-
Notifications
You must be signed in to change notification settings - Fork 5
/
Copy pathp_switch.pas
712 lines (622 loc) · 18.7 KB
/
p_switch.pas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
//------------------------------------------------------------------------------
//
// FPCDoom - Port of Doom to Free Pascal Compiler
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 2004-2007 by Jim Valavanis
// Copyright (C) 2017-2022 by Jim Valavanis
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//------------------------------------------------------------------------------
// E-Mail: jimmyvalavanis@yahoo.gr
// Site : https://sourceforge.net/projects/fpcdoom/
//------------------------------------------------------------------------------
{$I FPCDoom.inc}
unit p_switch;
interface
uses
r_defs,
p_mobj_h,
p_spec;
//==============================================================================
//
// P_InitSwitchList
//
//==============================================================================
procedure P_InitSwitchList;
//==============================================================================
//
// P_ChangeSwitchTexture
//
//==============================================================================
procedure P_ChangeSwitchTexture(line: Pline_t; useAgain: boolean);
//==============================================================================
//
// P_UseSpecialLine
//
//==============================================================================
function P_UseSpecialLine(thing: Pmobj_t; line: Pline_t; side: integer): boolean;
var
buttonlist: array[0..MAXBUTTONS - 1] of button_t;
implementation
uses
doomdata,
p_setup,
p_lights,
p_plats,
p_doors,
p_ceilng,
p_floor,
i_system,
doomdef,
g_game,
s_sound,
r_data,
// Data
sounds,
// State
doomstat;
type
//
// P_SWITCH
//
switchlist_t = record
name1: string[8];
name2: string[8];
episode: smallint;
end;
Pswitchlist_t = ^switchlist_t;
const
NUMSWITCHLIST = 41;
alphSwitchList: array[0..NUMSWITCHLIST - 1] of switchlist_t = (
// Doom shareware episode 1 switches
(name1: 'SW1BRCOM'; name2: 'SW2BRCOM'; episode: 1),
(name1: 'SW1BRN1'; name2: 'SW2BRN1'; episode: 1),
(name1: 'SW1BRN2'; name2: 'SW2BRN2'; episode: 1),
(name1: 'SW1BRNGN'; name2: 'SW2BRNGN'; episode: 1),
(name1: 'SW1BROWN'; name2: 'SW2BROWN'; episode: 1),
(name1: 'SW1COMM'; name2: 'SW2COMM'; episode: 1),
(name1: 'SW1COMP'; name2: 'SW2COMP'; episode: 1),
(name1: 'SW1DIRT'; name2: 'SW2DIRT'; episode: 1),
(name1: 'SW1EXIT'; name2: 'SW2EXIT'; episode: 1),
(name1: 'SW1GRAY'; name2: 'SW2GRAY'; episode: 1),
(name1: 'SW1GRAY1'; name2: 'SW2GRAY1'; episode: 1),
(name1: 'SW1METAL'; name2: 'SW2METAL'; episode: 1),
(name1: 'SW1PIPE'; name2: 'SW2PIPE'; episode: 1),
(name1: 'SW1SLAD'; name2: 'SW2SLAD'; episode: 1),
(name1: 'SW1STARG'; name2: 'SW2STARG'; episode: 1),
(name1: 'SW1STON1'; name2: 'SW2STON1'; episode: 1),
(name1: 'SW1STON2'; name2: 'SW2STON2'; episode: 1),
(name1: 'SW1STONE'; name2: 'SW2STONE'; episode: 1),
(name1: 'SW1STRTN'; name2: 'SW2STRTN'; episode: 1),
// Doom registered episodes 2&3 switches
