dxx-rebirth/similar/main/switch.cpp

1008 lines
31 KiB
C++

/*
* 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 <stdexcept>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.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 "object.h"
#include "fuelcen.h"
#include "newdemo.h"
#include "player.h"
#include "endlevel.h"
#include "gameseq.h"
#include "net_udp.h"
#include "palette.h"
#include "hudmsg.h"
#include "robot.h"
#include "bm.h"
#include "physfs-serial.h"
#include "d_levelstate.h"
#include "d_underlying_value.h"
#include "d_zip.h"
#include "compiler-range_for.h"
#include "partial_range.h"
namespace {
template <typename SF, typename O, typename... Oa>
static inline void trigger_wall_op(const trigger &t, SF &segment_factory, const O &op, Oa &&... oargs)
{
for (unsigned i = 0, num_links = t.num_links; i != num_links; ++i)
op(std::forward<Oa>(oargs)..., segment_factory(t.seg[i]), static_cast<sidenum_t>(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)
{
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
trigger_wall_op(t, vmsegptridx, wall_toggle, vmwallptr);
}
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
namespace {
//close a door
static void do_close_door(const trigger &t)
{
auto &Walls = LevelUniqueWallSubsystemState.Walls;
trigger_wall_op(t, vmsegptridx, wall_close_door, Walls);
}
//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 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)
{
int ret=0;
const auto op = [&LevelSharedDestructibleLightState, &Flickering_light_state, &TmapInfo, &ret](const vmsegptridx_t segnum, const sidenum_t sidenum) {
//check if tmap2 casts light before turning the light on. This
//is to keep us from turning on blown-out lights
const auto tm2 = get_texture_index(segnum->unique_segment::sides[sidenum].tmap_num2);
if (TmapInfo[tm2].lighting) {
ret |= add_light(LevelSharedDestructibleLightState, segnum, sidenum); //any light sets flag
enable_flicker(Flickering_light_state, segnum, sidenum);
}
};
trigger_wall_op(t, vmsegptridx, 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 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)
{
int ret=0;
const auto op = [&LevelSharedDestructibleLightState, &Flickering_light_state, &TmapInfo, &ret](const vmsegptridx_t segnum, const sidenum_t sidenum) {
//check if tmap2 casts light before turning the light off. This
//is to keep us from turning off blown-out lights
const auto tm2 = get_texture_index(segnum->unique_segment::sides[sidenum].tmap_num2);
if (TmapInfo[tm2].lighting) {
ret |= subtract_light(LevelSharedDestructibleLightState, segnum, sidenum); //any light sets flag
disable_flicker(Flickering_light_state, segnum, sidenum);
}
};
trigger_wall_op(t, vmsegptridx, op);
return ret;
}
// Unlocks all doors linked to the switch.
static void do_unlock_doors(fvcsegptr &vcsegptr, fvmwallptr &vmwallptr, const trigger &t)
{
const auto op = [&vmwallptr](const shared_segment &segp, const sidenum_t sidenum) {
const auto wall_num = segp.sides[sidenum].wall_num;
if (wall_num == wall_none)
return;
auto &w = *vmwallptr(wall_num);
w.flags &= ~wall_flag::door_locked;
w.keys = wall_key::none;
};
trigger_wall_op(t, vcsegptr, op);
}
// Locks all doors linked to the switch.
static void do_lock_doors(fvcsegptr &vcsegptr, fvmwallptr &vmwallptr, const trigger &t)
{
const auto op = [&vmwallptr](const shared_segment &segp, const sidenum_t sidenum) {
const auto wall_num = segp.sides[sidenum].wall_num;
if (wall_num == wall_none)
return;
auto &w = *vmwallptr(wall_num);
w.flags |= wall_flag::door_locked;
};
trigger_wall_op(t, vcsegptr, 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)
{
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Objects = LevelUniqueObjectState.Objects;
auto &Vertices = LevelSharedVertexState.get_vertices();
auto &vmobjptr = Objects.vmptr;
int ret=0;
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
for (unsigned i = 0; i < t.num_links; ++i)
{
sidenum_t cside;
const auto &&segp = vmsegptridx(t.seg[i]);
const auto side = t.side[i];
imsegptridx_t csegp = segment_none;
if (!IS_CHILD(segp->children[side]))
{
cside = side_none;
}
else
{
csegp = imsegptridx(segp->children[side]);
cside = find_connect_side(segp, csegp);
Assert(cside != side_none);
}
wall *w0p;
const auto w0num = segp->shared_segment::sides[side].wall_num;
if (const auto &&uw0p = vmwallptr.check_untrusted(w0num))
w0p = *uw0p;
else
{
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), underlying_value(side));
continue;
}
auto &wall0 = *w0p;
imwallptr_t wall1 = nullptr;
if ((cside == side_none || csegp->shared_segment::sides[cside].wall_num == wall_none ||
(wall1 = vmwallptr(csegp->shared_segment::sides[cside].wall_num))->type == new_wall_type) &&
