dvr/app/jni/prboom/p_switch.c
2016-03-03 22:28:59 +00:00

1150 lines
34 KiB
C

/* Emacs style mode select -*- C++ -*-
*-----------------------------------------------------------------------------
*
*
* PrBoom: a Doom port merged with LxDoom and LSDLDoom
* based on BOOM, a modified and improved DOOM engine
* Copyright (C) 1999 by
* id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
* Copyright (C) 1999-2000 by
* Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
* Copyright 2005, 2006 by
* Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
*
* 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.
*
* DESCRIPTION:
* Switches, buttons. Two-state animation. Exits.
*
*-----------------------------------------------------------------------------*/
#include "doomstat.h"
#include "w_wad.h"
#include "r_main.h"
#include "p_spec.h"
#include "g_game.h"
#include "s_sound.h"
#include "sounds.h"
#include "lprintf.h"
// killough 2/8/98: Remove switch limit
static int *switchlist; // killough
static int max_numswitches; // killough
static int numswitches; // killough
button_t buttonlist[MAXBUTTONS];
//
// P_InitSwitchList()
//
// Only called at game initialization in order to list the set of switches
// and buttons known to the engine. This enables their texture to change
// when activated, and in the case of buttons, change back after a timeout.
//
// This routine modified to read its data from a predefined lump or
// PWAD lump called SWITCHES rather than a static table in this module to
// allow wad designers to insert or modify switches.
//
// Lump format is an array of byte packed switchlist_t structures, terminated
// by a structure with episode == -0. The lump can be generated from a
// text source file using SWANTBLS.EXE, distributed with the BOOM utils.
// The standard list of switches and animations is contained in the example
// source text file DEFSWANI.DAT also in the BOOM util distribution.
//
// Rewritten by Lee Killough to remove limit 2/8/98
//
void P_InitSwitchList(void)
{
int i, index = 0;
int episode = (gamemode == registered || gamemode==retail) ?
2 : gamemode == commercial ? 3 : 1;
const switchlist_t *alphSwitchList; //jff 3/23/98 pointer to switch table
int lump = W_GetNumForName("SWITCHES"); // cph - new wad lump handling
//jff 3/23/98 read the switch table from a predefined lump
alphSwitchList = (const switchlist_t *)W_CacheLumpNum(lump);
for (i=0;;i++)
{
if (index+1 >= max_numswitches)
switchlist = realloc(switchlist, sizeof *switchlist *
(max_numswitches = max_numswitches ? max_numswitches*2 : 8));
if (SHORT(alphSwitchList[i].episode) <= episode) //jff 5/11/98 endianess
{
int texture1, texture2;
if (!SHORT(alphSwitchList[i].episode))
break;
// Ignore switches referencing unknown texture names, instead of exiting.
// Warn if either one is missing, but only add if both are valid.
texture1 = R_CheckTextureNumForName(alphSwitchList[i].name1);
if (texture1 == -1)
lprintf(LO_WARN, "P_InitSwitchList: unknown texture %s\n",
alphSwitchList[i].name1);
texture2 = R_CheckTextureNumForName(alphSwitchList[i].name2);
if (texture2 == -1)
lprintf(LO_WARN, "P_InitSwitchList: unknown texture %s\n",
alphSwitchList[i].name2);
if (texture1 != -1 && texture2 != -1) {
switchlist[index++] = texture1;
switchlist[index++] = texture2;
}
}
}
numswitches = index/2;
switchlist[index] = -1;
W_UnlockLumpNum(lump);
}
//
// P_StartButton()
//
// Start a button (retriggerable switch) counting down till it turns off.
//
// Passed the linedef the button is on, which texture on the sidedef contains
// the button, the texture number of the button, and the time the button is
// to remain active in gametics.
// No return.
