dxx-rebirth/similar/main/wall.cpp

1725 lines
48 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include "wall.h"
#include "player.h"
#include "text.h"
#include "fireball.h"
#include "textures.h"
#include "newdemo.h"
#include "multi.h"
#include "gameseq.h"
#include "physfs-serial.h"
#include "gameseg.h"
#include "hudmsg.h"
#include "laser.h" // For seeing if a flare is stuck in a wall.
#include "effects.h"
#include "compiler-range_for.h"
#include "partial_range.h"
#include "segiter.h"
// 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
array<wall, MAX_WALLS> Walls; // Master walls array
unsigned Num_walls; // Number of walls
unsigned Num_wall_anims;
array<wclip, MAX_WALL_ANIMS> WallAnims; // Wall animations
array<active_door, MAX_DOORS> ActiveDoors;
unsigned Num_open_doors; // Number of open doors
#if defined(DXX_BUILD_DESCENT_II)
#include "collide.h"
#define CLOAKING_WALL_TIME f1_0
array<cloaking_wall, MAX_CLOAKING_WALLS> CloakingWalls;
unsigned Num_cloaking_walls;
#endif
static std::pair<uint_fast32_t, uint_fast32_t> get_transparency_check_values(const side &side)
{
if (uint_fast32_t masked_tmap_num2 = side.tmap_num2 & 0x3FFF)
return {masked_tmap_num2, BM_FLAG_SUPER_TRANSPARENT};
return {side.tmap_num, BM_FLAG_TRANSPARENT};
}
// This function determines whether the current segment/side is transparent
// 1 = YES
// 0 = NO
static uint_fast32_t check_transparency(const side &side)
{
auto v = get_transparency_check_values(side);
return GameBitmaps[Textures[v.first].index].bm_flags & v.second;
}
//-----------------------------------------------------------------
// 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
WALL_IS_DOORWAY_result_t wall_is_doorway(const side &side)
{
const auto &w = Walls[side.wall_num];
const auto type = w.type;
if (type == WALL_OPEN)
return WID_NO_WALL;
#if defined(DXX_BUILD_DESCENT_II)
if (unlikely(type == WALL_CLOAKED))
return WID_CLOAKED_WALL;
#endif
const auto flags = w.flags;
if (type == WALL_ILLUSION) {
if (flags & WALL_ILLUSION_OFF)
return WID_NO_WALL;
else {
if (check_transparency(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(side))
return WID_TRANSPARENT_WALL;
else
return WID_WALL;
}
if (unlikely(flags & WALL_DOOR_OPENED))
return WID_TRANSILLUSORY_WALL;
if (likely(type == WALL_DOOR) && unlikely(w.state == WALL_DOOR_OPENING))
return WID_TRANSPARENT_WALL;
// If none of the above flags are set, there is no doorway.
if (check_transparency(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()
{
Num_walls = 0;
range_for (auto &w, Walls)
{
w.segnum = segment_none;
w.sidenum = -1;
w.type = WALL_NORMAL;
w.flags = 0;
w.hps = 0;
w.trigger = -1;
w.clip_num = -1;
w.linked_wall = -1;
}
Num_open_doors = 0;
#if defined(DXX_BUILD_DESCENT_II)
Num_cloaking_walls = 0;
#endif
}
#endif
//set the tmap_num or tmap_num2 field for a wall/door
void wall_set_tmap_num(const vsegptridx_t seg,int side,const vsegptridx_t 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) {
if (tmap != seg->sides[side].tmap_num || tmap != csegp->sides[cside].tmap_num)
{
seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap;
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_set_tmap_num1(seg,side,csegp,cside,tmap);
}
} else {
Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
if (tmap != seg->sides[side].tmap_num2 || tmap != csegp->sides[cside].tmap_num2)
{
seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap;
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_set_tmap_num2(seg,side,csegp,cside,tmap);
}
}
}
// -------------------------------------------------------------------------------
//when the wall has used all its hitpoints, this will destroy it
static void blast_blastable_wall(const vsegptridx_t seg, int side)
{
int a, n, cwall_num;
Assert(seg->sides[side].wall_num != wall_none);
Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
const auto &&csegp = vsegptridx(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
cwall_num = csegp->sides[Connectside].wall_num;
kill_stuck_objects(seg->sides[side].wall_num);
if (cwall_num > -1)
kill_stuck_objects(cwall_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,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;
if (cwall_num > -1)
Walls[cwall_num].flags |= WALL_BLASTED;
}
}
//-----------------------------------------------------------------
// Destroys a blastable wall.
