📄 p_doors.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: p_doors.c,v 1.2 2003/09/08 22:34:29 jasonk Exp $//// 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: p_doors.c,v $// Revision 1.2 2003/09/08 22:34:29 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:53 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION: Door animation code (opening/closing)////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: p_doors.c,v 1.2 2003/09/08 22:34:29 jasonk 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 {"\0","\0","\0","\0"}};#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//intEV_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);}intEV_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//voidEV_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;
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