Source

doom / src / p_doors.c

Full commit
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: p_doors.c 823 2011-03-17 18:53:01Z smite-meister $
//
// Copyright (C) 1993-1996 by id Software, Inc.
// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
//
// 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.
//
//
// $Log: p_doors.c,v $
// Revision 1.13  2004/04/18 19:30:49  hurdler
// add a comment about a crashing bug
//
// Revision 1.12  2001/08/02 19:15:59  bpereira
// fix player reset in secret level of doom2
//
// Revision 1.11  2001/05/27 13:42:47  bpereira
// no message
//
// Revision 1.10  2001/04/04 20:24:21  judgecutor
// Added support for the 3D Sound
//
// Revision 1.9  2001/02/24 13:35:20  bpereira
// no message
//
// Revision 1.8  2001/01/25 22:15:43  bpereira
// added heretic support
//
// Revision 1.7  2000/11/02 17:50:07  stroggonmeth
// Big 3Dfloors & FraggleScript commit!!
//
// Revision 1.6  2000/09/28 20:57:16  bpereira
// no message
//
// Revision 1.5  2000/04/16 18:38:07  bpereira
// no message
//
// Revision 1.4  2000/04/11 19:07:24  stroggonmeth
// Finished my logs, fixed a crashing bug.
//
// Revision 1.3  2000/04/04 00:32:46  stroggonmeth
// Initial Boom compatability plus few misc changes all around.
//
// Revision 1.2  2000/02/27 00:42:10  hurdler
// fix CR+LF problem
//
// Revision 1.1.1.1  2000/02/22 20:32:32  hurdler
// Initial import into CVS (v1.29 pr3)
//
//
// DESCRIPTION:
//      Door animation code (opening/closing)
//
//-----------------------------------------------------------------------------

#include "doomdef.h"
#include "doomstat.h"
#include "dstrings.h"
#include "p_local.h"
#include "r_state.h"
#include "s_sound.h"
#include "z_zone.h"

#include "hardware/hw3sound.h"

#ifdef DOORDELAY_CONTROL
// [WDJ] 1/15/2009 support control of door and event delay
int  adj_ticks_per_sec = 35;
#endif

#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
// =========================================================================

int doorclosesound = sfx_dorcls;

//
// 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:
                    case genBlazeRaise:        //SoM: 3/6/2000
                        door->direction = -1;   // time to go back down
                        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_bdcls);
                        break;

                    case normalDoor:
                    case genRaise:     //SoM: 3/6/2000
                        door->direction = -1;   // time to go back down
                        S_StartSound((mobj_t *)&door->sector->soundorg, doorclosesound);
                        break;

                    case close30ThenOpen:
                    case genCdO:       //SoM: 3/6/2000
                        door->direction = 1;
                        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
                        break;

                        //SoM: 3/6/2000
                    case genBlazeCdO:
                        door->direction = 1;    // time to go back up
                        S_StartSound((mobj_t *) & door->sector->soundorg, sfx_bdopn);
                        break;

                    default:
                        break;
                }
            }
            break;

        case 2:
            //  INITIAL WAIT
            if (!--door->topcountdown)
            {
                switch (door->type)
                {
                    case raiseIn5Mins:
                        door->direction = 1;
                        door->type = normalDoor;
                        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:
                    case genBlazeRaise:
                    case genBlazeClose:
                        door->sector->ceilingdata = NULL;       // SoM: 3/6/2000
                        P_RemoveThinker(&door->thinker);        // unlink and free
                        if (boomsupport)        //SoM: Removes the double closing sound of doors.
                            S_StartSound((mobj_t *) & door->sector->soundorg, sfx_bdcls);
                        break;

                    case normalDoor:
                    case doorclose:
                    case genRaise:
                    case genClose:
                        door->sector->ceilingdata = NULL;       //SoM: 3/6/2000
                        P_RemoveThinker(&door->thinker);        // unlink and free
                        if (gamemode == heretic)
                            S_StartSound((mobj_t *) & door->sector->soundorg, sfx_dorcls);

                        break;

                    case close30ThenOpen:
                        door->direction = 0;
                        door->topcountdown = 30 * adj_ticks_per_sec; // [WDJ]
                        break;

