445 lines
15 KiB
C++
445 lines
15 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Header for wall.c
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*
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*/
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#ifndef _WALL_H
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#define _WALL_H
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#include <physfs.h>
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#include "segment.h"
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struct object;
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struct vobjptridx_t;
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#ifdef __cplusplus
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#include "pack.h"
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_WALLS 175u // Maximum number of walls
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#define MAX_WALL_ANIMS 30 // Maximum different types of doors
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#define MAX_DOORS 50 // Maximum number of open doors
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_WALLS 254u // Maximum number of walls
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#define MAX_WALL_ANIMS 60 // Maximum different types of doors
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#define MAX_DOORS 90 // Maximum number of open doors
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#endif
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// Various wall types.
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#define WALL_NORMAL 0 // Normal wall
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#define WALL_BLASTABLE 1 // Removable (by shooting) wall
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#define WALL_DOOR 2 // Door
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#define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
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#define WALL_OPEN 4 // Just an open side. (Trigger)
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#define WALL_CLOSED 5 // Wall. Used for transparent walls.
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#if defined(DXX_BUILD_DESCENT_II)
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#define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
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#define WALL_CLOAKED 7 // Can see it, and see through it
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#endif
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// Various wall flags.
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#define WALL_BLASTED 1 // Blasted out wall.
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#define WALL_DOOR_OPENED 2 // Open door.
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#define WALL_DOOR_LOCKED 8 // Door is locked.
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#define WALL_DOOR_AUTO 16 // Door automatically closes after time.
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#define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
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#if defined(DXX_BUILD_DESCENT_II)
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#define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
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#define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
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#endif
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// Wall states
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#define WALL_DOOR_CLOSED 0 // Door is closed
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#define WALL_DOOR_OPENING 1 // Door is opening.
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#define WALL_DOOR_WAITING 2 // Waiting to close
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#define WALL_DOOR_CLOSING 3 // Door is closing
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#if defined(DXX_BUILD_DESCENT_II)
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#define WALL_DOOR_OPEN 4 // Door is open, and staying open
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#define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
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#define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
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#endif
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//note: a door is considered opened (i.e., it has WALL_OPENED set) when it
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//is more than half way open. Thus, it can have any of OPENING, CLOSING,
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//or WAITING bits set when OPENED is set.
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#define KEY_NONE 1
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#define KEY_BLUE 2
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#define KEY_RED 4
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#define KEY_GOLD 8
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#define WALL_HPS 100*F1_0 // Normal wall's hp
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#define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
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#define DOOR_OPEN_TIME i2f(2) // How long takes to open
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#define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
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#if defined(DXX_BUILD_DESCENT_I)
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#define MAX_CLIP_FRAMES 20
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#elif defined(DXX_BUILD_DESCENT_II)
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#define MAX_CLIP_FRAMES 50
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#endif
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template <unsigned value>
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struct WALL_IS_DOORWAY_FLAG
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{
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constexpr operator unsigned() const { return value; }
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template <unsigned F2>
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constexpr WALL_IS_DOORWAY_FLAG<value | F2> operator|(WALL_IS_DOORWAY_FLAG<F2>)
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{
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return {};
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}
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};
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template <unsigned F>
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struct WALL_IS_DOORWAY_sresult_t
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{
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};
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template <unsigned F>
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static inline constexpr WALL_IS_DOORWAY_sresult_t<F> WALL_IS_DOORWAY_sresult(WALL_IS_DOORWAY_FLAG<F>)
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{
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return {};
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}
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struct WALL_IS_DOORWAY_mask_t
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{
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unsigned value;
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template <unsigned F>
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constexpr WALL_IS_DOORWAY_mask_t(WALL_IS_DOORWAY_FLAG<F>) :
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value(F)
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{
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}
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};
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struct WALL_IS_DOORWAY_result_t
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{
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unsigned value;
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template <unsigned F>
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constexpr WALL_IS_DOORWAY_result_t(WALL_IS_DOORWAY_sresult_t<F>) :
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value(F)
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{
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}
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template <unsigned F>
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unsigned operator&(WALL_IS_DOORWAY_FLAG<F>) const
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{
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return value & F;
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}
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template <unsigned F>
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WALL_IS_DOORWAY_result_t operator|=(WALL_IS_DOORWAY_FLAG<F>)
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{
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value |= F;
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return *this;
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}
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template <unsigned F>
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bool operator==(WALL_IS_DOORWAY_sresult_t<F>) const
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{
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return value == F;
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}
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bool operator&(WALL_IS_DOORWAY_mask_t m) const
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{
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return value & m.value;
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}
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bool operator==(WALL_IS_DOORWAY_result_t) const = delete;
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template <typename T>
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bool operator!=(const T &t) const
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{
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return !(*this == t);
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}
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};
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// WALL_IS_DOORWAY flags.
