ n ]->area2 = areas[ x - 1 ][ y ] >= 0 ? areas[ x - 1 ][ y ] : 0; } else { lvldoors->Doors[ n ]->area1 = areas[ x ][ y + 1 ] >= 0 ? areas[ x ][ y + 1 ] : 0; lvldoors->Doors[ n ]->area2 = areas[ x ][ y - 1 ] >= 0 ? areas[ x ][ y - 1 ] : 0; } } } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PRIVATE W8 CanCloseDoor( int x, int y, char vert ) { int n; if( POS2TILE( Player.position.origin[ 0 ] ) == x && POS2TILE( Player.position.origin[ 1 ] ) == y ) { return 0; } if( vert ) { if( POS2TILE( Player.position.origin[ 1 ] ) == y ) { if( POS2TILE( Player.position.origin[ 0 ] + CLOSEWALL ) == x ) { return 0; } if( POS2TILE( Player.position.origin[ 0 ] - CLOSEWALL ) == x ) { return 0; } } for( n = 0 ; n < NumGuards ; ++n ) { if( Guards[ n ].tilex == x && Guards[ n ].tiley == y ) { return 0; // guard in door } if( Guards[ n ].tilex == x - 1 && Guards[ n ].tiley == y && POS2TILE( Guards[ n ].x + CLOSEWALL ) == x ) { return 0; // guard in door } if( Guards[ n ].tilex == x + 1 && Guards[ n ].tiley == y && POS2TILE( Guards[ n ].x - CLOSEWALL ) == x ) { return 0; // guard in door } } } else { if( POS2TILE( Player.position.origin[ 0 ] ) == x ) { if( POS2TILE( Player.position.origin[ 1 ] + CLOSEWALL ) == y ) { return 0; } if( POS2TILE( Player.position.origin[ 1 ] - CLOSEWALL ) == y ) { return 0; } } for( n = 0 ; n < NumGuards ; ++n ) { if( Guards[ n ].tilex == x && Guards[ n ].tiley == y ) { return 0; // guard in door } if( Guards[ n ].tilex == x && Guards[ n ].tiley == y - 1 && POS2TILE( Guards[ n ].y + CLOSEWALL ) == y ) { return 0; // guard in door } if( Guards[ n ].tilex == x && Guards[ n ].tiley == y + 1 && POS2TILE( Guards[ n ].y - CLOSEWALL ) == y ) { return 0; // guard in door } } } return 1; } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Door_OpenDoor( doors_t *Door ) { if( Door->action == dr_open ) { Door->ticcount = 0; // reset opened time } else { Door->action = dr_opening; // start opening it } } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PRIVATE void Door_ChangeDoorState( doors_t *Door ) { if( Door->action < dr_opening ) { Door_OpenDoor( Door ); } else if( Door->action == dr_open && CanCloseDoor( Door->tilex, Door->tiley, Door->vertical ) ) { // !@# for the iphone with automatic using, don't allow any door close actions // Door->action = dr_closing; // Door->ticcount = DOOR_FULLOPEN; } } /* ----------------------------------------------------------------------------- Function: Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC void Door_ProcessDoors_e( LevelDoors_t *lvldoors, int t_tk ) { int n; for( n = 0 ; n < lvldoors->doornum ; ++n ) { switch( lvldoors->Doors[ n ]->action ) { case dr_closed: // this door is closed! continue; case dr_opening: if( lvldoors->Doors[ n ]->ticcount >= DOOR_FULLOPEN ) // door fully opened! { lvldoors->Doors[ n ]->action = dr_open; lvldoors->Doors[ n ]->ticcount = 0; } else // opening! { if( lvldoors->Doors[ n ]->ticcount == 0 ) { // door is just starting to open, so connect the areas Areas_JoinAreas( lvldoors->Doors[ n ]->area1, lvldoors->Doors[ n ]->area2 ); Areas_ConnectAreas( Player.areanumber ); if( areabyplayer[ lvldoors->Doors[ n ]->area1 ] ) // Door Opening sound! { Sound_StartSound( NULL, 1, CHAN_AUTO, Sound_RegisterSound( "sfx/010.wav" ), 1, ATTN_STATIC, 0 ); } } lvldoors->Doors[n]->ticcount += t_tk; if( lvldoors->Doors[ n ]->ticcount > DOOR_FULLOPEN ) { lvldoors->Doors[ n ]->ticcount = DOOR_FULLOPEN; } } break; case dr_closing: if( lvldoors->Doors[ n ]->ticcount <= 0 ) // door fully closed! disconnect areas! { Areas_DisconnectAreas( lvldoors->Doors[ n ]->area1, lvldoors->Doors[ n ]->area2 ); Areas_ConnectAreas( Player.areanumber ); lvldoors->Doors[ n ]->ticcount = 0; lvldoors->Doors[ n ]->action = dr_closed; } else // closing! { if( lvldoors->Doors[ n ]->ticcount == DOOR_FULLOPEN ) { if( areabyplayer[ lvldoors->Doors[ n ]->area1 ] ) // Door Closing sound! { Sound_StartSound( NULL, 1, CHAN_AUTO, Sound_RegisterSound( "sfx/007.wav" ), 1, ATTN_STATIC, 0 ); } } lvldoors->Doors[ n ]->ticcount -= t_tk; if( lvldoors->Doors[ n ]->ticcount < 0 ) { lvldoors->Doors[ n ]->ticcount = 0; } } break; case dr_open: if( lvldoors->Doors[ n ]->ticcount > DOOR_MINOPEN ) { // If player or something is in door do not close it! if( ! CanCloseDoor( lvldoors->Doors[ n ]->tilex, lvldoors->Doors[ n ]->tiley, lvldoors->Doors[ n ]->vertical ) ) { lvldoors->Doors[ n ]->ticcount = DOOR_MINOPEN; // do not close door immediately! } } if( lvldoors->Doors[ n ]->ticcount >= DOOR_TIMEOUT ) { // Door timeout, time to close it! lvldoors->Doors[ n ]->action = dr_closing; lvldoors->Doors[ n ]->ticcount = DOOR_FULLOPEN; } else { // Increase timeout! lvldoors->Doors[ n ]->ticcount += t_tk; } break; } // End switch lvldoors->Doors[ n ].action } // End for n = 0 ; n < lvldoors->doornum ; ++n } /* ----------------------------------------------------------------------------- Function: Door_Opened -Check to see if a door is open. Parameters: Returns: DOOR_FULLOPEN Door is opened 0 Door is closed >0 DoorMap[ x ][ y ].action == dr_open ? DOOR_FULLOPEN : lvldoors->DoorMap[ x ][ y ].ticcount; } /* ----------------------------------------------------------------------------- Function: Door_TryUse -Try to use a door with keys that the player has. Parameters: Returns: Notes: ----------------------------------------------------------------------------- */ PUBLIC _boolean Door_TryUse( doors_t *Door, int keys ) { switch( Door->type ) { case DOOR_VERT: case DOOR_HORIZ: case DOOR_E_VERT: case DOOR_E_HORIZ: Door_ChangeDoorState( Door ); // does not require key! break; case DOOR_G_VERT: case DOOR_G_HORIZ: if( keys & ITEM_KEY_1 ) { Door_ChangeDoorState( Door ); } else { iphoneSetNotifyText( "You need a gold key" ); } break; case DOOR_S_VERT: case DOOR_S_HORIZ: if( keys & ITEM_KEY_2 ) { Door_ChangeDoorState( Door ); } else { iphoneSetNotifyText( "You need a silver key" ); } break; } return true; // FIXME }