2006-02-24 04:48:15 +00:00
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/*
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** p_switch.cpp
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** Switch and button maintenance and animation
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2005 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "templates.h"
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#include "i_system.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "m_random.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "w_wad.h"
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#include "tarray.h"
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#include "cmdlib.h"
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#include "sc_man.h"
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#include "gi.h"
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#define MAX_FRAMES 128
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static FRandom pr_switchanim ("AnimSwitch");
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class DActiveButton : public DThinker
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{
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DECLARE_CLASS (DActiveButton, DThinker)
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public:
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enum EWhere
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{
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BUTTON_Top,
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BUTTON_Middle,
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BUTTON_Bottom,
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BUTTON_Nowhere
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};
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DActiveButton ();
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DActiveButton (side_t *, EWhere, WORD switchnum, fixed_t x, fixed_t y, bool flippable);
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void Serialize (FArchive &arc);
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void Tick ();
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side_t *m_Side;
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EWhere m_Where;
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WORD m_SwitchDef;
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WORD m_Frame;
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WORD m_Timer;
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bool bFlippable;
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fixed_t m_X, m_Y; // Location of timer sound
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protected:
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bool AdvanceFrame ();
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void StoreTexture (short tex) const;
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friend FArchive &operator<< (FArchive &arc, EWhere &where)
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{
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BYTE val = (BYTE)where;
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arc << val;
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where = (EWhere)val;
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return arc;
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}
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};
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struct FSwitchDef
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{
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SWORD PreTexture; // texture to switch from
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WORD PairIndex; // switch def to use to return to PreTexture
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SWORD Sound; // sound to play at start of animation
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WORD NumFrames; // # of animation frames
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bool QuestPanel; // Special texture for Strife mission
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union // Array of times followed by array of textures
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{ // actual length of each array is <NumFrames>
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DWORD Times[1];
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SWORD Textures[3];
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} u;
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};
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static int STACK_ARGS SortSwitchDefs (const void *a, const void *b);
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static FSwitchDef *ParseSwitchDef (bool ignoreBad);
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static WORD AddSwitchDef (FSwitchDef *def);
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//
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// CHANGE THE TEXTURE OF A WALL SWITCH TO ITS OPPOSITE
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//
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static TArray<FSwitchDef *> SwitchList;
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//
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// P_InitSwitchList
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// Only called at game initialization.
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//
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// [RH] Rewritten to use a BOOM-style SWITCHES lump and remove the
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// MAXSWITCHES limit.
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void P_InitSwitchList ()
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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int lump = Wads.CheckNumForName ("SWITCHES");
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FSwitchDef **origMap;
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int i, j;
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if (lump != -1)
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{
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FMemLump lumpdata = Wads.ReadLump (lump);
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const char *alphSwitchList = (const char *)lumpdata.GetMem();
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const char *list_p;
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FSwitchDef *def1, *def2;
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for (list_p = alphSwitchList; list_p[18] || list_p[19]; list_p += 20)
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{
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// [RH] Check for switches that aren't really switches
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if (stricmp (list_p, list_p+9) == 0)
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{
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Printf ("Switch %s in SWITCHES has the same 'on' state\n", list_p);
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continue;
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}
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// [RH] Skip this switch if its texture can't be found.
