mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-15 17:02:05 +00:00
e08da03a3d
I got rid of the old tx and ty CVARs because they made the texture scaling much more complicated than it was actually needed (and besides, they were completely useless except for testing purposes anyway.) SVN r522 (trunk)
870 lines
19 KiB
C++
870 lines
19 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Door animation code (opening/closing)
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// [RH] Removed sliding door code and simplified for Hexen-ish specials
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//
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//-----------------------------------------------------------------------------
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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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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "c_console.h"
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#include "gi.h"
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#include "a_keys.h"
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#include "i_system.h"
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#include "sc_man.h"
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IMPLEMENT_CLASS (DDoor)
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DDoor::DDoor ()
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{
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}
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void DDoor::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_TopDist
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<< m_BotSpot << m_BotDist << m_OldFloorDist
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<< m_Speed
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<< m_Direction
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<< m_TopWait
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<< m_TopCountdown
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<< m_LightTag;
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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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// T_VerticalDoor
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//
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void DDoor::Tick ()
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{
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EResult res;
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if (m_Sector->floorplane.d != m_OldFloorDist)
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{
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if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
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!((DPlat*)m_Sector->floordata)->IsLift())
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{
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m_OldFloorDist = m_Sector->floorplane.d;
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m_BotDist = m_Sector->ceilingplane.PointToDist (m_BotSpot,
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m_Sector->floorplane.ZatPoint (m_BotSpot));
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}
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}
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switch (m_Direction)
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{
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case 0:
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// WAITING
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if (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = -1; // time to go back down
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DoorSound (false);
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break;
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case doorCloseWaitOpen:
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m_Direction = 1;
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DoorSound (true);
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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 (!--m_TopCountdown)
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{
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switch (m_Type)
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{
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case doorRaiseIn5Mins:
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m_Direction = 1;
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m_Type = doorRaise;
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DoorSound (true);
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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 = MoveCeiling (m_Speed, m_BotDist, -1, m_Direction);
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
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{
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EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
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m_TopDist + m_Sector->floorplane.d));
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}
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if (res == pastdest)
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{
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SN_StopSequence (m_Sector);
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switch (m_Type)
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{
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case doorRaise:
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case doorClose:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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stopinterpolation (INTERP_SectorCeiling, m_Sector);
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Destroy (); // unlink and free
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break;
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case doorCloseWaitOpen:
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m_Direction = 0;
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m_TopCountdown = m_TopWait;
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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 (m_Type)
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{
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case doorClose: // DO NOT GO BACK UP!
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break;
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default:
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m_Direction = 1;
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DoorSound (true);
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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 = MoveCeiling (m_Speed, m_TopDist, -1, m_Direction);
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// killough 10/98: implement gradual lighting effects
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if (m_LightTag != 0 && m_TopDist != -m_Sector->floorplane.d)
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{
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EV_LightTurnOnPartway (m_LightTag, FixedDiv (m_Sector->ceilingplane.d + m_Sector->floorplane.d,
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m_TopDist + m_Sector->floorplane.d));
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}
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if (res == pastdest)
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{
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SN_StopSequence (m_Sector);
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switch (m_Type)
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{
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case doorRaise:
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m_Direction = 0; // wait at top
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m_TopCountdown = m_TopWait;
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break;
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case doorCloseWaitOpen:
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case doorOpen:
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m_Sector->ceilingdata = NULL; //jff 2/22/98
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stopinterpolation (INTERP_SectorCeiling, m_Sector);
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Destroy (); // 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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// [RH] DoorSound: Plays door sound depending on direction and speed
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void DDoor::DoorSound (bool raise) const
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{
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int choice;
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// For multiple-selection sound sequences, the following choices are used:
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// 0 Opening
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// 1 Closing
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// 2 Opening fast
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// 3 Closing fast
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choice = !raise;
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if (m_Speed >= FRACUNIT*8)
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{
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choice += 2;
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}
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_DOOR, choice);
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}
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else
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{
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const char *snd;
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switch (gameinfo.gametype)
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{
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default: /* Doom and Hexen */
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snd = "DoorNormal";
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break;
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case GAME_Heretic:
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snd = "HereticDoor";
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break;
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case GAME_Strife:
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snd = "DoorSmallMetal";
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// Search the front top textures of 2-sided lines on the door sector
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// for a door sound to use.
