Move */main/switch.c -> similar/main/switch.c

This commit is contained in:
Kp 2013-03-03 01:03:33 +00:00
parent 25b7735e44
commit 923c2111de
3 changed files with 136 additions and 346 deletions

View file

@ -791,6 +791,7 @@ class DXXProgram(DXXCommon):
'main/slew.c',
'main/songs.c',
'main/state.c',
'main/switch.c',
'main/terrain.c',
'main/texmerge.c',
'main/text.c',
@ -1032,7 +1033,6 @@ class D1XProgram(DXXProgram):
'main/playsave.c',
'main/powerup.c',
'main/snddecom.c',
'main/switch.c',
'main/titles.c',
#'tracker/client/tracker_client.c'
]
@ -1105,7 +1105,6 @@ class D2XProgram(DXXProgram):
'main/playsave.c',
'main/powerup.c',
'main/segment.c',
'main/switch.c',
'main/titles.c',
'misc/physfsrwops.c',
]

View file

@ -1,336 +0,0 @@
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* New Triggers and Switches.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "gauges.h"
#include "game.h"
#include "switch.h"
#include "inferno.h"
#include "segment.h"
#include "dxxerror.h"
#include "gameseg.h"
#include "wall.h"
#include "texmap.h"
#include "fuelcen.h"
#include "cntrlcen.h"
#include "newdemo.h"
#include "player.h"
#include "endlevel.h"
#include "gameseq.h"
#include "multi.h"
#include "palette.h"
#include "byteswap.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
trigger Triggers[MAX_TRIGGERS];
int Num_triggers;
#ifdef EDITOR
fix trigger_time_count=F1_0;
//-----------------------------------------------------------------
// Initializes all the switches.
void trigger_init()
{
int i;
Num_triggers = 0;
// Num_links = 0;
for (i=0;i<MAX_TRIGGERS;i++)
{
Triggers[i].type = 0;
Triggers[i].flags = 0;
Triggers[i].value = 0;
Triggers[i].link_num = -1;
Triggers[i].time = -1;
}
}
#endif
//-----------------------------------------------------------------
// Executes a link, attached to a trigger.
// Toggles all walls linked to the switch.
// Opens doors, Blasts blast walls, turns off illusions.
void do_link(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
wall_toggle(Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]);
}
}
}
void do_matcen(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
trigger_matcen(Triggers[trigger_num].seg[i] );
}
}
}
void do_il_on(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
}
}
}
void do_il_off(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
wall_illusion_off(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
}
}
}
int check_trigger_sub(int trigger_num, int pnum, int shot)
{
(void)shot;
if (pnum < 0 || pnum > MAX_PLAYERS)
return 1;
if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
return 1;
if (pnum == Player_num) {
if (Triggers[trigger_num].flags & TRIGGER_SHIELD_DAMAGE) {
Players[Player_num].shields -= Triggers[trigger_num].value;
}
if (Triggers[trigger_num].flags & TRIGGER_EXIT) {
start_endlevel_sequence();
}
if (Triggers[trigger_num].flags & TRIGGER_SECRET_EXIT) {
if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
Newdemo_state = ND_STATE_PAUSED;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_endlevel_start(1);
#endif
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
multi_do_protocol_frame(1, 1);
#endif
PlayerFinishedLevel(1); //1 means go to secret level
Control_center_destroyed = 0;
return 1;
}
if (Triggers[trigger_num].flags & TRIGGER_ENERGY_DRAIN) {
Players[Player_num].energy -= Triggers[trigger_num].value;
}
}
if (Triggers[trigger_num].flags & TRIGGER_CONTROL_DOORS) {
do_link(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_MATCEN) {
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
do_matcen(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_ON) {
