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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
//
// 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 "p_local.h"
#include "soundst.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 (!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(alphSwitchList[i].name1);
switchlist[index++] =
R_TextureNumForName(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 = (mobj_t *) & 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;
}
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