summaryrefslogtreecommitdiff
path: root/src/heretic/p_switch.c
blob: 2ec758b61cbffce1a407759828a85f309de7d638 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
// 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 "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, 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;
}