Source to src/p_switch.c


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#include "DoomDef.h"
#include "P_local.h"
#include "soundst.h"

//==================================================================
//
//	CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
//
//==================================================================
switchlist_t alphSwitchList[] =
{
	{"SW1OFF",		"SW1ON",	1},
	{"SW2OFF",		"SW2ON",	1},

/*
	{"SW1CTY",		"SW2CTY",	1},
	{"SW1ORGRY",	"SW2ORGRY",	1},
	{"SW1GRSTN",	"SW2GRSTN",	1},
	{"SW1SNDP",		"SW2SNDP",	1},
	{"SW1SPINE",	"SW2SPINE",	1},
	{"SW1SQPEB",	"SW2SQPEB",	1},
	{"SW1TRST1",	"SW2TRST1",	1},
	{"SW1CSTL",		"SW2CSTL",	1},
	{"SW1MOSS",		"SW2MOSS",	1},
	{"SW1SNDSQ",	"SW2SNDSQ",	1},
	{"SW1RED",		"SW2RED",	1},
	{"SW1WOOD",		"SW2WOOD",	1},
	{"SW1BROWN",	"SW2BROWN",	1},

	{"SW1TRST2",	"SW2TRST2",	2},
	{"SW1MSC",		"SW2MSC",	2},
	{"SW1MSC2",		"SW2MSC2",	2},
	{"SW1GRDMD",	"SW2GRDMD",	2},
*/

#if 0
	{"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},
	
	{"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},
#endif	
	{"\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 (!shareware)
		episode = 2;
		
	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.
//
//==================================================================
void P_StartButton(line_t *line,bwhere_e w,int texture,int time)
{
	int		i;
	
	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_switch;
	//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)
{		
	//
	//	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
			EV_VerticalDoor (line, thing);
			break;
		//===============================================
		//	SWITCHES
		//===============================================
		case 7: // Switch_Build_Stairs (8 pixel steps)
			if(EV_BuildStairs(line, 8*FRACUNIT))
			{
				P_ChangeSwitchTexture(line, 0);
			}
			break;
		case 107: // Switch_Build_Stairs_16 (16 pixel steps)
			if(EV_BuildStairs(line, 16*FRACUNIT))
			{
				P_ChangeSwitchTexture(line, 0);
			}
			break;
		case 9:			// Change Donut
			if (EV_DoDonut(line))
				P_ChangeSwitchTexture(line,0);
			break;
		case 11:		// Exit level
			G_ExitLevel ();
			P_ChangeSwitchTexture(line,0);
			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,VDOORSPEED))
				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:		// Lower Ceiling And Crush
			if (EV_DoCeiling(line,lowerAndCrush))
				P_ChangeSwitchTexture(line,0);
			break;
		case 50:		// Close Door
			if (EV_DoDoor(line,close,VDOORSPEED))
				P_ChangeSwitchTexture(line,0);
			break;
		case 51:		// Secret EXIT
			G_SecretExitLevel ();
			P_ChangeSwitchTexture(line,0);
			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,VDOORSPEED))
				P_ChangeSwitchTexture(line,0);
			break;
		//===============================================
		//	BUTTONS
		//===============================================
		case 42:		// Close Door
			if (EV_DoDoor(line,close,VDOORSPEED))
				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,VDOORSPEED))
				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,VDOORSPEED))
				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;
	}
	
	return true;
}