dxx-rebirth/common/main/fwd-wall.h
Kp acac40bc25 Mark global constants as constexpr
s/^const \([^*=]*{};\)/constexpr \1/
2016-07-23 04:10:42 +00:00

295 lines
9.3 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.
* See COPYING.txt for license details.
*/
#pragma once
#include <physfs.h>
#include "maths.h"
#include "fwd-object.h"
#include "fwd-segment.h"
#include "fwd-valptridx.h"
#ifdef dsx
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
const unsigned MAX_WALLS = 175; // Maximum number of walls
const std::size_t MAX_WALL_ANIMS = 30; // Maximum different types of doors
const std::size_t MAX_DOORS = 50; // Maximum number of open doors
#elif defined(DXX_BUILD_DESCENT_II)
const unsigned MAX_WALLS = 254; // Maximum number of walls
const std::size_t MAX_WALL_ANIMS = 60; // Maximum different types of doors
const std::size_t MAX_DOORS = 90; // Maximum number of open doors
#endif
enum wall_type_t : uint8_t
{
WALL_NORMAL = 0, // Normal wall
WALL_BLASTABLE = 1, // Removable (by shooting) wall
WALL_DOOR = 2, // Door
WALL_ILLUSION = 3, // Wall that appears to be there, but you can fly thru
WALL_OPEN = 4, // Just an open side. (Trigger)
WALL_CLOSED = 5, // Wall. Used for transparent walls.
#if defined(DXX_BUILD_DESCENT_II)
WALL_OVERLAY = 6, // Goes over an actual solid side. For triggers
WALL_CLOAKED = 7, // Can see it, and see through it
#endif
};
}
namespace dcx {
typedef unsigned wall_flag_t;
const wall_flag_t WALL_BLASTED = 1; // Blasted out wall.
const wall_flag_t WALL_DOOR_OPENED = 2; // Open door.
const wall_flag_t WALL_DOOR_LOCKED = 8; // Door is locked.
const wall_flag_t WALL_DOOR_AUTO = 16; // Door automatically closes after time.
const wall_flag_t WALL_ILLUSION_OFF = 32; // Illusionary wall is shut off.
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
const wall_flag_t WALL_WALL_SWITCH = 64; // This wall is openable by a wall switch.
const wall_flag_t WALL_BUDDY_PROOF = 128; // Buddy assumes he cannot get through this wall.
}
#endif
namespace dcx {
typedef unsigned wall_state_t;
const wall_state_t WALL_DOOR_CLOSED = 0; // Door is closed
const wall_state_t WALL_DOOR_OPENING = 1; // Door is opening.
const wall_state_t WALL_DOOR_WAITING = 2; // Waiting to close
const wall_state_t WALL_DOOR_CLOSING = 3; // Door is closing
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
const wall_state_t WALL_DOOR_OPEN = 4; // Door is open, and staying open
const wall_state_t WALL_DOOR_CLOAKING = 5; // Wall is going from closed -> open
const wall_state_t WALL_DOOR_DECLOAKING = 6; // Wall is going from open -> closed
}
#endif
namespace dcx {
enum wall_key_t : uint8_t
{
KEY_NONE = 1,
KEY_BLUE = 2,
KEY_RED = 4,
KEY_GOLD = 8,
};
const fix WALL_HPS = 100*F1_0; // Normal wall's hp
const fix WALL_DOOR_INTERVAL = 5*F1_0; // How many seconds a door is open
const fix DOOR_OPEN_TIME = i2f(2); // How long takes to open
const fix DOOR_WAIT_TIME = i2f(5); // How long before auto door closes
}
#ifdef dsx
namespace dsx {
#if defined(DXX_BUILD_DESCENT_I)
const std::size_t MAX_CLIP_FRAMES = 20;
#elif defined(DXX_BUILD_DESCENT_II)
const std::size_t MAX_CLIP_FRAMES = 50;
#endif
}
namespace dcx {
template <unsigned value>
struct WALL_IS_DOORWAY_FLAG
{
constexpr operator unsigned() const { return value; }
template <unsigned F2>
constexpr WALL_IS_DOORWAY_FLAG<value | F2> operator|(WALL_IS_DOORWAY_FLAG<F2>) const
{
return {};
}
void *operator &() const = delete;
};
template <unsigned F>
struct WALL_IS_DOORWAY_sresult_t
{
};
template <unsigned F>
static inline constexpr WALL_IS_DOORWAY_sresult_t<F> WALL_IS_DOORWAY_sresult(WALL_IS_DOORWAY_FLAG<F>)
{
return {};
}
struct WALL_IS_DOORWAY_result_t;
// WALL_IS_DOORWAY flags.
