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path: root/src/hexen/p_switch.c
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//**************************************************************************
//**
//** p_switch.c : Heretic 2 : Raven Software, Corp.
//**
//** $RCSfile: p_switch.c,v $
//** $Revision: 1.8 $
//** $Date: 95/09/05 13:58:59 $
//** $Author: cjr $
//**
//**************************************************************************

#include "h2def.h"
#include "p_local.h"
#include "soundst.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;
		}
	}
}