507 lines
12 KiB
C
507 lines
12 KiB
C
/*
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Copyright (C) 2004 Michael Liebscher
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Copyright (C) 2000-2002 by DarkOne the Hacker
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* wolf_doors.c: Wolfenstein 3-D door management.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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* Date: 2004
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*
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* Acknowledgement:
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* Portion of this code was derived from NewWolf, and was originally
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* written by DarkOne the Hacker.
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*
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* Acknowledgement:
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* Portion of this code was derived from Wolfenstein 3-D, and was originally
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* written by Id Software, Inc.
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*
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*/
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#include "../wolfiphone.h"
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#define CLOSEWALL MINDIST // Space between wall & player
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#define MAXDOORS 64 // max number of sliding doors
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/*
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-----------------------------------------------------------------------------
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Function: Door_ResetDoors -Resets doors status
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Door_ResetDoors( LevelDoors_t *lvldoors )
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{
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lvldoors->doornum = 0;
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memset( lvldoors->Doors, 0, sizeof( lvldoors->Doors ) );
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memset( lvldoors->DoorMap, 0, sizeof( lvldoors->DoorMap ) );
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}
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/*
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-----------------------------------------------------------------------------
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Function: Door_SpawnDoor -Spawns door at x, y, position.
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC int Door_SpawnDoor( LevelDoors_t *lvldoors, int x, int y, int type )
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{
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if( lvldoors->doornum >= MAXDOORS )
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{
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Com_DPrintf( "[%s]: Too many Doors on level! (%d)\n", "wolf_doors.c", lvldoors->doornum );
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return 0;
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}
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switch( type )
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{
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case 0x5A:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_VERT;
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lvldoors->DoorMap[ x ][ y ].vertical= true;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DDOOR + 1;
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break;
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case 0x5B:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_HORIZ;
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lvldoors->DoorMap[ x ][ y ].vertical = false;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DDOOR;
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break;
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case 0x5C:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_G_VERT;
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lvldoors->DoorMap[ x ][ y ].vertical = true;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK;
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break;
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case 0x5D:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_G_HORIZ;
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lvldoors->DoorMap[ x ][ y ].vertical = false;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK;
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break;
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case 0x5E:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_S_VERT;
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lvldoors->DoorMap[ x ][ y ].vertical = true;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK + 1;
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break;
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case 0x5F:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_S_HORIZ;
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lvldoors->DoorMap[ x ][ y ].vertical = false;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DLOCK + 1;
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break;
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case 0x64:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_E_VERT;
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lvldoors->DoorMap[ x ][ y ].vertical = true;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DELEV + 1;
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break;
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case 0x65:
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lvldoors->DoorMap[ x ][ y ].type = DOOR_E_HORIZ;
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lvldoors->DoorMap[ x ][ y ].vertical = false;
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lvldoors->DoorMap[ x ][ y ].texture = TEX_DELEV;
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break;
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default:
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Com_DPrintf( "Door_SpawnDoor: Unknown door type: %d\n", type );
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return 0;
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}
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lvldoors->DoorMap[ x ][ y ].tilex = x;
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lvldoors->DoorMap[ x ][ y ].tiley = y;
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lvldoors->DoorMap[ x ][ y ].action = dr_closed;
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lvldoors->Doors[ lvldoors->doornum ] = &lvldoors->DoorMap[ x ][ y ];
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lvldoors->doornum++;
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return lvldoors->doornum - 1;
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Door_SetAreas( LevelDoors_t *lvldoors, int (*areas)[64] )
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{
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int n, x, y;
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for( n = 0 ; n < lvldoors->doornum ; ++n )
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{
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x = lvldoors->Doors[ n ]->tilex;
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y = lvldoors->Doors[ n ]->tiley;
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if( lvldoors->Doors[ n ]->vertical )
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{
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lvldoors->Doors[ n ]->area1 = areas[ x + 1 ][ y ] >= 0 ? areas[ x + 1 ][ y ] : 0;
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lvldoors->Doors[ n ]->area2 = areas[ x - 1 ][ y ] >= 0 ? areas[ x - 1 ][ y ] : 0;
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}
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else
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{
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lvldoors->Doors[ n ]->area1 = areas[ x ][ y + 1 ] >= 0 ? areas[ x ][ y + 1 ] : 0;
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lvldoors->Doors[ n ]->area2 = areas[ x ][ y - 1 ] >= 0 ? areas[ x ][ y - 1 ] : 0;
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}
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PRIVATE W8 CanCloseDoor( int x, int y, char vert )
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{
