Make the compiler check that title, subtitle, and filename are passed in the right places.
965 lines
30 KiB
C++
965 lines
30 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* New Triggers and Switches.
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*
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*/
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#include <stdexcept>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "gauges.h"
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#include "newmenu.h"
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#include "game.h"
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#include "switch.h"
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#include "inferno.h"
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#include "segment.h"
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#include "dxxerror.h"
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#include "gameseg.h"
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#include "wall.h"
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#include "texmap.h"
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#include "object.h"
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#include "fuelcen.h"
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#include "cntrlcen.h"
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#include "newdemo.h"
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#include "player.h"
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#include "endlevel.h"
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#include "gameseq.h"
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#include "multi.h"
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#include "palette.h"
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#include "hudmsg.h"
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#include "robot.h"
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#include "bm.h"
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#if DXX_USE_EDITOR
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#include "editor/editor.h"
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#endif
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#include "physfs-serial.h"
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#include "d_levelstate.h"
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#include "compiler-range_for.h"
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#include "partial_range.h"
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#if DXX_USE_EDITOR
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//-----------------------------------------------------------------
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// Initializes all the switches.
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void trigger_init()
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{
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auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
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Triggers.set_count(0);
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}
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#endif
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template <typename SF, typename O, typename... Oa>
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static inline void trigger_wall_op(const trigger &t, SF &segment_factory, const O &op, Oa &&... oargs)
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{
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for (unsigned i = 0, num_links = t.num_links; i != num_links; ++i)
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op(std::forward<Oa>(oargs)..., segment_factory(t.seg[i]), t.side[i]);
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}
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//-----------------------------------------------------------------
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// Executes a link, attached to a trigger.
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// Toggles all walls linked to the switch.
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// Opens doors, Blasts blast walls, turns off illusions.
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static void do_link(const trigger &t)
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{
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vmwallptr = Walls.vmptr;
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trigger_wall_op(t, vmsegptridx, wall_toggle, vmwallptr);
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}
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#if defined(DXX_BUILD_DESCENT_II)
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namespace dsx {
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//close a door
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static void do_close_door(const trigger &t)
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{
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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trigger_wall_op(t, vmsegptridx, wall_close_door, Walls);
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}
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//turns lighting on. returns true if lights were actually turned on. (they
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//would not be if they had previously been shot out).
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static int do_light_on(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_level_unique_tmap_info_state::TmapInfo_array &TmapInfo, d_flickering_light_state &Flickering_light_state, const trigger &t)
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{
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int ret=0;
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const auto op = [&LevelSharedDestructibleLightState, &Flickering_light_state, &TmapInfo, &ret](const vmsegptridx_t segnum, const unsigned sidenum) {
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//check if tmap2 casts light before turning the light on. This
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//is to keep us from turning on blown-out lights
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const auto tm2 = get_texture_index(segnum->unique_segment::sides[sidenum].tmap_num2);
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if (TmapInfo[tm2].lighting) {
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ret |= add_light(LevelSharedDestructibleLightState, segnum, sidenum); //any light sets flag
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enable_flicker(Flickering_light_state, segnum, sidenum);
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}
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};
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trigger_wall_op(t, vmsegptridx, op);
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return ret;
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}
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//turns lighting off. returns true if lights were actually turned off. (they
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//would not be if they had previously been shot out).
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static int do_light_off(const d_level_shared_destructible_light_state &LevelSharedDestructibleLightState, const d_level_unique_tmap_info_state::TmapInfo_array &TmapInfo, d_flickering_light_state &Flickering_light_state, const trigger &t)
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{
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int ret=0;
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const auto op = [&LevelSharedDestructibleLightState, &Flickering_light_state, &TmapInfo, &ret](const vmsegptridx_t segnum, const unsigned sidenum) {
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//check if tmap2 casts light before turning the light off. This
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//is to keep us from turning off blown-out lights
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const auto tm2 = get_texture_index(segnum->unique_segment::sides[sidenum].tmap_num2);
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if (TmapInfo[tm2].lighting) {
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ret |= subtract_light(LevelSharedDestructibleLightState, segnum, sidenum); //any light sets flag
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disable_flicker(Flickering_light_state, segnum, sidenum);
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}
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};
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trigger_wall_op(t, vmsegptridx, op);
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return ret;
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}
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// Unlocks all doors linked to the switch.
