2006-03-28 15:44:01 +00:00
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/* Emacs style mode select -*- C++ -*-
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*-----------------------------------------------------------------------------
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*
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*
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* PrBoom a Doom port merged with LxDoom and LSDLDoom
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* based on BOOM, a modified and improved DOOM engine
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* Copyright (C) 1999 by
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* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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* Copyright (C) 1999-2000 by
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* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program 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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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* DESCRIPTION:
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* Door animation code (opening/closing)
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*
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*-----------------------------------------------------------------------------*/
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#include "doomstat.h"
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#include "p_spec.h"
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#include "p_tick.h"
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#include "s_sound.h"
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#include "sounds.h"
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#include "r_main.h"
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#include "dstrings.h"
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2006-12-13 04:44:17 +00:00
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#include "d_deh.h" // Ty 03/27/98 - externalized
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2006-03-28 15:44:01 +00:00
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#include "rockmacros.h"
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///////////////////////////////////////////////////////////////
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//
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// Door action routines, called once per tick
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//
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///////////////////////////////////////////////////////////////
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//
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// T_VerticalDoor
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//
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// Passed a door structure containing all info about the door.
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// See P_SPEC.H for fields.
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// Returns nothing.
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//
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// jff 02/08/98 all cases with labels beginning with gen added to support
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// generalized line type behaviors.
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void T_VerticalDoor (vldoor_t* door)
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{
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result_e res;
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// Is the door waiting, going up, or going down?
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switch(door->direction)
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{
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case 0:
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// Door is waiting
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if (!--door->topcountdown) // downcount and check
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{
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switch(door->type)
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{
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case blazeRaise:
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case genBlazeRaise:
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door->direction = -1; // time to go back down
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdcls);
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break;
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case normal:
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case genRaise:
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door->direction = -1; // time to go back down
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_dorcls);
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break;
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case close30ThenOpen:
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case genCdO:
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door->direction = 1; // time to go back up
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
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break;
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case genBlazeCdO:
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door->direction = 1; // time to go back up
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdopn);
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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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// Special case for sector type door that opens in 5 mins
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if (!--door->topcountdown) // 5 minutes up?
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{
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switch(door->type)
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{
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case raiseIn5Mins:
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door->direction = 1; // time to raise then
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door->type = normal; // door acts just like normal 1 DR door now
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
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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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// Door is moving down
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res = T_MovePlane
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(
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door->sector,
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door->speed,
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door->sector->floorheight,
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false,
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1,
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door->direction
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);
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/* killough 10/98: implement gradual lighting effects */
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if (door->lighttag && door->topheight - door->sector->floorheight)
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EV_LightTurnOnPartway(door->line,
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FixedDiv(door->sector->ceilingheight -
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door->sector->floorheight,
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door->topheight -
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door->sector->floorheight));
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// handle door reaching bottom
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if (res == pastdest)
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{
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switch(door->type)
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{
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// regular open and close doors are all done, remove them
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case blazeRaise:
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case blazeClose:
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case genBlazeRaise:
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case genBlazeClose:
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door->sector->ceilingdata = NULL; //jff 2/22/98
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P_RemoveThinker (&door->thinker); // unlink and free
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// killough 4/15/98: remove double-closing sound of blazing doors
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if (comp[comp_blazing])
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdcls);
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break;
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case normal:
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case p_close:
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case genRaise:
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case genClose:
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door->sector->ceilingdata = NULL; //jff 2/22/98
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P_RemoveThinker (&door->thinker); // unlink and free
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break;
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// close then open doors start waiting
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case close30ThenOpen:
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door->direction = 0;
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door->topcountdown = TICRATE*30;
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break;
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case genCdO:
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case genBlazeCdO:
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door->direction = 0;
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door->topcountdown = door->topwait; // jff 5/8/98 insert delay
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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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/* jff 1/31/98 turn lighting off in tagged sectors of manual doors
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* killough 10/98: replaced with gradual lighting code
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*/
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else if (res == crushed) // handle door meeting obstruction on way down
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{
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switch(door->type)
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{
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case genClose:
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case genBlazeClose:
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case blazeClose:
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case p_close: // Close types do not bounce, merely wait
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break;
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case blazeRaise:
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case genBlazeRaise:
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door->direction = 1;
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if (!comp[comp_blazing]) {
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdopn);
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break;
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}
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default: // other types bounce off the obstruction
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door->direction = 1;
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_doropn);
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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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// Door is moving up
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res = T_MovePlane
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(
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door->sector,
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door->speed,