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int n;
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if( POS2TILE( Player.position.origin[ 0 ] ) == x &&
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POS2TILE( Player.position.origin[ 1 ] ) == y )
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{
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return 0;
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}
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if( vert )
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{
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if( POS2TILE( Player.position.origin[ 1 ] ) == y )
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{
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if( POS2TILE( Player.position.origin[ 0 ] + CLOSEWALL ) == x )
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{
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return 0;
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}
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if( POS2TILE( Player.position.origin[ 0 ] - CLOSEWALL ) == x )
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{
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return 0;
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}
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}
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for( n = 0 ; n < NumGuards ; ++n )
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{
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if( Guards[ n ].tilex == x && Guards[ n ].tiley == y )
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{
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return 0; // guard in door
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}
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if( Guards[ n ].tilex == x - 1 &&
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Guards[ n ].tiley == y &&
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POS2TILE( Guards[ n ].x + CLOSEWALL ) == x )
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{
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return 0; // guard in door
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}
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if( Guards[ n ].tilex == x + 1 &&
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Guards[ n ].tiley == y &&
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POS2TILE( Guards[ n ].x - CLOSEWALL ) == x )
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{
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return 0; // guard in door
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}
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}
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}
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else
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{
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if( POS2TILE( Player.position.origin[ 0 ] ) == x )
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{
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if( POS2TILE( Player.position.origin[ 1 ] + CLOSEWALL ) == y )
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{
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return 0;
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}
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if( POS2TILE( Player.position.origin[ 1 ] - CLOSEWALL ) == y )
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{
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return 0;
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}
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}
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for( n = 0 ; n < NumGuards ; ++n )
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{
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if( Guards[ n ].tilex == x && Guards[ n ].tiley == y )
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{
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return 0; // guard in door
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}
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if( Guards[ n ].tilex == x &&
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Guards[ n ].tiley == y - 1 &&
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POS2TILE( Guards[ n ].y + CLOSEWALL ) == y )
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{
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return 0; // guard in door
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}
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if( Guards[ n ].tilex == x &&
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Guards[ n ].tiley == y + 1 &&
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POS2TILE( Guards[ n ].y - CLOSEWALL ) == y )
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{
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return 0; // guard in door
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}
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}
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}
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return 1;
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Door_OpenDoor( doors_t *Door )
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{
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if( Door->action == dr_open )
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{
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Door->ticcount = 0; // reset opened time
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}
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else
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{
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Door->action = dr_opening; // start opening it
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PRIVATE void Door_ChangeDoorState( doors_t *Door )
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{
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if( Door->action < dr_opening )
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{
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Door_OpenDoor( Door );
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}
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else if( Door->action == dr_open && CanCloseDoor( Door->tilex, Door->tiley, Door->vertical ) )
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{
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// !@# for the iphone with automatic using, don't allow any door close actions
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// Door->action = dr_closing;
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// Door->ticcount = DOOR_FULLOPEN;
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void Door_ProcessDoors_e( LevelDoors_t *lvldoors, int t_tk )
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{
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int n;
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for( n = 0 ; n < lvldoors->doornum ; ++n )
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{
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switch( lvldoors->Doors[ n ]->action )
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{
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case dr_closed: // this door is closed!
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continue;
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case dr_opening:
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if( lvldoors->Doors[ n ]->ticcount >= DOOR_FULLOPEN ) // door fully opened!
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{
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lvldoors->Doors[ n ]->action = dr_open;
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lvldoors->Doors[ n ]->ticcount = 0;
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}
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else // opening!
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{
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if( lvldoors->Doors[ n ]->ticcount == 0 )
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{ // door is just starting to open, so connect the areas
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Areas_JoinAreas( lvldoors->Doors[ n ]->area1, lvldoors->Doors[ n ]->area2 );
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Areas_ConnectAreas( Player.areanumber );
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if( areabyplayer[ lvldoors->Doors[ n ]->area1 ] ) // Door Opening sound!
