diff options
Diffstat (limited to 'src/strife/p_switch.c')
-rw-r--r-- | src/strife/p_switch.c | 829 |
1 files changed, 829 insertions, 0 deletions
diff --git a/src/strife/p_switch.c b/src/strife/p_switch.c new file mode 100644 index 00000000..658aa55c --- /dev/null +++ b/src/strife/p_switch.c @@ -0,0 +1,829 @@ +// Emacs style mode select -*- C++ -*- +//----------------------------------------------------------------------------- +// +// Copyright(C) 1993-1996 Id Software, Inc. +// Copyright(C) 2005 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. +// +// +// DESCRIPTION: +// Switches, buttons. Two-state animation. Exits. +// +//----------------------------------------------------------------------------- + +#include <stdio.h> + +#include "i_system.h" +#include "deh_main.h" +#include "doomdef.h" +#include "p_local.h" + +#include "g_game.h" + +#include "s_sound.h" + +// Data. +#include "sounds.h" + +// State. +#include "doomstat.h" +#include "r_state.h" +#include "m_bbox.h" // villsa [STRIFE] + + +// +// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE +// +// villsa [STRIFE] new switch list +switchlist_t alphSwitchList[] = +{ + { "GLASS01", "GLASS02", 1, sfx_bglass }, + { "GLASS03", "GLASS04", 1, sfx_bglass }, + { "GLASS05", "GLASS06", 1, sfx_bglass }, + { "GLASS07", "GLASS08", 1, sfx_bglass }, + { "GLASS17", "GLASS18", 1, sfx_bglass }, + { "GLASS19", "GLASS20", 1, sfx_bglass }, + { "SWKNOB01", "SWKNOB02", 1, sfx_swknob }, + { "SWLITE01", "SWLITE02", 1, sfx_None }, + { "SWCHN01", "SWCHN02", 1, sfx_pulchn }, + { "COMP01", "COMP04B", 1, sfx_bglass }, + { "COMP05", "COMP12B", 1, sfx_bglass }, + { "COMP09", "COMP12B", 1, sfx_bglass }, + { "COMP12", "COMP04B", 1, sfx_bglass }, + { "COMP13", "COMP12B", 1, sfx_bglass }, + { "COMP17", "COMP20B", 1, sfx_bglass }, + { "COMP21", "COMP28B", 1, sfx_bglass }, + { "WALTEK09", "WALTEKB1", 1, sfx_None }, + { "WALTEK10", "WALTEKB1", 1, sfx_None }, + { "WALTEK15", "WALTEKB1", 1, sfx_None }, + { "SWFORC01", "SWFORC02", 1, sfx_None }, + { "SWEXIT01", "SWEXIT02", 1, sfx_None }, + { "DORSBK01", "DORSBK02", 1, sfx_swston }, + { "SWSLD01", "SWSLD02", 1, sfx_None }, + { "DORWS04", "DORWS05", 1, sfx_swbolt }, + { "SWIRON01", "SWIRON02", 1, sfx_None }, + { "GLASS09", "GLASS10", 2, sfx_bglass }, + { "GLASS11", "GLASS12", 2, sfx_bglass }, + { "GLASS13", "GLASS14", 2, sfx_bglass }, + { "GLASS15", "GLASS16", 2, sfx_bglass }, + { "SWFORC03", "SWFORC04", 2, sfx_None }, + { "SWCIT01", "SWCIT02", 2, sfx_None }, + { "SWTRMG01", "SWTRMG04", 2, sfx_None }, + { "SWMETL01", "SWMETL02", 2, sfx_None }, + { "SWWOOD01", "SWWOOD02", 2, sfx_None }, + { "SWTKBL01", "SWTKBL02", 2, sfx_None }, + { "AZWAL21", "AZWAL22", 2, sfx_None }, + { "SWINDT01", "SWINDT02", 2, sfx_None }, + { "SWRUST01", "SWRUST02", 2, sfx_None }, + { "SWCHAP01", "SWCHAP02", 2, sfx_None }, + { "SWALIN01", "SWALIN02", 2, sfx_None }, + { "SWWALG01", "SWWALG02", 2, sfx_None }, + { "SWWALG03", "SWWALG04", 2, sfx_None }, + { "SWTRAM01", "SWTRAM02", 2, sfx_None }, + { "SWTRAM03", "SWTRAM04", 2, sfx_None }, + { "SWORC01", "SWORC02", 2, sfx_None }, + { "SWBRIK01", "SWBRIK02", 2, sfx_None }, + { "SWIRON03", "SWIRON04", 2, sfx_None }, + { "SWIRON05", "SWIRON06", 2, sfx_None }, + { "SWIRON07", "SWIRON08", 2, sfx_None }, + { "SWCARD01", "SWCARD02", 2, sfx_keycrd }, + { "SWSIGN01", "SWSIGN02", 2, sfx_None }, + { "SWLEV01", "SWLEV02", 2, sfx_None }, + { "SWLEV03", "SWLEV04", 2, sfx_None }, + { "SWLEV05", "SWLEV06", 2, sfx_None }, + { "SWBRN01", "SWBRN02", 2, sfx_keycrd }, + { "SWPIP01", "SWPIP02", 2, sfx_valve }, + { "SWPALM01", "SWPALM02", 2, sfx_swscan }, + { "SWKNOB03", "SWKNOB04", 2, sfx_swknob }, + { "ALTSW01", "ALTSW02", 2, sfx_None }, + { "COMP25", "COMP28B", 2, sfx_bglass }, + { "COMP29", "COMP20B", 2, sfx_bglass }, + { "COMP33", "COMP50", 2, sfx_bglass }, + { "COMP42", "COMP51", 2, sfx_bglass }, + { "GODSCRN1", "GODSCRN2", 2, sfx_difool }, + { "ALIEN04", "ALIEN05", 2, sfx_None }, + { "CITADL04", "CITADL05", 2, sfx_None }, + { "SWITE03", "SWITE04", 2, sfx_None }, + { "SWTELP01", "SWTELP02", 2, sfx_None }, + { "BRNSCN01", "BRNSCN05", 2, sfx_firxpl }, + { "\0", "\0", 0, sfx_None } +}; + +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; + + // STRIFE-FIXME: Needs to test isregistered variable + if(gamemode == registered) + episode = 2; + // villsa [STRIFE] unused + /*else + if ( gamemode == commercial ) + episode = 3;*/ + + 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(DEH_String(alphSwitchList[i].name1)); + switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name2)); + } + } +} + + +// +// P_StartButton +// Start a button counting down till it turns off. +// +void P_StartButton(line_t* line, bwhere_e w, int texture, int time) +{ + int i; + + // See if 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 = &line->frontsector->soundorg; + return; + } + } + + I_Error("P_StartButton: no button slots left!"); +} + + +// +// P_SpawnBrokenGlass +// villsa [STRIFE] new function +// +static void P_SpawnBrokenGlass(line_t* line) +{ + fixed_t x1; + fixed_t x2; + fixed_t y1; + fixed_t y2; + int i; + mobj_t* glass; + angle_t an; + + x1 = (line->v2->x + line->v1->x) / 2; + y1 = (line->v2->y + line->v1->y) / 2; + x2 = ((line->frontsector->soundorg.x - x1) / 5) + x1; + y2 = ((line->frontsector->soundorg.y - y1) / 5) + y1; + + for(i = 0; i < 7; i++) + { + glass = P_SpawnMobj(x2, y2, ONCEILINGZ, MT_JUNK); + glass->z += (24*FRACUNIT); + glass->flags |= (MF_SHADOW|MF_MVIS); + + P_SetMobjState(glass, P_Random() % 3 + S_SHRD_03); // 284 + + an = ((P_Random() << 13) / 255); + + glass->angle = (an << ANGLETOFINESHIFT); + glass->momx = FixedMul(finecosine[an], (P_Random() & 3) << FRACBITS); + glass->momy = FixedMul(finesine[an], (P_Random() & 3) << FRACBITS); + glass->momz = (P_Random() & 7) << FRACBITS; + glass->tics += (P_Random() + 7) & 7; + } +} + + +// +// 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; + boolean breakglass; // villsa [STRIFE] + switchlist_t* sl; // villsa [STRIFE] + + breakglass = false; // villsa [STRIFE] + + texTop = sides[line->sidenum[0]].toptexture; + texMid = sides[line->sidenum[0]].midtexture; + texBot = sides[line->sidenum[0]].bottomtexture; + + sound = sfx_swtchn; + + // EXIT SWITCH? + // villsa [STRIFE] check for linetype 182 (break glass) + if(line->special == 182) + { + line->flags &= ~ML_BLOCKMONSTERS; + breakglass = true; + + if(useAgain) + { + texMid = 0; + texTop = 0; + } + + if(texBot) + useAgain = 0; + + sound = sfx_bglass; + } + + if(!useAgain) + line->special = 0; + + for(i = 0; i < numswitches*2; i++) + { + sl = &alphSwitchList[i / 2]; // villsa [STRIFE] + + if(switchlist[i] == texTop) + { + // villsa [STRIFE] set sound + if(sl->sound) + sound = sl->sound; + + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].toptexture = switchlist[i^1]; + + if(useAgain) + P_StartButton(line,top,switchlist[i],BUTTONTIME); + + if(breakglass) + P_SpawnBrokenGlass(line); + + return; + } + else + { + if(switchlist[i] == texMid) + { + // villsa [STRIFE] set