/* 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * New Triggers and Switches. * */ #include #include #include #include #include "gauges.h" #include "newmenu.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 "robot.h" #include "bm.h" #include "byteswap.h" #ifdef EDITOR #include "editor/editor.h" #endif trigger Triggers[MAX_TRIGGERS]; int Num_triggers; //link Links[MAX_WALL_LINKS]; //int Num_links; #ifdef EDITOR fix trigger_time_count=F1_0; //----------------------------------------------------------------- // Initializes all the switches. void trigger_init() { int i; Num_triggers = 0; for (i=0;ichildren[side] < 0) { csegp = NULL; cside = -1; } else { csegp = &Segments[segp->children[side]]; cside = find_connect_side(segp, csegp); Assert(cside != -1); } //segp->sides[side].wall_num = -1; //csegp->sides[cside].wall_num = -1; switch (Triggers[trigger_num].type) { case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break; case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break; case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break; default: Assert(0); /* new_wall_type unset */ return(0); break; } if (Walls[segp->sides[side].wall_num].type == new_wall_type && (cside < 0 || csegp->sides[cside].wall_num < 0 || Walls[csegp->sides[cside].wall_num].type == new_wall_type)) continue; //already in correct state, so skip ret = 1; switch (Triggers[trigger_num].type) { case TT_OPEN_WALL: if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) { vms_vector pos; compute_center_point_on_side(&pos, segp, side ); digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 ); Walls[segp->sides[side].wall_num].type = new_wall_type; digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM); if (cside > -1 && csegp->sides[cside].wall_num > -1) { Walls[csegp->sides[cside].wall_num].type = new_wall_type; digi_kill_sound_linked_to_segment(csegp-Segments, cside, SOUND_FORCEFIELD_HUM); } } else start_wall_cloak(segp,side); ret = 1; break; case TT_CLOSE_WALL: if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) { vms_vector pos; compute_center_point_on_side(&pos, segp, side ); digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2); Walls[segp->sides[side].wall_num].type = new_wall_type; if (cside > -1 && csegp->sides[cside].wall_num > -1) Walls[csegp->sides[cside].wall_num].type = new_wall_type; } else start_wall_decloak(segp,side); break; case TT_ILLUSORY_WALL: Walls[segp->sides[side].wall_num].type = new_wall_type; if (cside > -1 && csegp->sides[cside].wall_num > -1) Walls[csegp->sides[cside].wall_num].type = new_wall_type; break; } kill_stuck_objects(segp->sides[side].wall_num); if (cside > -1 && csegp->sides[cside].wall_num > -1) kill_stuck_objects(csegp->sides[cside].wall_num); } } return ret; } #define print_trigger_message(pnum,trig,shot,message) \ ((void)((__print_trigger_message(pnum,trig,shot)) && \ (HUD_init_message(HM_DEFAULT, message, "s" + ((Triggers[trig].num_links>1)?0:1))))) static int __print_trigger_message(int pnum,int trig,int shot) { if (pnum!=Player_num) return 0; if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot) return 1; return 0; } void do_matcen(sbyte trigger_num) { int i; if (trigger_num != -1) { for (i=0;inum_links;i++) if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD)) break; return (inum_links); } 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 (trig->flags & TF_DISABLED) return 1; //1 means don't send trigger hit to other players if (trig->flags & TF_ONE_SHOT) //if this is a one-shot... trig->flags |= TF_DISABLED; //..then don't let it happen again switch (trig->type) { case TT_EXIT: if (pnum!=Player_num) break; if (!EMULATING_D1) digi_stop_digi_sounds(); //Sound shouldn't cut out when exiting a D1 lvl if (Current_level_num > 0) { start_endlevel_sequence(); } else if (Current_level_num < 0) { if ((Players[Player_num].shields < 0) || Player_is_dead) break; // NMN 04/09/07 Do endlevel movie if we are // playing a D1 secret level if (EMULATING_D1) { start_endlevel_sequence(); } else { ExitSecretLevel(); } return 1; } else { #ifdef EDITOR nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" ); #else Int3(); //level num == 0, but no editor! #endif } return 1; break; case TT_SECRET_EXIT: { int truth; if (pnum!