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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Destroyable wall stuff
35 #include "editor/editor.h"
39 // Special door on boss level which is locked if not in multiplayer...sorry for this awful solution --MK.
40 #define BOSS_LOCKED_DOOR_LEVEL 7
41 #define BOSS_LOCKED_DOOR_SEG 595
42 #define BOSS_LOCKED_DOOR_SIDE 5
44 wall Walls[MAX_WALLS]; // Master walls array
45 int Num_walls=0; // Number of walls
47 wclip WallAnims[MAX_WALL_ANIMS]; // Wall animations
49 //--unused-- int walls_bm_num[MAX_WALL_ANIMS];
51 //door Doors[MAX_DOORS]; // Master doors array
53 active_door ActiveDoors[MAX_DOORS];
54 int Num_open_doors; // Number of open doors
56 #define CLOAKING_WALL_TIME f1_0
58 #define MAX_CLOAKING_WALLS 10
59 cloaking_wall CloakingWalls[MAX_CLOAKING_WALLS];
60 int Num_cloaking_walls;
62 //--unused-- grs_bitmap *wall_title_bms[MAX_WALL_ANIMS];
64 //#define BM_FLAG_TRANSPARENT 1
65 //#define BM_FLAG_SUPER_TRANSPARENT 2
68 char Wall_names[7][10] = {
79 // Function prototypes
80 void kill_stuck_objects(int wallnum);
84 // This function determines whether the current segment/side is transparent
87 int check_transparency( segment * seg, int side )
89 if ( (seg->sides[side].tmap_num2 & 0x3FFF) == 0) {
90 if (GameBitmaps[Textures[seg->sides[side].tmap_num].index].bm_flags & BM_FLAG_TRANSPARENT )
96 if (GameBitmaps[Textures[seg->sides[side].tmap_num2 & 0x3FFF ].index].bm_flags & BM_FLAG_SUPER_TRANSPARENT )
102 //-----------------------------------------------------------------
103 // This function checks whether we can fly through the given side.
104 // In other words, whether or not we have a 'doorway'
108 // WID_RENDPAST_FLAG 4
110 // WID_WALL 2 // 0/1/0 wall
111 // WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
112 // WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
113 // WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
114 // WID_NO_WALL 5 // 1/0/1 no wall, can fly through
115 int wall_is_doorway ( segment * seg, int side )
119 //--Covered by macro // No child.
120 //--Covered by macro if (seg->children[side] == -1)
121 //--Covered by macro return WID_WALL;
123 //--Covered by macro if (seg->children[side] == -2)
124 //--Covered by macro return WID_EXTERNAL_FLAG;
126 //--Covered by macro // No wall present.
127 //--Covered by macro if (seg->sides[side].wall_num == -1)
128 //--Covered by macro return WID_NO_WALL;
130 Assert(SEGMENT_NUMBER(seg) >= 0 && SEGMENT_NUMBER(seg) <= Highest_segment_index);
131 Assert(side>=0 && side<6);
133 type = Walls[seg->sides[side].wall_num].type;
134 flags = Walls[seg->sides[side].wall_num].flags;
136 if (type == WALL_OPEN)
139 if (type == WALL_ILLUSION) {
140 if (Walls[seg->sides[side].wall_num].flags & WALL_ILLUSION_OFF)
143 if (check_transparency( seg, side))
144 return WID_TRANSILLUSORY_WALL;
146 return WID_ILLUSORY_WALL;
150 if (type == WALL_BLASTABLE) {
151 if (flags & WALL_BLASTED)
152 return WID_TRANSILLUSORY_WALL;
154 if (check_transparency( seg, side))
155 return WID_TRANSPARENT_WALL;
160 if (flags & WALL_DOOR_OPENED)
161 return WID_TRANSILLUSORY_WALL;
163 if (type == WALL_CLOAKED)
164 return WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG;
166 state = Walls[seg->sides[side].wall_num].state;
167 if ((type == WALL_DOOR) && (state == WALL_DOOR_OPENING))
168 return WID_TRANSPARENT_WALL;
170 // If none of the above flags are set, there is no doorway.
171 if (check_transparency( seg, side))
172 return WID_TRANSPARENT_WALL;
174 return WID_WALL; // There are children behind the door.
178 //-----------------------------------------------------------------
179 // Initializes all the walls (in other words, no special walls)
185 for (i=0;i<MAX_WALLS;i++) {
186 Walls[i].segnum = Walls[i].sidenum = -1;
187 Walls[i].type = WALL_NORMAL;
190 Walls[i].trigger = -1;
191 Walls[i].clip_num = -1;
192 Walls[i].linked_wall = -1;
195 Num_cloaking_walls = 0;
199 //-----------------------------------------------------------------
200 // Initializes one wall.