(name1: 'SW1BLUE'; name2: 'SW2BLUE'; episode: 2),
(name1: 'SW1CMT'; name2: 'SW2CMT'; episode: 2),
(name1: 'SW1GARG'; name2: 'SW2GARG'; episode: 2),
(name1: 'SW1GSTON'; name2: 'SW2GSTON'; episode: 2),
(name1: 'SW1HOT'; name2: 'SW2HOT'; episode: 2),
(name1: 'SW1LION'; name2: 'SW2LION'; episode: 2),
(name1: 'SW1SATYR'; name2: 'SW2SATYR'; episode: 2),
(name1: 'SW1SKIN'; name2: 'SW2SKIN'; episode: 2),
(name1: 'SW1VINE'; name2: 'SW2VINE'; episode: 2),
(name1: 'SW1WOOD'; name2: 'SW2WOOD'; episode: 2),
// Doom II switches
(name1: 'SW1PANEL'; name2: 'SW2PANEL'; episode: 3),
(name1: 'SW1ROCK'; name2: 'SW2ROCK'; episode: 3),
(name1: 'SW1MET2'; name2: 'SW2MET2'; episode: 3),
(name1: 'SW1WDMET'; name2: 'SW2WDMET'; episode: 3),
(name1: 'SW1BRIK'; name2: 'SW2BRIK'; episode: 3),
(name1: 'SW1MOD1'; name2: 'SW2MOD1'; episode: 3),
(name1: 'SW1ZIM'; name2: 'SW2ZIM'; episode: 3),
(name1: 'SW1STON6'; name2: 'SW2STON6'; episode: 3),
(name1: 'SW1TEK'; name2: 'SW2TEK'; episode: 3),
(name1: 'SW1MARB'; name2: 'SW2MARB'; episode: 3),
(name1: 'SW1SKULL'; name2: 'SW2SKULL'; episode: 3),
(name1: ''; name2: ''; episode: -1)
);
var
switchlist: array[0..2 * MAXSWITCHES - 1] of integer;
numswitches: integer;
//==============================================================================
//
// P_InitSwitchList
// Only called at game initialization.
//
//==============================================================================
procedure P_InitSwitchList;
var
i: integer;
index: integer;
episode: integer;
begin
if (gamemode = registered) or (gamemode = retail) then
episode := 2
else if gamemode = commercial then
episode := 3
else
episode := 1;
index := 0;
for i := 0 to MAXSWITCHES - 1 do
begin
if alphSwitchList[i].episode = -1 then
begin
numswitches := index div 2;
switchlist[index] := -1;
break;
end;
if alphSwitchList[i].episode <= episode then
begin
switchlist[index] := R_TextureNumForName(alphSwitchList[i].name1);
inc(index);
switchlist[index] := R_TextureNumForName(alphSwitchList[i].name2);
inc(index);
end;
end;
end;
//==============================================================================
// P_StartButton
//
// Start a button counting down till it turns off.
//
//==============================================================================
procedure P_StartButton(line: Pline_t; w: bwhere_e; texture: integer; time: integer);
var
i: integer;
begin
// See if button is already pressed
for i := 0 to MAXBUTTONS - 1 do
if (buttonlist[i].btimer <> 0) and (buttonlist[i].line = line) then
exit;
for i := 0 to MAXBUTTONS - 1 do
begin
if buttonlist[i].btimer = 0 then
begin
buttonlist[i].line := line;
buttonlist[i].where := w;
buttonlist[i].btexture := texture;
buttonlist[i].btimer := time;
buttonlist[i].soundorg := Pmobj_t(@line.frontsector.soundorg);
exit;
end;
end;
I_Error('P_StartButton(): no button slots left!');
end;
//==============================================================================
// P_ChangeSwitchTexture
//
// Function that changes wall texture.
// Tell it if switch is ok to use again (1=yes, it's a button).
