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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Destroyable wall stuff
34 #include "editor/editor.h"
38 // Special door on boss level which is locked if not in multiplayer...sorry for this awful solution --MK.
39 #define BOSS_LOCKED_DOOR_LEVEL 7
40 #define BOSS_LOCKED_DOOR_SEG 595
41 #define BOSS_LOCKED_DOOR_SIDE 5
43 wall Walls[MAX_WALLS]; // Master walls array
44 int Num_walls=0; // Number of walls
46 wclip WallAnims[MAX_WALL_ANIMS]; // Wall animations
48 //--unused-- int walls_bm_num[MAX_WALL_ANIMS];
50 //door Doors[MAX_DOORS]; // Master doors array
52 active_door ActiveDoors[MAX_DOORS];
53 int Num_open_doors; // Number of open doors
55 #define CLOAKING_WALL_TIME f1_0
57 #define MAX_CLOAKING_WALLS 10
58 cloaking_wall CloakingWalls[MAX_CLOAKING_WALLS];
59 int Num_cloaking_walls;
61 //--unused-- grs_bitmap *wall_title_bms[MAX_WALL_ANIMS];
63 //#define BM_FLAG_TRANSPARENT 1
64 //#define BM_FLAG_SUPER_TRANSPARENT 2
67 char Wall_names[7][10] = {
78 // Function prototypes
79 void kill_stuck_objects(int wallnum);
83 // This function determines whether the current segment/side is transparent
86 int check_transparency( segment * seg, int side )
88 if ( (seg->sides[side].tmap_num2 & 0x3FFF) == 0) {
89 if (GameBitmaps[Textures[seg->sides[side].tmap_num].index].bm_flags & BM_FLAG_TRANSPARENT )
95 if (GameBitmaps[Textures[seg->sides[side].tmap_num2 & 0x3FFF ].index].bm_flags & BM_FLAG_SUPER_TRANSPARENT )
101 //-----------------------------------------------------------------
102 // This function checks whether we can fly through the given side.
103 // In other words, whether or not we have a 'doorway'
107 // WID_RENDPAST_FLAG 4
109 // WID_WALL 2 // 0/1/0 wall
110 // WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
111 // WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
112 // WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
113 // WID_NO_WALL 5 // 1/0/1 no wall, can fly through
114 int wall_is_doorway ( segment * seg, int side )
118 //--Covered by macro // No child.
119 //--Covered by macro if (seg->children[side] == -1)
120 //--Covered by macro return WID_WALL;
122 //--Covered by macro if (seg->children[side] == -2)
123 //--Covered by macro return WID_EXTERNAL_FLAG;
125 //--Covered by macro // No wall present.
126 //--Covered by macro if (seg->sides[side].wall_num == -1)
127 //--Covered by macro return WID_NO_WALL;
129 Assert(SEGMENT_NUMBER(seg) >= 0 && SEGMENT_NUMBER(seg) <= Highest_segment_index);
130 Assert(side>=0 && side<6);
132 type = Walls[seg->sides[side].wall_num].type;
133 flags = Walls[seg->sides[side].wall_num].flags;
135 if (type == WALL_OPEN)
138 if (type == WALL_ILLUSION) {
139 if (Walls[seg->sides[side].wall_num].flags & WALL_ILLUSION_OFF)
142 if (check_transparency( seg, side))
143 return WID_TRANSILLUSORY_WALL;
145 return WID_ILLUSORY_WALL;
149 if (type == WALL_BLASTABLE) {
150 if (flags & WALL_BLASTED)
151 return WID_TRANSILLUSORY_WALL;
153 if (check_transparency( seg, side))
154 return WID_TRANSPARENT_WALL;
159 if (flags & WALL_DOOR_OPENED)
160 return WID_TRANSILLUSORY_WALL;
162 if (type == WALL_CLOAKED)
163 return WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG;
165 state = Walls[seg->sides[side].wall_num].state;
166 if ((type == WALL_DOOR) && (state == WALL_DOOR_OPENING))
167 return WID_TRANSPARENT_WALL;
169 // If none of the above flags are set, there is no doorway.
170 if (check_transparency( seg, side))
171 return WID_TRANSPARENT_WALL;
173 return WID_WALL; // There are children behind the door.