                        //SoM: 3/6/2000: General door stuff
                    case genCdO:
                    case genBlazeCdO:
                        door->direction = 0;
                        door->topcountdown = (door->topwait * adj_ticks_per_sec) / 35;  // [WDJ]
                        break;

                    default:
                        break;
                }
                //SoM: 3/6/2000: Code to turn lighting off in tagged sectors.
                if (boomsupport && door->line && door->line->tag)
                {
                    if (door->line->special > GenLockedBase && (door->line->special&6)==6)
                        EV_TurnTagLightsOff(door->line);
                    else
                    {
                        switch (door->line->special)
                        {
                            case 1:
                            case 31:
                            case 26:
                            case 27:
                            case 28:
                            case 32:
                            case 33:
                            case 34:
                            case 117:
                            case 118:
                                EV_TurnTagLightsOff(door->line);
                                break;
                            default:
                                break;
                        }
                    }
                }
            }
            else if (res == crushed)
            {
                switch (door->type)
                {
                    case genClose:     //SoM: 3/6/2000
                    case genBlazeClose:        //SoM: 3/6/2000
                    case blazeClose:
                    case doorclose:    // DO NOT GO BACK UP!
                        break;
                    default:
                        door->direction = 1;
#if 1
		        // [WDJ] Bug from DoomWiki, blaze door hits something and raises with normal sound.
			// Test for type of door and play appropriate sound.
		        S_StartSound((mobj_t *)&door->sector->soundorg,
                             door->speed >= 4 ? sfx_bdopn : sfx_doropn);
#else		   
                        S_StartSound((mobj_t *)&door->sector->soundorg, sfx_doropn);
#endif		   
                        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 normalDoor:
                    case genRaise:     //SoM: 3/6/2000
                    case genBlazeRaise:        //SoM: 3/6/2000
                        door->direction = 0;    // wait at top
                        door->topcountdown = (door->topwait * adj_ticks_per_sec) / 35;  // [WDJ]
                        break;

                    case close30ThenOpen:
                    case blazeOpen:
                    case dooropen:
                    case genBlazeOpen:
                    case genOpen:
                    case genCdO:
                    case genBlazeCdO:
                        door->sector->ceilingdata = NULL;
                        P_RemoveThinker(&door->thinker);        // unlink and free
                        if (gamemode == heretic)
                            S_StopSound((mobj_t *) & door->sector->soundorg);

                        break;

                    default:
                        break;
                }
                //SoM: 3/6/2000: turn lighting on in tagged sectors of manual doors
                if (boomsupport && door->line && door->line->tag)
                {
                    if (door->line->special > GenLockedBase && (door->line->special&6)==6)     //jff 3/9/98 all manual doors
                        EV_LightTurnOn(door->line, 0);
                    else
                    {
                        switch (door->line->special)
                        {
                            case 1:
                            case 31:
                            case 26:
                            case 27:
                            case 28:
                            case 32:
                            case 33:
                            case 34:
                            case 117:
                            case 118:
                                EV_LightTurnOn(door->line, 0);
                                break;
                            default:
                                break;
                        }
                    }
                }
            }
            break;
    }
}

//
// EV_DoLockedDoor
// Move a locked door up/down
//
// SoM: Removed the player checks at every different color door (checking to make sure 'p' is
// not NULL) because you only need to do that once.
int
EV_DoLockedDoor ( line_t* line, vldoor_e type, mobj_t* thing, fixed_t speed )
{
    player_t *p;

    p = thing->player;

    if (!p)
        return 0;

    switch (line->special)
    {
        case 99:       // Blue Lock
        case 133:
            if (!(p->cards & it_bluecard) && !(p->cards & it_blueskull))
            {
                p->message = PD_BLUEO;
                S_StartScreamSound(p->mo, sfx_oof);     //SoM: 3/6/200: killough's idea
                return 0;
            }
            break;

        case 134:      // Red Lock
        case 135:
            if (!(p->cards & it_redcard) && !(p->cards & it_redskull))
            {
                p->message = PD_REDO;
                S_StartScreamSound(p->mo, sfx_oof);     //SoM: 3/6/200: killough's idea
                return 0;
            }
            break;