201 void wall_reset(segment *seg, int side)
205 i = seg->sides[side].wall_num;
208 mprintf((0, "Resetting Illegal Wall\n"));
212 Walls[i].segnum = SEGMENT_NUMBER(seg);
213 Walls[i].sidenum = side;
214 Walls[i].type = WALL_NORMAL;
217 Walls[i].trigger = -1;
218 Walls[i].clip_num = -1;
219 Walls[i].linked_wall = -1;
223 //set the tmap_num or tmap_num2 field for a wall/door
224 void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num)
226 wclip *anim = &WallAnims[anim_num];
227 int tmap = anim->frames[frame_num];
229 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
231 if (anim->flags & WCF_TMAP1) {
232 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap;
233 if ( Newdemo_state == ND_STATE_RECORDING )
234 newdemo_record_wall_set_tmap_num1(SEGMENT_NUMBER(seg), side, SEGMENT_NUMBER(csegp), cside, tmap);
236 Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
237 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap;
238 if ( Newdemo_state == ND_STATE_RECORDING )
239 newdemo_record_wall_set_tmap_num2(SEGMENT_NUMBER(seg), side, SEGMENT_NUMBER(csegp), cside, tmap);
244 // -------------------------------------------------------------------------------
245 //when the wall has used all its hitpoints, this will destroy it
246 void blast_blastable_wall(segment *seg, int side)
252 Assert(seg->sides[side].wall_num != -1);
254 Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
256 csegp = &Segments[seg->children[side]];
257 Connectside = find_connect_side(seg, csegp);
258 Assert(Connectside != -1);
259 cwall_num = csegp->sides[Connectside].wall_num;
260 kill_stuck_objects(seg->sides[side].wall_num);
262 kill_stuck_objects(cwall_num);
264 //if this is an exploding wall, explode it
265 if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
266 explode_wall(SEGMENT_NUMBER(seg), side);
268 //if not exploding, set final frame, and make door passable
269 a = Walls[seg->sides[side].wall_num].clip_num;
270 n = WallAnims[a].num_frames;
271 wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
272 Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
274 Walls[cwall_num].flags |= WALL_BLASTED;
280 //-----------------------------------------------------------------
281 // Destroys a blastable wall.
282 void wall_destroy(segment *seg, int side)
284 Assert(seg->sides[side].wall_num != -1);
285 Assert(SEGMENT_NUMBER(seg) != 0);
287 if (Walls[seg->sides[side].wall_num].type == WALL_BLASTABLE)
288 blast_blastable_wall( seg, side );
290 Error("Hey bub, you are trying to destroy an indestructable wall.");
293 //-----------------------------------------------------------------
294 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
295 void wall_damage(segment *seg, int side, fix damage)
297 int a, i, n, cwall_num;
299 if (seg->sides[side].wall_num == -1) {
300 mprintf((0, "Damaging illegal wall\n"));
304 if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
307 if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED) && Walls[seg->sides[side].wall_num].hps >= 0)
312 csegp = &Segments[seg->children[side]];
313 Connectside = find_connect_side(seg, csegp);
314 Assert(Connectside != -1);
315 cwall_num = csegp->sides[Connectside].wall_num;
316 Walls[seg->sides[side].wall_num].hps -= damage;
318 Walls[cwall_num].hps -= damage;
320 a = Walls[seg->sides[side].wall_num].clip_num;
321 n = WallAnims[a].num_frames;
323 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) {
324 blast_blastable_wall( seg, side );
326 if (Game_mode & GM_MULTI)
327 multi_send_door_open(SEGMENT_NUMBER(seg), side, Walls[seg->sides[side].wall_num].flags);
332 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*(n-i)/n) {
333 wall_set_tmap_num(seg,side,csegp,Connectside,a,i);
339 //-----------------------------------------------------------------
341 void wall_open_door(segment *seg, int side)
345 int Connectside, wall_num, cwall_num;
348 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
350 w = &Walls[seg->sides[side].wall_num];
351 wall_num = (int)(w - Walls);
352 //kill_stuck_objects(seg->sides[side].wall_num);
354 if ((w->state == WALL_DOOR_OPENING) || //already opening
355 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
356 (w->state == WALL_DOOR_OPEN)) //open, & staying open
359 if (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door
365 for (i=0;i<Num_open_doors;i++) { //find door
369 if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==wall_num ||
370 (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
374 if (i>=Num_open_doors && (Game_mode & GM_MULTI))
377 Assert(i<Num_open_doors); //didn't find door!
378 Assert( d!=NULL ); // Get John!
380 d->time = WallAnims[w->clip_num].play_time - d->time;
386 else { //create new door
387 Assert(w->state == WALL_DOOR_CLOSED);
389 d = &ActiveDoors[Num_open_doors];
392 Assert( Num_open_doors < MAX_DOORS );
396 w->state = WALL_DOOR_OPENING;
398 // So that door can't be shot while opening
399 csegp = &Segments[seg->children[side]];
400 Connectside = find_connect_side(seg, csegp);
401 Assert(Connectside != -1);
402 cwall_num = csegp->sides[Connectside].wall_num;
404 Walls[cwall_num].state = WALL_DOOR_OPENING;
406 //kill_stuck_objects(csegp->sides[Connectside].wall_num);
408 d->front_wallnum[0] = seg->sides[side].wall_num;
409 d->back_wallnum[0] = cwall_num;
411 Assert( SEGMENT_NUMBER(seg) != -1 );
413 if (Newdemo_state == ND_STATE_RECORDING) {
414 newdemo_record_door_opening(SEGMENT_NUMBER(seg), side);
417 if (w->linked_wall != -1) {
421 w2 = &Walls[w->linked_wall];
422 seg2 = &Segments[w2->segnum];
424 Assert(w2->linked_wall == seg->sides[side].wall_num);
425 //Assert(!(w2->flags & WALL_DOOR_OPENING || w2->flags & WALL_DOOR_OPENED));
427 w2->state = WALL_DOOR_OPENING;
429 csegp = &Segments[seg2->children[w2->sidenum]];
430 Connectside = find_connect_side(seg2, csegp);
431 Assert(Connectside != -1);
433 Walls[cwall_num].state = WALL_DOOR_OPENING;
436 d->front_wallnum[1] = w->linked_wall;
437 d->back_wallnum[1] = cwall_num;
443 if ( Newdemo_state != ND_STATE_PLAYBACK )
445 // NOTE THE LINK TO ABOVE!!!!
