コード例 #1
0
        /*
         * =====================
         * =
         * = P_CheckSight
         * =
         * = Returns true if a straight line between t1 and t2 is unobstructed
         * = look from eyes of t1 to any part of t2
         * =
         * =====================
         */

        public static bool P_CheckSight(DoomDef.mobj_t t1, DoomDef.mobj_t t2)
        {
            int s1, s2;
            int pnum, bytenum, bitnum;

            //
            // check for trivial rejection
            //
            s1      = Array.IndexOf(p_setup.sectors, t1.subsector.sector);
            s2      = Array.IndexOf(p_setup.sectors, t2.subsector.sector);
            pnum    = s1 * p_setup.numsectors + s2;
            bytenum = pnum >> 3;
            bitnum  = 1 << (pnum & 7);

            if ((p_setup.rejectmatrix[bytenum] & bitnum) != 0)
            {
                sightcounts[0]++;
                return(false);                          // can't possibly be connected
            }

            //
            // check precisely
            //
            sightzstart = t1.z + t1.height - (t1.height >> 2);
            topslope    = (t2.z + t2.height) - sightzstart;
            bottomslope = (t2.z) - sightzstart;

            return(P_SightPathTraverse(t1.x, t1.y, t2.x, t2.y));
        }
コード例 #2
0
ファイル: sounds.cs プロジェクト: asdlei99/HereticXNA
 public void reset()
 {
     mo       = null;
     sound_id = 0;
     handle   = 0;
     pitch    = 0;
     priority = 0;
 }
コード例 #3
0
        /*
         * ===================
         * =
         * = P_SetThingPosition
         * =
         * = Links a thing into both a block and a subsector based on it's x y
         * = Sets thing.subsector properly
         * =
         * ===================
         */

        public static void P_SetThingPosition(DoomDef.mobj_t thing)
        {
            r_local.subsector_t ss;
            r_local.sector_t    sec;
            int blockx, blocky;

            DoomDef.mobj_t link;
            int            linki;

            //
            // link into subsector
            //
            ss = r_main.R_PointInSubsector(thing.x, thing.y);
            thing.subsector = ss;
            if ((thing.flags & DoomDef.MF_NOSECTOR) == 0)
            {                   // invisible things don't go into the sector links
                sec = ss.sector;

                thing.sprev = null;
                thing.snext = sec.thinglist;
                if (sec.thinglist != null)
                {
                    sec.thinglist.sprev = thing;
                }
                sec.thinglist = thing;
            }

            //
            // link into blockmap
            //
            if ((thing.flags & DoomDef.MF_NOBLOCKMAP) == 0)
            {                   // inert things don't need to be in blockmap
                blockx = (thing.x - p_setup.bmaporgx) >> p_local.MAPBLOCKSHIFT;
                blocky = (thing.y - p_setup.bmaporgy) >> p_local.MAPBLOCKSHIFT;
                if (blockx >= 0 && blockx < p_setup.bmapwidth && blocky >= 0 && blocky < p_setup.bmapheight)
                {
                    linki       = blocky * p_setup.bmapwidth + blockx;
                    link        = p_setup.blocklinks[linki];
                    thing.bprev = null;
                    thing.bnext = link;
                    if (link != null)
                    {
                        link.bprev = thing;
                    }
                    p_setup.blocklinks[linki] = thing;
                }
                else
                {                       // thing is off the map
                    thing.bnext = thing.bprev = null;
                }
            }
        }
コード例 #4
0
            public override bool func(DoomDef.mobj_t thing)
            {
                int  x1, y1, x2, y2;
                int  s1, s2;
                bool tracepositive;

                p_local.divline_t dl = new p_local.divline_t();
                int frac;

                tracepositive = (trace.dx ^ trace.dy) > 0;

