8 //==================================================================
9 //==================================================================
13 //==================================================================
14 //==================================================================
16 //==================================================================
20 //==================================================================
21 void T_VerticalDoor(vldoor_t *door)
25 switch(door->direction)
28 if(!--door->topcountdown)
32 door->direction = -1; // time to go back down
33 S_StartSound((mobj_t *)
34 &door->sector->soundorg, sfx_doropn);
38 S_StartSound((mobj_t *)
39 &door->sector->soundorg, sfx_doropn);
45 case 2: // INITIAL WAIT
46 if(!--door->topcountdown)
53 S_StartSound((mobj_t *)
54 &door->sector->soundorg, sfx_doropn);
62 res = T_MovePlane(door->sector, door->speed,
63 door->sector->floorheight, false, 1, door->direction);
70 door->sector->specialdata = NULL;
71 P_RemoveThinker(&door->thinker); // unlink and free
72 S_StartSound((mobj_t *)
73 &door->sector->soundorg, sfx_dorcls);
77 door->topcountdown = 35*30;
83 else if(res == crushed)
87 case close: // DON'T GO BACK UP!
91 S_StartSound((mobj_t *)
92 &door->sector->soundorg,sfx_doropn);
98 res = T_MovePlane(door->sector, door->speed,
99 door->topheight, false, 1, door->direction);
105 door->direction = 0; // wait at top
106 door->topcountdown = door->topwait;
108 case close30ThenOpen:
110 door->sector->specialdata = NULL;
111 P_RemoveThinker (&door->thinker); // unlink and free
112 S_StopSound((mobj_t *)&door->sector->soundorg);
122 //----------------------------------------------------------------------------
126 // Move a door up/down
128 //----------------------------------------------------------------------------
130 int EV_DoDoor(line_t *line, vldoor_e type, fixed_t speed)
139 while((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
141 sec = §ors[secnum];
146 // Add new door thinker
148 door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
149 P_AddThinker(&door->thinker);
150 sec->specialdata = door;
151 door->thinker.function = T_VerticalDoor;
156 door->topheight = P_FindLowestCeilingSurrounding(sec);
157 door->topheight -= 4*FRACUNIT;
158 door->direction = -1;
159 S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
161 case close30ThenOpen:
162 door->topheight = sec->ceilingheight;
163 door->direction = -1;
164 S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
169 door->topheight = P_FindLowestCeilingSurrounding(sec);
170 door->topheight -= 4*FRACUNIT;
171 if(door->topheight != sec->ceilingheight)
173 S_StartSound((mobj_t *)&door->sector->soundorg,
182 door->topwait = VDOORWAIT;
187 //==================================================================
189 // EV_VerticalDoor : open a door manually, no tag value
191 //==================================================================
192 void EV_VerticalDoor(line_t *line, mobj_t *thing)
200 side = 0; // only front sides can be used
204 player = thing->player;
205 switch(line->special)
207 case 26: // Blue Lock
213 if(!player->keys[key_blue])
215 P_SetMessage(player, TXT_NEEDBLUEKEY, false);
216 S_StartSound(NULL, sfx_plroof);
220 case 27: // Yellow Lock
226 if(!player->keys[key_yellow])
228 P_SetMessage(player, TXT_NEEDYELLOWKEY, false);
229 S_StartSound(NULL, sfx_plroof);
233 case 28: // Green Lock
239 if(!player->keys[key_green])
241 P_SetMessage(player, TXT_NEEDGREENKEY, false);
242 S_StartSound(NULL, sfx_plroof);
248 // if the sector has an active thinker, use it
249 sec = sides[line->sidenum[side^1]].sector;
250 secnum = sec-sectors;
253 door = sec->specialdata;
254 switch(line->special)
256 case 1: // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
260 if(door->direction == -1)
262 door->direction = 1; // go back up
267 { // Monsters don't close doors
270 door->direction = -1; // start going down immediately
277 switch(line->special)
279 case 1: // NORMAL DOOR SOUND
281 S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn);
282 //S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov);
284 default: // LOCKED DOOR SOUND
285 S_StartSound((mobj_t *)&sec->soundorg, sfx_doropn);
286 //S_StartSound((mobj_t *)&sec->soundorg, sfx_dormov);
293 door = Z_Malloc (sizeof(*door), PU_LEVSPEC, 0);
294 P_AddThinker(&door->thinker);
295 sec->specialdata = door;
296 door->thinker.function = T_VerticalDoor;
299 switch(line->special)
315 door->speed = VDOORSPEED;
316 door->topwait = VDOORWAIT;
319 // find the top and bottom of the movement range
321 door->topheight = P_FindLowestCeilingSurrounding(sec);
322 door->topheight -= 4*FRACUNIT;
325 //==================================================================
327 // Spawn a door that closes after 30 seconds
329 //==================================================================
330 void P_SpawnDoorCloseIn30(sector_t *sec)
334 door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
335 P_AddThinker(&door->thinker);
336 sec->specialdata = door;
338 door->thinker.function = T_VerticalDoor;
342 door->speed = VDOORSPEED;
343 door->topcountdown = 30*35;
346 //==================================================================
348 // Spawn a door that opens after 5 minutes
350 //==================================================================
351 void P_SpawnDoorRaiseIn5Mins(sector_t *sec, int secnum)
355 door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
356 P_AddThinker(&door->thinker);
357 sec->specialdata = door;
359 door->thinker.function = T_VerticalDoor;
362 door->type = raiseIn5Mins;
363 door->speed = VDOORSPEED;
364 door->topheight = P_FindLowestCeilingSurrounding(sec);
365 door->topheight -= 4*FRACUNIT;
366 door->topwait = VDOORWAIT;
367 door->topcountdown = 5*60*35;