do_il_on(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_OFF) {
do_il_off(trigger_num);
}
return 0;
}
//-----------------------------------------------------------------
// Checks for a trigger whenever an object hits a trigger side.
void check_trigger(segment *seg, short side, short objnum, int shot)
{
int wall_num, trigger_num, ctrigger_num;
segment *csegp;
short cside;
if ((Game_mode & GM_MULTI) && (Players[Player_num].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing.
return;
if (objnum == Players[Player_num].objnum) {
if ( Newdemo_state == ND_STATE_PLAYBACK )
return;
wall_num = seg->sides[side].wall_num;
if ( wall_num == -1 ) return;
trigger_num = Walls[wall_num].trigger;
if (trigger_num == -1)
return;
if (check_trigger_sub(trigger_num, Player_num, shot))
return;
if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
Triggers[trigger_num].flags &= ~TRIGGER_ON;
csegp = &Segments[seg->children[side]];
cside = find_connect_side(seg, csegp);
Assert(cside != -1);
wall_num = csegp->sides[cside].wall_num;
if ( wall_num == -1 ) return;
ctrigger_num = Walls[wall_num].trigger;
Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
}
#ifndef SHAREWARE
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_trigger(trigger_num);
#endif
#endif
}
}
void triggers_frame_process()
{
int i;
for (i=0;i<Num_triggers;i++)
if (Triggers[i].time >= 0)
Triggers[i].time -= FrameTime;
}
/*
* reads a v29_trigger structure from a PHYSFS_file
*/
extern void trigger_read(trigger *t, PHYSFS_file *fp)
{
int i;
t->type = PHYSFSX_readByte(fp);
t->flags = PHYSFSX_readShort(fp);
t->value = PHYSFSX_readFix(fp);
t->time = PHYSFSX_readFix(fp);
t->link_num = PHYSFSX_readByte(fp);
t->num_links = PHYSFSX_readShort(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = PHYSFSX_readShort(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = PHYSFSX_readShort(fp);
}
void trigger_swap(trigger *t, int swap)
{
int i;
if (!swap)
return;
t->flags = SWAPSHORT(t->flags);
t->value = SWAPINT(t->value);
t->time = SWAPINT(t->time);
t->num_links = SWAPSHORT(t->num_links);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = SWAPSHORT(t->seg[i]);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = SWAPSHORT(t->side[i]);
}
/*
* reads n trigger structs from a PHYSFS_file and swaps if specified
*/
void trigger_read_n_swap(trigger *t, int n, int swap, PHYSFS_file *fp)
{
int i;
PHYSFS_read(fp, t, sizeof(trigger), n);
if (swap)
for (i = 0; i < n; i++)
trigger_swap(&t[i], swap);
}
void trigger_write(trigger *t, short version, PHYSFS_file *fp)
{
int i;
if (version <= 29)
PHYSFSX_writeU8(fp, 0); // unused 'type'
else if (version >= 31)
{
if (t->flags & TRIGGER_CONTROL_DOORS)
PHYSFSX_writeU8(fp, 0); // door
else if (t->flags & TRIGGER_MATCEN)
PHYSFSX_writeU8(fp, 2); // matcen
else if (t->flags & TRIGGER_EXIT)
PHYSFSX_writeU8(fp, 3); // exit
else if (t->flags & TRIGGER_SECRET_EXIT)
PHYSFSX_writeU8(fp, 4); // secret exit
else if (t->flags & TRIGGER_ILLUSION_OFF)
PHYSFSX_writeU8(fp, 5); // illusion off
else if (t->flags & TRIGGER_ILLUSION_ON)
PHYSFSX_writeU8(fp, 6); // illusion on
}
if (version <= 30)
PHYSFS_writeSLE16(fp, t->flags);
else
PHYSFSX_writeU8(fp, (t->flags & TRIGGER_ONE_SHOT) ? 2 : 0); // flags
if (version >= 30)
{
PHYSFSX_writeU8(fp, t->num_links);
PHYSFSX_writeU8(fp, 0); // t->pad
}
PHYSFSX_writeFix(fp, t->value);
PHYSFSX_writeFix(fp, t->time);
if (version <= 29)
{
PHYSFSX_writeU8(fp, t->link_num);
PHYSFS_writeSLE16(fp, t->num_links);
}
for (i = 0; i < MAX_WALLS_PER_LINK; i++)
PHYSFS_writeSLE16(fp, t->seg[i]);
for (i = 0; i < MAX_WALLS_PER_LINK; i++)
PHYSFS_writeSLE16(fp, t->side[i]);
}