                // check a corner to corner crossection for hit

                if (tracepositive)
                {
                    x1 = thing.x - thing.radius;
                    y1 = thing.y + thing.radius;

                    x2 = thing.x + thing.radius;
                    y2 = thing.y - thing.radius;
                }
                else
                {
                    x1 = thing.x - thing.radius;
                    y1 = thing.y - thing.radius;

                    x2 = thing.x + thing.radius;
                    y2 = thing.y + thing.radius;
                }
                s1 = p_maputl.P_PointOnDivlineSide(x1, y1, trace);
                s2 = p_maputl.P_PointOnDivlineSide(x2, y2, trace);
                if (s1 == s2)
                {
                    return(true);       // line isn't crossed
                }
                dl.x  = x1;
                dl.y  = y1;
                dl.dx = x2 - x1;
                dl.dy = y2 - y1;
                frac  = P_InterceptVector(trace, dl);
                if (frac < 0)
                {
                    return(true);               // behind source
                }
                intercepts[intercept_p].frac    = frac;
                intercepts[intercept_p].isaline = false;
                intercepts[intercept_p].thing   = thing;
                intercept_p++;

                return(true);                    // keep going
            }
コード例 #5
0
ファイル: FrmMobj.cs プロジェクト: asdlei99/HereticXNA
        private void chkCastShadow_CheckedChanged(object sender, EventArgs e)
        {
            info.mobjinfo_t mobT = getMoType();
            if (mobT == null)
            {
                return;
            }
            if (mobT.light == null)
            {
                return;
            }

            mobT.light.castShadow = chkCastShadow.Checked;
            mobT.light.makeColor();
            Game1.instance.NeedSave = true;

            DoomDef.mobj_t selectedMo = Game1.instance.selectedMob.Target as DoomDef.mobj_t;
            if (selectedMo == null)
            {
                return;
            }
            for (DoomDef.thinker_t think = p_tick.thinkercap.next; think != p_tick.thinkercap; think = think.next)
            {
                if (think == null)
                {
                    break;
                }
                if (think.function == null)
                {
                    continue;
                }
                DoomDef.mobj_t mo = think.function.obj as DoomDef.mobj_t;
                if (mo == null)
                {
                    continue;
                }
                if (mo.shadowInfo == null)
                {
                    continue;
                }
                if (mo.type != selectedMo.type)
                {
                    continue;
                }
                if (!mobT.light.castShadow)
                {
                    mo.shadowInfo.Dispose();
                    mo.shadowInfo = null;
                }
            }
        }
コード例 #6
0
ファイル: FrmMobj.cs プロジェクト: asdlei99/HereticXNA
        private void sldRadius_Scroll(object sender, EventArgs e)
        {
            info.mobjinfo_t mobT = getMoType();
            if (mobT == null)
            {
                return;
            }
            if (mobT.light == null)
            {
                return;
            }

            mobT.light.radius = (float)sldRadius.Value;
            mobT.light.makeColor();
            Game1.instance.NeedSave = true;

            DoomDef.mobj_t selectedMo = Game1.instance.selectedMob.Target as DoomDef.mobj_t;
            if (selectedMo == null)
            {
                return;
            }
            for (DoomDef.thinker_t think = p_tick.thinkercap.next; think != p_tick.thinkercap; think = think.next)
            {
                if (think == null)
                {
                    break;
                }
                if (think.function == null)
                {
                    continue;
                }
                DoomDef.mobj_t mo = think.function.obj as DoomDef.mobj_t;
                if (mo == null)
                {
                    continue;
                }
                if (mo.shadowInfo == null)
                {
                    continue;
                }
                if (mo.type != selectedMo.type)
                {
                    continue;
                }
                mo.shadowInfo.needUpdate = true;
            }
        }
コード例 #7
0
ファイル: p_telept.cs プロジェクト: asdlei99/HereticXNA
        //----------------------------------------------------------------------------
        //
        // FUNC EV_Teleport
        //
        //----------------------------------------------------------------------------

        public static bool EV_Teleport(r_local.line_t line, int side, DoomDef.mobj_t thing)
        {
            int i;
            int tag;