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if (((gameinfo.maxSwitch & 15) >= (list_p[18] & 15)) &&
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((gameinfo.maxSwitch & ~15) == (list_p[18] & ~15)) &&
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TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags) >= 0)
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{
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def1 = (FSwitchDef *)Malloc (sizeof(FSwitchDef));
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def2 = (FSwitchDef *)Malloc (sizeof(FSwitchDef));
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def1->PreTexture = def2->u.Textures[2] = TexMan.CheckForTexture (list_p /* .name1 */, FTexture::TEX_Wall, texflags);
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def2->PreTexture = def1->u.Textures[2] = TexMan.CheckForTexture (list_p + 9, FTexture::TEX_Wall, texflags);
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def1->Sound = def2->Sound = 0;
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def1->NumFrames = def2->NumFrames = 1;
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def1->u.Times[0] = def2->u.Times[0] = 0;
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def2->PairIndex = AddSwitchDef (def1);
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def1->PairIndex = AddSwitchDef (def2);
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}
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}
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}
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SwitchList.ShrinkToFit ();
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// Sort SwitchList for quick searching
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origMap = new FSwitchDef *[SwitchList.Size ()];
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for (i = 0; i < (int)SwitchList.Size (); i++)
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{
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origMap[i] = SwitchList[i];
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}
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qsort (&SwitchList[0], i, sizeof(FSwitchDef *), SortSwitchDefs);
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// Correct the PairIndex of each switch def, since the sorting broke them
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for (i = (int)(SwitchList.Size () - 1); i >= 0; i--)
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{
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FSwitchDef *def = SwitchList[i];
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if (def->PairIndex != 65535)
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{
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for (j = (int)(SwitchList.Size () - 1); j >= 0; j--)
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{
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if (SwitchList[j] == origMap[def->PairIndex])
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{
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def->PairIndex = (WORD)j;
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break;
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}
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}
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}
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}
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delete[] origMap;
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}
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static int STACK_ARGS SortSwitchDefs (const void *a, const void *b)
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{
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return (*(FSwitchDef **)a)->PreTexture - (*(FSwitchDef **)b)->PreTexture;
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}
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// Parse a switch block in ANIMDEFS and add the definitions to SwitchList
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void P_ProcessSwitchDef ()
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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char *picname;
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FSwitchDef *def1, *def2;
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SWORD picnum;
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byte max;
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bool quest = false;
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def1 = def2 = NULL;
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SC_MustGetString ();
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if (SC_Compare ("doom"))
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{
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max = 0;
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}
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else if (SC_Compare ("heretic"))
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{
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max = 17;
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}
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else if (SC_Compare ("hexen"))
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{
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max = 33;
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}
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else if (SC_Compare ("strife"))
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{
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max = 49;
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}
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else if (SC_Compare ("any"))
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{
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max = 240;
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}
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else
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{
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//SC_ScriptError ("Unknown game");
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// There is no game specified; just treat as any
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max = 240;
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SC_UnGet ();
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}
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if (max == 0)
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{
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SC_MustGetNumber ();
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max |= sc_Number & 15;
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}
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SC_MustGetString ();
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picnum = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
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picname = copystring (sc_String);
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while (SC_GetString ())
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{
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if (SC_Compare ("quest"))
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{
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quest = true;
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}
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else if (SC_Compare ("on"))
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{
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if (def1 != NULL)
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{
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SC_ScriptError ("Switch already has an on state");
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}
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def1 = ParseSwitchDef (picnum == -1);
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}
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else if (SC_Compare ("off"))
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{
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if (def2 != NULL)
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{
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SC_ScriptError ("Switch already has an off state");
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}
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def2 = ParseSwitchDef (picnum == -1);
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}
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else
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{
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SC_UnGet ();
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break;
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}
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}
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/*
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if (def1 == NULL)
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{
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SC_ScriptError ("Switch must have an on state");
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}
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*/
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if (def1 == NULL || picnum == -1 ||
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((max & 240) != 240 &&
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((gameinfo.maxSwitch & 240) != (max & 240) ||
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(gameinfo.maxSwitch & 15) < (max & 15))))
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{
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if (def2 != NULL)
