ref: 4cb20a815b8e763ecc30e882e3ec695452e2b835
dir: /src/hexen/p_doors.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // // 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. // //----------------------------------------------------------------------------- #include "h2def.h" #include "p_local.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 DREV_NORMAL: door->direction = -1; // time to go back down SN_StartSequence((mobj_t *) & door->sector->soundorg, SEQ_DOOR_STONE + door->sector->seqType); break; case DREV_CLOSE30THENOPEN: door->direction = 1; break; default: break; } break; case 2: // INITIAL WAIT if (!--door->topcountdown) { switch (door->type) { case DREV_RAISEIN5MINS: door->direction = 1; door->type = DREV_NORMAL; 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) { SN_StopSequence((mobj_t *) & door->sector->soundorg); switch (door->type) { case DREV_NORMAL: case DREV_CLOSE: door->sector->specialdata = NULL; P_TagFinished(door->sector->tag); P_RemoveThinker(&door->thinker); // unlink and free break; case DREV_CLOSE30THENOPEN: door->direction = 0; door->topcountdown = 35 * 30; break; default: break; } } else if (res == RES_CRUSHED) { switch (door->type) { case DREV_CLOSE: // DON'T GO BACK UP! break; default: door->direction = 1; break; } } break; case 1: // UP res = T_MovePlane(door->sector, door->speed, door->topheight, false, 1, door->direction); if (res == RES_PASTDEST) { SN_StopSequence((mobj_t *) & door->sector->soundorg); switch (door->type) { case DREV_NORMAL: door->direction = 0; // wait at top door->topcountdown = door->topwait; break; case DREV_CLOSE30THENOPEN: case DREV_OPEN: door->sector->specialdata = NULL; P_TagFinished(door->sector->tag); P_RemoveThinker(&door->thinker); // unlink and free break; default: break; } } break; } } //---------------------------------------------------------------------------- // // EV_DoDoor // // Move a door up/down // //---------------------------------------------------------------------------- int EV_DoDoor(line_t * line, byte * args, vldoor_e type) { int secnum; int retcode; sector_t *sec; vldoor_t *door; fixed_t speed; speed = args[1] * FRACUNIT / 8; secnum = -1; retcode = 0; while ((secnum = P_FindSectorFromTag(args[0], secnum)) >= 0) { sec = §ors[secnum]; if (sec->specialdata) { continue; } // Add new door thinker retcode = 1; door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; switch (type) { case DREV_CLOSE: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4 * FRACUNIT; door->direction = -1; break; case DREV_CLOSE30THENOPEN: door->topheight = sec->ceilingheight; door->direction = -1; break; case DREV_NORMAL: case DREV_OPEN: door->direction = 1; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4 * FRACUNIT; break; default: break; } door->type = type; door->speed = speed; door->topwait = args[2]; // line->arg3 SN_StartSequence((mobj_t *) & door->sector->soundorg, SEQ_DOOR_STONE + door->sector->seqType); } return (retcode); } //================================================================== // // EV_VerticalDoor : open a door manually, no tag value // //================================================================== boolean EV_VerticalDoor(line_t * line, mobj_t * thing) { int secnum; sector_t *sec; vldoor_t *door; int side; side = 0; // only front sides can be used // if the sector has an active thinker, use it sec = sides[line->sidenum[side ^ 1]].sector; secnum = sec - sectors; if (sec->specialdata) { return false; /* door = sec->specialdata; switch(line->special) { // only for raise doors case 12: 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; } */ } // // new door thinker // door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0); P_AddThinker(&door->thinker); sec->specialdata = door; door->thinker.function = T_VerticalDoor; door->sector = sec; door->direction = 1; switch (line->special) { case 11: door->type = DREV_OPEN; line->special = 0; break; case 12: case 13: door->type = DREV_NORMAL; break; default: door->type = DREV_NORMAL; break; } door->speed = line->arg2 * (FRACUNIT / 8); door->topwait = line->arg3; // // find the top and bottom of the movement range // door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4 * FRACUNIT; SN_StartSequence((mobj_t *) & door->sector->soundorg, SEQ_DOOR_STONE + door->sector->seqType); return true; } //================================================================== // // 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 = T_VerticalDoor; door->sector = sec; door->direction = 0; door->type = DREV_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 = T_VerticalDoor; door->sector = sec; door->direction = 2; door->type = DREV_RAISEIN5MINS; door->speed = VDOORSPEED; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->topwait = VDOORWAIT; door->topcountdown = 5*60*35; } */