#include "doomdef.h" #include "p_local.h" //================================================================== // // CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE // //================================================================== 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; 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) { #if 0 int value; if (R_CheckTextureNumForName(alphSwitchList[i].name1) < 0) { I_Error("Can't find switch texture '%s'!", alphSwitchList[i].name1); continue; } value = R_TextureNumForName(alphSwitchList[i].name1); #endif 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; // // 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; int 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,int 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,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; }