// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 1993-2008 Raven Software // Copyright(C) 2005-2014 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. // #include "doomdef.h" #include "deh_str.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(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; 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, vld_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, vld_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, vld_open, VDOORSPEED)) P_ChangeSwitchTexture(line, 0); break; //=============================================== // BUTTONS //=============================================== case 42: // Close Door if (EV_DoDoor(line, vld_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, vld_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, vld_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; }