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for (int i = 0; i < m_Sector->linecount; ++i)
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{
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const char *texname;
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line_t *line = m_Sector->lines[i];
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if (line->backsector == NULL)
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continue;
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texname = TexMan[sides[line->sidenum[0]].toptexture]->Name;
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if (texname[0] == 'D' && texname[1] == 'O' && texname[2] == 'R')
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{
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switch (texname[3])
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{
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case 'S':
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snd = "DoorStone";
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break;
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case 'M':
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if (texname[4] == 'L')
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{
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snd = "DoorLargeMetal";
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}
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break;
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case 'W':
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if (texname[4] == 'L')
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{
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snd = "DoorLargeWood";
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}
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else
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{
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snd = "DoorSmallWood";
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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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break;
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}
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SN_StartSequence (m_Sector, snd, choice);
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}
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}
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DDoor::DDoor (sector_t *sector)
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: DMovingCeiling (sector)
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{
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}
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// [RH] Merged EV_VerticalDoor and EV_DoLockedDoor into EV_DoDoor
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// and made them more general to support the new specials.
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// [RH] SpawnDoor: Helper function for EV_DoDoor
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DDoor::DDoor (sector_t *sec, EVlDoor type, fixed_t speed, int delay, int lightTag)
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: DMovingCeiling (sec),
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m_Type (type), m_Speed (speed), m_TopWait (delay), m_LightTag (lightTag)
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{
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vertex_t *spot;
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fixed_t height;
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if (i_compatflags & COMPATF_NODOORLIGHT)
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{
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m_LightTag = 0;
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}
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switch (type)
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{
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case doorClose:
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m_Direction = -1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
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DoorSound (false);
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break;
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case doorOpen:
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case doorRaise:
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m_Direction = 1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
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if (m_TopDist != sec->ceilingplane.d)
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DoorSound (true);
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break;
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case doorCloseWaitOpen:
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m_TopDist = sec->ceilingplane.d;
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m_Direction = -1;
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DoorSound (false);
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break;
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case doorRaiseIn5Mins:
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m_Direction = 2;
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height = sec->FindLowestCeilingSurrounding (&spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4*FRACUNIT);
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m_TopCountdown = 5 * 60 * TICRATE;
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break;
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}
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if (!m_Sector->floordata || !m_Sector->floordata->IsKindOf(RUNTIME_CLASS(DPlat)) ||
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!((DPlat*)m_Sector->floordata)->IsLift())
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{
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height = sec->FindHighestFloorPoint (&m_BotSpot);
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m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
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}
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else
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{
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height = sec->FindLowestCeilingPoint(&m_BotSpot);
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m_BotDist = sec->ceilingplane.PointToDist (m_BotSpot, height);
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}
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m_OldFloorDist = sec->floorplane.d;
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}
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bool EV_DoDoor (DDoor::EVlDoor type, line_t *line, AActor *thing,
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int tag, int speed, int delay, int lock, int lightTag)
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{
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bool rtn = false;
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int secnum;
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sector_t* sec;
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if (lock != 0 && !P_CheckKeys (thing, lock, tag != 0))
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return false;
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if (tag == 0)
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{ // [RH] manual door
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if (!line)
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return false;
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// if the wrong side of door is pushed, give oof sound
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if (line->sidenum[1] == NO_SIDE) // killough
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{
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S_Sound (thing, CHAN_VOICE, "*usefail", 1, ATTN_NORM);
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return false;
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}
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// get the sector on the second side of activating linedef
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sec = sides[line->sidenum[1]].sector;
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secnum = sec-sectors;
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// if door already has a thinker, use it
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if (sec->ceilingdata)
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{
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if (sec->ceilingdata->IsKindOf (RUNTIME_CLASS(DDoor)))
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{
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DDoor *door = static_cast<DDoor *>(sec->ceilingdata);
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// ONLY FOR "RAISE" DOORS, NOT "OPEN"s
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if (door->m_Type == DDoor::doorRaise && type == DDoor::doorRaise)
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{
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if (door->m_Direction == -1)
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{
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door->m_Direction = 1; // go back up
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door->DoorSound (true); // [RH] Make noise
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}
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else if (GET_SPAC(line->flags) != SPAC_PUSH)
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// [RH] activate push doors don't go back down when you
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// run into them (otherwise opening them would be
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// a real pain).
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{
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if (!thing->player || thing->player->isbot)
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return false; // JDC: bad guys never close doors
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//Added by MC: Neither do bots.
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door->m_Direction = -1; // start going down immediately
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// [RH] If this sector doesn't have a specific sound
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// attached to it, start the door close sequence.
