/* * 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. 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Created from version 1.11 of main\wall.c * */ #include #include #include #include #include "wall.h" #include "editor/medwall.h" #include "inferno.h" #include "editor/editor.h" #include "editor/esegment.h" #include "segment.h" #include "dxxerror.h" #include "event.h" #include "game.h" #include "gameseg.h" #include "textures.h" #include "screens.h" #include "switch.h" #include "editor/eswitch.h" #include "texmerge.h" #include "medrobot.h" #include "timer.h" #include "cntrlcen.h" #include "key.h" #include "ehostage.h" #include "centers.h" #include "piggy.h" #include "kdefs.h" #include "u_mem.h" #include "d_enumerate.h" #include "compiler-range_for.h" #include "d_range.h" #include "partial_range.h" #include "d_zip.h" #include #include static int wall_add_to_side(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t segp, unsigned side, unsigned type); //------------------------------------------------------------------------- // Variables for this module... //------------------------------------------------------------------------- static UI_DIALOG *MainWindow = NULL; namespace { struct wall_dialog { std::unique_ptr wallViewBox; std::unique_ptr quitButton, prev_wall, next_wall, blastable, door, illusory, closed_wall, goto_prev_wall, goto_next_wall, remove, bind_trigger, bind_control; std::array, 3> doorFlag; std::array, 4> keyFlag; int old_wall_num; fix64 time; int framenum; }; static int Current_door_type=1; struct count_wall { wallnum_t wallnum; segnum_t segnum; short sidenum; }; static unsigned predicate_find_nonblastable_wall(const wclip &w) { if (w.num_frames == wclip_frames_none) return 0; return !(w.flags & WCF_BLASTABLE); } static unsigned predicate_find_blastable_wall(const wclip &w) { if (w.num_frames == wclip_frames_none) return 0; return w.flags & WCF_BLASTABLE; } } static window_event_result wall_dialog_handler(UI_DIALOG *dlg,const d_event &event, wall_dialog *wd); //--------------------------------------------------------------------- // Add a wall (removable 2 sided) static int add_wall(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t seg, const unsigned side) { if (Walls.get_count() < MAX_WALLS-2) if (IS_CHILD(seg->children[side])) { shared_segment &sseg = seg; auto &side0 = sseg.sides[side]; if (side0.wall_num == wall_none) { side0.wall_num = Walls.get_count(); Walls.set_count(Walls.get_count() + 1); } const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); shared_segment &scseg = csegp; auto &side1 = scseg.sides[Connectside]; if (side1.wall_num == wall_none) { side1.wall_num = Walls.get_count(); Walls.set_count(Walls.get_count() + 1); } const auto t1 = build_texture1_value(CurrentTexture); create_removable_wall(vcvertptr, seg, side, t1); create_removable_wall(vcvertptr, csegp, Connectside, t1); return 1; } return 0; } static int wall_assign_door(int door_type) { shared_segment &sseg = Cursegp; unique_segment &useg = Cursegp; if (sseg.sides[Curside].wall_num == wall_none) { editor_status("Cannot assign door. No wall at Curside."); return 0; } auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vmwallptr = Walls.vmptr; auto &wall0 = *vmwallptr(sseg.sides[Curside].wall_num); if (wall0.type != WALL_DOOR && wall0.type != WALL_BLASTABLE) { editor_status("Cannot assign door. No door at Curside."); return 0; } Current_door_type = door_type; auto &csegp = *vmsegptr(Cursegp->children[Curside]); auto Connectside = find_connect_side(Cursegp, csegp); wall0.clip_num = door_type; shared_segment &scseg = csegp; unique_segment &ucseg = csegp; vmwallptr(scseg.sides[Connectside].wall_num)->clip_num = door_type; auto &wa = GameSharedState.WallAnims[door_type]; auto &side0 = useg.sides[Curside]; auto &side1 = ucseg.sides[Connectside]; if (wa.flags & WCF_TMAP1) { const auto t1 = build_texture1_value(wa.frames[0]); side0.tmap_num = t1; side1.tmap_num = t1; side0.tmap_num2 = texture2_value::None; side1.tmap_num2 = texture2_value::None; } else { side0.tmap_num2 = side1.tmap_num2 = texture2_value{wa.frames[0]}; } Update_flags |= UF_WORLD_CHANGED; return 1; } int wall_add_blastable() { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; auto &Walls = LevelUniqueWallSubsystemState.Walls; return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_BLASTABLE); } int wall_add_door() { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; auto &Walls = LevelUniqueWallSubsystemState.Walls; return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_DOOR); } int wall_add_closed_wall() { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; auto &Walls = LevelUniqueWallSubsystemState.Walls; return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_CLOSED); } int wall_add_external_wall() { if (Cursegp->children[Curside] == segment_exit) { editor_status( "Wall is already external!" ); return 1; } if (IS_CHILD(Cursegp->children[Curside])) { editor_status( "Cannot add external wall here - seg has children" ); return 0; } Cursegp->children[Curside] = -2; return 1; } int wall_add_illusion() { auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state(); auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; auto &Walls = LevelUniqueWallSubsystemState.Walls; return wall_add_to_side(vcvertptr, Walls, Cursegp, Curside, WALL_ILLUSION); } static int GotoPrevWall() { wallnum_t current_wall; shared_segment &sseg = Cursegp; auto &side = sseg.sides[Curside]; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; if (side.wall_num == wall_none) current_wall = Walls.get_count(); else current_wall = side.wall_num; current_wall--; if (current_wall >= Walls.get_count()) current_wall = Walls.get_count()-1; auto &w = *vcwallptr(current_wall); if (w.segnum == segment_none) { return 0; } if (w.sidenum == side_none) { return 0; } Cursegp = imsegptridx(w.segnum); Curside = w.sidenum; return 1; } static int GotoNextWall() { shared_segment &sseg = Cursegp; auto &side = sseg.sides[Curside]; auto current_wall = side.wall_num; // It's ok to be -1 because it will immediately become 0 current_wall++; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; if (current_wall >= Walls.get_count()) current_wall = 0; auto &w = *vcwallptr(current_wall); if (w.segnum == segment_none) { return 0; } if (w.sidenum == side_none) { return 0; } Cursegp = imsegptridx(w.segnum); Curside = w.sidenum; return 1; } template I wraparound_find_if(const I begin, const I start, const I end, P &&predicate) { for (I iter = start;;) { ++ iter; if (iter == end) iter = begin; if (iter == start) return iter; if (predicate(*iter)) return iter; } } /* * Given a range defined by [`begin`, `end`), a starting point `start` * that is within that range, and a predicate `predicate`, examine each * element in the range (`start`, `begin`]. If `predicate(*iter)` * returns true, return `iter`. Otherwise, perform the same search on * the range (`end`, `start`). If traversal reaches `start` without * finding such an element, return `start` without calling * `predicate(*start)`. */ template I wraparound_backward_find_if(const I begin, const I start, const I end, P &&predicate) { for (I iter = start;;) { if (iter == begin) iter = end; -- iter; if (iter == start) return iter; if (predicate(*iter)) return iter; } } static int PrevWall() { int wall_type; const auto cur_wall_num = Cursegp->shared_segment::sides[Curside].wall_num; if (cur_wall_num == wall_none) { editor_status("Cannot assign new wall. No wall on curside."); return 0; } auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; auto &w = *vcwallptr(cur_wall_num); wall_type = w.clip_num; auto &WallAnims = GameSharedState.WallAnims; const auto b = WallAnims.begin(); const auto s = std::next(b, wall_type); const auto e = std::next(b, Num_wall_anims); if (w.type == WALL_DOOR) { auto iter = wraparound_backward_find_if(b, s, e, predicate_find_nonblastable_wall); if (iter == s) throw std::runtime_error("Cannot find clip for door."); wall_type = std::distance(b, iter); } else if (w.type == WALL_BLASTABLE) { auto iter = wraparound_backward_find_if(b, s, e, predicate_find_blastable_wall); if (iter == s) throw std::runtime_error("Cannot find clip for blastable wall."); wall_type = std::distance(b, iter); } wall_assign_door(wall_type); Update_flags |= UF_WORLD_CHANGED; return 1; } static int NextWall() { int wall_type; const auto cur_wall_num = Cursegp->shared_segment::sides[Curside].wall_num; if (cur_wall_num == wall_none) { editor_status("Cannot assign new wall. No wall on curside."); return 0; } auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &WallAnims = GameSharedState.WallAnims; auto &vcwallptr = Walls.vcptr; auto &w = *vcwallptr(cur_wall_num); wall_type = w.clip_num; const auto b = WallAnims.begin(); const auto s = std::next(b, wall_type); const auto e = std::next(b, Num_wall_anims); if (w.type == WALL_DOOR) { auto iter = wraparound_find_if(b, s, e, predicate_find_nonblastable_wall); if (iter == s) throw std::runtime_error("Cannot find clip for door."); wall_type = std::distance(b, iter); } else if (w.type == WALL_BLASTABLE) { auto iter = wraparound_find_if(b, s, e, predicate_find_blastable_wall); if (iter == s) throw std::runtime_error("Cannot find clip for blastable wall."); wall_type = std::distance(b, iter); } wall_assign_door(wall_type); Update_flags |= UF_WORLD_CHANGED; return 1; } //------------------------------------------------------------------------- // Called from the editor... does one instance of the wall dialog box //------------------------------------------------------------------------- int do_wall_dialog() { // Only open 1 instance of this window... if ( MainWindow != NULL ) return 0; auto wd = std::make_unique(); wd->framenum = 0; // Close other windows. close_all_windows(); // Open a window with a quit button MainWindow = ui_create_dialog(TMAPBOX_X+20, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, DF_DIALOG, wall_dialog_handler, std::move(wd)); return 1; } static window_event_result wall_dialog_created(UI_DIALOG *const w, wall_dialog *const wd) { wd->quitButton = ui_add_gadget_button(w, 20, 252, 48, 40, "Done", NULL); // These are the checkboxes for each door flag. int i = 80; wd->doorFlag[0] = ui_add_gadget_checkbox(w, 22, i, 16, 16, 0, "Locked"); i += 24; wd->doorFlag[1] = ui_add_gadget_checkbox(w, 22, i, 16, 16, 0, "Auto"); i += 24; wd->doorFlag[2] = ui_add_gadget_checkbox(w, 22, i, 16, 16, 0, "Illusion OFF"); i += 24; wd->keyFlag[0] = ui_add_gadget_radio(w, 22, i, 16, 16, 0, "NONE"); i += 24; wd->keyFlag[1] = ui_add_gadget_radio(w, 22, i, 16, 16, 0, "Blue"); i += 24; wd->keyFlag[2] = ui_add_gadget_radio(w, 22, i, 16, 16, 0, "Red"); i += 24; wd->keyFlag[3] = ui_add_gadget_radio(w, 22, i, 16, 16, 0, "Yellow"); i += 24; // The little box the wall will appear in. wd->wallViewBox = ui_add_gadget_userbox(w, 155, 5, 64, 64); // A bunch of buttons... i = 80; wd->prev_wall = ui_add_gadget_button(w, 155, i, 70, 22, "<< Clip", PrevWall); wd->next_wall = ui_add_gadget_button(w, 155+70, i, 70, 22, "Clip >>", NextWall);i += 25; wd->blastable = ui_add_gadget_button(w, 155, i, 140, 22, "Add Blastable", wall_add_blastable); i += 25; wd->door = ui_add_gadget_button(w, 155, i, 140, 22, "Add Door", wall_add_door ); i += 25; wd->illusory = ui_add_gadget_button(w, 155, i, 140, 22, "Add Illusory", wall_add_illusion); i += 25; wd->closed_wall = ui_add_gadget_button(w, 155, i, 140, 22, "Add Closed Wall", wall_add_closed_wall); i+=25; wd->goto_prev_wall = ui_add_gadget_button(w, 155, i, 70, 22, "<< Prev", GotoPrevWall); wd->goto_next_wall = ui_add_gadget_button(w, 155+70, i, 70, 22, "Next >>", GotoNextWall);i += 25; wd->remove = ui_add_gadget_button(w, 155, i, 140, 22, "Remove Wall", wall_remove); i += 25; wd->bind_trigger = ui_add_gadget_button(w, 155, i, 140, 22, "Bind to Trigger", bind_wall_to_trigger); i += 25; wd->bind_control = ui_add_gadget_button(w, 155, i, 140, 22, "Bind to Control", bind_wall_to_control_center); i+=25; wd->old_wall_num = -2; // Set to some dummy value so everything works ok on the first frame. return window_event_result::handled; } void close_wall_window() { if (MainWindow) ui_close_dialog(std::exchange(MainWindow, nullptr)); } window_event_result wall_dialog_handler(UI_DIALOG *dlg,const d_event &event, wall_dialog *wd) { switch(event.type) { case EVENT_WINDOW_CREATED: return wall_dialog_created(dlg, wd); case EVENT_WINDOW_CLOSE: std::default_delete()(wd); MainWindow = nullptr; return window_event_result::ignored; default: break; } sbyte type; fix DeltaTime; fix64 Temp; int keypress = 0; window_event_result rval = window_event_result::ignored; if (event.type == EVENT_KEY_COMMAND) keypress = event_key_get(event); Assert(MainWindow != NULL); //------------------------------------------------------------ // Call the ui code.. //------------------------------------------------------------ ui_button_any_drawn = 0; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &WallAnims = GameSharedState.WallAnims; auto &imwallptridx = Walls.imptridx; const auto &&w = imwallptridx(Cursegp->shared_segment::sides[Curside].wall_num); //------------------------------------------------------------ // If we change walls, we need to reset the ui code for all // of the checkboxes that control the wall flags. //------------------------------------------------------------ if (wd->old_wall_num != w) { if (w) { ui_checkbox_check(wd->doorFlag[0].get(), w->flags & WALL_DOOR_LOCKED); ui_checkbox_check(wd->doorFlag[1].get(), w->flags & WALL_DOOR_AUTO); ui_checkbox_check(wd->doorFlag[2].get(), w->flags & WALL_ILLUSION_OFF); ui_radio_set_value(wd->keyFlag[0].get(), w->keys & KEY_NONE); ui_radio_set_value(wd->keyFlag[1].get(), w->keys & KEY_BLUE); ui_radio_set_value(wd->keyFlag[2].get(), w->keys & KEY_RED); ui_radio_set_value(wd->keyFlag[3].get(), w->keys & KEY_GOLD); } } //------------------------------------------------------------ // If any of the checkboxes that control the wallflags are set, then // update the corresponding wall flag. //------------------------------------------------------------ if (w && w->type == WALL_DOOR) { if (GADGET_PRESSED(wd->doorFlag[0].get())) { if ( wd->doorFlag[0]->flag == 1 ) w->flags |= WALL_DOOR_LOCKED; else w->flags &= ~WALL_DOOR_LOCKED; rval = window_event_result::handled; } else if (GADGET_PRESSED(wd->doorFlag[1].get())) { if ( wd->doorFlag[1]->flag == 1 ) w->flags |= WALL_DOOR_AUTO; else w->flags &= ~WALL_DOOR_AUTO; rval = window_event_result::handled; } //------------------------------------------------------------ // If any of the radio buttons that control the mode are set, then // update the corresponding key. //------------------------------------------------------------ range_for (const int i, xrange(4u)) { if (GADGET_PRESSED(wd->keyFlag[i].get())) { w->keys = 1<doorFlag, 2u)) ui_checkbox_check(i.get(), 0); range_for (auto &i, wd->keyFlag) ui_radio_set_value(i.get(), 0); } if (w && w->type == WALL_ILLUSION) { if (GADGET_PRESSED(wd->doorFlag[2].get())) { if ( wd->doorFlag[2]->flag == 1 ) w->flags |= WALL_ILLUSION_OFF; else w->flags &= ~WALL_ILLUSION_OFF; rval = window_event_result::handled; } } else for ( int i=2; i < 3; i++ ) if (wd->doorFlag[i]->flag == 1) { wd->doorFlag[i]->flag = 0; // Tells ui that this button isn't checked wd->doorFlag[i]->status = 1; // Tells ui to redraw button } //------------------------------------------------------------ // Draw the wall in the little 64x64 box //------------------------------------------------------------ if (event.type == EVENT_UI_DIALOG_DRAW) { // A simple frame time counter for animating the walls... Temp = timer_query(); DeltaTime = Temp - wd->time; gr_set_current_canvas( wd->wallViewBox->canvas ); if (w) { type = w->type; if ((type == WALL_DOOR) || (type == WALL_BLASTABLE)) { if (DeltaTime > ((F1_0*200)/1000)) { wd->framenum++; wd->time = Temp; } auto &wa = WallAnims[w->clip_num]; if (wd->framenum >= wa.num_frames) wd->framenum=0; const auto frame = wa.frames[wd->framenum]; auto &texture = Textures[frame]; PIGGY_PAGE_IN(texture); gr_ubitmap(*grd_curcanv, GameBitmaps[texture.index]); } else { if (type == WALL_OPEN) gr_clear_canvas(*grd_curcanv, CBLACK); else { auto &curside = Cursegp->unique_segment::sides[Curside]; const auto tmap_num = curside.tmap_num; if (curside.tmap_num2 != texture2_value::None) gr_ubitmap(*grd_curcanv, texmerge_get_cached_bitmap(tmap_num, curside.tmap_num2)); else { auto &texture1 = Textures[get_texture_index(tmap_num)]; PIGGY_PAGE_IN(texture1); gr_ubitmap(*grd_curcanv, GameBitmaps[texture1.index]); } } } } else gr_clear_canvas(*grd_curcanv, CGREY); } //------------------------------------------------------------ // If anything changes in the ui system, redraw all the text that // identifies this wall. //------------------------------------------------------------ if (event.type == EVENT_UI_DIALOG_DRAW) { if (w) { ui_dprintf_at( MainWindow, 12, 6, "Wall: %hi ", static_cast(w)); switch (w->type) { case WALL_NORMAL: ui_dprintf_at( MainWindow, 12, 23, " Type: Normal " ); break; case WALL_BLASTABLE: ui_dprintf_at( MainWindow, 12, 23, " Type: Blastable" ); break; case WALL_DOOR: ui_dprintf_at( MainWindow, 12, 23, " Type: Door " ); ui_dputs_at( MainWindow, 223, 6, &WallAnims[w->clip_num].filename[0]); break; case WALL_ILLUSION: ui_dprintf_at( MainWindow, 12, 23, " Type: Illusion " ); break; case WALL_OPEN: ui_dprintf_at( MainWindow, 12, 23, " Type: Open " ); break; case WALL_CLOSED: ui_dprintf_at( MainWindow, 12, 23, " Type: Closed " ); break; default: ui_dprintf_at( MainWindow, 12, 23, " Type: Unknown " ); break; } if (w->type != WALL_DOOR) ui_dprintf_at( MainWindow, 223, 6, " " ); ui_dprintf_at( MainWindow, 12, 40, " Clip: %d ", w->clip_num ); ui_dprintf_at( MainWindow, 12, 57, " Trigger: %d ", w->trigger ); } else { ui_dprintf_at( MainWindow, 12, 6, "Wall: none "); ui_dprintf_at( MainWindow, 12, 23, " Type: none "); ui_dprintf_at( MainWindow, 12, 40, " Clip: none "); ui_dprintf_at( MainWindow, 12, 57, " Trigger: none "); } } if (ui_button_any_drawn || (wd->old_wall_num != w) ) Update_flags |= UF_WORLD_CHANGED; if (GADGET_PRESSED(wd->quitButton.get()) || keypress == KEY_ESC) { return window_event_result::close; } wd->old_wall_num = w; return rval; } //--------------------------------------------------------------------- // Restore all walls to original status (closed doors, repaired walls) int wall_restore_all() { auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &WallAnims = GameSharedState.WallAnims; auto &vcwallptr = Walls.vcptr; auto &vmwallptr = Walls.vmptr; range_for (const auto &&wp, vmwallptr) { auto &w = *wp; if (w.flags & WALL_BLASTED) { w.hps = WALL_HPS; } w.flags &= ~(WALL_BLASTED | WALL_DOOR_OPENED | WALL_DOOR_OPENING | WALL_EXPLODING); } auto &ActiveDoors = LevelUniqueWallSubsystemState.ActiveDoors; range_for (auto &&i, ActiveDoors.vmptr) wall_close_door_ref(Segments.vmptridx, Walls, WallAnims, i); for (csmusegment &&i : vmsegptr) for (auto &&[ss, us] : zip(i.s.sides, i.u.sides)) { const auto wall_num = ss.wall_num; if (wall_num != wall_none) { auto &w = *vcwallptr(wall_num); if (w.type == WALL_BLASTABLE || w.type == WALL_DOOR) us.tmap_num2 = texture2_value{WallAnims[w.clip_num].frames[0]}; } } #if defined(DXX_BUILD_DESCENT_II) auto &Triggers = LevelUniqueWallSubsystemState.Triggers; auto &vmtrgptr = Triggers.vmptr; range_for (const auto i, vmtrgptr) i->flags &= ~trigger_behavior_flags::disabled; #endif Update_flags |= UF_GAME_VIEW_CHANGED; return 1; } //--------------------------------------------------------------------- // Remove a specific side. int wall_remove_side(const vmsegptridx_t seg, short side) { const shared_segment &sseg = seg; const auto seg_child = sseg.children[side]; if (IS_CHILD(seg_child) && sseg.sides[side].wall_num != wall_none) { shared_segment &csegp = *vmsegptr(seg_child); const auto Connectside = find_connect_side(seg, csegp); remove_trigger(seg, side); remove_trigger(csegp, Connectside); // Remove walls 'wall_num' and connecting side 'wall_num' // from Walls array. const auto wall0 = seg->shared_segment::sides[side].wall_num; const auto wall1 = csegp.sides[Connectside].wall_num; const auto lower_wallnum = (wall0 < wall1) ? wall0 : wall1; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; auto &vmwallptr = Walls.vmptr; { const auto linked_wall = vcwallptr(lower_wallnum)->linked_wall; if (linked_wall != wall_none) vmwallptr(linked_wall)->linked_wall = wall_none; } { const wallnum_t upper_wallnum = lower_wallnum + 1; const auto linked_wall = vcwallptr(upper_wallnum)->linked_wall; if (linked_wall != wall_none) vmwallptr(linked_wall)->linked_wall = wall_none; } { const auto num_walls = Walls.get_count(); auto &&sr = partial_const_range(Walls, static_cast(lower_wallnum + 2), num_walls); std::move(sr.begin(), sr.end(), partial_range(Walls, lower_wallnum, num_walls - 2).begin()); Walls.set_count(num_walls - 2); } range_for (const auto &&segp, vmsegptr) { if (segp->segnum != segment_none) range_for (auto &w, segp->shared_segment::sides) if (w.wall_num != wall_none && w.wall_num > lower_wallnum+1) w.wall_num -= 2; } // Destroy any links to the deleted wall. auto &Triggers = LevelUniqueWallSubsystemState.Triggers; auto &vmtrgptr = Triggers.vmptr; range_for (const auto vt, vmtrgptr) { auto &t = *vt; for (int l=0;l < t.num_links;l++) if (t.seg[l] == seg && t.side[l] == side) { for (int t1=0;t1 < t.num_links-1;t1++) { t.seg[t1] = t.seg[t1+1]; t.side[t1] = t.side[t1+1]; } t.num_links--; } } // Destroy control center links as well. for (int l=0;lshared_segment::sides[side].wall_num = wall_none; csegp.sides[Connectside].wall_num = wall_none; Update_flags |= UF_WORLD_CHANGED; return 1; } editor_status( "Can't remove wall. No wall present."); return 0; } //--------------------------------------------------------------------- // Remove a special wall. int wall_remove() { return wall_remove_side(Cursegp, Curside); } //--------------------------------------------------------------------- // Add a wall to curside static int wall_add_to_side(fvcvertptr &vcvertptr, wall_array &Walls, const vmsegptridx_t segp, const unsigned side, const unsigned type) { if (add_wall(vcvertptr, Walls, segp, side)) { const auto &&csegp = segp.absolute_sibling(segp->children[side]); auto connectside = find_connect_side(segp, csegp); auto &vmwallptr = Walls.vmptr; auto &w0 = *vmwallptr(segp->shared_segment::sides[side].wall_num); auto &w1 = *vmwallptr(csegp->shared_segment::sides[connectside].wall_num); w0.segnum = segp; w1.segnum = csegp; w0.sidenum = side; w1.sidenum = connectside; w0.flags = 0; w1.flags = 0; w0.type = type; w1.type = type; w0.clip_num = -1; w1.clip_num = -1; w0.keys = KEY_NONE; w1.keys = KEY_NONE; if (type == WALL_BLASTABLE) { w0.hps = WALL_HPS; w1.hps = WALL_HPS; } if (type != WALL_DOOR) { segp->unique_segment::sides[side].tmap_num2 = texture2_value::None; csegp->unique_segment::sides[connectside].tmap_num2 = texture2_value::None; } if (type == WALL_DOOR) { w0.flags |= WALL_DOOR_AUTO; w1.flags |= WALL_DOOR_AUTO; w0.clip_num = Current_door_type; w1.clip_num = Current_door_type; } //Update_flags |= UF_WORLD_CHANGED; //return 1; // return NextWall(); //assign a clip num return wall_assign_door(Current_door_type); } else { editor_status( "Cannot add wall here, no children" ); return 0; } } //--------------------------------------------------------------------- // Add a wall to markedside int wall_add_to_markedside(fvcvertptr &vcvertptr, wall_array &Walls, const int8_t type) { if (add_wall(vcvertptr, Walls, Markedsegp, Markedside)) { const auto &&csegp = vmsegptridx(Markedsegp->children[Markedside]); auto Connectside = find_connect_side(Markedsegp, csegp); const auto wall_num = Markedsegp->shared_segment::sides[Markedside].wall_num; const auto cwall_num = csegp->shared_segment::sides[Connectside].wall_num; auto &vmwallptr = Walls.vmptr; auto &w0 = *vmwallptr(wall_num); auto &w1 = *vmwallptr(cwall_num); w0.segnum = Markedsegp; w1.segnum = csegp; w0.sidenum = Markedside; w1.sidenum = Connectside; w0.flags = 0; w1.flags = 0; w0.type = type; w1.type = type; w0.trigger = trigger_none; w1.trigger = trigger_none; w0.clip_num = -1; w1.clip_num = -1; w0.keys = KEY_NONE; w1.keys = KEY_NONE; if (type == WALL_BLASTABLE) { w0.hps = WALL_HPS; w1.hps = WALL_HPS; w0.clip_num = 0; w1.clip_num = 0; } if (type != WALL_DOOR) { Markedsegp->unique_segment::sides[Markedside].tmap_num2 = texture2_value::None; csegp->unique_segment::sides[Connectside].tmap_num2 = texture2_value::None; } Update_flags |= UF_WORLD_CHANGED; return 1; } else { editor_status( "Cannot add wall here, no children" ); return 0; } } int bind_wall_to_control_center() { int link_num; if (Cursegp->shared_segment::sides[Curside].wall_num == wall_none) { editor_status("No wall at Curside."); return 0; } link_num = ControlCenterTriggers.num_links; for (int i=0;ishared_segment::sides[Curside].wall_num; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &imwallptr = Walls.imptr; const auto &&w1 = imwallptr(cwall_num); if (!w1 || w1->type != WALL_DOOR) { editor_status("Curseg/curside is not a door"); return 0; } if (!Markedsegp) { editor_status("No marked side."); return 0; } const auto mwall_num = Markedsegp->shared_segment::sides[Markedside].wall_num; const auto &&w2 = imwallptr(mwall_num); if (!w2 || w2->type != WALL_DOOR) { editor_status("Markedseg/markedside is not a door"); return 0; } if (w1->linked_wall != wall_none) editor_status("Curseg/curside is already linked"); if (w2->linked_wall != wall_none) editor_status("Markedseg/markedside is already linked"); w1->linked_wall = Markedsegp->shared_segment::sides[Markedside].wall_num; w2->linked_wall = Cursegp->shared_segment::sides[Curside].wall_num; return 1; } int wall_unlink_door() { const auto cwall_num = Cursegp->shared_segment::sides[Curside].wall_num; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &imwallptr = Walls.imptr; const auto &&w1 = imwallptr(cwall_num); if (!w1 || w1->type != WALL_DOOR) { editor_status("Curseg/curside is not a door"); return 0; } if (w1->linked_wall == wall_none) { editor_status("Curseg/curside is not linked"); return 0; } auto &vmwallptr = Walls.vmptr; auto &w2 = *vmwallptr(w1->linked_wall); Assert(w2.linked_wall == cwall_num); w2.linked_wall = wall_none; w1->linked_wall = wall_none; return 1; } int check_walls() { auto &RobotCenters = LevelSharedRobotcenterState.RobotCenters; std::array CountedWalls; int matcen_num; unsigned wall_count = 0; range_for (const auto &&segp, vmsegptridx) { if (segp->segnum != segment_none) { // Check fuelcenters matcen_num = segp->matcen_num; if (matcen_num == 0) if (RobotCenters[0].segnum != segp) { segp->matcen_num = -1; } if (matcen_num > -1) RobotCenters[matcen_num].segnum = segp; range_for (auto &&e, enumerate(segp->shared_segment::sides)) { auto &s = e.value; if (s.wall_num != wall_none) { CountedWalls[wall_count].wallnum = s.wall_num; CountedWalls[wall_count].segnum = segp; CountedWalls[wall_count].sidenum = e.idx; wall_count++; } } } } auto &Walls = LevelUniqueWallSubsystemState.Walls; if (wall_count != Walls.get_count()) { if (ui_messagebox(-2, -2, 2, "Num_walls is bogus\nDo you wish to correct it?\n", "Yes", "No") == 1) { Walls.set_count(wall_count); editor_status_fmt("Num_walls set to %d\n", Walls.get_count()); } } // Check validity of Walls array. auto &vmwallptr = Walls.vmptr; range_for (auto &cw, partial_const_range(CountedWalls, Walls.get_count())) { auto &w = *vmwallptr(cw.wallnum); if (w.segnum != cw.segnum || w.sidenum != cw.sidenum) { if (ui_messagebox( -2, -2, 2, "Unmatched wall detected\nDo you wish to correct it?