ref: b29e042630023016ae6b293904ac34bf285bd19c
dir: /p_switch.c/
//************************************************************************** //** //** p_switch.c : Heretic 2 : Raven Software, Corp. //** //** $Revision: 491 $ //** $Date: 2009-05-30 01:10:42 +0300 (Sat, 30 May 2009) $ //** //************************************************************************** #include "h2stdinc.h" #include "h2def.h" #include "p_local.h" #include "soundst.h" //================================================================== // // CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE // //================================================================== static switchlist_t alphSwitchListDemo[] = { { "SW_1_UP", "SW_1_DN", SFX_SWITCH1 }, { "SW_2_UP", "SW_2_DN", SFX_SWITCH1 }, { "SW52_OFF", "SW52_ON", SFX_SWITCH2 }, { "\0", "\0", 0} }; static switchlist_t alphSwitchListFull[] = { { "SW_1_UP", "SW_1_DN", SFX_SWITCH1 }, { "SW_2_UP", "SW_2_DN", SFX_SWITCH1 }, { "VALVE1", "VALVE2", SFX_VALVE_TURN }, { "SW51_OFF", "SW51_ON", SFX_SWITCH2 }, { "SW52_OFF", "SW52_ON", SFX_SWITCH2 }, { "SW53_UP", "SW53_DN", SFX_ROPE_PULL }, { "PUZZLE5", "PUZZLE9", SFX_SWITCH1 }, { "PUZZLE6", "PUZZLE10", SFX_SWITCH1 }, { "PUZZLE7", "PUZZLE11", SFX_SWITCH1 }, { "PUZZLE8", "PUZZLE12", SFX_SWITCH1 }, { "\0", "\0", 0} }; static switchlist_t *alphSwitchList = NULL; 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; int idx; if (alphSwitchList == NULL) { alphSwitchList = (shareware && oldwad_10) ? alphSwitchListDemo : alphSwitchListFull; } for (idx = 0, i = 0; i < MAXSWITCHES; i++) { if (!alphSwitchList[i].soundID) { numswitches = idx/2; switchlist[idx] = -1; break; } 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; texTop = sides[line->sidenum[0]].toptexture; texMid = sides[line->sidenum[0]].midtexture; texBot = sides[line->sidenum[0]].bottomtexture; for (i = 0; i < numswitches*2; i++) { if (switchlist[i] == texTop) { S_StartSound((mobj_t *)(void *)&line->frontsector->soundorg, alphSwitchList[i/2].soundID); 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((mobj_t *)(void *)&line->frontsector->soundorg, alphSwitchList[i/2].soundID); 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((mobj_t *)(void *)&line->frontsector->soundorg, alphSwitchList[i/2].soundID); sides[line->sidenum[0]].bottomtexture = switchlist[i^1]; if (useAgain) { P_StartButton(line, SWTCH_BOTTOM, switchlist[i], BUTTONTIME); } return; } } }