ref: c89633a6f115ee889ab5900b466578165955ec5a
dir: /p_doors.c/
// P_doors.c #include "h2stdinc.h" #include "doomdef.h" #include "p_local.h" #include "soundst.h" //================================================================== // // VERTICAL DOORS // //================================================================== //================================================================== // // T_VerticalDoor // //================================================================== void T_VerticalDoor(vldoor_t *door) { result_e res; switch (door->direction) { case 0: // WAITING if (!--door->topcountdown) { switch (door->type) { case vldoor_normal: door->direction = -1; // time to go back down S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); break; case close30ThenOpen: door->direction = 1; S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); break; default: break; } } break; case 2: // INITIAL WAIT if (!--door->topcountdown) { switch (door->type) { case raiseIn5Mins: door->direction = 1; door->type = vldoor_normal; S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); break; default: break; } } break; case -1: // DOWN res = T_MovePlane(door->sector, door->speed, door->sector->floorheight, false, 1, door->direction); if (res == res_pastdest) { switch (door->type) { case vldoor_normal: case vldoor_close: door->sector->specialdata = NULL; P_RemoveThinker(&door->thinker); // unlink and free S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_dorcls); break; case close30ThenOpen: door->direction = 0; door->topcountdown = 35*30; break; default: break; } } else if (res == res_crushed) { switch (door->type) { case vldoor_close: // DON'T GO BACK UP! break; default: door->direction = 1; S_StartSound((mobj_t *)(void *)&door->sector->soundorg,sfx_doropn); break; } } break; case 1: // UP res = T_MovePlane(door->sector, door->speed, door->topheight, false, 1, door->direction); if (res == res_pastdest) { switch (door->type) { case vldoor_normal: door->direction = 0; // wait at top door->topcountdown = door->topwait; break; case close30ThenOpen: case vldoor_open: door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free S_StopSound((mobj_t *)(void *)&door->sector->soundorg); break; default: break; } } break; } } //---------------------------------------------------------------------------- // // EV_DoDoor // // Move a door up/down // //---------------------------------------------------------------------------- int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed) { int secnum; int retcode; sector_t *sec; vldoor_t *door; secnum = -1; retcode = 0; while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) { continue; } // Add new door thinker retcode = 1; door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; switch (type) { case vldoor_close: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); break; case close30ThenOpen: door->topheight = sec->ceilingheight; door->direction = -1; S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); break; case vldoor_normal: case vldoor_open: door->direction = 1; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; if (door->topheight != sec->ceilingheight) { S_StartSound((mobj_t *)(void *)&door->sector->soundorg, sfx_doropn); } break; default: break; } door->type = type; door->speed = speed; door->topwait = VDOORWAIT; } return retcode; } //================================================================== // // EV_VerticalDoor : open a door manually, no tag value // //================================================================== void EV_VerticalDoor(line_t *line, mobj_t *thing) { player_t *player; sector_t *sec; vldoor_t *door; int side; side = 0; // only front sides can be used // // Check for locks // player = thing->player; switch (line->special) { case 26: // Blue Lock case 32: if (!player) { return; } if (!player->keys[key_blue]) { P_SetMessage(player, TXT_NEEDBLUEKEY, false); S_StartSound(NULL, sfx_plroof); return; } break; case 27: // Yellow Lock case 34: if (!player) { return; } if (!player->keys[key_yellow]) { P_SetMessage(player, TXT_NEEDYELLOWKEY, false); S_StartSound(NULL, sfx_plroof); return; } break; case 28: // Green Lock case 33: if (!player) { return; } if (!player->keys[key_green]) { P_SetMessage(player, TXT_NEEDGREENKEY, false); S_StartSound(NULL, sfx_plroof); return; } break; } // if the sector has an active thinker, use it sec = sides[line->sidenum[side^1]].sector; if (sec->specialdata) { door = sec->specialdata; switch (line->special) { case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s case 26: case 27: case 28: if (door->direction == -1) { door->direction = 1; // go back up } else { if (!thing->player) { // Monsters don't close doors return; } door->direction = -1; // start going down immediately } return; } } // for proper sound switch (line->special) { case 1: // NORMAL DOOR SOUND case 31: S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_doropn); //S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_dormov); break; default: // LOCKED DOOR SOUND S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_doropn); //S_StartSound((mobj_t *)(void *)&sec->soundorg, sfx_dormov); break; } // // new door thinker // door = (vldoor_t *) Z_Malloc (sizeof(*door), PU_LEVSPEC, NULL); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; door->direction = 1; switch (line->special) { case 1: case 26: case 27: case 28: door->type = vldoor_normal; break; case 31: case 32: case 33: case 34: door->type = vldoor_open; line->special = 0; break; } door->speed = VDOORSPEED; door->topwait = VDOORWAIT; // // find the top and bottom of the movement range // door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; } //================================================================== // // Spawn a door that closes after 30 seconds // //================================================================== void P_SpawnDoorCloseIn30(sector_t *sec) { vldoor_t *door; door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL); P_AddThinker(&door->thinker); sec->specialdata = door; sec->special = 0; door->thinker.function = T_VerticalDoor; door->sector = sec; door->direction = 0; door->type = vldoor_normal; door->speed = VDOORSPEED; door->topcountdown = 30*35; } //================================================================== // // Spawn a door that opens after 5 minutes // //================================================================== void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum) { vldoor_t *door; door = (vldoor_t *) Z_Malloc(sizeof(*door), PU_LEVSPEC, NULL); P_AddThinker(&door->thinker); sec->specialdata = door; sec->special = 0; door->thinker.function = T_VerticalDoor; door->sector = sec; door->direction = 2; door->type = raiseIn5Mins; door->speed = VDOORSPEED; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->topwait = VDOORWAIT; door->topcountdown = 5*60*35; }