void wall_destroy(const vsegptridx_t seg, int side)
{
Assert(seg->sides[side].wall_num != wall_none);
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(const vsegptridx_t seg, int side, fix damage)
{
int a, i, n, cwall_num;
if (seg->sides[side].wall_num == wall_none) {
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)
{
const auto &&csegp = vsegptridx(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
cwall_num = csegp->sides[Connectside].wall_num;
Walls[seg->sides[side].wall_num].hps -= damage;
if (cwall_num > -1)
Walls[cwall_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 );
if (Game_mode & GM_MULTI)
multi_send_door_open(seg, side,Walls[seg->sides[side].wall_num].flags);
}
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(const vsegptridx_t seg, int side)
{
wall *w;
active_door *d;
int cwall_num = -1;
Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall
auto wall_num = seg->sides[side].wall_num;
w = &Walls[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
return;
#if defined(DXX_BUILD_DESCENT_II)
if (w->state == WALL_DOOR_OPEN) //open, & staying open
return;
#endif
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]==wall_num || d->back_wallnum[0]==wall_num ||
(d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
break;
}
if (i>=Num_open_doors) // likely in demo playback or multiplayer
{
d = &ActiveDoors[Num_open_doors];
d->time = 0;
Num_open_doors++;
Assert( Num_open_doors < MAX_DOORS );
}
else
{
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);
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
const auto &&csegp = vcsegptr(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
if (Connectside >= 0)
{
cwall_num = csegp->sides[Connectside].wall_num;
if (cwall_num > -1)
{
Walls[cwall_num].state = WALL_DOOR_OPENING;
d->back_wallnum[0] = cwall_num;
}
d->front_wallnum[0] = seg->sides[side].wall_num;
}
else
con_printf(CON_URGENT, "Illegal Connectside %i in wall_open_door. Trying to hop over. Please check your level!", side);
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_door_opening(seg, side);
}
if (w->linked_wall != -1) {
wall *w2;
w2 = &Walls[w->linked_wall];
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;
const auto &&seg2 = vcsegptridx(w2->segnum);
Connectside = find_connect_side(seg2, vcsegptr(seg2->children[w2->sidenum]));
Assert(Connectside != -1);
if (cwall_num > -1)
Walls[cwall_num].state = WALL_DOOR_OPENING;
d->n_parts = 2;
d->front_wallnum[1] = w->linked_wall;
d->back_wallnum[1] = cwall_num;
}
else
d->n_parts = 1;
if ( Newdemo_state != ND_STATE_PLAYBACK )
{
// NOTE THE LINK TO ABOVE!!!!
