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Diffstat (limited to 'src/heretic/p_switch.c')
-rw-r--r-- | src/heretic/p_switch.c | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/src/heretic/p_switch.c b/src/heretic/p_switch.c new file mode 100644 index 00000000..cef6a74b --- /dev/null +++ b/src/heretic/p_switch.c @@ -0,0 +1,413 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 1993-2008 Raven Software +// Copyright(C) 2008 Simon Howard +// +// 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. +// +// You should have received a copy of the GNU General Public License +// along with this program; if not, write to the Free Software +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. +// +//----------------------------------------------------------------------------- + +#include "doomdef.h" +#include "i_system.h" +#include "p_local.h" +#include "s_sound.h" +#include "v_video.h" + +//================================================================== +// +// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE +// +//================================================================== +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} +}; + +int switchlist[MAXSWITCHES * 2]; +int numswitches; +button_t buttonlist[MAXBUTTONS]; + +/* +=============== += += P_InitSwitchList += += Only called at game initialization += +=============== +*/ + +void P_InitSwitchList(void) +{ + int i; + int index; + int episode; + + episode = 1; + if (gamemode != shareware) + episode = 2; + + for (index = 0, i = 0; i < MAXSWITCHES; i++) + { + if (!alphSwitchList[i].episode) + { + numswitches = index / 2; + switchlist[index] = -1; + break; + } + + if (alphSwitchList[i].episode <= episode) + { + switchlist[index++] = + R_TextureNumForName(alphSwitchList[i].name1); + switchlist[index++] = + 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 time) +{ + 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 = time; + buttonlist[i].soundorg = &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, 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, 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, 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, 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, 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, open, VDOORSPEED)) + P_ChangeSwitchTexture(line, 0); + break; + //=============================================== + // BUTTONS + //=============================================== + case 42: // Close Door + if (EV_DoDoor(line, 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, 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, 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; +} |