1547 lines
42 KiB
C
1547 lines
42 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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#ifdef HAVE_CONFIG_H
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#include <conf.h>
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#endif
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#ifdef RCS
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static char rcsid[] = "$Id: wall.c,v 1.3 2001-01-31 15:17:59 bradleyb Exp $";
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#endif
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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 "pstypes.h"
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#include "mono.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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#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 "laser.h" // For seeing if a flare is stuck in a wall.
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#include "collide.h"
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#include "effects.h"
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#ifdef EDITOR
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#include "editor\editor.h"
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#endif
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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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#define CLOAKING_WALL_TIME f1_0
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#define MAX_CLOAKING_WALLS 10
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cloaking_wall CloakingWalls[MAX_CLOAKING_WALLS];
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int Num_cloaking_walls;
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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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// Function prototypes
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void kill_stuck_objects(int wallnum);
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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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//define these here so I don't have to change wall_is_doorway and run
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//the risk of screwing it up.
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#define WID_WALL 2 // 0/1/0 wall
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#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
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#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
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#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
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#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
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#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
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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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if (type == WALL_CLOAKED)
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return WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG;
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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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Num_cloaking_walls = 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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mprintf((0, "Resetting Illegal Wall\n"));
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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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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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} else {
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Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
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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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//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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Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
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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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//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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else {
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//if not exploding, set final frame, and make door passable
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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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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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}
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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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mprintf((0, "Damaging illegal wall\n"));
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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) && Walls[seg->sides[side].wall_num].hps >= 0)
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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,Walls[seg->sides[side].wall_num].flags);
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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;
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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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//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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(w->state == WALL_DOOR_OPEN)) //open, & staying open
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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]==w-Walls || (d->n_parts==2 && (d->front_wallnum[1]==w-Walls || d->back_wallnum[1]==w-Walls)))
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break;
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}
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if (i>=Num_open_doors && (Game_mode & GM_MULTI))
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goto FastFix;
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Assert(i<Num_open_doors); //didn't find door!
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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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else { //create new door
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Assert(w->state == WALL_DOOR_CLOSED);
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FastFix:
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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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Assert(Connectside != -1);
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Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;
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//kill_stuck_objects(csegp->sides[Connectside].wall_num);
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d->front_wallnum[0] = seg->sides[side].wall_num;
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d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
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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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Walls[csegp->sides[Connectside].wall_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] = csegp->sides[Connectside].wall_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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// start the transition from closed -> open wall
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void start_wall_cloak(segment *seg, int side)
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{
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wall *w;
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cloaking_wall *d;
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int Connectside;
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segment *csegp;
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int i;
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if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
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|
|
|
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if (w->type == WALL_OPEN || w->state == WALL_DOOR_CLOAKING) //already open or cloaking
|
|
return;
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door
|
|
|
|
int i;
|
|
|
|
d = NULL;
|
|
|
|
for (i=0;i<Num_cloaking_walls;i++) { //find door
|
|
|
|
d = &CloakingWalls[i];
|
|
|
|
if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
|
|
break;
|
|
}
|
|
|
|
Assert(i<Num_cloaking_walls); //didn't find door!
|
|
Assert( d!=NULL ); // Get John!
|
|
|
|
d->time = CLOAKING_WALL_TIME - d->time;
|
|
|
|
}
|
|
else if (w->state == WALL_DOOR_CLOSED) { //create new door
|
|
d = &CloakingWalls[Num_cloaking_walls];
|
|
d->time = 0;
|
|
if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
|
|
Int3(); //ran out of cloaking wall slots
|
|
w->type = WALL_OPEN;
|
|
Walls[csegp->sides[Connectside].wall_num].type = WALL_OPEN;
|
|
return;
|
|
}
|
|
Num_cloaking_walls++;
|
|
}
|
|
else {
|
|
Int3(); //unexpected wall state
|
|
return;
|
|
}
|
|
|
|
w->state = WALL_DOOR_CLOAKING;
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOAKING;
|
|
|
|
d->front_wallnum = seg->sides[side].wall_num;
|
|
d->back_wallnum = csegp->sides[Connectside].wall_num;
|
|
|
|
Assert( seg-Segments != -1);
|
|
|
|
Assert(w->linked_wall == -1);
|
|
|
|
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
|
|
vms_vector cp;
|
|
compute_center_point_on_side(&cp, seg, side );
|
|
digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, seg-Segments, side, &cp, 0, F1_0 );
|
|
}
|
|
|
|
for (i=0;i<4;i++) {
|
|
d->front_ls[i] = seg->sides[side].uvls[i].l;
|
|
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// start the transition from open -> closed wall
|
|
void start_wall_decloak(segment *seg, int side)
|
|
{
|
|
wall *w;
|
|
cloaking_wall *d;
|
|
int Connectside;
|
|
segment *csegp;
|
|
int i;
|
|
|
|
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
|
|
|
|
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING) //already closed or decloaking
|
|
return;
|
|
|
|
if (w->state == WALL_DOOR_CLOAKING) { //cloaking, so reuse door
|
|
|
|
int i;
|
|
|
|
d = NULL;
|
|
|
|
for (i=0;i<Num_cloaking_walls;i++) { //find door
|
|
|
|
d = &CloakingWalls[i];
|
|
|
|
if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
|
|
break;
|
|
}
|
|
|
|
Assert(i<Num_cloaking_walls); //didn't find door!
