dxx-rebirth/main/wall.c

1213 lines
31 KiB
C

/*
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.
*/
/*
*
* Destroyable wall stuff
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "gr.h"
#include "wall.h"
#include "switch.h"
#include "inferno.h"
#ifdef EDITOR
#include "editor/editor.h"
#endif
#include "segment.h"
#include "error.h"
#include "gameseg.h"
#include "game.h"
#include "bm.h"
#include "vclip.h"
#include "player.h"
#include "gauges.h"
#include "text.h"
#include "fireball.h"
#include "textures.h"
#include "sounds.h"
#include "newdemo.h"
#include "multi.h"
#include "gameseq.h"
#include "byteswap.h"
void kill_stuck_objects(int wallnum);
// 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
wall Walls[MAX_WALLS]; // Master walls array
int Num_walls=0; // Number of walls
wclip WallAnims[MAX_WALL_ANIMS]; // Wall animations
int Num_wall_anims;
//--unused-- int walls_bm_num[MAX_WALL_ANIMS];
//door Doors[MAX_DOORS]; // Master doors array
active_door ActiveDoors[MAX_DOORS];
int Num_open_doors; // Number of open doors
//--unused-- grs_bitmap *wall_title_bms[MAX_WALL_ANIMS];
//#define BM_FLAG_TRANSPARENT 1
//#define BM_FLAG_SUPER_TRANSPARENT 2
#ifdef EDITOR
char Wall_names[7][10] = {
"NORMAL ",
"BLASTABLE",
"DOOR ",
"ILLUSION ",
"OPEN ",
"CLOSED ",
"EXTERNAL "
};
#endif
// This function determines whether the current segment/side is transparent
// 1 = YES
// 0 = NO
int check_transparency( segment * seg, int side )
{
if ( (seg->sides[side].tmap_num2 & 0x3FFF) == 0) {
if (GameBitmaps[Textures[seg->sides[side].tmap_num].index].bm_flags & BM_FLAG_TRANSPARENT )
return 1;
else
return 0;
}
if (GameBitmaps[Textures[seg->sides[side].tmap_num2 & 0x3FFF ].index].bm_flags & BM_FLAG_SUPER_TRANSPARENT )
return 1;
else
return 0;
}
//-----------------------------------------------------------------
// 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
int wall_is_doorway ( segment * seg, int side )
{
int flags, type;
int state;
//--Covered by macro // No child.
//--Covered by macro if (seg->children[side] == -1)
//--Covered by macro return WID_WALL;
//--Covered by macro if (seg->children[side] == -2)
//--Covered by macro return WID_EXTERNAL_FLAG;
//--Covered by macro // No wall present.
//--Covered by macro if (seg->sides[side].wall_num == -1)
//--Covered by macro return WID_NO_WALL;
Assert(seg-Segments>=0 && seg-Segments<=Highest_segment_index);
Assert(side>=0 && side<6);
type = Walls[seg->sides[side].wall_num].type;
flags = Walls[seg->sides[side].wall_num].flags;
if (type == WALL_OPEN)
return WID_NO_WALL;
if (type == WALL_ILLUSION) {
if (Walls[seg->sides[side].wall_num].flags & WALL_ILLUSION_OFF)
return WID_NO_WALL;
else {
if (check_transparency( seg, 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( seg, side))
return WID_TRANSPARENT_WALL;
else
return WID_WALL;
}
if (flags & WALL_DOOR_OPENED)
return WID_TRANSILLUSORY_WALL;
state = Walls[seg->sides[side].wall_num].state;
if ((type == WALL_DOOR) && (state == WALL_DOOR_OPENING))
return WID_TRANSPARENT_WALL;
// If none of the above flags are set, there is no doorway.
if (check_transparency( seg, 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()
{
int i;
Num_walls = 0;
for (i=0;i<MAX_WALLS;i++) {
Walls[i].segnum = Walls[i].sidenum = -1;
Walls[i].type = WALL_NORMAL;
Walls[i].flags = 0;
Walls[i].hps = 0;
Walls[i].trigger = -1;
Walls[i].clip_num = -1;
Walls[i].linked_wall = -1;
}
Num_open_doors = 0;
}
//-----------------------------------------------------------------
// Initializes one wall.
