wolf3d-ios/wolf3d/code/wolf/wolf_doors.c

507 lines
12 KiB
C

/*
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 <johnnycanuck@users.sourceforge.net>
* 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 <DOOR_FULLOPEN Door is partially opened.
Notes:
If there are no doors in tile assume a closed door!
-----------------------------------------------------------------------------
*/
PUBLIC int Door_Opened( LevelDoors_t *lvldoors, int x, int y )
{
return lvldoors->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
}