ref: 69be33fe88d0a55dce27214e7543cded8ff51175
dir: /src/strife/p_doors.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 Simon Howard // // 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 "z_zone.h" #include "doomdef.h" #include "deh_main.h" #include "p_local.h" #include "s_sound.h" // State. #include "doomstat.h" #include "r_state.h" // Data. #include "dstrings.h" #include "sounds.h" // [STRIFE] #include "p_dialog.h" #include "i_system.h" // // VERTICAL DOORS // // // T_VerticalDoor // void T_VerticalDoor(vldoor_t* door) { result_e res1; result_e res2; switch(door->direction) { case 0: // WAITING if (!--door->topcountdown) { switch(door->type) { case blazeRaise: door->direction = -1; // time to go back down S_StartSound(&door->sector->soundorg, sfx_bdcls); break; case normal: door->direction = -1; // time to go back down // villsa [STRIFE] closesound added S_StartSound(&door->sector->soundorg, door->closesound); break; // villsa [STRIFE] case shopClose: door->direction = 1; door->speed = (2*FRACUNIT); S_StartSound(&door->sector->soundorg, door->opensound); break; case close30ThenOpen: door->direction = 1; // villsa [STRIFE] opensound added S_StartSound(&door->sector->soundorg, door->opensound); break; default: break; } } break; case 2: // INITIAL WAIT if (!--door->topcountdown) { switch(door->type) { case raiseIn5Mins: door->direction = 1; door->type = normal; // villsa [STRIFE] opensound added S_StartSound(&door->sector->soundorg, door->opensound); break; default: break; } } break; // villsa [STRIFE] case -2: // SPLIT res1 = T_MovePlane(door->sector, door->speed, door->topheight, 0, 1, 1); res2 = T_MovePlane(door->sector, door->speed, door->topwait, 0, 0, -1); if(res1 == pastdest && res2 == pastdest) { door->sector->specialdata = NULL; P_RemoveThinker(&door->thinker); // unlink and free } break; case -1: // DOWN res1 = T_MovePlane(door->sector, door->speed, door->sector->floorheight, false, 1, door->direction); if(res1 == pastdest) { switch(door->type) { case normal: case close: case blazeRaise: case blazeClose: door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free // villsa [STRIFE] no sounds break; case close30ThenOpen: door->direction = 0; door->topcountdown = TICRATE*30; break; // villsa [STRIFE] case shopClose: door->direction = 0; door->topcountdown = TICRATE*120; break; default: break; } } else if(res1 == crushed) { switch(door->type) { case blazeClose: case close: // DO NOT GO BACK UP! case shopClose: // villsa [STRIFE] break; default: door->direction = 1; // villsa [STRIFE] opensound added S_StartSound(&door->sector->soundorg, door->opensound); break; } } break; case 1: // UP res1 = T_MovePlane(door->sector, door->speed, door->topheight, false,1,door->direction); if(res1 == 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: case shopClose: // villsa [STRIFE] door->sector->specialdata = NULL; P_RemoveThinker (&door->thinker); // unlink and free break; default: break; } } break; } } // // EV_DoLockedDoor // Move a locked door up/down // // [STRIFE] This game has a crap load of keys. And this function doesn't even // deal with all of them... // 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: case 133: if(!p->cards[key_IDCard]) { p->message = DEH_String("You need an id card"); S_StartSound(NULL, sfx_oof); return 0; } break; case 134: case 135: if(!p->cards[key_IDBadge]) { p->message = DEH_String("You need an id badge"); S_StartSound(NULL, sfx_oof); return 0; } break; case 136: case 137: if(!p->cards[key_Passcard]) { p->message = DEH_String("You need a pass card"); S_StartSound(NULL, sfx_oof); return 0; } break; case 151: case 164: if(!p->cards[key_GoldKey]) { p->message = DEH_String("You need a gold key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 153: case 163: if(!p->cards[key_SilverKey]) { p->message = DEH_String("You need a silver key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 152: case 162: if(!p->cards[key_BrassKey]) { p->message = DEH_String("You need a brass key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 167: case 168: if(!p->cards[key_SeveredHand]) { p->message = DEH_String("Hand print not on file"); S_StartSound(NULL, sfx_oof); return 0; } break; case 