sound + if(sl->sound) + sound = sl->sound; + + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].midtexture = switchlist[i^1]; + + if(useAgain) + P_StartButton(line, middle,switchlist[i],BUTTONTIME); + + // villsa [STRIFE] + if(sound == sfx_firxpl) + { + breakglass = true; + + // give quest token #28 to player + players[0].questflags |= (1 << ((MT_TOKEN_QUEST28 - MT_TOKEN_QUEST1) + 1)); + + // give stamina/accuracy items + if(!netgame) + { + P_GiveItemToPlayer(players, SPR_TOKN, MT_TOKEN_STAMINA); + P_GiveItemToPlayer(players, SPR_TOKN, MT_TOKEN_NEW_ACCURACY); + } + + } + + // villsa [STRIFE] + if(breakglass || sound == sfx_bglass) + P_SpawnBrokenGlass(line); + + return; + } + else + { + if(switchlist[i] == texBot) + { + // villsa [STRIFE] set sound + if(sl->sound) + sound = sl->sound; + + S_StartSound(buttonlist->soundorg,sound); + sides[line->sidenum[0]].bottomtexture = switchlist[i^1]; + + if(useAgain) + P_StartButton(line, bottom,switchlist[i],BUTTONTIME); + + if(breakglass) + P_SpawnBrokenGlass(line); + + return; + } + } + } + } +} + +// +// P_MoveWall +// +// villsa [STRIFE] New function. +// Dynamically move a solid line. Unused in Strife +// +static void P_MoveWall(line_t *line, mobj_t *thing) +{ + vertex_t *v2; + vertex_t *v1; + fixed_t x; + fixed_t y; + + v1 = line->v1; + v2 = line->v2; + S_StartSound(thing, sfx_stnmov); + + if (line->dx) + { + if (thing->x >= v1->x) + { + v1->y -= (8 * FRACUNIT); + v2->y -= (8 * FRACUNIT); + } + else + { + v1->y += (8 * FRACUNIT); + v2->y += (8 * FRACUNIT); + } + } + else + { + if (thing->y >= v1->y) + { + v1->x -= (8 * FRACUNIT); + v2->x -= (8 * FRACUNIT); + } + else + { + v1->x += (8 * FRACUNIT); + v2->x += (8 * FRACUNIT); + } + } + + if (v1->x >= v2->x) + { + line->bbox[BOXLEFT] = v2->x; + x = v1->x; + } + else + { + line->bbox[BOXLEFT] = v1->x; + x = v2->x; + } + + line->bbox[BOXRIGHT] = x; + + if (v1->y >= v2->y) + { + line->bbox[BOXBOTTOM] = v2->y; + y = v1->y; + } + else + { + line->bbox[BOXBOTTOM] = v1->y; + y = v2->y; + } + + line->bbox[BOXTOP] = y; +} + + + + +// +// 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, + int side ) +{ + + // Err... + // Use the back sides of VERY SPECIAL lines... + if (side) + { + switch(line->special) + { + case 124: + // Sliding door open&close + // UNUSED? + break; + + default: + return false; + break; + } + } + + + // Switches that other things can activate. + if (!thing->player) + { + // never open secret doors + if (line->flags & ML_SECRET) + return false; + + switch(line->special) + { + case 1: // MANUAL DOOR RAISE + case 32: // MANUAL BLUE + case 33: // MANUAL RED + case 34: // MANUAL YELLOW + break; + + default: + return false; + break; + } + } + + + // 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 + + case 117: // Blazing door raise + case 118: // Blazing door open + EV_VerticalDoor (line, thing); + break; + + //UNUSED - Door Slide Open&Close + // case 124: + // EV_SlidingDoor (line, thing); + // 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 + P_ChangeSwitchTexture(line,0); + G_ExitLevel (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: + // Ceiling Crush And Raise + 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 + P_ChangeSwitchTexture(line,0); + //G_SecretExitLevel (); + 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; + + // 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; + + case 666: // villsa [STRIFE] + // Move wall + P_MoveWall(line, thing); + break; + + } + + return true; +} + |