/* * 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ #include "wall.h" #include "player.h" #include "text.h" #include "fireball.h" #include "textures.h" #include "newdemo.h" #include "multi.h" #include "gameseq.h" #include "physfs-serial.h" #include "gameseg.h" #include "hudmsg.h" #include "laser.h" // For seeing if a flare is stuck in a wall. #include "effects.h" #include "compiler-range_for.h" #include "partial_range.h" #include "segiter.h" // Special door on boss level which is locked if not in multiplayer...sorry for this awful solution --MK. #define BOSS_LOCKED_DOOR_LEVEL 7 #define BOSS_LOCKED_DOOR_SEG 595 #define BOSS_LOCKED_DOOR_SIDE 5 namespace dcx { unsigned Num_walls; // Number of walls unsigned Num_wall_anims; unsigned Num_open_doors; // Number of open doors } namespace dsx { array Walls; // Master walls array array WallAnims; // Wall animations array ActiveDoors; } #if defined(DXX_BUILD_DESCENT_II) #include "collide.h" namespace dsx { #define CLOAKING_WALL_TIME f1_0 array CloakingWalls; unsigned Num_cloaking_walls; } #endif static std::pair get_transparency_check_values(const side &side) { if (uint_fast32_t masked_tmap_num2 = side.tmap_num2 & 0x3FFF) return {masked_tmap_num2, BM_FLAG_SUPER_TRANSPARENT}; return {side.tmap_num, BM_FLAG_TRANSPARENT}; } // This function determines whether the current segment/side is transparent // 1 = YES // 0 = NO static uint_fast32_t check_transparency(const side &side) { auto v = get_transparency_check_values(side); return GameBitmaps[Textures[v.first].index].bm_flags & v.second; } //----------------------------------------------------------------- // This function checks whether we can fly through the given side. // In other words, whether or not we have a 'doorway' // Flags: // WID_FLY_FLAG 1 // WID_RENDER_FLAG 2 // WID_RENDPAST_FLAG 4 // Return values: // WID_WALL 2 // 0/1/0 wall // WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall // WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall // WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall // WID_NO_WALL 5 // 1/0/1 no wall, can fly through WALL_IS_DOORWAY_result_t wall_is_doorway(const side &side) { const auto &w = Walls[side.wall_num]; const auto type = w.type; if (type == WALL_OPEN) return WID_NO_WALL; #if defined(DXX_BUILD_DESCENT_II) if (unlikely(type == WALL_CLOAKED)) return WID_CLOAKED_WALL; #endif const auto flags = w.flags; if (type == WALL_ILLUSION) { if (flags & WALL_ILLUSION_OFF) return WID_NO_WALL; else { if (check_transparency(side)) return WID_TRANSILLUSORY_WALL; else return WID_ILLUSORY_WALL; } } if (type == WALL_BLASTABLE) { if (flags & WALL_BLASTED) return WID_TRANSILLUSORY_WALL; if (check_transparency(side)) return WID_TRANSPARENT_WALL; else return WID_WALL; } if (unlikely(flags & WALL_DOOR_OPENED)) return WID_TRANSILLUSORY_WALL; if (likely(type == WALL_DOOR) && unlikely(w.state == WALL_DOOR_OPENING)) return WID_TRANSPARENT_WALL; // If none of the above flags are set, there is no doorway. if (check_transparency(side)) return WID_TRANSPARENT_WALL; else return WID_WALL; // There are children behind the door. } #ifdef EDITOR //----------------------------------------------------------------- // Initializes all the walls (in other words, no special walls) void wall_init() { Num_walls = 0; range_for (auto &w, Walls) { w.segnum = segment_none; w.sidenum = -1; w.type = WALL_NORMAL; w.flags = 0; w.hps = 0; w.trigger = -1; w.clip_num = -1; w.linked_wall = -1; } Num_open_doors = 0; #if defined(DXX_BUILD_DESCENT_II) Num_cloaking_walls = 0; #endif } #endif //set the tmap_num or tmap_num2 field for a wall/door void wall_set_tmap_num(const vsegptridx_t seg,int side,const vsegptridx_t csegp,int cside,int anim_num,int frame_num) { wclip *anim = &WallAnims[anim_num]; int tmap = anim->frames[frame_num]; if ( Newdemo_state==ND_STATE_PLAYBACK ) return; if (anim->flags & WCF_TMAP1) { if (tmap != seg->sides[side].tmap_num || tmap != csegp->sides[cside].tmap_num) { seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap; if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_wall_set_tmap_num1(seg,side,csegp,cside,tmap); } } else { Assert(tmap!=0 && seg->sides[side].tmap_num2!=0); if (tmap != seg->sides[side].tmap_num2 || tmap != csegp->sides[cside].tmap_num2) { seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap; if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_wall_set_tmap_num2(seg,side,csegp,cside,tmap); } } } // ------------------------------------------------------------------------------- //when the wall has used all its hitpoints, this will destroy it static void blast_blastable_wall(const vsegptridx_t seg, int side) { int a, n, cwall_num; Assert(seg->sides[side].wall_num != wall_none); Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; kill_stuck_objects(seg->sides[side].wall_num); if (cwall_num > -1) kill_stuck_objects(cwall_num); //if this is an exploding wall, explode it if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES) explode_wall(seg,side); else { //if not exploding, set final frame, and make door passable a = Walls[seg->sides[side].wall_num].clip_num; n = WallAnims[a].num_frames; wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1); Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED; if (cwall_num > -1) Walls[cwall_num].flags |= WALL_BLASTED; } } //----------------------------------------------------------------- // Destroys a blastable wall. void wall_destroy(const vsegptridx_t seg, int side) { Assert(seg->sides[side].wall_num != wall_none); if (Walls[seg->sides[side].wall_num].type == WALL_BLASTABLE) blast_blastable_wall( seg, side ); else Error("Hey bub, you are trying to destroy an indestructable wall."); } //----------------------------------------------------------------- // Deteriorate appearance of wall. (Changes bitmap (paste-ons)) void wall_damage(const vsegptridx_t seg, int side, fix damage) { int a, i, n, cwall_num; if (seg->sides[side].wall_num == wall_none) { return; } if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE) return; if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED) && Walls[seg->sides[side].wall_num].hps >= 0) { const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; Walls[seg->sides[side].wall_num].hps -= damage; if (cwall_num > -1) Walls[cwall_num].hps -= damage; a = Walls[seg->sides[side].wall_num].clip_num; n = WallAnims[a].num_frames; if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) { blast_blastable_wall( seg, side ); if (Game_mode & GM_MULTI) multi_send_door_open(seg, side,Walls[seg->sides[side].wall_num].flags); } else for (i=0;isides[side].wall_num].hps < WALL_HPS*(n-i)/n) { wall_set_tmap_num(seg,side,csegp,Connectside,a,i); } } } //----------------------------------------------------------------- // Opens a door void wall_open_door(const vsegptridx_t seg, int side) { wall *w; active_door *d; int cwall_num = -1; Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall auto wall_num = seg->sides[side].wall_num; w = &Walls[wall_num]; //kill_stuck_objects(seg->sides[side].wall_num); if ((w->state == WALL_DOOR_OPENING) || //already opening (w->state == WALL_DOOR_WAITING)) //open, waiting to close return; #if defined(DXX_BUILD_DESCENT_II) if (w->state == WALL_DOOR_OPEN) //open, & staying open return; #endif if (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door int i; d = NULL; for (i=0;ifront_wallnum[0]==wall_num || d->back_wallnum[0]==wall_num || (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num))) break; } if (i>=Num_open_doors) // likely in demo playback or multiplayer { d = &ActiveDoors[Num_open_doors]; d->time = 0; Num_open_doors++; Assert( Num_open_doors < MAX_DOORS ); } else { Assert( d!=NULL ); // Get John! d->time = WallAnims[w->clip_num].play_time - d->time; if (d->time < 0) d->time = 0; } } else { //create new door Assert(w->state == WALL_DOOR_CLOSED); d = &ActiveDoors[Num_open_doors]; d->time = 0; Num_open_doors++; Assert( Num_open_doors < MAX_DOORS ); } w->state = WALL_DOOR_OPENING; // So that door can't be shot while opening const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); if (Connectside >= 0) { cwall_num = csegp->sides[Connectside].wall_num; if (cwall_num > -1) { Walls[cwall_num].state = WALL_DOOR_OPENING; d->back_wallnum[0] = cwall_num; } d->front_wallnum[0] = seg->sides[side].wall_num; } else con_printf(CON_URGENT, "Illegal Connectside %i in wall_open_door. Trying to hop over. Please check your level!", side); if (Newdemo_state == ND_STATE_RECORDING) { newdemo_record_door_opening(seg, side); } if (w->linked_wall != -1) { wall *w2; w2 = &Walls[w->linked_wall]; Assert(w2->linked_wall == seg->sides[side].wall_num); //Assert(!(w2->flags & WALL_DOOR_OPENING || w2->flags & WALL_DOOR_OPENED)); w2->state = WALL_DOOR_OPENING; const auto &&seg2 = vcsegptridx(w2->segnum); Connectside = find_connect_side(seg2, vcsegptr(seg2->children[w2->sidenum])); Assert(Connectside != -1); if (cwall_num > -1) Walls[cwall_num].state = WALL_DOOR_OPENING; d->n_parts = 2; d->front_wallnum[1] = w->linked_wall; d->back_wallnum[1] = cwall_num; } else d->n_parts = 1; if ( Newdemo_state != ND_STATE_PLAYBACK ) { // NOTE THE LINK TO ABOVE!!!! const auto cp = compute_center_point_on_side(seg, side ); if (WallAnims[w->clip_num].open_sound > -1 ) digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg, side, cp, 0, F1_0 ); } } #if defined(DXX_BUILD_DESCENT_I) // This function closes the specified door and restores the closed // door texture. This is called when the animation is done void wall_close_door(int door_num) { int p; active_door *d; int i; d = &ActiveDoors[door_num]; for (p=0;pn_parts;p++) { wall *w; int side; w = &Walls[d->front_wallnum[p]]; const auto &&seg = vsegptridx(w->segnum); side = w->sidenum; Assert(seg->sides[side].wall_num != wall_none); //Closing door on illegal wall const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED; Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSED; wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0); } for (i=door_num;i open wall void start_wall_cloak(const vsegptridx_t seg, int side) { wall *w; cloaking_wall *d; int i, cwall_num; if ( Newdemo_state==ND_STATE_PLAYBACK ) return; Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall w = &Walls[seg->sides[side].wall_num]; if (w->type == WALL_OPEN || w->state == WALL_DOOR_CLOAKING) //already open or cloaking return; const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door int i; d = NULL; for (i=0;ifront_wallnum==w-Walls || d->back_wallnum==w-Walls ) break; } Assert(itime = CLOAKING_WALL_TIME - d->time; } else if (w->state == WALL_DOOR_CLOSED) { //create new door d = &CloakingWalls[Num_cloaking_walls]; d->time = 0; if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more! Int3(); //ran out of cloaking wall slots w->type = WALL_OPEN; if (cwall_num > -1) Walls[cwall_num].type = WALL_OPEN; return; } Num_cloaking_walls++; } else { Int3(); //unexpected wall state return; } w->state = WALL_DOOR_CLOAKING; if (cwall_num > -1) Walls[cwall_num].state = WALL_DOOR_CLOAKING; d->front_wallnum = seg->sides[side].wall_num; d->back_wallnum = cwall_num; Assert(w->linked_wall == -1); if ( Newdemo_state != ND_STATE_PLAYBACK ) { const auto cp = compute_center_point_on_side(seg, side ); digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, seg, side, cp, 0, F1_0 ); } for (i=0;i<4;i++) { d->front_ls[i] = seg->sides[side].uvls[i].l; if (cwall_num > -1) d->back_ls[i] = csegp->sides[Connectside].uvls[i].l; } } //----------------------------------------------------------------- // start the transition from open -> closed wall void start_wall_decloak(const vsegptridx_t seg, int side) { wall *w; cloaking_wall *d; int i, cwall_num; if ( Newdemo_state==ND_STATE_PLAYBACK ) return; Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall w = &Walls[seg->sides[side].wall_num]; if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING) //already closed or decloaking return; if (w->state == WALL_DOOR_CLOAKING) { //cloaking, so reuse door int i; d = NULL; for (i=0;ifront_wallnum==w-Walls || d->back_wallnum==w-Walls ) break; } Assert(itime = CLOAKING_WALL_TIME - d->time; } else if (w->state == WALL_DOOR_CLOSED) { //create new door d = &CloakingWalls[Num_cloaking_walls]; d->time = 0; if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more! Int3(); //ran out of cloaking wall slots /* what is this _doing_ here? w->type = WALL_CLOSED; Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED; */ return; } Num_cloaking_walls++; } else { Int3(); //unexpected wall state return; } w->state = WALL_DOOR_DECLOAKING; // So that door can't be shot while opening const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; if (cwall_num > -1) Walls[cwall_num].state = WALL_DOOR_DECLOAKING; d->front_wallnum = seg->sides[side].wall_num; d->back_wallnum = csegp->sides[Connectside].wall_num; Assert(w->linked_wall == -1); if ( Newdemo_state != ND_STATE_PLAYBACK ) { const auto cp = compute_center_point_on_side(seg, side ); digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg, side, cp, 0, F1_0 ); } for (i=0;i<4;i++) { d->front_ls[i] = seg->sides[side].uvls[i].l; if (cwall_num > -1) d->back_ls[i] = csegp->sides[Connectside].uvls[i].l; } } #endif //----------------------------------------------------------------- // This function closes the specified door and restores the closed // door texture. This is called when the animation is done void wall_close_door_num(int door_num) { int p; active_door *d; int i, cwall_num; d = &ActiveDoors[door_num]; for (p=0;pn_parts;p++) { wall *w; int side; w = &Walls[d->front_wallnum[p]]; const auto &&seg = vsegptridx(w->segnum); side = w->sidenum; Assert(seg->sides[side].wall_num != wall_none); //Closing door on illegal wall const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED; if (cwall_num > -1) Walls[cwall_num].state = WALL_DOOR_CLOSED; wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0); } for (i=door_num;isize) return 0; return get_seg_masks(obj->pos, segnum, obj->size).sidemask & (1 << side); //pokes through side! } #if defined(DXX_BUILD_DESCENT_I) //----------------------------------------------------------------- // Animates and processes the closing of a door. // Called from the game loop. void do_door_close(int door_num) { int p; active_door *d; wall *w; Assert(door_num != -1); //Trying to do_door_open on illegal door d = &ActiveDoors[door_num]; w = &Walls[d->front_wallnum[0]]; //check for objects in doorway before closing if (w->flags & WALL_DOOR_AUTO) for (p=0;pn_parts;p++) { int side; const auto &&seg = vcsegptridx(w->segnum); side = w->sidenum; const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); //go through each object in each of two segments, and see if //it pokes into the connecting seg range_for (const auto &&objnum, objects_in(seg)) if (check_poke(objnum, seg, side)) return; //abort! range_for (const auto &&objnum, objects_in(csegp)) if (check_poke(objnum, csegp, Connectside)) return; //abort! } for (p=0;pn_parts;p++) { int side; fix time_elapsed, time_total, one_frame; int i, n; w = &Walls[d->front_wallnum[p]]; const auto &&seg = vsegptridx(w->segnum); side = w->sidenum; if (seg->sides[side].wall_num == wall_none) { return; } //if here, must be auto door Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO); // Otherwise, close it. const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); if ( Newdemo_state != ND_STATE_PLAYBACK ) // NOTE THE LINK TO ABOVE!! if (p==0) //only play one sound for linked doors if ( d->time==0 ) { //first time const auto cp = compute_center_point_on_side(seg, side ); if (WallAnims[w->clip_num].close_sound > -1 ) digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg, side, cp, 