447 compute_center_point_on_side(&cp, seg, side );
448 if (WallAnims[w->clip_num].open_sound > -1 )
449 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
454 //-----------------------------------------------------------------
455 // start the transition from closed -> open wall
456 void start_wall_cloak(segment *seg, int side)
464 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
466 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
468 w = &Walls[seg->sides[side].wall_num];
470 if (w->type == WALL_OPEN || w->state == WALL_DOOR_CLOAKING) //already open or cloaking
473 csegp = &Segments[seg->children[side]];
474 Connectside = find_connect_side(seg, csegp);
475 Assert(Connectside != -1);
476 cwall_num = csegp->sides[Connectside].wall_num;
478 if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door
484 for (i=0;i<Num_cloaking_walls;i++) { //find door
486 d = &CloakingWalls[i];
488 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
492 Assert(i<Num_cloaking_walls); //didn't find door!
493 Assert( d!=NULL ); // Get John!
495 d->time = CLOAKING_WALL_TIME - d->time;
498 else if (w->state == WALL_DOOR_CLOSED) { //create new door
499 d = &CloakingWalls[Num_cloaking_walls];
501 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
502 Int3(); //ran out of cloaking wall slots
505 Walls[cwall_num].type = WALL_OPEN;
508 Num_cloaking_walls++;
511 Int3(); //unexpected wall state
515 w->state = WALL_DOOR_CLOAKING;
517 Walls[cwall_num].state = WALL_DOOR_CLOAKING;
519 d->front_wallnum = seg->sides[side].wall_num;
520 d->back_wallnum = cwall_num;
522 Assert( SEGMENT_NUMBER(seg) != -1 );
524 Assert(w->linked_wall == -1);
526 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
528 compute_center_point_on_side(&cp, seg, side );
529 digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
533 d->front_ls[i] = seg->sides[side].uvls[i].l;
535 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
539 //-----------------------------------------------------------------
540 // start the transition from open -> closed wall
541 void start_wall_decloak(segment *seg, int side)
549 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
551 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
553 w = &Walls[seg->sides[side].wall_num];
555 if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING) //already closed or decloaking
558 if (w->state == WALL_DOOR_CLOAKING) { //cloaking, so reuse door
564 for (i=0;i<Num_cloaking_walls;i++) { //find door
566 d = &CloakingWalls[i];
568 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
572 Assert(i<Num_cloaking_walls); //didn't find door!
573 Assert( d!=NULL ); // Get John!
575 d->time = CLOAKING_WALL_TIME - d->time;
578 else if (w->state == WALL_DOOR_CLOSED) { //create new door
579 d = &CloakingWalls[Num_cloaking_walls];
581 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
582 Int3(); //ran out of cloaking wall slots
583 /* what is this _doing_ here?
584 w->type = WALL_CLOSED;
585 Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
589 Num_cloaking_walls++;
592 Int3(); //unexpected wall state
596 w->state = WALL_DOOR_DECLOAKING;
598 // So that door can't be shot while opening
599 csegp = &Segments[seg->children[side]];
600 Connectside = find_connect_side(seg, csegp);
601 Assert(Connectside != -1);
602 cwall_num = csegp->sides[Connectside].wall_num;
604 Walls[cwall_num].state = WALL_DOOR_DECLOAKING;
606 d->front_wallnum = seg->sides[side].wall_num;
607 d->back_wallnum = csegp->sides[Connectside].wall_num;
609 Assert( SEGMENT_NUMBER(seg) != -1 );
611 Assert(w->linked_wall == -1);
613 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
615 compute_center_point_on_side(&cp, seg, side );
616 digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
620 d->front_ls[i] = seg->sides[side].uvls[i].l;
622 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
626 //-----------------------------------------------------------------
627 // This function closes the specified door and restores the closed
628 // door texture. This is called when the animation is done
629 void wall_close_door_num(int door_num)
635 d = &ActiveDoors[door_num];
637 for (p=0;p<d->n_parts;p++) {
639 int Connectside, side;
640 segment *csegp, *seg;
642 w = &Walls[d->front_wallnum[p]];
644 seg = &Segments[w->segnum];
647 Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
649 csegp = &Segments[seg->children[side]];
650 Connectside = find_connect_side(seg, csegp);
651 Assert(Connectside != -1);
652 cwall_num = csegp->sides[Connectside].wall_num;
653 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
655 Walls[cwall_num].state = WALL_DOOR_CLOSED;
657 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
661 for (i=door_num;i<Num_open_doors;i++)
662 ActiveDoors[i] = ActiveDoors[i+1];
668 int check_poke(int objnum,int segnum,int side)
670 object *obj = &Objects[objnum];
672 //note: don't let objects with zero size block door
674 if (obj->size && get_seg_masks(&obj->pos, segnum, obj->size, __FILE__, __LINE__).sidemask & (1 << side))
675 return 1; //pokes through side!