void wall_reset(segment *seg, int side)
{
int i;
i = seg->sides[side].wall_num;
if (i==-1) {
return;
}
Walls[i].segnum = seg-Segments;
Walls[i].sidenum = side;
Walls[i].type = WALL_NORMAL;
Walls[i].flags = 0;
Walls[i].hps = 0;
Walls[i].trigger = -1;
Walls[i].clip_num = -1;
Walls[i].linked_wall = -1;
}
#endif
//set the tmap_num or tmap_num2 field for a wall/door
void wall_set_tmap_num(segment *seg,int side,segment *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-Segments,side,csegp-Segments,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-Segments,side,csegp-Segments,cside,tmap);
}
}
}
// -------------------------------------------------------------------------------
//when the wall has used all its hitpoints, this will destroy it
void blast_blastable_wall(segment *seg, int side)
{
int Connectside;
segment *csegp;
int a, n;
Assert(seg->sides[side].wall_num != -1);
csegp = &Segments[seg->children[side]];
Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
kill_stuck_objects(seg->sides[side].wall_num);
kill_stuck_objects(csegp->sides[Connectside].wall_num);
a = Walls[seg->sides[side].wall_num].clip_num;
n = WallAnims[a].num_frames;
if (!(WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES))
wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;
//if this is an exploding wall, explode it
if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
explode_wall(seg-Segments,side);
}
//-----------------------------------------------------------------
// Destroys a blastable wall.
void wall_destroy(segment *seg, int side)
{
Assert(seg->sides[side].wall_num != -1);
Assert(seg-Segments != 0);
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(segment *seg, int side, fix damage)
{
int a, i, n;
if (seg->sides[side].wall_num == -1) {
return;
}
if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
return;
if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED))
{
int Connectside;
segment *csegp;
csegp = &Segments[seg->children[side]];
Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
Walls[seg->sides[side].wall_num].hps -= damage;
Walls[csegp->sides[Connectside].wall_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 );
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_door_open(seg-Segments, side);
#endif
}
else
for (i=0;i<n;i++)
if (Walls[seg->sides[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(segment *seg, int side)
{
wall *w;
active_door *d;
int Connectside=0, wall_num=0, cwall_num=0;
segment *csegp;
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
w = &Walls[seg->sides[side].wall_num];
wall_num = w - Walls;
//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 (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door
int i;
d = NULL;
for (i=0;i<Num_open_doors;i++) { //find door
d = &ActiveDoors[i];
if (d->front_wallnum[0]==w-Walls || 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
csegp = &Segments[seg->children[side]];
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!\n", side);
Assert( seg-Segments != -1);
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_door_opening(seg-Segments, side);
}
if (w->linked_wall != -1) {
wall *w2;
segment *seg2;
w2 = &Walls[w->linked_wall];
seg2 = &Segments[w2->segnum];
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;
csegp = &Segments[seg2->children[w2->sidenum]];
Connectside = find_connect_side(seg2, csegp);
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!!!!
vms_vector cp;
compute_center_point_on_side(&cp, seg, side );
if (WallAnims[w->clip_num].open_sound > -1 )
digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
}
}
//-----------------------------------------------------------------
// 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;p<d->n_parts;p++) {
wall *w;
int Connectside, side;
segment *csegp, *seg;
w = &Walls[d->front_wallnum[p]];
seg = &Segments[w->segnum];
side = w->sidenum;
Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
csegp = &Segments[seg->children[side]];
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<Num_open_doors;i++)
ActiveDoors[i] = ActiveDoors[i+1];
Num_open_doors--;
}
//-----------------------------------------------------------------
// 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;p<d->n_parts;p++) {
wall *w;
int Connectside, side;
segment *csegp, *seg;
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]);
seg = &Segments[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 == -1)
{
con_printf(CON_URGENT, "Trying to do_door_open on illegal wall %i. Please check your level!\n",side);
continue;
}
csegp = &Segments[seg->children[side]];
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;i<Num_open_doors;i++)
ActiveDoors[i] = ActiveDoors[i+1];
Num_open_doors--;
}
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
}
}
}
}
//-----------------------------------------------------------------
// 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;p<d->n_parts;p++) {
wall *w;
int Connectside, side;
segment *csegp, *seg;
w = &Walls[d->front_wallnum[p]];
seg = &Segments[w->segnum];
side = w->sidenum;
Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
csegp = &Segments[seg->children[side]];
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;i<Num_open_doors;i++)
ActiveDoors[i] = ActiveDoors[i+1];
Num_open_doors--;
}
int check_poke(int objnum,int segnum,int side)
{
object *obj = &Objects[objnum];
//note: don't let objects with zero size block door
if (obj->size && get_seg_masks(&obj->pos,segnum,obj->size,__FILE__,__LINE__).sidemask & (1<<side))
return 1; //pokes through side!
else
return 0; //does not!
