dxx-rebirth/common/main/wall.h

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/*
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* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Header for wall.c
*
*/
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#pragma once
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#include "segment.h"
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#ifdef __cplusplus
#include "fwd-wall.h"
#include "pack.h"
namespace dcx {
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct WALL_IS_DOORWAY_mask_t
{
unsigned value;
template <unsigned F>
constexpr WALL_IS_DOORWAY_mask_t(WALL_IS_DOORWAY_FLAG<F>) :
value(F)
{
}
};
struct WALL_IS_DOORWAY_result_t
{
unsigned value;
template <unsigned F>
constexpr WALL_IS_DOORWAY_result_t(WALL_IS_DOORWAY_sresult_t<F>) :
value(F)
{
}
template <unsigned F>
unsigned operator&(WALL_IS_DOORWAY_FLAG<F>) const
{
return value & F;
}
template <unsigned F>
WALL_IS_DOORWAY_result_t operator|=(WALL_IS_DOORWAY_FLAG<F>)
{
value |= F;
return *this;
}
template <unsigned F>
bool operator==(WALL_IS_DOORWAY_sresult_t<F>) const
{
return value == F;
}
bool operator&(WALL_IS_DOORWAY_mask_t m) const
{
return value & m.value;
}
bool operator==(WALL_IS_DOORWAY_result_t) const = delete;
template <typename T>
bool operator!=(const T &t) const
{
return !(*this == t);
}
};
#endif
struct stuckobj : public prohibit_void_ptr<stuckobj>
{
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objnum_t objnum = object_none;
wallnum_t wallnum = wall_none;
};
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//Start old wall structures
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struct v16_wall : public prohibit_void_ptr<v16_wall>
{
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sbyte type; // What kind of special wall.
sbyte flags; // Flags for the wall.
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uint8_t trigger; // Which trigger is associated with the wall.
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fix hps; // "Hit points" of the wall.
sbyte clip_num; // Which animation associated with the wall.
sbyte keys;
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};
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struct v19_wall : public prohibit_void_ptr<v19_wall>
{
segnum_t segnum;
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sbyte type; // What kind of special wall.
sbyte flags; // Flags for the wall.
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int sidenum; // Seg & side for this wall
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fix hps; // "Hit points" of the wall.
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uint8_t trigger; // Which trigger is associated with the wall.
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sbyte clip_num; // Which animation associated with the wall.
sbyte keys;
int linked_wall; // number of linked wall
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};
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}
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//End old wall structures
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#ifdef dsx
namespace dsx {
struct wall : public prohibit_void_ptr<wall>
{
segnum_t segnum;
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uint8_t sidenum; // Seg & side for this wall
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uint8_t type; // What kind of special wall.
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fix hps; // "Hit points" of the wall.
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wallnum_t linked_wall; // number of linked wall
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ubyte flags; // Flags for the wall.
ubyte state; // Opening, closing, etc.
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uint8_t trigger; // Which trigger is associated with the wall.
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sbyte clip_num; // Which animation associated with the wall.
ubyte keys; // which keys are required
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#if defined(DXX_BUILD_DESCENT_II)
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sbyte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
// Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
sbyte cloak_value; // if this wall is cloaked, the fade value
#endif
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};
}
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namespace dcx {
struct active_door : public prohibit_void_ptr<active_door>
{
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unsigned n_parts; // for linked walls
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array<wallnum_t, 2> front_wallnum; // front wall numbers for this door
array<wallnum_t, 2> back_wallnum; // back wall numbers for this door
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fix time; // how long been opening, closing, waiting
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};
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DXX_VALPTRIDX_DEFINE_GLOBAL_FACTORIES(active_door, actdoor, ActiveDoors);
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}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
struct cloaking_wall : public prohibit_void_ptr<cloaking_wall>
{
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wallnum_t front_wallnum; // front wall numbers for this door
wallnum_t back_wallnum; // back wall numbers for this door
array<fix, 4> front_ls; // front wall saved light values
array<fix, 4> back_ls; // back wall saved light values
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fix time; // how long been cloaking or decloaking
};
DXX_VALPTRIDX_DEFINE_GLOBAL_FACTORIES(cloaking_wall, clwall, CloakingWalls);
#endif
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DXX_VALPTRIDX_DEFINE_GLOBAL_FACTORIES(wall, wall, Walls);
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struct wclip : public prohibit_void_ptr<wclip>
{
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fix play_time;
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uint16_t num_frames;
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union {
array<int16_t, MAX_CLIP_FRAMES> frames;
array<int16_t, MAX_CLIP_FRAMES_D1> d1_frames;
};
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short open_sound;
short close_sound;
short flags;
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array<char, 13> filename;
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};
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constexpr std::integral_constant<uint16_t, 0xffff> wclip_frames_none{};
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static inline WALL_IS_DOORWAY_result_t WALL_IS_DOORWAY(const GameBitmaps_array &GameBitmaps, const Textures_array &Textures, fvcwallptr &vcwallptr, const shared_segment &sseg, const unique_segment &useg, const uint_fast32_t side)
{
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/* For now, useg is useless. It will become useful when
* shared_segment::sides splits into shared_side and unique_side.
*/
(void)useg;
const auto child = sseg.children[side];
if (unlikely(child == segment_none))
return WID_WALL;
if (unlikely(child == segment_exit))
return WID_EXTERNAL;
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auto &sside = sseg.sides[side];
if (likely(sside.wall_num == wall_none))
return WID_NO_WALL;
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return wall_is_doorway(GameBitmaps, Textures, vcwallptr, sside, sside);
}
}
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#endif
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#endif