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{
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Sound_StartSound( NULL, 1, CHAN_AUTO, Sound_RegisterSound( "sfx/010.wav" ), 1, ATTN_STATIC, 0 );
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}
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}
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lvldoors->Doors[n]->ticcount += t_tk;
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if( lvldoors->Doors[ n ]->ticcount > DOOR_FULLOPEN )
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{
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lvldoors->Doors[ n ]->ticcount = DOOR_FULLOPEN;
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}
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}
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break;
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case dr_closing:
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if( lvldoors->Doors[ n ]->ticcount <= 0 ) // door fully closed! disconnect areas!
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{
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Areas_DisconnectAreas( lvldoors->Doors[ n ]->area1, lvldoors->Doors[ n ]->area2 );
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Areas_ConnectAreas( Player.areanumber );
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lvldoors->Doors[ n ]->ticcount = 0;
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lvldoors->Doors[ n ]->action = dr_closed;
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}
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else // closing!
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{
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if( lvldoors->Doors[ n ]->ticcount == DOOR_FULLOPEN )
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{
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if( areabyplayer[ lvldoors->Doors[ n ]->area1 ] ) // Door Closing sound!
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{
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Sound_StartSound( NULL, 1, CHAN_AUTO, Sound_RegisterSound( "sfx/007.wav" ), 1, ATTN_STATIC, 0 );
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}
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}
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lvldoors->Doors[ n ]->ticcount -= t_tk;
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if( lvldoors->Doors[ n ]->ticcount < 0 )
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{
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lvldoors->Doors[ n ]->ticcount = 0;
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}
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}
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break;
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case dr_open:
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if( lvldoors->Doors[ n ]->ticcount > DOOR_MINOPEN )
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{ // If player or something is in door do not close it!
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if( ! CanCloseDoor( lvldoors->Doors[ n ]->tilex, lvldoors->Doors[ n ]->tiley, lvldoors->Doors[ n ]->vertical ) )
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{
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lvldoors->Doors[ n ]->ticcount = DOOR_MINOPEN; // do not close door immediately!
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}
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}
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if( lvldoors->Doors[ n ]->ticcount >= DOOR_TIMEOUT )
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{ // Door timeout, time to close it!
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lvldoors->Doors[ n ]->action = dr_closing;
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lvldoors->Doors[ n ]->ticcount = DOOR_FULLOPEN;
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}
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else
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{ // Increase timeout!
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lvldoors->Doors[ n ]->ticcount += t_tk;
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}
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break;
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} // End switch lvldoors->Doors[ n ].action
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} // End for n = 0 ; n < lvldoors->doornum ; ++n
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}
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/*
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-----------------------------------------------------------------------------
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Function: Door_Opened -Check to see if a door is open.
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Parameters:
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Returns: DOOR_FULLOPEN Door is opened
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0 Door is closed
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>0 <DOOR_FULLOPEN Door is partially opened.
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Notes:
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If there are no doors in tile assume a closed door!
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-----------------------------------------------------------------------------
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*/
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PUBLIC int Door_Opened( LevelDoors_t *lvldoors, int x, int y )
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{
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return lvldoors->DoorMap[ x ][ y ].action == dr_open ? DOOR_FULLOPEN : lvldoors->DoorMap[ x ][ y ].ticcount;
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}
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/*
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-----------------------------------------------------------------------------
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Function: Door_TryUse -Try to use a door with keys that the player has.
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC _boolean Door_TryUse( doors_t *Door, int keys )
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{
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switch( Door->type )
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{
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case DOOR_VERT:
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case DOOR_HORIZ:
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case DOOR_E_VERT:
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case DOOR_E_HORIZ:
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Door_ChangeDoorState( Door ); // does not require key!
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break;
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case DOOR_G_VERT:
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case DOOR_G_HORIZ:
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if( keys & ITEM_KEY_1 )
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{
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Door_ChangeDoorState( Door );
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}
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else
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{
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iphoneSetNotifyText( "You need a gold key" );
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}
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break;
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case DOOR_S_VERT:
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case DOOR_S_HORIZ:
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if( keys & ITEM_KEY_2 )
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{
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Door_ChangeDoorState( Door );
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}
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else
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{
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iphoneSetNotifyText( "You need a silver key" );
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}
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break;
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}
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return true; // FIXME
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}
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