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1 /*
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.
12 */
13
14
15 #ifdef RCS
16 static char rcsid[] = "$Id: switch.c,v 1.1.1.1 2001-01-19 03:30:01 bradleyb Exp $";
17 #endif
18
19 #include <conf.h>
20
21 #include <stdio.h>
22 #include <stdlib.h>
23 #include <math.h>
24 #include <string.h>
25
26 #include "gauges.h"
27 #include "newmenu.h"
28 #include "game.h"
29 #include "switch.h"
30 #include "inferno.h"
31 #include "segment.h"
32 #include "error.h"
33 #include "gameseg.h"
34 #include "mono.h"
35 #include "wall.h"
36 #include "texmap.h"
37 #include "fuelcen.h"
38 #include "cntrlcen.h"
39 #include "newdemo.h"
40 #include "player.h"
41 #include "endlevel.h"
42 #include "gameseq.h"
43 #include "multi.h"
44 #include "network.h"
45 #include "palette.h"
46 #include "robot.h"
47 #include "bm.h"
48
49 #ifdef EDITOR
50 #include "editor\editor.h"
51 #endif
52
53 trigger Triggers[MAX_TRIGGERS];
54 int Num_triggers;
55
56 //link Links[MAX_WALL_LINKS];
57 //int Num_links;
58
59 #ifdef EDITOR
60 fix trigger_time_count=F1_0;
61
62 //-----------------------------------------------------------------
63 // Initializes all the switches.
64 void trigger_init()
65 {
66         int i;
67
68         Num_triggers = 0;
69
70         for (i=0;i<MAX_TRIGGERS;i++)
71                 {
72                 Triggers[i].type = 0;
73                 Triggers[i].flags = 0;
74                 Triggers[i].num_links = 0;
75                 Triggers[i].value = 0;
76                 Triggers[i].time = -1;
77                 }
78 }
79 #endif
80
81 //-----------------------------------------------------------------
82 // Executes a link, attached to a trigger.
83 // Toggles all walls linked to the switch.
84 // Opens doors, Blasts blast walls, turns off illusions.
85 void do_link(byte trigger_num)
86 {
87         int i;
88
89         mprintf((0, "Door link!\n"));
90
91         if (trigger_num != -1) {
92                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
93                         wall_toggle(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]); 
94                         mprintf((0," trigger_num %d : seg %d, side %d\n", 
95                                 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
96                 }
97         }
98 }
99
100 //close a door
101 void do_close_door(byte trigger_num)
102 {
103         int i;
104
105         mprintf((0, "Door close!\n"));
106
107         if (trigger_num != -1) {
108                 for (i=0;i<Triggers[trigger_num].num_links;i++)
109                         wall_close_door(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]); 
110         }
111 }
112
113 //turns lighting on.  returns true if lights were actually turned on. (they
114 //would not be if they had previously been shot out).
115 int do_light_on(byte trigger_num)
116 {
117         int i,ret=0;
118
119         mprintf((0, "Lighting on!\n"));
120
121         if (trigger_num != -1) {
122                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
123                         int segnum,sidenum;
124                         segnum = Triggers[trigger_num].seg[i];
125                         sidenum = Triggers[trigger_num].side[i];
126
127                         //check if tmap2 casts light before turning the light on.  This
128                         //is to keep us from turning on blown-out lights
129                         if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
130                                 ret |= add_light(segnum, sidenum);              //any light sets flag
131                                 enable_flicker(segnum, sidenum);
132                         }
133                 }
134         }
135
136         return ret;
137 }
138
139 //turns lighting off.  returns true if lights were actually turned off. (they
140 //would not be if they had previously been shot out).