}
//-----------------------------------------------------------------
// 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;p<d->n_parts;p++) {
int Connectside, side;
segment *csegp, *seg;
int objnum;
seg = &Segments[w->segnum];
side = w->sidenum;
csegp = &Segments[seg->children[side]];
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
for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
if (check_poke(objnum,seg-Segments,side))
return; //abort!
for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
if (check_poke(objnum,csegp-Segments,Connectside))
return; //abort!
}
for (p=0;p<d->n_parts;p++) {
wall *w;
int Connectside, side;
segment *csegp, *seg;
fix time_elapsed, time_total, one_frame;
int i, n;
w = &Walls[d->front_wallnum[p]];
seg = &Segments[w->segnum];
side = w->sidenum;
if (seg->sides[side].wall_num == -1) {
return;
}
//if here, must be auto door
Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
// Otherwise, close it.
csegp = &Segments[seg->children[side]];
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
vms_vector cp;
compute_center_point_on_side(&cp, 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-Segments, 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);
}
}
//-----------------------------------------------------------------
// 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(segment *seg, int side)
{
segment *csegp;
int cside;
csegp = &Segments[seg->children[side]];
cside = find_connect_side(seg, csegp);
Assert(cside != -1);
if (seg->sides[side].wall_num == -1) {
return;
}
Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
}
//-----------------------------------------------------------------
// 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(segment *seg, int side)
{
segment *csegp;
int cside;
csegp = &Segments[seg->children[side]];
cside = find_connect_side(seg, csegp);
Assert(cside != -1);
if (seg->sides[side].wall_num == -1) {
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.
int special_boss_opening_allowed(int 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
int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
{
wall *w;
fix show_message;
Assert (seg-Segments != -1);
// If it is not a "wall" then just return.
if ( seg->sides[side].wall_num < 0 )
return WHP_NOT_SPECIAL;
w = &Walls[seg->sides[side].wall_num];
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_hit_process( seg-Segments, side, damage, playernum );
if (w->type == WALL_BLASTABLE) {
wall_damage(seg, side, damage);
return WHP_BLASTABLE;
}
if (playernum != Player_num) //return if was robot fire
return WHP_NOT_SPECIAL;
Assert( playernum > -1 );
// Determine whether player is facing door he hit. 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);
else
show_message = 1;
if (w->keys == KEY_BLUE)
if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
if ( playernum==Player_num )
if (show_message)
HUD_init_message(HM_DEFAULT, "%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
return WHP_NO_KEY;
}
if (w->keys == KEY_RED)
if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
if ( playernum==Player_num )
if (show_message)
HUD_init_message(HM_DEFAULT, "%s %s",TXT_RED,TXT_ACCESS_DENIED);
return WHP_NO_KEY;
}
if (w->keys == KEY_GOLD)
if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
if ( playernum==Player_num )
if (show_message)
HUD_init_message(HM_DEFAULT, "%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
return WHP_NO_KEY;
}
if (w->type == WALL_DOOR)
{
if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg-Segments, side)) ) {
if ( playernum==Player_num )
if (show_message)
HUD_init_message(HM_DEFAULT, "%s", TXT_CANT_OPEN_DOOR);
return WHP_NO_KEY;
}
else {
if (w->state != WALL_DOOR_OPENING)
{
wall_open_door(seg, side);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_door_open(seg-Segments, side);
#endif
}
return WHP_DOOR;
}
}
return WHP_NOT_SPECIAL; //default is treat like normal wall
}
//-----------------------------------------------------------------
// Opens doors/destroys wall/shuts off triggers.
void wall_toggle(int segnum, int side)
{
int wall_num;
if (segnum < 0 || segnum > Highest_segment_index || side < 0 || side >= MAX_SIDES_PER_SEGMENT)
{
#ifndef NDEBUG
Warning("Can't toggle side %d (%i) of\nsegment %d (%i)!\n", side, MAX_SIDES_PER_SEGMENT, segnum, Highest_segment_index);
#endif
return;
}
wall_num = Segments[segnum].sides[side].wall_num;
if (wall_num == -1) {
return;
}
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_toggle(segnum, side );
if (Walls[wall_num].type == WALL_BLASTABLE)
wall_destroy(&Segments[segnum], side);
if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
wall_open_door(&Segments[segnum], side);
}
//-----------------------------------------------------------------
// Tidy up Walls array for load/save purposes.
