1213 lines
31 KiB
C
1213 lines
31 KiB
C
/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Destroyable wall stuff
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*
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <string.h>
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#include "gr.h"
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#include "wall.h"
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#include "switch.h"
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#include "inferno.h"
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#ifdef EDITOR
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#include "editor/editor.h"
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#endif
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#include "segment.h"
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#include "error.h"
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#include "gameseg.h"
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#include "game.h"
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#include "bm.h"
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#include "vclip.h"
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#include "player.h"
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#include "gauges.h"
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#include "text.h"
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#include "fireball.h"
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#include "textures.h"
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#include "sounds.h"
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#include "newdemo.h"
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#include "multi.h"
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#include "gameseq.h"
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#include "byteswap.h"
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void kill_stuck_objects(int wallnum);
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// Special door on boss level which is locked if not in multiplayer...sorry for this awful solution --MK.
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#define BOSS_LOCKED_DOOR_LEVEL 7
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#define BOSS_LOCKED_DOOR_SEG 595
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#define BOSS_LOCKED_DOOR_SIDE 5
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wall Walls[MAX_WALLS]; // Master walls array
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int Num_walls=0; // Number of walls
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wclip WallAnims[MAX_WALL_ANIMS]; // Wall animations
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int Num_wall_anims;
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//--unused-- int walls_bm_num[MAX_WALL_ANIMS];
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//door Doors[MAX_DOORS]; // Master doors array
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active_door ActiveDoors[MAX_DOORS];
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int Num_open_doors; // Number of open doors
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//--unused-- grs_bitmap *wall_title_bms[MAX_WALL_ANIMS];
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//#define BM_FLAG_TRANSPARENT 1
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//#define BM_FLAG_SUPER_TRANSPARENT 2
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#ifdef EDITOR
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char Wall_names[7][10] = {
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"NORMAL ",
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"BLASTABLE",
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"DOOR ",
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"ILLUSION ",
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"OPEN ",
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"CLOSED ",
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"EXTERNAL "
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};
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#endif
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// This function determines whether the current segment/side is transparent
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// 1 = YES
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// 0 = NO
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int check_transparency( segment * seg, int side )
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{
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if ( (seg->sides[side].tmap_num2 & 0x3FFF) == 0) {
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if (GameBitmaps[Textures[seg->sides[side].tmap_num].index].bm_flags & BM_FLAG_TRANSPARENT )
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return 1;
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else
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return 0;
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}
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if (GameBitmaps[Textures[seg->sides[side].tmap_num2 & 0x3FFF ].index].bm_flags & BM_FLAG_SUPER_TRANSPARENT )
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return 1;
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else
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return 0;
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}
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//-----------------------------------------------------------------
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// This function checks whether we can fly through the given side.
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// In other words, whether or not we have a 'doorway'
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// Flags:
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// WID_FLY_FLAG 1
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// WID_RENDER_FLAG 2
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// WID_RENDPAST_FLAG 4
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// Return values:
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// WID_WALL 2 // 0/1/0 wall
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// WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
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// WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
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// WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
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// WID_NO_WALL 5 // 1/0/1 no wall, can fly through
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int wall_is_doorway ( segment * seg, int side )
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{
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int flags, type;
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int state;
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//--Covered by macro // No child.
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//--Covered by macro if (seg->children[side] == -1)
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//--Covered by macro return WID_WALL;
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//--Covered by macro if (seg->children[side] == -2)
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//--Covered by macro return WID_EXTERNAL_FLAG;
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//--Covered by macro // No wall present.
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//--Covered by macro if (seg->sides[side].wall_num == -1)
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//--Covered by macro return WID_NO_WALL;
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Assert(seg-Segments>=0 && seg-Segments<=Highest_segment_index);
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Assert(side>=0 && side<6);
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type = Walls[seg->sides[side].wall_num].type;
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flags = Walls[seg->sides[side].wall_num].flags;
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if (type == WALL_OPEN)
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return WID_NO_WALL;
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if (type == WALL_ILLUSION) {
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if (Walls[seg->sides[side].wall_num].flags & WALL_ILLUSION_OFF)
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return WID_NO_WALL;
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else {
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if (check_transparency( seg, side)) {
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return WID_TRANSILLUSORY_WALL;
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}else
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return WID_ILLUSORY_WALL;
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}
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}
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if (type == WALL_BLASTABLE) {
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if (flags & WALL_BLASTED)
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return WID_TRANSILLUSORY_WALL;
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if (check_transparency( seg, side))
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return WID_TRANSPARENT_WALL;
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else
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return WID_WALL;
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}
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if (flags & WALL_DOOR_OPENED)
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return WID_TRANSILLUSORY_WALL;
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state = Walls[seg->sides[side].wall_num].state;
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if ((type == WALL_DOOR) && (state == WALL_DOOR_OPENING))
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return WID_TRANSPARENT_WALL;
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// If none of the above flags are set, there is no doorway.