141 int do_light_off(byte trigger_num)
142 {
143         int i,ret=0;
144
145         mprintf((0, "Lighting off!\n"));
146
147         if (trigger_num != -1) {
148                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
149                         int segnum,sidenum;
150                         segnum = Triggers[trigger_num].seg[i];
151                         sidenum = Triggers[trigger_num].side[i];
152
153                         //check if tmap2 casts light before turning the light off.  This
154                         //is to keep us from turning off blown-out lights
155                         if (TmapInfo[Segments[segnum].sides[sidenum].tmap_num2 & 0x3fff].lighting) {
156                                 ret |= subtract_light(segnum, sidenum);         //any light sets flag
157                                 disable_flicker(segnum, sidenum);
158                         }
159                 }
160         }
161
162         return ret;
163 }
164
165 // Unlocks all doors linked to the switch.
166 void do_unlock_doors(byte trigger_num)
167 {
168         int i;
169
170         mprintf((0, "Door unlock!\n"));
171
172         if (trigger_num != -1) {
173                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
174                         Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags &= ~WALL_DOOR_LOCKED;
175                         Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].keys = KEY_NONE;
176                 }
177         }
178 }
179
180 // Return trigger number if door is controlled by a wall switch, else return -1.
181 int door_is_wall_switched(int wall_num)
182 {
183         int i, t;
184
185         for (t=0; t<Num_triggers; t++) {
186                 for (i=0; i<Triggers[t].num_links; i++) {
187                         if (Segments[Triggers[t].seg[i]].sides[Triggers[t].side[i]].wall_num == wall_num) {
188                                 mprintf((0, "Wall #%i is keyed to trigger #%i, link #%i\n", wall_num, t, i));
189                                 return t;
190                         }
191                 }
192         }
193
194         return -1;
195 }
196
197 void flag_wall_switched_doors(void)
198 {
199         int     i;
200
201         for (i=0; i<Num_walls; i++) {
202                 if (door_is_wall_switched(i))
203                         Walls[i].flags |= WALL_WALL_SWITCH;
204         }
205
206 }
207
208 // Locks all doors linked to the switch.
209 void do_lock_doors(byte trigger_num)
210 {
211         int i;
212
213         mprintf((0, "Door lock!\n"));
214
215         if (trigger_num != -1) {
216                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
217                         Walls[Segments[Triggers[trigger_num].seg[i]].sides[Triggers[trigger_num].side[i]].wall_num].flags |= WALL_DOOR_LOCKED;
218                 }
219         }
220 }
221
222 // Changes walls pointed to by a trigger. returns true if any walls changed
223 int do_change_walls(byte trigger_num)
224 {
225         int i,ret=0;
226
227         mprintf((0, "Wall remove!\n"));
228
229         if (trigger_num != -1) {
230                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
231                         segment *segp,*csegp;
232                         short side,cside;
233                         int new_wall_type;
234
235                         segp = &Segments[Triggers[trigger_num].seg[i]];
236                         side = Triggers[trigger_num].side[i];
237
238                         csegp = &Segments[segp->children[side]];
239                         cside = find_connect_side(segp, csegp);
240                         Assert(cside != -1);
241
242                         //segp->sides[side].wall_num = -1;
243                         //csegp->sides[cside].wall_num = -1;
244
245                         switch (Triggers[trigger_num].type) {
246                                 case TT_OPEN_WALL:              new_wall_type = WALL_OPEN; break;
247                                 case TT_CLOSE_WALL:             new_wall_type = WALL_CLOSED; break;
248                                 case TT_ILLUSORY_WALL:  new_wall_type = WALL_ILLUSION; break;
249                         }
250
251                         if (Walls[segp->sides[side].wall_num].type == new_wall_type && Walls[csegp->sides[cside].wall_num].type == new_wall_type)
252                                 continue;               //already in correct state, so skip
253
254                         ret = 1;
255
256                         switch (Triggers[trigger_num].type) {
257         
258                                 case TT_OPEN_WALL:
259                                         mprintf((0,"Open wall\n"));
260
261                                         if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
262                                                 vms_vector pos;
263                                                 compute_center_point_on_side(&pos, segp, side );
264                                                 digi_link_sound_to_pos( SOUND_FORCEFIELD_OFF, segp-Segments, side, &pos, 0, F1_0 );
265                                                 Walls[segp->sides[side].wall_num].type = new_wall_type;
266                                                 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
267                                                 digi_kill_sound_linked_to_segment(segp-Segments,side,SOUND_FORCEFIELD_HUM);
