613 lines
16 KiB
C
613 lines
16 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// $Log:$
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//
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// DESCRIPTION:
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// Switches, buttons. Two-state animation. Exits.
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//
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//-----------------------------------------------------------------------------
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#include "doom_config.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "sounds.h" // Data.
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#include "doomstat.h" // State.
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#include "r_state.h" // State.
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//
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// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
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//
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switchlist_t alphSwitchList[] =
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{
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// Doom shareware episode 1 switches
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{"SW1BRCOM", "SW2BRCOM", 1},
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{"SW1BRN1", "SW2BRN1", 1},
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{"SW1BRN2", "SW2BRN2", 1},
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{"SW1BRNGN", "SW2BRNGN", 1},
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{"SW1BROWN", "SW2BROWN", 1},
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{"SW1COMM", "SW2COMM", 1},
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{"SW1COMP", "SW2COMP", 1},
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{"SW1DIRT", "SW2DIRT", 1},
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{"SW1EXIT", "SW2EXIT", 1},
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{"SW1GRAY", "SW2GRAY", 1},
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{"SW1GRAY1", "SW2GRAY1", 1},
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{"SW1METAL", "SW2METAL", 1},
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{"SW1PIPE", "SW2PIPE", 1},
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{"SW1SLAD", "SW2SLAD", 1},
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{"SW1STARG", "SW2STARG", 1},
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{"SW1STON1", "SW2STON1", 1},
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{"SW1STON2", "SW2STON2", 1},
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{"SW1STONE", "SW2STONE", 1},
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{"SW1STRTN", "SW2STRTN", 1},
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// Doom registered episodes 2&3 switches
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{"SW1BLUE", "SW2BLUE", 2},
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{"SW1CMT", "SW2CMT", 2},
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{"SW1GARG", "SW2GARG", 2},
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{"SW1GSTON", "SW2GSTON", 2},
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{"SW1HOT", "SW2HOT", 2},
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{"SW1LION", "SW2LION", 2},
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{"SW1SATYR", "SW2SATYR", 2},
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{"SW1SKIN", "SW2SKIN", 2},
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{"SW1VINE", "SW2VINE", 2},
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{"SW1WOOD", "SW2WOOD", 2},
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// Doom II switches
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{"SW1PANEL", "SW2PANEL", 3},
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{"SW1ROCK", "SW2ROCK", 3},
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{"SW1MET2", "SW2MET2", 3},
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{"SW1WDMET", "SW2WDMET", 3},
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{"SW1BRIK", "SW2BRIK", 3},
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{"SW1MOD1", "SW2MOD1", 3},
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{"SW1ZIM", "SW2ZIM", 3},
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{"SW1STON6", "SW2STON6", 3},
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{"SW1TEK", "SW2TEK", 3},
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{"SW1MARB", "SW2MARB", 3},
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{"SW1SKULL", "SW2SKULL", 3},
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{"\0", "\0", 0}
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};
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int switchlist[MAXSWITCHES * 2];
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int numswitches;
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button_t buttonlist[MAXBUTTONS];
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//
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// P_InitSwitchList
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// Only called at game initialization.
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//
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void P_InitSwitchList(void)
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{
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int i;
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int index;
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int episode;
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episode = 1;
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if (gamemode == registered)
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episode = 2;
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else
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if (gamemode == commercial)
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episode = 3;
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for (index = 0, i = 0; i < MAXSWITCHES; i++)
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{
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if (!alphSwitchList[i].episode)
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{
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numswitches = index / 2;
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switchlist[index] = -1;
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break;
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}
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if (alphSwitchList[i].episode <= episode)
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{
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switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1);
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switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2);
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}
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}
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}
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//
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// Start a button counting down till it turns off.
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//
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void P_StartButton(line_t* line, bwhere_e w, int texture, int time)
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{
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int i;
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// See if button is already pressed
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for (i = 0; i < MAXBUTTONS; i++)
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{
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if (buttonlist[i].btimer
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&& buttonlist[i].line == line)
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{
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return;
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}
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}
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for (i = 0; i < MAXBUTTONS; i++)
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{
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if (!buttonlist[i].btimer)
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{
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buttonlist[i].line = line;
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buttonlist[i].where = w;
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buttonlist[i].btexture = texture;
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buttonlist[i].btimer = time;
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buttonlist[i].soundorg = (mobj_t*)&line->frontsector->soundorg;
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return;
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}
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}
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I_Error("Error: P_StartButton: no button slots left!");
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}
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//
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// Function that changes wall texture.
