dxx-rebirth/main/wall.c

1546 lines
42 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#ifdef RCS
static char rcsid[] = "$Id: wall.c,v 1.2 2001-01-20 13:49:18 bradleyb Exp $";
#endif
#include <conf.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "pstypes.h"
#include "mono.h"
#include "gr.h"
#include "wall.h"
#include "switch.h"
#include "inferno.h"
#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 "laser.h" // For seeing if a flare is stuck in a wall.
#include "collide.h"
#include "effects.h"
#ifdef EDITOR
#include "editor\editor.h"
#endif
// 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
#define CLOAKING_WALL_TIME f1_0
#define MAX_CLOAKING_WALLS 10
cloaking_wall CloakingWalls[MAX_CLOAKING_WALLS];
int Num_cloaking_walls;
//--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
// Function prototypes
void kill_stuck_objects(int wallnum);
// 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;
}
//define these here so I don't have to change wall_is_doorway and run
//the risk of screwing it up.
#define WID_WALL 2 // 0/1/0 wall
#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
//-----------------------------------------------------------------
// 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;
if (type == WALL_CLOAKED)
return WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG;
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;
Num_cloaking_walls = 0;
}
//-----------------------------------------------------------------
// Initializes one wall.
void wall_reset(segment *seg, int side)
{
int i;
i = seg->sides[side].wall_num;
if (i==-1) {
mprintf((0, "Resetting Illegal Wall\n"));
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) {
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);
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);
Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
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);
//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);
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;
Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;
}
}
//-----------------------------------------------------------------
// 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) {
mprintf((0, "Damaging illegal wall\n"));
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)
{
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,Walls[seg->sides[side].wall_num].flags);
#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;
segment *csegp;
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
w = &Walls[seg->sides[side].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
(w->state == WALL_DOOR_OPEN)) //open, & staying open
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]==w-Walls || (d->n_parts==2 && (d->front_wallnum[1]==w-Walls || d->back_wallnum[1]==w-Walls)))
break;
}
if (i>=Num_open_doors && (Game_mode & GM_MULTI))
goto FastFix;
Assert(i<Num_open_doors); //didn't find door!
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);
FastFix:
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);
Assert(Connectside != -1);
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;
//kill_stuck_objects(csegp->sides[Connectside].wall_num);
d->front_wallnum[0] = seg->sides[side].wall_num;
d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
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);
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;
d->n_parts = 2;
d->front_wallnum[1] = w->linked_wall;
d->back_wallnum[1] = csegp->sides[Connectside].wall_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 );
}
}
//-----------------------------------------------------------------
// start the transition from closed -> open wall
void start_wall_cloak(segment *seg, int side)
{
wall *w;
cloaking_wall *d;
int Connectside;
segment *csegp;
int i;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
Assert(seg->sides[side].wall_num != -1); //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;
csegp = &Segments[seg->children[side]];
Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door
int i;
d = NULL;
for (i=0;i<Num_cloaking_walls;i++) { //find door
d = &CloakingWalls[i];
if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
break;
}
Assert(i<Num_cloaking_walls); //didn't find door!
Assert( d!=NULL ); // Get John!
d->time = 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;
Walls[csegp->sides[Connectside].wall_num].type = WALL_OPEN;
return;
}
Num_cloaking_walls++;
}
else {
Int3(); //unexpected wall state
return;
}
w->state = WALL_DOOR_CLOAKING;
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOAKING;
d->front_wallnum = seg->sides[side].wall_num;
d->back_wallnum = csegp->sides[Connectside].wall_num;
Assert( seg-Segments != -1);
Assert(w->linked_wall == -1);
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
vms_vector cp;
compute_center_point_on_side(&cp, seg, side );
digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, seg-Segments, side, &cp, 0, F1_0 );
}
for (i=0;i<4;i++) {
d->front_ls[i] = seg->sides[side].uvls[i].l;
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
}
}
//-----------------------------------------------------------------
// start the transition from open -> closed wall
void start_wall_decloak(segment *seg, int side)
{
wall *w;
cloaking_wall *d;
int Connectside;
segment *csegp;
int i;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
Assert(seg->sides[side].wall_num != -1); //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;i<Num_cloaking_walls;i++) { //find door
d = &CloakingWalls[i];
if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
break;
}
Assert(i<Num_cloaking_walls); //didn't find door!