        case 136:      // Yellow Lock
        case 137:
        if (!(p->cards & it_yellowcard) &&
            !(p->cards & it_yellowskull))
            {
                p->message = PD_YELLOWO;
                S_StartScreamSound(p->mo, sfx_oof);     //SoM: 3/6/200: killough's idea
                return 0;
            }
            break;
    }

    return EV_DoDoor(line, type, speed);
}

int EV_DoDoor(line_t * line, vldoor_e type, fixed_t speed)
{
    int secnum;
    int rtn = 0;
    sector_t *sec;
    vldoor_t *door;

    secnum = -1;  // init search FindSector
    while ((secnum = P_FindSectorFromLineTag(line, secnum)) >= 0)
    {
        sec = &sectors[secnum];
        if (P_SectorActive(ceiling_special, sec))       //SoM: 3/6/2000
            continue;

        // new door thinker
        rtn = 1;
        door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker(&door->thinker);
        sec->ceilingdata = door;        //SoM: 3/6/2000

        door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
        door->sector = sec;
        door->type = type;
        door->topwait = VDOORWAIT;
        door->speed = speed;
        door->line = line;      //SoM: 3/6/2000: Remember the line that triggered the door.

        switch (type)
        {
            case blazeClose:
                door->topheight = P_FindLowestCeilingSurrounding(sec);
                door->topheight -= 4 * FRACUNIT;
                door->direction = -1;
                S_StartSound((mobj_t *) & door->sector->soundorg, sfx_bdcls);
                break;

            case doorclose:
                door->topheight = P_FindLowestCeilingSurrounding(sec);
                door->topheight -= 4 * FRACUNIT;
                door->direction = -1;
                S_StartSound((mobj_t *) & door->sector->soundorg, doorclosesound);
                break;

            case close30ThenOpen:
                door->topheight = sec->ceilingheight;
                door->direction = -1;
                S_StartSound((mobj_t *) & door->sector->soundorg, doorclosesound);
                break;

            case blazeRaise:
            case blazeOpen:
                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_bdopn);
                break;

            case normalDoor:
            case dooropen:
                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_OpenDoor
// Generic function to open a door (used by FraggleScript)

void EV_OpenDoor(int sectag, int speed, int wait_time)
{
    vldoor_e door_type;
    int secnum;
    vldoor_t *door;

    if(speed < 1) speed = 1;

    // find out door type first

    if (wait_time)      // door closes afterward
    {
        if (speed >= 4) // blazing ?
            door_type = blazeRaise;
        else
            door_type = normalDoor;
    }
    else
    {
        if (speed >= 4) // blazing ?
            door_type = blazeOpen;
        else
            door_type = dooropen;
    }

    // open door in all the sectors with the specified tag

    secnum = -1;  // init search FindSector
    while ((secnum = P_FindSectorFromTag(sectag, secnum)) >= 0)
    {
        sector_t *sec = &sectors[secnum];
        // if the ceiling already moving, don't start the door action
        if (P_SectorActive(ceiling_special, sec))
            continue;

        // new door thinker
        door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker(&door->thinker);
        sec->ceilingdata = door;

        door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
        door->sector = sec;
        door->type = door_type;
        door->topwait = wait_time;
        door->speed = VDOORSPEED * speed;
        door->line = NULL;      // not triggered by a line
        door->topheight = P_FindLowestCeilingSurrounding(sec) - 4 * FRACUNIT;
        door->direction = 1;

        if (door->topheight != sec->ceilingheight)
        S_StartSound((mobj_t *)&door->sector->soundorg,
                     speed >= 4 ? sfx_bdopn : sfx_doropn);
    }
}

//
// EV_CloseDoor
//
// Used by FraggleScript
void EV_CloseDoor(int sectag, int speed)
{
    vldoor_e door_type;
    int secnum;
    vldoor_t *door;

    if(speed < 1) speed = 1;

    // find out door type first

    if (speed >= 4)     // blazing ?
        door_type = blazeClose;
    else
        door_type = doorclose;

    // open door in all the sectors with the specified tag

    secnum = -1;  // init search FindSector
    while ((secnum = P_FindSectorFromTag(sectag, secnum)) >= 0)
    {
        sector_t *sec = &sectors[secnum];
        // if the ceiling already moving, don't start the door action
        if (P_SectorActive(ceiling_special, sec))       //jff 2/22/98
            continue;