171: if(!p->cards[key_PrisonKey]) { p->message = DEH_String("You don't have the key to the prison"); S_StartSound(NULL, sfx_oof); return 0; } break; case 172: if(!p->cards[key_Power1Key]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 173: if(!p->cards[key_Power2Key]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 176: if(!p->cards[key_Power3Key]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 189: if(!p->cards[key_OracleKey]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 191: if(!p->cards[key_MilitaryID]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 192: if(!p->cards[key_WarehouseKey]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; case 223: if(!p->cards[key_MineKey]) { p->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return 0; } break; } return EV_DoDoor(line,type); } // // EV_DoDoor // 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; R_SoundNumForDoor(door); // villsa [STRIFE] set door sounds switch(type) { // villsa [STRIFE] new door type case splitOpen: door->direction = -2; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->speed = FRACUNIT; // yes, it using topwait to get the floor height door->topwait = P_FindLowestFloorSurrounding(sec); if(door->topheight == sec->ceilingheight) continue; S_StartSound(&sec->soundorg, door->opensound); break; // villsa [STRIFE] new door type case splitRaiseNearest: door->direction = -2; door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->speed = FRACUNIT; // yes, it using topwait to get the floor height door->topwait = P_FindHighestFloorSurrounding(sec); if(door->topheight == sec->ceilingheight) continue; S_StartSound(&sec->soundorg, door->opensound); break; case blazeClose: case shopClose: // villsa [STRIFE] door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; door->speed = VDOORSPEED * 4; S_StartSound(&door->sector->soundorg, sfx_bdcls); break; case close: door->topheight = P_FindLowestCeilingSurrounding(sec); door->topheight -= 4*FRACUNIT; door->direction = -1; // villsa [STRIFE] set door sounds S_StartSound(&door->sector->soundorg, door->opensound); break; case close30ThenOpen: door->topheight = sec->ceilingheight; door->direction = -1; // villsa [STRIFE] set door sounds S_StartSound(&door->sector->soundorg, door->closesound); 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(&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(&door->sector->soundorg, door->opensound); break; default: break; } } return rtn; } // // EV_ClearForceFields // // villsa [STRIFE] new function // boolean EV_ClearForceFields(line_t* line) { int secnum; int rtn; sector_t* sec; int i; line_t* secline; boolean ret = false; secnum = -1; rtn = 0; while((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; rtn = 1; line->special = 0; ret = true; // haleyjd 09/18/10: fixed to continue w/linecount == 0, not return for(i = 0; i < sec->linecount; i++) { secline = sec->lines[i]; if(!(secline->flags & ML_TWOSIDED)) continue; if(secline->special != 148) continue; secline->flags &= ~ML_BLOCKING; secline->special = 0; sides[secline->sidenum[0]].midtexture = 0; sides[secline->sidenum[1]].midtexture = 0; } } return ret; } // // EV_VerticalDoor : open a door manually, no tag value // // [STRIFE] Tons of new door types were added. // 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; // haleyjd 09/15/10: [STRIFE] myriad checks here... switch(line->special) { case 26: // DR ID Card door case 32: // D1 ID Card door if(!player->cards[key_IDCard]) { player->message = DEH_String("You need an id card to open this door"); S_StartSound(NULL, sfx_oof); return; } break; case 27: // DR Pass Card door case 34: // D1 Pass Card door if(!player->cards[key_Passcard]) { player->message = DEH_String("You need a pass card key to open this door"); S_StartSound(NULL, sfx_oof); return; } break; case 28: // DR ID Badge door case 33: // D1 ID Badge door if(!player->cards[key_IDBadge]) { player->message = DEH_String("You need an id badge to open this door"); S_StartSound(NULL, sfx_oof); return; } break; case 156: // D1 brass key door case 161: // DR brass key door if(!player->cards[key_BrassKey]) { player->message = DEH_String("You need a brass