Assert( d!=NULL ); // Get John!
d->time = 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
csegp = &Segments[seg->children[side]];
Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_DECLOAKING;
d->front_wallnum = seg->sides[side].wall_num;
d->back_wallnum = csegp->sides[Connectside].wall_num;
Assert( seg-Segments != -1);
Assert(w->linked_wall == -1);
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
vms_vector cp;
compute_center_point_on_side(&cp, seg, side );
digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg-Segments, side, &cp, 0, F1_0 );
}
for (i=0;i<4;i++) {
d->front_ls[i] = seg->sides[side].uvls[i].l;
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
}
}
//-----------------------------------------------------------------
// 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;
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--;
}
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).sidemask & (1<<side))
return 1; //pokes through side!
else
return 0; //does not!
}
//returns true of door in unobjstructed (& thus can close)
int is_door_free(segment *seg,int side)
{
int Connectside;
segment *csegp;
int objnum;
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 (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,seg-Segments,side))
return 0; //not free
for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,csegp-Segments,Connectside))
return 0; //not free
return 1; //doorway is free!
}
//-----------------------------------------------------------------
// Closes a door
void wall_close_door(segment *seg, int side)
{
wall *w;
active_door *d;
int Connectside;
segment *csegp;
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
w = &Walls[seg->sides[side].wall_num];
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;i<Num_open_doors;i++) { //find door
d = &ActiveDoors[i];
if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==w-Walls || (d->n_parts==2 && (d->front_wallnum[1]==w-Walls || d->back_wallnum[1]==w-Walls)))
break;
}
Assert(i<Num_open_doors); //didn't find door!
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_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
csegp = &Segments[seg->children[side]];
Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
d->front_wallnum[0] = seg->sides[side].wall_num;
d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
Assert( seg-Segments != -1);
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_door_opening(seg-Segments, 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!!!!
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 );
}
}
//-----------------------------------------------------------------
// 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
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
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--;
Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
}
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
}
}
}
}
//-----------------------------------------------------------------
// 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)
if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
return;
}
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) {
mprintf((0, "Trying to do_door_close on Illegal wall\n"));
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.
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_num(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) {
mprintf((0, "Trying to shut off illusion illegal wall\n"));
return;
}
Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
kill_stuck_objects(seg->sides[side].wall_num);
kill_stuck_objects(csegp->sides[cside].wall_num);
}
//-----------------------------------------------------------------
// 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) {
mprintf((0, "Trying to turn on illusion illegal wall\n"));
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) {
if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
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 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);
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;
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("%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("%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("%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(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,w->flags);
#endif
}
return WHP_DOOR;
}
}
return WHP_NOT_SPECIAL; //default is treat like normal wall
}
//-----------------------------------------------------------------
// Opens doors/destroys wall/shuts off triggers.
void wall_toggle(segment *seg, int side)
{
int wall_num;
Assert( seg-Segments <= Highest_segment_index);
Assert( side < MAX_SIDES_PER_SEGMENT );
wall_num = seg->sides[side].wall_num;
if (wall_num == -1) {
mprintf((0, "Illegal wall_toggle\n"));
return;
}
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_toggle(seg-Segments, side );
if (Walls[wall_num].type == WALL_BLASTABLE)
wall_destroy(seg, side);
if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
wall_open_door(seg, side);
}
//-----------------------------------------------------------------
// Tidy up Walls array for load/save purposes.
void reset_walls()
{
int i;
if (Num_walls < 0) {
mprintf((0, "Illegal Num_walls\n"));
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 do_cloaking_wall_frame(int cloaking_wall_num)
{
cloaking_wall *d;
wall *wfront,*wback;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
d = &CloakingWalls[cloaking_wall_num];
wfront = &Walls[d->front_wallnum];
wback = &Walls[d->back_wallnum];
d->time += FrameTime;
if (d->time > CLOAKING_WALL_TIME) {
int i;
wfront->type = wback->type = WALL_OPEN;
wfront->state = wback->state = WALL_DOOR_CLOSED; //why closed? why not?