View file

@ -66,7 +66,11 @@ void trigger_init()
{
Triggers[i].type = 0;
Triggers[i].flags = 0;
#if defined(DXX_BUILD_DESCENT_I)
Triggers[i].link_num = -1;
#elif defined(DXX_BUILD_DESCENT_II)
Triggers[i].num_links = 0;
#endif
Triggers[i].value = 0;
Triggers[i].time = -1;
}
@ -88,6 +92,7 @@ void do_link(sbyte trigger_num)
}
}
#if defined(DXX_BUILD_DESCENT_II)
//close a door
void do_close_door(sbyte trigger_num)
{
@ -283,7 +288,7 @@ static int __print_trigger_message(int pnum,int trig,int shot)
return 1;
return 0;
}
#endif
void do_matcen(sbyte trigger_num)
{
@ -314,19 +319,21 @@ void do_il_off(sbyte trigger_num)
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
vms_vector cp;
segment *seg = &Segments[Triggers[trigger_num].seg[i]];
int side = Triggers[trigger_num].side[i];
wall_illusion_off(seg, side);
#if defined(DXX_BUILD_DESCENT_II)
vms_vector cp;
compute_center_point_on_side(&cp, seg, side );
digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
#endif
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
extern void EnterSecretLevel(void);
extern void ExitSecretLevel(void);
extern int p_secret_level_destroyed(void);
@ -341,16 +348,67 @@ int wall_is_forcefield(trigger *trig)
return (i<trig->num_links);
}
#endif
int check_trigger_sub(int trigger_num, int pnum,int shot)
{
trigger *trig = &Triggers[trigger_num];
if (pnum < 0 || pnum > MAX_PLAYERS)
return 1;
if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
return 1;
#if defined(DXX_BUILD_DESCENT_I)
(void)shot;
if (pnum == Player_num) {
if (Triggers[trigger_num].flags & TRIGGER_SHIELD_DAMAGE) {
Players[Player_num].shields -= Triggers[trigger_num].value;
}
if (Triggers[trigger_num].flags & TRIGGER_EXIT) {
start_endlevel_sequence();
}
if (Triggers[trigger_num].flags & TRIGGER_SECRET_EXIT) {
if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
Newdemo_state = ND_STATE_PAUSED;
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_endlevel_start(1);
#endif
#ifdef NETWORK
if (Game_mode & GM_NETWORK)
multi_do_protocol_frame(1, 1);
#endif
PlayerFinishedLevel(1); //1 means go to secret level
Control_center_destroyed = 0;
return 1;
}
if (Triggers[trigger_num].flags & TRIGGER_ENERGY_DRAIN) {
Players[Player_num].energy -= Triggers[trigger_num].value;
}
}
if (Triggers[trigger_num].flags & TRIGGER_CONTROL_DOORS) {
do_link(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_MATCEN) {
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
do_matcen(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_ON) {
do_il_on(trigger_num);
}
if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_OFF) {
do_il_off(trigger_num);
}
#elif defined(DXX_BUILD_DESCENT_II)
trigger *trig = &Triggers[trigger_num];
if (trig->flags & TF_DISABLED)
return 1; //1 means don't send trigger hit to other players
@ -513,6 +571,7 @@ int check_trigger_sub(int trigger_num, int pnum,int shot)
Int3();
break;
}
#endif
return 0;
}
@ -522,16 +581,24 @@ int check_trigger_sub(int trigger_num, int pnum,int shot)
void check_trigger(segment *seg, short side, short objnum,int shot)
{
int wall_num, trigger_num; //, ctrigger_num;
//segment *csegp;
//short cside;
if ((Game_mode & GM_MULTI) && (Players[Player_num].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing.
return;
if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
#if defined(DXX_BUILD_DESCENT_I)
if (objnum == Players[Player_num].objnum)
#elif defined(DXX_BUILD_DESCENT_II)
if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion)))
#endif
{
#if defined(DXX_BUILD_DESCENT_I)
if ( Newdemo_state == ND_STATE_PLAYBACK )
