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p_switch.c
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//
// Copyright (C) 1993-1996 Id Software, Inc.
// Copyright (C) 2023 Frenkel Smeijers
//
// 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, see <https://www.gnu.org/licenses/>.
//
#include "doomdef.h"
#include "p_local.h"
#include "soundst.h"
//==================================================================
//
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
//==================================================================
static switchlist_t alphSwitchList[] =
{
// Doom shareware episode 1 switches
{"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},
// Doom registered episodes 2&3 switches
{"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},
// Doom II switches
{"SW1PANEL", "SW2PANEL", 3},
{"SW1ROCK", "SW2ROCK", 3},
{"SW1MET2", "SW2MET2", 3},
{"SW1WDMET", "SW2WDMET", 3},
{"SW1BRIK", "SW2BRIK", 3},
{"SW1MOD1", "SW2MOD1", 3},
{"SW1ZIM", "SW2ZIM", 3},
{"SW1STON6", "SW2STON6", 3},
{"SW1TEK", "SW2TEK", 3},
{"SW1MARB", "SW2MARB", 3},
{"SW1SKULL", "SW2SKULL", 3},
{"\0", "\0", 0}
};
static int32_t switchlist[MAXSWITCHES * 2];
static int32_t numswitches;
button_t buttonlist[MAXBUTTONS];
/*
===============
=
= P_InitSwitchList
=
= Only called at game initialization
=
===============
*/
void P_InitSwitchList(void)
{
int32_t i;
int32_t index;
int32_t episode;
episode = 1;
if (registered)
episode = 2;
else
if (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(alphSwitchList[i].name1);
switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2);
}
}
}
//==================================================================
//
// Start a button counting down till it turns off.
//
//==================================================================
static void P_StartButton(line_t *line,bwhere_e w,int32_t texture,int32_t time)
{
int32_t 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 = (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,int32_t useAgain)
{
int32_t texTop;
int32_t texMid;
int32_t texBot;
int32_t i;
int32_t 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_swtchn;
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, int32_t side)
{
//
// Use the back sides of VERY SPECIAL lines...
//
if (side)
{
switch(line->special)
{
case 124: // Sliding door open&close
break;
default:
return false;
}
}
//
// 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
case 117: // Blazing door raise
case 118: // Blazing door open
EV_VerticalDoor (line, thing);
break;
// case 124: // Door Slide Open&Close
// EV_SlidingDoor (line, thing);
// break;
//===============================================
// SWITCHES
//===============================================
case 7: // Build Stairs
if (EV_BuildStairs(line,true))
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 ();
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,false))
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;
}
return true;
}