void reset_walls()
{
int i;
if (Num_walls < 0) {
return;
}
for (i=Num_walls;i<MAX_WALLS;i++) {
Walls[i].type = WALL_NORMAL;
Walls[i].flags = 0;
Walls[i].hps = 0;
Walls[i].trigger = -1;
Walls[i].clip_num = -1;
}
}
void wall_frame_process()
{
int i;
for (i=0;i<Num_open_doors;i++) {
active_door *d;
wall *w;
d = &ActiveDoors[i];
w = &Walls[d->front_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
// NOTE: Taken from D2 source. Should not be necessary as multi_do_door_open() is more simple than in D2 but add anyways as it's a *good* fallback...
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) {
w->state = WALL_DOOR_CLOSING;
d->time = 0;
}
}
}
}
int Num_stuck_objects=0;
stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
// An object got stuck in a door (like a flare).
// Add global entry.
void add_stuck_object(object *objp, int segnum, int sidenum)
{
int i;
int wallnum;
wallnum = Segments[segnum].sides[sidenum].wall_num;
if (wallnum != -1) {
if (Walls[wallnum].flags & WALL_BLASTED)
objp->flags |= OF_SHOULD_BE_DEAD;
for (i=0; i<MAX_STUCK_OBJECTS; i++) {
if (Stuck_objects[i].wallnum == -1) {
Stuck_objects[i].wallnum = wallnum;
Stuck_objects[i].objnum = objp-Objects;
Stuck_objects[i].signature = objp->signature;
Num_stuck_objects++;
break;
}
}
}
}
// --------------------------------------------------------------------------------------------------
// 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) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
Num_stuck_objects--;
Stuck_objects[objnum].wallnum = -1;
}
}
// ----------------------------------------------------------------------------------------------------
// Door with wall index wallnum is opening, kill all objects stuck in it.
void kill_stuck_objects(int wallnum)
{
int i;
if (Num_stuck_objects == 0)
return;
Num_stuck_objects=0;
for (i=0; i<MAX_STUCK_OBJECTS; i++)
if (Stuck_objects[i].wallnum == wallnum) {
if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
Objects[Stuck_objects[i].objnum].lifeleft = F1_0/4;
}
Stuck_objects[i].wallnum = -1;
} else if (Stuck_objects[i].wallnum != -1)
Num_stuck_objects++;
}
/*
* reads a wclip structure from a PHYSFS_file
*/
int wclip_read_n(wclip *wc, int n, PHYSFS_file *fp)
{
int i, j;
for (i = 0; i < n; i++) {
WallAnims[i].play_time = PHYSFSX_readFix(fp);;
WallAnims[i].num_frames = PHYSFSX_readShort(fp);;
for (j = 0; j < MAX_CLIP_FRAMES; j++)
WallAnims[i].frames[j] = PHYSFSX_readShort(fp);
WallAnims[i].open_sound = PHYSFSX_readShort(fp);
WallAnims[i].close_sound = PHYSFSX_readShort(fp);
WallAnims[i].flags = PHYSFSX_readShort(fp);
PHYSFS_read(fp, WallAnims[i].filename, 13, 1);
WallAnims[i].pad = PHYSFSX_readByte(fp);
}
return i;
}
/*
* reads a v16_wall structure from a PHYSFS_file
*/
extern void v16_wall_read(v16_wall *w, PHYSFS_file *fp)
{
w->type = PHYSFSX_readByte(fp);
w->flags = PHYSFSX_readByte(fp);
w->hps = PHYSFSX_readFix(fp);
w->trigger = PHYSFSX_readByte(fp);
w->clip_num = PHYSFSX_readByte(fp);
w->keys = PHYSFSX_readByte(fp);
}
/*
* reads a v19_wall structure from a PHYSFS_file
*/
extern void v19_wall_read(v19_wall *w, PHYSFS_file *fp)
{
w->segnum = PHYSFSX_readInt(fp);
w->sidenum = PHYSFSX_readInt(fp);
w->type = PHYSFSX_readByte(fp);