return;
#elif defined(DXX_BUILD_DESCENT_II)
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_trigger( seg-Segments, side, objnum,shot);
#endif
wall_num = seg->sides[side].wall_num;
if ( wall_num == -1 ) return;
@ -544,6 +611,25 @@ void check_trigger(segment *seg, short side, short objnum,int shot)
if (check_trigger_sub(trigger_num, Player_num,shot))
return;
#if defined(DXX_BUILD_DESCENT_I)
if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
int ctrigger_num;
segment *csegp;
short cside;
Triggers[trigger_num].flags &= ~TRIGGER_ON;
csegp = &Segments[seg->children[side]];
cside = find_connect_side(seg, csegp);
Assert(cside != -1);
wall_num = csegp->sides[cside].wall_num;
if ( wall_num == -1 ) return;
ctrigger_num = Walls[wall_num].trigger;
Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
}
#endif
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_trigger(trigger_num);
@ -563,7 +649,11 @@ void triggers_frame_process()
/*
* reads a v29_trigger structure from a PHYSFS_file
*/
#if defined(DXX_BUILD_DESCENT_I)
extern void trigger_read(trigger *t, PHYSFS_file *fp)
#elif defined(DXX_BUILD_DESCENT_II)
extern void v29_trigger_read(v29_trigger *t, PHYSFS_file *fp)
#endif
{
int i;
@ -579,6 +669,7 @@ extern void v29_trigger_read(v29_trigger *t, PHYSFS_file *fp)
t->side[i] = PHYSFSX_readShort(fp);
}
#if defined(DXX_BUILD_DESCENT_II)
/*
* reads a v30_trigger structure from a PHYSFS_file
*/
@ -615,6 +706,7 @@ extern void trigger_read(trigger *t, PHYSFS_file *fp)
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = PHYSFSX_readShort(fp);
}
#endif
void trigger_swap(trigger *t, int swap)
{
@ -623,6 +715,10 @@ void trigger_swap(trigger *t, int swap)
if (!swap)
return;
#if defined(DXX_BUILD_DESCENT_I)
t->flags = SWAPSHORT(t->flags);
t->num_links = SWAPSHORT(t->num_links);
#endif
t->value = SWAPINT(t->value);
t->time = SWAPINT(t->time);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
@ -652,9 +748,31 @@ void trigger_write(trigger *t, short version, PHYSFS_file *fp)
if (version <= 29)
PHYSFSX_writeU8(fp, 0); // unused 'type'
else if (version >= 31)
{
#if defined(DXX_BUILD_DESCENT_I)
if (t->flags & TRIGGER_CONTROL_DOORS)
PHYSFSX_writeU8(fp, 0); // door
else if (t->flags & TRIGGER_MATCEN)
PHYSFSX_writeU8(fp, 2); // matcen
else if (t->flags & TRIGGER_EXIT)
PHYSFSX_writeU8(fp, 3); // exit
else if (t->flags & TRIGGER_SECRET_EXIT)
PHYSFSX_writeU8(fp, 4); // secret exit
else if (t->flags & TRIGGER_ILLUSION_OFF)
PHYSFSX_writeU8(fp, 5); // illusion off
else if (t->flags & TRIGGER_ILLUSION_ON)
PHYSFSX_writeU8(fp, 6); // illusion on
#elif defined(DXX_BUILD_DESCENT_II)
PHYSFSX_writeU8(fp, t->type);
#endif
}
if (version <= 30)
#if defined(DXX_BUILD_DESCENT_I)
PHYSFS_writeSLE16(fp, t->flags);
else
PHYSFSX_writeU8(fp, (t->flags & TRIGGER_ONE_SHOT) ? 2 : 0); // flags
#elif defined(DXX_BUILD_DESCENT_II)
switch (t->type)
{
case TT_OPEN_DOOR:
@ -704,11 +822,16 @@ void trigger_write(trigger *t, short version, PHYSFS_file *fp)
}
else
PHYSFSX_writeU8(fp, t->flags);
#endif
if (version >= 30)
{
PHYSFSX_writeU8(fp, t->num_links);
#if defined(DXX_BUILD_DESCENT_I)
PHYSFSX_writeU8(fp, 0); // t->pad
#elif defined(DXX_BUILD_DESCENT_II)
PHYSFSX_writeU8(fp, t->pad);
#endif
}
PHYSFSX_writeFix(fp, t->value);
@ -716,7 +839,11 @@ void trigger_write(trigger *t, short version, PHYSFS_file *fp)
if (version <= 29)
{
#if defined(DXX_BUILD_DESCENT_I)
PHYSFSX_writeU8(fp, t->link_num);
#elif defined(DXX_BUILD_DESCENT_II)
PHYSFSX_writeU8(fp, -1); //t->link_num
#endif
PHYSFS_writeSLE16(fp, t->num_links);
}