wall0.type == new_wall_type)
continue; //already in correct state, so skip
ret |= 1;
auto &vcvertptr = Vertices.vcptr;
switch (t.type)
{
case trigger_action::open_wall:
if ((TmapInfo[get_texture_index(segp->unique_segment::sides[side].tmap_num)].flags & tmapinfo_flag::force_field))
{
ret |= 2;
const auto &&pos = compute_center_point_on_side(vcvertptr, 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 trigger_action::close_wall:
if ((TmapInfo[get_texture_index(segp->unique_segment::sides[side].tmap_num)].flags & tmapinfo_flag::force_field))
{
ret |= 2;
{
const auto &&pos = compute_center_point_on_side(vcvertptr, segp, side);
digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp,side,pos,1, F1_0/2);
}
case trigger_action::illusory_wall:
wall0.type = new_wall_type;
if (wall1)
wall1->type = new_wall_type;
}
else
start_wall_decloak(segp,side);
break;
default:
return 0;
}
LevelUniqueStuckObjectState.kill_stuck_objects(vmobjptr, segp->shared_segment::sides[side].wall_num);
if (wall1)
LevelUniqueStuckObjectState.kill_stuck_objects(vmobjptr, csegp->shared_segment::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 & trigger_behavior_flags::no_message))
return 1;
return 0;
}
}
}
#endif
namespace {
static void do_matcen(const trigger &t)
{
range_for (auto &i, partial_const_range(t.seg, t.num_links))
trigger_matcen(vmsegptridx(i));
}
static void do_il_on(fvcsegptridx &vcsegptridx, fvmwallptr &vmwallptr, const trigger &t)
{
trigger_wall_op(t, vcsegptridx, wall_illusion_on, vmwallptr);
}
}
namespace dsx {
namespace {
#if defined(DXX_BUILD_DESCENT_I)
static void do_il_off(fvcsegptridx &vcsegptridx, fvmwallptr &vmwallptr, const trigger &t)
{
trigger_wall_op(t, vcsegptridx, wall_illusion_off, vmwallptr);
}
#elif defined(DXX_BUILD_DESCENT_II)
static void do_il_off(fvcsegptridx &vcsegptridx, fvcvertptr &vcvertptr, fvmwallptr &vmwallptr, const trigger &t)
{
const auto &&op = [&vcvertptr, &vmwallptr](const vcsegptridx_t seg, const sidenum_t side) {
wall_illusion_off(vmwallptr, seg, side);
const auto &&cp = compute_center_point_on_side(vcvertptr, seg, side);
digi_link_sound_to_pos(SOUND_WALL_REMOVED, seg, side, cp, 0, F1_0);
};
trigger_wall_op(t, vcsegptridx, op);
}
#endif
}
// Slight variation on window_event_result meaning
// 'ignored' means we still want check_trigger to call multi_send_trigger
// 'handled' or 'close' means we don't
// 'close' will still close the game window
window_event_result check_trigger_sub(object &plrobj, const trgnum_t trigger_num, const playernum_t pnum, const unsigned shot)
{
#if defined(DXX_BUILD_DESCENT_II)
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
#endif
auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState;
auto result = window_event_result::ignored;
if ((Game_mode & GM_MULTI) && vcplayerptr(pnum)->connected != player_connection_status::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 window_event_result::handled;
auto &Triggers = LevelUniqueWallSubsystemState.Triggers;
auto &vmtrgptr = Triggers.vmptr;
auto &trigger = *vmtrgptr(trigger_num);
auto &Walls = LevelUniqueWallSubsystemState.Walls;
auto &vmwallptr = Walls.vmptr;
#if defined(DXX_BUILD_DESCENT_I)
(void)shot;
if (pnum == Player_num) {
auto &player_info = plrobj.ctype.player_info;
if (trigger.flags & TRIGGER_SHIELD_DAMAGE) {
plrobj.shields -= trigger.value;
}
if (trigger.flags & TRIGGER_EXIT)
{
result = start_endlevel_sequence();
if (result == window_event_result::handled)
result = window_event_result::ignored; // call multi_send_trigger, or end game anyway
}
if (trigger.flags & TRIGGER_SECRET_EXIT) {
if (trigger.flags & TRIGGER_EXIT)
LevelError("Trigger %u is both a regular and secret exit! This is not a recommended combination.", underlying_value(trigger_num));
if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
Newdemo_state = ND_STATE_PAUSED;
if (Game_mode & GM_MULTI)
multi_send_endlevel_start(multi_endlevel_type::secret);
if (Game_mode & GM_NETWORK)
multi::dispatch->do_protocol_frame(1, 1);
result = std::max(PlayerFinishedLevel(next_level_request_secret_flag::use_secret), result);
LevelUniqueControlCenterState.Control_center_destroyed = 0;
return std::max(result, window_event_result::handled);
}
if (trigger.flags & TRIGGER_ENERGY_DRAIN) {
player_info.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(vcsegptridx, vmwallptr, trigger);
}
if (trigger.flags & TRIGGER_ILLUSION_OFF) {
do_il_off(vcsegptridx, vmwallptr, trigger);
}
#elif defined(DXX_BUILD_DESCENT_II)
if (trigger.flags & trigger_behavior_flags::disabled)
return window_event_result::handled; // don't send trigger hit to other players
if (trigger.flags & trigger_behavior_flags::one_shot) //if this is a one-shot...
