369 lines
7.9 KiB
C++
369 lines
7.9 KiB
C++
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// P_doors.c
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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//==================================================================
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//==================================================================
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//
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// VERTICAL DOORS
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//
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//==================================================================
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//==================================================================
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//==================================================================
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//
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// T_VerticalDoor
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//
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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: // WAITING
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if(!--door->topcountdown)
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switch(door->type)
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{
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case normal:
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door->direction = -1; // time to go back down
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S_StartSound((mobj_t *)
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&door->sector->soundorg, sfx_doropn);
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break;
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case close30ThenOpen:
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door->direction = 1;
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S_StartSound((mobj_t *)
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&door->sector->soundorg, 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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break;
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case 2: // 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((mobj_t *)
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&door->sector->soundorg, 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: // DOWN
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res = T_MovePlane(door->sector, door->speed,
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door->sector->floorheight, 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 normal:
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case close:
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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((mobj_t *)
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&door->sector->soundorg, sfx_dorcls);
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break;
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case close30ThenOpen:
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door->direction = 0;
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door->topcountdown = 35*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 close: // DON'T 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((mobj_t *)
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&door->sector->soundorg,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: // UP
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res = T_MovePlane(door->sector, door->speed,
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door->topheight, 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 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 open:
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door->sector->specialdata = NULL;
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P_RemoveThinker (&door->thinker); // unlink and free
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S_StopSound((mobj_t *)&door->sector->soundorg);
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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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//
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// EV_DoDoor
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//
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// Move a door up/down
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//
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//----------------------------------------------------------------------------
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int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed)
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{
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int secnum;
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int retcode;
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sector_t *sec;
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vldoor_t *door;
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secnum = -1;
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retcode = 0;
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while((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
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{
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sec = §ors[secnum];
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if(sec->specialdata)
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{
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continue;
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}
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// Add new door thinker
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retcode = 1;
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door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
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P_AddThinker(&door->thinker);
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sec->specialdata = door;
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door->thinker.function = T_VerticalDoor;
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door->sector = sec;
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switch(type)
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{
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case close:
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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((mobj_t *)&door->sector->soundorg, sfx_doropn);
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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((mobj_t *)&door->sector->soundorg, sfx_doropn);
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break;
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case normal:
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case open:
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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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{
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S_StartSound((mobj_t *)&door->sector->soundorg,
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sfx_doropn);
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}
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break;
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default:
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break;
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}
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door->type = type;
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door->speed = speed;
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door->topwait = VDOORWAIT;
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}
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return(retcode);
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}
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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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//==================================================================
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void EV_VerticalDoor(line_t *line, 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 sides can be used
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//
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// Check for locks
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//
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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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{
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return;
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}
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if(!player->keys[key_blue])
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{
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P_SetMessage(player, TXT_NEEDBLUEKEY, false);
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S_StartSound(NULL, sfx_plroof);
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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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{
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return;
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}
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if(!player->keys[key_yellow])
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{
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P_SetMessage(player, TXT_NEEDYELLOWKEY, false);
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S_StartSound(NULL, sfx_plroof);
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return;
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}
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break;
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case 28: // Green Lock
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case 33:
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if(!player)
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{
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return;
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}
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if(!player->keys[key_green])
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{
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P_SetMessage(player, TXT_NEEDGREENKEY, false);
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S_StartSound(NULL, sfx_plroof);
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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 = sides[line->sidenum[side^1]].sector;
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secnum = sec-sectors;
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if(sec->specialdata)
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{
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door = 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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if(door->direction == -1)
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{
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door->direction = 1; // go back up
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}
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else
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{
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if(!thing->player)
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{ // Monsters don't close doors
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return;
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}
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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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switch(line->special)
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{
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case 1: // NORMAL DOOR SOUND
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case 31:
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S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn);
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//S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov);
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break;
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default: // LOCKED DOOR SOUND
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S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn);
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//S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov);
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break;
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}
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//
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// new door thinker
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//
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door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
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P_AddThinker(&door->thinker);
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sec->specialdata = door;
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door->thinker.function = T_VerticalDoor;
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door->sector = sec;
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door->direction = 1;
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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 = open;
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line->special = 0;
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break;
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}
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door->speed = VDOORSPEED;
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door->topwait = VDOORWAIT;
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//
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// find the top and bottom of the movement range
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//
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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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//
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// Spawn a door that closes after 30 seconds
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//
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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 = Z_Malloc(sizeof(*door), PU_LEVSPEC, 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 = 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*35;
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}
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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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//==================================================================
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void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum)
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{
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vldoor_t *door;
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door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 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 = 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*35;
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}
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