677 return 0; //does not!
681 //returns true of door in unobjstructed (& thus can close)
682 int is_door_free(segment *seg,int side)
688 csegp = &Segments[seg->children[side]];
689 Connectside = find_connect_side(seg, csegp);
690 Assert(Connectside != -1);
692 //go through each object in each of two segments, and see if
693 //it pokes into the connecting seg
695 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
696 if (Objects[objnum].type != OBJ_WEAPON && Objects[objnum].type != OBJ_FIREBALL && check_poke(objnum, SEGMENT_NUMBER(seg), side))
699 for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
700 if (Objects[objnum].type != OBJ_WEAPON && Objects[objnum].type != OBJ_FIREBALL && check_poke(objnum, SEGMENT_NUMBER(csegp), Connectside))
703 return 1; //doorway is free!
708 //-----------------------------------------------------------------
710 void wall_close_door(segment *seg, int side)
714 int Connectside, wall_num, cwall_num;
717 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
719 w = &Walls[seg->sides[side].wall_num];
720 wall_num = (int)(w - Walls);
721 if ((w->state == WALL_DOOR_CLOSING) || //already closing
722 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
723 (w->state == WALL_DOOR_CLOSED)) //closed
726 if (!is_door_free(seg,side))
729 if (w->state == WALL_DOOR_OPENING) { //reuse door
735 for (i=0;i<Num_open_doors;i++) { //find door
739 if (d->front_wallnum[0]==wall_num || d->back_wallnum[0]==wall_num ||
740 (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
744 Assert(i<Num_open_doors); //didn't find door!
745 Assert( d!=NULL ); // Get John!
747 d->time = WallAnims[w->clip_num].play_time - d->time;
753 else { //create new door
754 Assert(w->state == WALL_DOOR_OPEN);
755 d = &ActiveDoors[Num_open_doors];
758 Assert( Num_open_doors < MAX_DOORS );
761 w->state = WALL_DOOR_CLOSING;
763 // So that door can't be shot while opening
764 csegp = &Segments[seg->children[side]];
765 Connectside = find_connect_side(seg, csegp);
766 Assert(Connectside != -1);
767 cwall_num = csegp->sides[Connectside].wall_num;
769 Walls[cwall_num].state = WALL_DOOR_CLOSING;
771 d->front_wallnum[0] = seg->sides[side].wall_num;
772 d->back_wallnum[0] = cwall_num;
774 Assert( SEGMENT_NUMBER(seg) != -1 );
776 if (Newdemo_state == ND_STATE_RECORDING) {
777 newdemo_record_door_opening(SEGMENT_NUMBER(seg), side);
780 if (w->linked_wall != -1) {
781 Int3(); //don't think we ever used linked walls
787 if ( Newdemo_state != ND_STATE_PLAYBACK )
789 // NOTE THE LINK TO ABOVE!!!!
791 compute_center_point_on_side(&cp, seg, side );
792 if (WallAnims[w->clip_num].open_sound > -1 )
793 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
798 //-----------------------------------------------------------------
799 // Animates opening of a door.
800 // Called in the game loop.
801 void do_door_open(int door_num)
806 Assert(door_num != -1); //Trying to do_door_open on illegal door
808 d = &ActiveDoors[door_num];
810 for (p=0;p<d->n_parts;p++) {
812 int Connectside, side;
813 segment *csegp, *seg;
814 fix time_elapsed, time_total, one_frame;
817 w = &Walls[d->front_wallnum[p]];
818 kill_stuck_objects(d->front_wallnum[p]);
819 kill_stuck_objects(d->back_wallnum[p]);
821 seg = &Segments[w->segnum];
824 Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall
826 csegp = &Segments[seg->children[side]];
827 Connectside = find_connect_side(seg, csegp);
828 Assert(Connectside != -1);
830 d->time += FrameTime;
832 time_elapsed = d->time;
833 n = WallAnims[w->clip_num].num_frames;
834 time_total = WallAnims[w->clip_num].play_time;
836 one_frame = time_total/n;
838 i = time_elapsed/one_frame;
841 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
844 Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
845 Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
849 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);
851 // If our door is not automatic just remove it from the list.
852 if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
853 for (i=door_num;i<Num_open_doors;i++)
854 ActiveDoors[i] = ActiveDoors[i+1];
856 Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
857 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
861 Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
862 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;
864 ActiveDoors[Num_open_doors].time = 0; //counts up
872 //-----------------------------------------------------------------
873 // Animates and processes the closing of a door.
874 // Called from the game loop.
875 void do_door_close(int door_num)
881 Assert(door_num != -1); //Trying to do_door_open on illegal door
883 d = &ActiveDoors[door_num];
885 w = &Walls[d->front_wallnum[0]];
887 //check for objects in doorway before closing
888 if (w->flags & WALL_DOOR_AUTO)
889 if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
890 digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
891 wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
895 for (p=0;p<d->n_parts;p++) {
897 int Connectside, side;
898 segment *csegp, *seg;
899 fix time_elapsed, time_total, one_frame;
902 w = &Walls[d->front_wallnum[p]];
904 seg = &Segments[w->segnum];
907 if (seg->sides[side].wall_num == -1) {
908 mprintf((0, "Trying to do_door_close on Illegal wall\n"));
912 //if here, must be auto door
913 // Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
914 //don't assert here, because now we have triggers to close non-auto doors
916 // Otherwise, close it.