0, F1_0 ); } d->time += FrameTime; time_elapsed = d->time; n = WallAnims[w->clip_num].num_frames; time_total = WallAnims[w->clip_num].play_time; one_frame = time_total/n; i = n-time_elapsed/one_frame-1; if (i < n/2) { Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED; Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED; } // Animate door. if (i > 0) { wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i); Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING; Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING; ActiveDoors[Num_open_doors].time = 0; //counts up } else wall_close_door(door_num); } } #endif #if defined(DXX_BUILD_DESCENT_II) static int is_door_side_free(const vcsegptr_t seg, int side) { range_for (const auto &&obj, objects_in(seg)) if (obj->type!=OBJ_WEAPON && obj->type!=OBJ_FIREBALL && check_poke(obj,seg,side)) return 0; //not free return 1; } //returns true of door in unobjstructed (& thus can close) static int is_door_free(const vcsegptridx_t seg,int side) { if (!is_door_side_free(seg, side)) return 0; const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); //go through each object in each of two segments, and see if //it pokes into the connecting seg return is_door_side_free(csegp, Connectside); } //----------------------------------------------------------------- // Closes a door void wall_close_door(const vsegptridx_t seg, int side) { wall *w; active_door *d; int wall_num, cwall_num; Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall w = &Walls[seg->sides[side].wall_num]; wall_num = w - Walls; if ((w->state == WALL_DOOR_CLOSING) || //already closing (w->state == WALL_DOOR_WAITING) || //open, waiting to close (w->state == WALL_DOOR_CLOSED)) //closed return; if (!is_door_free(seg,side)) return; if (w->state == WALL_DOOR_OPENING) { //reuse door int i; d = NULL; for (i=0;ifront_wallnum[0]==wall_num || d->back_wallnum[0]==wall_num || (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num))) break; } Assert(itime = WallAnims[w->clip_num].play_time - d->time; if (d->time < 0) d->time = 0; } else { //create new door Assert(w->state == WALL_DOOR_OPEN); d = &ActiveDoors[Num_open_doors]; d->time = 0; Num_open_doors++; Assert( Num_open_doors < MAX_DOORS ); } w->state = WALL_DOOR_CLOSING; // So that door can't be shot while opening const auto &&csegp = vcsegptr(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); cwall_num = csegp->sides[Connectside].wall_num; if (cwall_num > -1) Walls[cwall_num].state = WALL_DOOR_CLOSING; d->front_wallnum[0] = seg->sides[side].wall_num; d->back_wallnum[0] = cwall_num; if (Newdemo_state == ND_STATE_RECORDING) { newdemo_record_door_opening(seg, side); } if (w->linked_wall != -1) { Int3(); //don't think we ever used linked walls } else d->n_parts = 1; if ( Newdemo_state != ND_STATE_PLAYBACK ) { // NOTE THE LINK TO ABOVE!!!! const auto cp = compute_center_point_on_side(seg, side ); if (WallAnims[w->clip_num].open_sound > -1 ) digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg, side, cp, 0, F1_0 ); } } #endif //----------------------------------------------------------------- // Animates opening of a door. // Called in the game loop. void do_door_open(int door_num) { int p; active_door *d; // Assert(door_num != -1); //Trying to do_door_open on illegal door if (door_num == -1) return; d = &ActiveDoors[door_num]; for (p=0;pn_parts;p++) { wall *w; int side; fix time_elapsed, time_total, one_frame; int i, n; w = &Walls[d->front_wallnum[p]]; kill_stuck_objects(d->front_wallnum[p]); kill_stuck_objects(d->back_wallnum[p]); const auto &&seg = vsegptridx(w->segnum); side = w->sidenum; // Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall if (seg->sides[side].wall_num == wall_none) { con_printf(CON_URGENT, "Trying to do_door_open on illegal wall %i. Please check your level!",side); continue; } const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); d->time += FrameTime; time_elapsed = d->time; n = WallAnims[w->clip_num].num_frames; time_total = WallAnims[w->clip_num].play_time; one_frame = time_total/n; i = time_elapsed/one_frame; if (i < n) wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i); if (i> n/2) { Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED; Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED; } if (i >= n-1) { wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1); // If our door is not automatic just remove it from the list. if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) { for (i=door_num;isides[side].wall_num].state = WALL_DOOR_OPEN; Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN; #endif } else { Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING; Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING; ActiveDoors[Num_open_doors].time = 0; //counts up } } } } #if defined(DXX_BUILD_DESCENT_II) //----------------------------------------------------------------- // Animates and processes the closing of a door. // Called from the game loop. void do_door_close(int door_num) { int p; active_door *d; wall *w; Assert(door_num != -1); //Trying to do_door_open on illegal door d = &ActiveDoors[door_num]; w = &Walls[d->front_wallnum[0]]; const auto &&wsegp = vsegptridx(w->segnum); //check for