const auto cp = compute_center_point_on_side(seg, side );
if (WallAnims[w->clip_num].open_sound > -1 )
digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg, side, cp, 0, F1_0 );
}
}
#if defined(DXX_BUILD_DESCENT_I)
// This function closes the specified door and restores the closed
// door texture. This is called when the animation is done
void wall_close_door(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 side;
w = &Walls[d->front_wallnum[p]];
const auto &&seg = vsegptridx(w->segnum);
side = w->sidenum;
Assert(seg->sides[side].wall_num != wall_none); //Closing door on illegal wall
const auto &&csegp = vsegptridx(seg->children[side]);
auto 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--;
}
#endif
#if defined(DXX_BUILD_DESCENT_II)
//-----------------------------------------------------------------
// start the transition from closed -> open wall
void start_wall_cloak(const vsegptridx_t seg, int side)
{
wall *w;
cloaking_wall *d;
int i, cwall_num;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
Assert(seg->sides[side].wall_num != wall_none); //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;
const auto &&csegp = vcsegptr(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
cwall_num = csegp->sides[Connectside].wall_num;
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;
if (cwall_num > -1)
Walls[cwall_num].type = WALL_OPEN;
return;
}
Num_cloaking_walls++;
}
else {
Int3(); //unexpected wall state
return;
}
w->state = WALL_DOOR_CLOAKING;
if (cwall_num > -1)
Walls[cwall_num].state = WALL_DOOR_CLOAKING;
d->front_wallnum = seg->sides[side].wall_num;
d->back_wallnum = cwall_num;
Assert(w->linked_wall == -1);
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
const auto cp = compute_center_point_on_side(seg, side );
digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, seg, side, cp, 0, F1_0 );
}
for (i=0;i<4;i++) {
d->front_ls[i] = seg->sides[side].uvls[i].l;
if (cwall_num > -1)
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
}
}
//-----------------------------------------------------------------
// start the transition from open -> closed wall
void start_wall_decloak(const vsegptridx_t seg, int side)
{
wall *w;
cloaking_wall *d;
int i, cwall_num;
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
Assert(seg->sides[side].wall_num != wall_none); //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
const auto &&csegp = vcsegptr(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
cwall_num = csegp->sides[Connectside].wall_num;
if (cwall_num > -1)
Walls[cwall_num].state = WALL_DOOR_DECLOAKING;
d->front_wallnum = seg->sides[side].wall_num;
d->back_wallnum = csegp->sides[Connectside].wall_num;
Assert(w->linked_wall == -1);
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
const auto cp = compute_center_point_on_side(seg, side );
digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg, side, cp, 0, F1_0 );
}
for (i=0;i<4;i++) {
d->front_ls[i] = seg->sides[side].uvls[i].l;
if (cwall_num > -1)
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
}
}
#endif
//-----------------------------------------------------------------
// 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 side;
w = &Walls[d->front_wallnum[p]];
const auto &&seg = vsegptridx(w->segnum);
side = w->sidenum;
Assert(seg->sides[side].wall_num != wall_none); //Closing door on illegal wall
const auto &&csegp = vsegptridx(seg->children[side]);
auto 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--;
}
static uint8_t check_poke(const vcobjptr_t obj, const vcsegptr_t segnum,int side)
{
//note: don't let objects with zero size block door
if (!obj->size)
return 0;
return get_seg_masks(obj->pos, segnum, obj->size).sidemask & (1 << side); //pokes through side!
}
#if defined(DXX_BUILD_DESCENT_I)
//-----------------------------------------------------------------
// 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 side;
const auto &&seg = vcsegptridx(w->segnum);
side = w->sidenum;
const auto &&csegp = vcsegptr(seg->children[side]);
auto 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
range_for (const auto &&objnum, objects_in(seg))
if (check_poke(objnum, seg, side))
return; //abort!
range_for (const auto &&objnum, objects_in(csegp))
if (check_poke(objnum, csegp, Connectside))
return; //abort!
}
for (p=0;p<d->n_parts;p++) {
wall *w;
int side;
fix time_elapsed, time_total, one_frame;
int i, n;
w = &Walls[d->front_wallnum[p]];
const auto &&seg = vsegptridx(w->segnum);
side = w->sidenum;
if (seg->sides[side].wall_num == wall_none) {
return;
}
//if here, must be auto door
Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
// Otherwise, close it.