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// Tell it if switch is ok to use again (1=yes, it's a button).
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//
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void P_ChangeSwitchTexture(line_t* line, int useAgain)
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{
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int texTop;
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int texMid;
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int texBot;
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int i;
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int sound;
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if (!useAgain)
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line->special = 0;
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texTop = sides[line->sidenum[0]].toptexture;
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texMid = sides[line->sidenum[0]].midtexture;
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texBot = sides[line->sidenum[0]].bottomtexture;
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sound = sfx_swtchn;
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// EXIT SWITCH?
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if (line->special == 11)
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sound = sfx_swtchx;
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for (i = 0; i < numswitches * 2; i++)
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{
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if (switchlist[i] == texTop)
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{
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S_StartSound(buttonlist->soundorg, sound);
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sides[line->sidenum[0]].toptexture = switchlist[i ^ 1];
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if (useAgain)
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P_StartButton(line, top, switchlist[i], BUTTONTIME);
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return;
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}
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else
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{
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if (switchlist[i] == texMid)
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{
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S_StartSound(buttonlist->soundorg, sound);
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sides[line->sidenum[0]].midtexture = switchlist[i ^ 1];
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if (useAgain)
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P_StartButton(line, middle, switchlist[i], BUTTONTIME);
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return;
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}
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else
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{
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if (switchlist[i] == texBot)
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{
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S_StartSound(buttonlist->soundorg, sound);
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sides[line->sidenum[0]].bottomtexture = switchlist[i ^ 1];
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if (useAgain)
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P_StartButton(line, bottom, switchlist[i], BUTTONTIME);
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return;
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}
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}
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}
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}
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}
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//
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// P_UseSpecialLine
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// Called when a thing uses a special line.
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// Only the front sides of lines are usable.
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//
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doom_boolean P_UseSpecialLine(mobj_t* thing, line_t* line, int side)
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{
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// Err...
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// Use the back sides of VERY SPECIAL lines...
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if (side)
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{
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switch (line->special)
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{
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case 124:
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// Sliding door open&close
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// UNUSED?
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break;
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default:
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return false;
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break;
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}
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}
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// Switches that other things can activate.
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if (!thing->player)
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{
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// never open secret doors
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if (line->flags & ML_SECRET)
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return false;
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switch (line->special)
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{
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case 1: // MANUAL DOOR RAISE
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case 32: // MANUAL BLUE
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case 33: // MANUAL RED
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case 34: // MANUAL YELLOW
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break;
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default:
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return false;
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break;
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}
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}
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// do something
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switch (line->special)
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{
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// MANUALS
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case 1: // Vertical Door
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case 26: // Blue Door/Locked
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case 27: // Yellow Door /Locked
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case 28: // Red Door /Locked
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case 31: // Manual door open
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case 32: // Blue locked door open
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case 33: // Red locked door open
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case 34: // Yellow locked door open
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case 117: // Blazing door raise
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case 118: // Blazing door open
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EV_VerticalDoor(line, thing);
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break;
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//UNUSED - Door Slide Open&Close
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// case 124:
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// EV_SlidingDoor (line, thing);
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// break;
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// SWITCHES
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case 7:
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// Build Stairs
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if (EV_BuildStairs(line, build8))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 9:
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// Change Donut
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if (EV_DoDonut(line))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 11:
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// Exit level
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P_ChangeSwitchTexture(line, 0);
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G_ExitLevel();
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break;
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case 14:
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// Raise Floor 32 and change texture
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if (EV_DoPlat(line, raiseAndChange, 32))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 15:
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// Raise Floor 24 and change texture
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if (EV_DoPlat(line, raiseAndChange, 24))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 18:
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// Raise Floor to next highest floor
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if (EV_DoFloor(line, raiseFloorToNearest))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 20:
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// Raise Plat next highest floor and change texture
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if (EV_DoPlat(line, raiseToNearestAndChange, 0))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 21:
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// PlatDownWaitUpStay
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if (EV_DoPlat(line, downWaitUpStay, 0))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 23:
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// Lower Floor to Lowest
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if (EV_DoFloor(line, lowerFloorToLowest))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 29:
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// Raise Door
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if (EV_DoDoor(line, door_normal))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 41:
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// Lower Ceiling to Floor
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if (EV_DoCeiling(line, lowerToFloor))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 71:
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// Turbo Lower Floor
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if (EV_DoFloor(line, turboLower))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 49:
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// Ceiling Crush And Raise
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if (EV_DoCeiling(line, crushAndRaise))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 50:
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// Close Door
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if (EV_DoDoor(line, door_close))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 51:
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// Secret EXIT
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P_ChangeSwitchTexture(line, 0);
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G_SecretExitLevel();
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break;
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case 55:
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// Raise Floor Crush
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if (EV_DoFloor(line, raiseFloorCrush))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 101:
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// Raise Floor
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if (EV_DoFloor(line, raiseFloor))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 102:
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// Lower Floor to Surrounding floor height
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if (EV_DoFloor(line, lowerFloor))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 103:
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// Open Door
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if (EV_DoDoor(line, door_open))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 111:
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// Blazing Door Raise (faster than TURBO!)