917 csegp = &Segments[seg->children[side]];
918 Connectside = find_connect_side(seg, csegp);
919 Assert(Connectside != -1);
922 if ( Newdemo_state != ND_STATE_PLAYBACK )
923 // NOTE THE LINK TO ABOVE!!
924 if (p==0) //only play one sound for linked doors
925 if ( d->time==0 ) { //first time
927 compute_center_point_on_side(&cp, seg, side );
928 if (WallAnims[w->clip_num].close_sound > -1 )
929 digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
932 d->time += FrameTime;
934 time_elapsed = d->time;
935 n = WallAnims[w->clip_num].num_frames;
936 time_total = WallAnims[w->clip_num].play_time;
938 one_frame = time_total/n;
940 i = n-time_elapsed/one_frame-1;
943 Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
944 Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
949 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
951 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
952 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
954 ActiveDoors[Num_open_doors].time = 0; //counts up
957 wall_close_door_num(door_num);
962 //-----------------------------------------------------------------
963 // Turns off an illusionary wall (This will be used primarily for
964 // wall switches or triggers that can turn on/off illusionary walls.)
965 void wall_illusion_off(segment *seg, int side)
970 csegp = &Segments[seg->children[side]];
971 cside = find_connect_side(seg, csegp);
974 if (seg->sides[side].wall_num == -1) {
975 mprintf((0, "Trying to shut off illusion illegal wall\n"));
979 Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
980 Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
982 kill_stuck_objects(seg->sides[side].wall_num);
983 kill_stuck_objects(csegp->sides[cside].wall_num);
986 //-----------------------------------------------------------------
987 // Turns on an illusionary wall (This will be used primarily for
988 // wall switches or triggers that can turn on/off illusionary walls.)
989 void wall_illusion_on(segment *seg, int side)
994 csegp = &Segments[seg->children[side]];
995 cside = find_connect_side(seg, csegp);
998 if (seg->sides[side].wall_num == -1) {
999 mprintf((0, "Trying to turn on illusion illegal wall\n"));
1003 Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
1004 Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
1007 // -----------------------------------------------------------------------------
1008 // Allowed to open the normally locked special boss door if in multiplayer mode.
1009 int special_boss_opening_allowed(int segnum, int sidenum)
1011 if (Game_mode & GM_MULTI)
1012 return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE);
1017 //-----------------------------------------------------------------
1018 // Determines what happens when a wall is shot
1019 //returns info about wall. see wall.h for codes
1020 //obj is the object that hit...either a weapon or the player himself
1021 //playernum is the number the player who hit the wall or fired the weapon,
1022 //or -1 if a robot fired the weapon
1023 int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
1028 Assert( SEGMENT_NUMBER(seg) != -1 );
1030 // If it is not a "wall" then just return.
1031 if ( seg->sides[side].wall_num < 0 )
1032 return WHP_NOT_SPECIAL;
1034 w = &Walls[seg->sides[side].wall_num];
1036 if ( Newdemo_state == ND_STATE_RECORDING )
1037 newdemo_record_wall_hit_process( SEGMENT_NUMBER(seg), side, damage, playernum );
1039 if (w->type == WALL_BLASTABLE) {
1040 if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
1041 wall_damage(seg, side, damage);
1042 return WHP_BLASTABLE;
1045 if (playernum != Player_num) //return if was robot fire
1046 return WHP_NOT_SPECIAL;
1048 Assert( playernum > -1 );
1050 // Determine whether player is moving forward. If not, don't say negative
1051 // messages because he probably didn't intentionally hit the door.
1052 if (obj->type == OBJ_PLAYER)
1053 show_message = (vm_vec_dot(&obj->orient.fvec, &obj->mtype.phys_info.velocity) > 0);
1054 else if (obj->type == OBJ_ROBOT)
1056 else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT))
1061 if (w->keys == KEY_BLUE)
1062 if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
1063 if ( playernum==Player_num )
1065 HUD_init_message("%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
1069 if (w->keys == KEY_RED)
1070 if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
1071 if ( playernum==Player_num )
1073 HUD_init_message("%s %s",TXT_RED,TXT_ACCESS_DENIED);
1077 if (w->keys == KEY_GOLD)
1078 if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
1079 if ( playernum==Player_num )
1081 HUD_init_message("%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
1085 if (w->type == WALL_DOOR)
1087 if ( (w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(SEGMENT_NUMBER(seg), side)) ) {
1088 if ( playernum==Player_num )
1090 HUD_init_message(TXT_CANT_OPEN_DOOR);
1094 if (w->state != WALL_DOOR_OPENING)
1096 wall_open_door(seg, side);
1098 if (Game_mode & GM_MULTI)
1099 multi_send_door_open(SEGMENT_NUMBER(seg), side, w->flags);
1107 return WHP_NOT_SPECIAL; //default is treat like normal wall
1110 //-----------------------------------------------------------------
1111 // Opens doors/destroys wall/shuts off triggers.
