#include <stdio.h>
#include "i_system.h"
#include "deh_main.h"
#include "doomdef.h"
#include "p_local.h"
#include "g_game.h"
#include "s_sound.h"
#include "sounds.h"
#include "doomstat.h"
#include "r_state.h"
switchlist_t alphSwitchList[] =
{
{"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},
{"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];
void P_InitSwitchList(void)
{
int i;
int index;
int episode;
episode = 1;
if (gamemode == registered || gamemode == retail)
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#endif
switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name1));
switchlist[index++] = R_TextureNumForName(DEH_String(alphSwitchList[i].name2));
}
}
}
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)
{
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 = &line->frontsector->soundorg;
return;
}
}
I_Error("P_StartButton: no button slots left!");
}
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)
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;
}
}
}
}
}
boolean
P_UseSpecialLine
( mobj_t* thing,
line_t* line,
int side )
{
if (side)
{
switch(line->special)
{
case 124:
break;
default:
return false;
break;
}
}
if (!thing->player)
{
if (line->flags & ML_SECRET)
return false;
switch(line->special)
{
case 1: case 32: case 33: case 34: break;
default:
return false;
break;
}
}
switch (line->special)
{
case 1: case 26: case 27: case 28:
case 31: case 32: case 33: case 34:
case 117: case 118: EV_VerticalDoor (line, thing);
break;
case 7:
if (EV_BuildStairs(line,build8))
P_ChangeSwitchTexture(line,0);
break;
case 9:
if (EV_DoDonut(line))
P_ChangeSwitchTexture(line,0);
break;
case 11:
P_ChangeSwitchTexture(line,0);
G_ExitLevel ();
break;
case 14:
if (EV_DoPlat(line,raiseAndChange,32))
P_ChangeSwitchTexture(line,0);
break;
case 15:
if (EV_DoPlat(line,raiseAndChange,24))
P_ChangeSwitchTexture(line,0);
break;
case 18:
if (EV_DoFloor(line, raiseFloorToNearest))
P_ChangeSwitchTexture(line,0);
break;
case 20:
if (EV_DoPlat(line,raiseToNearestAndChange,0))
P_ChangeSwitchTexture(line,0);
break;
case 21:
if (EV_DoPlat(line,downWaitUpStay,0))
P_ChangeSwitchTexture(line,0);
break;
case 23:
if (EV_DoFloor(line,lowerFloorToLowest))
P_ChangeSwitchTexture(line,0);
break;
case 29:
if (EV_DoDoor(line,vld_normal))
P_ChangeSwitchTexture(line,0);
break;
case 41:
if (EV_DoCeiling(line,lowerToFloor))
P_ChangeSwitchTexture(line,0);
break;
case 71:
if (EV_DoFloor(line,turboLower))
P_ChangeSwitchTexture(line,0);
break;
case 49:
if (EV_DoCeiling(line,crushAndRaise))
P_ChangeSwitchTexture(line,0);
break;
case 50:
if (EV_DoDoor(line,vld_close))
P_ChangeSwitchTexture(line,0);
break;
case 51:
P_ChangeSwitchTexture(line,0);
G_SecretExitLevel ();
break;
case 55:
if (EV_DoFloor(line,raiseFloorCrush))
P_ChangeSwitchTexture(line,0);
break;
case 101:
if (EV_DoFloor(line,raiseFloor))
P_ChangeSwitchTexture(line,0);
break;
case 102:
if (EV_DoFloor(line,lowerFloor))
P_ChangeSwitchTexture(line,0);
break;
case 103:
if (EV_DoDoor(line,vld_open))
P_ChangeSwitchTexture(line,0);
break;
case 111:
if (EV_DoDoor (line,vld_blazeRaise))
P_ChangeSwitchTexture(line,0);
break;
case 112:
if (EV_DoDoor (line,vld_blazeOpen))
P_ChangeSwitchTexture(line,0);
break;
case 113:
if (EV_DoDoor (line,vld_blazeClose))
P_ChangeSwitchTexture(line,0);
break;
case 122:
if (EV_DoPlat(line,blazeDWUS,0))
P_ChangeSwitchTexture(line,0);
break;
case 127:
if (EV_BuildStairs(line,turbo16))
P_ChangeSwitchTexture(line,0);
break;
case 131:
if (EV_DoFloor(line,raiseFloorTurbo))
P_ChangeSwitchTexture(line,0);
break;
case 133:
case 135:
case 137:
if (EV_DoLockedDoor (line,vld_blazeOpen,thing))
P_ChangeSwitchTexture(line,0);
break;
case 140:
if (EV_DoFloor(line,raiseFloor512))
P_ChangeSwitchTexture(line,0);
break;
case 42:
if (EV_DoDoor(line,vld_close))
P_ChangeSwitchTexture(line,1);
break;
case 43:
if (EV_DoCeiling(line,lowerToFloor))
P_ChangeSwitchTexture(line,1);
break;
case 45:
if (EV_DoFloor(line,lowerFloor))
P_ChangeSwitchTexture(line,1);
break;
case 60:
if (EV_DoFloor(line,lowerFloorToLowest))
P_ChangeSwitchTexture(line,1);
break;
case 61:
if (EV_DoDoor(line,vld_open))
P_ChangeSwitchTexture(line,1);
break;
case 62:
if (EV_DoPlat(line,downWaitUpStay,1))
P_ChangeSwitchTexture(line,1);
break;
case 63:
if (EV_DoDoor(line,vld_normal))
P_ChangeSwitchTexture(line,1);
break;
case 64:
if (EV_DoFloor(line,raiseFloor))
P_ChangeSwitchTexture(line,1);
break;
case 66:
if (EV_DoPlat(line,raiseAndChange,24))
P_ChangeSwitchTexture(line,1);
break;
case 67:
if (EV_DoPlat(line,raiseAndChange,32))
P_ChangeSwitchTexture(line,1);
break;
case 65:
if (EV_DoFloor(line,raiseFloorCrush))
P_ChangeSwitchTexture(line,1);
break;
case 68:
if (EV_DoPlat(line,raiseToNearestAndChange,0))
P_ChangeSwitchTexture(line,1);
break;
case 69:
if (EV_DoFloor(line, raiseFloorToNearest))
P_ChangeSwitchTexture(line,1);
break;
case 70:
if (EV_DoFloor(line,turboLower))
P_ChangeSwitchTexture(line,1);
break;
case 114:
if (EV_DoDoor (line,vld_blazeRaise))
P_ChangeSwitchTexture(line,1);
break;
case 115:
if (EV_DoDoor (line,vld_blazeOpen))
P_ChangeSwitchTexture(line,1);
break;
case 116:
if (EV_DoDoor (line,vld_blazeClose))
P_ChangeSwitchTexture(line,1);
break;
case 123:
if (EV_DoPlat(line,blazeDWUS,0))
P_ChangeSwitchTexture(line,1);
break;
case 132:
if (EV_DoFloor(line,raiseFloorTurbo))
P_ChangeSwitchTexture(line,1);
break;
case 99:
case 134:
case 136:
if (EV_DoLockedDoor (line,vld_blazeOpen,thing))
P_ChangeSwitchTexture(line,1);
break;
case 138:
EV_LightTurnOn(line,255);
P_ChangeSwitchTexture(line,1);
break;
case 139:
EV_LightTurnOn(line,35);
P_ChangeSwitchTexture(line,1);
break;
}
return true;
}