objects in doorway before closing if (w->flags & WALL_DOOR_AUTO) if (!is_door_free(wsegp, w->sidenum)) { digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1); wall_open_door(wsegp, w->sidenum); //re-open door return; } for (p=0;pn_parts;p++) { wall *w; int side; fix time_elapsed, time_total, one_frame; int i, n; w = &Walls[d->front_wallnum[p]]; const auto &seg = wsegp; side = w->sidenum; if (seg->sides[side].wall_num == wall_none) { return; } //if here, must be auto door // Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO); //don't assert here, because now we have triggers to close non-auto doors // Otherwise, close it. const auto &&csegp = seg.absolute_sibling(seg->children[side]); auto Connectside = find_connect_side(seg, csegp); Assert(Connectside != -1); if ( Newdemo_state != ND_STATE_PLAYBACK ) // NOTE THE LINK TO ABOVE!! if (p==0) //only play one sound for linked doors if ( d->time==0 ) { //first time const auto cp = compute_center_point_on_side(seg, side ); if (WallAnims[w->clip_num].close_sound > -1 ) digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg, side, cp, 0, F1_0 ); } d->time += FrameTime; time_elapsed = d->time; n = WallAnims[w->clip_num].num_frames; time_total = WallAnims[w->clip_num].play_time; one_frame = time_total/n; i = n-time_elapsed/one_frame-1; if (i < n/2) { Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED; Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED; } // Animate door. if (i > 0) { wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i); Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING; Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING; ActiveDoors[Num_open_doors].time = 0; //counts up } else wall_close_door_num(door_num); } } #endif //----------------------------------------------------------------- // Turns off an illusionary wall (This will be used primarily for // wall switches or triggers that can turn on/off illusionary walls.) void wall_illusion_off(const vsegptridx_t seg, int side) { const auto &&csegp = vcsegptr(seg->children[side]); auto cside = find_connect_side(seg, csegp); Assert(cside != -1); if (seg->sides[side].wall_num == wall_none) { return; } Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF; Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF; #if defined(DXX_BUILD_DESCENT_II) kill_stuck_objects(seg->sides[side].wall_num); kill_stuck_objects(csegp->sides[cside].wall_num); #endif } //----------------------------------------------------------------- // Turns on an illusionary wall (This will be used primarily for // wall switches or triggers that can turn on/off illusionary walls.) void wall_illusion_on(const vsegptridx_t seg, int side) { const auto &&csegp = vcsegptr(seg->children[side]); auto cside = find_connect_side(seg, csegp); Assert(cside != -1); if (seg->sides[side].wall_num == wall_none) { return; } Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF; Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF; } // ----------------------------------------------------------------------------- // Allowed to open the normally locked special boss door if in multiplayer mode. static int special_boss_opening_allowed(segnum_t segnum, int sidenum) { if (Game_mode & GM_MULTI) return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE); else return 0; } //----------------------------------------------------------------- // Determines what happens when a wall is shot //returns info about wall. see wall.h for codes //obj is the object that hit...either a weapon or the player himself //playernum is the number the player who hit the wall or fired the weapon, //or -1 if a robot fired the weapon wall_hit_process_t wall_hit_process(const vsegptridx_t seg, int side, fix damage, int playernum, const vobjptr_t obj) { wall *w; fix show_message; // If it is not a "wall" then just return. if ( seg->sides[side].wall_num == wall_none ) return wall_hit_process_t::WHP_NOT_SPECIAL; w = &Walls[seg->sides[side].wall_num]; if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_wall_hit_process( seg, side, damage, playernum ); if (w->type == WALL_BLASTABLE) { #if defined(DXX_BUILD_DESCENT_II) if (obj->ctype.laser_info.parent_type == OBJ_PLAYER) #endif wall_damage(seg, side, damage); return wall_hit_process_t::WHP_BLASTABLE; } if (playernum != Player_num) //return if was robot fire return wall_hit_process_t::WHP_NOT_SPECIAL; Assert( playernum > -1 ); // Determine whether player is moving forward. If not, don't say negative // messages because he probably didn't intentionally hit the door. if (obj->type == OBJ_PLAYER) show_message = (vm_vec_dot(obj->orient.fvec, obj->mtype.phys_info.velocity) > 0); #if defined(DXX_BUILD_DESCENT_II) else if (obj->type == OBJ_ROBOT) show_message = 0; else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT)) show_message = 0; #endif else show_message = 1; /* Set key_color only after the type matches, since TXT_* are macros * that trigger a load from memory. Use operator,() to suppress the * truth test on the second branch since the compiler cannot prove * that the loaded value will always be non-null. */ const char *key_color; if ( (w->keys == KEY_BLUE && (key_color = TXT_BLUE, true)) || (w->keys == KEY_GOLD && (key_color = TXT_YELLOW, true)) || (w->keys == KEY_RED && (key_color = TXT_RED, true)) ) { const auto &objp = get_local_plrobj(); const auto &player_info = objp.ctype.player_info; if (!