w->flags = PHYSFSX_readByte(fp);
w->hps = PHYSFSX_readFix(fp);
w->trigger = PHYSFSX_readByte(fp);
w->clip_num = PHYSFSX_readByte(fp);
w->keys = PHYSFSX_readByte(fp);
w->linked_wall = PHYSFSX_readInt(fp);
}
/*
* reads a wall structure from a PHYSFS_file
*/
extern void wall_read(wall *w, PHYSFS_file *fp)
{
w->segnum = PHYSFSX_readInt(fp);
w->sidenum = PHYSFSX_readInt(fp);
w->hps = PHYSFSX_readFix(fp);
w->linked_wall = PHYSFSX_readInt(fp);
w->type = PHYSFSX_readByte(fp);
w->flags = PHYSFSX_readByte(fp);
w->state = PHYSFSX_readByte(fp);
w->trigger = PHYSFSX_readByte(fp);
w->clip_num = PHYSFSX_readByte(fp);
w->keys = PHYSFSX_readByte(fp);
/*w->controlling_trigger =*/ PHYSFSX_readByte(fp);
/*w->cloak_value =*/ PHYSFSX_readByte(fp);
}
void wall_swap(wall *w, int swap)
{
if (!swap)
return;
w->segnum = SWAPINT(w->segnum);
w->sidenum = SWAPINT(w->sidenum);
w->hps = SWAPINT(w->hps);
w->linked_wall = SWAPINT(w->linked_wall);
}
/*
* reads n wall structs from a PHYSFS_file and swaps if specified
*/
void wall_read_n_swap(wall *w, int n, int swap, PHYSFS_file *fp)
{
int i;
PHYSFS_read(fp, w, sizeof(wall), n);
if (swap)
for (i = 0; i < n; i++)
wall_swap(&w[i], swap);
}
/*
* reads a v19_door structure from a PHYSFS_file
*/
extern void v19_door_read(v19_door *d, PHYSFS_file *fp)
{
d->n_parts = PHYSFSX_readInt(fp);
d->seg[0] = PHYSFSX_readShort(fp);
d->seg[1] = PHYSFSX_readShort(fp);
d->side[0] = PHYSFSX_readShort(fp);
d->side[1] = PHYSFSX_readShort(fp);
d->type[0] = PHYSFSX_readShort(fp);
d->type[1] = PHYSFSX_readShort(fp);
d->open = PHYSFSX_readFix(fp);
}
/*
* reads an active_door structure from a PHYSFS_file
*/
extern void active_door_read(active_door *ad, PHYSFS_file *fp)
{
ad->n_parts = PHYSFSX_readInt(fp);
ad->front_wallnum[0] = PHYSFSX_readShort(fp);
ad->front_wallnum[1] = PHYSFSX_readShort(fp);
ad->back_wallnum[0] = PHYSFSX_readShort(fp);
ad->back_wallnum[1] = PHYSFSX_readShort(fp);
ad->time = PHYSFSX_readFix(fp);
}
void active_door_swap(active_door *ad, int swap)
{
if (!swap)
return;
ad->n_parts = SWAPINT(ad->n_parts);
ad->front_wallnum[0] = SWAPSHORT(ad->front_wallnum[0]);
ad->front_wallnum[1] = SWAPSHORT(ad->front_wallnum[1]);
ad->back_wallnum[0] = SWAPSHORT(ad->back_wallnum[0]);
ad->back_wallnum[1] = SWAPSHORT(ad->back_wallnum[1]);
ad->time = SWAPINT(ad->time);
}
/*
* reads n active_door structs from a PHYSFS_file and swaps if specified
*/
void active_door_read_n_swap(active_door *ad, int n, int swap, PHYSFS_file *fp)
{
int i;
PHYSFS_read(fp, ad, sizeof(active_door), n);
if (swap)
for (i = 0; i < n; i++)
active_door_swap(&ad[i], swap);
}
void wall_write(wall *w, short version, PHYSFS_file *fp)
{
if (version >= 17)
{
PHYSFS_writeSLE32(fp, w->segnum);
PHYSFS_writeSLE32(fp, w->sidenum);
}
if (version >= 20)
{
PHYSFSX_writeFix(fp, w->hps);
PHYSFS_writeSLE32(fp, w->linked_wall);
}
PHYSFSX_writeU8(fp, w->type);
PHYSFSX_writeU8(fp, w->flags);
if (version < 20)
PHYSFSX_writeFix(fp, w->hps);
else
PHYSFSX_writeU8(fp, w->state);
PHYSFSX_writeU8(fp, w->trigger);
PHYSFSX_writeU8(fp, w->clip_num);
PHYSFSX_writeU8(fp, w->keys);
if (version >= 20)
{
PHYSFSX_writeU8(fp, 0); // w->controlling_trigger
PHYSFSX_writeU8(fp, 0); // w->cloak_value
}
else if (version >= 17)
PHYSFS_writeSLE32(fp, w->linked_wall);
}