// 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 #include "i_system.h" #include "deh_main.h" #include "doomdef.h" #include "p_local.h" #include "g_game.h" #include "d_main.h" // villsa [STRIFE] #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; if(isregistered) 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, ONFLOORZ, 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_BLOCKING; 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]; // villsa [STRIFE] affect second side of line if(line->flags & ML_TWOSIDED) sides[line->sidenum[1]].midtexture = switchlist[i^1]; if(useAgain) P_StartButton(line, middle,switchlist[i],BUTTONTIME); // villsa [STRIFE] if(sound == sfx_firxpl) { breakglass = true; // give quest flag 29 to player players[0].questflags |= QF_QUEST29; // 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; }