//
//==============================================================================
procedure P_ChangeSwitchTexture(line: Pline_t; useAgain: boolean);
var
texTop: integer;
texMid: integer;
texBot: integer;
i: integer;
sound: integer;
sdnum: integer;
begin
if not useAgain then
line.special := 0;
sdnum := line.sidenum[0];
texTop := sides[sdnum].toptexture;
texMid := sides[sdnum].midtexture;
texBot := sides[sdnum].bottomtexture;
sound := Ord(sfx_swtchn);
// EXIT SWITCH?
if line.special = 11 then
sound := Ord(sfx_swtchx);
for i := 0 to numswitches * 2 - 1 do
begin
if switchlist[i] = texTop then
begin
S_StartSound(buttonlist[0].soundorg, sound);
sides[line.sidenum[0]].toptexture := switchlist[i xor 1];
if useAgain then
P_StartButton(line, top, switchlist[i], BUTTONTIME);
exit;
end
else
begin
if switchlist[i] = texMid then
begin
S_StartSound(buttonlist[0].soundorg, sound);
sides[line.sidenum[0]].midtexture := switchlist[i xor 1];
if useAgain then
P_StartButton(line, middle, switchlist[i], BUTTONTIME);
exit;
end
else
begin
if switchlist[i] = texBot then
begin
S_StartSound(buttonlist[0].soundorg, sound);
sides[line.sidenum[0]].bottomtexture := switchlist[i xor 1];
if useAgain then
P_StartButton(line, bottom, switchlist[i], BUTTONTIME);
exit;
end;
end;
end;
end;
end;
//==============================================================================
//
// P_UseSpecialLine
// Called when a thing uses a special line.
// Only the front sides of lines are usable.
//
//==============================================================================
function P_UseSpecialLine(thing: Pmobj_t; line: Pline_t; side: integer): boolean;
begin
// Err...
// Use the back sides of VERY SPECIAL lines...
if side <> 0 then
begin
case line.special of
124:
// Sliding door open&close
// UNUSED?
;
else
begin
result := false;
exit;
end;
end;
end;
// Switches that other things can activate.
if thing.player = nil then
begin
// never open secret doors
if line.flags and ML_SECRET <> 0 then
begin
result := false;
exit;
end;
case line.special of
1:; // MANUAL DOOR RAISE
32:; // MANUAL BLUE
33:; // MANUAL RED
34:; // MANUAL YELLOW
else
begin
result := false;
exit;
end;
end;
end;
// do something
case line.special of
// MANUALS
1, // Vertical Door
26, // Blue Door/Locked
27, // Yellow Door /Locked
28, // Red Door /Locked
31, // Manual door open
32, // Blue locked door open
33, // Red locked door open
34, // Yellow locked door open
117, // Blazing door raise
118: // Blazing door open
EV_VerticalDoor(line, thing);
//UNUSED - Door Slide Open&Close
// case 124:
// EV_SlidingDoor (line, thing);
// break;
// SWITCHES
7:
begin
// Build Stairs
if EV_BuildStairs(line, build8) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
9:
begin
// Change Donut
if EV_DoDonut(line) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
11:
begin
// Exit level
P_ChangeSwitchTexture(line, false);
G_ExitLevel;
end;
14:
begin
// Raise Floor 32 and change texture
if EV_DoPlat(line, raiseAndChange, 32) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
15:
begin
// Raise Floor 24 and change texture
if EV_DoPlat(line, raiseAndChange, 24) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
18:
begin
// Raise Floor to next highest floor
if EV_DoFloor(line, raiseFloorToNearest) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
20:
begin
// Raise Plat next highest floor and change texture
if EV_DoPlat(line, raiseToNearestAndChange, 0) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
21:
begin
// PlatDownWaitUpStay
if EV_DoPlat(line, downWaitUpStay, 0) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
23:
begin
// Lower Floor to Lowest
if EV_DoFloor(line, lowerFloorToLowest) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
29:
begin
// Raise Door
if EV_DoDoor(line, normal) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
41:
begin
// Lower Ceiling to Floor
if EV_DoCeiling(line, lowerToFloor) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
71:
begin
// Turbo Lower Floor
if EV_DoFloor(line, turboLower) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
49:
begin
// Ceiling Crush And Raise
if EV_DoCeiling(line, crushAndRaise) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
50:
begin
// Close Door
if EV_DoDoor(line, close) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
51:
begin
// Secret EXIT
P_ChangeSwitchTexture(line, false);
G_SecretExitLevel;
end;
55:
begin
// Raise Floor Crush
if EV_DoFloor(line, raiseFloorCrush) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
101:
begin
// Raise Floor
if EV_DoFloor(line, raiseFloor) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
102:
begin
// Lower Floor to Surrounding floor height
if EV_DoFloor(line, lowerFloor) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
103:
begin
// Open Door
if EV_DoDoor(line, open) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
111:
begin
// Blazing Door Raise (faster than TURBO!)
