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 1.4 2001-10-25 02:15:57 bradleyb Exp $";
53 #include "editor/editor.h"
56 trigger Triggers[MAX_TRIGGERS];
59 //link Links[MAX_WALL_LINKS];
63 fix trigger_time_count=F1_0;
65 //-----------------------------------------------------------------
66 // Initializes all the switches.
73 for (i=0;i<MAX_TRIGGERS;i++)
76 Triggers[i].flags = 0;
77 Triggers[i].num_links = 0;
78 Triggers[i].value = 0;
79 Triggers[i].time = -1;
84 //-----------------------------------------------------------------
85 // Executes a link, attached to a trigger.
86 // Toggles all walls linked to the switch.
87 // Opens doors, Blasts blast walls, turns off illusions.
88 void do_link(byte trigger_num)
92 mprintf((0, "Door link!\n"));
94 if (trigger_num != -1) {
95 for (i=0;i<Triggers[trigger_num].num_links;i++) {
96 wall_toggle(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
97 mprintf((0," trigger_num %d : seg %d, side %d\n",
98 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
104 void do_close_door(byte trigger_num)
108 mprintf((0, "Door close!\n"));
110 if (trigger_num != -1) {
111 for (i=0;i<Triggers[trigger_num].num_links;i++)
112 wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
116 //turns lighting on. returns true if lights were actually turned on. (they
117 //would not be if they had previously been shot out).
118 int do_light_on(byte trigger_num)
122 mprintf((0, "Lighting on!\n"));
124 if (trigger_num != -1) {
125 for (i=0;i<Triggers[trigger_num].num_links;i++) {
127 segnum = Triggers[trigger_num].seg[i];
128 sidenum = Triggers[trigger_num].side[i];
130 //check if tmap2 casts light before turning the light on. This
131 //is to keep us from turning on blown-out lights
132 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
133 ret |= add_light(segnum, sidenum); //any light sets flag
134 enable_flicker(segnum, sidenum);
142 //turns lighting off. returns true if lights were actually turned off. (they
143 //would not be if they had previously been shot out).
144 int do_light_off(byte trigger_num)
148 mprintf((0, "Lighting off!\n"));
150 if (trigger_num != -1) {
151 for (i=0;i<Triggers[trigger_num].num_links;i++) {
153 segnum = Triggers[trigger_num].seg[i];
154 sidenum = Triggers[trigger_num].side[i];
156 //check if tmap2 casts light before turning the light off. This
157 //is to keep us from turning off blown-out lights
158 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
159 ret |= subtract_light(segnum, sidenum); //any light sets flag
160 disable_flicker(segnum, sidenum);
168 // Unlocks all doors linked to the switch.
169 void do_unlock_doors(byte trigger_num)
173 mprintf((0, "Door unlock!\n"));
175 if (trigger_num != -1) {
176 for (i=0;i<Triggers[trigger_num].num_links;i++) {
177 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
178 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
183 // Return trigger number if door is controlled by a wall switch, else return -1.
184 int door_is_wall_switched(int wall_num)
188 for (t=0; t<Num_triggers; t++) {
189 for (i=0; i<Triggers[t].num_links; i++) {
190 if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
191 mprintf((0, "Wall #%i is keyed to trigger #%i, link #%i\n", wall_num, t, i));
200 void flag_wall_switched_doors(void)
204 for (i=0; i<Num_walls; i++) {
205 if (door_is_wall_switched(i))
206 Walls[i].flags |= WALL_WALL_SWITCH;
211 // Locks all doors linked to the switch.