=Player_num) break; if ((Players[Player_num].shields < 0) || Player_is_dead) break; if (is_SHAREWARE || is_MAC_SHARE) { HUD_init_message(HM_DEFAULT, "Secret Level Teleporter disabled in Descent 2 Demo"); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); break; } if (Game_mode & GM_MULTI) { HUD_init_message(HM_DEFAULT, "Secret Level Teleporter disabled in multiplayer!"); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); break; } truth = p_secret_level_destroyed(); if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level newdemo_record_secret_exit_blown(truth); if ((Newdemo_state != ND_STATE_PLAYBACK) && truth) { HUD_init_message(HM_DEFAULT, "Secret Level destroyed. Exit disabled."); digi_play_sample( SOUND_BAD_SELECTION, F1_0 ); break; } if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording Newdemo_state = ND_STATE_PAUSED; digi_stop_digi_sounds(); EnterSecretLevel(); Control_center_destroyed = 0; return 1; break; } case TT_OPEN_DOOR: do_link(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Door%s opened!"); break; case TT_CLOSE_DOOR: do_close_door(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Door%s closed!"); break; case TT_UNLOCK_DOOR: do_unlock_doors(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!"); break; case TT_LOCK_DOOR: do_lock_doors(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Door%s locked!"); break; case TT_OPEN_WALL: if (do_change_walls(trigger_num)) { if (wall_is_forcefield(trig)) print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!"); else print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!"); } break; case TT_CLOSE_WALL: if (do_change_walls(trigger_num)) { if (wall_is_forcefield(trig)) print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!"); else print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!"); } break; case TT_ILLUSORY_WALL: //don't know what to say, so say nothing do_change_walls(trigger_num); break; case TT_MATCEN: if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) do_matcen(trigger_num); break; case TT_ILLUSION_ON: do_il_on(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!"); break; case TT_ILLUSION_OFF: do_il_off(trigger_num); print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!"); break; case TT_LIGHT_OFF: if (do_light_off(trigger_num)) print_trigger_message (pnum,trigger_num,shot,"Light%s off!"); break; case TT_LIGHT_ON: if (do_light_on(trigger_num)) print_trigger_message (pnum,trigger_num,shot,"Light%s on!"); break; default: Int3(); break; } 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) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) { if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_trigger( seg-Segments, side, objnum,shot); 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; #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_trigger(trigger_num); #endif } } void triggers_frame_process() { int i; for (i=0;i= 0) Triggers[i].time -= FrameTime; } /* * reads a v29_trigger structure from a PHYSFS_file */ extern void v29_trigger_read(v29_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; iseg[i] = PHYSFSX_readShort(fp); for (i=0; iside[i] = PHYSFSX_readShort(fp); } /* * reads a v30_trigger structure from a PHYSFS_file */ extern void v30_trigger_read(v30_trigger *t, PHYSFS_file *fp) { int i; t->flags = PHYSFSX_readShort(fp); t->num_links = PHYSFSX_readByte(fp); t->pad = PHYSFSX_readByte(fp); t->value = PHYSFSX_readFix(fp); t->time = PHYSFSX_readFix(fp); for (i=0; iseg[i] = PHYSFSX_readShort(fp); for (i=0; iside[i] = PHYSFSX_readShort(fp); } /* * reads a 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_readByte(fp); t->num_links = PHYSFSX_readByte(fp); t->pad = PHYSFSX_readByte(fp); t->value = PHYSFSX_readFix(fp); t->time = PHYSFSX_readFix(fp); for (i=0; iseg[i] = PHYSFSX_readShort(fp); for (i=0; iside[i] = PHYSFSX_readShort(fp); } void trigger_swap(trigger *t, int swap) { int i; if (!swap) return; t->value = SWAPINT(t->value); t->time = SWAPINT(t->time); for (i=0; iseg[i] = SWAPSHORT(t->seg[i]); for (i=0; iside[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) PHYSFSX_writeU8(fp, t->type); if (version <= 30) switch (t->type) { case TT_OPEN_DOOR: PHYSFS_writeSLE16(fp, TRIGGER_CONTROL_DOORS | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_EXIT: PHYSFS_writeSLE16(fp, TRIGGER_EXIT | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_MATCEN: PHYSFS_writeSLE16(fp, TRIGGER_MATCEN | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_ILLUSION_OFF: PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_OFF | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_SECRET_EXIT: PHYSFS_writeSLE16(fp, TRIGGER_SECRET_EXIT | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_ILLUSION_ON: PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_ON | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_UNLOCK_DOOR: PHYSFS_writeSLE16(fp, TRIGGER_UNLOCK_DOORS | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_OPEN_WALL: PHYSFS_writeSLE16(fp, TRIGGER_OPEN_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_CLOSE_WALL: PHYSFS_writeSLE16(fp, TRIGGER_CLOSE_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; case TT_ILLUSORY_WALL: PHYSFS_writeSLE16(fp, TRIGGER_ILLUSORY_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0)); break; default: Int3(); PHYSFS_writeSLE16(fp, 0); break; } else PHYSFSX_writeU8(fp, t->flags); if (version >= 30) { PHYSFSX_writeU8(fp, t->num_links); PHYSFSX_writeU8(fp, t->pad); } PHYSFSX_writeFix(fp, t->value); PHYSFSX_writeFix(fp, t->time); if (version <= 29) { PHYSFSX_writeU8(fp, -1); //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]); }