177 //-----------------------------------------------------------------
178 // Initializes all the walls (in other words, no special walls)
184 for (i=0;i<MAX_WALLS;i++) {
185 Walls[i].segnum = Walls[i].sidenum = -1;
186 Walls[i].type = WALL_NORMAL;
189 Walls[i].trigger = -1;
190 Walls[i].clip_num = -1;
191 Walls[i].linked_wall = -1;
194 Num_cloaking_walls = 0;
198 //-----------------------------------------------------------------
199 // Initializes one wall.
200 void wall_reset(segment *seg, int side)
204 i = seg->sides[side].wall_num;
207 mprintf((0, "Resetting Illegal Wall\n"));
211 Walls[i].segnum = SEGMENT_NUMBER(seg);
212 Walls[i].sidenum = side;
213 Walls[i].type = WALL_NORMAL;
216 Walls[i].trigger = -1;
217 Walls[i].clip_num = -1;
218 Walls[i].linked_wall = -1;
222 //set the tmap_num or tmap_num2 field for a wall/door
223 void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num)
225 wclip *anim = &WallAnims[anim_num];
226 int tmap = anim->frames[frame_num];
228 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
230 if (anim->flags & WCF_TMAP1) {
231 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap;
232 if ( Newdemo_state == ND_STATE_RECORDING )
233 newdemo_record_wall_set_tmap_num1(SEGMENT_NUMBER(seg), side, SEGMENT_NUMBER(csegp), cside, tmap);
235 Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
236 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap;
237 if ( Newdemo_state == ND_STATE_RECORDING )
238 newdemo_record_wall_set_tmap_num2(SEGMENT_NUMBER(seg), side, SEGMENT_NUMBER(csegp), cside, tmap);
243 // -------------------------------------------------------------------------------
244 //when the wall has used all its hitpoints, this will destroy it
245 void blast_blastable_wall(segment *seg, int side)
251 Assert(seg->sides[side].wall_num != -1);
253 Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
255 csegp = &Segments[seg->children[side]];
256 Connectside = find_connect_side(seg, csegp);
257 Assert(Connectside != -1);
258 cwall_num = csegp->sides[Connectside].wall_num;
259 kill_stuck_objects(seg->sides[side].wall_num);
261 kill_stuck_objects(cwall_num);
263 //if this is an exploding wall, explode it
264 if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
265 explode_wall(SEGMENT_NUMBER(seg), side);
267 //if not exploding, set final frame, and make door passable
268 a = Walls[seg->sides[side].wall_num].clip_num;
269 n = WallAnims[a].num_frames;
270 wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
271 Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
273 Walls[cwall_num].flags |= WALL_BLASTED;
279 //-----------------------------------------------------------------
280 // Destroys a blastable wall.
281 void wall_destroy(segment *seg, int side)
283 Assert(seg->sides[side].wall_num != -1);
284 Assert(SEGMENT_NUMBER(seg) != 0);
286 if (Walls[seg->sides[side].wall_num].type == WALL_BLASTABLE)
287 blast_blastable_wall( seg, side );
289 Error("Hey bub, you are trying to destroy an indestructable wall.");
292 //-----------------------------------------------------------------
293 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
294 void wall_damage(segment *seg, int side, fix damage)
296 int a, i, n, cwall_num;
298 if (seg->sides[side].wall_num == -1) {
299 mprintf((0, "Damaging illegal wall\n"));
303 if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
306 if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED) && Walls[seg->sides[side].wall_num].hps >= 0)
311 csegp = &Segments[seg->children[side]];
312 Connectside = find_connect_side(seg, csegp);
313 Assert(Connectside != -1);
314 cwall_num = csegp->sides[Connectside].wall_num;
315 Walls[seg->sides[side].wall_num].hps -= damage;
317 Walls[cwall_num].hps -= damage;
319 a = Walls[seg->sides[side].wall_num].clip_num;
320 n = WallAnims[a].num_frames;
322 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) {
323 blast_blastable_wall( seg, side );
325 if (Game_mode & GM_MULTI)
326 multi_send_door_open(SEGMENT_NUMBER(seg), side, Walls[seg->sides[side].wall_num].flags);
331 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*(n-i)/n) {
332 wall_set_tmap_num(seg,side,csegp,Connectside,a,i);
338 //-----------------------------------------------------------------
340 void wall_open_door(segment *seg, int side)
344 int Connectside, wall_num, cwall_num;
347 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
349 w = &Walls[seg->sides[side].wall_num];
350 wall_num = (int)(w - Walls);
351 //kill_stuck_objects(seg->sides[side].wall_num);
353 if ((w->state == WALL_DOOR_OPENING) || //already opening
354 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
355 (w->state == WALL_DOOR_OPEN)) //open, & staying open
358 if (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door
364 for (i=0;i<Num_open_doors;i++) { //find door
368 if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==wall_num ||
369 (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
373 if (i>=Num_open_doors && (Game_mode & GM_MULTI))