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if (check_transparency( seg, side))
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return WID_TRANSPARENT_WALL;
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else
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return WID_WALL; // There are children behind the door.
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}
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#ifdef EDITOR
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//-----------------------------------------------------------------
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// Initializes all the walls (in other words, no special walls)
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void wall_init()
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{
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int i;
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Num_walls = 0;
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for (i=0;i<MAX_WALLS;i++) {
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Walls[i].segnum = Walls[i].sidenum = -1;
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Walls[i].type = WALL_NORMAL;
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Walls[i].flags = 0;
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Walls[i].hps = 0;
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Walls[i].trigger = -1;
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Walls[i].clip_num = -1;
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Walls[i].linked_wall = -1;
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}
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Num_open_doors = 0;
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}
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//-----------------------------------------------------------------
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// Initializes one wall.
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void wall_reset(segment *seg, int side)
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{
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int i;
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i = seg->sides[side].wall_num;
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if (i==-1) {
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return;
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}
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Walls[i].segnum = seg-Segments;
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Walls[i].sidenum = side;
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Walls[i].type = WALL_NORMAL;
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Walls[i].flags = 0;
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Walls[i].hps = 0;
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Walls[i].trigger = -1;
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Walls[i].clip_num = -1;
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Walls[i].linked_wall = -1;
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}
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#endif
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//set the tmap_num or tmap_num2 field for a wall/door
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void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num)
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{
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wclip *anim = &WallAnims[anim_num];
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int tmap = anim->frames[frame_num];
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if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
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if (anim->flags & WCF_TMAP1) {
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if (tmap != seg->sides[side].tmap_num || tmap != csegp->sides[cside].tmap_num)
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{
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seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap;
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if ( Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_wall_set_tmap_num1(seg-Segments,side,csegp-Segments,cside,tmap);
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}
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} else {
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Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
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if (tmap != seg->sides[side].tmap_num2 || tmap != csegp->sides[cside].tmap_num2)
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{
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seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap;
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if ( Newdemo_state == ND_STATE_RECORDING )
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newdemo_record_wall_set_tmap_num2(seg-Segments,side,csegp-Segments,cside,tmap);
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}
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}
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}
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// -------------------------------------------------------------------------------
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//when the wall has used all its hitpoints, this will destroy it
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void blast_blastable_wall(segment *seg, int side)
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{
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int Connectside;
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segment *csegp;
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int a, n;
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Assert(seg->sides[side].wall_num != -1);
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csegp = &Segments[seg->children[side]];
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Connectside = find_connect_side(seg, csegp);
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Assert(Connectside != -1);
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kill_stuck_objects(seg->sides[side].wall_num);
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kill_stuck_objects(csegp->sides[Connectside].wall_num);
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a = Walls[seg->sides[side].wall_num].clip_num;
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n = WallAnims[a].num_frames;
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if (!(WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES))
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wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
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Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
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Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;
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//if this is an exploding wall, explode it
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if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
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explode_wall(seg-Segments,side);
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}
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//-----------------------------------------------------------------
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// Destroys a blastable wall.