key"); S_StartSound(NULL, sfx_oof); return; } break; case 157: // D1 silver key door case 160: // DR silver key door if(!player->cards[key_SilverKey]) { player->message = DEH_String("You need a silver key"); S_StartSound(NULL, sfx_oof); return; } break; case 158: // D1 gold key door case 159: // DR gold key door if(!player->cards[key_GoldKey]) { player->message = DEH_String("You need a gold key"); S_StartSound(NULL, sfx_oof); return; } break; // villsa [STRIFE] added 09/15/10 case 165: player->message = DEH_String("That doesn't seem to work"); S_StartSound(NULL, sfx_oof); return; case 166: // DR Hand Print door if(!player->cards[key_SeveredHand]) { player->message = DEH_String("Hand print not on file"); S_StartSound(NULL, sfx_oof); return; } break; case 169: // DR Base key door if(!player->cards[key_BaseKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 170: // DR Gov's Key door if(!player->cards[key_GovsKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 190: // DR Order Key door if(!player->cards[key_OrderKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 205: // DR "Only in retail" player->message = DEH_String("THIS AREA IS ONLY AVAILABLE IN THE " "RETAIL VERSION OF STRIFE"); S_StartSound(NULL, sfx_oof); return; case 213: // DR Chalice door if(!P_PlayerHasItem(player, MT_INV_CHALICE)) { player->message = DEH_String("You need the chalice!"); S_StartSound(NULL, sfx_oof); return; } break; case 217: // DR Core Key door if(!player->cards[key_CoreKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 221: // DR Mauler Key door if(!player->cards[key_MaulerKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 224: // DR Chapel Key door if(!player->cards[key_ChapelKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 225: // DR Catacomb Key door if(!player->cards[key_CatacombKey]) { player->message = DEH_String("You don't have the key"); S_StartSound(NULL, sfx_oof); return; } break; case 232: // DR Oracle Pass door if(!(player->questflags & QF_QUEST18)) { player->message = DEH_String("You need the Oracle Pass!"); S_StartSound(NULL, sfx_oof); return; } break; default: 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; // [STRIFE] Adjusted to handle linetypes handled here by Strife. // BUG: Not all door types are checked here. This means that certain // door lines are allowed to fall through and start a new thinker on the // sector! This is why some doors can become jammed in Strife - stuck in // midair, or unable to be opened at all. Multiple thinkers will fight // over how to move the door. They should have added a default return if // they weren't going to handle this unconditionally... switch(line->special) { case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s case 26: case 27: case 28: case 117: case 159: // villsa case 160: // haleyjd case 161: // villsa case 166: // villsa case 169: // villsa case 170: // villsa case 190: // villsa case 213: // villsa case 232: // villsa if(door->direction == -1) door->direction = 1; // go back up else { if (!thing->player) return; // When is a door not a door? // In Vanilla, door->direction is set, even though // "specialdata" might not actually point at a door. if (door->thinker.function.acp1 == (actionf_p1) T_VerticalDoor) { door->direction = -1; // start going down immediately } else if (door->thinker.function.acp1 == (actionf_p1) T_PlatRaise) { // Erm, this is a plat, not a door. // This notably causes a problem in ep1-0500.lmp where // a plat and a door are cross-referenced; the door // doesn't open on 64-bit. // The direction field in vldoor_t corresponds to the wait // field in plat_t. Let's set that to -1 instead. plat_t *plat; plat = (plat_t *) door; plat->wait = -1; } else { // This isn't a door OR a plat. Now we're in trouble. fprintf(stderr, "EV_VerticalDoor: Tried to close " "something that wasn't a door.