268                                                 digi_kill_sound_linked_to_segment(csegp-Segments,cside,SOUND_FORCEFIELD_HUM);
269                                         }
270                                         else
271                                                 start_wall_cloak(segp,side);
272
273                                         ret = 1;
274
275                                         break;
276
277                                 case TT_CLOSE_WALL:
278                                         mprintf((0,"Close wall\n"));
279
280                                         if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
281                                                 vms_vector pos;
282                                                 compute_center_point_on_side(&pos, segp, side );
283                                                 digi_link_sound_to_pos(SOUND_FORCEFIELD_HUM,segp-Segments,side,&pos,1, F1_0/2);
284                                                 Walls[segp->sides[side].wall_num].type = new_wall_type;
285                                                 Walls[csegp->sides[cside].wall_num].type = new_wall_type;
286                                         }
287                                         else
288                                                 start_wall_decloak(segp,side);
289                                         break;
290
291                                 case TT_ILLUSORY_WALL:
292                                         mprintf((0,"Illusory wall\n"));
293                                         Walls[segp->sides[side].wall_num].type = new_wall_type;
294                                         Walls[csegp->sides[cside].wall_num].type = new_wall_type;
295                                         break;
296                         }
297
298
299                         kill_stuck_objects(segp->sides[side].wall_num);
300                         kill_stuck_objects(csegp->sides[cside].wall_num);
301
302                 }
303         }
304
305         return ret;
306 }
307
308 void print_trigger_message (int pnum,int trig,int shot,char *message)
309  {
310         char *pl;               //points to 's' or nothing for plural word
311
312    if (pnum!=Player_num)
313                 return;
314
315         pl = (Triggers[trig].num_links>1)?"s":"";
316   
317     if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
318      HUD_init_message (message,pl);
319  }
320  
321
322 void do_matcen(byte trigger_num)
323 {
324         int i;
325
326         mprintf((0, "Matcen link!\n"));
327
328         if (trigger_num != -1) {
329                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
330                         trigger_matcen(Triggers[trigger_num].seg[i] ); 
331                         mprintf((0," trigger_num %d : seg %d\n", 
332                                 trigger_num, Triggers[trigger_num].seg[i]));
333                 }
334         }
335 }
336
337         
338 void do_il_on(byte trigger_num)
339 {
340         int i;
341
342         mprintf((0, "Illusion ON\n"));
343
344         if (trigger_num != -1) {
345                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
346                         wall_illusion_on(&Segments[Triggers[trigger_num].seg[i]], Triggers[trigger_num].side[i]); 
347                         mprintf((0," trigger_num %d : seg %d, side %d\n", 
348                                 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
349                 }
350         }
351 }
352
353 void do_il_off(byte trigger_num)
354 {
355         int i;
356         
357         mprintf((0, "Illusion OFF\n"));
358
359         if (trigger_num != -1) {
360                 for (i=0;i<Triggers[trigger_num].num_links;i++) {
361                         vms_vector      cp;
362                         segment         *seg = &Segments[Triggers[trigger_num].seg[i]];
363                         int                     side = Triggers[trigger_num].side[i];
364
365                         wall_illusion_off(seg, side);
366
367                         mprintf((0," trigger_num %d : seg %d, side %d\n", 
368                                 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
369
370                         compute_center_point_on_side(&cp, seg, side );
371                         digi_link_sound_to_pos( SOUND_WALL_REMOVED, seg-Segments, side, &cp, 0, F1_0 );
372
373                 }
374         }
375 }
376
377 extern void EnterSecretLevel(void);
378 extern void ExitSecretLevel(void);
379 extern int p_secret_level_destroyed(void);
380
381 int wall_is_forcefield(trigger *trig)
382 {
383         int i;
384
385         for (i=0;i<trig->num_links;i++)
386                 if ((TmapInfo[Segments[trig->seg[i]].sides[trig->side[i]].tmap_num].flags & TMI_FORCE_FIELD))
387                         break;
388
389         return (i<trig->num_links);
390 }
391
392 int check_trigger_sub(int trigger_num, int pnum,int shot)
393 {
394         trigger *trig = &Triggers[trigger_num];
395
396         mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
397
398         if (trig->flags & TF_DISABLED)
399                 return 1;               //1 means don't send trigger hit to other players
400
401         if (trig->flags & TF_ONE_SHOT)          //if this is a one-shot...
