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.
16 * New Triggers and Switches.
35 #include "editor/editor.h"
39 trigger Triggers[MAX_TRIGGERS];
42 //link Links[MAX_WALL_LINKS];
46 fix trigger_time_count=F1_0;
48 //-----------------------------------------------------------------
49 // Initializes all the switches.
56 for (i=0;i<MAX_TRIGGERS;i++)
59 Triggers[i].flags = 0;
60 Triggers[i].num_links = 0;
61 Triggers[i].value = 0;
62 Triggers[i].time = -1;
67 //-----------------------------------------------------------------
68 // Executes a link, attached to a trigger.
69 // Toggles all walls linked to the switch.
70 // Opens doors, Blasts blast walls, turns off illusions.
71 void do_link(sbyte trigger_num)
75 mprintf((0, "Door link!\n"));
77 if (trigger_num != -1) {
78 for (i=0;i<Triggers[trigger_num].num_links;i++) {
79 wall_toggle(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
80 mprintf((0," trigger_num %d : seg %d, side %d\n",
81 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
87 void do_close_door(sbyte trigger_num)
91 mprintf((0, "Door close!\n"));
93 if (trigger_num != -1) {
94 for (i=0;i<Triggers[trigger_num].num_links;i++)
95 wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
99 //turns lighting on. returns true if lights were actually turned on. (they
100 //would not be if they had previously been shot out).
101 int do_light_on(sbyte trigger_num)
105 mprintf((0, "Lighting on!\n"));
107 if (trigger_num != -1) {
108 for (i=0;i<Triggers[trigger_num].num_links;i++) {
110 segnum = Triggers[trigger_num].seg[i];
111 sidenum = Triggers[trigger_num].side[i];
113 //check if tmap2 casts light before turning the light on. This
114 //is to keep us from turning on blown-out lights
115 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
116 ret |= add_light(segnum, sidenum); //any light sets flag
117 enable_flicker(segnum, sidenum);
125 //turns lighting off. returns true if lights were actually turned off. (they
126 //would not be if they had previously been shot out).
127 int do_light_off(sbyte trigger_num)
131 mprintf((0, "Lighting off!\n"));
133 if (trigger_num != -1) {
134 for (i=0;i<Triggers[trigger_num].num_links;i++) {
136 segnum = Triggers[trigger_num].seg[i];
137 sidenum = Triggers[trigger_num].side[i];
139 //check if tmap2 casts light before turning the light off. This
140 //is to keep us from turning off blown-out lights
141 if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
142 ret |= subtract_light(segnum, sidenum); //any light sets flag
143 disable_flicker(segnum, sidenum);
151 // Unlocks all doors linked to the switch.
152 void do_unlock_doors(sbyte trigger_num)
156 mprintf((0, "Door unlock!\n"));
158 if (trigger_num != -1) {
159 for (i=0;i<Triggers[trigger_num].num_links;i++) {
160 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
161 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
166 // Return trigger number if door is controlled by a wall switch, else return -1.
167 int door_is_wall_switched(int wall_num)
171 for (t=0; t<Num_triggers; t++) {
172 for (i=0; i<Triggers[t].num_links; i++) {
173 if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
174 mprintf((0, "Wall #%i is keyed to trigger #%i, link #%i\n", wall_num, t, i));
183 void flag_wall_switched_doors(void)
187 for (i=0; i<Num_walls; i++) {
188 if (door_is_wall_switched(i))
189 Walls[i].flags |= WALL_WALL_SWITCH;
194 // Locks all doors linked to the switch.