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static void do_unlock_doors(fvcsegptr &vcsegptr, fvmwallptr &vmwallptr, const trigger &t)
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{
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const auto op = [&vmwallptr](const shared_segment &segp, const unsigned sidenum) {
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const auto wall_num = segp.sides[sidenum].wall_num;
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auto &w = *vmwallptr(wall_num);
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w.flags &= ~WALL_DOOR_LOCKED;
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w.keys = KEY_NONE;
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};
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trigger_wall_op(t, vcsegptr, op);
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}
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// Locks all doors linked to the switch.
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static void do_lock_doors(fvcsegptr &vcsegptr, fvmwallptr &vmwallptr, const trigger &t)
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{
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const auto op = [&vmwallptr](const shared_segment &segp, const unsigned sidenum) {
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const auto wall_num = segp.sides[sidenum].wall_num;
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auto &w = *vmwallptr(wall_num);
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w.flags |= WALL_DOOR_LOCKED;
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};
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trigger_wall_op(t, vcsegptr, op);
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}
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// Changes walls pointed to by a trigger. returns true if any walls changed
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static int do_change_walls(const trigger &t, const uint8_t new_wall_type)
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{
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &Objects = LevelUniqueObjectState.Objects;
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auto &Vertices = LevelSharedVertexState.get_vertices();
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auto &vmobjptr = Objects.vmptr;
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int ret=0;
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auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vmwallptr = Walls.vmptr;
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for (unsigned i = 0; i < t.num_links; ++i)
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{
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uint8_t cside;
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const auto &&segp = vmsegptridx(t.seg[i]);
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const auto side = t.side[i];
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imsegptridx_t csegp = segment_none;
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if (!IS_CHILD(segp->children[side]))
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{
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cside = side_none;
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}
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else
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{
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csegp = imsegptridx(segp->children[side]);
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cside = find_connect_side(segp, csegp);
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Assert(cside != side_none);
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}
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wall *w0p;
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const auto w0num = segp->shared_segment::sides[side].wall_num;
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if (const auto &&uw0p = vmwallptr.check_untrusted(w0num))
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w0p = *uw0p;
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else
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{
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LevelError("trigger %p link %u tried to open segment %hu, side %u which is an invalid wall; ignoring.", std::addressof(t), i, static_cast<segnum_t>(segp), side);
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continue;
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}
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auto &wall0 = *w0p;
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imwallptr_t wall1 = nullptr;
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if ((cside == side_none || csegp->shared_segment::sides[cside].wall_num == wall_none ||
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(wall1 = vmwallptr(csegp->shared_segment::sides[cside].wall_num))->type == new_wall_type) &&
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wall0.type == new_wall_type)
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continue; //already in correct state, so skip
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ret |= 1;
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auto &vcvertptr = Vertices.vcptr;
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switch (t.type)
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{
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case trigger_action::open_wall:
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if ((TmapInfo[get_texture_index(segp->unique_segment::sides[side].tmap_num)].flags & TMI_FORCE_FIELD)) {
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ret |= 2;
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const auto &&pos = compute_center_point_on_side(vcvertptr, segp, side);
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digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp, side, pos, 0, F1_0 );
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digi_kill_sound_linked_to_segment(segp,side,SOUND_FORCEFIELD_HUM);
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wall0.type = new_wall_type;
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if (wall1)
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{
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wall1->type = new_wall_type;
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digi_kill_sound_linked_to_segment(csegp, cside, SOUND_FORCEFIELD_HUM);
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}
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}
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else