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// Otherwise, just let the current one continue.
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if (sec->seqType == -1)
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{
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door->DoorSound (false);
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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return false;
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}
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if (new DDoor (sec, type, speed, delay, lightTag))
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rtn = true;
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}
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else
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{ // [RH] Remote door
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secnum = -1;
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while ((secnum = P_FindSectorFromTag (tag,secnum)) >= 0)
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{
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sec = §ors[secnum];
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// if the ceiling already moving, don't start the door action
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if (sec->ceilingdata)
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continue;
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if (new DDoor (sec, type, speed, delay, lightTag))
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rtn = true;
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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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// 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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fixed_t height;
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DDoor *door = new DDoor (sec);
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sec->special = 0;
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door->m_Sector = sec;
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door->m_Direction = 0;
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door->m_Type = DDoor::doorRaise;
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door->m_Speed = FRACUNIT*2;
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door->m_TopCountdown = 30 * TICRATE;
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height = sec->FindHighestFloorPoint (&door->m_BotSpot);
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door->m_BotDist = sec->ceilingplane.PointToDist (door->m_BotSpot, height);
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door->m_OldFloorDist = sec->floorplane.d;
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door->m_TopDist = sec->ceilingplane.d;
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door->m_LightTag = 0;
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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 P_SpawnDoorRaiseIn5Mins (sector_t *sec)
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{
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sec->special = 0;
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new DDoor (sec, DDoor::doorRaiseIn5Mins, 2*FRACUNIT, TICRATE*30/7, 0);
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}
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// Strife's animated doors. Based on Doom's unused sliding doors, but slightly different.
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class DeletingDoorArray : public TArray<FDoorAnimation>
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{
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public:
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~DeletingDoorArray()
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{
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for(unsigned i=0;i<Size();i++)
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{
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FDoorAnimation *ani = &((*this)[i]);
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if (ani->TextureFrames != NULL)
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{
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delete [] ani->TextureFrames;
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ani->TextureFrames = NULL;
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}
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if (ani->OpenSound != NULL)
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{
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delete [] ani->OpenSound;
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ani->OpenSound = NULL;
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}
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if (ani->CloseSound != NULL)
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{
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delete [] ani->CloseSound;
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ani->CloseSound = NULL;
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}
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}
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}
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};
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DeletingDoorArray DoorAnimations;
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// EV_SlidingDoor : slide a door horizontally
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// (animate midtexture, then set noblocking line)
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//
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//
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// Return index into "DoorAnimations" array for which door type to use
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//
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static int P_FindSlidingDoorType (int picnum)
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{
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unsigned int i;
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for (i = 0; i < DoorAnimations.Size(); ++i)
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{
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if (picnum == DoorAnimations[i].BaseTexture)
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return i;
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}
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return -1;
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}
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bool DAnimatedDoor::StartClosing ()
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{
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FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
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// CAN DOOR CLOSE?
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if (m_Sector->touching_thinglist != NULL)
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{
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return false;
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}
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fixed_t topdist = m_Sector->ceilingplane.d;
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if (MoveCeiling (2048*FRACUNIT, m_BotDist, 0, -1) == crushed)
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{
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return false;
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}
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MoveCeiling (2048*FRACUNIT, topdist, 1);
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m_Line1->flags |= ML_BLOCKING;
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m_Line2->flags |= ML_BLOCKING;
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if (ani.CloseSound != NULL)
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{
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SN_StartSequence (m_Sector, ani.CloseSound, 1);
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}
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m_Status = Closing;
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m_Timer = m_Speed;
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return true;
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}
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void DAnimatedDoor::Tick ()
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{
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FDoorAnimation &ani = DoorAnimations[m_WhichDoorIndex];
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switch (m_Status)
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{
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case Dead:
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m_Sector->ceilingdata = NULL;
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Destroy ();
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break;
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case Opening:
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if (!m_Timer--)
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{
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if (++m_Frame >= ani.NumTextureFrames)
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{
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// IF DOOR IS DONE OPENING...