//
static 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) // use first unused element of list
{
buttonlist[i].line = line;
buttonlist[i].where = w;
buttonlist[i].btexture = texture;
buttonlist[i].btimer = time;
/* use sound origin of line itself - no need to compatibility-wrap
* as the popout code gets it wrong whatever its value */
buttonlist[i].soundorg = (mobj_t *)&line->soundorg;
return;
}
I_Error("P_StartButton: no button slots left!");
}
//
// P_ChangeSwitchTexture()
//
// Function that changes switch wall texture on activation.
//
// Passed the line which the switch is on, and whether its retriggerable.
// If not retriggerable, this function clears the line special to insure that
//
// No return
//
void P_ChangeSwitchTexture
( line_t* line,
int useAgain )
{
/* Rearranged a bit to avoid too much code duplication */
mobj_t *soundorg;
int i, sound;
short *texture, *ttop, *tmid, *tbot;
bwhere_e position;
ttop = &sides[line->sidenum[0]].toptexture;
tmid = &sides[line->sidenum[0]].midtexture;
tbot = &sides[line->sidenum[0]].bottomtexture;
sound = sfx_swtchn;
/* use the sound origin of the linedef (its midpoint)
* unless in a compatibility mode */
soundorg = (mobj_t *)&line->soundorg;
if (comp[comp_sound] || compatibility_level < prboom_6_compatibility) {
/* usually NULL, unless there is another button already pressed in,
* in which case it's the sound origin of that button press... */
soundorg = buttonlist->soundorg;
} else {
// EXIT SWITCH?
/* don't do this unless you're in a compatibility mode */
// proff - this works as advertised, but I don't like the sound
// if (line->special == 11 || line->special == 51) // exit or secret exit
// sound = sfx_swtchx;
}
/* don't zero line->special until after exit switch test */
if (!useAgain)
line->special = 0;
/* search for a texture to change */
texture = NULL; position = 0;
for (i = 0;i < numswitches*2;i++) { /* this could be more efficient... */
if (switchlist[i] == *ttop) {
texture = ttop; position = top; break;
} else if (switchlist[i] == *tmid) {
texture = tmid; position = middle; break;
} else if (switchlist[i] == *tbot) {
texture = tbot; position = bottom; break;
}
}
if (texture == NULL)
return; /* no switch texture was found to change */
*texture = switchlist[i^1];
S_StartSound(soundorg, sound);
if (useAgain)
P_StartButton(line, position, switchlist[i], BUTTONTIME);
}
//
// P_UseSpecialLine
//
//
// Called when a thing uses (pushes) a special line.
// Only the front sides of lines are usable.
// Dispatches to the appropriate linedef function handler.
//
// Passed the thing using the line, the line being used, and the side used
// Returns true if a thinker was created
//
boolean
P_UseSpecialLine
( mobj_t* thing,
line_t* line,
int side )
{
// e6y
// b.m. side test was broken in boom201
if ((demoplayback ? (demover != 201) : (compatibility_level != boom_201_compatibility)))
if (side) //jff 6/1/98 fix inadvertent deletion of side test
return false;
//jff 02/04/98 add check here for generalized floor/ceil mover
if (!demo_compatibility)
{
// pointer to line function is NULL by default, set non-null if
// line special is push or switch generalized linedef type
int (*linefunc)(line_t *line)=NULL;
// check each range of generalized linedefs