const auto &&csegp = vsegptridx(seg->children[side]);
auto 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
const auto cp = compute_center_point_on_side(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, 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);
}
}
#endif
#if defined(DXX_BUILD_DESCENT_II)
static int is_door_side_free(const vcsegptr_t seg, int side)
{
range_for (const auto &&obj, objects_in(seg))
if (obj->type!=OBJ_WEAPON && obj->type!=OBJ_FIREBALL && check_poke(obj,seg,side))
return 0; //not free
return 1;
}
//returns true of door in unobjstructed (& thus can close)
static int is_door_free(const vcsegptridx_t seg,int side)
{
if (!is_door_side_free(seg, side))
return 0;
const auto &&csegp = vcsegptr(seg->children[side]);
auto 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
return is_door_side_free(csegp, Connectside);
}
//-----------------------------------------------------------------
// Closes a door
void wall_close_door(const vsegptridx_t seg, int side)
{
wall *w;
active_door *d;
int wall_num, cwall_num;
Assert(seg->sides[side].wall_num != wall_none); //Opening door on illegal wall
w = &Walls[seg->sides[side].wall_num];
wall_num = w - Walls;
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]==wall_num || d->back_wallnum[0]==wall_num ||
(d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
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
const auto &&csegp = vcsegptr(seg->children[side]);
auto Connectside = find_connect_side(seg, csegp);
Assert(Connectside != -1);
cwall_num = csegp->sides[Connectside].wall_num;
if (cwall_num > -1)
Walls[cwall_num].state = WALL_DOOR_CLOSING;
d->front_wallnum[0] = seg->sides[side].wall_num;
d->back_wallnum[0] = cwall_num;
if (Newdemo_state == ND_STATE_RECORDING) {
newdemo_record_door_opening(seg, 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!!!!
const auto cp = compute_center_point_on_side(seg, side );
if (WallAnims[w->clip_num].open_sound > -1 )
digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg, side, cp, 0, F1_0 );
}
}
#endif
//-----------------------------------------------------------------
// 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 side;
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]);
const auto &&seg = vsegptridx(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 == wall_none)
{
con_printf(CON_URGENT, "Trying to do_door_open on illegal wall %i. Please check your level!",side);
continue;
}
const auto &&csegp = vsegptridx(seg->children[side]);
auto 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--;
#if defined(DXX_BUILD_DESCENT_II)
Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
#endif
}
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
}
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
//-----------------------------------------------------------------
// 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]];
const auto &&wsegp = vsegptridx(w->segnum);
//check for objects in doorway before closing
if (w->flags & WALL_DOOR_AUTO)
if (!is_door_free(wsegp, w->sidenum)) {
digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
wall_open_door(wsegp, w->sidenum); //re-open door
return;
}
for (p=0;p<d->n_parts;p++) {
wall *w;
int side;
fix time_elapsed, time_total, one_frame;
int i, n;
w = &Walls[d->front_wallnum[p]];
const auto &seg = wsegp;
side = w->sidenum;
if (seg->sides[side].wall_num == wall_none) {
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.
const auto &&csegp = vsegptridx(seg->children[side]);
auto 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
const auto cp = compute_center_point_on_side(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, 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);
}
}
#endif
//-----------------------------------------------------------------
// 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(const vsegptridx_t seg, int side)
{
const auto &&csegp = vcsegptr(seg->children[side]);
auto cside = find_connect_side(seg, csegp);
Assert(cside != -1);
if (seg->sides[side].wall_num == wall_none) {
return;
}
Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
#if defined(DXX_BUILD_DESCENT_II)
kill_stuck_objects(seg->sides[side].wall_num);
kill_stuck_objects(csegp->sides[cside].wall_num);
#endif
}
//-----------------------------------------------------------------
// 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(const vsegptridx_t seg, int side)
{
const auto &&csegp = vcsegptr(seg->children[side]);
auto cside = find_connect_side(seg, csegp);
Assert(cside != -1);
if (seg->sides[side].wall_num == wall_none) {
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.
static int special_boss_opening_allowed(segnum_t 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
wall_hit_process_t wall_hit_process(const vsegptridx_t seg, int side, fix damage, int playernum, const vobjptr_t obj)
{
wall *w;
fix show_message;
// If it is not a "wall" then just return.