195 void do_lock_doors(sbyte trigger_num)
199 mprintf((0, "Door lock!\n"));
201 if (trigger_num != -1) {
202 for (i=0;i<Triggers[trigger_num].num_links;i++) {
203 Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
208 // Changes walls pointed to by a trigger. returns true if any walls changed
209 int do_change_walls(sbyte trigger_num)
213 mprintf((0, "Wall remove!\n"));
215 if (trigger_num != -1) {
216 for (i=0;i<Triggers[trigger_num].num_links;i++) {
217 segment *segp,*csegp;
221 segp = &Segments[Triggers[trigger_num].seg[i]];
222 side = Triggers[trigger_num].side[i];
224 if (segp->children[side] < 0)
231 csegp = &Segments[segp->children[side]];
232 cside = find_connect_side(segp, csegp);
236 //segp->sides[side].wall_num = -1;
237 //csegp->sides[cside].wall_num = -1;
239 switch (Triggers[trigger_num].type) {
240 case TT_OPEN_WALL: new_wall_type = WALL_OPEN; break;
241 case TT_CLOSE_WALL: new_wall_type = WALL_CLOSED; break;
242 case TT_ILLUSORY_WALL: new_wall_type = WALL_ILLUSION; break;
244 Assert(0); /* new_wall_type unset */
249 if (Walls[segp->sides[side].wall_num].type == new_wall_type &&
250 (cside < 0 || csegp->sides[cside].wall_num < 0 ||
251 Walls[csegp->sides[cside].wall_num].type == new_wall_type))
252 continue; //already in correct state, so skip
256 switch (Triggers[trigger_num].type) {
259 mprintf((0,"Open wall\n"));
261 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
263 compute_center_point_on_side(&pos, segp, side );
264 digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, SEGMENT_NUMBER(segp), side, &pos, 0, F1_0 );
265 Walls[segp->sides[side].wall_num].type = new_wall_type;
266 digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(segp), side, SOUND_FORCEFIELD_HUM);
267 if (cside > -1 && csegp->sides[cside].wall_num > -1)
269 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
270 digi_kill_sound_linked_to_segment(SEGMENT_NUMBER(csegp), cside, SOUND_FORCEFIELD_HUM);
274 start_wall_cloak(segp,side);
281 mprintf((0,"Close wall\n"));
283 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
285 compute_center_point_on_side(&pos, segp, side );
286 digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM, SEGMENT_NUMBER(segp), side, &pos, 1, F1_0/2);
287 Walls[segp->sides[side].wall_num].type = new_wall_type;
288 if (cside > -1 && csegp->sides[cside].wall_num > -1)
289 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
292 start_wall_decloak(segp,side);
295 case TT_ILLUSORY_WALL:
296 mprintf((0,"Illusory wall\n"));
297 Walls[segp->sides[side].wall_num].type = new_wall_type;
298 if (cside > -1 && csegp->sides[cside].wall_num > -1)
299 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
304 kill_stuck_objects(segp->sides[side].wall_num);
305 if (cside > -1 && csegp->sides[cside].wall_num > -1)
306 kill_stuck_objects(csegp->sides[cside].wall_num);
314 void print_trigger_message (int pnum,int trig,int shot,char *message)
316 char *pl; //points to 's' or nothing for plural word
318 if (pnum!=Player_num)
321 pl = (Triggers[trig].num_links>1)?"s":"";
323 if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
324 HUD_init_message (message,pl);
328 void do_matcen(sbyte trigger_num)
332 mprintf((0, "Matcen link!\n"));
334 if (trigger_num != -1) {
335 for (i=0;i<Triggers[trigger_num].num_links;i++) {
336 trigger_matcen(Triggers[trigger_num].seg[i] );
337 mprintf((0," trigger_num %d : seg %d\n",
338 trigger_num, Triggers[trigger_num].seg[i]));
344 void do_il_on(sbyte trigger_num)
348 mprintf((0, "Illusion ON\n"));
350 if (trigger_num != -1) {
351 for (i=0;i<Triggers[trigger_num].num_links;i++) {
352 wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]);
353 mprintf((0," trigger_num %d : seg %d, side %d\n",
354 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
359 void do_il_off(sbyte trigger_num)
363 mprintf((0, "Illusion OFF\n"));
365 if (trigger_num != -1) {
366 for (i=0;i<Triggers[trigger_num].num_links;i++) {
368 segment *seg = &Segments[Triggers[trigger_num].seg[i]];
369 int side = Triggers[trigger_num].side[i];
371 wall_illusion_off(seg, side);
373 mprintf((0," trigger_num %d : seg %d, side %d\n",
374 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
376 compute_center_point_on_side(&cp, seg, side );
377 digi_link_sound_to_pos( SOUND_WALL_REMOVED, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
383 extern void EnterSecretLevel(void);
384 extern void ExitSecretLevel(void);
385 extern int p_secret_level_destroyed(void);
387 int wall_is_forcefield(trigger *trig)
391 for (i=0;i<trig->num_links;i++)
392 if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
395 return (i<trig->num_links);
398 int check_trigger_sub(int trigger_num, int pnum,int shot)
400 trigger *trig = &Triggers[trigger_num];
402 mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
404 if (trig->flags & TF_DISABLED)
405 return 1; //1 means don't send trigger hit to other players
407 if (trig->flags & TF_ONE_SHOT) //if this is a one-shot...