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static const WALL_IS_DOORWAY_FLAG<1> WID_FLY_FLAG{};
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static const WALL_IS_DOORWAY_FLAG<2> WID_RENDER_FLAG{};
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static const WALL_IS_DOORWAY_FLAG<4> WID_RENDPAST_FLAG{};
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static const WALL_IS_DOORWAY_FLAG<8> WID_EXTERNAL_FLAG{};
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#if defined(DXX_BUILD_DESCENT_II)
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static const WALL_IS_DOORWAY_FLAG<16> WID_CLOAKED_FLAG{};
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#endif
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// WALL_IS_DOORWAY return values F/R/RP
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static const auto WID_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG); // 0/1/0 wall
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static const auto WID_TRANSPARENT_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG | WID_RENDPAST_FLAG); // 0/1/1 transparent wall
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static const auto WID_ILLUSORY_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDER_FLAG); // 1/1/0 illusory wall
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static const auto WID_TRANSILLUSORY_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDER_FLAG | WID_RENDPAST_FLAG); // 1/1/1 transparent illusory wall
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static const auto WID_NO_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDPAST_FLAG); // 1/0/1 no wall, can fly through
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static const auto WID_EXTERNAL = WALL_IS_DOORWAY_sresult(WID_EXTERNAL_FLAG); // 0/0/0/1 don't see it, dont fly through it
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#if defined(DXX_BUILD_DESCENT_II)
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static const auto WID_CLOAKED_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG);
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#endif
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#define MAX_STUCK_OBJECTS 32
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struct stuckobj : public prohibit_void_ptr<stuckobj>
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{
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short objnum, wallnum;
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int signature;
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};
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//Start old wall structures
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struct v16_wall
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{
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sbyte type; // What kind of special wall.
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sbyte flags; // Flags for the wall.
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fix hps; // "Hit points" of the wall.
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sbyte trigger; // Which trigger is associated with the wall.
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sbyte clip_num; // Which animation associated with the wall.
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sbyte keys;
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};
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struct v19_wall : public prohibit_void_ptr<v19_wall>
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{
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segnum_t segnum;
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int sidenum; // Seg & side for this wall
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sbyte type; // What kind of special wall.
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sbyte flags; // Flags for the wall.
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fix hps; // "Hit points" of the wall.
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sbyte trigger; // Which trigger is associated with the wall.
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sbyte clip_num; // Which animation associated with the wall.
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sbyte keys;
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int linked_wall; // number of linked wall
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};
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//End old wall structures
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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struct wall : public prohibit_void_ptr<wall>
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{
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segnum_t segnum;
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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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int linked_wall; // number of linked wall
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ubyte type; // What kind of special wall.
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ubyte flags; // Flags for the wall.
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ubyte state; // Opening, closing, etc.
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sbyte trigger; // Which trigger is associated with the wall.
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sbyte clip_num; // Which animation associated with the wall.
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ubyte keys; // which keys are required
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#if defined(DXX_BUILD_DESCENT_I)
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short pad; // keep longword aligned
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#elif 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.
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// Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
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sbyte cloak_value; // if this wall is cloaked, the fade value
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#endif
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};
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#endif
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#define wall_none static_cast<int>(-1)
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struct active_door : public prohibit_void_ptr<active_door>
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{
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int n_parts; // for linked walls
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array<short, 2> front_wallnum; // front wall numbers for this door
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array<short, 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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#if defined(DXX_BUILD_DESCENT_II)
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struct cloaking_wall : public prohibit_void_ptr<cloaking_wall>
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{
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short front_wallnum; // front wall numbers for this door
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short back_wallnum; // back wall numbers for this door
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array<fix, 4> front_ls; // front wall saved light values
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array<fix, 4> back_ls; // back wall saved light values
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fix time; // how long been cloaking or decloaking
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};
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#endif
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//wall clip flags
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#define WCF_EXPLODES 1 //door explodes when opening
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#define WCF_BLASTABLE 2 //this is a blastable wall
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#define WCF_TMAP1 4 //this uses primary tmap, not tmap2
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#define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
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#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
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#define MAX_CLIP_FRAMES_D1 20
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struct wclip : public prohibit_void_ptr<wclip>
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{
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fix play_time;
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short num_frames;
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union {
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array<int16_t, MAX_CLIP_FRAMES> frames;
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array<int16_t, MAX_CLIP_FRAMES_D1> d1_frames;
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};
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short open_sound;
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short close_sound;
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short flags;
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array<char, 13> filename;
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};
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extern const char Wall_names[7][10];
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#if defined(DXX_BUILD_DESCENT_II)
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#define MAX_CLOAKING_WALLS 10
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extern array<cloaking_wall, MAX_CLOAKING_WALLS> CloakingWalls;
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extern unsigned Num_cloaking_walls;
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#endif
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extern array<wall, MAX_WALLS> Walls; // Master walls array
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extern unsigned Num_walls; // Number of walls
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static inline ssize_t operator-(wall *w, array<wall, MAX_WALLS> &W)
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{
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return w - static_cast<wall *>(&*W.begin());
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}
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extern array<active_door, MAX_DOORS> ActiveDoors; // Master doors array
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extern unsigned Num_open_doors; // Number of open doors
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extern unsigned Num_wall_anims;
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extern array<wclip, MAX_WALL_ANIMS> WallAnims;
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extern int walls_bm_num[MAX_WALL_ANIMS];
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#else
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struct wall;
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struct wclip;
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#endif
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// Initializes all walls (i.e. no special walls.)
