-
Notifications
You must be signed in to change notification settings - Fork 12
/
p_switch.c
422 lines (396 loc) · 11 KB
/
p_switch.c
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
#include "doomdef.h"
#include "p_local.h"
/*================================================================== */
/* */
/* CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE */
/* */
/*================================================================== */
static const switchlist_t alphSwitchList[] =
{
{"SW1BRN1", "SW2BRN1"},
{"SW1GARG", "SW2GARG"},
{"SW1GSTON", "SW2GSTON"},
{"SW1HOT", "SW2HOT"},
{"SW1STAR", "SW2STAR"},
{"SW1WOOD", "SW2WOOD"},
};
VINT *switchlist/*[MAXSWITCHES * 2]*/ = NULL;
int numswitches;
button_t *buttonlist/*[MAXBUTTONS]*/ = NULL;
/*
===============
=
= P_InitSwitchList
=
= Only called at game initialization
=
===============
*/
void P_InitSwitchList(void)
{
int i;
int index;
numswitches = sizeof(alphSwitchList)/sizeof(alphSwitchList[0]);
for (index = 0,i = 0;i < numswitches;i++)
{
if (!alphSwitchList[i].name1[0])
break;
switchlist[index] = R_TextureNumForName(alphSwitchList[i].name1);
index++;
switchlist[index] = R_TextureNumForName(alphSwitchList[i].name2);
index++;
}
switchlist[index] = -1;
}
/*================================================================== */
/* */
/* Start a button counting down till it turns off. */
/* */
/*================================================================== */
void P_StartButton(line_t *line,bwhere_e w,int texture,int time,mobj_t *soundord)
{
int i;
// see if the button is already pressed
for (i = 0; i < MAXBUTTONS; i++)
if (buttonlist[i].btimer && buttonlist[i].line == line)
return;
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 = time;
buttonlist[i].soundorg = soundord;
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;
mobj_t *soundorg = (void *)LD_FRONTSECTOR(line);
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_swtchn;
if (line->special == 11) /* EXIT SWITCH? */
sound = sfx_swtchx;
for (i = 0;i < numswitches*2;i++)
if (switchlist[i] == texTop)
{
S_StartPositionedSound(soundorg,sound,&P_SectorOrg);
sides[line->sidenum[0]].toptexture = switchlist[i^1];
if (useAgain)
P_StartButton(line,top,switchlist[i],BUTTONTIME,soundorg);
return;
}
else
if (switchlist[i] == texMid)
{
S_StartPositionedSound(soundorg,sound,&P_SectorOrg);
sides[line->sidenum[0]].midtexture = switchlist[i^1];
if (useAgain)
P_StartButton(line, middle,switchlist[i],BUTTONTIME,soundorg);
return;
}
else
if (switchlist[i] == texBot)
{
S_StartPositionedSound(soundorg,sound,&P_SectorOrg);
sides[line->sidenum[0]].bottomtexture = switchlist[i^1];
if (useAgain)
P_StartButton(line, bottom,switchlist[i],BUTTONTIME,soundorg);
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 Card Door Raise */
case 27: /* Yellow Card Door Raise */
case 28: /* Red Card Door Raise */
case 31: /* Manual door open */
case 32: /* Blue Card door open */
case 33: /* Red Card door open */
case 34: /* Yellow Card door open */
case 117: /* Blazing door raise */
case 118: /* Blazing door open */
EV_VerticalDoor (line, thing);
break;
/*=============================================== */
/* BUTTONS */
/*=============================================== */
case 42: /* Close Door */
if (EV_DoDoor(line,close))
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,open))
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,normal))
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;
case 114:
/* Blazing Door Raise(faster than TURBO!) */
if (EV_DoDoor(line, blazeRaise))
P_ChangeSwitchTexture(line, 1);
break;
case 115:
/* Blazing Door Open(faster than TURBO!) */
if (EV_DoDoor(line, blazeOpen))
P_ChangeSwitchTexture(line, 1);
break;
case 116:
/* Blazing Door Close(faster than TURBO!) */
if (EV_DoDoor(line, blazeClose))
P_ChangeSwitchTexture(line, 1);
break;
case 123:
/* Blazing PlatDownWaitUpStay */
if (EV_DoPlat(line, blazeDWUS, 0))
P_ChangeSwitchTexture(line, 1);
break;
case 132:
/* Raise Floor Turbo */
if (EV_DoFloor(line, raiseFloorTurbo))
P_ChangeSwitchTexture(line, 1);
break;
case 99:
/* BlzOpenDoor BLUE */
case 134:
/* BlzOpenDoor RED */
case 136:
/* BlzOpenDoor YELLOW */
if (EV_DoLockedDoor(line, blazeOpen, thing))
P_ChangeSwitchTexture(line, 1);
break;
case 138:
/* Light Turn On */
EV_LightTurnOn(line, 255);
P_ChangeSwitchTexture(line, 1);
break;
case 139:
/* Light Turn Off */
EV_LightTurnOn(line, 35);
P_ChangeSwitchTexture(line, 1);
break;
/*=============================================== */
/* SWITCHES */
/*=============================================== */
case 7: /* Build Stairs */
if (EV_BuildStairs(line, build8))
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,normal))
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,crushAndRaise))
P_ChangeSwitchTexture(line,0);
break;
case 50: /* Close Door */
if (EV_DoDoor(line,close))
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,open))
P_ChangeSwitchTexture(line,0);
break;
case 111:
/* Blazing Door Raise (faster than TURBO!) */
if (EV_DoDoor(line, blazeRaise))
P_ChangeSwitchTexture(line, 0);
break;
case 112:
/* Blazing Door Open(faster than TURBO!) */
if (EV_DoDoor(line, blazeOpen))
P_ChangeSwitchTexture(line, 0);
break;
case 113:
/* Blazing Door Close(faster than TURBO!) */
if (EV_DoDoor(line, blazeClose))
P_ChangeSwitchTexture(line, 0);
break;
case 122:
/* Blazing PlatDownWaitUpStay */
if (EV_DoPlat(line, blazeDWUS, 0))
P_ChangeSwitchTexture(line, 0);
break;
case 127:
/* Build Stairs Turbo 16 */
if (EV_BuildStairs(line, turbo16))
P_ChangeSwitchTexture(line, 0);
break;
case 131:
/* Raise Floor Turbo */
if (EV_DoFloor(line, raiseFloorTurbo))
P_ChangeSwitchTexture(line, 0);
break;
case 133:
/* BlzOpenDoor BLUE */
case 135:
/* BlzOpenDoor RED */
case 137:
/* BlzOpenDoor YELLOW */
if (EV_DoLockedDoor(line, blazeOpen, thing))
P_ChangeSwitchTexture(line, 0);
break;
case 140:
/* Raise Floor 512 */
if (EV_DoFloor(line, raiseFloor512))
P_ChangeSwitchTexture(line, 0);
break;
}
return true;
}