376 Assert(i<Num_open_doors); //didn't find door!
377 Assert( d!=NULL ); // Get John!
379 d->time = WallAnims[w->clip_num].play_time - d->time;
385 else { //create new door
386 Assert(w->state == WALL_DOOR_CLOSED);
388 d = &ActiveDoors[Num_open_doors];
391 Assert( Num_open_doors < MAX_DOORS );
395 w->state = WALL_DOOR_OPENING;
397 // So that door can't be shot while opening
398 csegp = &Segments[seg->children[side]];
399 Connectside = find_connect_side(seg, csegp);
400 Assert(Connectside != -1);
401 cwall_num = csegp->sides[Connectside].wall_num;
403 Walls[cwall_num].state = WALL_DOOR_OPENING;
405 //kill_stuck_objects(csegp->sides[Connectside].wall_num);
407 d->front_wallnum[0] = seg->sides[side].wall_num;
408 d->back_wallnum[0] = cwall_num;
410 Assert( SEGMENT_NUMBER(seg) != -1 );
412 if (Newdemo_state == ND_STATE_RECORDING) {
413 newdemo_record_door_opening(SEGMENT_NUMBER(seg), side);
416 if (w->linked_wall != -1) {
420 w2 = &Walls[w->linked_wall];
421 seg2 = &Segments[w2->segnum];
423 Assert(w2->linked_wall == seg->sides[side].wall_num);
424 //Assert(!(w2->flags & WALL_DOOR_OPENING || w2->flags & WALL_DOOR_OPENED));
426 w2->state = WALL_DOOR_OPENING;
428 csegp = &Segments[seg2->children[w2->sidenum]];
429 Connectside = find_connect_side(seg2, csegp);
430 Assert(Connectside != -1);
432 Walls[cwall_num].state = WALL_DOOR_OPENING;
435 d->front_wallnum[1] = w->linked_wall;
436 d->back_wallnum[1] = cwall_num;
442 if ( Newdemo_state != ND_STATE_PLAYBACK )
444 // NOTE THE LINK TO ABOVE!!!!
446 compute_center_point_on_side(&cp, seg, side );
447 if (WallAnims[w->clip_num].open_sound > -1 )
448 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
453 //-----------------------------------------------------------------
454 // start the transition from closed -> open wall
455 void start_wall_cloak(segment *seg, int side)
463 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
465 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
467 w = &Walls[seg->sides[side].wall_num];
469 if (w->type == WALL_OPEN || w->state == WALL_DOOR_CLOAKING) //already open or cloaking
472 csegp = &Segments[seg->children[side]];
473 Connectside = find_connect_side(seg, csegp);
474 Assert(Connectside != -1);
475 cwall_num = csegp->sides[Connectside].wall_num;
477 if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door
483 for (i=0;i<Num_cloaking_walls;i++) { //find door
485 d = &CloakingWalls[i];