            DoomDef.mobj_t    m;
            DoomDef.thinker_t thinker;
            r_local.sector_t  sector;

            if ((thing.flags2 & DoomDef.MF2_NOTELEPORT) != 0)
            {
                return(false);
            }
            if (side == 1)
            {             // Don't teleport when crossing back side
                return(false);
            }
            tag = line.tag;
            for (i = 0; i < p_setup.numsectors; i++)
            {
                if (p_setup.sectors[i].tag == tag)
                {
                    thinker = p_tick.thinkercap.next;
                    for (thinker = p_tick.thinkercap.next; thinker != p_tick.thinkercap;
                         thinker = thinker.next)
                    {
                        if (!(thinker.function is p_mobj.P_MobjThinker))
                        {                         // Not a mobj
                            continue;
                        }
                        m = thinker.function.obj as DoomDef.mobj_t;
                        if (m.type != info.mobjtype_t.MT_TELEPORTMAN)
                        {                         // Not a teleportman
                            continue;
                        }
                        sector = m.subsector.sector;
                        if (Array.IndexOf(p_setup.sectors, sector) != i)
                        {                         // Wrong sector
                            continue;
                        }
                        return(P_Teleport(thing, m.x, m.y, m.angle));
                    }
                }
            }
            return(false);
        }
コード例 #8
0
ファイル: FrmMobj.cs プロジェクト: asdlei99/HereticXNA
        internal void fillUIWithMob(DoomDef.mobj_t mo)
        {
            lblMobType.Text = mo.type.ToString();
            int lump;

            r_local.spritedef_t   sprdef;
            r_local.spriteframe_t sprframe;
            info.mobjinfo_t       mobT = info.mobjinfo[(int)mo.type];
            sprdef   = r_thing.sprites[(int)mo.sprite];
            sprframe = sprdef.spriteframes[mo.frame & DoomDef.FF_FRAMEMASK];
            lump     = sprframe.lump[0];
            Microsoft.Xna.Framework.Graphics.Texture2D texture = w_wad.W_CacheLumpNum(lump + r_data.firstspritelump, DoomDef.PU_CACHE).cache as Microsoft.Xna.Framework.Graphics.Texture2D;

            byte[] pixels = new byte[texture.Width * texture.Height * 4];
            texture.GetData <byte>(pixels);

            for (int i = 0; i < texture.Width * texture.Height; ++i)
            {
                byte tmp = pixels[i * 4 + 0];
                pixels[i * 4 + 0] = pixels[i * 4 + 2];
                pixels[i * 4 + 2] = tmp;
            }

            Bitmap bmp = new Bitmap(texture.Width, texture.Height, texture.Width * 4, PixelFormat.Format32bppArgb,
                                    GCHandle.Alloc(pixels, GCHandleType.Pinned).AddrOfPinnedObject());

            picMobSprite.Image = bmp;

            if (mobT.light == null)
            {
                btnRemoveColor.Text = "Add Light";
            }
            else
            {
                btnRemoveColor.Text        = "Remove Light";
                sldRadius.Value            = (int)mobT.light.radius;
                sldHue.Value               = mobT.light.hue;
                sldSaturation.Value        = mobT.light.saturation;
                txtMultiplier.Text         = mobT.light.brightness.ToString();
                chkCastShadow.Checked      = mobT.light.castShadow;
                cboLightType.SelectedIndex = mobT.light.type;
            }

            sldBottomIllumination.Value = (int)(mobT.selfIllumB * 100.0f);
            sldTopIllumination.Value    = (int)(mobT.selfIllumT * 100.0f);
        }
コード例 #9
0
        /*
         * ===============================================================================
         *
         *                                              THING POSITION SETTING
         *
         * ===============================================================================
         */

