39adfff2a9
Runs but not quite functional yet (requires user input to be completed). Shareware WAD file. Please read README.txt and DOOMLIC.txt
655 lines
13 KiB
C
655 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
|
|
rcsid[] = "$Id: p_switch.c,v 1.3 1997/01/28 22:08:29 b1 Exp $";
|
|
|
|
|
|
#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
|
|
//
|
|
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 (gamemode == registered)
|
|
episode = 2;
|
|
else
|
|
if ( gamemode == 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 // UNUSED - debug?
|
|
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;
|
|
|
|
// EXIT SWITCH?
|
|
if (line->special == 11)
|
|
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 )
|
|
{
|
|
|
|
// 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;
|
|
}
|
|
|