212 void do_lock_doors(byte trigger_num)
216 mprintf((0, "Door lock!\n"));
218 if (trigger_num != -1) {
219 for (i=0;i<Triggers[trigger_num].num_links;i++) {
220 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
225 // Changes walls pointed to by a trigger. returns true if any walls changed
226 int do_change_walls(byte trigger_num)
230 mprintf((0, "Wall remove!\n"));
232 if (trigger_num != -1) {
233 for (i=0;i<Triggers[trigger_num].num_links;i++) {
234 segment *segp,*csegp;
238 segp = &Segments[Triggers[trigger_num].seg[i]];
239 side = Triggers[trigger_num].side[i];
241 csegp = &Segments[segp->children[side]];
242 cside = find_connect_side(segp, csegp);
245 //segp->sides[side].wall_num = -1;
246 //csegp->sides[cside].wall_num = -1;
248 switch (Triggers[trigger_num].type) {
249 case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break;
250 case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break;
251 case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break;
253 Assert(0); /* new_wall_type unset */
258 if (Walls[segp->sides[side].wall_num].type == new_wall_type && Walls[csegp->sides[cside].wall_num].type == new_wall_type)
259 continue; //already in correct state, so skip
263 switch (Triggers[trigger_num].type) {
266 mprintf((0,"Open wall\n"));
268 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
270 compute_center_point_on_side(&pos, segp, side );
271 digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 );
272 Walls[segp->sides[side].wall_num].type = new_wall_type;
273 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
274 digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM);
275 digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
278 start_wall_cloak(segp,side);
285 mprintf((0,"Close wall\n"));
287 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
289 compute_center_point_on_side(&pos, segp, side );
290 digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2);
291 Walls[segp->sides[side].wall_num].type = new_wall_type;
292 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
295 start_wall_decloak(segp,side);
298 case TT_ILLUSORY_WALL:
299 mprintf((0,"Illusory wall\n"));
300 Walls[segp->sides[side].wall_num].type = new_wall_type;
301 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
306 kill_stuck_objects(segp->sides[side].wall_num);
307 kill_stuck_objects(csegp->sides[cside].wall_num);
315 void print_trigger_message (int pnum,int trig,int shot,char *message)
317 char *pl; //points to 's' or nothing for plural word
319 if (pnum!=Player_num)
322 pl = (Triggers[trig].num_links>1)?"s":"";
324 if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
325 HUD_init_message (message,pl);
329 void do_matcen(byte trigger_num)
333 mprintf((0, "Matcen link!\n"));
335 if (trigger_num != -1) {
336 for (i=0;i<Triggers[trigger_num].num_links;i++) {
337 trigger_matcen(Triggers[trigger_num].seg[i] );
338 mprintf((0," trigger_num %d : seg %d\n",
339 trigger_num, Triggers[trigger_num].seg[i]));
345 void do_il_on(byte trigger_num)
349 mprintf((0, "Illusion ON\n"));
351 if (trigger_num != -1) {
352 for (i=0;i<Triggers[trigger_num].num_links;i++) {
353 wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
354 mprintf((0," trigger_num %d : seg %d, side %d\n",
355 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
360 void do_il_off(byte trigger_num)
364 mprintf((0, "Illusion OFF\n"));
366 if (trigger_num != -1) {
367 for (i=0;i<Triggers[trigger_num].num_links;i++) {
369 segment *seg = &Segments[Triggers[trigger_num].seg[i]];
370 int side = Triggers[trigger_num].side[i];
372 wall_illusion_off(seg, side);
374 mprintf((0," trigger_num %d : seg %d, side %d\n",
375 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
377 compute_center_point_on_side(&cp, seg, side );
378 digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
384 extern void EnterSecretLevel(void);
385 extern void ExitSecretLevel(void);
386 extern int p_secret_level_destroyed(void);
388 int wall_is_forcefield(trigger *trig)
392 for (i=0;i<trig->num_links;i++)
393 if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
396 return (i<trig->num_links);
399 int check_trigger_sub(int trigger_num, int pnum,int shot)
401 trigger *trig = &Triggers[trigger_num];
403 mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
405 if (trig->flags & TF_DISABLED)
406 return 1; //1 means don't send trigger hit to other players
408 if (trig->flags & TF_ONE_SHOT) //if this is a one-shot...