|
|
Assert( d!=NULL ); // Get John!
|
|
|
|
d->time = CLOAKING_WALL_TIME - d->time;
|
|
|
|
}
|
|
else if (w->state == WALL_DOOR_CLOSED) { //create new door
|
|
d = &CloakingWalls[Num_cloaking_walls];
|
|
d->time = 0;
|
|
if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
|
|
Int3(); //ran out of cloaking wall slots
|
|
/* what is this _doing_ here?
|
|
w->type = WALL_CLOSED;
|
|
Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
|
|
*/
|
|
return;
|
|
}
|
|
Num_cloaking_walls++;
|
|
}
|
|
else {
|
|
Int3(); //unexpected wall state
|
|
return;
|
|
}
|
|
|
|
w->state = WALL_DOOR_DECLOAKING;
|
|
|
|
// So that door can't be shot while opening
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_DECLOAKING;
|
|
|
|
d->front_wallnum = seg->sides[side].wall_num;
|
|
d->back_wallnum = csegp->sides[Connectside].wall_num;
|
|
|
|
Assert( seg-Segments != -1);
|
|
|
|
Assert(w->linked_wall == -1);
|
|
|
|
if ( Newdemo_state != ND_STATE_PLAYBACK ) {
|
|
vms_vector cp;
|
|
compute_center_point_on_side(&cp, seg, side );
|
|
digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg-Segments, side, &cp, 0, F1_0 );
|
|
}
|
|
|
|
for (i=0;i<4;i++) {
|
|
d->front_ls[i] = seg->sides[side].uvls[i].l;
|
|
d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// This function closes the specified door and restores the closed
|
|
// door texture. This is called when the animation is done
|
|
void wall_close_door_num(int door_num)
|
|
{
|
|
int p;
|
|
active_door *d;
|
|
int i;
|
|
|
|
d = &ActiveDoors[door_num];
|
|
|
|
for (p=0;p<d->n_parts;p++) {
|
|
wall *w;
|
|
int Connectside, side;
|
|
segment *csegp, *seg;
|
|
|
|
w = &Walls[d->front_wallnum[p]];
|
|
|
|
seg = &Segments[w->segnum];
|
|
side = w->sidenum;
|
|
|
|
Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSED;
|
|
|
|
wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
|
|
|
|
}
|
|
|
|
for (i=door_num;i<Num_open_doors;i++)
|
|
ActiveDoors[i] = ActiveDoors[i+1];
|
|
|
|
Num_open_doors--;
|
|
|
|
}
|
|
|
|
int check_poke(int objnum,int segnum,int side)
|
|
{
|
|
object *obj = &Objects[objnum];
|
|
|
|
//note: don't let objects with zero size block door
|
|
|
|
if (obj->size && get_seg_masks(&obj->pos,segnum,obj->size).sidemask & (1<<side))
|
|
return 1; //pokes through side!
|
|
else
|
|
return 0; //does not!
|
|
|
|
}
|
|
|
|
//returns true of door in unobjstructed (& thus can close)
|
|
int is_door_free(segment *seg,int side)
|
|
{
|
|
int Connectside;
|
|
segment *csegp;
|
|
int objnum;
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
//go through each object in each of two segments, and see if
|
|
//it pokes into the connecting seg
|
|
|
|
for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
|
|
if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,seg-Segments,side))
|
|
return 0; //not free
|
|
|
|
for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
|
|
if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,csegp-Segments,Connectside))
|
|
return 0; //not free
|
|
|
|
return 1; //doorway is free!