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extern void wall_init();
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// Automatically checks if a there is a doorway (i.e. can fly through)
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WALL_IS_DOORWAY_result_t wall_is_doorway (segment *seg, int side);
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static inline WALL_IS_DOORWAY_result_t WALL_IS_DOORWAY(segment *seg, int side)
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{
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if (seg->children[side] == segment_none)
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return WID_WALL;
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if (seg->children[side] == segment_exit)
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return WID_EXTERNAL;
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if (seg->sides[side].wall_num == wall_none)
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return WID_NO_WALL;
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return wall_is_doorway(seg, side);
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}
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// Deteriorate appearance of wall. (Changes bitmap (paste-ons))
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extern void wall_damage(segment *seg, int side, fix damage);
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// Destroys a blastable wall. (So it is an opening afterwards)
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extern void wall_destroy(segment *seg, int side);
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void wall_illusion_on(segment *seg, int side);
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void wall_illusion_off(segment *seg, int side);
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// Opens a door, including animation and other processing.
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void do_door_open(int door_num);
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// Closes a door, including animation and other processing.
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void do_door_close(int door_num);
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// Opens a door
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extern void wall_open_door(segment *seg, int side);
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#if defined(DXX_BUILD_DESCENT_I)
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// Closes a door (called after given interval)
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extern void wall_close_door(int wall_num);
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#elif defined(DXX_BUILD_DESCENT_II)
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// Closes a door
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extern void wall_close_door(segment *seg, int side);
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#endif
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//return codes for wall_hit_process()
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#define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
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#define WHP_NO_KEY 1 //hit door, but didn't have key
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#define WHP_BLASTABLE 2 //hit blastable wall
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#define WHP_DOOR 3 //a door (which will now be opening)
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// Determines what happens when a wall is shot
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//obj is the object that hit...either a weapon or the player himself
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extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
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// Opens/destroys specified door.
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void wall_toggle(segnum_t segnum, unsigned side);
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// Tidy up Walls array for load/save purposes.
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extern void reset_walls();
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// Called once per frame..
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void wall_frame_process();
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extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
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// An object got stuck in a door (like a flare).
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// Add global entry.
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void add_stuck_object(vobjptridx_t objp, segnum_t segnum, int sidenum);
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extern void remove_obsolete_stuck_objects(void);
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//set the tmap_num or tmap_num2 field for a wall/door
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extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
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// Remove any flares from a wall
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void kill_stuck_objects(int wallnum);
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#if defined(DXX_BUILD_DESCENT_II)
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//start wall open <-> closed transitions
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void start_wall_cloak(segment *seg, int side);
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void start_wall_decloak(segment *seg, int side);
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void wclip_read_d1(PHYSFS_file *fp, wclip &wc);
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void cloaking_wall_read(cloaking_wall &cw, PHYSFS_file *fp);
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void cloaking_wall_write(const cloaking_wall &cw, PHYSFS_file *fp);
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#endif
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/*
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* reads n wclip structs from a PHYSFS_file
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*/
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void wclip_read(PHYSFS_file *, wclip &wc);
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void wclip_write(PHYSFS_file *, const wclip &);
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/*
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* reads a v16_wall structure from a PHYSFS_file
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*/
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void v16_wall_read(PHYSFS_file *fp, v16_wall &w);
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/*
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* reads a v19_wall structure from a PHYSFS_file
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*/
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void v19_wall_read(PHYSFS_file *fp, v19_wall &w);
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/*
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* reads a wall structure from a PHYSFS_file
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*/
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void wall_read(PHYSFS_file *fp, wall &w);
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/*
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* reads an active_door structure from a PHYSFS_file
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*/
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void active_door_read(PHYSFS_file *fp, active_door &ad);
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void active_door_write(PHYSFS_file *fp, const active_door &ad);
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void wall_write(PHYSFS_file *fp, const wall &w, short version);
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void wall_close_door_num(int door_num);
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void init_stuck_objects(void);
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void clear_stuck_objects(void);
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void blast_nearby_glass(struct object *objp, fix damage);
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#endif
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#endif
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