1112 void wall_toggle(segment *seg, int side)
1116 if (SEGMENT_NUMBER(seg) > Highest_segment_index)
1118 Warning("Can't toggle side %d of segment %d - nonexistent segment!\n", side, SEGMENT_NUMBER(seg));
1121 Assert( side < MAX_SIDES_PER_SEGMENT );
1123 wall_num = seg->sides[side].wall_num;
1125 if (wall_num == -1) {
1126 mprintf((0, "Illegal wall_toggle\n"));
1130 if ( Newdemo_state == ND_STATE_RECORDING )
1131 newdemo_record_wall_toggle( SEGMENT_NUMBER(seg), side );
1133 if (Walls[wall_num].type == WALL_BLASTABLE)
1134 wall_destroy(seg, side);
1136 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
1137 wall_open_door(seg, side);
1142 //-----------------------------------------------------------------
1143 // Tidy up Walls array for load/save purposes.
1148 if (Num_walls < 0) {
1149 mprintf((0, "Illegal Num_walls\n"));
1153 for (i=Num_walls;i<MAX_WALLS;i++) {
1154 Walls[i].type = WALL_NORMAL;
1157 Walls[i].trigger = -1;
1158 Walls[i].clip_num = -1;
1162 void do_cloaking_wall_frame(int cloaking_wall_num)
1165 wall *wfront,*wback;
1167 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1169 d = &CloakingWalls[cloaking_wall_num];
1170 wfront = &Walls[d->front_wallnum];
1171 wback = (d->back_wallnum > -1) ? Walls + d->back_wallnum : NULL;
1173 d->time += FrameTime;
1175 if (d->time > CLOAKING_WALL_TIME) {
1178 wfront->type = WALL_OPEN;
1179 wfront->state = WALL_DOOR_CLOSED; //why closed? why not?
1181 wback->type = WALL_OPEN;
1182 wback->state = WALL_DOOR_CLOSED; //why closed? why not?
1185 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1186 CloakingWalls[i] = CloakingWalls[i+1];
1187 Num_cloaking_walls--;
1190 else if (d->time > CLOAKING_WALL_TIME/2) {
1191 int old_type=wfront->type;
1193 wfront->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1195 wback->cloak_value = wfront->cloak_value;
1197 if (old_type != WALL_CLOAKED) { //just switched
1200 wfront->type = WALL_CLOAKED;
1202 wback->type = WALL_CLOAKED;
1205 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1207 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1215 light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2);
1218 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1220 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1224 if ( Newdemo_state == ND_STATE_RECORDING )
1225 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);
1229 void do_decloaking_wall_frame(int cloaking_wall_num)
1232 wall *wfront,*wback;
1234 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1236 d = &CloakingWalls[cloaking_wall_num];
1237 wfront = &Walls[d->front_wallnum];
1238 wback = (d->back_wallnum > -1) ? Walls + d->back_wallnum : NULL;
1240 d->time += FrameTime;
1242 if (d->time > CLOAKING_WALL_TIME) {
1245 wfront->state = WALL_DOOR_CLOSED;
1247 wback->state = WALL_DOOR_CLOSED;
1250 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1252 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1255 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1256 CloakingWalls[i] = CloakingWalls[i+1];
1257 Num_cloaking_walls--;
1260 else if (d->time > CLOAKING_WALL_TIME/2) { //fading in
1264 wfront->type = wback->type = WALL_CLOSED;
1266 light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2);
1269 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1271 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1274 else { //cloaking in
1275 wfront->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1276 wfront->type = WALL_CLOAKED;
1278 wback->cloak_value = wfront->cloak_value;
1279 wback->type = WALL_CLOAKED;
1283 if ( Newdemo_state == ND_STATE_RECORDING )
1284 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);
1288 void wall_frame_process()
1292 for (i=0;i<Num_open_doors;i++) {
1296 d = &ActiveDoors[i];
1297 w = &Walls[d->front_wallnum[0]];
1299 if (w->state == WALL_DOOR_OPENING)
1301 else if (w->state == WALL_DOOR_CLOSING)
1303 else if (w->state == WALL_DOOR_WAITING) {
1304 d->time += FrameTime;
1306 //set flags to fix occatsional netgame problem where door is
1307 //waiting to close but open flag isn't set
1308 Assert(d->n_parts == 1);
1309 w->flags |= WALL_DOOR_OPENED;
1310 if (d->back_wallnum[0] > -1)
1311 Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
1313 if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
1314 w->state = WALL_DOOR_CLOSING;
1318 else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) {
1319 //this shouldn't happen. if the wall is in one of these states,
1320 //there shouldn't be an activedoor entry for it. So we'll kill
1321 //the activedoor entry. Tres simple.
1323 Int3(); //a bad thing has happened, but I'll try to fix it up
1324 for (t=i;t<Num_open_doors;t++)
1325 ActiveDoors[t] = ActiveDoors[t+1];
1330 for (i=0;i<Num_cloaking_walls;i++) {
1334 d = &CloakingWalls[i];
1335 w = &Walls[d->front_wallnum];
1337 if (w->state == WALL_DOOR_CLOAKING)
1338 do_cloaking_wall_frame(i);
1339 else if (w->state == WALL_DOOR_DECLOAKING)
1340 do_decloaking_wall_frame(i);
1343 Int3(); //unexpected wall state
1348 int Num_stuck_objects=0;
1350 stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
1352 // An object got stuck in a door (like a flare).