402                 trig->flags |= TF_DISABLED;             //..then don't let it happen again
403
404         switch (trig->type) {
405
406                 case TT_EXIT:
407
408                         if (pnum!=Player_num)
409                           break;
410
411                         digi_stop_all();                //kill the sounds
412                         
413                         if (Current_level_num > 0) {
414                                 start_endlevel_sequence();
415                                 mprintf((0,"WOOHOO! (leaving the mine!)\n"));
416                         } else if (Current_level_num < 0) {
417                                 if ((Players[Player_num].shields < 0) || Player_is_dead)
418                                         break;
419
420                                 ExitSecretLevel();
421                                 return 1;
422                         } else {
423                                 #ifdef EDITOR
424                                         nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
425                                 #else
426                                         Int3();         //level num == 0, but no editor!
427                                 #endif
428                         }
429                         return 1;
430                         break;
431
432                 case TT_SECRET_EXIT: {
433                         int     truth;
434  
435                         if (pnum!=Player_num)
436                                 break;
437
438                         if ((Players[Player_num].shields < 0) || Player_is_dead)
439                                 break;
440
441                         if (Game_mode & GM_MULTI) {
442                                 HUD_init_message("Secret Level Teleporter disabled in multiplayer!");
443                                 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
444                                 break;
445                         }
446
447                         #ifndef SHAREWARE
448                         truth = p_secret_level_destroyed();
449
450                         if (Newdemo_state == ND_STATE_RECORDING)                        // record whether we're really going to the secret level
451                                 newdemo_record_secret_exit_blown(truth);
452
453                         if ((Newdemo_state != ND_STATE_PLAYBACK) && truth) {
454                                 HUD_init_message("Secret Level destroyed.  Exit disabled.");
455                                 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
456                                 break;
457                         }
458                         #endif
459
460                         #ifdef SHAREWARE
461                                 HUD_init_message("Secret Level Teleporter disabled in Descent 2 Demo");
462                                 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
463                                 break;
464                         #endif
465                         
466                         if (Newdemo_state == ND_STATE_RECORDING)                // stop demo recording
467                                 Newdemo_state = ND_STATE_PAUSED;
468
469                         digi_stop_all();                //kill the sounds
470
471                         digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
472                         mprintf((0,"Exiting to secret level\n"));
473
474                         // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_MULTI)
475                         // -- BOGUS -- IMPOSSIBLE --    multi_send_endlevel_start(1);
476                         // -- BOGUS -- IMPOSSIBLE -- 
477                         // -- BOGUS -- IMPOSSIBLE -- if (Game_mode & GM_NETWORK)
478                         // -- BOGUS -- IMPOSSIBLE --    network_do_frame(1, 1);
479
480                         gr_palette_fade_out(gr_palette, 32, 0);
481                         EnterSecretLevel();
482                         Control_center_destroyed = 0;
483                         return 1;
484                         break;
485
486                 }
487
488                 case TT_OPEN_DOOR:
489                         mprintf((0,"D"));
490                         do_link(trigger_num);
491                         print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
492                         
493                         break;
494
495                 case TT_CLOSE_DOOR:
496                         do_close_door(trigger_num);
497                         print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
498                         break;
499
500                 case TT_UNLOCK_DOOR:
501                         mprintf((0,"D"));
502                         do_unlock_doors(trigger_num);
503                         print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
504                         
505                         break;
506         
507                 case TT_LOCK_DOOR:
508                         mprintf((0,"D"));
509                         do_lock_doors(trigger_num);