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start_wall_cloak(segp,side);
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break;
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case trigger_action::close_wall:
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if ((TmapInfo[get_texture_index(segp->unique_segment::sides[side].tmap_num)].flags & TMI_FORCE_FIELD)) {
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ret |= 2;
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{
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const auto &&pos = compute_center_point_on_side(vcvertptr, segp, side);
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digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp,side,pos,1, F1_0/2);
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}
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case trigger_action::illusory_wall:
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wall0.type = new_wall_type;
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if (wall1)
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wall1->type = new_wall_type;
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}
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else
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start_wall_decloak(segp,side);
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break;
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default:
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return 0;
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}
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LevelUniqueStuckObjectState.kill_stuck_objects(vmobjptr, segp->shared_segment::sides[side].wall_num);
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if (wall1)
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LevelUniqueStuckObjectState.kill_stuck_objects(vmobjptr, csegp->shared_segment::sides[cside].wall_num);
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}
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flush_fcd_cache();
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return ret;
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}
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#define print_trigger_message(pnum,trig,shot,message) \
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((void)((print_trigger_message(pnum,trig,shot)) && \
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HUD_init_message(HM_DEFAULT, message, &"s"[trig.num_links <= 1])))
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static int (print_trigger_message)(int pnum, const trigger &t, int shot)
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{
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if (shot && pnum == Player_num && !(t.flags & trigger_behavior_flags::no_message))
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return 1;
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return 0;
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}
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}
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#endif
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static void do_matcen(const trigger &t)
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{
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range_for (auto &i, partial_const_range(t.seg, t.num_links))
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trigger_matcen(vmsegptridx(i));
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}
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static void do_il_on(fvcsegptridx &vcsegptridx, fvmwallptr &vmwallptr, const trigger &t)
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{
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trigger_wall_op(t, vcsegptridx, wall_illusion_on, vmwallptr);
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}
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namespace dsx {
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#if defined(DXX_BUILD_DESCENT_I)
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static void do_il_off(fvcsegptridx &vcsegptridx, fvmwallptr &vmwallptr, const trigger &t)
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{
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trigger_wall_op(t, vcsegptridx, wall_illusion_off, vmwallptr);
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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static void do_il_off(fvcsegptridx &vcsegptridx, fvcvertptr &vcvertptr, fvmwallptr &vmwallptr, const trigger &t)
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{
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const auto &&op = [&vcvertptr, &vmwallptr](const vcsegptridx_t seg, const unsigned side) {
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wall_illusion_off(vmwallptr, seg, side);
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const auto &&cp = compute_center_point_on_side(vcvertptr, seg, side);
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digi_link_sound_to_pos(SOUND_WALL_REMOVED, seg, side, cp, 0, F1_0);
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};
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trigger_wall_op(t, vcsegptridx, op);
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}
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#endif
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// Slight variation on window_event_result meaning
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// 'ignored' means we still want check_trigger to call multi_send_trigger
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// 'handled' or 'close' means we don't
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// 'close' will still close the game window
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window_event_result check_trigger_sub(object &plrobj, const trgnum_t trigger_num, const playernum_t pnum, const unsigned shot)
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{
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#if defined(DXX_BUILD_DESCENT_II)
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auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
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auto &Vertices = LevelSharedVertexState.get_vertices();
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#endif
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auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
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auto result = window_event_result::ignored;
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if ((Game_mode & GM_MULTI) && vcplayerptr(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.