\n"); // Try closing it anyway. At least it will work on 32-bit // machines. door->direction = -1; } } return; default: break; } } // haleyjd 09/15/10: [STRIFE] Removed DOOM door sounds // 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; R_SoundNumForDoor(door); // haleyjd 09/15/10: [STRIFE] Get door sounds // for proper sound - [STRIFE] - verified complete switch(line->special) { case 117: // BLAZING DOOR RAISE case 118: // BLAZING DOOR OPEN S_StartSound(&sec->soundorg, sfx_bdopn); break; default: // NORMAL DOOR SOUND S_StartSound(&sec->soundorg, door->opensound); break; } // haleyjd: [STRIFE] - verified all. switch(line->special) { case 1: case 26: case 27: case 28: door->type = normal; break; case 31: case 32: case 33: case 34: case 156: // villsa [STRIFE] case 157: // villsa [STRIFE] case 158: // villsa [STRIFE] 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; default: // haleyjd: [STRIFE] pretty important to have this here! door->type = normal; 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 * TICRATE; } // // 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 * TICRATE; } // villsa [STRIFE] resurrected sliding doors // // // villsa [STRIFE] // // Sliding door name information // static slidename_t slideFrameNames[MAXSLIDEDOORS] = { // SIGLDR { "SIGLDR01", // frame1 "SIGLDR02", // frame2 "SIGLDR03", // frame3 "SIGLDR04", // frame4 "SIGLDR05", // frame5 "SIGLDR06", // frame6 "SIGLDR07", // frame7 "SIGLDR08" // frame8 }, // DORSTN { "DORSTN01", // frame1 "DORSTN02", // frame2 "DORSTN03", // frame3 "DORSTN04", // frame4 "DORSTN05", // frame5 "DORSTN06", // frame6 "DORSTN07", // frame7 "DORSTN08" // frame8 }, // DORQTR { "DORQTR01", // frame1 "DORQTR02", // frame2 "DORQTR03", // frame3 "DORQTR04", // frame4 "DORQTR05", // frame5 "DORQTR06", // frame6 "DORQTR07", // frame7 "DORQTR08" // frame8 }, // DORCRG { "DORCRG01", // frame1 "DORCRG02", // frame2 "DORCRG03", // frame3 "DORCRG04", // frame4 "DORCRG05", // frame5 "DORCRG06", // frame6 "DORCRG07", // frame7 "DORCRG08" // frame8 }, // DORCHN { "DORCHN01", // frame1 "DORCHN02", // frame2 "DORCHN03", // frame3 "DORCHN04", // frame4 "DORCHN05", // frame5 "DORCHN06", // frame6 "DORCHN07", // frame7 "DORCHN08" // frame8 }, // DORIRS { "DORIRS01", // frame1 "DORIRS02", // frame2 "DORIRS03", // frame3 "DORIRS04", // frame4 "DORIRS05", // frame5 "DORIRS06", // frame6 "DORIRS07", // frame7 "DORIRS08" // frame8 }, // DORALN { "DORALN01", // frame1 "DORALN02", // frame2 "DORALN03", // frame3 "DORALN04", // frame4 "DORALN05", // frame5 "DORALN06", // frame6 "DORALN07", // frame7 "DORALN08" // frame8 }, {"\0","\0","\0","\0","\0","\0","\0","\0"} }; // // villsa [STRIFE] // // Sliding door open sounds // static sfxenum_t slideOpenSounds[MAXSLIDEDOORS] = { sfx_drlmto, sfx_drston, sfx_airlck, sfx_drsmto, sfx_drchno, sfx_airlck, sfx_airlck, sfx_None }; // // villsa [STRIFE] // // Sliding door close sounds // static sfxenum_t slideCloseSounds[MAXSLIDEDOORS] = { sfx_drlmtc, sfx_drston, sfx_airlck, sfx_drsmtc, sfx_drchnc, sfx_airlck, sfx_airlck, sfx_None }; slideframe_t slideFrames[MAXSLIDEDOORS]; // // P_InitSlidingDoorFrames // // villsa [STRIFE] resurrected // void P_InitSlidingDoorFrames(void) { int i; int f1; int f2; int f3; int f4; memset(slideFrames, 0, sizeof(slideframe_t) * MAXSLIDEDOORS); for(i = 0; i < MAXSLIDEDOORS; i++) { if(!slideFrameNames[i].frame1[0]) break; f1 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame1)); f2 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame2)); f3 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame3)); f4 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame4)); slideFrames[i].frames[0] = f1; slideFrames[i].frames[1] = f2; slideFrames[i].frames[2] = f3; slideFrames[i].frames[3] = f4; f1 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame5)); f2 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame6)); f3 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame7)); f4 = R_TextureNumForName(DEH_String(slideFrameNames[i].frame8)); slideFrames[i].frames[4] = f1; slideFrames[i].frames[5] = f2; slideFrames[i].frames[6] = f3; slideFrames[i].frames[7] = f4; } } // // P_FindSlidingDoorType // // Return index into "slideFrames" array // for which door type to use // // villsa [STRIFE] resurrected // int P_FindSlidingDoorType(line_t* line) { int i; int val; for(i = 0; i < MAXSLIDEDOORS-1; i++) { val = sides[line->sidenum[0]].toptexture; if(val == slideFrames[i].frames[0]) return i; } return -1; } // // T_SlidingDoor // // villsa [STRIFE] resurrected // void