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------
|
|
// Closes a door
|
|
void wall_close_door(segment *seg, int side)
|
|
{
|
|
wall *w;
|
|
active_door *d;
|
|
int Connectside;
|
|
segment *csegp;
|
|
|
|
Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if ((w->state == WALL_DOOR_CLOSING) || //already closing
|
|
(w->state == WALL_DOOR_WAITING) || //open, waiting to close
|
|
(w->state == WALL_DOOR_CLOSED)) //closed
|
|
return;
|
|
|
|
if (!is_door_free(seg,side))
|
|
return;
|
|
|
|
if (w->state == WALL_DOOR_OPENING) { //reuse door
|
|
|
|
int i;
|
|
|
|
d = NULL;
|
|
|
|
for (i=0;i<Num_open_doors;i++) { //find door
|
|
|
|
d = &ActiveDoors[i];
|
|
|
|
if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==w-Walls || (d->n_parts==2 && (d->front_wallnum[1]==w-Walls || d->back_wallnum[1]==w-Walls)))
|
|
break;
|
|
}
|
|
|
|
Assert(i<Num_open_doors); //didn't find door!
|
|
Assert( d!=NULL ); // Get John!
|
|
|
|
d->time = WallAnims[w->clip_num].play_time - d->time;
|
|
|
|
if (d->time < 0)
|
|
d->time = 0;
|
|
|
|
}
|
|
else { //create new door
|
|
Assert(w->state == WALL_DOOR_OPEN);
|
|
d = &ActiveDoors[Num_open_doors];
|
|
d->time = 0;
|
|
Num_open_doors++;
|
|
Assert( Num_open_doors < MAX_DOORS );
|
|
}
|
|
|
|
w->state = WALL_DOOR_CLOSING;
|
|
|
|
// So that door can't be shot while opening
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
|
|
|
|
d->front_wallnum[0] = seg->sides[side].wall_num;
|
|
d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
|
|
|
|
Assert( seg-Segments != -1);
|
|
|
|
if (Newdemo_state == ND_STATE_RECORDING) {
|
|
newdemo_record_door_opening(seg-Segments, side);
|
|
}
|
|
|
|
if (w->linked_wall != -1) {
|
|
Int3(); //don't think we ever used linked walls
|
|
}
|
|
else
|
|
d->n_parts = 1;
|
|
|
|
|
|
if ( Newdemo_state != ND_STATE_PLAYBACK )
|
|
{
|
|
// NOTE THE LINK TO ABOVE!!!!
|
|
vms_vector cp;
|
|
compute_center_point_on_side(&cp, seg, side );
|
|
if (WallAnims[w->clip_num].open_sound > -1 )
|
|
digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
|
|
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Animates opening of a door.
|
|
// Called in the game loop.
|
|
void do_door_open(int door_num)
|
|
{
|
|
int p;
|
|
active_door *d;
|
|
|
|
Assert(door_num != -1); //Trying to do_door_open on illegal door
|
|
|
|
d = &ActiveDoors[door_num];
|
|
|
|
for (p=0;p<d->n_parts;p++) {
|
|
wall *w;
|
|
int Connectside, side;
|
|
segment *csegp, *seg;
|
|
fix time_elapsed, time_total, one_frame;
|
|
int i, n;
|
|
|
|
w = &Walls[d->front_wallnum[p]];
|
|
kill_stuck_objects(d->front_wallnum[p]);
|
|
kill_stuck_objects(d->back_wallnum[p]);
|
|
|
|
seg = &Segments[w->segnum];
|
|
side = w->sidenum;
|
|
|
|
Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
d->time += FrameTime;
|
|
|
|
time_elapsed = d->time;
|
|
n = WallAnims[w->clip_num].num_frames;
|
|
time_total = WallAnims[w->clip_num].play_time;
|
|
|
|
one_frame = time_total/n;
|
|
|
|
i = time_elapsed/one_frame;
|
|
|
|
if (i < n)
|
|
wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
|
|
|
|
if (i> n/2) {
|
|
Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
|
|
Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
|
|
}
|
|
|
|
if (i >= n-1) {
|
|
wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);
|
|
|
|
// If our door is not automatic just remove it from the list.