1353 // Add global entry.
1354 void add_stuck_object(object *objp, int segnum, int sidenum)
1359 wallnum = Segments[segnum].sides[sidenum].wall_num;
1361 if (wallnum != -1) {
1362 if (Walls[wallnum].flags & WALL_BLASTED)
1363 objp->flags |= OF_SHOULD_BE_DEAD;
1365 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1366 if (Stuck_objects[i].wallnum == -1) {
1367 Stuck_objects[i].wallnum = wallnum;
1368 Stuck_objects[i].objnum = OBJECT_NUMBER(objp);
1369 Stuck_objects[i].signature = objp->signature;
1370 // mprintf((0, "Added wall %i at index %i\n", wallnum, i));
1371 Num_stuck_objects++;
1375 if (i == MAX_STUCK_OBJECTS)
1376 mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", OBJECT_NUMBER(objp), wallnum));
1383 // --------------------------------------------------------------------------------------------------
1384 // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here.
1385 // Removes up to one/frame.
1386 void remove_obsolete_stuck_objects(void)
1390 // Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster.
1391 if (!Num_stuck_objects)
1394 objnum = FrameCount % MAX_STUCK_OBJECTS;
1396 if (Stuck_objects[objnum].wallnum != -1)
1397 if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
1398 Num_stuck_objects--;
1399 Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
1400 Stuck_objects[objnum].wallnum = -1;
1405 extern void flush_fcd_cache(void);
1407 // ----------------------------------------------------------------------------------------------------
1408 // Door with wall index wallnum is opening, kill all objects stuck in it.
1409 void kill_stuck_objects(int wallnum)
1413 if (wallnum < 0 || Num_stuck_objects == 0) {
1417 Num_stuck_objects=0;
1419 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1420 if (Stuck_objects[i].wallnum == wallnum) {
1421 if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
1422 Objects[Stuck_objects[i].objnum].lifeleft = F1_0/8;
1424 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));
1425 // Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
1426 Stuck_objects[i].wallnum = -1;
1427 } else if (Stuck_objects[i].wallnum != -1) {
1428 Num_stuck_objects++;
1430 // Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
1436 // -- unused -- // -----------------------------------------------------------------------------------
1437 // -- unused -- // Return object id of first flare found embedded in segp:sidenum.
1438 // -- unused -- // If no flare, return -1.
1439 // -- unused -- int contains_flare(segment *segp, int sidenum)
1441 // -- unused -- int i;
1443 // -- unused -- for (i=0; i<Num_stuck_objects; i++) {
1444 // -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
1446 // -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
1447 // -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == SEGMENT_NUMBER(segp))
1448 // -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
1449 // -- unused -- return OBJECT_NUMBER(objp);
1453 // -- unused -- return -1;
1456 // -----------------------------------------------------------------------------------
1457 // Initialize stuck objects array. Called at start of level
1458 void init_stuck_objects(void)
1462 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1463 Stuck_objects[i].wallnum = -1;
1465 Num_stuck_objects = 0;
1468 // -----------------------------------------------------------------------------------
1469 // Clear out all stuck objects. Called for a new ship
1470 void clear_stuck_objects(void)
1474 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1475 if (Stuck_objects[i].wallnum != -1) {
1478 objnum = Stuck_objects[i].objnum;
1480 if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
1481 Objects[objnum].lifeleft = F1_0/8;
1483 Stuck_objects[i].wallnum = -1;
1485 Num_stuck_objects--;
1489 Assert(Num_stuck_objects == 0);
1493 // -----------------------------------------------------------------------------------
1494 #define MAX_BLAST_GLASS_DEPTH 5
1496 void bng_process_segment(object *objp, fix damage, segment *segp, int depth, sbyte *visited)
1500 if (depth > MAX_BLAST_GLASS_DEPTH)
1505 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1510 // Process only walls which have glass.