        /*
         * ===================
         * =
         * = P_UnsetThingPosition
         * =
         * = Unlinks a thing from block map and sectors
         * =
         * ===================
         */

        public static void P_UnsetThingPosition(DoomDef.mobj_t thing)
        {
            int blockx, blocky;

            if ((thing.flags & DoomDef.MF_NOSECTOR) == 0)
            {                   // inert things don't need to be in blockmap
                                // unlink from subsector
                if (thing.snext != null)
                {
                    thing.snext.sprev = thing.sprev;
                }
                if (thing.sprev != null)
                {
                    thing.sprev.snext = thing.snext;
                }
                else
                {
                    thing.subsector.sector.thinglist = thing.snext;
                }
            }

            if ((thing.flags & DoomDef.MF_NOBLOCKMAP) == 0)
            {                   // inert things don't need to be in blockmap
                                // unlink from block map
                if (thing.bnext != null)
                {
                    thing.bnext.bprev = thing.bprev;
                }
                if (thing.bprev != null)
                {
                    thing.bprev.bnext = thing.bnext;
                }
                else
                {
                    blockx = (thing.x - p_setup.bmaporgx) >> p_local.MAPBLOCKSHIFT;
                    blocky = (thing.y - p_setup.bmaporgy) >> p_local.MAPBLOCKSHIFT;
                    if (blockx >= 0 && blockx < p_setup.bmapwidth &&
                        blocky >= 0 && blocky < p_setup.bmapheight)
                    {
                        p_setup.blocklinks[blocky * p_setup.bmapwidth + blockx] = thing.bnext;
                    }
                }
            }
        }
コード例 #10
0
 public virtual bool func(DoomDef.mobj_t mob)
 {
     return(false);
 }
コード例 #11
0
            public void invalidate(bool doNeighbors)
            {
                needUpdateAmbientMap = true;
                if (floorBatch != null)
                {
                    floorBatch.vb.Dispose();
                    floorBatch = null;
                }
                if (ceilingBatch != null)
                {
                    ceilingBatch.vb.Dispose();
                    ceilingBatch = null;
                }
                if (sectorBatches != null)
                {
                    foreach (SectorBatch batch in sectorBatches)
                    {
                        if (batch.vb != null)
                        {
                            batch.vb.Dispose();
                        }
                    }
                    sectorBatches = null;
                }
                // Invalidate also neiborgh sectors
                if (doNeighbors)
                {
                    if (segs != null)
                    {
                        foreach (seg_t seg in segs)
                        {
                            if (seg.backsector != null)
                            {
                                seg.backsector.invalidate(false);
                            }
                        }
                    }

                    // Check for lights that touch that sector, and invalidate their shadow
                    for (DoomDef.thinker_t think = p_tick.thinkercap.next; think != p_tick.thinkercap; think = think.next)
                    {
                        if (think == null)
                        {
                            break;
                        }
                        if (think.function == null)
                        {
                            continue;
                        }
                        DoomDef.mobj_t mo = think.function.obj as DoomDef.mobj_t;
                        if (mo == null)
                        {
                            continue;
                        }
                        if (mo.shadowInfo == null)
                        {
                            continue;
                        }
                        if (mo.sectorsInRadius.Contains(this))
                        {
                            mo.shadowInfo.needUpdate = true;
                        }
                    }
                }
                justInvalidated = true;
            }
コード例 #12
0
ファイル: p_telept.cs プロジェクト: asdlei99/HereticXNA
        //----------------------------------------------------------------------------
        //
        // FUNC P_Teleport
        //
        //----------------------------------------------------------------------------

        public static bool P_Teleport(DoomDef.mobj_t thing, int x, int y, uint angle)
        {
            int oldx;
            int oldy;
            int oldz;
            int aboveFloor;
            int fogDelta;

            DoomDef.player_t player;
            uint             an;