|
|
if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
|
|
for (i=door_num;i<Num_open_doors;i++)
|
|
ActiveDoors[i] = ActiveDoors[i+1];
|
|
Num_open_doors--;
|
|
Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
|
|
}
|
|
else {
|
|
|
|
Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;
|
|
|
|
ActiveDoors[Num_open_doors].time = 0; //counts up
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Animates and processes the closing of a door.
|
|
// Called from the game loop.
|
|
void do_door_close(int door_num)
|
|
{
|
|
int p;
|
|
active_door *d;
|
|
wall *w;
|
|
|
|
Assert(door_num != -1); //Trying to do_door_open on illegal door
|
|
|
|
d = &ActiveDoors[door_num];
|
|
|
|
w = &Walls[d->front_wallnum[0]];
|
|
|
|
//check for objects in doorway before closing
|
|
if (w->flags & WALL_DOOR_AUTO)
|
|
if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
|
|
digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
|
|
wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
|
|
return;
|
|
}
|
|
|
|
for (p=0;p<d->n_parts;p++) {
|
|
wall *w;
|
|
int Connectside, side;
|
|
segment *csegp, *seg;
|
|
fix time_elapsed, time_total, one_frame;
|
|
int i, n;
|
|
|
|
w = &Walls[d->front_wallnum[p]];
|
|
|
|
seg = &Segments[w->segnum];
|
|
side = w->sidenum;
|
|
|
|
if (seg->sides[side].wall_num == -1) {
|
|
mprintf((0, "Trying to do_door_close on Illegal wall\n"));
|
|
return;
|
|
}
|
|
|
|
//if here, must be auto door
|
|
// Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
|
|
//don't assert here, because now we have triggers to close non-auto doors
|
|
|
|
// Otherwise, close it.
|
|
csegp = &Segments[seg->children[side]];
|
|
Connectside = find_connect_side(seg, csegp);
|
|
Assert(Connectside != -1);
|
|
|
|
|
|
if ( Newdemo_state != ND_STATE_PLAYBACK )
|
|
// NOTE THE LINK TO ABOVE!!
|
|
if (p==0) //only play one sound for linked doors
|
|
if ( d->time==0 ) { //first time
|
|
vms_vector cp;
|
|
compute_center_point_on_side(&cp, seg, side );
|
|
if (WallAnims[w->clip_num].close_sound > -1 )
|
|
digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg-Segments, side, &cp, 0, F1_0 );
|
|
}
|
|
|
|
d->time += FrameTime;
|
|
|
|
time_elapsed = d->time;
|
|
n = WallAnims[w->clip_num].num_frames;
|
|
time_total = WallAnims[w->clip_num].play_time;
|
|
|
|
one_frame = time_total/n;
|
|
|
|
i = n-time_elapsed/one_frame-1;
|
|
|
|
if (i < n/2) {
|
|
Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
|
|
Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
|
|
}
|
|
|
|
// Animate door.
|
|
if (i > 0) {
|
|
wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
|
|
|
|
Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
|
|
Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
|
|
|
|
ActiveDoors[Num_open_doors].time = 0; //counts up
|
|
|
|
} else
|
|
wall_close_door_num(door_num);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------
|
|
// Turns off an illusionary wall (This will be used primarily for
|
|
// wall switches or triggers that can turn on/off illusionary walls.)
|
|
void wall_illusion_off(segment *seg, int side)
|
|
{
|
|
segment *csegp;
|
|
int cside;
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
cside = find_connect_side(seg, csegp);
|
|
Assert(cside != -1);
|
|
|
|
if (seg->sides[side].wall_num == -1) {
|
|
mprintf((0, "Trying to shut off illusion illegal wall\n"));
|
|
return;
|
|
}
|
|
|
|
Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
|
|
Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
|
|
|
|
kill_stuck_objects(seg->sides[side].wall_num);
|
|
kill_stuck_objects(csegp->sides[cside].wall_num);
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Turns on an illusionary wall (This will be used primarily for
|
|
// wall switches or triggers that can turn on/off illusionary walls.)
|
|
void wall_illusion_on(segment *seg, int side)
|
|
{
|
|
segment *csegp;
|
|
int cside;
|
|
|
|
csegp = &Segments[seg->children[side]];
|
|
cside = find_connect_side(seg, csegp);
|
|
Assert(cside != -1);
|
|
|
|
if (seg->sides[side].wall_num == -1) {
|
|
mprintf((0, "Trying to turn on illusion illegal wall\n"));
|
|
return;
|
|
}
|
|
|
|
Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
|
|
Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------
|
|
// Allowed to open the normally locked special boss door if in multiplayer mode.