if ((unsigned)line->special >= GenEnd)
{
// Out of range for GenFloors
}
else if ((unsigned)line->special >= GenFloorBase)
{
if (!thing->player)
if ((line->special & FloorChange) || !(line->special & FloorModel))
return false; // FloorModel is "Allow Monsters" if FloorChange is 0
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenFloor;
}
else if ((unsigned)line->special >= GenCeilingBase)
{
if (!thing->player)
if ((line->special & CeilingChange) || !(line->special & CeilingModel))
return false; // CeilingModel is "Allow Monsters" if CeilingChange is 0
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenCeiling;
}
else if ((unsigned)line->special >= GenDoorBase)
{
if (!thing->player)
{
if (!(line->special & DoorMonster))
return false; // monsters disallowed from this door
if (line->flags & ML_SECRET) // they can't open secret doors either
return false;
}
if (!line->tag && ((line->special&6)!=6)) //jff 3/2/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenDoor;
}
else if ((unsigned)line->special >= GenLockedBase)
{
if (!thing->player)
return false; // monsters disallowed from unlocking doors
if (!P_CanUnlockGenDoor(line,thing->player))
return false;
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenLockedDoor;
}
else if ((unsigned)line->special >= GenLiftBase)
{
if (!thing->player)
if (!(line->special & LiftMonster))
return false; // monsters disallowed
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenLift;
}
else if ((unsigned)line->special >= GenStairsBase)
{
if (!thing->player)
if (!(line->special & StairMonster))
return false; // monsters disallowed
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenStairs;
}
else if ((unsigned)line->special >= GenCrusherBase)
{
if (!thing->player)
if (!(line->special & CrusherMonster))
return false; // monsters disallowed
if (!line->tag && ((line->special&6)!=6)) //jff 2/27/98 all non-manual
return false; // generalized types require tag
linefunc = EV_DoGenCrusher;
}
if (linefunc)
switch((line->special & TriggerType) >> TriggerTypeShift)
{
case PushOnce:
if (!side)
if (linefunc(line))
line->special = 0;
return true;
case PushMany:
if (!side)
linefunc(line);
return true;
case SwitchOnce:
if (linefunc(line))
P_ChangeSwitchTexture(line,0);
return true;
case SwitchMany:
if (linefunc(line))
P_ChangeSwitchTexture(line,1);
return true;
default: // if not a switch/push type, do nothing here
return false;
}
}
// 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
//jff 3/5/98 add ability to use teleporters for monsters
case 195: // switch teleporters
case 174:
case 210: // silent switch teleporters
case 209:
break;
default:
return false;
break;
}
}
if (!P_CheckTag(line)) //jff 2/27/98 disallow zero tag on some types
return false;
// Dispatch to handler according to linedef type
switch (line->special)
{
// Manual doors, push type with no tag
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;
// Switches (non-retriggerable)
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
* killough 10/98: prevent zombies from exiting levels
*/
if (thing->player && thing->player->health <= 0 && !comp[comp_zombie])
{
S_StartSound(thing, sfx_noway);
return false;
}
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
* killough 10/98: prevent zombies from exiting levels
*/
