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 static char rcsid[] = "$Id: switch.c,v 1.1.1.1 2001-01-19 03:30:01 bradleyb Exp $";
50 #include "editor\editor.h"
53 trigger Triggers[MAX_TRIGGERS];
56 //link Links[MAX_WALL_LINKS];
60 fix trigger_time_count=F1_0;
62 //-----------------------------------------------------------------
63 // Initializes all the switches.
70 for (i=0;i<MAX_TRIGGERS;i++)
73 Triggers[i].flags = 0;
74 Triggers[i].num_links = 0;
75 Triggers[i].value = 0;
76 Triggers[i].time = -1;
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)
89 mprintf((0, "Door link!\n"));
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]));
101 void do_close_door(byte trigger_num)
105 mprintf((0, "Door close!\n"));
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]);
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)
119 mprintf((0, "Lighting on!\n"));
121 if (trigger_num != -1) {
122 for (i=0;i<Triggers[trigger_num].num_links;i++) {
124 segnum = Triggers[trigger_num].seg[i];
125 sidenum = Triggers[trigger_num].side[i];
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);
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)
145 mprintf((0, "Lighting off!\n"));
147 if (trigger_num != -1) {
148 for (i=0;i<Triggers[trigger_num].num_links;i++) {
150 segnum = Triggers[trigger_num].seg[i];
151 sidenum = Triggers[trigger_num].side[i];
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);
165 // Unlocks all doors linked to the switch.
166 void do_unlock_doors(byte trigger_num)
170 mprintf((0, "Door unlock!\n"));
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;
180 // Return trigger number if door is controlled by a wall switch, else return -1.
181 int door_is_wall_switched(int wall_num)
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));
197 void flag_wall_switched_doors(void)
201 for (i=0; i<Num_walls; i++) {
202 if (door_is_wall_switched(i))
203 Walls[i].flags |= WALL_WALL_SWITCH;
208 // Locks all doors linked to the switch.
209 void do_lock_doors(byte trigger_num)
213 mprintf((0, "Door lock!\n"));
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;
222 // Changes walls pointed to by a trigger. returns true if any walls changed
223 int do_change_walls(byte trigger_num)
227 mprintf((0, "Wall remove!\n"));
229 if (trigger_num != -1) {
230 for (i=0;i<Triggers[trigger_num].num_links;i++) {
231 segment *segp,*csegp;
235 segp = &Segments[Triggers[trigger_num].seg[i]];
236 side = Triggers[trigger_num].side[i];
238 csegp = &Segments[segp->children[side]];
239 cside = find_connect_side(segp, csegp);
242 //segp->sides[side].wall_num = -1;
243 //csegp->sides[cside].wall_num = -1;
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;
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
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, 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);
271 start_wall_cloak(segp,side);
278 mprintf((0,"Close wall\n"));
280 if ((TmapInfo[segp->sides[side].tmap_num].flags & TMI_FORCE_FIELD)) {
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;
288 start_wall_decloak(segp,side);
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;
299 kill_stuck_objects(segp->sides[side].wall_num);
300 kill_stuck_objects(csegp->sides[cside].wall_num);
308 void print_trigger_message (int pnum,int trig,int shot,char *message)
310 char *pl; //points to 's' or nothing for plural word
312 if (pnum!=Player_num)
315 pl = (Triggers[trig].num_links>1)?"s":"";
317 if (!(Triggers[trig].flags & TF_NO_MESSAGE) && shot)
318 HUD_init_message (message,pl);
322 void do_matcen(byte trigger_num)
326 mprintf((0, "Matcen link!\n"));
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]));
338 void do_il_on(byte trigger_num)
342 mprintf((0, "Illusion ON\n"));
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]));
353 void do_il_off(byte trigger_num)
357 mprintf((0, "Illusion OFF\n"));
359 if (trigger_num != -1) {
360 for (i=0;i<Triggers[trigger_num].num_links;i++) {
362 segment *seg = &Segments[Triggers[trigger_num].seg[i]];
363 int side = Triggers[trigger_num].side[i];
365 wall_illusion_off(seg, side);
367 mprintf((0," trigger_num %d : seg %d, side %d\n",
368 trigger_num, Triggers[trigger_num].seg[i], Triggers[trigger_num].side[i]));
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 );
377 extern void EnterSecretLevel(void);
378 extern void ExitSecretLevel(void);
379 extern int p_secret_level_destroyed(void);
381 int wall_is_forcefield(trigger *trig)
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))
389 return (i<trig->num_links);
392 int check_trigger_sub(int trigger_num, int pnum,int shot)
394 trigger *trig = &Triggers[trigger_num];
396 mprintf ((0,"trignum=%d type=%d shot=%d\n",trigger_num,trig->type,shot));
398 if (trig->flags & TF_DISABLED)
399 return 1; //1 means don't send trigger hit to other players
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
404 switch (trig->type) {
408 if (pnum!=Player_num)
411 digi_stop_all(); //kill the sounds
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)
424 nm_messagebox( "Yo!", 1, "You have hit the exit trigger!", "" );