409 trig->flags |= TF_DISABLED; //..then don't let it happen again
411 switch (trig->type) {
415 if (pnum!=Player_num)
418 digi_stop_all(); //kill the sounds
420 if (Current_level_num > 0) {
421 start_endlevel_sequence();
422 mprintf((0,"WOOHOO! (leaving the mine!)\n"));
423 } else if (Current_level_num < 0) {
424 if ((Players[Player_num].shields < 0) || Player_is_dead)
431 nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
433 Int3(); //level num == 0, but no editor!
439 case TT_SECRET_EXIT: {
442 if (pnum!=Player_num)
445 if ((Players[Player_num].shields < 0) || Player_is_dead)
448 if (Game_mode & GM_MULTI) {
449 HUD_init_message("Secret Level Teleporter disabled in multiplayer!");
450 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
455 truth = p_secret_level_destroyed();
457 if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level
458 newdemo_record_secret_exit_blown(truth);
460 if ((Newdemo_state != ND_STATE_PLAYBACK) && truth) {
461 HUD_init_message("Secret Level destroyed. Exit disabled.");
462 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
468 HUD_init_message("Secret Level Teleporter disabled in Descent 2 Demo");
469 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
473 if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
474 Newdemo_state = ND_STATE_PAUSED;
476 digi_stop_all(); //kill the sounds
478 digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
479 mprintf((0,"Exiting to secret level\n"));
481 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_MULTI)
482 // -- BOGUS -- IMPOSSIBLE -- multi_send_endlevel_start(1);
483 // -- BOGUS -- IMPOSSIBLE --
484 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_NETWORK)
485 // -- BOGUS -- IMPOSSIBLE -- network_do_frame(1, 1);
487 gr_palette_fade_out(gr_palette, 32, 0);
489 Control_center_destroyed = 0;
497 do_link(trigger_num);
498 print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
503 do_close_door(trigger_num);
504 print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
509 do_unlock_doors(trigger_num);
510 print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
516 do_lock_doors(trigger_num);
517 print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
522 if (do_change_walls(trigger_num))
524 if (wall_is_forcefield(trig))
525 print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
527 print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
532 if (do_change_walls(trigger_num))
534 if (wall_is_forcefield(trig))
535 print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
537 print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
541 case TT_ILLUSORY_WALL:
542 //don't know what to say, so say nothing
543 do_change_walls(trigger_num);
547 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
548 do_matcen(trigger_num);
553 do_il_on(trigger_num);
554 print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
557 case TT_ILLUSION_OFF:
559 do_il_off(trigger_num);
560 print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
564 if (do_light_off(trigger_num))
565 print_trigger_message (pnum,trigger_num,shot,"Lights off!");
569 if (do_light_on(trigger_num))
570 print_trigger_message (pnum,trigger_num,shot,"Lights on!");
582 //-----------------------------------------------------------------
583 // Checks for a trigger whenever an object hits a trigger side.
584 void check_trigger(segment *seg, short side, short objnum,int shot)
586 int wall_num, trigger_num; //, ctrigger_num;
592 if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
594 if ( Newdemo_state == ND_STATE_RECORDING )
595 newdemo_record_trigger( seg-Segments, side, objnum,shot);
597 wall_num = seg->sides[side].wall_num;
598 if ( wall_num == -1 ) return;
600 trigger_num = Walls[wall_num].trigger;
602 if (trigger_num == -1)
605 //##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
606 //## if (Triggers[trigger_num].type == TT_EXIT) {
607 //## start_endlevel_sequence();
612 if (check_trigger_sub(trigger_num, Player_num,shot))
615 //@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
616 //@@ Triggers[trigger_num].flags &= ~TRIGGER_ON;
618 //@@ csegp = &Segments[seg->children[side]];
619 //@@ cside = find_connect_side(seg, csegp);
620 //@@ Assert(cside != -1);
622 //@@ wall_num = csegp->sides[cside].wall_num;
623 //@@ if ( wall_num == -1 ) return;
625 //@@ ctrigger_num = Walls[wall_num].trigger;
627 //@@ Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
631 if (Game_mode & GM_MULTI)
632 multi_send_trigger(trigger_num);
637 void triggers_frame_process()
641 for (i=0;i<Num_triggers;i++)
642 if (Triggers[i].time >= 0)
643 Triggers[i].time -= FrameTime;