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return window_event_result::handled;
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auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
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auto &vmtrgptr = Triggers.vmptr;
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auto &trigger = *vmtrgptr(trigger_num);
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auto &Walls = LevelUniqueWallSubsystemState.Walls;
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auto &vmwallptr = Walls.vmptr;
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#if defined(DXX_BUILD_DESCENT_I)
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(void)shot;
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if (pnum == Player_num) {
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auto &player_info = plrobj.ctype.player_info;
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if (trigger.flags & TRIGGER_SHIELD_DAMAGE) {
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plrobj.shields -= trigger.value;
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}
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if (trigger.flags & TRIGGER_EXIT)
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{
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result = start_endlevel_sequence();
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if (result == window_event_result::handled)
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result = window_event_result::ignored; // call multi_send_trigger, or end game anyway
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}
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if (trigger.flags & TRIGGER_SECRET_EXIT) {
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if (trigger.flags & TRIGGER_EXIT)
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LevelError("Trigger %u is both a regular and secret exit! This is not a recommended combination.", trigger_num);
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if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
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Newdemo_state = ND_STATE_PAUSED;
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if (Game_mode & GM_MULTI)
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multi_send_endlevel_start(multi_endlevel_type::secret);
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if (Game_mode & GM_NETWORK)
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multi_do_protocol_frame(1, 1);
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result = std::max(PlayerFinishedLevel(1), result); //1 means go to secret level
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LevelUniqueControlCenterState.Control_center_destroyed = 0;
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return std::max(result, window_event_result::handled);
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}
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if (trigger.flags & TRIGGER_ENERGY_DRAIN) {
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player_info.energy -= trigger.value;
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}
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}
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if (trigger.flags & TRIGGER_CONTROL_DOORS) {
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do_link(trigger);
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}
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if (trigger.flags & TRIGGER_MATCEN) {
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if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
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do_matcen(trigger);
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}
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if (trigger.flags & TRIGGER_ILLUSION_ON) {
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do_il_on(vcsegptridx, vmwallptr, trigger);
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}
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if (trigger.flags & TRIGGER_ILLUSION_OFF) {
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do_il_off(vcsegptridx, vmwallptr, trigger);
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}
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#elif defined(DXX_BUILD_DESCENT_II)
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if (trigger.flags & trigger_behavior_flags::disabled)
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return window_event_result::handled; // don't send trigger hit to other players
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if (trigger.flags & trigger_behavior_flags::one_shot) //if this is a one-shot...
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trigger.flags |= trigger_behavior_flags::disabled; //..then don't let it happen again
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auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
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auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
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auto &vcvertptr = Vertices.vcptr;
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switch (trigger.type)
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{
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case trigger_action::normal_exit:
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if (pnum!=Player_num)
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break;
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if (!EMULATING_D1)
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digi_stop_digi_sounds(); //Sound shouldn't cut out when exiting a D1 lvl
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if (Current_level_num > 0) {
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result = start_endlevel_sequence();
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} else if (Current_level_num < 0) {
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if (plrobj.shields < 0 ||
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Player_dead_state != player_dead_state::no)
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break;
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// NMN 04/09/07 Do endlevel movie if we are
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// playing a D1 secret level
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if (EMULATING_D1)
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{
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result = start_endlevel_sequence();
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} else {
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result = ExitSecretLevel();
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}
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return std::max(result, window_event_result::handled);
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} else {
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#if DXX_USE_EDITOR
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nm_messagebox_str(menu_title{"Yo!"}, "You have hit the exit trigger!", menu_subtitle{""});
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#else
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Int3(); //level num == 0, but no editor!