if (thing->player && thing->player->health <= 0 && !comp[comp_zombie])
{
S_StartSound(thing, sfx_noway);
return false;
}
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;
// killough 1/31/98: factored out compatibility check;
// added inner switch, relaxed check to demo_compatibility
default:
if (!demo_compatibility)
switch (line->special)
{
//jff 1/29/98 added linedef types to fill all functions out so that
// all possess SR, S1, WR, W1 types
case 158:
// Raise Floor to shortest lower texture
// 158 S1 EV_DoFloor(raiseToTexture), CSW(0)
if (EV_DoFloor(line,raiseToTexture))
P_ChangeSwitchTexture(line,0);
break;
case 159:
// Raise Floor to shortest lower texture
// 159 S1 EV_DoFloor(lowerAndChange)
if (EV_DoFloor(line,lowerAndChange))
P_ChangeSwitchTexture(line,0);
break;
case 160:
// Raise Floor 24 and change
// 160 S1 EV_DoFloor(raiseFloor24AndChange)
if (EV_DoFloor(line,raiseFloor24AndChange))
P_ChangeSwitchTexture(line,0);
break;
case 161:
// Raise Floor 24
// 161 S1 EV_DoFloor(raiseFloor24)
if (EV_DoFloor(line,raiseFloor24))
P_ChangeSwitchTexture(line,0);
break;
case 162:
// Moving floor min n to max n
// 162 S1 EV_DoPlat(perpetualRaise,0)
if (EV_DoPlat(line,perpetualRaise,0))
P_ChangeSwitchTexture(line,0);
break;
case 163:
// Stop Moving floor
// 163 S1 EV_DoPlat(perpetualRaise,0)
EV_StopPlat(line);
P_ChangeSwitchTexture(line,0);
break;
case 164:
// Start fast crusher
// 164 S1 EV_DoCeiling(fastCrushAndRaise)
if (EV_DoCeiling(line,fastCrushAndRaise))
P_ChangeSwitchTexture(line,0);
break;
case 165:
// Start slow silent crusher
// 165 S1 EV_DoCeiling(silentCrushAndRaise)
if (EV_DoCeiling(line,silentCrushAndRaise))
P_ChangeSwitchTexture(line,0);
break;
case 166:
// Raise ceiling, Lower floor
// 166 S1 EV_DoCeiling(raiseToHighest), EV_DoFloor(lowerFloortoLowest)
if (EV_DoCeiling(line, raiseToHighest) ||
EV_DoFloor(line, lowerFloorToLowest))
P_ChangeSwitchTexture(line,0);
break;
case 167:
// Lower floor and Crush
// 167 S1 EV_DoCeiling(lowerAndCrush)
if (EV_DoCeiling(line, lowerAndCrush))
P_ChangeSwitchTexture(line,0);
break;
case 168:
// Stop crusher
// 168 S1 EV_CeilingCrushStop()
if (EV_CeilingCrushStop(line))
P_ChangeSwitchTexture(line,0);
break;
case 169:
// Lights to brightest neighbor sector
// 169 S1 EV_LightTurnOn(0)
EV_LightTurnOn(line,0);
P_ChangeSwitchTexture(line,0);
break;
case 170:
// Lights to near dark
// 170 S1 EV_LightTurnOn(35)
EV_LightTurnOn(line,35);
P_ChangeSwitchTexture(line,0);
break;
case 171:
// Lights on full
// 171 S1 EV_LightTurnOn(255)
EV_LightTurnOn(line,255);
P_ChangeSwitchTexture(line,0);
break;
case 172:
// Start Lights Strobing
// 172 S1 EV_StartLightStrobing()
EV_StartLightStrobing(line);
P_ChangeSwitchTexture(line,0);
break;
case 173:
// Lights to Dimmest Near
// 173 S1 EV_TurnTagLightsOff()
EV_TurnTagLightsOff(line);
P_ChangeSwitchTexture(line,0);
break;
case 174:
// Teleport
// 174 S1 EV_Teleport(side,thing)
if (EV_Teleport(line,side,thing))
P_ChangeSwitchTexture(line,0);
break;
case 175:
// Close Door, Open in 30 secs
// 175 S1 EV_DoDoor(close30ThenOpen)
if (EV_DoDoor(line,close30ThenOpen))
P_ChangeSwitchTexture(line,0);
break;
case 189: //jff 3/15/98 create texture change no motion type
// Texture Change Only (Trigger)
// 189 S1 Change Texture/Type Only