            DoomDef.mobj_t fog;

            oldx       = thing.x;
            oldy       = thing.y;
            oldz       = thing.z;
            aboveFloor = thing.z - thing.floorz;
            if (!p_map.P_TeleportMove(thing, x, y))
            {
                return(false);
            }
            if (thing.player != null)
            {
                player = thing.player;
                if (player.powers[(int)DoomDef.powertype_t.pw_flight] != 0 && aboveFloor != 0)
                {
                    thing.z = thing.floorz + aboveFloor;
                    if (thing.z + thing.height > thing.ceilingz)
                    {
                        thing.z = thing.ceilingz - thing.height;
                    }
                    player.viewz = thing.z + player.viewheight;
                }
                else
                {
                    thing.z        = thing.floorz;
                    player.viewz   = thing.z + player.viewheight;
                    player.lookdir = 0;
                }
            }
            else if ((thing.flags & DoomDef.MF_MISSILE) != 0)
            {
                thing.z = thing.floorz + aboveFloor;
                if (thing.z + thing.height > thing.ceilingz)
                {
                    thing.z = thing.ceilingz - thing.height;
                }
            }
            else
            {
                thing.z = thing.floorz;
            }
            // Spawn teleport fog at source and destination
            fogDelta = (thing.flags & DoomDef.MF_MISSILE) != 0 ? 0 : DoomDef.TELEFOGHEIGHT;
            fog      = p_mobj.P_SpawnMobj(oldx, oldy, oldz + fogDelta, info.mobjtype_t.MT_TFOG);
            i_ibm.S_StartSound(fog, (int)sounds.sfxenum_t.sfx_telept);
            an  = angle >> (int)DoomDef.ANGLETOFINESHIFT;
            fog = p_mobj.P_SpawnMobj(x + 20 * r_main.finecosine(an),
                                     y + 20 * tables.finesine[an], thing.z + fogDelta, info.mobjtype_t.MT_TFOG);
            i_ibm.S_StartSound(fog, (int)sounds.sfxenum_t.sfx_telept);
            if (thing.player != null && thing.player.powers[(int)DoomDef.powertype_t.pw_weaponlevel2] == 0)
            {             // Freeze player for about .5 sec
                thing.reactiontime = 18;
            }
            thing.angle = angle;
            if ((thing.flags2 & DoomDef.MF2_FOOTCLIP) != 0 && p_mobj.P_GetThingFloorType(thing) != p_local.FLOOR_SOLID)
            {
                thing.flags2 |= DoomDef.MF2_FEETARECLIPPED;
            }
            else if ((thing.flags2 & DoomDef.MF2_FEETARECLIPPED) != 0)
            {
                thing.flags2 &= ~DoomDef.MF2_FEETARECLIPPED;
            }
            if ((thing.flags & DoomDef.MF_MISSILE) != 0)
            {
                angle    >>= (int)DoomDef.ANGLETOFINESHIFT;
                thing.momx = DoomDef.FixedMul(thing.infol.speed, r_main.finecosine(angle));
                thing.momy = DoomDef.FixedMul(thing.infol.speed, tables.finesine[angle]);
            }
            else
            {
                thing.momx = thing.momy = thing.momz = 0;
            }
            return(true);
        }
コード例 #13
0
        /*
         * ==============================================================================
         * =
         * = P_UseSpecialLine
         * =
         * = Called when a thing uses a special line
         * = Only the front sides of lines are usable
         * ===============================================================================
         */

        public static bool P_UseSpecialLine(DoomDef.mobj_t thing, r_local.line_t line)
        {
            //
            //	Switches that other things can activate
            //
            if (thing.player == null)
            {
                if ((line.flags & DoomData.ML_SECRET) != 0)
                {
                    return(false);                              // never open secret doors
                }
                switch (line.special)
                {
                case 1:                                 // MANUAL DOOR RAISE
                case 32:                                // MANUAL BLUE
                case 33:                                // MANUAL RED
                case 34:                                // MANUAL YELLOW
                    break;

                default:
                    return(false);
                }
            }

            //
            // do something
            //
            switch (line.special)
            {
            //===============================================
            //	MANUALS
            //===============================================
            case 1:                                     // Vertical Door
            case 26:                                    // Blue Door/Locked
            case 27:                                    // Yellow Door /Locked
            case 28:                                    // Red Door /Locked

            case 31:                                    // Manual door open
            case 32:                                    // Blue locked door open
            case 33:                                    // Red locked door open
            case 34:                                    // Yellow locked door open
                p_doors.EV_VerticalDoor(line, thing);
                break;