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door->topheight,
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false,
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1,
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door->direction
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);
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/* killough 10/98: implement gradual lighting effects */
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if (door->lighttag && door->topheight - door->sector->floorheight)
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EV_LightTurnOnPartway(door->line,
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FixedDiv(door->sector->ceilingheight -
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door->sector->floorheight,
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door->topheight -
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door->sector->floorheight));
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// handle door reaching the top
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if (res == pastdest)
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{
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switch(door->type)
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{
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case blazeRaise: // regular open/close doors start waiting
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case normal:
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case genRaise:
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case genBlazeRaise:
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door->direction = 0; // wait at top with delay
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door->topcountdown = door->topwait;
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break;
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case close30ThenOpen: // close and close/open doors are done
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case blazeOpen:
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case p_open:
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case genBlazeOpen:
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case genOpen:
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case genCdO:
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case genBlazeCdO:
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door->sector->ceilingdata = NULL; //jff 2/22/98
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P_RemoveThinker (&door->thinker); // 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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/* jff 1/31/98 turn lighting on in tagged sectors of manual doors
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* killough 10/98: replaced with gradual lighting code */
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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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//
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// Door linedef handlers
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//
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///////////////////////////////////////////////////////////////
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//
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// EV_DoLockedDoor
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//
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// Handle opening a tagged locked door
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//
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// Passed the line activating the door, the type of door,
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// and the thing that activated the line
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// Returns true if a thinker created
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//
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int EV_DoLockedDoor
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( line_t* line,
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vldoor_e type,
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mobj_t* thing )
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{
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player_t* p;
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// only players can open locked doors
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p = thing->player;
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if (!p)
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return 0;
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// check type of linedef, and if key is possessed to open it
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switch(line->special)
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{
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case 99: // Blue Lock
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case 133:
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if (!p->cards[it_bluecard] && !p->cards[it_blueskull])
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{
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2006-12-13 04:44:17 +00:00
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p->message = s_PD_BLUEO; // Ty 03/27/98 - externalized
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2006-03-28 15:44:01 +00:00
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S_StartSound(p->mo,sfx_oof); // killough 3/20/98
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return 0;
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}
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break;
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case 134: // Red Lock
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case 135:
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if (!p->cards[it_redcard] && !p->cards[it_redskull])
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{
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2006-12-13 04:44:17 +00:00
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p->message = s_PD_REDO; // Ty 03/27/98 - externalized
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2006-03-28 15:44:01 +00:00
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S_StartSound(p->mo,sfx_oof); // killough 3/20/98
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return 0;
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}
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break;
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case 136: // Yellow Lock
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case 137:
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if (!p->cards[it_yellowcard] && !p->cards[it_yellowskull])
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{
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2006-12-13 04:44:17 +00:00
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p->message = s_PD_YELLOWO; // Ty 03/27/98 - externalized
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2006-03-28 15:44:01 +00:00
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S_StartSound(p->mo,sfx_oof); // killough 3/20/98
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return 0;
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}
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break;
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}
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// got the key, so open the door
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return EV_DoDoor(line,type);
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}
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//
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// EV_DoDoor
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//
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// Handle opening a tagged door
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//
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// Passed the line activating the door and the type of door
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// Returns true if a thinker created
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//
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int EV_DoDoor
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( line_t* line,
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vldoor_e type )
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{
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int secnum,rtn;
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sector_t* sec;
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vldoor_t* door;
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secnum = -1;
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rtn = 0;
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// open all doors with the same tag as the activating line
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while ((secnum = P_FindSectorFromLineTag(line,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 (P_SectorActive(ceiling_special,sec)) //jff 2/22/98
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continue;
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// new door thinker
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rtn = 1;
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door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
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P_AddThinker (&door->thinker);
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sec->ceilingdata = door; //jff 2/22/98
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door->thinker.function = T_VerticalDoor;
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door->sector = sec;
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door->type = type;
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door->topwait = VDOORWAIT;
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door->speed = VDOORSPEED;
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door->line = line; // jff 1/31/98 remember line that triggered us
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door->lighttag = 0; /* killough 10/98: no light effects with tagged doors */
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// setup door parameters according to type of door
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switch(type)
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{
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case blazeClose:
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->direction = -1;
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door->speed = VDOORSPEED * 4;
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_bdcls);
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break;
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case p_close:
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door->topheight = P_FindLowestCeilingSurrounding(sec);
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door->topheight -= 4*FRACUNIT;
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door->direction = -1;
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S_StartSound((mobj_t *)&door->sector->soundorg,sfx_dorcls);
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break;
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case close30ThenOpen:
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door->topheight = sec->ceilingheight;
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door->direction = -1;
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|
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;
|
|
|
|
int secnum;
|
|
|
|
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])
|
|
|
|
{
|
2006-12-13 04:44:17 +00:00
|
|
|
player->message = s_PD_BLUEK; // Ty 03/27/98 - externalized
|
2006-03-28 15:44:01 +00:00
|
|
|
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])
|
|
|
|
{
|
2006-12-13 04:44:17 +00:00
|
|
|
player->message = s_PD_YELLOWK; // Ty 03/27/98 - externalized
|
2006-03-28 15:44:01 +00:00
|
|
|
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])
|
|
|
|
{
|
2006-12-13 04:44:17 +00:00
|
|
|
player->message = s_PD_REDK; // Ty 03/27/98 - externalized
|
2006-03-28 15:44:01 +00:00
|
|
|
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;
|
|
|
|
secnum = sec-sectors;
|
|
|
|
|
|
|
|
/* 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 */
|
|
|
|
}
|