if ( seg->sides[side].wall_num == wall_none )
return wall_hit_process_t::WHP_NOT_SPECIAL;
w = &Walls[seg->sides[side].wall_num];
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_hit_process( seg, side, damage, playernum );
if (w->type == WALL_BLASTABLE) {
#if defined(DXX_BUILD_DESCENT_II)
if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
#endif
wall_damage(seg, side, damage);
return wall_hit_process_t::WHP_BLASTABLE;
}
if (playernum != Player_num) //return if was robot fire
return wall_hit_process_t::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);
#if defined(DXX_BUILD_DESCENT_II)
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;
#endif
else
show_message = 1;
/* Set key_color only after the type matches, since TXT_* are macros
* that trigger a load from memory. Use operator,() to suppress the
* truth test on the second branch since the compiler cannot prove
* that the loaded value will always be non-null.
*/
const char *key_color;
if (
(w->keys == KEY_BLUE && (key_color = TXT_BLUE, true)) ||
(w->keys == KEY_GOLD && (key_color = TXT_YELLOW, true)) ||
(w->keys == KEY_RED && (key_color = TXT_RED, true))
)
if (!(Players[playernum].flags & w->keys))
{
static_assert(KEY_BLUE == PLAYER_FLAGS_BLUE_KEY, "BLUE key flag mismatch");
static_assert(KEY_GOLD == PLAYER_FLAGS_GOLD_KEY, "GOLD key flag mismatch");
static_assert(KEY_RED == PLAYER_FLAGS_RED_KEY, "RED key flag mismatch");
if (show_message)
HUD_init_message(HM_DEFAULT, "%s %s",key_color,TXT_ACCESS_DENIED);
return wall_hit_process_t::WHP_NO_KEY;
}
if (w->type == WALL_DOOR)
{
if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg, side)) ) {
if (show_message)
HUD_init_message_literal(HM_DEFAULT, TXT_CANT_OPEN_DOOR);
return wall_hit_process_t::WHP_NO_KEY;
}
else {
if (w->state != WALL_DOOR_OPENING)
{
wall_open_door(seg, side);
if (Game_mode & GM_MULTI)
{
int flags;
#if defined(DXX_BUILD_DESCENT_I)
flags = 0;
#elif defined(DXX_BUILD_DESCENT_II)
flags = w->flags;
#endif
multi_send_door_open(seg, side,flags);
}
}
return wall_hit_process_t::WHP_DOOR;
}
}
return wall_hit_process_t::WHP_NOT_SPECIAL; //default is treat like normal wall
}
//-----------------------------------------------------------------
// Opens doors/destroys wall/shuts off triggers.
void wall_toggle(const vsegptridx_t segp, unsigned side)
{
if (side >= MAX_SIDES_PER_SEGMENT)
{
#ifndef NDEBUG
Warning("Can't toggle side %u of segment %d (%u)!\n", side, static_cast<segnum_t>(segp), Highest_segment_index);
#endif
return;
}
auto wall_num = segp->sides[side].wall_num;
if (wall_num == wall_none) {
return;
}
if ( Newdemo_state == ND_STATE_RECORDING )
newdemo_record_wall_toggle(segp, side);
if (Walls[wall_num].type == WALL_BLASTABLE)
wall_destroy(segp, side);
if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
wall_open_door(segp, side);
}
//-----------------------------------------------------------------
// Tidy up Walls array for load/save purposes.
