shithub: heretic

ref: 0f798c2472b636e6b6a4864cc6110087f8067cf0
dir: /p_switch.c/

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// p_switch.c

#include "h2stdinc.h"
#include "doomdef.h"
#include "p_local.h"
#include "soundst.h"

//==================================================================
//
//	CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
//==================================================================

static switchlist_t alphSwitchList[] =
{
	{ "SW1OFF",	"SW1ON",	1},
	{ "SW2OFF",	"SW2ON",	1},

	/*
	{ "SW1CTY",	"SW2CTY",	1},
	{ "SW1ORGRY",	"SW2ORGRY",	1},
	{ "SW1GRSTN",	"SW2GRSTN",	1},
	{ "SW1SNDP",	"SW2SNDP",	1},
	{ "SW1SPINE",	"SW2SPINE",	1},
	{ "SW1SQPEB",	"SW2SQPEB",	1},
	{ "SW1TRST1",	"SW2TRST1",	1},
	{ "SW1CSTL",	"SW2CSTL",	1},
	{ "SW1MOSS",	"SW2MOSS",	1},
	{ "SW1SNDSQ",	"SW2SNDSQ",	1},
	{ "SW1RED",	"SW2RED",	1},
	{ "SW1WOOD",	"SW2WOOD",	1},
	{ "SW1BROWN",	"SW2BROWN",	1},

	{ "SW1TRST2",	"SW2TRST2",	2},
	{ "SW1MSC",	"SW2MSC",	2},
	{ "SW1MSC2",	"SW2MSC2",	2},
	{ "SW1GRDMD",	"SW2GRDMD",	2},
	*/

#if 0
	{ "SW1BRCOM",	"SW2BRCOM",	1},
	{ "SW1BRN1",	"SW2BRN1",	1},
	{ "SW1BRN2",	"SW2BRN2",	1},
	{ "SW1BRNGN",	"SW2BRNGN",	1},
	{ "SW1BROWN",	"SW2BROWN",	1},
	{ "SW1COMM",	"SW2COMM",	1},
	{ "SW1COMP",	"SW2COMP",	1},
	{ "SW1DIRT",	"SW2DIRT",	1},
	{ "SW1EXIT",	"SW2EXIT",	1},
	{ "SW1GRAY",	"SW2GRAY",	1},
	{ "SW1GRAY1",	"SW2GRAY1",	1},
	{ "SW1METAL",	"SW2METAL",	1},
	{ "SW1PIPE",	"SW2PIPE",	1},
	{ "SW1SLAD",	"SW2SLAD",	1},
	{ "SW1STARG",	"SW2STARG",	1},
	{ "SW1STON1",	"SW2STON1",	1},
	{ "SW1STON2",	"SW2STON2",	1},
	{ "SW1STONE",	"SW2STONE",	1},
	{ "SW1STRTN",	"SW2STRTN",	1},
	
	{ "SW1BLUE",	"SW2BLUE",	2},
	{ "SW1CMT",	"SW2CMT",	2},
	{ "SW1GARG",	"SW2GARG",	2},
	{ "SW1GSTON",	"SW2GSTON",	2},
	{ "SW1HOT",	"SW2HOT",	2},
	{ "SW1LION",	"SW2LION",	2},
	{ "SW1SATYR",	"SW2SATYR",	2},
	{ "SW1SKIN",	"SW2SKIN",	2},
	{ "SW1VINE",	"SW2VINE",	2},
	{ "SW1WOOD",	"SW2WOOD",	2},
#endif
	{ "\0",		"\0",		0}
};

static int switchlist[MAXSWITCHES * 2];
static int numswitches;

button_t	buttonlist[MAXBUTTONS];

/*
===============
=
= P_InitSwitchList
=
= Only called at game initialization
=
===============
*/

void P_InitSwitchList(void)
{
	int		i, idx;
	int		episode;

	episode = 1;
	if (!shareware)
		episode = 2;

	for (idx = 0, i = 0; i < MAXSWITCHES; i++)
	{
		if (!alphSwitchList[i].episode)
		{
			numswitches = idx/2;
			switchlist[idx] = -1;
			break;
		}

		if (alphSwitchList[i].episode <= episode)
		{
			switchlist[idx++] = R_TextureNumForName(alphSwitchList[i].name1);
			switchlist[idx++] = R_TextureNumForName(alphSwitchList[i].name2);
		}
	}
}

//==================================================================
//
// Start a button counting down till it turns off.
//
//==================================================================

void P_StartButton(line_t *line, bwhere_e w, int texture, int timer)
{
	int		i;

	for (i = 0;i < MAXBUTTONS;i++)
	{
		if (!buttonlist[i].btimer)
		{
			buttonlist[i].line = line;
			buttonlist[i].where = w;
			buttonlist[i].btexture = texture;
			buttonlist[i].btimer = timer;
			buttonlist[i].soundorg = (mobj_t *)(void *)&line->frontsector->soundorg;
			return;
		}
	}
	I_Error("P_StartButton: no button slots left!");
}

