summaryrefslogtreecommitdiff
path: root/src/hexen/p_switch.c
blob: 4018e940de5a7d6be641215c62a283433cd63f4c (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
// 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 "h2def.h"
#include "i_system.h"
#include "p_local.h"
#include "s_sound.h"

//==================================================================
//
//      CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
//==================================================================
switchlist_t alphSwitchList[] = {
    {"SW_1_UP", "SW_1_DN", SFX_SWITCH1},
    {"SW_2_UP", "SW_2_DN", SFX_SWITCH1},
    {"VALVE1", "VALVE2", SFX_VALVE_TURN},
    {"SW51_OFF", "SW51_ON", SFX_SWITCH2},
    {"SW52_OFF", "SW52_ON", SFX_SWITCH2},
    {"SW53_UP", "SW53_DN", SFX_ROPE_PULL},
    {"PUZZLE5", "PUZZLE9", SFX_SWITCH1},
    {"PUZZLE6", "PUZZLE10", SFX_SWITCH1},
    {"PUZZLE7", "PUZZLE11", SFX_SWITCH1},
    {"PUZZLE8", "PUZZLE12", SFX_SWITCH1},
    {"\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;

    for (index = 0, i = 0; i < MAXSWITCHES; i++)
    {
        if (!alphSwitchList[i].soundID)
        {
            numswitches = index / 2;
            switchlist[index] = -1;
            break;
        }
        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;

    texTop = sides[line->sidenum[0]].toptexture;
    texMid = sides[line->sidenum[0]].midtexture;
    texBot = sides[line->sidenum[0]].bottomtexture;

    for (i = 0; i < numswitches * 2; i++)
    {
        if (switchlist[i] == texTop)
        {
            S_StartSound((mobj_t *) & line->frontsector->soundorg,
                         alphSwitchList[i / 2].soundID);
            sides[line->sidenum[0]].toptexture = switchlist[i ^ 1];
            if (useAgain)
            {
                P_StartButton(line, SWTCH_TOP, switchlist[i], BUTTONTIME);
            }
            return;
        }
        else if (switchlist[i] == texMid)
        {
            S_StartSound((mobj_t *) & line->frontsector->soundorg,
                         alphSwitchList[i / 2].soundID);
            sides[line->sidenum[0]].midtexture = switchlist[i ^ 1];
            if (useAgain)
            {
                P_StartButton(line, SWTCH_MIDDLE, switchlist[i], BUTTONTIME);
            }
            return;
        }
        else if (switchlist[i] == texBot)
        {
            S_StartSound((mobj_t *) & line->frontsector->soundorg,
                         alphSwitchList[i / 2].soundID);
            sides[line->sidenum[0]].bottomtexture = switchlist[i ^ 1];
            if (useAgain)
            {
                P_StartButton(line, SWTCH_BOTTOM, switchlist[i], BUTTONTIME);
            }
            return;
        }
    }
}