            //===============================================
            //	SWITCHES
            //===============================================
            case 7:                     // Switch_Build_Stairs (8 pixel steps)
                if (p_floor.EV_BuildStairs(line, 8 * DoomDef.FRACUNIT) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 107:                     // Switch_Build_Stairs_16 (16 pixel steps)
                if (p_floor.EV_BuildStairs(line, 16 * DoomDef.FRACUNIT) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 9:                                     // Change Donut
                //if (EV_DoDonut(line))
                //    P_ChangeSwitchTexture(line, 0);
                break;

            case 11:                                    // Exit level
                g_game.G_ExitLevel();
                P_ChangeSwitchTexture(line, 0);
                break;

            case 14:                                    // Raise Floor 32 and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseAndChange, 32) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 15:                                    // Raise Floor 24 and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseAndChange, 24) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 18:                                    // Raise Floor to next highest floor
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloorToNearest) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 20:                                    // Raise Plat next highest floor and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseToNearestAndChange, 0) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 21:                                    // PlatDownWaitUpStay
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.downWaitUpStay, 0) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 23:                                    // Lower Floor to Lowest
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.lowerFloorToLowest) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 29:                                    // Raise Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.normal, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 41:                                    // Lower Ceiling to Floor
                if (p_ceilng.EV_DoCeiling(line, p_spec.ceiling_e.lowerToFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 71:                                    // Turbo Lower Floor
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.turboLower) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 49:                                    // Lower Ceiling And Crush
                if (p_ceilng.EV_DoCeiling(line, p_spec.ceiling_e.lowerAndCrush) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 50:                                    // Close Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.close, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 51:                                    // Secret EXIT
                //G_SecretExitLevel();
                //P_ChangeSwitchTexture(line, 0);
                break;

            case 55:                                    // Raise Floor Crush
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloorCrush) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 101:                                   // Raise Floor
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 102:                                   // Lower Floor to Surrounding floor height
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.lowerFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            case 103:                                   // Open Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.open, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 0);
                }
                break;

            //===============================================
            //	BUTTONS
            //===============================================
            case 42:                                    // Close Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.close, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 43:                                    // Lower Ceiling to Floor
                if (p_ceilng.EV_DoCeiling(line, p_spec.ceiling_e.lowerToFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 45:                                    // Lower Floor to Surrounding floor height
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.lowerFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 60:                                    // Lower Floor to Lowest
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.lowerFloorToLowest) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 61:                                    // Open Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.open, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 62:                                    // PlatDownWaitUpStay
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.downWaitUpStay, 1) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 63:                                    // Raise Door
                if (p_doors.EV_DoDoor(line, p_spec.vldoor_e.normal, p_spec.VDOORSPEED) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 64:                                    // Raise Floor to ceiling
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloor) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 66:                                    // Raise Floor 24 and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseAndChange, 24) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 67:                                    // Raise Floor 32 and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseAndChange, 32) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 65:                                    // Raise Floor Crush
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloorCrush) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 68:                                    // Raise Plat to next highest floor and change texture
                if (p_plats.EV_DoPlat(line, p_spec.plattype_e.raiseToNearestAndChange, 0) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 69:                                    // Raise Floor to next highest floor
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.raiseFloorToNearest) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;

            case 70:                                    // Turbo Lower Floor
                if (p_floor.EV_DoFloor(line, p_spec.floor_e.turboLower) != 0)
                {
                    P_ChangeSwitchTexture(line, 1);
                }
                break;
            }