(player_info.powerup_flags & static_cast(w->keys))) { static_assert(KEY_BLUE == static_cast(PLAYER_FLAGS_BLUE_KEY), "BLUE key flag mismatch"); static_assert(KEY_GOLD == static_cast(PLAYER_FLAGS_GOLD_KEY), "GOLD key flag mismatch"); static_assert(KEY_RED == static_cast(PLAYER_FLAGS_RED_KEY), "RED key flag mismatch"); if (show_message) HUD_init_message(HM_DEFAULT, "%s %s",key_color,TXT_ACCESS_DENIED); return wall_hit_process_t::WHP_NO_KEY; } } if (w->type == WALL_DOOR) { if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg, side)) ) { if (show_message) HUD_init_message_literal(HM_DEFAULT, TXT_CANT_OPEN_DOOR); return wall_hit_process_t::WHP_NO_KEY; } else { if (w->state != WALL_DOOR_OPENING) { wall_open_door(seg, side); if (Game_mode & GM_MULTI) { int flags; #if defined(DXX_BUILD_DESCENT_I) flags = 0; #elif defined(DXX_BUILD_DESCENT_II) flags = w->flags; #endif multi_send_door_open(seg, side,flags); } } return wall_hit_process_t::WHP_DOOR; } } return wall_hit_process_t::WHP_NOT_SPECIAL; //default is treat like normal wall } //----------------------------------------------------------------- // Opens doors/destroys wall/shuts off triggers. void wall_toggle(const vsegptridx_t segp, unsigned side) { if (side >= MAX_SIDES_PER_SEGMENT) { #ifndef NDEBUG Warning("Can't toggle side %u of segment %d (%u)!\n", side, static_cast(segp), Highest_segment_index); #endif return; } auto wall_num = segp->sides[side].wall_num; if (wall_num == wall_none) { return; } if ( Newdemo_state == ND_STATE_RECORDING ) newdemo_record_wall_toggle(segp, side); if (Walls[wall_num].type == WALL_BLASTABLE) wall_destroy(segp, side); if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED)) wall_open_door(segp, side); } //----------------------------------------------------------------- // Tidy up Walls array for load/save purposes. void reset_walls() { range_for (auto &w, partial_range(Walls, Num_walls, MAX_WALLS)) { w.type = WALL_NORMAL; w.flags = 0; w.hps = 0; w.trigger = -1; w.clip_num = -1; } } #if defined(DXX_BUILD_DESCENT_II) static void do_cloaking_wall_frame(int cloaking_wall_num) { cloaking_wall *d; wall *wfront,*wback; sbyte old_cloak; // for demo recording if ( Newdemo_state==ND_STATE_PLAYBACK ) return; d = &CloakingWalls[cloaking_wall_num]; wfront = &Walls[d->front_wallnum]; wback = NULL; if (d->back_wallnum > -1) wback = &Walls[d->back_wallnum]; old_cloak = wfront->cloak_value; d->time += FrameTime; if (d->time > CLOAKING_WALL_TIME) { int i; wfront->type = WALL_OPEN; wfront->state = WALL_DOOR_CLOSED; //why closed? why not? if (wback) { wback->type = WALL_OPEN; wback->state = WALL_DOOR_CLOSED; //why closed? why not? } for (i=cloaking_wall_num;itime > CLOAKING_WALL_TIME/2) { int old_type=wfront->type; wfront->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2); if (wback) wback->cloak_value = wfront->cloak_value; if (old_type != WALL_CLOAKED) { //just switched int i; wfront->type = WALL_CLOAKED; if (wback) wback->type = WALL_CLOAKED; for (i=0;i<4;i++) { Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i]; if (wback) Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i]; } } } else { //fading out fix light_scale; int i; light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2); for (i=0;i<4;i++) { Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale); if (wback) Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale); } } // check if the actual cloak_value changed in this frame to prevent redundant recordings and wasted bytes if ( Newdemo_state == ND_STATE_RECORDING && (wfront->cloak_value != old_cloak || d->time == FrameTime) ) newdemo_record_cloaking_wall(d->front_wallnum, d->back_wallnum, wfront->type, wfront->state, wfront->cloak_value, Segments[wfront->segnum].sides[wfront->sidenum].uvls[0].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[1].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[2].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[3].l); } static void do_decloaking_wall_frame(int cloaking_wall_num) { cloaking_wall *d; wall *wfront,*wback; sbyte old_cloak; // for demo recording if ( Newdemo_state==ND_STATE_PLAYBACK ) return; d = &CloakingWalls[cloaking_wall_num]; wfront = &Walls[d->front_wallnum]; wback = NULL; if (d->back_wallnum > -1) wback = &Walls[d->back_wallnum]; old_cloak = wfront->cloak_value; d->time += FrameTime; if (d->time > CLOAKING_WALL_TIME) { int i; wfront->state = WALL_DOOR_CLOSED; if (wback) wback->state = WALL_DOOR_CLOSED; for (i=0;i<4;i++) { Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i]; if (wback) Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i]; } for (i=cloaking_wall_num;itime > CLOAKING_WALL_TIME/2) { //fading in fix light_scale; int i; wfront->type = wback->type = WALL_CLOSED; light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2); for (i=0;i<4;i++) { Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale); if (wback) Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale); } } else { //cloaking in wfront->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2); wfront->type = WALL_CLOAKED; if (wback) { wback->cloak_value = wfront->cloak_value; wback->type = WALL_CLOAKED; } } // check if the actual cloak_value changed in this frame to prevent redundant recordings and wasted bytes if ( Newdemo_state == ND_STATE_RECORDING && (wfront->cloak_value != old_cloak || d->time == FrameTime) ) newdemo_record_cloaking_wall(d->front_wallnum, d->back_wallnum, wfront->type, wfront->state, wfront->cloak_value, Segments[wfront->segnum].sides[wfront->sidenum].uvls[0].