2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
19 static char rcsid[] = "$Id: switch.c,v 1.3 2001-01-31 15:17:57 bradleyb Exp $";
51 #include "editor\editor.h"
54 trigger Triggers[MAX_TRIGGERS];
57 //link Links[MAX_WALL_LINKS];
61 fix trigger_time_count=F1_0;
63 //-----------------------------------------------------------------
64 // Initializes all the switches.
71 for (i=0;i<MAX_TRIGGERS;i++)
74 Triggers[i].flags = 0;
75 Triggers[i].num_links = 0;
76 Triggers[i].value = 0;
77 Triggers[i].time = -1;
82 //-----------------------------------------------------------------
83 // Executes a link, attached to a trigger.
84 // Toggles all walls linked to the switch.
85 // Opens doors, Blasts blast walls, turns off illusions.
86 void do_link(byte trigger_num)
90 mprintf((0, "Door link!\n"));
92 if (trigger_num != -1) {
93 for (i=0;i<Triggers[trigger_num].num_links;i++) {
94 wall_toggle(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
95 mprintf((0," trigger_num %d : seg %d, side %d\n",
96 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
102 void do_close_door(byte trigger_num)
106 mprintf((0, "Door close!\n"));
108 if (trigger_num != -1) {
109 for (i=0;i<Triggers[trigger_num].num_links;i++)
110 wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
114 //turns lighting on. returns true if lights were actually turned on. (they
115 //would not be if they had previously been shot out).
116 int do_light_on(byte trigger_num)
120 mprintf((0, "Lighting on!\n"));
122 if (trigger_num != -1) {
123 for (i=0;i<Triggers[trigger_num].num_links;i++) {
125 segnum = Triggers[trigger_num].seg[i];
126 sidenum = Triggers[trigger_num].side[i];
128 //check if tmap2 casts light before turning the light on. This
129 //is to keep us from turning on blown-out lights
130 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
131 ret |= add_light(segnum, sidenum); //any light sets flag
132 enable_flicker(segnum, sidenum);
140 //turns lighting off. returns true if lights were actually turned off. (they
141 //would not be if they had previously been shot out).
142 int do_light_off(byte trigger_num)
146 mprintf((0, "Lighting off!\n"));
148 if (trigger_num != -1) {
149 for (i=0;i<Triggers[trigger_num].num_links;i++) {
151 segnum = Triggers[trigger_num].seg[i];
152 sidenum = Triggers[trigger_num].side[i];
154 //check if tmap2 casts light before turning the light off. This
155 //is to keep us from turning off blown-out lights
156 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
157 ret |= subtract_light(segnum, sidenum); //any light sets flag
158 disable_flicker(segnum, sidenum);
166 // Unlocks all doors linked to the switch.
167 void do_unlock_doors(byte trigger_num)
171 mprintf((0, "Door unlock!\n"));
173 if (trigger_num != -1) {
174 for (i=0;i<Triggers[trigger_num].num_links;i++) {
175 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
176 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
181 // Return trigger number if door is controlled by a wall switch, else return -1.
182 int door_is_wall_switched(int wall_num)
186 for (t=0; t<Num_triggers; t++) {
187 for (i=0; i<Triggers[t].num_links; i++) {
188 if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
189 mprintf((0, "Wall #%i is keyed to trigger #%i, link #%i\n", wall_num, t, i));
198 void flag_wall_switched_doors(void)
202 for (i=0; i<Num_walls; i++) {
203 if (door_is_wall_switched(i))
204 Walls[i].flags |= WALL_WALL_SWITCH;
209 // Locks all doors linked to the switch.