|
|
m_Line1->flags &= ~ML_BLOCKING;
|
|
m_Line2->flags &= ~ML_BLOCKING;
|
|
|
|
if (m_Delay == 0)
|
|
{
|
|
m_Sector->ceilingdata = NULL;
|
|
Destroy ();
|
|
break;
|
|
}
|
|
|
|
m_Timer = m_Delay;
|
|
m_Status = Waiting;
|
|
}
|
|
else
|
|
{
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
m_Timer = m_Speed;
|
|
|
|
sides[m_Line1->sidenum[0]].midtexture =
|
|
sides[m_Line1->sidenum[1]].midtexture =
|
|
sides[m_Line2->sidenum[0]].midtexture =
|
|
sides[m_Line2->sidenum[1]].midtexture =
|
|
ani.TextureFrames[m_Frame];
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Waiting:
|
|
// IF DOOR IS DONE WAITING...
|
|
if (!m_Timer--)
|
|
{
|
|
if (!StartClosing())
|
|
{
|
|
m_Timer = m_Delay;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case Closing:
|
|
if (!m_Timer--)
|
|
{
|
|
if (--m_Frame < 0)
|
|
{
|
|
// IF DOOR IS DONE CLOSING...
|
|
MoveCeiling (2048*FRACUNIT, m_BotDist, -1);
|
|
m_Sector->ceilingdata = NULL;
|
|
Destroy ();
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// IF DOOR NEEDS TO ANIMATE TO NEXT FRAME...
|
|
m_Timer = m_Speed;
|
|
|
|
sides[m_Line1->sidenum[0]].midtexture =
|
|
sides[m_Line1->sidenum[1]].midtexture =
|
|
sides[m_Line2->sidenum[0]].midtexture =
|
|
sides[m_Line2->sidenum[1]].midtexture =
|
|
ani.TextureFrames[m_Frame];
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
IMPLEMENT_CLASS (DAnimatedDoor)
|
|
|
|
DAnimatedDoor::DAnimatedDoor ()
|
|
{
|
|
}
|
|
|
|
DAnimatedDoor::DAnimatedDoor (sector_t *sec)
|
|
: DMovingCeiling (sec)
|
|
{
|
|
}
|
|
|
|
void DAnimatedDoor::Serialize (FArchive &arc)
|
|
{
|
|
Super::Serialize (arc);
|
|
arc << m_Line1 << m_Line2
|
|
<< m_Frame
|
|
<< m_Timer
|
|
<< m_BotDist
|
|
<< m_Status
|
|
<< m_Speed
|
|
<< m_Delay;
|
|
|
|
if (arc.IsStoring())
|
|
{
|
|
TexMan.WriteTexture (arc, DoorAnimations[m_WhichDoorIndex].BaseTexture);
|
|
}
|
|
else
|
|
{
|
|
int picnum = TexMan.ReadTexture (arc);
|
|
m_WhichDoorIndex = P_FindSlidingDoorType (picnum);
|
|
if (m_WhichDoorIndex == -1)
|
|
{ // Oh no! The door animation doesn't exist anymore!
|
|
m_WhichDoorIndex = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
DAnimatedDoor::DAnimatedDoor (sector_t *sec, line_t *line, int speed, int delay)
|
|
: DMovingCeiling (sec)
|
|
{
|
|
fixed_t topdist;
|
|
int picnum;
|
|
|
|
// The DMovingCeiling constructor automatically sets up an interpolation for us.
|
|
// Stop it, since the ceiling is moving instantly here.
|
|
stopinterpolation (INTERP_SectorCeiling, sec);
|
|
m_WhichDoorIndex = P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture);
|
|
if (m_WhichDoorIndex < 0)
|
|
{
|
|
Printf ("EV_SlidingDoor: Textures are not defined for sliding door!");
|
|
m_Status = Dead;
|
|
return;
|
|
}
|
|
|
|
m_Line1 = line;
|
|
m_Line2 = line;
|
|
|
|
for (int i = 0; i < sec->linecount; ++i)
|
|
{
|
|
if (sec->lines[i] == line)
|
|
continue;
|
|
|
|
if (sides[sec->lines[i]->sidenum[0]].toptexture == sides[line->sidenum[0]].toptexture)
|
|
{
|
|
m_Line2 = sec->lines[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
picnum = sides[m_Line1->sidenum[0]].toptexture;
|
|
sides[m_Line1->sidenum[0]].midtexture = picnum;
|
|
sides[m_Line2->sidenum[0]].midtexture = picnum;
|
|
|
|
// don't forget texture scaling here!
