dxx-rebirth/d2x-rebirth/main/switch.c

758 lines
19 KiB
C

/*
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 <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "gauges.h"
#include "newmenu.h"
#include "game.h"
#include "switch.h"
#include "inferno.h"
#include "segment.h"
#include "dxxerror.h"
#include "gameseg.h"
#include "wall.h"
#include "texmap.h"
#include "fuelcen.h"
#include "cntrlcen.h"
#include "newdemo.h"
#include "player.h"
#include "endlevel.h"
#include "gameseq.h"
#include "multi.h"
#include "palette.h"
#include "robot.h"
#include "bm.h"
#include "byteswap.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
trigger Triggers[MAX_TRIGGERS];
int Num_triggers;
//link Links[MAX_WALL_LINKS];
//int Num_links;
#ifdef EDITOR
fix trigger_time_count=F1_0;
//-----------------------------------------------------------------
// Initializes all the switches.
void trigger_init()
{
int i;
Num_triggers = 0;
for (i=0;i<MAX_TRIGGERS;i++)
{
Triggers[i].type = 0;
Triggers[i].flags = 0;
Triggers[i].num_links = 0;
Triggers[i].value = 0;
Triggers[i].time = -1;
}
}
#endif
//-----------------------------------------------------------------
// Executes a link, attached to a trigger.
// Toggles all walls linked to the switch.
// Opens doors, Blasts blast walls, turns off illusions.
void do_link(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
wall_toggle(Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]);
}
}
}
//close a door
void do_close_door(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++)
wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
}
}
//turns lighting on. returns true if lights were actually turned on. (they
//would not be if they had previously been shot out).
int do_light_on(sbyte trigger_num)
{
int i,ret=0;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
int segnum,sidenum;
segnum = Triggers[trigger_num].seg[i];
sidenum = Triggers[trigger_num].side[i];
//check if tmap2 casts light before turning the light on. This
//is to keep us from turning on blown-out lights
if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
ret |= add_light(segnum, sidenum); //any light sets flag
enable_flicker(segnum, sidenum);
}
}
}
return ret;
}
//turns lighting off. returns true if lights were actually turned off. (they
//would not be if they had previously been shot out).
int do_light_off(sbyte trigger_num)
{
int i,ret=0;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
int segnum,sidenum;
segnum = Triggers[trigger_num].seg[i];
sidenum = Triggers[trigger_num].side[i];
//check if tmap2 casts light before turning the light off. This
//is to keep us from turning off blown-out lights
if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
ret |= subtract_light(segnum, sidenum); //any light sets flag
disable_flicker(segnum, sidenum);
}
}
}
return ret;
}
// Unlocks all doors linked to the switch.
void do_unlock_doors(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
}
}
}
// Return trigger number if door is controlled by a wall switch, else return -1.
int door_is_wall_switched(int wall_num)
{
int i, t;
for (t=0; t<Num_triggers; t++) {
for (i=0; i<Triggers[t].num_links; i++) {
if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
return t;
}
}
}
return -1;
}
void flag_wall_switched_doors(void)
{
int i;
for (i=0; i<Num_walls; i++) {
if (door_is_wall_switched(i))
Walls[i].flags |= WALL_WALL_SWITCH;
}
}
// Locks all doors linked to the switch.
void do_lock_doors(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
}
}
}
// Changes walls pointed to by a trigger. returns true if any walls changed
int do_change_walls(sbyte trigger_num)
{
int i,ret=0;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
segment *segp,*csegp;
short side,cside;
int new_wall_type;
segp = &Segments[Triggers[trigger_num].seg[i]];
side = Triggers[trigger_num].side[i];
if (segp->children[side] < 0)
{
csegp = NULL;
cside = -1;
}
else
{
csegp = &Segments[segp->children[side]];
cside = find_connect_side(segp, csegp);
Assert(cside != -1);
}
//segp->sides[side].wall_num = -1;
//csegp->sides[cside].wall_num = -1;
switch (Triggers[trigger_num].type) {
case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break;
case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break;
case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break;
default:
Assert(0); /* new_wall_type unset */
return(0);
break;
}
if (Walls[segp->sides[side].wall_num].type == new_wall_type &&
(cside < 0 || csegp->sides[cside].wall_num < 0 ||
Walls[csegp->sides[cside].wall_num].type == new_wall_type))
continue; //already in correct state, so skip
ret = 1;
switch (Triggers[trigger_num].type) {
case TT_OPEN_WALL:
if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
vms_vector pos;
compute_center_point_on_side(&pos, segp, side );
digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 );