|
|
int special_boss_opening_allowed(int segnum, int sidenum)
|
|
{
|
|
if (Game_mode & GM_MULTI)
|
|
return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE);
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Determines what happens when a wall is shot
|
|
//returns info about wall. see wall.h for codes
|
|
//obj is the object that hit...either a weapon or the player himself
|
|
//playernum is the number the player who hit the wall or fired the weapon,
|
|
//or -1 if a robot fired the weapon
|
|
int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
|
|
{
|
|
wall *w;
|
|
fix show_message;
|
|
|
|
Assert (seg-Segments != -1);
|
|
|
|
// If it is not a "wall" then just return.
|
|
if ( seg->sides[side].wall_num < 0 )
|
|
return WHP_NOT_SPECIAL;
|
|
|
|
w = &Walls[seg->sides[side].wall_num];
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_wall_hit_process( seg-Segments, side, damage, playernum );
|
|
|
|
if (w->type == WALL_BLASTABLE) {
|
|
if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
|
|
wall_damage(seg, side, damage);
|
|
return WHP_BLASTABLE;
|
|
}
|
|
|
|
if (playernum != Player_num) //return if was robot fire
|
|
return WHP_NOT_SPECIAL;
|
|
|
|
Assert( playernum > -1 );
|
|
|
|
// Determine whether player is moving forward. If not, don't say negative
|
|
// messages because he probably didn't intentionally hit the door.
|
|
if (obj->type == OBJ_PLAYER)
|
|
show_message = (vm_vec_dot(&obj->orient.fvec, &obj->mtype.phys_info.velocity) > 0);
|
|
else if (obj->type == OBJ_ROBOT)
|
|
show_message = 0;
|
|
else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT))
|
|
show_message = 0;
|
|
else
|
|
show_message = 1;
|
|
|
|
if (w->keys == KEY_BLUE)
|
|
if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
|
|
if ( playernum==Player_num )
|
|
if (show_message)
|
|
HUD_init_message("%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
|
|
return WHP_NO_KEY;
|
|
}
|
|
|
|
if (w->keys == KEY_RED)
|
|
if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
|
|
if ( playernum==Player_num )
|
|
if (show_message)
|
|
HUD_init_message("%s %s",TXT_RED,TXT_ACCESS_DENIED);
|
|
return WHP_NO_KEY;
|
|
}
|
|
|
|
if (w->keys == KEY_GOLD)
|
|
if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
|
|
if ( playernum==Player_num )
|
|
if (show_message)
|
|
HUD_init_message("%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
|
|
return WHP_NO_KEY;
|
|
}
|
|
|
|
if (w->type == WALL_DOOR)
|
|
{
|
|
if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg-Segments, side)) ) {
|
|
if ( playernum==Player_num )
|
|
if (show_message)
|
|
HUD_init_message(TXT_CANT_OPEN_DOOR);
|
|
return WHP_NO_KEY;
|
|
}
|
|
else {
|
|
if (w->state != WALL_DOOR_OPENING)
|
|
{
|
|
wall_open_door(seg, side);
|
|
#ifdef NETWORK
|
|
if (Game_mode & GM_MULTI)
|
|
multi_send_door_open(seg-Segments, side,w->flags);
|
|
#endif
|
|
}
|
|
return WHP_DOOR;
|
|
|
|
}
|
|
}
|
|
|
|
return WHP_NOT_SPECIAL; //default is treat like normal wall
|
|
}
|
|
|
|
//-----------------------------------------------------------------
|
|
// Opens doors/destroys wall/shuts off triggers.
|
|
void wall_toggle(segment *seg, int side)
|
|
{
|
|
int wall_num;
|
|
|
|
Assert( seg-Segments <= Highest_segment_index);
|
|
Assert( side < MAX_SIDES_PER_SEGMENT );
|
|
|
|
wall_num = seg->sides[side].wall_num;
|
|
|
|
if (wall_num == -1) {
|
|
mprintf((0, "Illegal wall_toggle\n"));
|
|
return;
|
|
}
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_wall_toggle(seg-Segments, side );
|
|
|
|
if (Walls[wall_num].type == WALL_BLASTABLE)
|
|
wall_destroy(seg, side);
|
|
|
|
if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
|
|
wall_open_door(seg, side);
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------
|
|
// Tidy up Walls array for load/save purposes.