487 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
491 Assert(i<Num_cloaking_walls); //didn't find door!
492 Assert( d!=NULL ); // Get John!
494 d->time = CLOAKING_WALL_TIME - d->time;
497 else if (w->state == WALL_DOOR_CLOSED) { //create new door
498 d = &CloakingWalls[Num_cloaking_walls];
500 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
501 Int3(); //ran out of cloaking wall slots
504 Walls[cwall_num].type = WALL_OPEN;
507 Num_cloaking_walls++;
510 Int3(); //unexpected wall state
514 w->state = WALL_DOOR_CLOAKING;
516 Walls[cwall_num].state = WALL_DOOR_CLOAKING;
518 d->front_wallnum = seg->sides[side].wall_num;
519 d->back_wallnum = cwall_num;
521 Assert( SEGMENT_NUMBER(seg) != -1 );
523 Assert(w->linked_wall == -1);
525 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
527 compute_center_point_on_side(&cp, seg, side );
528 digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
532 d->front_ls[i] = seg->sides[side].uvls[i].l;
534 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
538 //-----------------------------------------------------------------
539 // start the transition from open -> closed wall
540 void start_wall_decloak(segment *seg, int side)
548 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
550 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
552 w = &Walls[seg->sides[side].wall_num];
554 if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING) //already closed or decloaking
557 if (w->state == WALL_DOOR_CLOAKING) { //cloaking, so reuse door
563 for (i=0;i<Num_cloaking_walls;i++) { //find door
565 d = &CloakingWalls[i];
567 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
571 Assert(i<Num_cloaking_walls); //didn't find door!
572 Assert( d!=NULL ); // Get John!
574 d->time = CLOAKING_WALL_TIME - d->time;
577 else if (w->state == WALL_DOOR_CLOSED) { //create new door
578 d = &CloakingWalls[Num_cloaking_walls];
580 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
581 Int3(); //ran out of cloaking wall slots
582 /* what is this _doing_ here?
583 w->type = WALL_CLOSED;
584 Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
588 Num_cloaking_walls++;
591 Int3(); //unexpected wall state
595 w->state = WALL_DOOR_DECLOAKING;
597 // So that door can't be shot while opening
598 csegp = &Segments[seg->children[side]];
599 Connectside = find_connect_side(seg, csegp);
600 Assert(Connectside != -1);
601 cwall_num = csegp->sides[Connectside].wall_num;
603 Walls[cwall_num].state = WALL_DOOR_DECLOAKING;
605 d->front_wallnum = seg->sides[side].wall_num;
606 d->back_wallnum = csegp->sides[Connectside].wall_num;
608 Assert( SEGMENT_NUMBER(seg) != -1 );
610 Assert(w->linked_wall == -1);
612 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
614 compute_center_point_on_side(&cp, seg, side );
615 digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
619 d->front_ls[i] = seg->sides[side].uvls[i].l;
621 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
625 //-----------------------------------------------------------------
626 // This function closes the specified door and restores the closed
627 // door texture. This is called when the animation is done
628 void wall_close_door_num(int door_num)
634 d = &ActiveDoors[door_num];
636 for (p=0;p<d->n_parts;p++) {
638 int Connectside, side;
639 segment *csegp, *seg;
641 w = &Walls[d->front_wallnum[p]];
643 seg = &Segments[w->segnum];
646 Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
648 csegp = &Segments[seg->children[side]];
649 Connectside = find_connect_side(seg, csegp);
650 Assert(Connectside != -1);
651 cwall_num = csegp->sides[Connectside].wall_num;
652 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
654 Walls[cwall_num].state = WALL_DOOR_CLOSED;
656 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
660 for (i=door_num;i<Num_open_doors;i++)
661 ActiveDoors[i] = ActiveDoors[i+1];
667 int check_poke(int objnum,int segnum,int side)
669 object *obj = &Objects[objnum];
671 //note: don't let objects with zero size block door
673 if (obj->size && get_seg_masks(&obj->pos, segnum, obj->size, __FILE__, __LINE__).sidemask & (1 << side))
674 return 1; //pokes through side!
676 return 0; //does not!
680 //returns true of door in unobjstructed (& thus can close)
681 int is_door_free(segment *seg,int side)
687 csegp = &Segments[seg->children[side]];
688 Connectside = find_connect_side(seg, csegp);
689 Assert(Connectside != -1);
691 //go through each object in each of two segments, and see if
692 //it pokes into the connecting seg
694 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
695 if (Objects[objnum].type != OBJ_WEAPON && Objects[objnum].type != OBJ_FIREBALL && check_poke(objnum, SEGMENT_NUMBER(seg), side))
698 for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
699 if (Objects[objnum].type != OBJ_WEAPON && Objects[objnum].type != OBJ_FIREBALL && check_poke(objnum, SEGMENT_NUMBER(csegp), Connectside))
702 return 1; //doorway is free!