Walls[segp->sides[side].wall_num].type = new_wall_type;
digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM);
if (cside > -1 && csegp->sides[cside].wall_num > -1)
{
Walls[csegp->sides[cside].wall_num].type = new_wall_type;
digi_kill_sound_linked_to_segment(csegp-Segments, cside, SOUND_FORCEFIELD_HUM);
}
}
else
start_wall_cloak(segp,side);
ret = 1;
break;
case TT_CLOSE_WALL:
if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
vms_vector pos;
compute_center_point_on_side(&pos, segp, side );
digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2);
Walls[segp->sides[side].wall_num].type = new_wall_type;
if (cside > -1 && csegp->sides[cside].wall_num > -1)
Walls[csegp->sides[cside].wall_num].type = new_wall_type;
}
else
start_wall_decloak(segp,side);
break;
case TT_ILLUSORY_WALL:
Walls[segp->sides[side].wall_num].type = new_wall_type;
if (cside > -1 && csegp->sides[cside].wall_num > -1)
Walls[csegp->sides[cside].wall_num].type = new_wall_type;
break;
}
kill_stuck_objects(segp->sides[side].wall_num);
if (cside > -1 && csegp->sides[cside].wall_num > -1)
kill_stuck_objects(csegp->sides[cside].wall_num);
}
}
return ret;
}
#define print_trigger_message(pnum,trig,shot,message) \
((void)((__print_trigger_message(pnum,trig,shot)) && \
(HUD_init_message(HM_DEFAULT, message, "s" + ((Triggers[trig].num_links>1)?0:1)))))
static int __print_trigger_message(int pnum,int trig,int shot)
{
if (pnum!=Player_num)
return 0;
if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
return 1;
return 0;
}
void do_matcen(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
trigger_matcen(Triggers[trigger_num].seg[i] );
}
}
}
void do_il_on(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
}
}
}
void do_il_off(sbyte trigger_num)
{
int i;
if (trigger_num != -1) {
for (i=0;i<Triggers[trigger_num].num_links;i++) {
vms_vector cp;
segment *seg = &Segments[Triggers[trigger_num].seg[i]];
int side = Triggers[trigger_num].side[i];
wall_illusion_off(seg, side);
compute_center_point_on_side(&cp, seg, side );
digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
}
}
}
extern void EnterSecretLevel(void);
extern void ExitSecretLevel(void);
extern int p_secret_level_destroyed(void);
int wall_is_forcefield(trigger *trig)
{
int i;
for (i=0;i<trig->num_links;i++)
if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
break;
return (i<trig->num_links);
}
int check_trigger_sub(int trigger_num, int pnum,int shot)
{
trigger *trig = &Triggers[trigger_num];
if (pnum < 0 || pnum > MAX_PLAYERS)
return 1;
if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
return 1;
if (trig->flags & TF_DISABLED)
return 1; //1 means don't send trigger hit to other players
if (trig->flags & TF_ONE_SHOT) //if this is a one-shot...
trig->flags |= TF_DISABLED; //..then don't let it happen again
switch (trig->type) {
case TT_EXIT:
if (pnum!=Player_num)
break;
if (!EMULATING_D1)
digi_stop_digi_sounds(); //Sound shouldn't cut out when exiting a D1 lvl
if (Current_level_num > 0) {
start_endlevel_sequence();
} else if (Current_level_num < 0) {
if ((Players[Player_num].shields < 0) || Player_is_dead)
break;
// NMN 04/09/07 Do endlevel movie if we are
// playing a D1 secret level
if (EMULATING_D1)
{
start_endlevel_sequence();
} else {
ExitSecretLevel();
}
return 1;
} else {
#ifdef EDITOR
nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
#else
Int3(); //level num == 0, but no editor!
#endif
}
return 1;
break;
case TT_SECRET_EXIT: {
int truth;
if (pnum!=Player_num)
break;
if ((Players[Player_num].shields < 0) || Player_is_dead)
break;
if (is_SHAREWARE || is_MAC_SHARE) {
HUD_init_message(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(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(HM_DEFAULT, "Secret Level destroyed. Exit disabled.");
digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
break;
}
if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
Newdemo_state = ND_STATE_PAUSED;
digi_stop_digi_sounds();
EnterSecretLevel();
Control_center_destroyed = 0;
return 1;
break;
}
case TT_OPEN_DOOR:
do_link(trigger_num);
print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
break;
case TT_CLOSE_DOOR:
do_close_door(trigger_num);
print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
break;
case TT_UNLOCK_DOOR:
do_unlock_doors(trigger_num);
print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
break;
case TT_LOCK_DOOR:
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:
do_il_on(trigger_num);
print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
break;
case TT_ILLUSION_OFF:
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,"Light%s off!");
break;
case TT_LIGHT_ON:
if (do_light_on(trigger_num))
print_trigger_message (pnum,trigger_num,shot,"Light%s 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;
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.
