/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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 #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 "object.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 "hudmsg.h" #include "robot.h" #include "bm.h" #ifdef EDITOR #include "editor/editor.h" #endif #include "physfs-serial.h" #include "compiler-range_for.h" #include "partial_range.h" #ifdef EDITOR //----------------------------------------------------------------- // Initializes all the switches. void trigger_init() { Triggers.set_count(0); } #endif template static inline void trigger_wall_op(const trigger &t, const T1 &segment_factory, const T2 &op) { for (unsigned i = 0, num_links = t.num_links; i != num_links; ++i) op(segment_factory(t.seg[i]), t.side[i]); } //----------------------------------------------------------------- // Executes a link, attached to a trigger. // Toggles all walls linked to the switch. // Opens doors, Blasts blast walls, turns off illusions. static void do_link(const trigger &t) { trigger_wall_op(t, vsegptridx, wall_toggle); } #if defined(DXX_BUILD_DESCENT_II) namespace dsx { //close a door static void do_close_door(const trigger &t) { trigger_wall_op(t, vsegptridx, wall_close_door); } //turns lighting on. returns true if lights were actually turned on. (they //would not be if they had previously been shot out). static int do_light_on(const trigger &t) { int ret=0; const auto op = [&ret](const vsegptridx_t segnum, const unsigned sidenum) { //check if tmap2 casts light before turning the light on. This //is to keep us from turning on blown-out lights if (TmapInfo[segnum->sides[sidenum].tmap_num2 & 0x3fff].lighting) { ret |= add_light(segnum, sidenum); //any light sets flag enable_flicker(segnum, sidenum); } }; trigger_wall_op(t, vsegptridx, op); return ret; } //turns lighting off. returns true if lights were actually turned off. (they //would not be if they had previously been shot out). static int do_light_off(const trigger &t) { int ret=0; const auto op = [&ret](const vsegptridx_t segnum, const unsigned sidenum) { //check if tmap2 casts light before turning the light off. This //is to keep us from turning off blown-out lights if (TmapInfo[segnum->sides[sidenum].tmap_num2 & 0x3fff].lighting) { ret |= subtract_light(segnum, sidenum); //any light sets flag disable_flicker(segnum, sidenum); } }; trigger_wall_op(t, vsegptridx, op); return ret; } // Unlocks all doors linked to the switch. static void do_unlock_doors(const trigger &t) { const auto op = [](const vsegptr_t segp, const unsigned sidenum) { const auto wall_num = segp->sides[sidenum].wall_num; auto &w = *vwallptr(wall_num); w.flags &= ~WALL_DOOR_LOCKED; w.keys = KEY_NONE; }; trigger_wall_op(t, vsegptr, op); } // Locks all doors linked to the switch. static void do_lock_doors(const trigger &t) { const auto op = [](const vsegptr_t segp, const unsigned sidenum) { const auto wall_num = segp->sides[sidenum].wall_num; auto &w = *vwallptr(wall_num); w.flags |= WALL_DOOR_LOCKED; }; trigger_wall_op(t, vsegptr, op); } // Changes walls pointed to by a trigger. returns true if any walls changed static int do_change_walls(const trigger &t, const uint8_t new_wall_type) { int ret=0; for (unsigned i = 0; i < t.num_links; ++i) { uint8_t cside; const auto &&segp = vsegptridx(t.seg[i]); const auto side = t.side[i]; segptridx_t csegp = segment_none; if (!IS_CHILD(segp->children[side])) { cside = side_none; } else { csegp = segptridx(segp->children[side]); cside = find_connect_side(segp, csegp); Assert(cside != side_none); } auto &wall0 = *vwallptr(segp->sides[side].wall_num); wallptr_t wall1 = nullptr; if ((cside == side_none || csegp->sides[cside].wall_num == wall_none || (wall1 = vwallptr(csegp->sides[cside].wall_num))->type == new_wall_type) && wall0.type == new_wall_type) continue; //already in correct state, so skip ret |= 1; switch (t.type) { case TT_OPEN_WALL: if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) { ret |= 2; const auto pos = compute_center_point_on_side(segp, side ); digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp, side, pos, 0, F1_0 ); digi_kill_sound_linked_to_segment(segp,side,SOUND_FORCEFIELD_HUM); wall0.type = new_wall_type; if (wall1) { wall1->type = new_wall_type; digi_kill_sound_linked_to_segment(csegp, cside, SOUND_FORCEFIELD_HUM); } } else start_wall_cloak(segp,side); break; case TT_CLOSE_WALL: if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) { ret |= 2; { const auto pos = compute_center_point_on_side(segp, side ); digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp,side,pos,1, F1_0/2); } case TT_ILLUSORY_WALL: wall0.type = new_wall_type; if (wall1) wall1->type = new_wall_type; } else start_wall_decloak(segp,side); break; default: return 0; } kill_stuck_objects(segp->sides[side].wall_num); if (wall1) kill_stuck_objects(csegp->sides[cside].wall_num); } flush_fcd_cache(); return ret; } #define print_trigger_message(pnum,trig,shot,message) \ ((void)((print_trigger_message(pnum,trig,shot)) && \ HUD_init_message(HM_DEFAULT, message, &"s"[trig.num_links <= 1]))) static int (print_trigger_message)(int pnum, const trigger &t, int shot) { if (shot && pnum == Player_num && !(t.flags & TF_NO_MESSAGE)) return 1; return 0; } } #endif static void do_matcen(const trigger &t) { range_for (auto &i, partial_const_range(t.seg, t.num_links)) trigger_matcen(vsegptridx(i)); } static void do_il_on(const trigger &t) { trigger_wall_op(t, vsegptridx, wall_illusion_on); } namespace dsx { static void do_il_off(const trigger &t) { #if defined(DXX_BUILD_DESCENT_I) auto &op = wall_illusion_off; #elif defined(DXX_BUILD_DESCENT_II) const auto op = [](const vsegptridx_t &seg, unsigned side) { wall_illusion_off(seg, side); const auto &&cp = compute_center_point_on_side(seg, side); digi_link_sound_to_pos(SOUND_WALL_REMOVED, seg, side, cp, 0, F1_0); }; #endif trigger_wall_op(t, vsegptridx, op); } int check_trigger_sub(const trgnum_t trigger_num, int pnum,int 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; auto &trigger = *vtrgptr(trigger_num); #if defined(DXX_BUILD_DESCENT_I) (void)shot; if (pnum == Player_num) { if (trigger.flags & TRIGGER_SHIELD_DAMAGE) { get_local_player_shields() -= trigger.value; } if (trigger.flags & TRIGGER_EXIT) { start_endlevel_sequence(); } if (trigger.flags & TRIGGER_SECRET_EXIT) { if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording Newdemo_state = ND_STATE_PAUSED; if (Game_mode & GM_MULTI) multi_send_endlevel_start(1); if (Game_mode & GM_NETWORK) multi_do_protocol_frame(1, 1); PlayerFinishedLevel(1); //1 means go to secret level Control_center_destroyed = 0; return 1; } if (trigger.flags & TRIGGER_ENERGY_DRAIN) { get_local_player_energy() -= trigger.value; } } if (trigger.flags & TRIGGER_CONTROL_DOORS) { do_link(trigger); } if (trigger.flags & TRIGGER_MATCEN) { if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) do_matcen(trigger); } if (trigger.flags & TRIGGER_ILLUSION_ON) { do_il_on(trigger); } if (trigger.flags & TRIGGER_ILLUSION_OFF) { do_il_off(trigger); } #elif defined(DXX_BUILD_DESCENT_II) if (trigger.flags & TF_DISABLED) return 1; //1 means don't send trigger hit to other players if (trigger.flags & TF_ONE_SHOT) //if this is a one-shot... trigger.flags |= TF_DISABLED; //..then don't let it happen again switch (trigger.