707 //-----------------------------------------------------------------
709 void wall_close_door(segment *seg, int side)
713 int Connectside, wall_num, cwall_num;
716 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
718 w = &Walls[seg->sides[side].wall_num];
719 wall_num = (int)(w - Walls);
720 if ((w->state == WALL_DOOR_CLOSING) || //already closing
721 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
722 (w->state == WALL_DOOR_CLOSED)) //closed
725 if (!is_door_free(seg,side))
728 if (w->state == WALL_DOOR_OPENING) { //reuse door
734 for (i=0;i<Num_open_doors;i++) { //find door
738 if (d->front_wallnum[0]==wall_num || d->back_wallnum[0]==wall_num ||
739 (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
743 Assert(i<Num_open_doors); //didn't find door!
744 Assert( d!=NULL ); // Get John!
746 d->time = WallAnims[w->clip_num].play_time - d->time;
752 else { //create new door
753 Assert(w->state == WALL_DOOR_OPEN);
754 d = &ActiveDoors[Num_open_doors];
757 Assert( Num_open_doors < MAX_DOORS );
760 w->state = WALL_DOOR_CLOSING;
762 // So that door can't be shot while opening
763 csegp = &Segments[seg->children[side]];
764 Connectside = find_connect_side(seg, csegp);
765 Assert(Connectside != -1);
766 cwall_num = csegp->sides[Connectside].wall_num;
768 Walls[cwall_num].state = WALL_DOOR_CLOSING;
770 d->front_wallnum[0] = seg->sides[side].wall_num;
771 d->back_wallnum[0] = cwall_num;
773 Assert( SEGMENT_NUMBER(seg) != -1 );
775 if (Newdemo_state == ND_STATE_RECORDING) {
776 newdemo_record_door_opening(SEGMENT_NUMBER(seg), side);
779 if (w->linked_wall != -1) {
780 Int3(); //don't think we ever used linked walls
786 if ( Newdemo_state != ND_STATE_PLAYBACK )
788 // NOTE THE LINK TO ABOVE!!!!
790 compute_center_point_on_side(&cp, seg, side );
791 if (WallAnims[w->clip_num].open_sound > -1 )
792 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
797 //-----------------------------------------------------------------
798 // Animates opening of a door.
799 // Called in the game loop.
800 void do_door_open(int door_num)
805 Assert(door_num != -1); //Trying to do_door_open on illegal door
807 d = &ActiveDoors[door_num];
809 for (p=0;p<d->n_parts;p++) {
811 int Connectside, side;
812 segment *csegp, *seg;
813 fix time_elapsed, time_total, one_frame;
816 w = &Walls[d->front_wallnum[p]];
817 kill_stuck_objects(d->front_wallnum[p]);
818 kill_stuck_objects(d->back_wallnum[p]);
820 seg = &Segments[w->segnum];
823 Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall
825 csegp = &Segments[seg->children[side]];
826 Connectside = find_connect_side(seg, csegp);
827 Assert(Connectside != -1);
829 d->time += FrameTime;
831 time_elapsed = d->time;
832 n = WallAnims[w->clip_num].num_frames;
833 time_total = WallAnims[w->clip_num].play_time;
835 one_frame = time_total/n;
837 i = time_elapsed/one_frame;
840 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
843 Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
844 Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
848 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);
850 // If our door is not automatic just remove it from the list.
851 if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
852 for (i=door_num;i<Num_open_doors;i++)
853 ActiveDoors[i] = ActiveDoors[i+1];
855 Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
856 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
860 Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
861 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;
863 ActiveDoors[Num_open_doors].time = 0; //counts up
871 //-----------------------------------------------------------------
872 // Animates and processes the closing of a door.
873 // Called from the game loop.
