345 lines
8.2 KiB
C
345 lines
8.2 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 1993-1998 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 <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 "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 "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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#include "palette.h"
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#include "byteswap.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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// Num_links = 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].value = 0;
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Triggers[i].link_num = -1;
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Triggers[i].time = -1;
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}
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// for (i=0;i<MAX_WALL_LINKS;i++)
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// Links[i].num_walls = 0;
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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(sbyte trigger_num)
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{
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int i;
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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(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_matcen(sbyte trigger_num)
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{
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int i;
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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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}
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}
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}
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void do_il_on(sbyte trigger_num)
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{
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int i;
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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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}
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}
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}
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void do_il_off(sbyte trigger_num)
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{
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int i;
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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_off(&Segments[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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int check_trigger_sub(int trigger_num, int pnum)
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{
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if (pnum < 0 || pnum > MAX_PLAYERS)
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return 1;
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if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
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return 1;
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if (pnum == Player_num) {
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if (Triggers[trigger_num].flags & TRIGGER_SHIELD_DAMAGE) {
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Players[Player_num].shields -= Triggers[trigger_num].value;
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}
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if (Triggers[trigger_num].flags & TRIGGER_EXIT) {
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start_endlevel_sequence();
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}
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if (Triggers[trigger_num].flags & TRIGGER_SECRET_EXIT) {
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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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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_endlevel_start(1);
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#endif
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#ifdef NETWORK
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if (Game_mode & GM_NETWORK)
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multi_do_protocol_frame(1, 1);
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#endif
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PlayerFinishedLevel(1); //1 means go to secret level
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Control_center_destroyed = 0;
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return 1;
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}
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if (Triggers[trigger_num].flags & TRIGGER_ENERGY_DRAIN) {
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Players[Player_num].energy -= Triggers[trigger_num].value;
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}
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}
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if (Triggers[trigger_num].flags & TRIGGER_CONTROL_DOORS) {
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do_link(trigger_num);
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}
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if (Triggers[trigger_num].flags & TRIGGER_MATCEN) {
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if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
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do_matcen(trigger_num);
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}
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if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_ON) {
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do_il_on(trigger_num);
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}
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if (Triggers[trigger_num].flags & TRIGGER_ILLUSION_OFF) {
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do_il_off(trigger_num);
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}
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return 0;
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}
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//-----------------------------------------------------------------
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// Checks for a trigger whenever an object hits a trigger side.
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void check_trigger(segment *seg, short side, short objnum)
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{
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int wall_num, trigger_num, ctrigger_num;
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segment *csegp;
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short cside;
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if ((Game_mode & GM_MULTI) && (Players[Player_num].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. so this function may be called when we are not playing.
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return;
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if (objnum == Players[Player_num].objnum) {
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// if ( Newdemo_state == ND_STATE_RECORDING )
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// newdemo_record_trigger( seg-Segments, side, objnum );
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if ( Newdemo_state == ND_STATE_PLAYBACK )
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return;
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wall_num = seg->sides[side].wall_num;
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if ( wall_num == -1 ) return;
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trigger_num = Walls[wall_num].trigger;
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if (trigger_num == -1)
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return;
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if (check_trigger_sub(trigger_num, Player_num))
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return;
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if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
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Triggers[trigger_num].flags &= ~TRIGGER_ON;
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csegp = &Segments[seg->children[side]];
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cside = find_connect_side(seg, csegp);
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Assert(cside != -1);
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wall_num = csegp->sides[cside].wall_num;
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if ( wall_num == -1 ) return;
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ctrigger_num = Walls[wall_num].trigger;
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Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
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}
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#ifndef SHAREWARE
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_trigger(trigger_num);
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#endif
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#endif
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}
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}
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void triggers_frame_process()
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{
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int i;
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for (i=0;i<Num_triggers;i++)
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if (Triggers[i].time >= 0)
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Triggers[i].time -= FrameTime;
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}
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/*
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* reads a v29_trigger structure from a PHYSFS_file
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*/
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extern void trigger_read(trigger *t, PHYSFS_file *fp)
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{
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int i;
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t->type = PHYSFSX_readByte(fp);
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t->flags = PHYSFSX_readShort(fp);
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t->value = PHYSFSX_readFix(fp);
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t->time = PHYSFSX_readFix(fp);
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t->link_num = PHYSFSX_readByte(fp);
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t->num_links = PHYSFSX_readShort(fp);
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for (i=0; i<MAX_WALLS_PER_LINK; i++ )
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t->seg[i] = PHYSFSX_readShort(fp);
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for (i=0; i<MAX_WALLS_PER_LINK; i++ )
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t->side[i] = PHYSFSX_readShort(fp);
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}
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void trigger_swap(trigger *t, int swap)
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{
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int i;
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if (!swap)
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return;
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t->flags = SWAPSHORT(t->flags);
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t->value = SWAPINT(t->value);
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t->time = SWAPINT(t->time);
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t->num_links = SWAPSHORT(t->num_links);
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for (i=0; i<MAX_WALLS_PER_LINK; i++ )
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t->seg[i] = SWAPSHORT(t->seg[i]);
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for (i=0; i<MAX_WALLS_PER_LINK; i++ )
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t->side[i] = SWAPSHORT(t->side[i]);
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}
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/*
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* reads n trigger structs from a PHYSFS_file and swaps if specified
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*/
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void trigger_read_n_swap(trigger *t, int n, int swap, PHYSFS_file *fp)
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{
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int i;
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PHYSFS_read(fp, t, sizeof(trigger), n);
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if (swap)
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for (i = 0; i < n; i++)
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trigger_swap(&t[i], swap);
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}
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void trigger_write(trigger *t, short version, PHYSFS_file *fp)
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{
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int i;
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if (version <= 29)
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PHYSFSX_writeU8(fp, 0); // unused 'type'
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else if (version >= 31)
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{
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if (t->flags & TRIGGER_CONTROL_DOORS)
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PHYSFSX_writeU8(fp, 0); // door
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else if (t->flags & TRIGGER_MATCEN)
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PHYSFSX_writeU8(fp, 2); // matcen
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else if (t->flags & TRIGGER_EXIT)
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PHYSFSX_writeU8(fp, 3); // exit
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else if (t->flags & TRIGGER_SECRET_EXIT)
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PHYSFSX_writeU8(fp, 4); // secret exit
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else if (t->flags & TRIGGER_ILLUSION_OFF)
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PHYSFSX_writeU8(fp, 5); // illusion off
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else if (t->flags & TRIGGER_ILLUSION_ON)
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PHYSFSX_writeU8(fp, 6); // illusion on
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}
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if (version <= 30)
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PHYSFS_writeSLE16(fp, t->flags);
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else
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PHYSFSX_writeU8(fp, (t->flags & TRIGGER_ONE_SHOT) ? 2 : 0); // flags
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if (version >= 30)
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{
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PHYSFSX_writeU8(fp, t->num_links);
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PHYSFSX_writeU8(fp, 0); // t->pad
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}
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PHYSFSX_writeFix(fp, t->value);
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PHYSFSX_writeFix(fp, t->time);
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if (version <= 29)
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{
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PHYSFSX_writeU8(fp, t->link_num);
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PHYSFS_writeSLE16(fp, t->num_links);
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}
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for (i = 0; i < MAX_WALLS_PER_LINK; i++)
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PHYSFS_writeSLE16(fp, t->seg[i]);
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for (i = 0; i < MAX_WALLS_PER_LINK; i++)
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PHYSFS_writeSLE16(fp, t->side[i]);
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}
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