dxx-rebirth/common/main/switch.h
2014-06-01 19:55:23 +02:00

187 lines
5.6 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.
*/
/*
*
* Triggers and Switches.
*
*/
#ifndef _SWITCH_H
#define _SWITCH_H
#ifdef __cplusplus
struct segment;
#define MAX_TRIGGERS 100
#define MAX_WALLS_PER_LINK 10
#if defined(DXX_BUILD_DESCENT_II)
// Trigger types
#define TT_OPEN_DOOR 0 // Open a door
#define TT_CLOSE_DOOR 1 // Close a door
#define TT_MATCEN 2 // Activate a matcen
#define TT_EXIT 3 // End the level
#define TT_SECRET_EXIT 4 // Go to secret level
#define TT_ILLUSION_OFF 5 // Turn an illusion off
#define TT_ILLUSION_ON 6 // Turn an illusion on
#define TT_UNLOCK_DOOR 7 // Unlock a door
#define TT_LOCK_DOOR 8 // Lock a door
#define TT_OPEN_WALL 9 // Makes a wall open
#define TT_CLOSE_WALL 10 // Makes a wall closed
#define TT_ILLUSORY_WALL 11 // Makes a wall illusory
#define TT_LIGHT_OFF 12 // Turn a light off
#define TT_LIGHT_ON 13 // Turn a light on
#define NUM_TRIGGER_TYPES 14
// Trigger flags
//could also use flags for one-shots
#define TF_NO_MESSAGE 1 // Don't show a message when triggered
#define TF_ONE_SHOT 2 // Only trigger once
#define TF_DISABLED 4 // Set after one-shot fires
//old trigger structs
struct v29_trigger
{
sbyte type;
short flags;
fix value;
fix time;
sbyte link_num;
short num_links;
short seg[MAX_WALLS_PER_LINK];
short side[MAX_WALLS_PER_LINK];
} __pack__;
struct v30_trigger
{
short flags;
sbyte num_links;
sbyte pad; //keep alignment
fix value;
fix time;
short seg[MAX_WALLS_PER_LINK];
short side[MAX_WALLS_PER_LINK];
} __pack__;
#endif
//flags for V30 & below triggers
#define TRIGGER_CONTROL_DOORS 1 // Control Trigger
#define TRIGGER_SHIELD_DAMAGE 2 // Shield Damage Trigger
#define TRIGGER_ENERGY_DRAIN 4 // Energy Drain Trigger
#define TRIGGER_EXIT 8 // End of level Trigger
#define TRIGGER_ON 16 // Whether Trigger is active
#define TRIGGER_ONE_SHOT 32 // If Trigger can only be triggered once
#define TRIGGER_MATCEN 64 // Trigger for materialization centers
#define TRIGGER_ILLUSION_OFF 128 // Switch Illusion OFF trigger
#define TRIGGER_SECRET_EXIT 256 // Exit to secret level
#define TRIGGER_ILLUSION_ON 512 // Switch Illusion ON trigger
#if defined(DXX_BUILD_DESCENT_II)
#define TRIGGER_UNLOCK_DOORS 1024 // Unlocks a door
#define TRIGGER_OPEN_WALL 2048 // Makes a wall open
#define TRIGGER_CLOSE_WALL 4096 // Makes a wall closed
#define TRIGGER_ILLUSORY_WALL 8192 // Makes a wall illusory
#endif
//the trigger really should have both a type & a flags, since most of the
//flags bits are exclusive of the others.
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct trigger
{
#if defined(DXX_BUILD_DESCENT_I)
sbyte type;
short flags;
#elif defined(DXX_BUILD_DESCENT_II)
ubyte type; //what this trigger does
ubyte flags; //currently unused
sbyte num_links; //how many doors, etc. linked to this
sbyte pad; //keep alignment
#endif
fix value;
fix time;
#if defined(DXX_BUILD_DESCENT_I)
sbyte link_num;
short num_links;
#endif
short seg[MAX_WALLS_PER_LINK];
short side[MAX_WALLS_PER_LINK];
} __pack__;
extern trigger Triggers[MAX_TRIGGERS];
extern int Num_triggers;
extern void trigger_init();
extern void check_trigger(segment *seg, short side, short objnum,int shot);
extern int check_trigger_sub(int trigger_num, int player_num,int shot);
extern void triggers_frame_process();
static inline int trigger_is_exit(const trigger *t)
{
#if defined(DXX_BUILD_DESCENT_I)
return t->flags & TRIGGER_EXIT;
#elif defined(DXX_BUILD_DESCENT_II)
return t->type == TT_EXIT;
#endif
}
static inline int trigger_is_matcen(const trigger *t)
{
#if defined(DXX_BUILD_DESCENT_I)
return t->flags & TRIGGER_MATCEN;
#elif defined(DXX_BUILD_DESCENT_II)
return t->type == TT_MATCEN;
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
/*
* reads a v29_trigger structure from a PHYSFS_file
*/
extern void v29_trigger_read(v29_trigger *t, PHYSFS_file *fp);
/*
* reads a v30_trigger structure from a PHYSFS_file
*/
extern void v30_trigger_read(v30_trigger *t, PHYSFS_file *fp);
#endif
/*
* reads a trigger structure from a PHYSFS_file
*/
extern void trigger_read(trigger *t, PHYSFS_file *fp);
/*
* reads n trigger structs from a PHYSFS_file and swaps if specified
*/
extern void trigger_read_n_swap(trigger *t, int n, int swap, PHYSFS_file *fp);
extern void trigger_write(trigger *t, short version, PHYSFS_file *fp);
#endif
#endif
#endif