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{
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free (def2);
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}
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if (def1 != NULL)
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{
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free (def1);
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}
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free (picname);
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return;
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}
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// If the switch did not have an off state, create one that just returns
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// it to the original texture without doing anything interesting
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if (def2 == NULL)
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{
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def2 = (FSwitchDef *)Malloc (sizeof(FSwitchDef));
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def2->Sound = def1->Sound;
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def2->NumFrames = 1;
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def2->u.Times[0] = 0;
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def2->u.Textures[2] = picnum;
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}
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def1->PreTexture = picnum;
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def2->PreTexture = def1->u.Textures[def1->NumFrames*2+def1->NumFrames-1];
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if (def1->PreTexture == def2->PreTexture)
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{
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SC_ScriptError ("The on state for switch %s must end with a texture other than %s", picname, picname);
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}
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def2->PairIndex = AddSwitchDef (def1);
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def1->PairIndex = AddSwitchDef (def2);
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def1->QuestPanel = def2->QuestPanel = quest;
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free (picname);
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}
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FSwitchDef *ParseSwitchDef (bool ignoreBad)
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{
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const BITFIELD texflags = FTextureManager::TEXMAN_Overridable | FTextureManager::TEXMAN_TryAny;
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FSwitchDef *def;
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SWORD pics[MAX_FRAMES];
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DWORD times[MAX_FRAMES];
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int numframes;
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int picnum;
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bool bad;
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SWORD sound;
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numframes = 0;
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sound = 0;
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bad = false;
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while (SC_GetString ())
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{
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if (SC_Compare ("sound"))
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{
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if (sound != 0)
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{
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SC_ScriptError ("Switch state already has a sound");
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}
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SC_MustGetString ();
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sound = S_FindSound (sc_String);
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}
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else if (SC_Compare ("pic"))
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{
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if (numframes == MAX_FRAMES)
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{
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SC_ScriptError ("Switch has too many frames");
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}
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SC_MustGetString ();
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picnum = TexMan.CheckForTexture (sc_String, FTexture::TEX_Wall, texflags);
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if (picnum < 0 && !ignoreBad)
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{
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//Printf ("Unknown switch texture %s\n", sc_String);
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bad = true;
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}
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pics[numframes] = picnum;
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SC_MustGetString ();
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if (SC_Compare ("tics"))
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{
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SC_MustGetNumber ();
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times[numframes] = sc_Number & 65535;
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}
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else if (SC_Compare ("rand"))
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{
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int min, max;
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SC_MustGetNumber ();
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min = sc_Number & 65535;
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SC_MustGetNumber ();
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max = sc_Number & 65535;
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if (min > max)
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{
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swap (min, max);
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}
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times[numframes] = ((max - min + 1) << 16) | min;
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}
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else
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{
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SC_ScriptError ("Must specify a duration for switch frame");
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}
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numframes++;
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}
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else
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|
{
|
|
|
|
SC_UnGet ();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (numframes == 0)
|
|
|
|
{
|
|
|
|
SC_ScriptError ("Switch state needs at least one frame");
|
|
|
|
}
|
|
|
|
if (bad)
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
def = (FSwitchDef *)Malloc (myoffsetof (FSwitchDef, u.Times[0]) + numframes * 6);
|
|
|
|
def->Sound = sound;
|
|
|
|
def->NumFrames = numframes;
|
|
|
|
memcpy (&def->u.Times[0], times, numframes * 4);
|
|
|
|
memcpy (&def->u.Textures[numframes*2], pics, numframes * 2);
|
|
|
|
def->PairIndex = 65535;
|
|
|
|
return def;
|
|
|
|
}
|
|
|
|
|
|
|
|
static WORD AddSwitchDef (FSwitchDef *def)
|
|
|
|
{
|
|
|
|
unsigned int i;
|
|
|
|
|
|
|
|
for (i = SwitchList.Size (); i-- > 0; )
|
|
|
|
{
|
|
|
|
if (SwitchList[i]->PreTexture == def->PreTexture)
|
|
|
|
{
|
|
|
|
free (SwitchList[i]);
|
|
|
|
SwitchList[i] = def;
|
|
|
|
return (WORD)i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return (WORD)SwitchList.Push (def);
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Start a button counting down till it turns off.
|
|
|
|
// [RH] Rewritten to remove MAXBUTTONS limit.
|
|
|
|
//
|
2006-04-16 13:29:50 +00:00
|
|
|
static bool P_StartButton (side_t *side, DActiveButton::EWhere w, int switchnum,
|
2006-02-24 04:48:15 +00:00
|
|
|
fixed_t x, fixed_t y, bool useagain)
|
|
|
|
{
|
|
|
|
DActiveButton *button;
|
|
|
|
TThinkerIterator<DActiveButton> iterator;
|
|
|
|
|
|
|
|
// See if button is already pressed
|
|
|
|
while ( (button = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
if (button->m_Side == side)
|
2006-04-16 13:29:50 +00:00
|
|
|
{
|
|
|
|
button->m_Timer=1; // force advancing to the next frame
|
|
|
|
return false;
|
|
|
|
}
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
new DActiveButton (side, w, switchnum, x, y, useagain);
|
2006-04-16 13:29:50 +00:00
|
|
|
return true;
|
2006-02-24 04:48:15 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
static int TryFindSwitch (SWORD texture)
|
|
|
|
{
|
|
|
|
int mid, low, high;
|
|
|
|
|
|
|
|
high = (int)(SwitchList.Size () - 1);
|
|
|
|
if (high >= 0)
|
|
|
|
{
|
|
|
|
low = 0;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
mid = (high + low) / 2;
|
|
|
|
if (SwitchList[mid]->PreTexture == texture)
|
|
|
|
{
|
|
|
|
return mid;
|
|
|
|
}
|
|
|
|
else if (texture < SwitchList[mid]->PreTexture)
|
|
|
|
{
|
|
|
|
high = mid - 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
low = mid + 1;
|
|
|
|
}
|
|
|
|
} while (low <= high);
|
|
|
|
}
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// Function that changes wall texture.