void reset_walls()
{
range_for (auto &w, partial_range(Walls, Num_walls, MAX_WALLS))
{
w.type = WALL_NORMAL;
w.flags = 0;
w.hps = 0;
w.trigger = -1;
w.clip_num = -1;
}
}
#if defined(DXX_BUILD_DESCENT_II)
static void do_cloaking_wall_frame(int cloaking_wall_num)
{
cloaking_wall *d;
wall *wfront,*wback;
sbyte old_cloak; // for demo recording
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
d = &CloakingWalls[cloaking_wall_num];
wfront = &Walls[d->front_wallnum];
wback = NULL;
if (d->back_wallnum > -1)
wback = &Walls[d->back_wallnum];
old_cloak = wfront->cloak_value;
d->time += FrameTime;
if (d->time > CLOAKING_WALL_TIME) {
int i;
wfront->type = WALL_OPEN;
wfront->state = WALL_DOOR_CLOSED; //why closed? why not?
if (wback) {
wback->type = WALL_OPEN;
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 = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
if (wback)
wback->cloak_value = wfront->cloak_value;
if (old_type != WALL_CLOAKED) { //just switched
int i;
wfront->type = WALL_CLOAKED;
if (wback)
wback->type = WALL_CLOAKED;
for (i=0;i<4;i++) {
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
if (wback)
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);
if (wback)
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
}
}
// check if the actual cloak_value changed in this frame to prevent redundant recordings and wasted bytes
if ( Newdemo_state == ND_STATE_RECORDING && (wfront->cloak_value != old_cloak || d->time == FrameTime) )
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);
}
static void do_decloaking_wall_frame(int cloaking_wall_num)
{
cloaking_wall *d;
wall *wfront,*wback;
sbyte old_cloak; // for demo recording
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
d = &CloakingWalls[cloaking_wall_num];
wfront = &Walls[d->front_wallnum];
wback = NULL;
if (d->back_wallnum > -1)
wback = &Walls[d->back_wallnum];
old_cloak = wfront->cloak_value;
d->time += FrameTime;
if (d->time > CLOAKING_WALL_TIME) {
int i;
wfront->state = WALL_DOOR_CLOSED;
if (wback)
wback->state = WALL_DOOR_CLOSED;
for (i=0;i<4;i++) {
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
if (wback)
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);
if (wback)
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
}
}
else { //cloaking in
wfront->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
wfront->type = WALL_CLOAKED;
if (wback) {
wback->cloak_value = wfront->cloak_value;
wback->type = WALL_CLOAKED;
}
}
// check if the actual cloak_value changed in this frame to prevent redundant recordings and wasted bytes
if ( Newdemo_state == ND_STATE_RECORDING && (wfront->cloak_value != old_cloak || d->time == FrameTime) )
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);
}
#endif
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
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)
#if defined(DXX_BUILD_DESCENT_II)
if (is_door_free(vcsegptridx(w->segnum), w->sidenum))
#endif
{
w->state = WALL_DOOR_CLOSING;
d->time = 0;
}
}
#if defined(DXX_BUILD_DESCENT_II)
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--;
}
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
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);
#ifdef _DEBUG
else
Int3(); //unexpected wall state
#endif
}
#endif
}
static unsigned Num_stuck_objects;
static array<stuckobj, MAX_STUCK_OBJECTS> Stuck_objects;
// An object got stuck in a door (like a flare).
// Add global entry.
void add_stuck_object(const vobjptridx_t objp, const vsegptr_t segp, int sidenum)
{
const auto wallnum = segp->sides[sidenum].wall_num;
if (wallnum != wall_none)
{
if (Walls[wallnum].flags & WALL_BLASTED)
objp->flags |= OF_SHOULD_BE_DEAD;
range_for (auto &i, Stuck_objects)
{
if (i.wallnum == -1) {
i.wallnum = wallnum;
i.objnum = objp;
i.signature = objp->signature;
Num_stuck_objects++;
break;
}
}
}
}
#if defined(DXX_BUILD_DESCENT_I)
// --------------------------------------------------------------------------------------------------
// 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;
}
}
#endif
#if defined(DXX_BUILD_DESCENT_II)
// --------------------------------------------------------------------------------------------------
// 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 = d_tick_count % 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;
}
}
#endif
// ----------------------------------------------------------------------------------------------------
// Door with wall index wallnum is opening, kill all objects stuck in it.
void kill_stuck_objects(int wallnum)
{
int i;
if (wallnum < 0 || 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) {
#if defined(DXX_BUILD_DESCENT_I)
#define DXX_WEAPON_LIFELEFT F1_0/4
#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_WEAPON_LIFELEFT F1_0/8
#endif
Objects[Stuck_objects[i].objnum].lifeleft = DXX_WEAPON_LIFELEFT;
}
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.