874 void do_door_close(int door_num)
880 Assert(door_num != -1); //Trying to do_door_open on illegal door
882 d = &ActiveDoors[door_num];
884 w = &Walls[d->front_wallnum[0]];
886 //check for objects in doorway before closing
887 if (w->flags & WALL_DOOR_AUTO)
888 if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
889 digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
890 wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
894 for (p=0;p<d->n_parts;p++) {
896 int Connectside, side;
897 segment *csegp, *seg;
898 fix time_elapsed, time_total, one_frame;
901 w = &Walls[d->front_wallnum[p]];
903 seg = &Segments[w->segnum];
906 if (seg->sides[side].wall_num == -1) {
907 mprintf((0, "Trying to do_door_close on Illegal wall\n"));
911 //if here, must be auto door
912 // Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
913 //don't assert here, because now we have triggers to close non-auto doors
915 // Otherwise, close it.
916 csegp = &Segments[seg->children[side]];
917 Connectside = find_connect_side(seg, csegp);
918 Assert(Connectside != -1);
921 if ( Newdemo_state != ND_STATE_PLAYBACK )
922 // NOTE THE LINK TO ABOVE!!
923 if (p==0) //only play one sound for linked doors
924 if ( d->time==0 ) { //first time
926 compute_center_point_on_side(&cp, seg, side );
927 if (WallAnims[w->clip_num].close_sound > -1 )
928 digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, SEGMENT_NUMBER(seg), side, &cp, 0, F1_0 );
931 d->time += FrameTime;
933 time_elapsed = d->time;
934 n = WallAnims[w->clip_num].num_frames;
935 time_total = WallAnims[w->clip_num].play_time;
937 one_frame = time_total/n;
939 i = n-time_elapsed/one_frame-1;
942 Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
943 Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
948 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
950 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
951 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
953 ActiveDoors[Num_open_doors].time = 0; //counts up
956 wall_close_door_num(door_num);
961 //-----------------------------------------------------------------
962 // Turns off an illusionary wall (This will be used primarily for
963 // wall switches or triggers that can turn on/off illusionary walls.)
964 void wall_illusion_off(segment *seg, int side)
969 csegp = &Segments[seg->children[side]];
970 cside = find_connect_side(seg, csegp);
973 if (seg->sides[side].wall_num == -1) {
974 mprintf((0, "Trying to shut off illusion illegal wall\n"));
978 Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
979 Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
981 kill_stuck_objects(seg->sides[side].wall_num);
982 kill_stuck_objects(csegp->sides[cside].wall_num);
985 //-----------------------------------------------------------------
986 // Turns on an illusionary wall (This will be used primarily for
987 // wall switches or triggers that can turn on/off illusionary walls.)
988 void wall_illusion_on(segment *seg, int side)
993 csegp = &Segments[seg->children[side]];
994 cside = find_connect_side(seg, csegp);
997 if (seg->sides[side].wall_num == -1) {
998 mprintf((0, "Trying to turn on illusion illegal wall\n"));
1002 Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
1003 Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
1006 // -----------------------------------------------------------------------------
1007 // Allowed to open the normally locked special boss door if in multiplayer mode.
1008 int special_boss_opening_allowed(int segnum, int sidenum)
1010 if (Game_mode & GM_MULTI)
1011 return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE);
1016 //-----------------------------------------------------------------
1017 // Determines what happens when a wall is shot
1018 //returns info about wall. see wall.h for codes
1019 //obj is the object that hit...either a weapon or the player himself
1020 //playernum is the number the player who hit the wall or fired the weapon,
1021 //or -1 if a robot fired the weapon
1022 int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
1027 Assert( SEGMENT_NUMBER(seg) != -1 );
1029 // If it is not a "wall" then just return.
1030 if ( seg->sides[side].wall_num < 0 )
1031 return WHP_NOT_SPECIAL;
1033 w = &Walls[seg->sides[side].wall_num];
1035 if ( Newdemo_state == ND_STATE_RECORDING )
1036 newdemo_record_wall_hit_process( SEGMENT_NUMBER(seg), side, damage, playernum );
1038 if (w->type == WALL_BLASTABLE) {
1039 if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
1040 wall_damage(seg, side, damage);
1041 return WHP_BLASTABLE;
1044 if (playernum != Player_num) //return if was robot fire
1045 return WHP_NOT_SPECIAL;
1047 Assert( playernum > -1 );
1049 // Determine whether player is moving forward. If not, don't say negative
1050 // messages because he probably didn't intentionally hit the door.