trigger.flags |= trigger_behavior_flags::disabled; //..then don't let it happen again
auto &LevelSharedDestructibleLightState = LevelSharedSegmentState.DestructibleLights;
auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo;
auto &vcvertptr = Vertices.vcptr;
switch (trigger.type)
{
case trigger_action::normal_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) {
result = start_endlevel_sequence();
} else if (Current_level_num < 0) {
if (plrobj.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)
{
result = start_endlevel_sequence();
} else {
result = ExitSecretLevel();
}
return std::max(result, window_event_result::handled);
}
return std::max(result, window_event_result::handled);
break;
case trigger_action::secret_exit: {
int truth;
if (pnum!=Player_num)
break;
if (plrobj.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();
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 sidenum_t side, object &plrobj, const vcobjptridx_t objnum, int shot)
{
if ((Game_mode & GM_MULTI) && (get_local_player().connected != player_connection_status::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++ )
{
const auto s = segnum_t{static_cast<uint16_t>(PHYSFSX_readShort(fp))};
t.seg[i] = vmsegidx_t::check_nothrow_index(s) ? s : segment_none;
}
for (unsigned i=0; i < MAX_WALLS_PER_LINK; i++ )
{
auto s = build_sidenum_from_untrusted(PHYSFSX_readShort(fp));
t.side[i] = s.value_or(sidenum_t::WLEFT);
}
}
void v25_trigger_read(PHYSFS_File *fp, trigger *t)
#elif defined(DXX_BUILD_DESCENT_II)
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++ )
{
const auto s = segnum_t{static_cast<uint16_t>(PHYSFSX_readShort(fp))};
t->seg[i] = vmsegidx_t::check_nothrow_index(s) ? s : segment_none;
}
for (unsigned i=0; i<MAX_WALLS_PER_LINK; i++ )
{
auto s = build_sidenum_from_untrusted(PHYSFSX_readShort(fp));
t->side[i] = s.value_or(sidenum_t::WLEFT);
}
}
#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);
PHYSFSX_readFix(fp);
for (unsigned i=0; i<MAX_WALLS_PER_LINK; i++ )
{
const auto s = segnum_t{static_cast<uint16_t>(PHYSFSX_readShort(fp))};
t->seg[i] = vmsegidx_t::check_nothrow_index(s) ? s : segment_none;
}
for (unsigned i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = build_sidenum_from_untrusted(PHYSFSX_readShort(fp)).value_or(sidenum_t::WLEFT);
}
namespace {
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;
for (auto &&[w, r] : zip(t.side, trig.side))
{
w = r;
}
}
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.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
namespace {
template <typename array_type>
struct serialize_wide_trigger_side_numbers
{
array_type &side;
serialize_wide_trigger_side_numbers(array_type &t) :
side(t)
{
}
};
template <typename array_type>
serial::message<std::array<uint16_t, std::tuple_size<array_type>::value>> udt_to_message(const serialize_wide_trigger_side_numbers<array_type> &);
template <typename Accessor, typename array_type>
void process_udt(Accessor &accessor, serialize_wide_trigger_side_numbers<array_type> wrapper)
{
static_assert(std::is_const<array_type>::value != std::is_const<typename Accessor::value_type>::value);
std::array<uint16_t, MAX_WALLS_PER_LINK> a;
if constexpr (std::is_const<array_type>::value)
{
/* The array is constant, so it is already initialized and
* should be written out.
*/
for (auto &&[w, r] : zip(a, wrapper.side))
w = underlying_value(r);
process_buffer(accessor, a);
}
else
{
/* The array is non-constant, so it is initially undefined and
* should be read in.
*/
process_buffer(accessor, a);
for (auto &&[w, r] : zip(wrapper.side, a))
{
auto s = build_sidenum_from_untrusted(r);
w = s.value_or(sidenum_t::WLEFT);
}
}
}
}
#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, serial::pad<1, 0>(), t.seg, serialize_wide_trigger_side_numbers{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, serialize_wide_trigger_side_numbers{t.side}));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(trigger, 52);
#endif
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)
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 (const auto i : xrange(MAX_WALLS_PER_LINK))
PHYSFS_writeSLE16(fp, underlying_value(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 (const auto i : xrange(MAX_WALLS_PER_LINK))
PHYSFS_writeSLE16(fp, underlying_value(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 (const auto i : xrange(MAX_WALLS_PER_LINK))
PHYSFS_writeSLE16(fp, underlying_value(t->side[i]));
}
}