#if defined(DXX_BUILD_DESCENT_II)
flush_fcd_cache();
#endif
}
#if defined(DXX_BUILD_DESCENT_II)
// -----------------------------------------------------------------------------------
// Initialize stuck objects array. Called at start of level
void init_stuck_objects(void)
{
range_for (auto &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)
{
range_for (auto &i, Stuck_objects)
{
if (i.wallnum != -1) {
const auto &&objp = vobjptr(i.objnum);
if (objp->type == OBJ_WEAPON && get_weapon_id(objp) == FLARE_ID)
objp->lifeleft = F1_0/8;
i.wallnum = -1;
Num_stuck_objects--;
}
}
Assert(Num_stuck_objects == 0);
}
// -----------------------------------------------------------------------------------
#define MAX_BLAST_GLASS_DEPTH 5
static void bng_process_segment(const vobjptr_t objp, fix damage, const vsegptridx_t segp, int depth, visited_segment_bitarray_t &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;
// 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))) {
const auto pnt = compute_center_point_on_side(segp, sidenum);
dist = vm_vec_dist_quick(pnt, objp->pos);
if (dist < damage/2) {
dist = find_connected_distance(pnt, segp, 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].ctype.laser_info, 1, 0);
}
}
}
}
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
auto segnum = segp->children[i];
if (segnum != segment_none) {
if (!visited[segnum]) {
if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
visited[segnum] = true;
bng_process_segment(objp, damage, vsegptridx(segnum), depth, visited);
}
}
}
}
}
// -----------------------------------------------------------------------------------
// objp is going to detonate
// blast nearby monitors, lights, maybe other things
void blast_nearby_glass(const vobjptr_t objp, fix damage)
{
visited_segment_bitarray_t visited;
visited[objp->segnum] = true;
bng_process_segment(objp, damage, vsegptridx(objp->segnum), 0, visited);
}
struct d1wclip
{
wclip *wc;
d1wclip(wclip &w) : wc(&w) {}
};
DEFINE_SERIAL_UDT_TO_MESSAGE(d1wclip, dwc, (dwc.wc->play_time, dwc.wc->num_frames, dwc.wc->d1_frames, dwc.wc->open_sound, dwc.wc->close_sound, dwc.wc->flags, dwc.wc->filename, serial::pad<1>()));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(d1wclip, 26 + (sizeof(int16_t) * MAX_CLIP_FRAMES_D1));
#endif
DEFINE_SERIAL_UDT_TO_MESSAGE(wclip, wc, (wc.play_time, wc.num_frames, wc.frames, wc.open_sound, wc.close_sound, wc.flags, wc.filename, serial::pad<1>()));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(wclip, 26 + (sizeof(int16_t) * MAX_CLIP_FRAMES));
/*
* reads a wclip structure from a PHYSFS_file
*/
void wclip_read(PHYSFS_file *fp, wclip &wc)
{
PHYSFSX_serialize_read(fp, wc);
}
void wclip_write(PHYSFS_file *fp, const wclip &wc)
{
PHYSFSX_serialize_write(fp, wc);
}
struct wrap_v16_wall
{
const wall *w;
wrap_v16_wall(const wall &t) : w(&t) {}
};
