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/* 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
 *
 *  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 "m_swap.h"
#include "i_system.h"
#include "rockmacros.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
      {
         if (!SHORT(alphSwitchList[i].episode))
            break;
         switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name1);
         switchlist[index++] = R_TextureNumForName(alphSwitchList[i].name2);
      }
   }

   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.
//
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;
         buttonlist[i].soundorg = (mobj_t *)&line->frontsector->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 )
{
   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;

   // EXIT SWITCH?
   if (line->special == 11)
      sound = sfx_swtchx;

   for (i = 0;i < numswitches*2;i++)
   {
      if (switchlist[i] == texTop)     // if an upper texture
      {
         S_StartSound(buttonlist->soundorg,sound);     // switch activation sound
         sides[line->sidenum[0]].toptexture = switchlist[i^1];       //chg texture

         if (useAgain)
            P_StartButton(line,top,switchlist[i],BUTTONTIME);         //start timer

         return;
      }
      else
      {
         if (switchlist[i] == texMid)   // if a normal texture
         {
            S_StartSound(buttonlist->soundorg,sound);   // switch activation sound
            sides[line->sidenum[0]].midtexture = switchlist[i^1];     //chg texture

            if (useAgain)
               P_StartButton(line, middle,switchlist[i],BUTTONTIME);   //start timer

            return;
         }
         else
         {
            if (switchlist[i] == texBot) // if a lower texture
            {
               S_StartSound(buttonlist->soundorg,sound); // switch activation sound
               sides[line->sidenum[0]].bottomtexture = switchlist[i^1];//chg texture

               if (useAgain)
                  P_StartButton(line, bottom,switchlist[i],BUTTONTIME); //start timer

               return;
            }
         }
      }
   }
}


//
// 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 )
{

   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,p_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,p_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);