210 void do_lock_doors(byte trigger_num)
214 mprintf((0, "Door lock!\n"));
216 if (trigger_num != -1) {
217 for (i=0;i<Triggers[trigger_num].num_links;i++) {
218 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
223 // Changes walls pointed to by a trigger. returns true if any walls changed
224 int do_change_walls(byte trigger_num)
228 mprintf((0, "Wall remove!\n"));
230 if (trigger_num != -1) {
231 for (i=0;i<Triggers[trigger_num].num_links;i++) {
232 segment *segp,*csegp;
236 segp = &Segments[Triggers[trigger_num].seg[i]];
237 side = Triggers[trigger_num].side[i];
239 csegp = &Segments[segp->children[side]];
240 cside = find_connect_side(segp, csegp);
243 //segp->sides[side].wall_num = -1;
244 //csegp->sides[cside].wall_num = -1;
246 switch (Triggers[trigger_num].type) {
247 case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break;
248 case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break;
249 case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break;
251 Assert(0); /* new_wall_type unset */
256 if (Walls[segp->sides[side].wall_num].type == new_wall_type && Walls[csegp->sides[cside].wall_num].type == new_wall_type)
257 continue; //already in correct state, so skip
261 switch (Triggers[trigger_num].type) {
264 mprintf((0,"Open wall\n"));
266 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
268 compute_center_point_on_side(&pos, segp, side );
269 digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 );
270 Walls[segp->sides[side].wall_num].type = new_wall_type;
271 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
272 digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM);
273 digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
276 start_wall_cloak(segp,side);
283 mprintf((0,"Close wall\n"));
285 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
287 compute_center_point_on_side(&pos, segp, side );
288 digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2);
289 Walls[segp->sides[side].wall_num].type = new_wall_type;
290 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
293 start_wall_decloak(segp,side);
296 case TT_ILLUSORY_WALL:
297 mprintf((0,"Illusory wall\n"));
298 Walls[segp->sides[side].wall_num].type = new_wall_type;
299 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
304 kill_stuck_objects(segp->sides[side].wall_num);
305 kill_stuck_objects(csegp->sides[cside].wall_num);
313 void print_trigger_message (int pnum,int trig,int shot,char *message)
315 char *pl; //points to 's' or nothing for plural word
317 if (pnum!=Player_num)
320 pl = (Triggers[trig].num_links>1)?"s":"";
322 if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
323 HUD_init_message (message,pl);
327 void do_matcen(byte trigger_num)
331 mprintf((0, "Matcen link!\n"));
333 if (trigger_num != -1) {
334 for (i=0;i<Triggers[trigger_num].num_links;i++) {
335 trigger_matcen(Triggers[trigger_num].seg[i] );
336 mprintf((0," trigger_num %d : seg %d\n",
337 trigger_num, Triggers[trigger_num].seg[i]));
343 void do_il_on(byte trigger_num)
347 mprintf((0, "Illusion ON\n"));
349 if (trigger_num != -1) {
350 for (i=0;i<Triggers[trigger_num].num_links;i++) {
351 wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
352 mprintf((0," trigger_num %d : seg %d, side %d\n",
353 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
358 void do_il_off(byte trigger_num)
362 mprintf((0, "Illusion OFF\n"));
364 if (trigger_num != -1) {
365 for (i=0;i<Triggers[trigger_num].num_links;i++) {
367 segment *seg = &Segments[Triggers[trigger_num].seg[i]];
368 int side = Triggers[trigger_num].side[i];
370 wall_illusion_off(seg, side);
372 mprintf((0," trigger_num %d : seg %d, side %d\n",
373 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
375 compute_center_point_on_side(&cp, seg, side );
376 digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
382 extern void EnterSecretLevel(void);
383 extern void ExitSecretLevel(void);
384 extern int p_secret_level_destroyed(void);
386 int wall_is_forcefield(trigger *trig)
390 for (i=0;i<trig->num_links;i++)
391 if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
394 return (i<trig->num_links);
397 int check_trigger_sub(int trigger_num, int pnum,int shot)
399 trigger *trig = &Triggers[trigger_num];
401 mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
403 if (trig->flags & TF_DISABLED)
404 return 1; //1 means don't send trigger hit to other players
406 if (trig->flags & TF_ONE_SHOT) //if this is a one-shot...