constexpr WALL_IS_DOORWAY_FLAG<1> WID_FLY_FLAG{};
constexpr WALL_IS_DOORWAY_FLAG<2> WID_RENDER_FLAG{};
constexpr WALL_IS_DOORWAY_FLAG<4> WID_RENDPAST_FLAG{};
constexpr WALL_IS_DOORWAY_FLAG<8> WID_EXTERNAL_FLAG{};
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
constexpr WALL_IS_DOORWAY_FLAG<16> WID_CLOAKED_FLAG{};
}
#endif
namespace dcx {
// WALL_IS_DOORWAY return values F/R/RP
const auto WID_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG); // 0/1/0 wall
const auto WID_TRANSPARENT_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG | WID_RENDPAST_FLAG); // 0/1/1 transparent wall
const auto WID_ILLUSORY_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDER_FLAG); // 1/1/0 illusory wall
const auto WID_TRANSILLUSORY_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDER_FLAG | WID_RENDPAST_FLAG); // 1/1/1 transparent illusory wall
const auto WID_NO_WALL = WALL_IS_DOORWAY_sresult(WID_FLY_FLAG | WID_RENDPAST_FLAG); // 1/0/1 no wall, can fly through
const auto WID_EXTERNAL = WALL_IS_DOORWAY_sresult(WID_EXTERNAL_FLAG); // 0/0/0/1 don't see it, dont fly through it
}
#if defined(DXX_BUILD_DESCENT_II)
namespace dsx {
const auto WID_CLOAKED_WALL = WALL_IS_DOORWAY_sresult(WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG);
}
#endif
#endif
namespace dcx {
template <wallnum_t I>
struct wall_magic_constant_t
{
constexpr operator wallnum_t() const { return I; }
};
constexpr wall_magic_constant_t<0xffff> wall_none{};
struct stuckobj;
struct v16_wall;
struct v19_wall;
struct active_door;
typedef unsigned wall_clip_flag_t;
const wall_clip_flag_t WCF_EXPLODES = 1; //door explodes when opening
const wall_clip_flag_t WCF_BLASTABLE = 2; //this is a blastable wall
const wall_clip_flag_t WCF_TMAP1 = 4; //this uses primary tmap, not tmap2
const wall_clip_flag_t WCF_HIDDEN = 8; //this uses primary tmap, not tmap2
}
#ifdef dsx
namespace dsx {
struct wall;
struct wclip;
const std::size_t MAX_CLIP_FRAMES_D1 = 20;
#if defined(DXX_BUILD_DESCENT_II)
struct cloaking_wall;
const std::size_t MAX_CLOAKING_WALLS = 10;
extern array<cloaking_wall, MAX_CLOAKING_WALLS> CloakingWalls;
extern unsigned Num_cloaking_walls;
#endif
DXX_VALPTRIDX_DECLARE_GLOBAL_SUBTYPE(wall, wall, Walls, MAX_WALLS);
extern array<active_door, MAX_DOORS> ActiveDoors; // Master doors array
extern array<wclip, MAX_WALL_ANIMS> WallAnims;
}
namespace dcx {
#define Num_walls Walls.get_count()
extern unsigned Num_open_doors; // Number of open doors
extern unsigned Num_wall_anims;
}
#endif
#ifdef EDITOR
void wall_init();
#endif
#if defined(DXX_BUILD_DESCENT_I) || defined(DXX_BUILD_DESCENT_II)
// Automatically checks if a there is a doorway (i.e. can fly through)
WALL_IS_DOORWAY_result_t wall_is_doorway (const side &side);
// Deteriorate appearance of wall. (Changes bitmap (paste-ons))
void wall_damage(vsegptridx_t seg, int side, fix damage);
// Destroys a blastable wall. (So it is an opening afterwards)
void wall_destroy(vsegptridx_t seg, int side);
void wall_illusion_on(vsegptridx_t seg, int side);
void wall_illusion_off(vsegptridx_t seg, int side);
// Opens a door, including animation and other processing.
void do_door_open(int door_num);
// Closes a door, including animation and other processing.
void do_door_close(int door_num);
// Opens a door
void wall_open_door(vsegptridx_t seg, int side);
#if defined(DXX_BUILD_DESCENT_I)
// Closes a door (called after given interval)
void wall_close_door(int wall_num);
#elif defined(DXX_BUILD_DESCENT_II)
// Closes a door
void wall_close_door(vsegptridx_t seg, int side);
#endif
//return codes for wall_hit_process()
enum class wall_hit_process_t : unsigned
{
WHP_NOT_SPECIAL = 0, //wasn't a quote-wall-unquote
WHP_NO_KEY = 1, //hit door, but didn't have key
WHP_BLASTABLE = 2, //hit blastable wall
WHP_DOOR = 3, //a door (which will now be opening)
};
// Determines what happens when a wall is shot
//obj is the object that hit...either a weapon or the player himself
wall_hit_process_t wall_hit_process(vsegptridx_t seg, int side, fix damage, int playernum, vobjptr_t obj);
// Opens/destroys specified door.
void wall_toggle(vsegptridx_t segnum, unsigned side);
// Tidy up Walls array for load/save purposes.
void reset_walls();
// Called once per frame..
void wall_frame_process();
// An object got stuck in a door (like a flare).
// Add global entry.
void add_stuck_object(vobjptridx_t objp, vsegptr_t segnum, int sidenum);
void remove_obsolete_stuck_objects();
//set the tmap_num or tmap_num2 field for a wall/door
void wall_set_tmap_num(vsegptridx_t seg,int side,vsegptridx_t csegp,int cside,int anim_num,int frame_num);
// Remove any flares from a wall
void kill_stuck_objects(wallnum_t wallnum);
#if defined(DXX_BUILD_DESCENT_II)
//start wall open <-> closed transitions
void start_wall_cloak(vsegptridx_t seg, int side);
void start_wall_decloak(vsegptridx_t seg, int side);
void cloaking_wall_read(cloaking_wall &cw, PHYSFS_File *fp);
void cloaking_wall_write(const cloaking_wall &cw, PHYSFS_File *fp);
#endif
void blast_nearby_glass(const object &objp, fix damage);
#endif
void wclip_read(PHYSFS_File *, wclip &wc);
#if 0
void wclip_write(PHYSFS_File *, const wclip &);
#endif
void v16_wall_read(PHYSFS_File *fp, v16_wall &w);
void v19_wall_read(PHYSFS_File *fp, v19_wall &w);
void wall_read(PHYSFS_File *fp, wall &w);
void active_door_read(PHYSFS_File *fp, active_door &ad);
void active_door_write(PHYSFS_File *fp, const active_door &ad);
void wall_write(PHYSFS_File *fp, const wall &w, short version);
void wall_close_door_num(int door_num);
void init_stuck_objects();
void clear_stuck_objects();
#endif