return;
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 (check_trigger_sub(trigger_num, Player_num,shot))
return;
#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;
}
/*
* reads a v29_trigger structure from a PHYSFS_file
*/
extern void v29_trigger_read(v29_trigger *t, PHYSFS_file *fp)
{
int i;
t->type = PHYSFSX_readByte(fp);
t->flags = PHYSFSX_readShort(fp);
t->value = PHYSFSX_readFix(fp);
t->time = PHYSFSX_readFix(fp);
t->link_num = PHYSFSX_readByte(fp);
t->num_links = PHYSFSX_readShort(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = PHYSFSX_readShort(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = PHYSFSX_readShort(fp);
}
/*
* reads a v30_trigger structure from a PHYSFS_file
*/
extern void v30_trigger_read(v30_trigger *t, PHYSFS_file *fp)
{
int i;
t->flags = PHYSFSX_readShort(fp);
t->num_links = PHYSFSX_readByte(fp);
t->pad = PHYSFSX_readByte(fp);
t->value = PHYSFSX_readFix(fp);
t->time = PHYSFSX_readFix(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = PHYSFSX_readShort(fp);
for (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)
{
int i;
t->type = PHYSFSX_readByte(fp);
t->flags = PHYSFSX_readByte(fp);
t->num_links = PHYSFSX_readByte(fp);
t->pad = PHYSFSX_readByte(fp);
t->value = PHYSFSX_readFix(fp);
t->time = PHYSFSX_readFix(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = PHYSFSX_readShort(fp);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = PHYSFSX_readShort(fp);
}
void trigger_swap(trigger *t, int swap)
{
int i;
if (!swap)
return;
t->value = SWAPINT(t->value);
t->time = SWAPINT(t->time);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->seg[i] = SWAPSHORT(t->seg[i]);
for (i=0; i<MAX_WALLS_PER_LINK; i++ )
t->side[i] = SWAPSHORT(t->side[i]);
}
/*
* reads n trigger structs from a PHYSFS_file and swaps if specified
*/
void trigger_read_n_swap(trigger *t, int n, int swap, PHYSFS_file *fp)
{
int i;
PHYSFS_read(fp, t, sizeof(trigger), n);
if (swap)
for (i = 0; i < n; i++)
trigger_swap(&t[i], swap);
}
void trigger_write(trigger *t, short version, PHYSFS_file *fp)
{
int i;
if (version <= 29)
PHYSFSX_writeU8(fp, 0); // unused 'type'
else if (version >= 31)
PHYSFSX_writeU8(fp, t->type);
if (version <= 30)
switch (t->type)
{
case TT_OPEN_DOOR:
PHYSFS_writeSLE16(fp, TRIGGER_CONTROL_DOORS | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_EXIT:
PHYSFS_writeSLE16(fp, TRIGGER_EXIT | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_MATCEN:
PHYSFS_writeSLE16(fp, TRIGGER_MATCEN | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_ILLUSION_OFF:
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_OFF | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_SECRET_EXIT:
PHYSFS_writeSLE16(fp, TRIGGER_SECRET_EXIT | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_ILLUSION_ON:
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_ON | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_UNLOCK_DOOR:
PHYSFS_writeSLE16(fp, TRIGGER_UNLOCK_DOORS | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_OPEN_WALL:
PHYSFS_writeSLE16(fp, TRIGGER_OPEN_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_CLOSE_WALL:
PHYSFS_writeSLE16(fp, TRIGGER_CLOSE_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
case TT_ILLUSORY_WALL:
PHYSFS_writeSLE16(fp, TRIGGER_ILLUSORY_WALL | ((t->flags & TF_ONE_SHOT) ? TRIGGER_ONE_SHOT : 0));
break;
default:
Int3();
PHYSFS_writeSLE16(fp, 0);
break;
}
else
PHYSFSX_writeU8(fp, t->flags);
if (version >= 30)
{
PHYSFSX_writeU8(fp, t->num_links);
PHYSFSX_writeU8(fp, t->pad);
}
PHYSFSX_writeFix(fp, t->value);
PHYSFSX_writeFix(fp, t->time);
if (version <= 29)
{
PHYSFSX_writeU8(fp, -1); //t->link_num
PHYSFS_writeSLE16(fp, t->num_links);
}
for (i = 0; i < MAX_WALLS_PER_LINK; i++)
PHYSFS_writeSLE16(fp, t->seg[i]);
for (i = 0; i < MAX_WALLS_PER_LINK; i++)
PHYSFS_writeSLE16(fp, t->side[i]);
}