408 trig->flags |= TF_DISABLED; //..then don't let it happen again
410 switch (trig->type) {
414 if (pnum!=Player_num)
417 digi_stop_all(); //kill the sounds
419 if (Current_level_num > 0) {
420 start_endlevel_sequence();
421 mprintf((0,"WOOHOO! (leaving the mine!)\n"));
422 } else if (Current_level_num < 0) {
423 if ((Players[Player_num].shields < 0) || Player_is_dead)
430 nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
432 Int3(); //level num == 0, but no editor!
438 case TT_SECRET_EXIT: {
443 if (pnum!=Player_num)
446 if ((Players[Player_num].shields < 0) || Player_is_dead)
449 if (Game_mode & GM_MULTI) {
450 HUD_init_message("Secret Level Teleporter disabled in multiplayer!");
451 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
456 truth = p_secret_level_destroyed();
458 if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level
459 newdemo_record_secret_exit_blown(truth);
461 if ((Newdemo_state != ND_STATE_PLAYBACK) && truth) {
462 HUD_init_message("Secret Level destroyed. Exit disabled.");
463 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
469 HUD_init_message("Secret Level Teleporter disabled in Descent 2 Demo");
470 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
474 if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
475 Newdemo_state = ND_STATE_PAUSED;
477 digi_stop_all(); //kill the sounds
479 digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
480 mprintf((0,"Exiting to secret level\n"));
482 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_MULTI)
483 // -- BOGUS -- IMPOSSIBLE -- multi_send_endlevel_start(1);
484 // -- BOGUS -- IMPOSSIBLE --
485 // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_NETWORK)
486 // -- BOGUS -- IMPOSSIBLE -- network_do_frame(1, 1);
488 gr_palette_fade_out(gr_palette, 32, 0);
490 Control_center_destroyed = 0;
498 do_link(trigger_num);
499 print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
504 do_close_door(trigger_num);
505 print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
510 do_unlock_doors(trigger_num);
511 print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
517 do_lock_doors(trigger_num);
518 print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
523 if (do_change_walls(trigger_num))
525 if (wall_is_forcefield(trig))
526 print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
528 print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
533 if (do_change_walls(trigger_num))
535 if (wall_is_forcefield(trig))
536 print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
538 print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
542 case TT_ILLUSORY_WALL:
543 //don't know what to say, so say nothing
544 do_change_walls(trigger_num);
548 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
549 do_matcen(trigger_num);
554 do_il_on(trigger_num);
555 print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
558 case TT_ILLUSION_OFF:
560 do_il_off(trigger_num);
561 print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
565 if (do_light_off(trigger_num))
566 print_trigger_message (pnum,trigger_num,shot,"Lights off!");
570 if (do_light_on(trigger_num))
571 print_trigger_message (pnum,trigger_num,shot,"Lights on!");
583 //-----------------------------------------------------------------
584 // Checks for a trigger whenever an object hits a trigger side.