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#endif
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}
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return std::max(result, window_event_result::handled);
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break;
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case trigger_action::secret_exit: {
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int truth;
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if (pnum!=Player_num)
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break;
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if (plrobj.shields < 0 ||
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Player_dead_state != player_dead_state::no)
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break;
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if (is_SHAREWARE || is_MAC_SHARE) {
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HUD_init_message_literal(HM_DEFAULT, "Secret Level Teleporter disabled in Descent 2 Demo");
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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break;
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}
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if (Game_mode & GM_MULTI) {
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HUD_init_message_literal(HM_DEFAULT, "Secret Level Teleporter disabled in multiplayer!");
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digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
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break;
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}
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truth = p_secret_level_destroyed();
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if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level
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newdemo_record_secret_exit_blown(truth);
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|
|
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();
|
|
LevelUniqueControlCenterState.Control_center_destroyed = 0;
|
|
return window_event_result::handled;
|
|
}
|
|
|
|
case trigger_action::open_door:
|
|
do_link(trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Door%s opened!");
|
|
|
|
break;
|
|
|
|
case trigger_action::close_door:
|
|
do_close_door(trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Door%s closed!");
|
|
break;
|
|
|
|
case trigger_action::unlock_door:
|
|
do_unlock_doors(vcsegptr, vmwallptr, trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Door%s unlocked!");
|
|
|
|
break;
|
|
|
|
case trigger_action::lock_door:
|
|
do_lock_doors(vcsegptr, vmwallptr, trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Door%s locked!");
|
|
break;
|
|
|
|
case trigger_action::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 trigger_action::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 trigger_action::illusory_wall:
|
|
//don't know what to say, so say nothing
|
|
do_change_walls(trigger, WALL_ILLUSION);
|
|
break;
|
|
|
|
case trigger_action::matcen:
|
|
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
|
|
do_matcen(trigger);
|
|
break;
|
|
|
|
case trigger_action::illusion_on:
|
|
do_il_on(vcsegptridx, vmwallptr, trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Illusion%s on!");
|
|
break;
|
|
|
|
case trigger_action::illusion_off:
|
|
do_il_off(vcsegptridx, vcvertptr, vmwallptr, trigger);
|
|
print_trigger_message(pnum, trigger, shot, "Illusion%s off!");
|
|
break;
|
|
|
|
case trigger_action::light_off:
|
|
if (do_light_off(LevelSharedDestructibleLightState, TmapInfo, Flickering_light_state, trigger))
|
|
print_trigger_message(pnum, trigger, shot, "Light%s off!");
|
|
break;
|
|
|
|
case trigger_action::light_on:
|
|
if (do_light_on(LevelSharedDestructibleLightState, TmapInfo, Flickering_light_state, trigger))
|
|
print_trigger_message(pnum, trigger, shot, "Light%s on!");
|
|
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return result;
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Checks for a trigger whenever an object hits a trigger side.
|
|
window_event_result check_trigger(const vcsegptridx_t seg, const unsigned side, object &plrobj, 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 window_event_result::ignored;
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
if (objnum == &plrobj)
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
auto &Robot_info = LevelSharedRobotInfoState.Robot_info;
|
|
if (objnum == &plrobj || (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 window_event_result::ignored;
|
|