407 trig->flags |= TF_DISABLED; //..then don't let it happen again
409 switch (trig->type) {
413 if (pnum!=Player_num)
416 digi_stop_all(); //kill the sounds
418 if (Current_level_num > 0) {
419 start_endlevel_sequence();
420 mprintf((0,"WOOHOO! (leaving the mine!)\n"));
421 } else if (Current_level_num < 0) {
422 if ((Players[Player_num].shields < 0) || Player_is_dead)
429 nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
431 Int3(); //level num == 0, but no editor!
437 case TT_SECRET_EXIT: {
440 if (pnum!=Player_num)
443 if ((Players[Player_num].shields < 0) || Player_is_dead)
446 if (Game_mode & GM_MULTI) {
447 HUD_init_message("Secret Level Teleporter disabled in multiplayer!");
448 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
453 truth = p_secret_level_destroyed();
455 if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level
456 newdemo_record_secret_exit_blown(truth);
458 if ((Newdemo_state != ND_STATE_PLAYBACK) && truth) {
459 HUD_init_message("Secret Level destroyed. Exit disabled.");
460 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
466 HUD_init_message("Secret Level Teleporter disabled in Descent 2 Demo");
467 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
471 if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
472 Newdemo_state = ND_STATE_PAUSED;
474 digi_stop_all(); //kill the sounds
476 digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
477 mprintf((0,"Exiting to secret level\n"));
479 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_MULTI)
480 // -- BOGUS -- IMPOSSIBLE -- multi_send_endlevel_start(1);
481 // -- BOGUS -- IMPOSSIBLE --
482 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_NETWORK)
483 // -- BOGUS -- IMPOSSIBLE -- network_do_frame(1, 1);
485 gr_palette_fade_out(gr_palette, 32, 0);
487 Control_center_destroyed = 0;
495 do_link(trigger_num);
496 print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
501 do_close_door(trigger_num);
502 print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
507 do_unlock_doors(trigger_num);
508 print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
514 do_lock_doors(trigger_num);
515 print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
520 if (do_change_walls(trigger_num))
522 if (wall_is_forcefield(trig))
523 print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
525 print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
530 if (do_change_walls(trigger_num))
532 if (wall_is_forcefield(trig))
533 print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
535 print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
539 case TT_ILLUSORY_WALL:
540 //don't know what to say, so say nothing
541 do_change_walls(trigger_num);
545 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
546 do_matcen(trigger_num);
551 do_il_on(trigger_num);
552 print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
555 case TT_ILLUSION_OFF:
557 do_il_off(trigger_num);
558 print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
562 if (do_light_off(trigger_num))
563 print_trigger_message (pnum,trigger_num,shot,"Lights off!");
567 if (do_light_on(trigger_num))
568 print_trigger_message (pnum,trigger_num,shot,"Lights on!");
580 //-----------------------------------------------------------------
581 // Checks for a trigger whenever an object hits a trigger side.
582 void check_trigger(segment *seg, short side, short objnum,int shot)
584 int wall_num, trigger_num; //, ctrigger_num;
590 if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
592 if ( Newdemo_state == ND_STATE_RECORDING )
593 newdemo_record_trigger( seg-Segments, side, objnum,shot);
595 wall_num = seg->sides[side].wall_num;
596 if ( wall_num == -1 ) return;
598 trigger_num = Walls[wall_num].trigger;
600 if (trigger_num == -1)
603 //##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
604 //## if (Triggers[trigger_num].type == TT_EXIT) {
605 //## start_endlevel_sequence();
610 if (check_trigger_sub(trigger_num, Player_num,shot))
613 //@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
614 //@@ Triggers[trigger_num].flags &= ~TRIGGER_ON;
616 //@@ csegp = &Segments[seg->children[side]];
617 //@@ cside = find_connect_side(seg, csegp);
618 //@@ Assert(cside != -1);
620 //@@ wall_num = csegp->sides[cside].wall_num;
621 //@@ if ( wall_num == -1 ) return;
623 //@@ ctrigger_num = Walls[wall_num].trigger;
625 //@@ Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
629 if (Game_mode & GM_MULTI)
630 multi_send_trigger(trigger_num);
635 void triggers_frame_process()
639 for (i=0;i<Num_triggers;i++)
640 if (Triggers[i].time >= 0)
641 Triggers[i].time -= FrameTime;