if EV_DoDoor(line, blazeRaise) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
112:
begin
// Blazing Door Open (faster than TURBO!)
if EV_DoDoor(line, blazeOpen) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
113:
begin
// Blazing Door Close (faster than TURBO!)
if EV_DoDoor(line, blazeClose) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
122:
begin
// Blazing PlatDownWaitUpStay
if EV_DoPlat(line, blazeDWUS, 0) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
127:
begin
// Build Stairs Turbo 16
if EV_BuildStairs(line, turbo16) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
131:
begin
// Raise Floor Turbo
if EV_DoFloor(line, raiseFloorTurbo) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
133, // BlzOpenDoor BLUE
135, // BlzOpenDoor RED
137: // BlzOpenDoor YELLOW
begin
if EV_DoLockedDoor(line, blazeOpen, thing) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
140:
begin
// Raise Floor 512
if EV_DoFloor(line, raiseFloor512) <> 0 then
P_ChangeSwitchTexture(line, false);
end;
// BUTTONS
42:
begin
// Close Door
if EV_DoDoor(line, close) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
43:
begin
// Lower Ceiling to Floor
if EV_DoCeiling(line, lowerToFloor) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
45:
begin
// Lower Floor to Surrounding floor height
if EV_DoFloor(line, lowerFloor) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
60:
begin
// Lower Floor to Lowest
if EV_DoFloor(line, lowerFloorToLowest) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
61:
begin
// Open Door
if EV_DoDoor(line, open) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
62:
begin
// PlatDownWaitUpStay
if EV_DoPlat(line, downWaitUpStay, 1) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
63:
begin
// Raise Door
if EV_DoDoor(line, normal) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
64:
begin
// Raise Floor to ceiling
if EV_DoFloor(line, raiseFloor) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
66:
begin
// Raise Floor 24 and change texture
if EV_DoPlat(line, raiseAndChange, 24) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
67:
begin
// Raise Floor 32 and change texture
if EV_DoPlat(line, raiseAndChange, 32) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
65:
begin
// Raise Floor Crush
if EV_DoFloor(line, raiseFloorCrush) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
68:
begin
// Raise Plat to next highest floor and change texture
if EV_DoPlat(line, raiseToNearestAndChange, 0) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
69:
begin
// Raise Floor to next highest floor
if EV_DoFloor(line, raiseFloorToNearest) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
70:
begin
// Turbo Lower Floor
if EV_DoFloor(line, turboLower) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
114:
begin
// Blazing Door Raise (faster than TURBO!)
if EV_DoDoor(line, blazeRaise) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
115:
begin
// Blazing Door Open (faster than TURBO!)
if EV_DoDoor(line, blazeOpen) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
116:
begin
// Blazing Door Close (faster than TURBO!)
if EV_DoDoor(line, blazeClose) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
123:
begin
// Blazing PlatDownWaitUpStay
if EV_DoPlat(line, blazeDWUS, 0) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
132:
begin
// Raise Floor Turbo
if EV_DoFloor(line, raiseFloorTurbo) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
99, // BlzOpenDoor BLUE
134, // BlzOpenDoor RED
136: // BlzOpenDoor YELLOW
begin
if EV_DoLockedDoor(line, blazeOpen, thing) <> 0 then
P_ChangeSwitchTexture(line, true);
end;
138:
begin
// Light Turn On
EV_LightTurnOn(line, 255);
P_ChangeSwitchTexture(line, true);
end;
139:
begin
// Light Turn Off
EV_LightTurnOn(line, 35);
P_ChangeSwitchTexture(line, true);
end;
end;
result := true;
end;
end.