|
|
|
|
// Tell it if switch is ok to use again (1=yes, it's a button).
|
|
|
|
//
|
|
|
|
bool P_ChangeSwitchTexture (side_t *side, int useAgain, byte special, bool *quest)
|
|
|
|
{
|
|
|
|
DActiveButton::EWhere where;
|
|
|
|
short *texture;
|
|
|
|
int i, sound;
|
|
|
|
|
|
|
|
if ((i = TryFindSwitch (side->toptexture)) != -1)
|
|
|
|
{
|
|
|
|
texture = &side->toptexture;
|
|
|
|
where = DActiveButton::BUTTON_Top;
|
|
|
|
}
|
|
|
|
else if ((i = TryFindSwitch (side->bottomtexture)) != -1)
|
|
|
|
{
|
|
|
|
texture = &side->bottomtexture;
|
|
|
|
where = DActiveButton::BUTTON_Bottom;
|
|
|
|
}
|
|
|
|
else if ((i = TryFindSwitch (side->midtexture)) != -1)
|
|
|
|
{
|
|
|
|
texture = &side->midtexture;
|
|
|
|
where = DActiveButton::BUTTON_Middle;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (quest != NULL)
|
|
|
|
{
|
|
|
|
*quest = false;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// EXIT SWITCH?
|
|
|
|
if (SwitchList[i]->Sound != 0)
|
|
|
|
{
|
|
|
|
sound = SwitchList[i]->Sound;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
sound = S_FindSound (
|
|
|
|
special == Exit_Normal ||
|
|
|
|
special == Exit_Secret ||
|
|
|
|
special == Teleport_NewMap ||
|
|
|
|
special == Teleport_EndGame
|
|
|
|
? "switches/exitbutn" : "switches/normbutn");
|
|
|
|
}
|
|
|
|
|
|
|
|
// [RH] The original code played the sound at buttonlist->soundorg,
|
|
|
|
// which wasn't necessarily anywhere near the switch if it was
|
|
|
|
// facing a big sector (and which wasn't necessarily for the
|
|
|
|
// button just activated, either).
|
|
|
|
fixed_t pt[3];
|
|
|
|
line_t *line = &lines[side->linenum];
|
2006-04-16 13:29:50 +00:00
|
|
|
bool playsound;
|
2006-02-24 04:48:15 +00:00
|
|
|
|
|
|
|
pt[0] = line->v1->x + (line->dx >> 1);
|
|
|
|
pt[1] = line->v1->y + (line->dy >> 1);
|
|
|
|
*texture = SwitchList[i]->u.Textures[SwitchList[i]->NumFrames*2];
|
|
|
|
if (useAgain || SwitchList[i]->NumFrames > 1)
|
2006-04-16 13:29:50 +00:00
|
|
|
playsound = P_StartButton (side, where, i, pt[0], pt[1], !!useAgain);
|
|
|
|
else
|
|
|
|
playsound = true;
|
|
|
|
if (playsound) S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE, sound, 1, ATTN_STATIC);
|
2006-02-24 04:48:15 +00:00
|
|
|
if (quest != NULL)
|
|
|
|
{
|
|
|
|
*quest = SwitchList[i]->QuestPanel;
|
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
IMPLEMENT_CLASS (DActiveButton)
|
|
|
|
|
|
|
|
DActiveButton::DActiveButton ()
|
|
|
|
{
|
|
|
|
m_Side = NULL;
|
|
|
|
m_Where = BUTTON_Nowhere;
|
|
|
|
m_SwitchDef = 0;
|
|
|
|
m_Timer = 0;
|
|
|
|
m_X = 0;
|
|
|
|
m_Y = 0;
|
|
|
|
bFlippable = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
DActiveButton::DActiveButton (side_t *side, EWhere where, WORD switchnum,
|
|
|
|
fixed_t x, fixed_t y, bool useagain)