for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
CloakingWalls[i] = CloakingWalls[i+1];
Num_cloaking_walls--;
}
else if (d->time > CLOAKING_WALL_TIME/2) {
int old_type=wfront->type;
wfront->cloak_value = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
if (old_type != WALL_CLOAKED) { //just switched
int i;
wfront->type = wback->type = WALL_CLOAKED;
for (i=0;i<4;i++) {
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
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);
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
}
}
if ( Newdemo_state == ND_STATE_RECORDING )
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);
}
void do_decloaking_wall_frame(int cloaking_wall_num)
{
cloaking_wall *d;
wall *wfront,*wback;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
d = &CloakingWalls[cloaking_wall_num];
wfront = &Walls[d->front_wallnum];
wback = &Walls[d->back_wallnum];
d->time += FrameTime;
if (d->time > CLOAKING_WALL_TIME) {
int i;
wfront->state = wback->state = WALL_DOOR_CLOSED;
for (i=0;i<4;i++) {
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
}
for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
CloakingWalls[i] = CloakingWalls[i+1];
Num_cloaking_walls--;
}
else if (d->time > 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);
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
}
}
else { //cloaking in
wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
wfront->type = wback->type = WALL_CLOAKED;
}
if ( Newdemo_state == ND_STATE_RECORDING )
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);
}
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 occatsional netgame problem where door is
//waiting to close but open flag isn't set
Assert(d->n_parts == 1);
w->flags |= WALL_DOOR_OPENED;
Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
w->state = WALL_DOOR_CLOSING;
d->time = 0;
}
}
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;t<Num_open_doors;t++)
ActiveDoors[t] = ActiveDoors[t+1];
Num_open_doors--;
}
}
for (i=0;i<Num_cloaking_walls;i++) {
cloaking_wall *d;
wall *w;
d = &CloakingWalls[i];
w = &Walls[d->front_wallnum];
if (w->state == WALL_DOOR_CLOAKING)
do_cloaking_wall_frame(i);
else if (w->state == WALL_DOOR_DECLOAKING)
do_decloaking_wall_frame(i);
else
Int3(); //unexpected wall state
}
}
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;
// mprintf((0, "Added wall %i at index %i\n", wallnum, i));
Num_stuck_objects++;
break;
}
}
if (i == MAX_STUCK_OBJECTS)
mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", objp-Objects, wallnum));
}
}
// --------------------------------------------------------------------------------------------------
// 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 = FrameCount % MAX_STUCK_OBJECTS;
if (Stuck_objects[objnum].wallnum != -1)
if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
Num_stuck_objects--;
Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
Stuck_objects[objnum].wallnum = -1;
}
}
extern void flush_fcd_cache(void);
// ----------------------------------------------------------------------------------------------------
// 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_0/8;
} else
mprintf((1, "Warning: Stuck object of type %i, expected to be of type %i, see wall.c\n", Objects[Stuck_objects[i].objnum].type, OBJ_WEAPON));
// Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
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.
flush_fcd_cache();
}
// -- unused -- // -----------------------------------------------------------------------------------
// -- unused -- // Return object id of first flare found embedded in segp:sidenum.
// -- unused -- // If no flare, return -1.
// -- unused -- int contains_flare(segment *segp, int sidenum)
// -- unused -- {
// -- unused -- int i;
// -- unused --
// -- unused -- for (i=0; i<Num_stuck_objects; i++) {
// -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
// -- unused --
// -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
// -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == segp-Segments)
// -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
// -- unused -- return objp-Objects;
// -- unused -- }
// -- unused -- }
// -- unused --
// -- unused -- return -1;
// -- unused -- }
// -----------------------------------------------------------------------------------
// Initialize stuck objects array. Called at start of level
void init_stuck_objects(void)
{
int i;
for (i=0; i<MAX_STUCK_OBJECTS; 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)
{
int i;
for (i=0; i<MAX_STUCK_OBJECTS; i++) {
if (Stuck_objects[i].wallnum != -1) {
int objnum;
objnum = Stuck_objects[i].objnum;
if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
Objects[objnum].lifeleft = F1_0/8;
Stuck_objects[i].wallnum = -1;
Num_stuck_objects--;
}
}
Assert(Num_stuck_objects == 0);
}
// -----------------------------------------------------------------------------------
#define MAX_BLAST_GLASS_DEPTH 5
void bng_process_segment(object *objp, fix damage, segment *segp, int depth, byte *visited)
{
int i, sidenum;
if (depth > MAX_BLAST_GLASS_DEPTH)
return;
depth++;
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
int tm;
fix dist;
vms_vector pnt;
// Process only walls which have glass.
if ((tm=segp->sides[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))) {
compute_center_point_on_side(&pnt, segp, sidenum);
dist = vm_vec_dist_quick(&pnt, &objp->pos);
if (dist < damage/2) {
dist = find_connected_distance(&pnt, segp-Segments, &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
if ((dist > 0) && (dist < damage/2))
check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
}
}
}
}
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
int segnum = segp->children[i];
if (segnum != -1) {
if (!visited[segnum]) {
if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
visited[segnum] = 1;
bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
}
}
}
}
}
// -----------------------------------------------------------------------------------
// objp is going to detonate
// blast nearby monitors, lights, maybe other things
void blast_nearby_glass(object *objp, fix damage)
{
int i;
byte visited[MAX_SEGMENTS];
segment *cursegp;
cursegp = &Segments[objp->segnum];
for (i=0; i<=Highest_segment_index; i++)
visited[i] = 0;
visited[objp->segnum] = 1;
bng_process_segment(objp, damage, cursegp, 0, visited);
}