dxx-rebirth/common/main/wall.h

295 lines
8.2 KiB
C++

/*
* 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.
*/
/*
*
* Header for wall.c
*
*/
#pragma once
#include "dsx-ns.h"
#include "fwd-segment.h"
#include "fwd-wall.h"
#include "fwd-object.h"
#include "pack.h"
#include "switch.h"
#include "d_underlying_value.h"
namespace dcx {
enum class wall_key : uint8_t
{
none = 1,
blue = 2,
red = 4,
gold = 8,
};
constexpr uint8_t operator&(const wall_key a, const wall_key b)
{
return underlying_value(a) & underlying_value(b);
}
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct WALL_IS_DOORWAY_mask_t
{
uint8_t value;
constexpr WALL_IS_DOORWAY_mask_t(WALL_IS_DOORWAY_FLAG F) :
value(static_cast<uint8_t>(F))
{
}
};
struct WALL_IS_DOORWAY_result_t
{
uint8_t value;
constexpr WALL_IS_DOORWAY_result_t(const WALL_IS_DOORWAY_sresult_t f) :
value(static_cast<unsigned>(f))
{
}
unsigned operator&(WALL_IS_DOORWAY_FLAG f) const
{
return value & static_cast<uint8_t>(f);
}
WALL_IS_DOORWAY_result_t &operator|=(WALL_IS_DOORWAY_FLAG f)
{
value |= static_cast<uint8_t>(f);
return *this;
}
bool operator==(WALL_IS_DOORWAY_sresult_t F) const
{
return value == static_cast<unsigned>(F);
}
bool operator&(WALL_IS_DOORWAY_mask_t m) const
{
return value & m.value;
}
bool operator==(WALL_IS_DOORWAY_result_t) const = delete;
};
struct stuckobj : public prohibit_void_ptr<stuckobj>
{
objnum_t objnum = object_none;
wallnum_t wallnum = wall_none;
};
#endif
//Start old wall structures
struct v16_wall : public prohibit_void_ptr<v16_wall>
{
sbyte type; // What kind of special wall.
sbyte flags; // Flags for the wall.
uint8_t trigger; // Which trigger is associated with the wall.
fix hps; // "Hit points" of the wall.
sbyte clip_num; // Which animation associated with the wall.
sbyte keys;
};
struct v19_wall : public prohibit_void_ptr<v19_wall>
{
segnum_t segnum;
sbyte type; // What kind of special wall.
sbyte flags; // Flags for the wall.
int sidenum; // Seg & side for this wall
fix hps; // "Hit points" of the wall.
uint8_t trigger; // Which trigger is associated with the wall.
sbyte clip_num; // Which animation associated with the wall.
sbyte keys;
wallnum_t linked_wall; // number of linked wall
};
#ifdef dsx
class d_level_unique_stuck_object_state
{
protected:
unsigned Num_stuck_objects = 0;
std::array<stuckobj, 32> Stuck_objects;
public:
void init_stuck_objects();
};
#endif
enum class wall_flag : uint8_t
{
blasted = 1, // Blasted out wall.
door_opened = 1u << 1, // Open door.
door_locked = 1u << 3, // Door is locked.
door_auto = 1u << 4, // Door automatically closes after time.
illusion_off = 1u << 5, // Illusionary wall is shut off.
exploding = 1u << 6,
/* if DXX_BUILD_DESCENT_II */
buddy_proof = 1u << 7, // Buddy assumes he cannot get through this wall.