426 Int3(); //level num == 0, but no editor!
432 case TT_SECRET_EXIT: {
435 if (pnum!=Player_num)
438 if ((Players[Player_num].shields < 0) || Player_is_dead)
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 );
448 truth = p_secret_level_destroyed();
450 if (Newdemo_state == ND_STATE_RECORDING) // record whether we're really going to the secret level
451 newdemo_record_secret_exit_blown(truth);
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 );
461 HUD_init_message("Secret Level Teleporter disabled in Descent 2 Demo");
462 digi_play_sample( SOUND_BAD_SELECTION, F1_0 );
466 if (Newdemo_state == ND_STATE_RECORDING) // stop demo recording
467 Newdemo_state = ND_STATE_PAUSED;
469 digi_stop_all(); //kill the sounds
471 digi_play_sample( SOUND_SECRET_EXIT, F1_0 );
472 mprintf((0,"Exiting to secret level\n"));
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);
480 gr_palette_fade_out(gr_palette, 32, 0);
482 Control_center_destroyed = 0;
490 do_link(trigger_num);
491 print_trigger_message (pnum,trigger_num,shot,"Door%s opened!");
496 do_close_door(trigger_num);
497 print_trigger_message (pnum,trigger_num,shot,"Door%s closed!");
502 do_unlock_doors(trigger_num);
503 print_trigger_message (pnum,trigger_num,shot,"Door%s unlocked!");
509 do_lock_doors(trigger_num);
510 print_trigger_message (pnum,trigger_num,shot,"Door%s locked!");
515 if (do_change_walls(trigger_num))
517 if (wall_is_forcefield(trig))
518 print_trigger_message (pnum,trigger_num,shot,"Force field%s deactivated!");
520 print_trigger_message (pnum,trigger_num,shot,"Wall%s opened!");
525 if (do_change_walls(trigger_num))
527 if (wall_is_forcefield(trig))
528 print_trigger_message (pnum,trigger_num,shot,"Force field%s activated!");
530 print_trigger_message (pnum,trigger_num,shot,"Wall%s closed!");
534 case TT_ILLUSORY_WALL:
535 //don't know what to say, so say nothing
536 do_change_walls(trigger_num);
540 if (!(Game_mode & GM_MULTI) || (Game_mode & GM_MULTI_ROBOTS))
541 do_matcen(trigger_num);
546 do_il_on(trigger_num);
547 print_trigger_message (pnum,trigger_num,shot,"Illusion%s on!");
550 case TT_ILLUSION_OFF:
552 do_il_off(trigger_num);
553 print_trigger_message (pnum,trigger_num,shot,"Illusion%s off!");
557 if (do_light_off(trigger_num))
558 print_trigger_message (pnum,trigger_num,shot,"Lights off!");
562 if (do_light_on(trigger_num))
563 print_trigger_message (pnum,trigger_num,shot,"Lights on!");
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)
579 int wall_num, trigger_num; //, ctrigger_num;
585 if ((objnum == Players[Player_num].objnum) || ((Objects[objnum].type == OBJ_ROBOT) && (Robot_info[Objects[objnum].id].companion))) {
587 if ( Newdemo_state == ND_STATE_RECORDING )
588 newdemo_record_trigger( seg-Segments, side, objnum,shot);
590 wall_num = seg->sides[side].wall_num;
591 if ( wall_num == -1 ) return;
593 trigger_num = Walls[wall_num].trigger;
595 if (trigger_num == -1)
598 //##if ( Newdemo_state == ND_STATE_PLAYBACK ) {
599 //## if (Triggers[trigger_num].type == TT_EXIT) {
600 //## start_endlevel_sequence();
605 if (check_trigger_sub(trigger_num, Player_num,shot))
608 //@@if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
609 //@@ Triggers[trigger_num].flags &= ~TRIGGER_ON;
611 //@@ csegp = &Segments[seg->children[side]];
612 //@@ cside = find_connect_side(seg, csegp);
613 //@@ Assert(cside != -1);
615 //@@ wall_num = csegp->sides[cside].wall_num;
616 //@@ if ( wall_num == -1 ) return;
618 //@@ ctrigger_num = Walls[wall_num].trigger;
620 //@@ Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
624 if (Game_mode & GM_MULTI)
625 multi_send_trigger(trigger_num);
630 void triggers_frame_process()
634 for (i=0;i<Num_triggers;i++)
635 if (Triggers[i].time >= 0)
636 Triggers[i].time -= FrameTime;