510                         print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
511
512                         break;
513         
514                 case TT_OPEN_WALL:
515                         if (do_change_walls(trigger_num))
516                         {
517                                 if (wall_is_forcefield(trig))
518                                         print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
519                                 else
520                                         print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
521                         }
522                         break;
523
524                 case TT_CLOSE_WALL:
525                         if (do_change_walls(trigger_num))
526                         {
527                                 if (wall_is_forcefield(trig))
528                                         print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
529                                 else
530                                         print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
531                         }
532                         break;
533
534                 case TT_ILLUSORY_WALL:
535                         //don't know what to say, so say nothing
536                         do_change_walls(trigger_num);
537                         break;
538
539                 case TT_MATCEN:
540                         if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
541                                 do_matcen(trigger_num);
542                         break;
543         
544                 case TT_ILLUSION_ON:
545                         mprintf((0,"I"));
546                         do_il_on(trigger_num);
547                         print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
548                         break;
549         
550                 case TT_ILLUSION_OFF:
551                         mprintf((0,"i"));
552                         do_il_off(trigger_num);
553                         print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
554                         break;
555
556                 case TT_LIGHT_OFF:
557                         if (do_light_off(trigger_num))
558                                 print_trigger_message (pnum,trigger_num,shot,"Lights off!");
559                         break;
560
561                 case TT_LIGHT_ON:
562                         if (do_light_on(trigger_num))
563                                 print_trigger_message (pnum,trigger_num,shot,"Lights on!");
564
565                         break;
566
567                 default:
568                         Int3();
569                         break;
570         }
571
572         return 0;
573 }
574
575 //-----------------------------------------------------------------
576 // Checks for a trigger whenever an object hits a trigger side.
577 void check_trigger(segment *seg, short side, short objnum,int shot)
578 {
579         int wall_num, trigger_num;      //, ctrigger_num;
580         //segment *csegp;
581         //short cside;
582
583 //      mprintf(0,"T");
584
585         if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
586
587                 if ( Newdemo_state == ND_STATE_RECORDING )
588                         newdemo_record_trigger( seg-Segments, side, objnum,shot);
589
590                 wall_num = seg->sides[side].wall_num;
591                 if ( wall_num == -1 ) return;
592                 
593                 trigger_num = Walls[wall_num].trigger;
594
595                 if (trigger_num == -1)
596                         return;
597
598                 //##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
599                 //##    if (Triggers[trigger_num].type == TT_EXIT) {
600                 //##            start_endlevel_sequence();
601                 //##    }
602                 //##    //return;
603                 //##}
604
605                 if (check_trigger_sub(trigger_num, Player_num,shot))
606                         return;
607
608                 //@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
609                 //@@    Triggers[trigger_num].flags &= ~TRIGGER_ON;
610                 //@@
611                 //@@    csegp = &Segments[seg->children[side]];
612                 //@@    cside = find_connect_side(seg, csegp);
613                 //@@    Assert(cside != -1);
614                 //@@
615                 //@@    wall_num = csegp->sides[cside].wall_num;
616                 //@@    if ( wall_num == -1 ) return;
617                 //@@    
618                 //@@    ctrigger_num = Walls[wall_num].trigger;
619                 //@@
620                 //@@    Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
621                 //@@}
622
623 #ifdef NETWORK
624                 if (Game_mode & GM_MULTI)
625                         multi_send_trigger(trigger_num);
626 #endif
627         }
628 }
629   
630 void triggers_frame_process()
631 {
632         int i;
633
634         for (i=0;i<Num_triggers;i++)
635                 if (Triggers[i].time >= 0)
636                         Triggers[i].time -= FrameTime;
637 }
638