|
|
void reset_walls()
|
|
{
|
|
int i;
|
|
|
|
if (Num_walls < 0) {
|
|
mprintf((0, "Illegal Num_walls\n"));
|
|
return;
|
|
}
|
|
|
|
for (i=Num_walls;i<MAX_WALLS;i++) {
|
|
Walls[i].type = WALL_NORMAL;
|
|
Walls[i].flags = 0;
|
|
Walls[i].hps = 0;
|
|
Walls[i].trigger = -1;
|
|
Walls[i].clip_num = -1;
|
|
}
|
|
}
|
|
|
|
void do_cloaking_wall_frame(int cloaking_wall_num)
|
|
{
|
|
cloaking_wall *d;
|
|
wall *wfront,*wback;
|
|
|
|
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
|
|
|
|
d = &CloakingWalls[cloaking_wall_num];
|
|
wfront = &Walls[d->front_wallnum];
|
|
wback = &Walls[d->back_wallnum];
|
|
|
|
d->time += FrameTime;
|
|
|
|
if (d->time > CLOAKING_WALL_TIME) {
|
|
int i;
|
|
|
|
wfront->type = wback->type = WALL_OPEN;
|
|
wfront->state = wback->state = WALL_DOOR_CLOSED; //why closed? why not?
|
|
|
|
for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
|
|
CloakingWalls[i] = CloakingWalls[i+1];
|
|
Num_cloaking_walls--;
|
|
|
|
}
|
|
else if (d->time > CLOAKING_WALL_TIME/2) {
|
|
int old_type=wfront->type;
|
|
|
|
wfront->cloak_value = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
|
|
|
|
if (old_type != WALL_CLOAKED) { //just switched
|
|
int i;
|
|
|
|
wfront->type = wback->type = WALL_CLOAKED;
|
|
|
|
for (i=0;i<4;i++) {
|
|
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
|
|
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
|
|
}
|
|
}
|
|
}
|
|
else { //fading out
|
|
fix light_scale;
|
|
int i;
|
|
|
|
light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2);
|
|
|
|
for (i=0;i<4;i++) {
|
|
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
|
|
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
|
|
}
|
|
}
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_cloaking_wall(d->front_wallnum, d->back_wallnum, wfront->type, wfront->state, wfront->cloak_value, Segments[wfront->segnum].sides[wfront->sidenum].uvls[0].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[1].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[2].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[3].l);
|
|
|
|
}
|
|
|
|
void do_decloaking_wall_frame(int cloaking_wall_num)
|
|
{
|
|
cloaking_wall *d;
|
|
wall *wfront,*wback;
|
|
|
|
if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
|
|
|
|
d = &CloakingWalls[cloaking_wall_num];
|
|
wfront = &Walls[d->front_wallnum];
|
|
wback = &Walls[d->back_wallnum];
|
|
|
|
d->time += FrameTime;
|
|
|
|
if (d->time > CLOAKING_WALL_TIME) {
|
|
int i;
|
|
|
|
wfront->state = wback->state = WALL_DOOR_CLOSED;
|
|
|
|
for (i=0;i<4;i++) {
|
|
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
|
|
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
|
|
}
|
|
|
|
for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
|
|
CloakingWalls[i] = CloakingWalls[i+1];
|
|
Num_cloaking_walls--;
|
|
|
|
}
|
|
else if (d->time > CLOAKING_WALL_TIME/2) { //fading in
|
|
fix light_scale;
|
|
int i;
|
|
|
|
wfront->type = wback->type = WALL_CLOSED;
|
|
|
|
light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2);
|
|
|
|
for (i=0;i<4;i++) {
|
|
Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
|
|
Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
|
|
}
|
|
}
|
|
else { //cloaking in
|
|
wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
|
|
wfront->type = wback->type = WALL_CLOAKED;
|
|
}
|
|
|
|
if ( Newdemo_state == ND_STATE_RECORDING )
|
|
newdemo_record_cloaking_wall(d->front_wallnum, d->back_wallnum, wfront->type, wfront->state, wfront->cloak_value, Segments[wfront->segnum].sides[wfront->sidenum].uvls[0].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[1].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[2].l, Segments[wfront->segnum].sides[wfront->sidenum].uvls[3].l);
|
|
|
|
}
|
|
|
|
void wall_frame_process()
|
|
{
|
|
int i;
|
|
|
|
for (i=0;i<Num_open_doors;i++) {
|
|
active_door *d;
|
|
wall *w;
|
|
|
|
d = &ActiveDoors[i];
|
|
w = &Walls[d->front_wallnum[0]];
|
|
|
|
if (w->state == WALL_DOOR_OPENING)
|
|
do_door_open(i);
|
|
else if (w->state == WALL_DOOR_CLOSING)
|
|
do_door_close(i);
|
|
else if (w->state == WALL_DOOR_WAITING) {
|
|
d->time += FrameTime;
|
|
|
|
//set flags to fix occatsional netgame problem where door is
|
|
//waiting to close but open flag isn't set
|
|
Assert(d->n_parts == 1);
|
|
w->flags |= WALL_DOOR_OPENED;
|
|
Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
|
|
|
|
if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
|
|
w->state = WALL_DOOR_CLOSING;
|
|
d->time = 0;
|
|
}
|
|
}
|
|
else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) {
|
|
//this shouldn't happen. if the wall is in one of these states,
|
|
//there shouldn't be an activedoor entry for it. So we'll kill
|
|
//the activedoor entry. Tres simple.