T_SlidingDoor(slidedoor_t* door) { sector_t* sec; sec = door->frontsector; switch(door->status) { case sd_opening: if(!door->timer--) { if(++door->frame == SNUMFRAMES) { // IF DOOR IS DONE OPENING... door->line1->flags &= ~ML_BLOCKING; door->line2->flags &= ~ML_BLOCKING; if(door->type == sdt_openOnly) { door->frontsector->specialdata = NULL; P_RemoveThinker (&door->thinker); return; } door->timer = SDOORWAIT; door->status = sd_waiting; } else { // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... door->timer = SWAITTICS; sides[door->line2->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line2->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line1->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line1->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; } } return; case sd_waiting: // IF DOOR IS DONE WAITING... if(!door->timer--) { fixed_t speed; fixed_t cheight; sec = door->frontsector; // CAN DOOR CLOSE? if(sec->thinglist != NULL) { door->timer = SDOORWAIT; return; } else { cheight = sec->ceilingheight; speed = cheight - sec->floorheight - (10*FRACUNIT); // something blocking it? if(T_MovePlane(sec, speed, sec->floorheight, 0, 1, -1) == crushed) { door->timer = SDOORWAIT; return; } else { // Instantly move plane T_MovePlane(sec, (128*FRACUNIT), cheight, 0, 1, 1); // turn line blocking back on door->line1->flags |= ML_BLOCKING; door->line2->flags |= ML_BLOCKING; // play close sound S_StartSound(&sec->soundorg, slideCloseSounds[door->whichDoorIndex]); door->status = sd_closing; door->timer = SWAITTICS; } } } return; case sd_closing: if (!door->timer--) { if(--door->frame < 0) { // IF DOOR IS DONE CLOSING... T_MovePlane(sec, (128*FRACUNIT), sec->floorheight, 0, 1, -1); door->frontsector->specialdata = NULL; P_RemoveThinker (&door->thinker); return; } else { // IF DOOR NEEDS TO ANIMATE TO NEXT FRAME... door->timer = SWAITTICS; sides[door->line2->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line2->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line1->sidenum[0]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; sides[door->line1->sidenum[1]].midtexture = slideFrames[door->whichDoorIndex].frames[door->frame]; } } return; } } // // EV_RemoteSlidingDoor // // villsa [STRIFE] new function // int EV_RemoteSlidingDoor(line_t* line, mobj_t* thing) { int secnum; sector_t* sec; int i; int rtn; line_t* secline; secnum = -1; rtn = 0; while((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0) { sec = §ors[secnum]; if(sec->specialdata) continue; for(i = 0; i < 4; i++) { secline = sec->lines[i]; if(P_FindSlidingDoorType(secline) < 0) continue; EV_SlidingDoor(secline, thing); rtn = 1; } } return rtn; } // // EV_SlidingDoor // // villsa [STRIFE] // void EV_SlidingDoor(line_t* line, mobj_t* thing) { sector_t* sec; slidedoor_t* door; int i; line_t* secline; // Make sure door isn't already being animated sec = sides[line->sidenum[1]].sector; 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; door->timer = SWAITTICS; // villsa [STRIFE] } } 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); // villsa [STRIFE] different error message if(door->whichDoorIndex < 0) I_Error(DEH_String("EV_SlidingDoor: Textures are not defined for sliding door!")); sides[line->sidenum[0]].midtexture = sides[line->sidenum[0]].toptexture; // villsa [STRIFE] door->line1 = line; door->line2 = line; // villsa [STRIFE] this loop assumes that the sliding door is made up // of only four linedefs! for(i = 0; i < 4; i++) { secline = sec->lines[i]; if(secline != line) { side_t* side1; side_t* side2; side1 = &sides[secline->sidenum[0]]; side2 = &sides[line->sidenum[0]]; if(side1->toptexture == side2->toptexture) door->line2 = secline; } } door->thinker.function.acp1 = (actionf_p1)T_SlidingDoor; door->timer = SWAITTICS; door->frontsector = sec; door->frame = 0; // villsa [STRIFE] preset flags door->line1->flags |= ML_BLOCKING; door->line2->flags |= ML_BLOCKING; // villsa [STRIFE] set the closing sector T_MovePlane( door->frontsector, (128*FRACUNIT), P_FindLowestCeilingSurrounding(door->frontsector), 0, 1, 1); // villsa [STRIFE] play open sound S_StartSound(&door->frontsector->soundorg, slideOpenSounds[door->whichDoorIndex]); } }