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+// 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"
+
+
+//
+// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
+//
+switchlist_t alphSwitchList[] =
+{
+ // Doom shareware episode 1 switches
+ {"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},
+
+ // Doom registered episodes 2&3 switches
+ {"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},
+
+ // Doom II switches
+ {"SW1PANEL", "SW2PANEL", 3},
+ {"SW1ROCK", "SW2ROCK", 3},
+ {"SW1MET2", "SW2MET2", 3},
+ {"SW1WDMET", "SW2WDMET", 3},
+ {"SW1BRIK", "SW2BRIK", 3},
+ {"SW1MOD1", "SW2MOD1", 3},
+ {"SW1ZIM", "SW2ZIM", 3},
+ {"SW1STON6", "SW2STON6", 3},
+ {"SW1TEK", "SW2TEK", 3},
+ {"SW1MARB", "SW2MARB", 3},
+ {"SW1SKULL", "SW2SKULL", 3},
+
+ {"\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 == registered || gamemode == retail)
+ episode = 2;
+ 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)
+ {
+#if 0 // UNUSED - debug?
+ int value;
+
+ if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0)
+ {
+ I_Error("Can't find switch texture '%s'!",
+ alphSwitchList[i].name1);
+ continue;
+ }
+
+ value = R_TextureNumForName(alphSwitchList[i].name1);
+#endif
+ switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name1));
+ switchlist[index++] = R_TextureNumForName(DEH_String(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;
+
+ // 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!");
+}
+
+
+
+
+
+//
+// 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_swtchn;
+
+ // EXIT SWITCH?
+ if (line->special == 11)
+ 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,
+ 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 ();
+ 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;
+
+ }
+
+ return true;
+}
+