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if (EV_DoDoor(line, blazeRaise))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 112:
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// Blazing Door Open (faster than TURBO!)
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if (EV_DoDoor(line, blazeOpen))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 113:
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// Blazing Door Close (faster than TURBO!)
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if (EV_DoDoor(line, blazeClose))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 122:
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// Blazing PlatDownWaitUpStay
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if (EV_DoPlat(line, blazeDWUS, 0))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 127:
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// Build Stairs Turbo 16
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if (EV_BuildStairs(line, turbo16))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 131:
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// Raise Floor Turbo
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if (EV_DoFloor(line, raiseFloorTurbo))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 133:
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// BlzOpenDoor BLUE
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case 135:
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// BlzOpenDoor RED
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case 137:
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// BlzOpenDoor YELLOW
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if (EV_DoLockedDoor(line, blazeOpen, thing))
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P_ChangeSwitchTexture(line, 0);
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break;
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case 140:
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// Raise Floor 512
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if (EV_DoFloor(line, raiseFloor512))
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P_ChangeSwitchTexture(line, 0);
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break;
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// BUTTONS
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case 42:
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// Close Door
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if (EV_DoDoor(line, door_close))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 43:
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// Lower Ceiling to Floor
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if (EV_DoCeiling(line, lowerToFloor))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 45:
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// Lower Floor to Surrounding floor height
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if (EV_DoFloor(line, lowerFloor))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 60:
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// Lower Floor to Lowest
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if (EV_DoFloor(line, lowerFloorToLowest))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 61:
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// Open Door
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if (EV_DoDoor(line, door_open))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 62:
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// PlatDownWaitUpStay
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if (EV_DoPlat(line, downWaitUpStay, 1))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 63:
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// Raise Door
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if (EV_DoDoor(line, door_normal))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 64:
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// Raise Floor to ceiling
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if (EV_DoFloor(line, raiseFloor))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 66:
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// Raise Floor 24 and change texture
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if (EV_DoPlat(line, raiseAndChange, 24))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 67:
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// Raise Floor 32 and change texture
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if (EV_DoPlat(line, raiseAndChange, 32))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 65:
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// Raise Floor Crush
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if (EV_DoFloor(line, raiseFloorCrush))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 68:
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// Raise Plat to next highest floor and change texture
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if (EV_DoPlat(line, raiseToNearestAndChange, 0))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 69:
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// Raise Floor to next highest floor
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if (EV_DoFloor(line, raiseFloorToNearest))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 70:
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// Turbo Lower Floor
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if (EV_DoFloor(line, turboLower))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 114:
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// Blazing Door Raise (faster than TURBO!)
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if (EV_DoDoor(line, blazeRaise))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 115:
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// Blazing Door Open (faster than TURBO!)
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if (EV_DoDoor(line, blazeOpen))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 116:
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// Blazing Door Close (faster than TURBO!)
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if (EV_DoDoor(line, blazeClose))
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P_ChangeSwitchTexture(line, 1);
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break;
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case 123:
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// Blazing PlatDownWaitUpStay
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if (EV_DoPlat(line, blazeDWUS, 0))
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P_ChangeSwitchTexture(line, 1);
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break;
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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;
|
|
}
|