//==================================================================
//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
//==================================================================

void P_ChangeSwitchTexture(line_t *line, int useAgain)
{
	int	texTop;
	int	texMid;
	int	texBot;
	int	i;
	int	sound;

	if (!useAgain)
		line->special = 0;

	texTop = sides[line->sidenum[0]].toptexture;
	texMid = sides[line->sidenum[0]].midtexture;
	texBot = sides[line->sidenum[0]].bottomtexture;

	sound = sfx_switch;
	//if (line->special == 11) // EXIT SWITCH?
	//	sound = sfx_swtchx;

	for (i = 0; i < numswitches*2; i++)
	{
		if (switchlist[i] == texTop)
		{
			S_StartSound(buttonlist->soundorg, sound);
			sides[line->sidenum[0]].toptexture = switchlist[i^1];
			if (useAgain)
			{
				P_StartButton(line, swtch_top, switchlist[i], BUTTONTIME);
			}
			return;
		}
		else if (switchlist[i] == texMid)
		{
			S_StartSound(buttonlist->soundorg, sound);
			sides[line->sidenum[0]].midtexture = switchlist[i^1];
			if (useAgain)
			{
				P_StartButton(line, swtch_middle, switchlist[i], BUTTONTIME);
			}
			return;
		}
		else if (switchlist[i] == texBot)
		{
			S_StartSound(buttonlist->soundorg, sound);
			sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
			if (useAgain)
			{
				P_StartButton(line, swtch_bottom, switchlist[i], BUTTONTIME);
			}
			return;
		}
	}
}

/*
==============================================================================
=
= P_UseSpecialLine
=
= Called when a thing uses a special line
= Only the front sides of lines are usable
===============================================================================
*/

boolean P_UseSpecialLine (mobj_t *thing, line_t *line)
{
	//
	//	Switches that other things can activate
	//
	if (!thing->player)
	{
		if (line->flags & ML_SECRET)
			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
		EV_VerticalDoor (line, thing);
		break;

	//===============================================
	//	SWITCHES
	//===============================================
	case 7: // Switch_Build_Stairs (8 pixel steps)
		if (EV_BuildStairs(line, 8*FRACUNIT))
		{
			P_ChangeSwitchTexture(line, 0);
		}
		break;
	case 107: // Switch_Build_Stairs_16 (16 pixel steps)
		if (EV_BuildStairs(line, 16*FRACUNIT))
		{
			P_ChangeSwitchTexture(line, 0);
		}
		break;
	case 9: // Change Donut
		if (EV_DoDonut(line))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 11: // Exit level
		G_ExitLevel ();
		P_ChangeSwitchTexture(line, 0);
		break;
	case 14: // Raise Floor 32 and change texture
		if (EV_DoPlat(line, raiseAndChange, 32))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 15: // Raise Floor 24 and change texture
		if (EV_DoPlat(line,raiseAndChange, 24))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 18: // Raise Floor to next highest floor
		if (EV_DoFloor(line, raiseFloorToNearest))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 20: // Raise Plat next highest floor and change texture
		if (EV_DoPlat(line, raiseToNearestAndChange, 0))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 21: // PlatDownWaitUpStay
		if (EV_DoPlat(line, downWaitUpStay, 0))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 23: // Lower Floor to Lowest
		if (EV_DoFloor(line, lowerFloorToLowest))
				P_ChangeSwitchTexture(line,0);
			break;
	case 29: // Raise Door
		if (EV_DoDoor(line, vldoor_normal, VDOORSPEED))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 41: // Lower Ceiling to Floor
		if (EV_DoCeiling(line, lowerToFloor))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 71: // Turbo Lower Floor
		if (EV_DoFloor(line, turboLower))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 49: // Lower Ceiling And Crush
		if (EV_DoCeiling(line, lowerAndCrush))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 50: // Close Door
		if (EV_DoDoor(line, vldoor_close, VDOORSPEED))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 51: // Secret EXIT
		G_SecretExitLevel ();
		P_ChangeSwitchTexture(line, 0);
		break;
	case 55: // Raise Floor Crush
		if (EV_DoFloor(line, raiseFloorCrush))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 101: // Raise Floor
		if (EV_DoFloor(line, raiseFloor))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 102: // Lower Floor to Surrounding floor height
		if (EV_DoFloor(line, lowerFloor))
			P_ChangeSwitchTexture(line, 0);
		break;
	case 103: // Open Door
		if (EV_DoDoor(line, vldoor_open, VDOORSPEED))
			P_ChangeSwitchTexture(line,0);
		break;

	//===============================================
	//	BUTTONS
	//===============================================
	case 42: // Close Door
		if (EV_DoDoor(line, vldoor_close, VDOORSPEED))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 43: // Lower Ceiling to Floor
		if (EV_DoCeiling(line, lowerToFloor))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 45: // Lower Floor to Surrounding floor height
		if (EV_DoFloor(line, lowerFloor))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 60: // Lower Floor to Lowest
		if (EV_DoFloor(line, lowerFloorToLowest))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 61: // Open Door
		if (EV_DoDoor(line, vldoor_open, VDOORSPEED))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 62: // PlatDownWaitUpStay
		if (EV_DoPlat(line, downWaitUpStay, 1))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 63: // Raise Door
		if (EV_DoDoor(line, vldoor_normal, VDOORSPEED))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 64: // Raise Floor to ceiling
		if (EV_DoFloor(line, raiseFloor))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 66: // Raise Floor 24 and change texture
		if (EV_DoPlat(line, raiseAndChange, 24))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 67: // Raise Floor 32 and change texture
		if (EV_DoPlat(line, raiseAndChange, 32))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 65: // Raise Floor Crush
		if (EV_DoFloor(line, raiseFloorCrush))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 68: // Raise Plat to next highest floor and change texture
		if (EV_DoPlat(line, raiseToNearestAndChange, 0))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 69: // Raise Floor to next highest floor
		if (EV_DoFloor(line, raiseFloorToNearest))
			P_ChangeSwitchTexture(line, 1);
		break;
	case 70: // Turbo Lower Floor
		if (EV_DoFloor(line, turboLower))
			P_ChangeSwitchTexture(line, 1);
		break;
	}

	return true;
}