\n", "Yes", "No") == 1) { w.segnum = cw.segnum; w.sidenum = cw.sidenum; } } } const auto &&used_walls = partial_const_range(Walls, wall_count); const auto predicate = [](const wall &w) { return w.trigger != trigger_none; }; unsigned trigger_count = std::count_if(used_walls.begin(), used_walls.end(), predicate); auto &Triggers = LevelUniqueWallSubsystemState.Triggers; if (trigger_count != Triggers.get_count()) { if (ui_messagebox(-2, -2, 2, "Num_triggers is bogus\nDo you wish to correct it?\n", "Yes", "No") == 1) { Triggers.set_count(trigger_count); editor_status_fmt("Num_triggers set to %d\n", Triggers.get_count()); } } return 1; } int delete_all_walls() { if (ui_messagebox(-2, -2, 2, "Are you sure that walls are hosed so\n badly that you want them ALL GONE!?\n", "YES!", "No") == 1) { range_for (shared_segment &segp, vmsegptr) { range_for (auto &side, segp.sides) side.wall_num = wall_none; } auto &Triggers = LevelUniqueWallSubsystemState.Triggers; auto &Walls = LevelUniqueWallSubsystemState.Walls; Walls.set_count(0); Triggers.set_count(0); return 1; } return 0; } // ------------------------------------------------------------------------------------------------ static void copy_old_wall_data_to_new(wallnum_t owall, wallnum_t nwall) { auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &o = *Walls.vcptr(owall); auto &n = *Walls.vmptr(nwall); n.flags = o.flags; n.type = o.type; n.clip_num = o.clip_num; n.keys = o.keys; n.hps = o.hps; n.state = o.state; n.linked_wall = wall_none; n.trigger = trigger_none; if (o.trigger != trigger_none) { editor_status("Warning: Trigger not copied in group copy."); } } // ------------------------------------------------------------------------------------------------ void copy_group_walls(int old_group, int new_group) { group::segment_array_type_t::const_iterator bn = GroupList[new_group].segments.begin(); auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vmwallptr = Walls.vmptr; range_for (const auto old_seg, GroupList[old_group].segments) { const auto new_seg = *bn++; auto &os = vcsegptr(old_seg)->shared_segment::sides; auto &ns = vmsegptr(new_seg)->shared_segment::sides; for (int j=0; j(Walls.get_count())); w.segnum = new_seg; w.sidenum = j; Walls.set_count(Walls.get_count() + 1); Assert(Walls.get_count() < MAX_WALLS); } } } } static int Validate_walls=1; // -------------------------------------------------------------------------------------------------------- // This function should be in medwall.c. // Make sure all wall/segment connections are valid. void check_wall_validity(void) { int sidenum; if (!Validate_walls) return; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; range_for (const auto &&w, vcwallptr) { segnum_t segnum; segnum = w->segnum; sidenum = w->sidenum; if (vcwallptr(vcsegptr(segnum)->shared_segment::sides[sidenum].wall_num) != w) { if (!Validate_walls) return; Int3(); // Error! Your mine has been invalidated! // Do not continue! Do not save! // Remember your last action and Contact Mike! // To continue, set the variable Validate_walls to 1 by doing: // /Validate_walls = 1 // Then do the usual /eip++;g } } std::array wall_flags{}; range_for (const auto &&segp, vmsegptridx) { if (segp->segnum != segment_none) for (int j=0; jshared_segment::sides[j].wall_num; if (wall_num != wall_none) { if (wall_flags[wall_num] != 0) { if (!Validate_walls) return; Int3(); // Error! Your mine has been invalidated! // Do not continue! Do not save! // Remember your last action and Contact Mike! // To continue, set the variable Validate_walls to 1 by doing: // /Validate_walls = 1 // Then do the usual /eip++;g } auto &w = *vcwallptr(wall_num); if (w.segnum != segp || w.sidenum != j) { if (!Validate_walls) return; Int3(); // Error! Your mine has been invalidated! // Do not continue! Do not save! // Remember your last action and Contact Mike! // To continue, set the variable Validate_walls to 1 by doing: // /Validate_walls = 1 // Then do the usual /eip++;g } wall_flags[wall_num] = 1; } } } }