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[1].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[2].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[3].l); } #endif void wall_frame_process() { int i; for (i=0;ifront_wallnum[0]]; if (w->state == WALL_DOOR_OPENING) do_door_open(i); else if (w->state == WALL_DOOR_CLOSING) do_door_close(i); else if (w->state == WALL_DOOR_WAITING) { d->time += FrameTime; // set flags to fix occasional netgame problem where door is waiting to close but open flag isn't set w->flags |= WALL_DOOR_OPENED; if (d->back_wallnum[0] > -1) Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED; if (d->time > DOOR_WAIT_TIME) #if defined(DXX_BUILD_DESCENT_II) if (is_door_free(vcsegptridx(w->segnum), w->sidenum)) #endif { w->state = WALL_DOOR_CLOSING; d->time = 0; } } #if defined(DXX_BUILD_DESCENT_II) else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) { //this shouldn't happen. if the wall is in one of these states, //there shouldn't be an activedoor entry for it. So we'll kill //the activedoor entry. Tres simple. int t; Int3(); //a bad thing has happened, but I'll try to fix it up for (t=i;tfront_wallnum]; if (w->state == WALL_DOOR_CLOAKING) do_cloaking_wall_frame(i); else if (w->state == WALL_DOOR_DECLOAKING) do_decloaking_wall_frame(i); #ifdef _DEBUG else Int3(); //unexpected wall state #endif } #endif } static unsigned Num_stuck_objects; static array Stuck_objects; // An object got stuck in a door (like a flare). // Add global entry. void add_stuck_object(const vobjptridx_t objp, const vsegptr_t segp, int sidenum) { const auto wallnum = segp->sides[sidenum].wall_num; if (wallnum != wall_none) { if (Walls[wallnum].flags & WALL_BLASTED) objp->flags |= OF_SHOULD_BE_DEAD; range_for (auto &i, Stuck_objects) { if (i.wallnum == -1) { i.wallnum = wallnum; i.objnum = objp; i.signature = objp->signature; Num_stuck_objects++; break; } } } } #if defined(DXX_BUILD_DESCENT_I) // -------------------------------------------------------------------------------------------------- // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here. // Removes up to one/frame. void remove_obsolete_stuck_objects(void) { int objnum; objnum = d_tick_count % MAX_STUCK_OBJECTS; if (Stuck_objects[objnum].wallnum != -1) if ((Stuck_objects[objnum].wallnum == 0) || (vcobjptr(Stuck_objects[objnum].objnum)->signature != Stuck_objects[objnum].signature)) { Num_stuck_objects--; Stuck_objects[objnum].wallnum = -1; } } #endif #if defined(DXX_BUILD_DESCENT_II) // -------------------------------------------------------------------------------------------------- // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here. // Removes up to one/frame. void remove_obsolete_stuck_objects(void) { int objnum; // Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster. if (!Num_stuck_objects) return; objnum = d_tick_count % MAX_STUCK_OBJECTS; if (Stuck_objects[objnum].wallnum != -1) if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (vcobjptr(Stuck_objects[objnum].objnum)->signature != Stuck_objects[objnum].signature)) { Num_stuck_objects--; vobjptr(Stuck_objects[objnum].objnum)->lifeleft = F1_0/8; Stuck_objects[objnum].wallnum = -1; } } #endif // ---------------------------------------------------------------------------------------------------- // Door with wall index wallnum is opening, kill all objects stuck in it. void kill_stuck_objects(int wallnum) { int i; if (wallnum < 0 || Num_stuck_objects == 0) { return; } Num_stuck_objects=0; for (i=0; itype == OBJ_WEAPON) { #if defined(DXX_BUILD_DESCENT_I) #define DXX_WEAPON_LIFELEFT F1_0/4 #elif defined(DXX_BUILD_DESCENT_II) #define DXX_WEAPON_LIFELEFT F1_0/8 #endif objp->lifeleft = DXX_WEAPON_LIFELEFT; } Stuck_objects[i].wallnum = -1; } else if (Stuck_objects[i].wallnum != -1) { Num_stuck_objects++; } // Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc. #if defined(DXX_BUILD_DESCENT_II) flush_fcd_cache(); #endif } #if defined(DXX_BUILD_DESCENT_II) // ----------------------------------------------------------------------------------- // Initialize stuck objects array. Called at start of level void init_stuck_objects(void) { range_for (auto &i, Stuck_objects) i.wallnum = -1; Num_stuck_objects = 0; } // ----------------------------------------------------------------------------------- // Clear out all stuck objects. Called for a new ship void clear_stuck_objects(void) { range_for (auto &i, Stuck_objects) { if (i.wallnum != -1) { const auto &&objp = vobjptr(i.objnum); if (objp->type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::FLARE_ID) objp->lifeleft = F1_0/8; i.wallnum = -1; Num_stuck_objects--; } } Assert(Num_stuck_objects == 0); } // ----------------------------------------------------------------------------------- #define MAX_BLAST_GLASS_DEPTH 5 static void bng_process_segment(const vobjptr_t objp, fix damage, const vsegptridx_t segp, int depth, visited_segment_bitarray_t &visited) { int i, sidenum; if (depth > MAX_BLAST_GLASS_DEPTH) return; depth++; for (sidenum=0; sidenumsides[sidenum].tmap_num2) != 0) { int ec, db; tm &= 0x3fff; //tm without flags if ((((ec=TmapInfo[tm].eclip_num)!