CGDoom/cgdoom/p_switch.c

628 lines
13 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION:
// Switches, buttons. Two-state animation. Exits.
//
//-----------------------------------------------------------------------------
//static const char
#include "i_system.h"
#include "doomdef.h"
#include "p_local.h"
#include "g_game.h"
//#include "s_sound.h"
// Data.
//#include "sounds.h"
// State.
#include "doomstat.h"
#include "r_state.h"
//
// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
const 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}
};
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;
/* CGDoom: Load all the switches, don't ask where the WADs came from. */
episode = 3;
#if 0
episode = 1;
if (gamemode == registered)
episode = 2;
else
if ( gamemode == commercial )
episode = 3;
#endif
for (index = 0,i = 0;i < MAXSWITCHES;i++)
{
if (!alphSwitchList[i].episode)
{
numswitches = index/2;
switchlist[index] = -1;
break;
}
if (alphSwitchList[i].episode <= episode)
{
/* CGDoom: Since we forced all switches to appear, some of them may not
actually be in the WAD. Use the Check function to not fail. */
switchlist[index++] = R_CheckTextureNumForName(alphSwitchList[i].name1);
switchlist[index++] = R_CheckTextureNumForName(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;
// 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, int useAgain )
{
int texTop;
int texMid;
int texBot;
int i;
if (!useAgain)
line->special = 0;
texTop = sides[line->sidenum[0]].toptexture;
texMid = sides[line->sidenum[0]].midtexture;
texBot = sides[line->sidenum[0]].bottomtexture;
// EXIT SWITCH?
for (i = 0;i < numswitches*2;i++)
{
if (switchlist[i] == texTop)
{
sides[line->sidenum[0]].toptexture = (short)switchlist[i^1];
if (useAgain)
P_StartButton(line,top,switchlist[i],BUTTONTIME);
return;
}
else
{
if (switchlist[i] == texMid)
{
sides[line->sidenum[0]].midtexture = (short)switchlist[i^1];
if (useAgain)
P_StartButton(line, middle,switchlist[i],BUTTONTIME);
return;
}
else
{
if (switchlist[i] == texBot)
{
sides[line->sidenum[0]].bottomtexture = (short)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, int side )
{
// Err...
// Use the back sides of VERY SPECIAL lines...
if (side)
{
switch(line->special)
{
case 124:
// Sliding door open&close
// UNUSED?
break;
default:
return false;
break;
}
}
// Switches that other things can activate.
if (!thing->player)
{
// never open secret doors
if (line->flags & ML_SECRET)
return false;
switch(line->special)
{
case 1: // MANUAL DOOR RAISE
case 32: // MANUAL BLUE
case 33: // MANUAL RED
case 34: // MANUAL YELLOW
break;
default:
return false;
break;
}
}
// 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;
//UNUSED - Door Slide Open&Close
// case 124:
// EV_SlidingDoor (line, thing);
// break;
// SWITCHES
case 7:
// Build Stairs
if (EV_BuildStairs(line,build8))
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,turbo16))
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;
}