if (EV_DoChange(line,trigChangeOnly))
P_ChangeSwitchTexture(line,0);
break;
case 203:
// Lower ceiling to lowest surrounding ceiling
// 203 S1 EV_DoCeiling(lowerToLowest)
if (EV_DoCeiling(line,lowerToLowest))
P_ChangeSwitchTexture(line,0);
break;
case 204:
// Lower ceiling to highest surrounding floor
// 204 S1 EV_DoCeiling(lowerToMaxFloor)
if (EV_DoCeiling(line,lowerToMaxFloor))
P_ChangeSwitchTexture(line,0);
break;
case 209:
// killough 1/31/98: silent teleporter
//jff 209 S1 SilentTeleport
if (EV_SilentTeleport(line, side, thing))
P_ChangeSwitchTexture(line,0);
break;
case 241: //jff 3/15/98 create texture change no motion type
// Texture Change Only (Numeric)
// 241 S1 Change Texture/Type Only
if (EV_DoChange(line,numChangeOnly))
P_ChangeSwitchTexture(line,0);
break;
case 221:
// Lower floor to next lowest floor
// 221 S1 Lower Floor To Nearest Floor
if (EV_DoFloor(line,lowerFloorToNearest))
P_ChangeSwitchTexture(line,0);
break;
case 229:
// Raise elevator next floor
// 229 S1 Raise Elevator next floor
if (EV_DoElevator(line,elevateUp))
P_ChangeSwitchTexture(line,0);
break;
case 233:
// Lower elevator next floor
// 233 S1 Lower Elevator next floor
if (EV_DoElevator(line,elevateDown))
P_ChangeSwitchTexture(line,0);
break;
case 237:
// Elevator to current floor
// 237 S1 Elevator to current floor
if (EV_DoElevator(line,elevateCurrent))
P_ChangeSwitchTexture(line,0);
break;
// jff 1/29/98 end of added S1 linedef types
//jff 1/29/98 added linedef types to fill all functions out so that
// all possess SR, S1, WR, W1 types
case 78: //jff 3/15/98 create texture change no motion type
// Texture Change Only (Numeric)
// 78 SR Change Texture/Type Only
if (EV_DoChange(line,numChangeOnly))
P_ChangeSwitchTexture(line,1);
break;
case 176:
// Raise Floor to shortest lower texture
// 176 SR EV_DoFloor(raiseToTexture), CSW(1)
if (EV_DoFloor(line,raiseToTexture))
P_ChangeSwitchTexture(line,1);
break;
case 177:
// Raise Floor to shortest lower texture
// 177 SR EV_DoFloor(lowerAndChange)
if (EV_DoFloor(line,lowerAndChange))
P_ChangeSwitchTexture(line,1);
break;
case 178:
// Raise Floor 512
// 178 SR EV_DoFloor(raiseFloor512)
if (EV_DoFloor(line,raiseFloor512))
P_ChangeSwitchTexture(line,1);
break;
case 179:
// Raise Floor 24 and change
// 179 SR EV_DoFloor(raiseFloor24AndChange)
if (EV_DoFloor(line,raiseFloor24AndChange))
P_ChangeSwitchTexture(line,1);
break;
case 180:
// Raise Floor 24
// 180 SR EV_DoFloor(raiseFloor24)
if (EV_DoFloor(line,raiseFloor24))
P_ChangeSwitchTexture(line,1);
break;
case 181:
// Moving floor min n to max n
// 181 SR EV_DoPlat(perpetualRaise,0)
EV_DoPlat(line,perpetualRaise,0);
P_ChangeSwitchTexture(line,1);
break;
case 182:
// Stop Moving floor
// 182 SR EV_DoPlat(perpetualRaise,0)
EV_StopPlat(line);
P_ChangeSwitchTexture(line,1);
break;
case 183:
// Start fast crusher
// 183 SR EV_DoCeiling(fastCrushAndRaise)
if (EV_DoCeiling(line,fastCrushAndRaise))
P_ChangeSwitchTexture(line,1);
break;
case 184:
// Start slow crusher
// 184 SR EV_DoCeiling(crushAndRaise)
if (EV_DoCeiling(line,crushAndRaise))
P_ChangeSwitchTexture(line,1);
break;
case 185:
// Start slow silent crusher
// 185 SR EV_DoCeiling(silentCrushAndRaise)
if (EV_DoCeiling(line,silentCrushAndRaise))
P_ChangeSwitchTexture(line,1);
break;