#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->shared_segment::sides[side].wall_num;
|
|
if ( wall_num == wall_none ) return window_event_result::ignored;
|
|
|
|
auto &Walls = LevelUniqueWallSubsystemState.Walls;
|
|
auto &vcwallptr = Walls.vcptr;
|
|
const auto trigger_num = vcwallptr(wall_num)->trigger;
|
|
if (trigger_num == trigger_none)
|
|
return window_event_result::ignored;
|
|
|
|
{
|
|
auto result = check_trigger_sub(plrobj, trigger_num, Player_num,shot);
|
|
if (result != window_event_result::ignored)
|
|
return result;
|
|
}
|
|
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_trigger(trigger_num);
|
|
}
|
|
|
|
return window_event_result::handled;
|
|
}
|
|
|
|
/*
|
|
* reads a v29_trigger structure from a PHYSFS_File
|
|
*/
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
void v26_trigger_read(PHYSFS_File *fp, trigger &t)
|
|
{
|
|
switch (const auto type = static_cast<trigger_action>(PHYSFSX_readByte(fp)))
|
|
{
|
|
case trigger_action::open_door: // door
|
|
t.flags = TRIGGER_CONTROL_DOORS;
|
|
break;
|
|
case trigger_action::matcen: // matcen
|
|
t.flags = TRIGGER_MATCEN;
|
|
break;
|
|
case trigger_action::normal_exit: // exit
|
|
t.flags = TRIGGER_EXIT;
|
|
break;
|
|
case trigger_action::secret_exit: // secret exit
|
|
t.flags = TRIGGER_SECRET_EXIT;
|
|
break;
|
|
case trigger_action::illusion_off: // illusion off
|
|
t.flags = TRIGGER_ILLUSION_OFF;
|
|
break;
|
|
case trigger_action::illusion_on: // illusion on
|
|
t.flags = TRIGGER_ILLUSION_ON;
|
|
break;
|
|
default:
|
|
con_printf(CON_URGENT, "error: unsupported trigger type %d", static_cast<int>(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
|
|
{
|
|
#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);
|
|
PHYSFSX_readByte(fp);
|
|
t->num_links = PHYSFSX_readShort(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);
|
|
}
|
|
|
|
#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)
|
|
{
|
|
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 (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);
|
|
}
|
|
|
|
/*
|
|
* reads a trigger structure from a PHYSFS_File
|
|
*/
|
|
extern void trigger_read(trigger *t, PHYSFS_File *fp)
|
|
{
|
|
t->type = trigger_action{static_cast<uint8_t>(PHYSFSX_readByte(fp))};
|
|
t->flags = trigger_behavior_flags{static_cast<uint8_t>(PHYSFSX_readByte(fp))};
|
|
t->num_links = PHYSFSX_readByte(fp);
|
|
PHYSFSX_readByte(fp);
|
|
t->value = PHYSFSX_readFix(fp);
|
|
PHYSFSX_readFix(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);
|
|
}
|
|
|
|
static trigger_action trigger_type_from_flags(short flags)
|
|
{
|
|
if (flags & TRIGGER_CONTROL_DOORS)
|
|
return trigger_action::open_door;
|
|
else if (flags & (TRIGGER_SHIELD_DAMAGE | TRIGGER_ENERGY_DRAIN))
|
|
{
|
|
}
|
|
else if (flags & TRIGGER_EXIT)
|
|
return trigger_action::normal_exit;
|
|
else if (flags & TRIGGER_MATCEN)
|
|
return trigger_action::matcen;
|
|
else if (flags & TRIGGER_ILLUSION_OFF)
|
|
return trigger_action::illusion_off;
|
|
else if (flags & TRIGGER_SECRET_EXIT)
|
|
return trigger_action::secret_exit;
|
|
else if (flags & TRIGGER_ILLUSION_ON)
|
|
return trigger_action::illusion_on;
|
|
else if (flags & TRIGGER_UNLOCK_DOORS)
|
|
return trigger_action::unlock_door;
|
|
else if (flags & TRIGGER_OPEN_WALL)
|
|
return trigger_action::open_wall;
|
|
else if (flags & TRIGGER_CLOSE_WALL)
|
|
return trigger_action::close_wall;
|
|
else if (flags & TRIGGER_ILLUSORY_WALL)
|
|
return trigger_action::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);
|
|
t.flags = (trig.flags & TRIGGER_ONE_SHOT) ? trigger_behavior_flags::one_shot : trigger_behavior_flags{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<5>(), 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);
|
|
}
|
|
|
|
namespace dsx {
|
|
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)
|
|
const auto one_shot_flag = (t->flags & trigger_behavior_flags::one_shot) ? TRIGGER_ONE_SHOT : TRIGGER_FLAG{0};
|
|
switch (t->type)
|
|
{
|
|
case trigger_action::open_door:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_CONTROL_DOORS | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::normal_exit:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_EXIT | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::matcen:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_MATCEN | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusion_off:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_OFF | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::secret_exit:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_SECRET_EXIT | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusion_on:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_ON | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::unlock_door:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_UNLOCK_DOORS | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::open_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_OPEN_WALL | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::close_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_CLOSE_WALL | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusory_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSORY_WALL | one_shot_flag);