|
|
|
|
{
|
|
|
|
m_Side = side;
|
|
|
|
m_Where = where;
|
|
|
|
m_X = x;
|
|
|
|
m_Y = y;
|
|
|
|
bFlippable = useagain;
|
|
|
|
|
|
|
|
m_SwitchDef = switchnum;
|
|
|
|
m_Frame = 65535;
|
|
|
|
AdvanceFrame ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void DActiveButton::Serialize (FArchive &arc)
|
|
|
|
{
|
|
|
|
SDWORD sidenum;
|
|
|
|
|
|
|
|
Super::Serialize (arc);
|
|
|
|
if (arc.IsStoring ())
|
|
|
|
{
|
|
|
|
sidenum = m_Side ? m_Side - sides : -1;
|
|
|
|
}
|
|
|
|
arc << sidenum << m_Where << m_SwitchDef << m_Frame << m_Timer << bFlippable << m_X << m_Y;
|
|
|
|
if (arc.IsLoading ())
|
|
|
|
{
|
|
|
|
m_Side = sidenum >= 0 ? sides + sidenum : NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void DActiveButton::Tick ()
|
|
|
|
{
|
|
|
|
if (--m_Timer == 0)
|
|
|
|
{
|
|
|
|
FSwitchDef *def = SwitchList[m_SwitchDef];
|
|
|
|
if (m_Frame == def->NumFrames - 1)
|
|
|
|
{
|
|
|
|
fixed_t pt[3];
|
|
|
|
|
|
|
|
m_SwitchDef = def->PairIndex;
|
|
|
|
if (m_SwitchDef != 65535)
|
|
|
|
{
|
|
|
|
def = SwitchList[def->PairIndex];
|
|
|
|
m_Frame = 65535;
|
|
|
|
pt[0] = m_X;
|
|
|
|
pt[1] = m_Y;
|
|
|
|
S_SoundID (pt, CHAN_VOICE|CHAN_LISTENERZ|CHAN_IMMOBILE,
|
|
|
|
def->Sound != 0 ? def->Sound
|
|
|
|
: S_FindSound ("switches/normbutn"), 1, ATTN_STATIC);
|
|
|
|
bFlippable = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
bool killme = AdvanceFrame ();
|
|
|
|
|
|
|
|
StoreTexture (def->u.Textures[def->NumFrames*2+m_Frame]);
|
|
|
|
|
|
|
|
if (killme)
|
|
|
|
{
|
|
|
|
Destroy ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool DActiveButton::AdvanceFrame ()
|
|
|
|
{
|
|
|
|
bool ret = false;
|
|
|
|
FSwitchDef *def = SwitchList[m_SwitchDef];
|
|
|
|
|
|
|
|
if (++m_Frame == def->NumFrames - 1)
|
|
|
|
{
|
|
|
|
if (bFlippable == true)
|
|
|
|
{
|
|
|
|
m_Timer = BUTTONTIME;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ret = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (def->u.Times[m_Frame] & 0xffff0000)
|
|
|
|
{
|
|
|
|
int t = pr_switchanim();
|
|
|
|
|
|
|
|
m_Timer = (WORD)((((t | (pr_switchanim() << 8))
|
|
|
|
% def->u.Times[m_Frame]) >> 16)
|
|
|
|
+ (def->u.Times[m_Frame] & 0xffff));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_Timer = (WORD)def->u.Times[m_Frame];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
|
|
|
void DActiveButton::StoreTexture (short tex) const
|
|
|
|
{
|
|
|
|
switch (m_Where)
|
|
|
|
{
|
|
|
|
case BUTTON_Middle:
|
|
|
|
m_Side->midtexture = tex;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BUTTON_Bottom:
|
|
|
|
m_Side->bottomtexture = tex;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case BUTTON_Top:
|
|
|
|
m_Side->toptexture = tex;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|