        // new door thinker
        door = Z_Malloc(sizeof(*door), PU_LEVSPEC, 0);
        P_AddThinker(&door->thinker);
        sec->ceilingdata = door;

        door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
        door->sector = sec;
        door->type = door_type;
        door->speed = VDOORSPEED * speed;
        door->line = NULL;      // not triggered by a line
        door->topheight = P_FindLowestCeilingSurrounding(sec) - 4 * FRACUNIT;
        door->direction = -1;

      S_StartSound((mobj_t *)&door->sector->soundorg,
                   speed >= 4 ? sfx_bdcls : sfx_dorcls);
    }
}

//
// EV_VerticalDoor : open a door manually, no tag value
//
//SoM: 3/6/2000: Needs int return for boom compatability. Also removed "side" and used boom
//methods insted.
int
EV_VerticalDoor ( line_t* line, mobj_t* thing )
{
    player_t *player;
    int secnum;
    sector_t *sec;
    vldoor_t *door;
//    int         side; //SoM: 3/6/2000

//    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 0;
            if (!(player->cards & it_bluecard) && !(player->cards & it_blueskull))
            {
                player->message = PD_BLUEK;
                S_StartScreamSound(player->mo, sfx_oof);        //SoM: 3/6/2000: Killough's idea
                return 0;
            }
            break;

        case 27:       // Yellow Lock
        case 34:
            if (!player)
                return 0;

        if (!(player->cards & it_yellowcard) &&
            !(player->cards & it_yellowskull))
            {
                player->message = PD_YELLOWK;
                S_StartScreamSound(player->mo, sfx_oof);        //SoM: 3/6/2000: Killough's idea
                return 0;
            }
            break;

        case 28:       // Red Lock
        case 33:
            if (!player)
                return 0;

            if (!(player->cards & it_redcard) && !(player->cards & it_redskull))
            {
                player->message = PD_REDK;
                S_StartScreamSound(player->mo, sfx_oof);        //SoM: 3/6/2000: Killough's idea
                return 0;
            }
            break;
    }
    //SoM: 3/6/2000
    // if the wrong side of door is pushed, give oof sound
    if (line->sidenum[1] == NULL_INDEX) // killough
    {
        S_StartScreamSound(player->mo, sfx_oof);        // killough 3/20/98
        return 0;
    }

    // if the sector has an active thinker, use it
    sec = sides[line->sidenum[1]].sector;
    secnum = sec - sectors; // sector number

    if (sec->ceilingdata)       //SoM: 3/6/2000
    {
        door = sec->ceilingdata;        //SoM: 3/6/2000
        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 0;       // JDC: bad guys never close doors

                    door->direction = -1;       // start going down immediately
                }
                return 1;
        }
    }

    // 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->ceilingdata = door;    //SoM:3/6/2000
    door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
    door->sector = sec;
    door->direction = 1;
    door->speed = VDOORSPEED;
    door->topwait = VDOORWAIT;
    door->line = line;  // SoM: 3/6/2000: remember line that triggered the door

    switch (line->special)
    {
        case 1:
        case 26:
        case 27:
        case 28:
            door->type = normalDoor;
            break;

        case 31:
        case 32:
        case 33:
        case 34:
            door->type = dooropen;
            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;
    return 1;
}

//
// 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->ceilingdata = door;    //SoM: 3/6/2000
    sec->special = 0;

    door->thinker.function.acp1 = (actionf_p1) T_VerticalDoor;
    door->sector = sec;
    door->direction = 0;
    door->type = normalDoor;
    door->speed = VDOORSPEED;
    door->topcountdown = 30 * adj_ticks_per_sec;  // [WDJ]
    door->line = NULL;  //SoM: Remember the line that triggered the door.
}

//
// 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->ceilingdata = door;    //SoM: 3/6/2000
    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 * adj_ticks_per_sec;  // [WDJ]
    door->line = NULL;  //SoM: 3/6/2000: You know....
}

// ==========================================================================
//                        SLIDE DOORS, UNUSED
// ==========================================================================

#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->ceilingdata = 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