=-1) && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1))) { const auto pnt = compute_center_point_on_side(segp, sidenum); dist = vm_vec_dist_quick(pnt, objp->pos); if (dist < damage/2) { dist = find_connected_distance(pnt, segp, objp->pos, segp.absolute_sibling(objp->segnum), MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG); if ((dist > 0) && (dist < damage/2)) check_effect_blowup(segp, sidenum, pnt, vcobjptr(objp->ctype.laser_info.parent_num)->ctype.laser_info, 1, 0); } } } } for (i=0; ichildren[i]; if (segnum != segment_none) { if (!visited[segnum]) { if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) { visited[segnum] = true; bng_process_segment(objp, damage, segp.absolute_sibling(segnum), depth, visited); } } } } } // ----------------------------------------------------------------------------------- // objp is going to detonate // blast nearby monitors, lights, maybe other things void blast_nearby_glass(const vobjptr_t objp, fix damage) { visited_segment_bitarray_t visited; visited[objp->segnum] = true; bng_process_segment(objp, damage, vsegptridx(objp->segnum), 0, visited); } struct d1wclip { wclip *wc; d1wclip(wclip &w) : wc(&w) {} }; DEFINE_SERIAL_UDT_TO_MESSAGE(d1wclip, dwc, (dwc.wc->play_time, dwc.wc->num_frames, dwc.wc->d1_frames, dwc.wc->open_sound, dwc.wc->close_sound, dwc.wc->flags, dwc.wc->filename, serial::pad<1>())); ASSERT_SERIAL_UDT_MESSAGE_SIZE(d1wclip, 26 + (sizeof(int16_t) * MAX_CLIP_FRAMES_D1)); #endif DEFINE_SERIAL_UDT_TO_MESSAGE(wclip, wc, (wc.play_time, wc.num_frames, wc.frames, wc.open_sound, wc.close_sound, wc.flags, wc.filename, serial::pad<1>())); ASSERT_SERIAL_UDT_MESSAGE_SIZE(wclip, 26 + (sizeof(int16_t) * MAX_CLIP_FRAMES)); /* * reads a wclip structure from a PHYSFS_file */ void wclip_read(PHYSFS_file *fp, wclip &wc) { PHYSFSX_serialize_read(fp, wc); } #if 0 void wclip_write(PHYSFS_file *fp, const wclip &wc) { PHYSFSX_serialize_write(fp, wc); } #endif struct wrap_v16_wall { const wall *w; wrap_v16_wall(const wall &t) : w(&t) {} }; #define _SERIAL_UDT_WALL_V16_MEMBERS(P) (P type, P flags, P hps, P trigger, P clip_num, P keys) DEFINE_SERIAL_UDT_TO_MESSAGE(v16_wall, w, _SERIAL_UDT_WALL_V16_MEMBERS(w.)); DEFINE_SERIAL_UDT_TO_MESSAGE(wrap_v16_wall, w, _SERIAL_UDT_WALL_V16_MEMBERS(w.w->)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(wrap_v16_wall, 9); /* * reads a v16_wall structure from a PHYSFS_file */ void v16_wall_read(PHYSFS_file *fp, v16_wall &w) { PHYSFSX_serialize_read(fp, w); } struct wrap_v19_wall { const wall *w; wrap_v19_wall(const wall &t) : w(&t) {} }; DEFINE_SERIAL_UDT_TO_MESSAGE(v19_wall, w, (w.segnum, serial::pad<2>(), w.sidenum, w.type, w.flags, w.hps, w.trigger, w.clip_num, w.keys, w.linked_wall)); DEFINE_SERIAL_UDT_TO_MESSAGE(wrap_v19_wall, w, (w.w->segnum, serial::pad<2>(), w.w->sidenum, serial::pad<3>(), w.w->type, w.w->flags, w.w->hps, w.w->trigger, w.w->clip_num, w.w->keys, w.w->linked_wall, serial::pad<2>())); ASSERT_SERIAL_UDT_MESSAGE_SIZE(v19_wall, 21); ASSERT_SERIAL_UDT_MESSAGE_SIZE(wrap_v19_wall, 21); /* * reads a v19_wall structure from a PHYSFS_file */ void v19_wall_read(PHYSFS_file *fp, v19_wall &w) { PHYSFSX_serialize_read(fp, w); } #if defined(DXX_BUILD_DESCENT_I) #define _SERIAL_UDT_WALL_D2X_MEMBERS serial::pad<2>() #elif defined(DXX_BUILD_DESCENT_II) #define _SERIAL_UDT_WALL_D2X_MEMBERS w.controlling_trigger, w.cloak_value #endif DEFINE_SERIAL_UDT_TO_MESSAGE(wall, w, (w.segnum, serial::pad<2>(), w.sidenum, serial::pad<3>(), w.hps, w.linked_wall, serial::pad<2>(), w.type, w.flags, w.state, w.trigger, w.clip_num, w.keys, _SERIAL_UDT_WALL_D2X_MEMBERS)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(wall, 24); /* * reads a wall structure from a PHYSFS_file */ void wall_read(PHYSFS_file *fp, wall &w) { PHYSFSX_serialize_read(fp, w); } DEFINE_SERIAL_UDT_TO_MESSAGE(active_door, d, (d.n_parts, d.front_wallnum, d.back_wallnum, d.time)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(active_door, 16); /* * reads an active_door structure from a PHYSFS_file */ void active_door_read(PHYSFS_file *fp, active_door &ad) { PHYSFSX_serialize_read(fp, ad); } void active_door_write(PHYSFS_file *fp, const active_door &ad) { PHYSFSX_serialize_write(fp, ad); } void wall_write(PHYSFS_file *fp, const wall &w, short version) { if (version <= 16) PHYSFSX_serialize_write(fp, w); else if (version <= 19) PHYSFSX_serialize_write(fp, w); else PHYSFSX_serialize_write(fp, w); } #if defined(DXX_BUILD_DESCENT_II) DEFINE_SERIAL_UDT_TO_MESSAGE(cloaking_wall, cw, (cw.front_wallnum, cw.back_wallnum, cw.front_ls, cw.back_ls, cw.time)); ASSERT_SERIAL_UDT_MESSAGE_SIZE(cloaking_wall, 40); void cloaking_wall_read(cloaking_wall &cw, PHYSFS_file *fp) { PHYSFSX_serialize_read(fp, cw); } void cloaking_wall_write(const cloaking_wall &cw, PHYSFS_file *fp) { PHYSFSX_serialize_write(fp, cw); } #endif