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
PHYSFS_writeSLE16(fp, 0);
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
PHYSFSX_writeFix(fp, t->value);
|
|
PHYSFSX_writeFix(fp, 0);
|
|
|
|
PHYSFSX_writeU8(fp, -1); //t->link_num
|
|
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]);
|
|
}
|
|
}
|
|
|
|
namespace dsx {
|
|
void v30_trigger_write(PHYSFS_File *fp, const trigger &rt)
|
|
{
|
|
const trigger *t = &rt;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
uint8_t action;
|
|
if (t->flags & TRIGGER_CONTROL_DOORS)
|
|
action = static_cast<uint8_t>(trigger_action::open_door); // door
|
|
else if (t->flags & TRIGGER_MATCEN)
|
|
action = static_cast<uint8_t>(trigger_action::matcen); // matcen
|
|
else if (t->flags & TRIGGER_EXIT)
|
|
action = static_cast<uint8_t>(trigger_action::normal_exit); // exit
|
|
else if (t->flags & TRIGGER_SECRET_EXIT)
|
|
action = static_cast<uint8_t>(trigger_action::secret_exit); // secret exit
|
|
else if (t->flags & TRIGGER_ILLUSION_OFF)
|
|
action = static_cast<uint8_t>(trigger_action::illusion_off); // illusion off
|
|
else if (t->flags & TRIGGER_ILLUSION_ON)
|
|
action = static_cast<uint8_t>(trigger_action::illusion_on); // illusion on
|
|
else
|
|
action = 0;
|
|
PHYSFSX_writeU8(fp, action);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFSX_writeU8(fp, static_cast<uint8_t>(t->type));
|
|
#endif
|
|
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
PHYSFS_writeSLE16(fp, t->flags);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
const auto one_shot_flag = (t->flags & trigger_behavior_flags::one_shot) ? TRIGGER_ONE_SHOT : TRIGGER_FLAG{0};
|
|
switch (t->type)
|
|
{
|
|
case trigger_action::open_door:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_CONTROL_DOORS | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::normal_exit:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_EXIT | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::matcen:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_MATCEN | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusion_off:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_OFF | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::secret_exit:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_SECRET_EXIT | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusion_on:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_ON | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::unlock_door:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_UNLOCK_DOORS | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::open_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_OPEN_WALL | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::close_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_CLOSE_WALL | one_shot_flag);
|
|
break;
|
|
|
|
case trigger_action::illusory_wall:
|
|
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSORY_WALL | one_shot_flag);
|
|
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]);
|
|
}
|
|
}
|
|
|
|
namespace dsx {
|
|
void v31_trigger_write(PHYSFS_File *fp, const trigger &rt)
|
|
{
|
|
const trigger *t = &rt;
|
|
#if defined(DXX_BUILD_DESCENT_I)
|
|
uint8_t action;
|
|
if (t->flags & TRIGGER_CONTROL_DOORS)
|
|
action = static_cast<uint8_t>(trigger_action::open_door); // door
|
|
else if (t->flags & TRIGGER_MATCEN)
|
|
action = static_cast<uint8_t>(trigger_action::matcen); // matcen
|
|
else if (t->flags & TRIGGER_EXIT)
|
|
action = static_cast<uint8_t>(trigger_action::normal_exit); // exit
|
|
else if (t->flags & TRIGGER_SECRET_EXIT)
|
|
action = static_cast<uint8_t>(trigger_action::secret_exit); // secret exit
|
|
else if (t->flags & TRIGGER_ILLUSION_OFF)
|
|
action = static_cast<uint8_t>(trigger_action::illusion_off); // illusion off
|
|
else if (t->flags & TRIGGER_ILLUSION_ON)
|
|
action = static_cast<uint8_t>(trigger_action::illusion_on); // illusion on
|
|
else
|
|
action = 0;
|
|
PHYSFSX_writeU8(fp, action);
|
|
#elif defined(DXX_BUILD_DESCENT_II)
|
|
PHYSFSX_writeU8(fp, static_cast<uint8_t>(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, static_cast<uint8_t>(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]);
|
|
}
|
|
}
|