rockbox/apps/plugins/doom/p_doors.c

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/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
*
* 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.
*
* DESCRIPTION:
* Door animation code (opening/closing)
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "p_spec.h"
#include "p_tick.h"
#include "s_sound.h"
#include "sounds.h"
#include "r_main.h"
#include "dstrings.h"
#include "d_deh.h" // Ty 03/27/98 - externalized
#include "rockmacros.h"
///////////////////////////////////////////////////////////////
//
// Door action routines, called once per tick
//
///////////////////////////////////////////////////////////////
//
// T_VerticalDoor
//
// Passed a door structure containing all info about the door.
// See P_SPEC.H for fields.
// Returns nothing.
//
// jff 02/08/98 all cases with labels beginning with gen added to support
// generalized line type behaviors.
void T_VerticalDoor (vldoor_t* door)
{
result_e res;
// Is the door waiting, going up, or going down?
switch(door->direction)
{
case 0:
// Door is waiting
if (!--door->topcountdown) // downcount and check
{
switch(door->type)
{
case blazeRaise:
case genBlazeRaise:
door->direction = -1; // time to go back down
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdcls);
break;
case normal:
case genRaise:
door->direction = -1; // time to go back down
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_dorcls);
break;
case close30ThenOpen:
case genCdO:
door->direction = 1; // time to go back up
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
break;
case genBlazeCdO:
door->direction = 1; // time to go back up
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdopn);
break;
default:
break;
}
}
break;
case 2:
// Special case for sector type door that opens in 5 mins
if (!--door->topcountdown) // 5 minutes up?
{
switch(door->type)
{
case raiseIn5Mins:
door->direction = 1; // time to raise then
door->type = normal; // door acts just like normal 1 DR door now
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
break;
default:
break;
}
}
break;
case -1:
// Door is moving down
res = T_MovePlane
(
door->sector,
door->speed,
door->sector->floorheight,
false,
1,
door->direction
);
/* killough 10/98: implement gradual lighting effects */
if (door->lighttag && door->topheight - door->sector->floorheight)
EV_LightTurnOnPartway(door->line,
FixedDiv(door->sector->ceilingheight -
door->sector->floorheight,
door->topheight -
door->sector->floorheight));
// handle door reaching bottom
if (res == pastdest)
{
switch(door->type)
{
// regular open and close doors are all done, remove them
case blazeRaise:
case blazeClose:
case genBlazeRaise:
case genBlazeClose:
door->sector->ceilingdata = NULL; //jff 2/22/98
P_RemoveThinker (&door->thinker); // unlink and free
// killough 4/15/98: remove double-closing sound of blazing doors
if (comp[comp_blazing])
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdcls);
break;
case normal:
case p_close:
case genRaise:
case genClose:
door->sector->ceilingdata = NULL; //jff 2/22/98
P_RemoveThinker (&door->thinker); // unlink and free
break;
// close then open doors start waiting
case close30ThenOpen:
door->direction = 0;
door->topcountdown = TICRATE*30;
break;
case genCdO:
case genBlazeCdO:
door->direction = 0;
door->topcountdown = door->topwait; // jff 5/8/98 insert delay
break;
default:
break;
}
}
/* jff 1/31/98 turn lighting off in tagged sectors of manual doors
* killough 10/98: replaced with gradual lighting code
*/
else if (res == crushed) // handle door meeting obstruction on way down
{
switch(door->type)
{
case genClose:
case genBlazeClose:
case blazeClose:
case p_close: // Close types do not bounce, merely wait
break;
case blazeRaise:
case genBlazeRaise:
door->direction = 1;
if (!comp[comp_blazing]) {
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdopn);
break;
}
default: // other types bounce off the obstruction
door->direction = 1;
S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
break;
}
}
break;
case 1:
// Door is moving up
res = T_MovePlane
(
door->sector,
door->speed,
door->topheight,
false,
1,
door->direction
);
/* killough 10/98: implement gradual lighting effects */
if (door->lighttag && door->topheight - door->sector->floorheight)
EV_LightTurnOnPartway(door->line,
FixedDiv(door->sector->ceilingheight -
door->sector->floorheight,
door->topheight -
door->sector->floorheight));
// handle door reaching the top
if (res == pastdest)
{
switch(door->type)
{
case blazeRaise: // regular open/close doors start waiting
case normal:
case genRaise:
case genBlazeRaise:
door->direction = 0; // wait at top with delay
door->topcountdown = door->topwait;
break;
case close30ThenOpen: // close and close/open doors are done
case blazeOpen:
case p_open:
case genBlazeOpen:
case genOpen:
case genCdO:
case genBlazeCdO:
door->sector->ceilingdata = NULL; //jff 2/22/98
P_RemoveThinker (&door->thinker); // unlink and free
break;
default:
break;
}
/* jff 1/31/98 turn lighting on in tagged sectors of manual doors
* killough 10/98: replaced with gradual lighting code */
}
break;
}
}
///////////////////////////////////////////////////////////////
//
// Door linedef handlers
//
///////////////////////////////////////////////////////////////
//
// EV_DoLockedDoor
//
// Handle opening a tagged locked door
//
// Passed the line activating the door, the type of door,
// and the thing that activated the line
// Returns true if a thinker created
//
int EV_DoLockedDoor
( line_t* line,
vldoor_e type,
mobj_t* thing )
{
player_t* p;
// only players can open locked doors
p = thing->player;
if (!p)
return 0;
// check type of linedef, and if key is possessed to open it
switch(line->special)
{
case 99: // Blue Lock
case 133:
if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
{
p->message = s_PD_BLUEO; // Ty 03/27/98 - externalized
S_StartSound(p->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