1511 if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
1514 tm &= 0x3fff; //tm without flags
1516 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))) {
1517 compute_center_point_on_side(&pnt, segp, sidenum);
1518 dist = vm_vec_dist_quick(&pnt, &objp->pos);
1519 if (dist < damage/2) {
1520 dist = find_connected_distance(&pnt, SEGMENT_NUMBER(segp), &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
1521 if ((dist > 0) && (dist < damage/2))
1522 check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
1528 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1529 int segnum = segp->children[i];
1532 if (!visited[segnum]) {
1533 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1534 visited[segnum] = 1;
1535 bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
1542 // -----------------------------------------------------------------------------------
1543 // objp is going to detonate
1544 // blast nearby monitors, lights, maybe other things
1545 void blast_nearby_glass(object *objp, fix damage)
1548 sbyte visited[MAX_SEGMENTS];
1551 cursegp = &Segments[objp->segnum];
1552 for (i=0; i<=Highest_segment_index; i++)
1555 visited[objp->segnum] = 1;
1556 bng_process_segment(objp, damage, cursegp, 0, visited);
1561 #define MAX_CLIP_FRAMES_D1 20
1564 * reads a wclip structure from a CFILE
1566 int wclip_read_n_d1(wclip *wc, int n, CFILE *fp)
1570 for (i = 0; i < n; i++) {
1571 wc[i].play_time = cfile_read_fix(fp);
1572 wc[i].num_frames = cfile_read_short(fp);
1573 for (j = 0; j < MAX_CLIP_FRAMES_D1; j++)
1574 wc[i].frames[j] = cfile_read_short(fp);
1575 wc[i].open_sound = cfile_read_short(fp);
1576 wc[i].close_sound = cfile_read_short(fp);
1577 wc[i].flags = cfile_read_short(fp);
1578 cfread(wc[i].filename, 13, 1, fp);
1579 wc[i].pad = cfile_read_byte(fp);
1584 #ifndef FAST_FILE_IO
1586 * reads a wclip structure from a CFILE
1588 int wclip_read_n(wclip *wc, int n, CFILE *fp)
1592 for (i = 0; i < n; i++) {
1593 wc[i].play_time = cfile_read_fix(fp);
1594 wc[i].num_frames = cfile_read_short(fp);
1595 for (j = 0; j < MAX_CLIP_FRAMES; j++)
1596 wc[i].frames[j] = cfile_read_short(fp);
1597 wc[i].open_sound = cfile_read_short(fp);
1598 wc[i].close_sound = cfile_read_short(fp);
1599 wc[i].flags = cfile_read_short(fp);
1600 cfread(wc[i].filename, 13, 1, fp);
1601 wc[i].pad = cfile_read_byte(fp);
1607 * reads a v16_wall structure from a CFILE
1609 extern void v16_wall_read(v16_wall *w, CFILE *fp)
1611 w->type = cfile_read_byte(fp);
1612 w->flags = cfile_read_byte(fp);
1613 w->hps = cfile_read_fix(fp);
1614 w->trigger = cfile_read_byte(fp);
1615 w->clip_num = cfile_read_byte(fp);
1616 w->keys = cfile_read_byte(fp);
1620 * reads a v19_wall structure from a CFILE
1622 extern void v19_wall_read(v19_wall *w, CFILE *fp)
1624 w->segnum = cfile_read_int(fp);
1625 w->sidenum = cfile_read_int(fp);
1626 w->type = cfile_read_byte(fp);
1627 w->flags = cfile_read_byte(fp);
1628 w->hps = cfile_read_fix(fp);
1629 w->trigger = cfile_read_byte(fp);
1630 w->clip_num = cfile_read_byte(fp);
1631 w->keys = cfile_read_byte(fp);
1632 w->linked_wall = cfile_read_int(fp);
1636 * reads a wall structure from a CFILE
1638 extern void wall_read(wall *w, CFILE *fp)
1640 w->segnum = cfile_read_int(fp);
1641 w->sidenum = cfile_read_int(fp);
1642 w->hps = cfile_read_fix(fp);
1643 w->linked_wall = cfile_read_int(fp);
1644 w->type = cfile_read_byte(fp);
1645 w->flags = cfile_read_byte(fp);
1646 w->state = cfile_read_byte(fp);
1647 w->trigger = cfile_read_byte(fp);
1648 w->clip_num = cfile_read_byte(fp);
1649 w->keys = cfile_read_byte(fp);
1650 w->controlling_trigger = cfile_read_byte(fp);
1651 w->cloak_value = cfile_read_byte(fp);
1655 * reads a v19_door structure from a CFILE
1657 extern void v19_door_read(v19_door *d, CFILE *fp)
1659 d->n_parts = cfile_read_int(fp);
1660 d->seg[0] = cfile_read_short(fp);
1661 d->seg[1] = cfile_read_short(fp);
1662 d->side[0] = cfile_read_short(fp);
1663 d->side[1] = cfile_read_short(fp);
1664 d->type[0] = cfile_read_short(fp);
1665 d->type[1] = cfile_read_short(fp);
1666 d->open = cfile_read_fix(fp);
1670 * reads an active_door structure from a CFILE
1672 extern void active_door_read(active_door *ad, CFILE *fp)
1674 ad->n_parts = cfile_read_int(fp);
1675 ad->front_wallnum[0] = cfile_read_short(fp);
1676 ad->front_wallnum[1] = cfile_read_short(fp);
1677 ad->back_wallnum[0] = cfile_read_short(fp);
1678 ad->back_wallnum[1] = cfile_read_short(fp);
1679 ad->time = cfile_read_fix(fp);
1683 void wall_write(wall *w, short version, CFILE *fp)
1687 PHYSFS_writeSLE32(fp, w->segnum);
1688 PHYSFS_writeSLE32(fp, w->sidenum);
1693 PHYSFSX_writeFix(fp, w->hps);
1694 PHYSFS_writeSLE32(fp, w->linked_wall);
1697 PHYSFSX_writeU8(fp, w->type);
1698 PHYSFSX_writeU8(fp, w->flags);
1701 PHYSFSX_writeFix(fp, w->hps);
1703 PHYSFSX_writeU8(fp, w->state);
1705 PHYSFSX_writeU8(fp, w->trigger);
1706 PHYSFSX_writeU8(fp, w->clip_num);
1707 PHYSFSX_writeU8(fp, w->keys);
1711 PHYSFSX_writeU8(fp, w->controlling_trigger);
1712 PHYSFSX_writeU8(fp, w->cloak_value);
1714 else if (version >= 17)
1715 PHYSFS_writeSLE32(fp, w->linked_wall);