            return(true);
        }
コード例 #14
0
//==================================================================
//
//	EV_VerticalDoor : open a door manually, no tag value
//
//==================================================================
        public static void EV_VerticalDoor(r_local.line_t line, DoomDef.mobj_t thing)
        {
            DoomDef.player_t player;
            int secnum;

            r_local.sector_t sec;
            p_spec.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 == null)
                {
                    return;
                }
                if (!player.keys[(int)DoomDef.keytype_t.key_blue])
                {
                    p_inter.P_SetMessage(player, dstring.TXT_NEEDBLUEKEY, false);
                    i_ibm.S_StartSound(null, (int)sounds.sfxenum_t.sfx_plroof);
                    return;
                }
                break;

            case 27:     // Yellow Lock
            case 34:
                if (player == null)
                {
                    return;
                }
                if (!player.keys[(int)DoomDef.keytype_t.key_yellow])
                {
                    p_inter.P_SetMessage(player, dstring.TXT_NEEDYELLOWKEY, false);
                    i_ibm.S_StartSound(null, (int)sounds.sfxenum_t.sfx_plroof);
                    return;
                }
                break;

            case 28:     // Green Lock
            case 33:
                if (player == null)
                {
                    return;
                }
                if (!player.keys[(int)DoomDef.keytype_t.key_green])
                {
                    p_inter.P_SetMessage(player, dstring.TXT_NEEDGREENKEY, false);
                    i_ibm.S_StartSound(null, (int)sounds.sfxenum_t.sfx_plroof);
                    return;
                }
                break;
            }
            // if the sector has an active thinker, use it
            sec    = p_setup.sides[line.sidenum[side ^ 1]].sector;
            secnum = Array.IndexOf(p_setup.sectors, sec);
            if (sec.specialdata != null)
            {
                door = sec.specialdata as p_spec.vldoor_t;
                switch (line.special)
                {
                case 1:         // ONLY FOR "RAISE" DOORS, NOT "OPEN"s
                case 26:
                case 27:
                case 28:
                    if (door.direction == -1)
                    {
                        door.direction = 1;                 // go back up
                    }
                    else
                    {
                        if (thing.player == null)
                        {                 // Monsters don't close doors
                            return;
                        }
                        door.direction = -1;                 // start going down immediately
                    }
                    return;
                }
            }

            // for proper sound
            switch (line.special)
            {
            case 1:     // NORMAL DOOR SOUND
            case 31:
                i_ibm.S_StartSound(
                    sec.soundorg.x,
                    sec.soundorg.y,
                    sec.soundorg.z,
                    (int)sounds.sfxenum_t.sfx_doropn);
                break;

            default:     // LOCKED DOOR SOUND
                i_ibm.S_StartSound(
                    sec.soundorg.x,
                    sec.soundorg.y,
                    sec.soundorg.z,
                    (int)sounds.sfxenum_t.sfx_doropn);
                break;
            }

            //
            // new door thinker
            //
            door = new p_spec.vldoor_t();
            p_tick.P_AddThinker(door.thinker);
            sec.specialdata       = door;
            door.thinker.function = new T_VerticalDoor(door);
            door.sector           = sec;
            door.direction        = 1;
            switch (line.special)
            {
            case 1:
            case 26:
            case 27:
            case 28:
                door.type = p_spec.vldoor_e.normal;
                break;

            case 31:
            case 32:
            case 33:
            case 34:
                door.type    = p_spec.vldoor_e.open;
                line.special = 0;
                break;
            }
            door.speed   = p_spec.VDOORSPEED;
            door.topwait = p_spec.VDOORWAIT;

            //
            // find the top and bottom of the movement range
            //
            door.topheight  = p_spec.P_FindLowestCeilingSurrounding(sec);
            door.topheight -= 4 * DoomDef.FRACUNIT;
        }