case 186:
// Raise ceiling, Lower floor
// 186 SR EV_DoCeiling(raiseToHighest), EV_DoFloor(lowerFloortoLowest)
if (EV_DoCeiling(line, raiseToHighest) ||
EV_DoFloor(line, lowerFloorToLowest))
P_ChangeSwitchTexture(line,1);
break;
case 187:
// Lower floor and Crush
// 187 SR EV_DoCeiling(lowerAndCrush)
if (EV_DoCeiling(line, lowerAndCrush))
P_ChangeSwitchTexture(line,1);
break;
case 188:
// Stop crusher
// 188 SR EV_CeilingCrushStop()
if (EV_CeilingCrushStop(line))
P_ChangeSwitchTexture(line,1);
break;
case 190: //jff 3/15/98 create texture change no motion type
// Texture Change Only (Trigger)
// 190 SR Change Texture/Type Only
if (EV_DoChange(line,trigChangeOnly))
P_ChangeSwitchTexture(line,1);
break;
case 191:
// Lower Pillar, Raise Donut
// 191 SR EV_DoDonut()
if (EV_DoDonut(line))
P_ChangeSwitchTexture(line,1);
break;
case 192:
// Lights to brightest neighbor sector
// 192 SR EV_LightTurnOn(0)
EV_LightTurnOn(line,0);
P_ChangeSwitchTexture(line,1);
break;
case 193:
// Start Lights Strobing
// 193 SR EV_StartLightStrobing()
EV_StartLightStrobing(line);
P_ChangeSwitchTexture(line,1);
break;
case 194:
// Lights to Dimmest Near
// 194 SR EV_TurnTagLightsOff()
EV_TurnTagLightsOff(line);
P_ChangeSwitchTexture(line,1);
break;
case 195:
// Teleport
// 195 SR EV_Teleport(side,thing)
if (EV_Teleport(line,side,thing))
P_ChangeSwitchTexture(line,1);
break;
case 196:
// Close Door, Open in 30 secs
// 196 SR EV_DoDoor(close30ThenOpen)
if (EV_DoDoor(line,close30ThenOpen))
P_ChangeSwitchTexture(line,1);
break;
case 205:
// Lower ceiling to lowest surrounding ceiling
// 205 SR EV_DoCeiling(lowerToLowest)
if (EV_DoCeiling(line,lowerToLowest))
P_ChangeSwitchTexture(line,1);
break;
case 206:
// Lower ceiling to highest surrounding floor
// 206 SR EV_DoCeiling(lowerToMaxFloor)
if (EV_DoCeiling(line,lowerToMaxFloor))
P_ChangeSwitchTexture(line,1);
break;
case 210:
// killough 1/31/98: silent teleporter
//jff 210 SR SilentTeleport
if (EV_SilentTeleport(line, side, thing))
P_ChangeSwitchTexture(line,1);
break;
case 211: //jff 3/14/98 create instant toggle floor type
// Toggle Floor Between C and F Instantly
// 211 SR Toggle Floor Instant
if (EV_DoPlat(line,toggleUpDn,0))
P_ChangeSwitchTexture(line,1);
break;
case 222:
// Lower floor to next lowest floor
// 222 SR Lower Floor To Nearest Floor
if (EV_DoFloor(line,lowerFloorToNearest))
P_ChangeSwitchTexture(line,1);
break;
case 230:
// Raise elevator next floor
// 230 SR Raise Elevator next floor
if (EV_DoElevator(line,elevateUp))
P_ChangeSwitchTexture(line,1);
break;
case 234:
// Lower elevator next floor
// 234 SR Lower Elevator next floor
if (EV_DoElevator(line,elevateDown))
P_ChangeSwitchTexture(line,1);
break;
case 238:
// Elevator to current floor
// 238 SR Elevator to current floor
if (EV_DoElevator(line,elevateCurrent))
P_ChangeSwitchTexture(line,1);
break;
case 258:
// Build stairs, step 8
// 258 SR EV_BuildStairs(build8)
if (EV_BuildStairs(line,build8))
P_ChangeSwitchTexture(line,1);
break;
case 259:
// Build stairs, step 16
// 259 SR EV_BuildStairs(turbo16)
if (EV_BuildStairs(line,turbo16))
P_ChangeSwitchTexture(line,1);
break;
// 1/29/98 jff end of added SR linedef types
}
break;
// Buttons (retriggerable switches)
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;
}