dxx-rebirth/common/main/wall.h
Kp 6d3dce4e16 Use enum class for tmap_num2
Define separate enum values for rotation data in both the high bits,
where it is usually kept, and the low bits, where it is sometimes used
for math or comparisons.

Define an enum value to represent the composite of the index and the
rotation, since the composite is not suitable for use as an array
subscript.  Add helper functions to extract the component pieces.
2020-08-24 01:31:28 +00:00

239 lines
6.6 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
#ifdef __cplusplus
#include "fwd-segment.h"
#include "fwd-wall.h"
#include "fwd-object.h"
#include "pack.h"
#include "switch.h"
namespace dcx {
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
struct WALL_IS_DOORWAY_mask_t
{
unsigned value;
template <unsigned F>
constexpr WALL_IS_DOORWAY_mask_t(WALL_IS_DOORWAY_FLAG<F>) :
value(F)
{
}
};
struct WALL_IS_DOORWAY_result_t
{
unsigned value;
template <unsigned F>
constexpr WALL_IS_DOORWAY_result_t(WALL_IS_DOORWAY_sresult_t<F>) :
value(F)
{
}
template <unsigned F>
unsigned operator&(WALL_IS_DOORWAY_FLAG<F>) const
{
return value & F;
}
template <unsigned F>
WALL_IS_DOORWAY_result_t operator|=(WALL_IS_DOORWAY_FLAG<F>)
{
value |= F;
return *this;
}
template <unsigned F>
bool operator==(WALL_IS_DOORWAY_sresult_t<F>) const
{
return value == F;
}
bool operator&(WALL_IS_DOORWAY_mask_t m) const
{
return value & m.value;
}
bool operator==(WALL_IS_DOORWAY_result_t) const = delete;
template <typename T>
bool operator!=(const T &t) const
{
return !(*this == t);
}
};
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;
int 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
}
//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, unsigned 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;
uint8_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
ubyte flags; // Flags for the wall.
ubyte state; // Opening, closing, etc.
uint8_t trigger; // Which trigger is associated with the wall.
sbyte clip_num; // Which animation associated with the wall.
ubyte keys; // which keys are required
#if defined(DXX_BUILD_DESCENT_II)
sbyte 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
#endif