#define _SERIAL_UDT_WALL_V16_MEMBERS(P) (P type, P flags, P hps, P trigger, P clip_num, P keys)
DEFINE_SERIAL_UDT_TO_MESSAGE(v16_wall, w, _SERIAL_UDT_WALL_V16_MEMBERS(w.));
DEFINE_SERIAL_UDT_TO_MESSAGE(wrap_v16_wall, w, _SERIAL_UDT_WALL_V16_MEMBERS(w.w->));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(wrap_v16_wall, 9);
/*
* reads a v16_wall structure from a PHYSFS_file
*/
void v16_wall_read(PHYSFS_file *fp, v16_wall &w)
{
PHYSFSX_serialize_read(fp, w);
}
struct wrap_v19_wall
{
const wall *w;
wrap_v19_wall(const wall &t) : w(&t) {}
};
DEFINE_SERIAL_UDT_TO_MESSAGE(v19_wall, w, (w.segnum, serial::pad<2>(), w.sidenum, w.type, w.flags, w.hps, w.trigger, w.clip_num, w.keys, w.linked_wall));
DEFINE_SERIAL_UDT_TO_MESSAGE(wrap_v19_wall, w, (w.w->segnum, serial::pad<2>(), w.w->sidenum, serial::pad<3>(), w.w->type, w.w->flags, w.w->hps, w.w->trigger, w.w->clip_num, w.w->keys, w.w->linked_wall, serial::pad<2>()));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(v19_wall, 21);
ASSERT_SERIAL_UDT_MESSAGE_SIZE(wrap_v19_wall, 21);
/*
* reads a v19_wall structure from a PHYSFS_file
*/
void v19_wall_read(PHYSFS_file *fp, v19_wall &w)
{
PHYSFSX_serialize_read(fp, w);
}
#if defined(DXX_BUILD_DESCENT_I)
#define _SERIAL_UDT_WALL_D2X_MEMBERS serial::pad<2>()
#elif defined(DXX_BUILD_DESCENT_II)
#define _SERIAL_UDT_WALL_D2X_MEMBERS w.controlling_trigger, w.cloak_value
#endif
DEFINE_SERIAL_UDT_TO_MESSAGE(wall, w, (w.segnum, serial::pad<2>(), w.sidenum, serial::pad<3>(), w.hps, w.linked_wall, serial::pad<2>(), w.type, w.flags, w.state, w.trigger, w.clip_num, w.keys, _SERIAL_UDT_WALL_D2X_MEMBERS));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(wall, 24);
/*
* reads a wall structure from a PHYSFS_file
*/
void wall_read(PHYSFS_file *fp, wall &w)
{
PHYSFSX_serialize_read(fp, w);
}
DEFINE_SERIAL_UDT_TO_MESSAGE(active_door, d, (d.n_parts, d.front_wallnum, d.back_wallnum, d.time));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(active_door, 16);
/*
* reads an active_door structure from a PHYSFS_file
*/
void active_door_read(PHYSFS_file *fp, active_door &ad)
{
PHYSFSX_serialize_read(fp, ad);
}
void active_door_write(PHYSFS_file *fp, const active_door &ad)
{
PHYSFSX_serialize_write(fp, ad);
}
void wall_write(PHYSFS_file *fp, const wall &w, short version)
{
if (version <= 16)
PHYSFSX_serialize_write<wrap_v16_wall>(fp, w);
else if (version <= 19)
PHYSFSX_serialize_write<wrap_v19_wall>(fp, w);
else
PHYSFSX_serialize_write(fp, w);
}
#if defined(DXX_BUILD_DESCENT_II)
DEFINE_SERIAL_UDT_TO_MESSAGE(cloaking_wall, cw, (cw.front_wallnum, cw.back_wallnum, cw.front_ls, cw.back_ls, cw.time));
ASSERT_SERIAL_UDT_MESSAGE_SIZE(cloaking_wall, 40);
void cloaking_wall_read(cloaking_wall &cw, PHYSFS_file *fp)
{
PHYSFSX_serialize_read(fp, cw);
}
void cloaking_wall_write(const cloaking_wall &cw, PHYSFS_file *fp)
{
PHYSFSX_serialize_write(fp, cw);
}
#endif