648 lines
16 KiB
C
648 lines
16 KiB
C
/*
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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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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: switch.c,v 1.5 2001-11-08 10:30:28 bradleyb Exp $";
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#endif
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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 "error.h"
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#include "gameseg.h"
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#include "mono.h"
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#include "wall.h"
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#include "texmap.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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#ifdef NETWORK
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#include "network.h"
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#endif
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#include "palette.h"
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#include "robot.h"
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#include "bm.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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trigger Triggers[MAX_TRIGGERS];
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int Num_triggers;
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//link Links[MAX_WALL_LINKS];
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//int Num_links;
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#ifdef EDITOR
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fix trigger_time_count=F1_0;
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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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int i;
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Num_triggers = 0;
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for (i=0;i<MAX_TRIGGERS;i++)
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{
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Triggers[i].type = 0;
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Triggers[i].flags = 0;
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Triggers[i].num_links = 0;
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Triggers[i].value = 0;
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Triggers[i].time = -1;
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}
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}
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#endif
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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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void do_link(byte trigger_num)
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{
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int i;
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mprintf((0, "Door link!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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wall_toggle(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
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mprintf((0," trigger_num %d : seg %d, side %d\n",
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trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
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}
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}
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}
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//close a door
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void do_close_door(byte trigger_num)
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{
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int i;
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mprintf((0, "Door close!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++)
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wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
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}
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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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int do_light_on(byte trigger_num)
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{
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int i,ret=0;
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mprintf((0, "Lighting on!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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int segnum,sidenum;
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segnum = Triggers[trigger_num].seg[i];
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sidenum = Triggers[trigger_num].side[i];
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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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if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
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ret |= add_light(segnum, sidenum); //any light sets flag
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enable_flicker(segnum, sidenum);
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}
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}
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}
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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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int do_light_off(byte trigger_num)
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{
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int i,ret=0;
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mprintf((0, "Lighting off!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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int segnum,sidenum;
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segnum = Triggers[trigger_num].seg[i];
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sidenum = Triggers[trigger_num].side[i];
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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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if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
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ret |= subtract_light(segnum, sidenum); //any light sets flag
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disable_flicker(segnum, sidenum);
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}
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}
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}
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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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void do_unlock_doors(byte trigger_num)
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{
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int i;
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mprintf((0, "Door unlock!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
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Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
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}
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}
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}
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// Return trigger number if door is controlled by a wall switch, else return -1.
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int door_is_wall_switched(int wall_num)
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{
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int i, t;
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for (t=0; t<Num_triggers; t++) {
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for (i=0; i<Triggers[t].num_links; i++) {
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if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
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mprintf((0, "Wall #%i is keyed to trigger #%i, link #%i\n", wall_num, t, i));
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return t;
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}
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}
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}
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return -1;
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}
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void flag_wall_switched_doors(void)
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{
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int i;
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for (i=0; i<Num_walls; i++) {
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if (door_is_wall_switched(i))
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Walls[i].flags |= WALL_WALL_SWITCH;
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}
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}
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// Locks all doors linked to the switch.
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void do_lock_doors(byte trigger_num)
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{
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int i;
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mprintf((0, "Door lock!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