585 void check_trigger(segment *seg, short side, short objnum,int shot)
587 int wall_num, trigger_num; //, ctrigger_num;
593 if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
595 if ( Newdemo_state == ND_STATE_RECORDING )
596 newdemo_record_trigger( SEGMENT_NUMBER(seg), side, objnum, shot );
598 wall_num = seg->sides[side].wall_num;
599 if ( wall_num == -1 ) return;
601 trigger_num = Walls[wall_num].trigger;
603 if (trigger_num == -1)
606 //##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
607 //## if (Triggers[trigger_num].type == TT_EXIT) {
608 //## start_endlevel_sequence();
613 if (check_trigger_sub(trigger_num, Player_num,shot))
616 //@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
617 //@@ Triggers[trigger_num].flags &= ~TRIGGER_ON;
619 //@@ csegp = &Segments[seg->children[side]];
620 //@@ cside = find_connect_side(seg, csegp);
621 //@@ Assert(cside != -1);
623 //@@ wall_num = csegp->sides[cside].wall_num;
624 //@@ if ( wall_num == -1 ) return;
626 //@@ ctrigger_num = Walls[wall_num].trigger;
628 //@@ Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
632 if (Game_mode & GM_MULTI)
633 multi_send_trigger(trigger_num);
638 void triggers_frame_process()
642 for (i=0;i<Num_triggers;i++)
643 if (Triggers[i].time >= 0)
644 Triggers[i].time -= FrameTime;
649 * reads a v29_trigger structure from a CFILE
651 extern void v29_trigger_read(v29_trigger *t, CFILE *fp)
655 t->type = cfile_read_byte(fp);
656 t->flags = cfile_read_short(fp);
657 t->value = cfile_read_fix(fp);
658 t->time = cfile_read_fix(fp);
659 t->link_num = cfile_read_byte(fp);
660 t->num_links = cfile_read_short(fp);
661 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
662 t->seg[i] = cfile_read_short(fp);
663 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
664 t->side[i] = cfile_read_short(fp);
668 * reads a v30_trigger structure from a CFILE
670 extern void v30_trigger_read(v30_trigger *t, CFILE *fp)
674 t->flags = cfile_read_short(fp);
675 t->num_links = cfile_read_byte(fp);
676 t->pad = cfile_read_byte(fp);
677 t->value = cfile_read_fix(fp);
678 t->time = cfile_read_fix(fp);
679 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
680 t->seg[i] = cfile_read_short(fp);
681 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
682 t->side[i] = cfile_read_short(fp);
686 * reads a trigger structure from a CFILE
688 extern void trigger_read(trigger *t, CFILE *fp)
692 t->type = cfile_read_byte(fp);
693 t->flags = cfile_read_byte(fp);
694 t->num_links = cfile_read_byte(fp);
695 t->pad = cfile_read_byte(fp);
696 t->value = cfile_read_fix(fp);
697 t->time = cfile_read_fix(fp);
698 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
699 t->seg[i] = cfile_read_short(fp);
700 for (i=0; i<MAX_WALLS_PER_LINK; i++ )
701 t->side[i] = cfile_read_short(fp);
705 void trigger_write(trigger *t, short version, PHYSFS_file *fp)
710 PHYSFSX_writeU8(fp, t->type);
716 PHYSFS_writeSLE16(fp, TRIGGER_CONTROL_DOORS);
720 PHYSFS_writeSLE16(fp, TRIGGER_EXIT);
724 PHYSFS_writeSLE16(fp, TRIGGER_MATCEN);
727 case TT_ILLUSION_OFF:
728 PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_OFF);
732 PHYSFS_writeSLE16(fp, TRIGGER_SECRET_EXIT);
736 PHYSFS_writeSLE16(fp, TRIGGER_ILLUSION_ON);
740 PHYSFS_writeSLE16(fp, TRIGGER_UNLOCK_DOORS);
744 PHYSFS_writeSLE16(fp, TRIGGER_OPEN_WALL);
748 PHYSFS_writeSLE16(fp, TRIGGER_CLOSE_WALL);
751 case TT_ILLUSORY_WALL:
752 PHYSFS_writeSLE16(fp, TRIGGER_ILLUSORY_WALL);
757 PHYSFS_writeSLE16(fp, 0);
761 PHYSFSX_writeU8(fp, t->flags);
765 PHYSFSX_writeU8(fp, t->num_links);
766 PHYSFSX_writeU8(fp, t->pad);
769 PHYSFSX_writeFix(fp, t->value);
770 PHYSFSX_writeFix(fp, t->time);
774 PHYSFSX_writeU8(fp, -1); //t->link_num
775 PHYSFS_writeSLE16(fp, t->num_links);
778 for (i = 0; i < MAX_WALLS_PER_LINK; i++)
779 PHYSFS_writeSLE16(fp, t->seg[i]);
780 for (i = 0; i < MAX_WALLS_PER_LINK; i++)
781 PHYSFS_writeSLE16(fp, t->side[i]);