|
|
FTexture *tex = TexMan[picnum];
|
|
topdist = tex ? tex->GetScaledHeight() : 64;
|
|
|
|
topdist = m_Sector->ceilingplane.d - topdist * m_Sector->ceilingplane.c;
|
|
|
|
m_Status = Opening;
|
|
m_Speed = speed;
|
|
m_Delay = delay;
|
|
m_Timer = m_Speed;
|
|
m_Frame = 0;
|
|
m_Line1->flags |= ML_BLOCKING;
|
|
m_Line2->flags |= ML_BLOCKING;
|
|
m_BotDist = m_Sector->ceilingplane.d;
|
|
MoveCeiling (2048*FRACUNIT, topdist, 1);
|
|
if (DoorAnimations[m_WhichDoorIndex].OpenSound != NULL)
|
|
{
|
|
SN_StartSequence (m_Sector, DoorAnimations[m_WhichDoorIndex].OpenSound, 1);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
//
|
|
// EV_SlidingDoor
|
|
//
|
|
//============================================================================
|
|
|
|
bool EV_SlidingDoor (line_t *line, AActor *actor, int tag, int speed, int delay)
|
|
{
|
|
sector_t *sec;
|
|
int secnum;
|
|
bool rtn;
|
|
|
|
secnum = -1;
|
|
rtn = false;
|
|
|
|
if (tag == 0)
|
|
{
|
|
// Manual sliding door
|
|
sec = line->backsector;
|
|
|
|
// Make sure door isn't already being animated
|
|
if (sec->ceilingdata != NULL)
|
|
{
|
|
if (actor->player == NULL)
|
|
return false;
|
|
|
|
if (sec->ceilingdata->IsA (RUNTIME_CLASS(DAnimatedDoor)))
|
|
{
|
|
DAnimatedDoor *door = static_cast<DAnimatedDoor *> (sec->ceilingdata);
|
|
if (door->m_Status == DAnimatedDoor::Waiting)
|
|
{
|
|
return door->StartClosing();
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
|
|
{
|
|
new DAnimatedDoor (sec, line, speed, delay);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
sec = §ors[secnum];
|
|
if (sec->ceilingdata != NULL)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
for (int i = 0; tag != 0 && i < sec->linecount; ++i)
|
|
{
|
|
line = sec->lines[i];
|
|
if (line->backsector == NULL)
|
|
{
|
|
continue;
|
|
}
|
|
if (P_FindSlidingDoorType (sides[line->sidenum[0]].toptexture) >= 0)
|
|
{
|
|
rtn = true;
|
|
new DAnimatedDoor (sec, line, speed, delay);
|
|
}
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
void P_ParseAnimatedDoor()
|
|
{
|
|
const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
|
|
FDoorAnimation anim;
|
|
TArray<int> frames;
|
|
bool error = false;
|
|
int v;
|
|
|
|
SC_MustGetString();
|
|
anim.BaseTexture = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
|
|
anim.OpenSound = NULL;
|
|
anim.CloseSound = NULL;
|
|
|
|
if (anim.BaseTexture == -1)
|
|
{
|
|
error = true;
|
|
}
|
|
|
|
while (SC_GetString ())
|
|
{
|
|
if (SC_Compare ("opensound"))
|
|
{
|
|
SC_MustGetString ();
|
|
anim.OpenSound = copystring (sc_String);
|
|
}
|
|
else if (SC_Compare ("closesound"))
|
|
{
|
|
SC_MustGetString ();
|
|
anim.CloseSound = copystring (sc_String);
|
|
}
|
|
else if (SC_Compare ("pic"))
|
|
{
|
|
SC_MustGetString ();
|
|
if (IsNum (sc_String))
|
|
{
|
|
v = atoi(sc_String) + anim.BaseTexture -1;
|
|
}
|
|
else
|
|
{
|
|
v = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
|
|
if (v == -1 && anim.BaseTexture >= 0 && !error)
|
|
{
|
|
SC_ScriptError ("Unknown texture %s", sc_String);
|
|
}
|
|
frames.Push (v);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SC_UnGet ();
|
|
break;
|
|
}
|
|
}
|
|
if (!error)
|
|
{
|
|
anim.TextureFrames = new int[frames.Size()];
|
|
memcpy (anim.TextureFrames, &frames[0], sizeof(int) * frames.Size());
|
|
anim.NumTextureFrames = frames.Size();
|
|
DoorAnimations.Push (anim);
|
|
}
|
|
else
|
|
{
|
|
if (anim.OpenSound!=NULL) delete [] anim.OpenSound;
|
|
if (anim.CloseSound!=NULL) delete [] anim.CloseSound;
|
|
}
|
|
}
|