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p_doors.c
资源名称:21.rar [点击查看]
上传用户:xuyinpeng
上传日期:2021-05-12
资源大小:455k
文件大小:16k
源码类别:
射击游戏
开发平台:
Visual C++
- // 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
- {"","","",""}
- };
- #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