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 (get_local_player_shields() < 0 || Player_dead_state != player_dead_state::no) 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_str( "Yo!", "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 (get_local_player_shields() < 0 || Player_dead_state != player_dead_state::no) break; if (is_SHAREWARE || is_MAC_SHARE) { HUD_init_message_literal(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_literal(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_literal(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); print_trigger_message(pnum, trigger, shot, "Door%s opened!"); break; case TT_CLOSE_DOOR: do_close_door(trigger); print_trigger_message(pnum, trigger, shot, "Door%s closed!"); break; case TT_UNLOCK_DOOR: do_unlock_doors(trigger); print_trigger_message(pnum, trigger, shot, "Door%s unlocked!"); break; case TT_LOCK_DOOR: do_lock_doors(trigger); print_trigger_message(pnum, trigger, shot, "Door%s locked!"); break; case TT_OPEN_WALL: if (const auto w = do_change_walls(trigger, WALL_OPEN)) print_trigger_message(pnum, trigger, shot, (w & 2) ? "Force field%s deactivated!" : "Wall%s opened!"); break; case TT_CLOSE_WALL: if (const auto w = do_change_walls(trigger, WALL_CLOSED)) print_trigger_message(pnum, trigger, shot, (w & 2) ? "Force field%s activated!" : "Wall%s closed!"); break; case TT_ILLUSORY_WALL: //don't know what to say, so say nothing do_change_walls(trigger, WALL_ILLUSION); break; case TT_MATCEN: if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS)) do_matcen(trigger); break; case TT_ILLUSION_ON: do_il_on(trigger); print_trigger_message(pnum, trigger, shot, "Illusion%s on!"); break; case TT_ILLUSION_OFF: do_il_off(trigger); print_trigger_message(pnum, trigger, shot, "Illusion%s off!"); break; case TT_LIGHT_OFF: if (do_light_off(trigger)) print_trigger_message(pnum, trigger, shot, "Light%s off!"); break; case TT_LIGHT_ON: if (do_light_on(trigger)) print_trigger_message(pnum, trigger, shot, "Light%s on!"); break; default: Int3(); break; } #endif return 0; } //----------------------------------------------------------------- // Checks for a trigger whenever an object hits a trigger side. void check_trigger(const vcsegptridx_t seg, short side, const vcobjptridx_t objnum, int shot) { if ((Game_mode & GM_MULTI) && (get_local_player().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 defined(DXX_BUILD_DESCENT_I) if (objnum == get_local_player().objnum) #elif defined(DXX_BUILD_DESCENT_II) if (objnum == get_local_player().objnum || (objnum->type == OBJ_ROBOT && Robot_info[get_robot_id(objnum)].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, side, objnum,shot); #endif const auto wall_num = seg->sides[side].wall_num; if ( wall_num == wall_none ) return; const auto trigger_num = vwallptr(wall_num)->trigger; if (trigger_num == trigger_none) return; if (check_trigger_sub(trigger_num, Player_num,shot)) return; #if defined(DXX_BUILD_DESCENT_I) auto &t = *vtrgptr(trigger_num); if (t.flags & TRIGGER_ONE_SHOT) { t.flags &= ~TRIGGER_ON; const auto &&csegp = vcsegptr(seg->children[side]); auto cside = find_connect_side(seg, csegp); Assert(cside != side_none); const auto cwall_num = csegp->sides[cside].wall_num; if (cwall_num == wall_none) return; const auto ctrigger_num = vwallptr(cwall_num)->trigger; const auto &&ct = vtrgptr(ctrigger_num); ct->flags &= ~TRIGGER_ON; } #endif if (Game_mode & GM_MULTI) multi_send_trigger(trigger_num); } } /* * reads a v29_trigger structure from a PHYSFS_File */ #if defined(DXX_BUILD_DESCENT_I) void v26_trigger_read(PHYSFS_File *fp, trigger &t) { int type; switch ((type = PHYSFSX_readByte(fp))) { case TT_OPEN_DOOR: // door t.flags = TRIGGER_CONTROL_DOORS; break; case TT_MATCEN: // matcen t.flags = TRIGGER_MATCEN; break; case TT_EXIT: // exit t.flags = TRIGGER_EXIT; break; case TT_SECRET_EXIT: // secret exit t.flags = TRIGGER_SECRET_EXIT; break; case TT_ILLUSION_OFF: // illusion off t.flags = TRIGGER_ILLUSION_OFF; break; case TT_ILLUSION_ON: // illusion on t.flags = TRIGGER_ILLUSION_ON; break; default: con_printf(CON_URGENT,"Warning: unsupported trigger type %d", type); throw std::runtime_error("unsupported trigger type"); } if (PHYSFSX_readByte(fp) & 2) // one shot t.flags |= TRIGGER_ONE_SHOT; t.num_links = PHYSFSX_readShort(fp); t.value = PHYSFSX_readInt(fp); PHYSFSX_readInt(fp); for (unsigned i=0; i < MAX_WALLS_PER_LINK; i++ ) t.seg[i] = PHYSFSX_readShort(fp); for (unsigned i=0; i < MAX_WALLS_PER_LINK; i++ ) t.side[i] = PHYSFSX_readShort(fp); } void v25_trigger_read(PHYSFS_File *fp, trigger *t) #elif defined(DXX_BUILD_DESCENT_II) extern void v29_trigger_read(v29_trigger *t, PHYSFS_File *fp) #endif { int i; #if defined(DXX_BUILD_DESCENT_I) PHYSFSX_readByte(fp); #elif defined(DXX_BUILD_DESCENT_II) t->type = PHYSFSX_readByte(fp); #endif t->flags = PHYSFSX_readShort(fp); t->value = PHYSFSX_readFix(fp); 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); } #if defined(DXX_BUILD_DESCENT_II) /* * 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); PHYSFSX_readByte(fp); t->value = PHYSFSX_readFix(fp); PHYSFSX_readFix(fp); for (i=0; iseg[i] = PHYSFSX_readShort(fp); for (i=0; iside[i] = PHYSFSX_readShort(fp); } static ubyte trigger_type_from_flags(short flags) { if (flags & TRIGGER_CONTROL_DOORS) return TT_OPEN_DOOR; else if (flags & (TRIGGER_SHIELD_DAMAGE | TRIGGER_ENERGY_DRAIN)) { } else if (flags & TRIGGER_EXIT) return TT_EXIT; else if (flags & TRIGGER_MATCEN) return TT_MATCEN; else if (flags & TRIGGER_ILLUSION_OFF) return TT_ILLUSION_OFF; else if (flags & TRIGGER_SECRET_EXIT) return TT_SECRET_EXIT; else if (flags & TRIGGER_ILLUSION_ON) return TT_ILLUSION_ON; else if (flags & TRIGGER_UNLOCK_DOORS) return TT_UNLOCK_DOOR; else if (flags & TRIGGER_OPEN_WALL) return TT_OPEN_WALL; else if (flags & TRIGGER_CLOSE_WALL) return TT_CLOSE_WALL; else if (flags & TRIGGER_ILLUSORY_WALL) return TT_ILLUSORY_WALL; throw std::runtime_error("unsupported trigger type"); } static void v30_trigger_to_v31_trigger(trigger &t, const v30_trigger &trig) { t.type = trigger_type_from_flags(trig.flags & ~TRIGGER_ON); t.flags = (trig.flags & TRIGGER_ONE_SHOT) ? TF_ONE_SHOT : 0; t.num_links = trig.num_links; t.num_links = trig.num_links; t.value = trig.value; t.seg = trig.seg; t.side = trig.side; } static void v29_trigger_read_as_v30(PHYSFS_File *fp, v30_trigger &trig) { v29_trigger trig29; v29_trigger_read(&trig29, fp); trig.flags = trig29.flags; // skip trig29.link_num. v30_trigger does not need it trig.num_links = trig29.num_links; trig.value = trig29.value; trig.time = trig29.time; trig.seg = trig29.seg; trig.side = trig29.side; } void v29_trigger_read_as_v31(PHYSFS_File *fp, trigger &t) { v30_trigger trig; v29_trigger_read_as_v30(fp, trig); v30_trigger_to_v31_trigger(t, trig); } void v30_trigger_read_as_v31(PHYSFS_File *fp, trigger &t) { v30_trigger trig; v30_trigger_read(&trig, fp); v30_trigger_to_v31_trigger(t, trig); } #endif #if defined(DXX_BUILD_DESCENT_I) DEFINE_SERIAL_UDT_TO_MESSAGE(trigger, t, (serial::pad<1>(), t.flags, t.value, serial::pad<4>(), t.link_num, t.num_links, t.seg, t.side)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(trigger, 54); #elif defined(DXX_BUILD_DESCENT_II) DEFINE_SERIAL_UDT_TO_MESSAGE(trigger, t, (t.type, t.flags, t.num_links, serial::pad<1>(), t.value, serial::pad<4>(), t.seg, t.side)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(trigger, 52); #endif } /* * reads n trigger structs from a PHYSFS_File and swaps if specified */ void trigger_read(PHYSFS_File *fp, trigger &t) { PHYSFSX_serialize_read(fp, t); } void trigger_write(PHYSFS_File *fp, const trigger &t) { PHYSFSX_serialize_write(fp, t); } void v29_trigger_write(PHYSFS_File *fp, const trigger &rt) { const trigger *t = &rt; PHYSFSX_writeU8(fp, 0); // unused 'type' #if defined(DXX_BUILD_DESCENT_I) PHYSFS_writeSLE16(fp, t->flags); #elif defined(DXX_BUILD_DESCENT_II) 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; } #endif PHYSFSX_writeFix(fp, t->value); PHYSFSX_writeFix(fp, 0); #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); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->seg[i]); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->side[i]); } void v30_trigger_write(PHYSFS_File *fp, const trigger &rt) { const trigger *t = &rt; #if defined(DXX_BUILD_DESCENT_I) if (t->flags & TRIGGER_CONTROL_DOORS) PHYSFSX_writeU8(fp, TT_OPEN_DOOR); // door else if (t->flags & TRIGGER_MATCEN) PHYSFSX_writeU8(fp, TT_MATCEN); // matcen else if (t->flags & TRIGGER_EXIT) PHYSFSX_writeU8(fp, TT_EXIT); // exit else if (t->flags & TRIGGER_SECRET_EXIT) PHYSFSX_writeU8(fp, TT_SECRET_EXIT); // secret exit else if (t->flags & TRIGGER_ILLUSION_OFF) PHYSFSX_writeU8(fp, TT_ILLUSION_OFF); // illusion off else if (t->flags & TRIGGER_ILLUSION_ON) PHYSFSX_writeU8(fp, TT_ILLUSION_ON); // illusion on #elif defined(DXX_BUILD_DESCENT_II) PHYSFSX_writeU8(fp, t->type); #endif #if defined(DXX_BUILD_DESCENT_I) PHYSFS_writeSLE16(fp, t->flags); #elif defined(DXX_BUILD_DESCENT_II) 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; } #endif PHYSFSX_writeU8(fp, t->num_links); PHYSFSX_writeU8(fp, 0); // t->pad PHYSFSX_writeFix(fp, t->value); PHYSFSX_writeFix(fp, 0); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->seg[i]); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->side[i]); } void v31_trigger_write(PHYSFS_File *fp, const trigger &rt) { const trigger *t = &rt; #if defined(DXX_BUILD_DESCENT_I) if (t->flags & TRIGGER_CONTROL_DOORS) PHYSFSX_writeU8(fp, TT_OPEN_DOOR); // door else if (t->flags & TRIGGER_MATCEN) PHYSFSX_writeU8(fp, TT_MATCEN); // matcen else if (t->flags & TRIGGER_EXIT) PHYSFSX_writeU8(fp, TT_EXIT); // exit else if (t->flags & TRIGGER_SECRET_EXIT) PHYSFSX_writeU8(fp, TT_SECRET_EXIT); // secret exit else if (t->flags & TRIGGER_ILLUSION_OFF) PHYSFSX_writeU8(fp, TT_ILLUSION_OFF); // illusion off else if (t->flags & TRIGGER_ILLUSION_ON) PHYSFSX_writeU8(fp, TT_ILLUSION_ON); // illusion on #elif defined(DXX_BUILD_DESCENT_II) PHYSFSX_writeU8(fp, t->type); #endif #if defined(DXX_BUILD_DESCENT_I) PHYSFSX_writeU8(fp, (t->flags & TRIGGER_ONE_SHOT) ? 2 : 0); // flags #elif defined(DXX_BUILD_DESCENT_II) PHYSFSX_writeU8(fp, t->flags); #endif PHYSFSX_writeU8(fp, t->num_links); PHYSFSX_writeU8(fp, 0); // t->pad PHYSFSX_writeFix(fp, t->value); PHYSFSX_writeFix(fp, 0); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->seg[i]); for (unsigned i = 0; i < MAX_WALLS_PER_LINK; i++) PHYSFS_writeSLE16(fp, t->side[i]); }