|
|
int t;
|
|
Int3(); //a bad thing has happened, but I'll try to fix it up
|
|
for (t=i;t<Num_open_doors;t++)
|
|
ActiveDoors[t] = ActiveDoors[t+1];
|
|
Num_open_doors--;
|
|
}
|
|
}
|
|
|
|
for (i=0;i<Num_cloaking_walls;i++) {
|
|
cloaking_wall *d;
|
|
wall *w;
|
|
|
|
d = &CloakingWalls[i];
|
|
w = &Walls[d->front_wallnum];
|
|
|
|
if (w->state == WALL_DOOR_CLOAKING)
|
|
do_cloaking_wall_frame(i);
|
|
else if (w->state == WALL_DOOR_DECLOAKING)
|
|
do_decloaking_wall_frame(i);
|
|
else
|
|
Int3(); //unexpected wall state
|
|
}
|
|
}
|
|
|
|
int Num_stuck_objects=0;
|
|
|
|
stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
|
|
|
|
// An object got stuck in a door (like a flare).
|
|
// Add global entry.
|
|
void add_stuck_object(object *objp, int segnum, int sidenum)
|
|
{
|
|
int i;
|
|
int wallnum;
|
|
|
|
wallnum = Segments[segnum].sides[sidenum].wall_num;
|
|
|
|
if (wallnum != -1) {
|
|
if (Walls[wallnum].flags & WALL_BLASTED)
|
|
objp->flags |= OF_SHOULD_BE_DEAD;
|
|
|
|
for (i=0; i<MAX_STUCK_OBJECTS; i++) {
|
|
if (Stuck_objects[i].wallnum == -1) {
|
|
Stuck_objects[i].wallnum = wallnum;
|
|
Stuck_objects[i].objnum = objp-Objects;
|
|
Stuck_objects[i].signature = objp->signature;
|
|
// mprintf((0, "Added wall %i at index %i\n", wallnum, i));
|
|
Num_stuck_objects++;
|
|
break;
|
|
}
|
|
}
|
|
if (i == MAX_STUCK_OBJECTS)
|
|
mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", objp-Objects, wallnum));
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------------------------
|
|
// Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here.
|
|
// Removes up to one/frame.
|
|
void remove_obsolete_stuck_objects(void)
|
|
{
|
|
int objnum;
|
|
|
|
// Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster.
|
|
if (!Num_stuck_objects)
|
|
return;
|
|
|
|
objnum = FrameCount % MAX_STUCK_OBJECTS;
|
|
|
|
if (Stuck_objects[objnum].wallnum != -1)
|
|
if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
|
|
Num_stuck_objects--;
|
|
Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
|
|
Stuck_objects[objnum].wallnum = -1;
|
|
}
|
|
|
|
}
|
|
|
|
extern void flush_fcd_cache(void);
|
|
|
|
// ----------------------------------------------------------------------------------------------------
|
|
// Door with wall index wallnum is opening, kill all objects stuck in it.