case 134: // Red Lock
case 135:
if (!p->cards[it_redcard] && !p->cards[it_redskull])
{
p->message = s_PD_REDO; // Ty 03/27/98 - externalized
S_StartSound(p->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
case 136: // Yellow Lock
case 137:
if (!p->cards[it_yellowcard] && !p->cards[it_yellowskull])
{
p->message = s_PD_YELLOWO; // Ty 03/27/98 - externalized
S_StartSound(p->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
}
// got the key, so open the door
return EV_DoDoor(line,type);
}
//
// EV_DoDoor
//
// Handle opening a tagged door
//
// Passed the line activating the door and the type of door
// Returns true if a thinker created
//
int EV_DoDoor
( line_t* line,
vldoor_e type )
{
int secnum,rtn;
sector_t* sec;
vldoor_t* door;
secnum = -1;
rtn = 0;
// open all doors with the same tag as the activating line
while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
{
sec = &sectors[secnum];
// if the ceiling already moving, don't start the door action
if (P_SectorActive(ceiling_special,sec)) //jff 2/22/98
continue;
// new door thinker
rtn = 1;
door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->ceilingdata = door; //jff 2/22/98
door->thinker.function = T_VerticalDoor;
door->sector = sec;
door->type = type;
door->topwait = VDOORWAIT;
door->speed = VDOORSPEED;
door->line = line; // jff 1/31/98 remember line that triggered us
door->lighttag = 0; /* killough 10/98: no light effects with tagged doors */
// setup door parameters according to type of door
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 p_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 p_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
//
// Handle opening a door manually, no tag value
//
// Passed the line activating the door and the thing activating it
// Returns true if a thinker created
//
// jff 2/12/98 added int return value, fixed all returns
//
int EV_VerticalDoor
( line_t* line,
mobj_t* thing )
{
player_t* player;
sector_t* sec;
vldoor_t* door;
// Check for locks
player = thing->player;
switch(line->special)
{
case 26: // Blue Lock
case 32:
if ( !player )
return 0;
if (!player->cards[it_bluecard] && !player->cards[it_blueskull])
{
player->message = s_PD_BLUEK; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
case 27: // Yellow Lock
case 34:
if ( !player )
return 0;
if (!player->cards[it_yellowcard] && !player->cards[it_yellowskull])
{
player->message = s_PD_YELLOWK; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
case 28: // Red Lock
case 33:
if ( !player )
return 0;
if (!player->cards[it_redcard] && !player->cards[it_redskull])
{
player->message = s_PD_REDK; // Ty 03/27/98 - externalized
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return 0;
}
break;
default:
break;
}
// if the wrong side of door is pushed, give oof sound
if (line->sidenum[1]==-1) // killough
{
S_StartSound(player->mo,sfx_oof); // killough 3/20/98
return 0;
}
// get the sector on the second side of activating linedef
sec = sides[line->sidenum[1]].sector;
/* if door already has a thinker, use it
* cph 2001/04/05 -
* Ok, this is a disaster area. We're assuming that sec->ceilingdata
* is a vldoor_t! What if this door is controlled by both DR lines
* and by switches? I don't know how to fix that.
* Secondly, original Doom didn't distinguish floor/lighting/ceiling
* actions, so we need to do the same in demo compatibility mode.
*/
door = sec->ceilingdata;
if (demo_compatibility) {
if (!door) door = sec->floordata;
if (!door) door = sec->lightingdata;
}
if (door)
{
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 0; // JDC: bad guys never close doors
door->direction = -1; // start going down immediately
}
return 1;
}
}
// emit 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->ceilingdata = door; //jff 2/22/98
door->thinker.function = T_VerticalDoor;
door->sector = sec;
door->direction = 1;
door->speed = VDOORSPEED;
door->topwait = VDOORWAIT;
door->line = line; // jff 1/31/98 remember line that triggered us
/* killough 10/98: use gradual lighting changes if nonzero tag given */
door->lighttag = comp[comp_doorlight] ? 0 : line->tag;
// set the type of door from the activating linedef type
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 = p_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;
default:
door->lighttag = 0; // killough 10/98
break;
}
// find the top and bottom of the movement range
door->topheight = P_FindLowestCeilingSurrounding(sec);
door->topheight -= 4*FRACUNIT;
return 1;
}
///////////////////////////////////////////////////////////////
//
// Sector type door spawners
//
///////////////////////////////////////////////////////////////
//
// P_SpawnDoorCloseIn30()
//
// Spawn a door that closes after 30 seconds (called at level init)
//
// Passed the sector of the door, whose type specified the door action
// Returns nothing
//
void P_SpawnDoorCloseIn30 (sector_t* sec)
{
vldoor_t* door;
door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->ceilingdata = door; //jff 2/22/98
sec->special = 0;
door->thinker.function = T_VerticalDoor;
door->sector = sec;
door->direction = 0;
door->type = normal;
door->speed = VDOORSPEED;
door->topcountdown = 30 * 35;
door->line = NULL; // jff 1/31/98 remember line that triggered us
door->lighttag = 0; /* killough 10/98: no lighting changes */
}
//
// P_SpawnDoorRaiseIn5Mins()
//
// Spawn a door that opens after 5 minutes (called at level init)
//
// Passed the sector of the door, whose type specified the door action
// Returns nothing
//
void P_SpawnDoorRaiseIn5Mins
( sector_t* sec,
int secnum )
{
(void)secnum;
vldoor_t* door;
door = Z_Malloc ( sizeof(*door), PU_LEVSPEC, 0);
P_AddThinker (&door->thinker);
sec->ceilingdata = door; //jff 2/22/98
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;
door->line = NULL; // jff 1/31/98 remember line that triggered us
door->lighttag = 0; /* killough 10/98: no lighting changes */
}