// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: Door animation code (opening/closing) // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: p_doors.c,v 1.4 1997/02/03 16:47:53 b1 Exp $"; #include "z_zone.h" #include "doomdef.h" #include "p_local.h" #include "s_sound.h" // State. #include "doomstat.h" #include "r_state.h" // Data. #include "dstrings.h" #include "sounds.h" #if 0 // // Sliding door frame information // slidename_t slideFrameNames[MAXSLIDEDOORS] = { {"GDOORF1","GDOORF2","GDOORF3","GDOORF4", // front "GDOORB1","GDOORB2","GDOORB3","GDOORB4"}, // back {"\0","\0","\0","\0"} }; #endif // // 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 blazeRaise: door->direction = -1; // time to go back down S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls); break; case normal: door->direction = -1; // time to go back down S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls); break; case close30ThenOpen: door->direction = 1; S_StartSound((mobj_t *)&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 = normal; S_StartSound((mobj_t *)&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 == pastdest) { switch(door->type) { case blazeRaise: case blazeClose: door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls); break; case normal: case close: door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free break; case close30ThenOpen: door->direction = 0; door->topcountdown = 35*30; break; default: break; } } else if (res == crushed) { switch(door->type) { case blazeClose: case close: // DO NOT GO BACK UP! break; default: door->direction = 1; S_StartSound((mobj_t *)&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 == pastdest) { switch(door->type) { case blazeRaise: case normal: door->direction = 0; // wait at top door->topcountdown = door->topwait; break; case close30ThenOpen: case blazeOpen: case open: door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free break; default: break; } } break; } } // // EV_DoLockedDoor // Move a locked door up/down // int EV_DoLockedDoor ( line_t* line, vldoor_e type, mobj_t* thing ) { player_t* p; p = thing->player; if (!p) return 0; switch(line->special) { case 99: // Blue Lock case 133: if ( !p ) return 0; if (!p->cards[it_bluecard] && !p->cards[it_blueskull]) { p->message = PD_BLUEO; S_StartSound(NULL,sfx_oof); return 0; } break; case 134: // Red Lock case 135: if ( !p ) return 0; if (!p->cards[it_redcard] && !p->cards[it_redskull]) { p->message = PD_REDO; S_StartSound(NULL,sfx_oof); return 0; } break; case 136: // Yellow Lock case 137: if ( !p ) return 0; if (!p->cards[it_yellowcard] && !p->cards[it_yellowskull]) { p->message = PD_YELLOWO; S_StartSound(NULL,sfx_oof); return 0; } break; } return EV_DoDoor(line,type); } int EV_DoDoor ( line_t* line, vldoor_e type ) { int secnum,rtn; sector_t* sec; vldoor_t* door; secnum = -1; rtn = 0; while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) continue; // new door thinker rtn = 1; door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0); P_AddThinker (&door->thinker); sec->specialdata = door; door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor; door->sector = sec; door->type = type; door->topwait = VDOORWAIT; door->speed = VDOORSPEED; switch(type) { case blazeClose: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; door->speed = VDOORSPEED * 4; S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls); break; case close: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls); break; case close30ThenOpen: door->topheight = sec->ceilingheight; door->direction = -1; S_StartSound((mobj_t *)&door->sector->soundorg, sfx_dorcls); break; case blazeRaise: case blazeOpen: door->direction = 1; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->speed = VDOORSPEED * 4; if (door->topheight != sec->ceilingheight) S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdopn); break; case normal: case open: door->direction = 1; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; if (door->topheight != sec->ceilingheight) S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn); break; default: break; } } return rtn; } // // EV_VerticalDoor : open a door manually, no tag value // void EV_VerticalDoor ( line_t* line, mobj_t* thing ) { player_t* player; int secnum; 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->cards[it_bluecard] && !player->cards[it_blueskull]) { player->message = PD_BLUEK; S_StartSound(NULL,sfx_oof); return; } break; case 27: // Yellow Lock case 34: if ( !player ) return; if (!player->cards[it_yellowcard] && !player->cards[it_yellowskull]) { player->message = PD_YELLOWK; S_StartSound(NULL,sfx_oof); return; } break; case 28: // Red Lock case 33: if ( !player ) return; if (!player->cards[it_redcard] && !player->cards[it_redskull]) { player->message = PD_REDK; S_StartSound(NULL,sfx_oof); return; } break; } // if the sector has an active thinker, use it sec = sides[ line->sidenum[side^1]] .sector; secnum = sec-sectors; if (sec->specialdata) { door = sec->specialdata; switch(line->special) { case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s case 26: case 27: case 28: case 117: if (door->direction == -1) door->direction = 1; // go back up else { if (!thing->player) return; // JDC: bad guys never close doors door->direction = -1; // start going down immediately } return; } } // for proper sound switch(line->special) { case 117: // BLAZING DOOR RAISE case 118: // BLAZING DOOR OPEN S_StartSound((mobj_t *)&sec->soundorg,sfx_bdopn); break; case 1: // NORMAL DOOR SOUND case 31: S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn); break; default: // LOCKED DOOR SOUND S_StartSound((mobj_t *)&sec->soundorg,sfx_doropn); break; } // new door thinker door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0); P_AddThinker (&door->thinker); sec->specialdata = door; door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor; door->sector = sec; door->direction = 1; door->speed = VDOORSPEED; door->topwait = VDOORWAIT; switch(line->special) { case 1: case 26: case 27: case 28: door->type = normal; break; case 31: case 32: case 33: case 34: door->type = open; line->special = 0; break; case 117: // blazing door raise door->type = blazeRaise; door->speed = VDOORSPEED*4; break; case 118: // blazing door open door->type = blazeOpen; line->special = 0; door->speed = VDOORSPEED*4; break; } // 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 = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0); P_AddThinker (&door->thinker); sec->specialdata = door; sec->special = 0; door->thinker.function.acp1 = (actionf_p1)T_VerticalDoor; door->sector = sec; door->direction = 0; door->type = 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 = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0); P_AddThinker (&door->thinker); sec->specialdata = door; sec->special = 0; door->thinker.function.acp1 = (actionf_p1)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; } // UNUSED // Separate into p_slidoor.c? #if 0 // ABANDONED TO THE MISTS OF TIME!!! // // EV_SlidingDoor : slide a door horizontally // (animate midtexture, then set noblocking line) // slideframe_t slideFrames[MAXSLIDEDOORS]; void P_InitSlidingDoorFrames(void) { int i; int f1; int f2; int f3; int f4; // DOOM II ONLY... if ( gamemode != commercial) return; for (i = 0;i < MAXSLIDEDOORS; i++) { if (!slideFrameNames[i].frontFrame1[0]) break; f1 = R_TextureNumForName(slideFrameNames[i].frontFrame1); f2 = R_TextureNumForName(slideFrameNames[i].frontFrame2); f3 = R_TextureNumForName(slideFrameNames[i].frontFrame3); f4 = R_TextureNumForName(slideFrameNames[i].frontFrame4); slideFrames[i].frontFrames[0] = f1; slideFrames[i].frontFrames[1] = f2; slideFrames[i].frontFrames[2] = f3; slideFrames[i].frontFrames[3] = f4; f1 = R_TextureNumForName(slideFrameNames[i].backFrame1); f2 = R_TextureNumForName(slideFrameNames[i].backFrame2); f3 = R_TextureNumForName(slideFrameNames[i].backFrame3); f4 = R_TextureNumForName(slideFrameNames[i].backFrame4); slideFrames[i].backFrames[0] = f1; slideFrames[i].backFrames[1] = f2; slideFrames[i].backFrames[2] = f3; slideFrames[i].backFrames[3] = f4; } } // // Return index into "slideFrames" array // for which door type to use // int P_FindSlidingDoorType(line_t* line) { int i; int val; for (i = 0;i < MAXSLIDEDOORS;i++) { val = sides[line->sidenum[0]].midtexture; if (val == slideFrames[i].frontFrames[0]) return i; } return -1; } void T_SlidingDoor (slidedoor_t* door) { switch(door->status) { case sd_opening: if (!door->timer--) { if (++door->frame == SNUMFRAMES) { // IF DOOR IS DONE OPENING... sides[door->line->sidenum[0]].midtexture = 0; sides[door->line->sidenum[1]].midtexture = 0; door->line->flags &= ML_BLOCKING^0xff; if (door->type == sdt_openOnly) { door->frontsector->specialdata = NULL; P_RemoveThinker (&door->thinker); break; } door->timer = SDOORWAIT; door->status = sd_waiting; } else { // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... door->timer = SWAITTICS; sides[door->line->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex]. frontFrames[door->frame]; sides[door->line->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex]. backFrames[door->frame]; } } break; case sd_waiting: // IF DOOR IS DONE WAITING... if (!door->timer--) { // CAN DOOR CLOSE? if (door->frontsector->thinglist != NULL || door->backsector->thinglist != NULL) { door->timer = SDOORWAIT; break; } //door->frame = SNUMFRAMES-1; door->status = sd_closing; door->timer = SWAITTICS; } break; case sd_closing: if (!door->timer--) { if (--door->frame < 0) { // IF DOOR IS DONE CLOSING... door->line->flags |= ML_BLOCKING; door->frontsector->specialdata = NULL; P_RemoveThinker (&door->thinker); break; } else { // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... door->timer = SWAITTICS; sides[door->line->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex]. frontFrames[door->frame]; sides[door->line->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex]. backFrames[door->frame]; } } break; } } void EV_SlidingDoor ( line_t* line, mobj_t* thing ) { sector_t* sec; slidedoor_t* door; // DOOM II ONLY... if (gamemode != commercial) return; // Make sure door isn't already being animated sec = line->frontsector; door = NULL; if (sec->specialdata) { if (!thing->player) return; door = sec->specialdata; if (door->type == sdt_openAndClose) { if (door->status == sd_waiting) door->status = sd_closing; } else return; } // Init sliding door vars if (!door) { door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0); P_AddThinker (&door->thinker); sec->specialdata = door; door->type = sdt_openAndClose; door->status = sd_opening; door->whichDoorIndex = P_FindSlidingDoorType(line); if (door->whichDoorIndex < 0) I_Error("EV_SlidingDoor: Can't use texture for sliding door!"); door->frontsector = sec; door->backsector = line->backsector; door->thinker.function = T_SlidingDoor; door->timer = SWAITTICS; door->frame = 0; door->line = line; } } #endif