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void wall_destroy(segment *seg, int side)
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{
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Assert(seg->sides[side].wall_num != -1);
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Assert(seg-Segments != 0);
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if (Walls[seg->sides[side].wall_num].type == WALL_BLASTABLE)
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blast_blastable_wall( seg, side );
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else
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Error("Hey bub, you are trying to destroy an indestructable wall.");
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}
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//-----------------------------------------------------------------
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// Deteriorate appearance of wall. (Changes bitmap (paste-ons))
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void wall_damage(segment *seg, int side, fix damage)
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{
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int a, i, n;
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if (seg->sides[side].wall_num == -1) {
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return;
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}
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if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
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return;
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if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED))
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{
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int Connectside;
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segment *csegp;
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csegp = &Segments[seg->children[side]];
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Connectside = find_connect_side(seg, csegp);
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Assert(Connectside != -1);
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Walls[seg->sides[side].wall_num].hps -= damage;
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Walls[csegp->sides[Connectside].wall_num].hps -= damage;
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a = Walls[seg->sides[side].wall_num].clip_num;
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n = WallAnims[a].num_frames;
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if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) {
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blast_blastable_wall( seg, side );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_door_open(seg-Segments, side);
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#endif
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}
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else
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for (i=0;i<n;i++)
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if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*(n-i)/n) {
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wall_set_tmap_num(seg,side,csegp,Connectside,a,i);
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}
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}
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}
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//-----------------------------------------------------------------
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// Opens a door
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void wall_open_door(segment *seg, int side)
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{
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wall *w;
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active_door *d;
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int Connectside=0, wall_num=0, cwall_num=0;
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segment *csegp;
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Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
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w = &Walls[seg->sides[side].wall_num];
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wall_num = w - Walls;
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//kill_stuck_objects(seg->sides[side].wall_num);
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if ((w->state == WALL_DOOR_OPENING) || //already opening
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(w->state == WALL_DOOR_WAITING)) //open, waiting to close
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return;
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if (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door
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int i;
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d = NULL;
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for (i=0;i<Num_open_doors;i++) { //find door
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d = &ActiveDoors[i];
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if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==wall_num ||
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(d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
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break;
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}
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if (i>=Num_open_doors) // likely in demo playback or multiplayer
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{
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d = &ActiveDoors[Num_open_doors];
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d->time = 0;
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Num_open_doors++;
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Assert( Num_open_doors < MAX_DOORS );
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}
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else
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{
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Assert( d!=NULL ); // Get John!
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d->time = WallAnims[w->clip_num].play_time - d->time;
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if (d->time < 0)
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d->time = 0;
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}
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}
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else { //create new door
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Assert(w->state == WALL_DOOR_CLOSED);
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d = &ActiveDoors[Num_open_doors];
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d->time = 0;
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Num_open_doors++;
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Assert( Num_open_doors < MAX_DOORS );
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}
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w->state = WALL_DOOR_OPENING;
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// So that door can't be shot while opening
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csegp = &Segments[seg->children[side]];
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Connectside = find_connect_side(seg, csegp);
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if (Connectside >= 0)
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{
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cwall_num = csegp->sides[Connectside].wall_num;
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if (cwall_num > -1)
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{
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Walls[cwall_num].state = WALL_DOOR_OPENING;
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d->back_wallnum[0] = cwall_num;
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}
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d->front_wallnum[0] = seg->sides[side].wall_num;
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}
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else
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con_printf(CON_URGENT, "Illegal Connectside %i in wall_open_door. Trying to hop over. Please check your level!\n", side);
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Assert( seg-Segments != -1);
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if (Newdemo_state == ND_STATE_RECORDING) {
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newdemo_record_door_opening(seg-Segments, side);
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}
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if (w->linked_wall != -1) {
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wall *w2;
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segment *seg2;
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w2 = &Walls[w->linked_wall];
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seg2 = &Segments[w2->segnum];
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Assert(w2->linked_wall == seg->sides[side].wall_num);
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//Assert(!(w2->flags & WALL_DOOR_OPENING || w2->flags & WALL_DOOR_OPENED));
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w2->state = WALL_DOOR_OPENING;
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csegp = &Segments[seg2->children[w2->sidenum]];
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Connectside = find_connect_side(seg2, csegp);
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Assert(Connectside != -1);
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if (cwall_num > -1)
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Walls[cwall_num].state = WALL_DOOR_OPENING;
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d->n_parts = 2;
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d->front_wallnum[1] = w->linked_wall;
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d->back_wallnum[1] = cwall_num;
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}
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else
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d->n_parts = 1;
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if ( Newdemo_state != ND_STATE_PLAYBACK )
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{
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// NOTE THE LINK TO ABOVE!!!!
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vms_vector cp;
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compute_center_point_on_side(&cp, seg, side );
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if (WallAnims[w->clip_num].open_sound > -1 )
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digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
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}
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}
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//-----------------------------------------------------------------
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// This function closes the specified door and restores the closed
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// door texture. This is called when the animation is done
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void wall_close_door(int door_num)
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{
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int p;
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active_door *d;
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int i;
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d = &ActiveDoors[door_num];
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for (p=0;p<d->n_parts;p++) {
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wall *w;
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int Connectside, side;
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segment *csegp, *seg;
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w = &Walls[d->front_wallnum[p]];
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seg = &Segments[w->segnum];
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side = w->sidenum;
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Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
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csegp = &Segments[seg->children[side]];
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Connectside = find_connect_side(seg, csegp);
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Assert(Connectside != -1);
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Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
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Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSED;
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wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
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}
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for (i=door_num;i<Num_open_doors;i++)
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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, 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);
|
|
}
|