/* endif */
};
enum class wall_flags : uint8_t;
enum class wall_state : uint8_t
{
closed, // Door is closed
opening, // Door is opening.
waiting, // Waiting to close
closing, // Door is closing
/* if DXX_BUILD_DESCENT_II */
open, // Door is open, and staying open
cloaking, // Wall is going from closed -> open
decloaking, // Wall is going from open -> closed
/* endif */
};
static constexpr auto &operator|=(wall_flags &wall, const wall_flag f)
{
return wall = static_cast<wall_flags>(underlying_value(wall) | underlying_value(f));
}
static constexpr auto &operator&=(wall_flags &wall, const wall_flag f)
{
return wall = static_cast<wall_flags>(underlying_value(wall) & underlying_value(f));
}
static constexpr auto operator~(const wall_flag f)
{
return static_cast<wall_flag>(~underlying_value(f));
}
static constexpr auto operator&(const wall_flags wall, const wall_flag f)
{
return underlying_value(wall) & underlying_value(f);
}
static constexpr auto operator|(const wall_flag f1, const wall_flag f2)
{
return static_cast<wall_flag>(underlying_value(f1) | underlying_value(f2));
}
}
//End old wall structures
#ifdef dsx
namespace dsx {
/* No shared state is possible for this structure, but include the
* `unique` qualifier to document its status.
*/
class d_level_unique_stuck_object_state : public ::dcx::d_level_unique_stuck_object_state
{
public:
void add_stuck_object(fvcwallptr &, vmobjptridx_t objp, const shared_segment &segp, sidenum_t sidenum);
void remove_stuck_object(vcobjidx_t);
void kill_stuck_objects(fvmobjptr &, vcwallidx_t wallnum);
};
extern d_level_unique_stuck_object_state LevelUniqueStuckObjectState;
struct wall : public prohibit_void_ptr<wall>
{
segnum_t segnum;
sidenum_t sidenum; // Seg & side for this wall
uint8_t type; // What kind of special wall.
fix hps; // "Hit points" of the wall.
uint16_t explode_time_elapsed;
wallnum_t linked_wall; // number of linked wall
wall_flags flags; // Flags for the wall.
wall_state state; // Opening, closing, etc.
trgnum_t trigger; // Which trigger is associated with the wall.
sbyte clip_num; // Which animation associated with the wall.
wall_key keys; // which keys are required
#if defined(DXX_BUILD_DESCENT_II)
trgnum_t controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
// Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
sbyte cloak_value; // if this wall is cloaked, the fade value
#endif
};
}
namespace dcx {
struct active_door : public prohibit_void_ptr<active_door>
{
unsigned n_parts; // for linked walls
std::array<wallnum_t, 2> front_wallnum; // front wall numbers for this door
std::array<wallnum_t, 2> back_wallnum; // back wall numbers for this door
fix time; // how long been opening, closing, waiting
};
struct d_level_unique_active_door_state
{
active_door_array ActiveDoors;
};
}
namespace dsx {
#if defined(DXX_BUILD_DESCENT_II)
struct cloaking_wall : public prohibit_void_ptr<cloaking_wall>
{
wallnum_t front_wallnum; // front wall numbers for this door
wallnum_t back_wallnum; // back wall numbers for this door
std::array<fix, 4> front_ls; // front wall saved light values
std::array<fix, 4> back_ls; // back wall saved light values
fix time; // how long been cloaking or decloaking
};
struct d_level_unique_cloaking_wall_state
{
cloaking_wall_array CloakingWalls;
};
#endif
struct d_level_unique_wall_state
{
wall_array Walls;
};
struct d_level_unique_wall_subsystem_state :
d_level_unique_active_door_state,
d_level_unique_trigger_state,
d_level_unique_wall_state
#if defined(DXX_BUILD_DESCENT_II)
, d_level_unique_cloaking_wall_state
#endif
{
};
extern d_level_unique_wall_subsystem_state LevelUniqueWallSubsystemState;
struct wclip : public prohibit_void_ptr<wclip>
{
fix play_time;
uint16_t num_frames;
union {
std::array<uint16_t, MAX_CLIP_FRAMES> frames;
std::array<uint16_t, MAX_CLIP_FRAMES_D1> d1_frames;
};
short open_sound;
short close_sound;
short flags;
std::array<char, 13> filename;
};
constexpr std::integral_constant<uint16_t, 0xffff> wclip_frames_none{};
}
#endif