|
|
void kill_stuck_objects(int wallnum)
|
|
{
|
|
int i;
|
|
|
|
if (Num_stuck_objects == 0) {
|
|
return;
|
|
}
|
|
|
|
Num_stuck_objects=0;
|
|
|
|
for (i=0; i<MAX_STUCK_OBJECTS; i++)
|
|
if (Stuck_objects[i].wallnum == wallnum) {
|
|
if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
|
|
Objects[Stuck_objects[i].objnum].lifeleft = F1_0/8;
|
|
} else
|
|
mprintf((1, "Warning: Stuck object of type %i, expected to be of type %i, see wall.c\n", Objects[Stuck_objects[i].objnum].type, OBJ_WEAPON));
|
|
// Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
|
|
Stuck_objects[i].wallnum = -1;
|
|
} else if (Stuck_objects[i].wallnum != -1) {
|
|
Num_stuck_objects++;
|
|
}
|
|
// Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
|
|
flush_fcd_cache();
|
|
|
|
}
|
|
|
|
|
|
// -- unused -- // -----------------------------------------------------------------------------------
|
|
// -- unused -- // Return object id of first flare found embedded in segp:sidenum.
|
|
// -- unused -- // If no flare, return -1.
|
|
// -- unused -- int contains_flare(segment *segp, int sidenum)
|
|
// -- unused -- {
|
|
// -- unused -- int i;
|
|
// -- unused --
|
|
// -- unused -- for (i=0; i<Num_stuck_objects; i++) {
|
|
// -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
|
|
// -- unused --
|
|
// -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
|
|
// -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == segp-Segments)
|
|
// -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
|
|
// -- unused -- return objp-Objects;
|
|
// -- unused -- }
|
|
// -- unused -- }
|
|
// -- unused --
|
|
// -- unused -- return -1;
|
|
// -- unused -- }
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
// Initialize stuck objects array. Called at start of level
|
|
void init_stuck_objects(void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<MAX_STUCK_OBJECTS; i++)
|
|
Stuck_objects[i].wallnum = -1;
|
|
|
|
Num_stuck_objects = 0;
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
// Clear out all stuck objects. Called for a new ship
|
|
void clear_stuck_objects(void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<MAX_STUCK_OBJECTS; i++) {
|
|
if (Stuck_objects[i].wallnum != -1) {
|
|
int objnum;
|
|
|
|
objnum = Stuck_objects[i].objnum;
|
|
|
|
if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
|
|
Objects[objnum].lifeleft = F1_0/8;
|
|
|
|
Stuck_objects[i].wallnum = -1;
|
|
|
|
Num_stuck_objects--;
|
|
}
|
|
}
|
|
|
|
Assert(Num_stuck_objects == 0);
|
|
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
#define MAX_BLAST_GLASS_DEPTH 5
|
|
|
|
void bng_process_segment(object *objp, fix damage, segment *segp, int depth, byte *visited)
|
|
{
|
|
int i, sidenum;
|
|
|
|
if (depth > MAX_BLAST_GLASS_DEPTH)
|
|
return;
|
|
|
|
depth++;
|
|
|
|
for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
|
|
int tm;
|
|
fix dist;
|
|
vms_vector pnt;
|
|
|
|
// Process only walls which have glass.
|
|
if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
|
|
int ec, db;
|
|
|
|
tm &= 0x3fff; //tm without flags
|
|
|
|
if ((((ec=TmapInfo[tm].eclip_num)!=-1) && ((db=Effects[ec].dest_bm_num)!=-1 && !(Effects[ec].flags&EF_ONE_SHOT))) || (ec==-1 && (TmapInfo[tm].destroyed!=-1))) {
|
|
compute_center_point_on_side(&pnt, segp, sidenum);
|
|
dist = vm_vec_dist_quick(&pnt, &objp->pos);
|
|
if (dist < damage/2) {
|
|
dist = find_connected_distance(&pnt, segp-Segments, &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
|
|
if ((dist > 0) && (dist < damage/2))
|
|
check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
|
|
int segnum = segp->children[i];
|
|
|
|
if (segnum != -1) {
|
|
if (!visited[segnum]) {
|
|
if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
|
|
visited[segnum] = 1;
|
|
bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------------------
|
|
// objp is going to detonate
|
|
// blast nearby monitors, lights, maybe other things
|
|
void blast_nearby_glass(object *objp, fix damage)
|
|
{
|
|
int i;
|
|
byte visited[MAX_SEGMENTS];
|
|
segment *cursegp;
|
|
|
|
cursegp = &Segments[objp->segnum];
|
|
for (i=0; i<=Highest_segment_index; i++)
|
|
visited[i] = 0;
|
|
|
|
visited[objp->segnum] = 1;
|
|
bng_process_segment(objp, damage, cursegp, 0, visited);
|
|
|
|
|
|
}
|
|
|