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}
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}
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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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int do_change_walls(byte trigger_num)
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{
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int i,ret=0;
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mprintf((0, "Wall remove!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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segment *segp,*csegp;
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short side,cside;
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int new_wall_type;
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segp = &Segments[Triggers[trigger_num].seg[i]];
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side = Triggers[trigger_num].side[i];
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csegp = &Segments[segp->children[side]];
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cside = find_connect_side(segp, csegp);
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Assert(cside != -1);
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//segp->sides[side].wall_num = -1;
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//csegp->sides[cside].wall_num = -1;
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switch (Triggers[trigger_num].type) {
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case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break;
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case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break;
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case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break;
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default:
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Assert(0); /* new_wall_type unset */
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return(0);
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break;
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}
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if (Walls[segp->sides[side].wall_num].type == new_wall_type && Walls[csegp->sides[cside].wall_num].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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switch (Triggers[trigger_num].type) {
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case TT_OPEN_WALL:
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mprintf((0,"Open wall\n"));
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if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
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vms_vector pos;
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compute_center_point_on_side(&pos, segp, side );
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digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 );
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Walls[segp->sides[side].wall_num].type = new_wall_type;
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Walls[csegp->sides[cside].wall_num].type = new_wall_type;
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digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM);
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digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
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}
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else
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start_wall_cloak(segp,side);
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ret = 1;
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break;
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case TT_CLOSE_WALL:
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mprintf((0,"Close wall\n"));
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if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
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vms_vector pos;
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compute_center_point_on_side(&pos, segp, side );
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digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2);
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Walls[segp->sides[side].wall_num].type = new_wall_type;
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Walls[csegp->sides[cside].wall_num].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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case TT_ILLUSORY_WALL:
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mprintf((0,"Illusory wall\n"));
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Walls[segp->sides[side].wall_num].type = new_wall_type;
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Walls[csegp->sides[cside].wall_num].type = new_wall_type;
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break;
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}
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kill_stuck_objects(segp->sides[side].wall_num);
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kill_stuck_objects(csegp->sides[cside].wall_num);
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}
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}
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return ret;
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}
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void print_trigger_message (int pnum,int trig,int shot,char *message)
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{
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char *pl; //points to 's' or nothing for plural word
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if (pnum!=Player_num)
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return;
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pl = (Triggers[trig].num_links>1)?"s":"";
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if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
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HUD_init_message (message,pl);
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}
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void do_matcen(byte trigger_num)
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{
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int i;
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mprintf((0, "Matcen link!\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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trigger_matcen(Triggers[trigger_num].seg[i] );
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mprintf((0," trigger_num %d : seg %d\n",
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trigger_num, Triggers[trigger_num].seg[i]));
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}
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}
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}
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void do_il_on(byte trigger_num)
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{
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int i;
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mprintf((0, "Illusion ON\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
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mprintf((0," trigger_num %d : seg %d, side %d\n",
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trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
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}
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}
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}
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void do_il_off(byte trigger_num)
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{
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int i;
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mprintf((0, "Illusion OFF\n"));
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if (trigger_num != -1) {
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for (i=0;i<Triggers[trigger_num].num_links;i++) {
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vms_vector cp;
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segment *seg = &Segments[Triggers[trigger_num].seg[i]];
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int side = Triggers[trigger_num].side[i];
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wall_illusion_off(seg, side);
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mprintf((0," trigger_num %d : seg %d, side %d\n",
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trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
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compute_center_point_on_side(&cp, seg, side );
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digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
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}
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}
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}
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extern void EnterSecretLevel(void);
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extern void ExitSecretLevel(void);
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extern int p_secret_level_destroyed(void);
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int wall_is_forcefield(trigger *trig)
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{
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int i;
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for (i=0;i<trig->num_links;i++)
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if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
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break;
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return (i<trig->num_links);
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}
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int check_trigger_sub(int trigger_num, int pnum,int shot)
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{
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trigger *trig = &Triggers[trigger_num];
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mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
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if (trig->flags & TF_DISABLED)
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return 1; //1 means don't send trigger hit to other players
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if (trig->flags & TF_ONE_SHOT) //if this is a one-shot...
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trig->flags |= TF_DISABLED; //..then don't let it happen again
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switch (trig->type) {
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case TT_EXIT:
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if (pnum!=Player_num)
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break;
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digi_stop_all(); //kill the sounds
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if (Current_level_num > 0) {
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start_endlevel_sequence();
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mprintf((0,"WOOHOO! (leaving the mine!)\n"));
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} else if (Current_level_num < 0) {
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if ((Players[Player_num].shields < 0) || Player_is_dead)
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break;
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ExitSecretLevel();
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return 1;
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} else {
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#ifdef EDITOR
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nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
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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 1;
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break;
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case TT_SECRET_EXIT: {
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#ifndef SHAREWARE
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int truth;
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#endif
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if (pnum!=Player_num)
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break;
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if ((Players[Player_num].shields < 0) || Player_is_dead)
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break;
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if (Game_mode & GM_MULTI) {
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HUD_init_message("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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#ifndef SHAREWARE
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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) {
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HUD_init_message("Secret Level destroyed. Exit disabled.");
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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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#endif
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#ifdef SHAREWARE
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HUD_init_message("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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#endif
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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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digi_stop_all(); //kill the sounds
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digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
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mprintf((0,"Exiting to secret level\n"));
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// -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_MULTI)
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// -- BOGUS -- IMPOSSIBLE -- multi_send_endlevel_start(1);
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// -- BOGUS -- IMPOSSIBLE --
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// -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_NETWORK)
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// -- BOGUS -- IMPOSSIBLE -- network_do_frame(1, 1);
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gr_palette_fade_out(gr_palette, 32, 0);
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EnterSecretLevel();
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Control_center_destroyed = 0;
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return 1;
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break;
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}
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case TT_OPEN_DOOR:
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mprintf((0,"D"));
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do_link(trigger_num);
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print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
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break;
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case TT_CLOSE_DOOR:
|
|
do_close_door(trigger_num);
|
|
print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
|
|
break;
|
|
|
|
case TT_UNLOCK_DOOR:
|
|
mprintf((0,"D"));
|
|
do_unlock_doors(trigger_num);
|
|
print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
|
|
|
|
break;
|
|
|
|
case TT_LOCK_DOOR:
|
|
mprintf((0,"D"));
|
|
do_lock_doors(trigger_num);
|
|
print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
|
|
|
|
break;
|
|
|
|
case TT_OPEN_WALL:
|
|
if (do_change_walls(trigger_num))
|
|
{
|
|
if (wall_is_forcefield(trig))
|
|
print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
|
|
else
|
|
print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
|
|
}
|
|
break;
|
|
|
|
case TT_CLOSE_WALL:
|
|
if (do_change_walls(trigger_num))
|
|
{
|
|
if (wall_is_forcefield(trig))
|
|
print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
|
|
else
|
|
print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
|
|
}
|
|
break;
|
|
|
|
case TT_ILLUSORY_WALL:
|
|
//don't know what to say, so say nothing
|
|
do_change_walls(trigger_num);
|
|
break;
|
|
|
|
case TT_MATCEN:
|
|
if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
|
|
do_matcen(trigger_num);
|
|
break;
|
|
|
|
case TT_ILLUSION_ON:
|
|
mprintf((0,"I"));
|
|
do_il_on(trigger_num);
|
|
print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
|
|
break;
|
|
|
|
case TT_ILLUSION_OFF:
|
|
mprintf((0,"i"));
|
|
do_il_off(trigger_num);
|
|
print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
|
|
break;
|
|
|
|
case TT_LIGHT_OFF:
|
|
if (do_light_off(trigger_num))
|
|
print_trigger_message (pnum,trigger_num,shot,"Lights off!");
|
|
break;
|
|
|
|
case TT_LIGHT_ON:
|
|
if (do_light_on(trigger_num))
|
|
print_trigger_message (pnum,trigger_num,shot,"Lights on!");
|
|
|
|
break;
|
|
|
|
default:
|
|
Int3();
|
|
break;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Checks for a trigger whenever an object hits a trigger side.
|
|
void check_trigger(segment *seg, short side, short objnum,int shot)
|
|
{
|
|
int wall_num, trigger_num; //, ctrigger_num;
|
|
//segment *csegp;
|
|
//short cside;
|
|
|
|
// mprintf(0,"T");
|
|
|
|
if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_trigger( seg-Segments, side, objnum,shot);
|
|
|
|
wall_num = seg->sides[side].wall_num;
|
|
if ( wall_num == -1 ) return;
|
|
|
|
trigger_num = Walls[wall_num].trigger;
|
|
|
|
if (trigger_num == -1)
|
|
return;
|
|
|
|
//##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
|
|
//## if (Triggers[trigger_num].type == TT_EXIT) {
|
|
//## start_endlevel_sequence();
|
|
//## }
|
|
//## //return;
|
|
//##}
|
|
|
|
if (check_trigger_sub(trigger_num, Player_num,shot))
|
|
return;
|
|
|
|
//@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
|
|
//@@ Triggers[trigger_num].flags &= ~TRIGGER_ON;
|
|
//@@
|
|
//@@ csegp = &Segments[seg->children[side]];
|
|
//@@ cside = find_connect_side(seg, csegp);
|
|
//@@ Assert(cside != -1);
|
|
//@@
|
|
//@@ wall_num = csegp->sides[cside].wall_num;
|
|
//@@ if ( wall_num == -1 ) return;
|
|
//@@
|
|
//@@ ctrigger_num = Walls[wall_num].trigger;
|
|
//@@
|
|
//@@ Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
|
|
//@@}
|
|
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_trigger(trigger_num);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void triggers_frame_process()
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<Num_triggers;i++)
|
|
if (Triggers[i].time >= 0)
|
|
Triggers[i].time -= FrameTime;
|
|
}
|
|
|