1051 if (obj->type == OBJ_PLAYER)
1052 show_message = (vm_vec_dot(&obj->orient.fvec, &obj->mtype.phys_info.velocity) > 0);
1053 else if (obj->type == OBJ_ROBOT)
1055 else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT))
1060 if (w->keys == KEY_BLUE)
1061 if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
1062 if ( playernum==Player_num )
1064 HUD_init_message("%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
1068 if (w->keys == KEY_RED)
1069 if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
1070 if ( playernum==Player_num )
1072 HUD_init_message("%s %s",TXT_RED,TXT_ACCESS_DENIED);
1076 if (w->keys == KEY_GOLD)
1077 if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
1078 if ( playernum==Player_num )
1080 HUD_init_message("%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
1084 if (w->type == WALL_DOOR)
1086 if ( (w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(SEGMENT_NUMBER(seg), side)) ) {
1087 if ( playernum==Player_num )
1089 HUD_init_message(TXT_CANT_OPEN_DOOR);
1093 if (w->state != WALL_DOOR_OPENING)
1095 wall_open_door(seg, side);
1097 if (Game_mode & GM_MULTI)
1098 multi_send_door_open(SEGMENT_NUMBER(seg), side, w->flags);
1106 return WHP_NOT_SPECIAL; //default is treat like normal wall
1109 //-----------------------------------------------------------------
1110 // Opens doors/destroys wall/shuts off triggers.
1111 void wall_toggle(segment *seg, int side)
1115 if (SEGMENT_NUMBER(seg) > Highest_segment_index)
1117 Warning("Can't toggle side %d of segment %d - nonexistent segment!\n", side, SEGMENT_NUMBER(seg));
1120 Assert( side < MAX_SIDES_PER_SEGMENT );
1122 wall_num = seg->sides[side].wall_num;
1124 if (wall_num == -1) {
1125 mprintf((0, "Illegal wall_toggle\n"));
1129 if ( Newdemo_state == ND_STATE_RECORDING )
1130 newdemo_record_wall_toggle( SEGMENT_NUMBER(seg), side );
1132 if (Walls[wall_num].type == WALL_BLASTABLE)
1133 wall_destroy(seg, side);
1135 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
1136 wall_open_door(seg, side);
1141 //-----------------------------------------------------------------
1142 // Tidy up Walls array for load/save purposes.
1147 if (Num_walls < 0) {
1148 mprintf((0, "Illegal Num_walls\n"));
1152 for (i=Num_walls;i<MAX_WALLS;i++) {
1153 Walls[i].type = WALL_NORMAL;
1156 Walls[i].trigger = -1;
1157 Walls[i].clip_num = -1;
1161 void do_cloaking_wall_frame(int cloaking_wall_num)
1164 wall *wfront,*wback;
1166 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1168 d = &CloakingWalls[cloaking_wall_num];
1169 wfront = &Walls[d->front_wallnum];
1170 wback = (d->back_wallnum > -1) ? Walls + d->back_wallnum : NULL;
1172 d->time += FrameTime;
1174 if (d->time > CLOAKING_WALL_TIME) {
1177 wfront->type = WALL_OPEN;
1178 wfront->state = WALL_DOOR_CLOSED; //why closed? why not?
1180 wback->type = WALL_OPEN;
1181 wback->state = WALL_DOOR_CLOSED; //why closed? why not?
1184 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1185 CloakingWalls[i] = CloakingWalls[i+1];
1186 Num_cloaking_walls--;
1189 else if (d->time > CLOAKING_WALL_TIME/2) {
1190 int old_type=wfront->type;
1192 wfront->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1194 wback->cloak_value = wfront->cloak_value;
1196 if (old_type != WALL_CLOAKED) { //just switched
1199 wfront->type = WALL_CLOAKED;
1201 wback->type = WALL_CLOAKED;
1204 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1206 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1214 light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2);
1217 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1219 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1223 if ( Newdemo_state == ND_STATE_RECORDING )
1224 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);
1228 void do_decloaking_wall_frame(int cloaking_wall_num)
1231 wall *wfront,*wback;
1233 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1235 d = &CloakingWalls[cloaking_wall_num];
1236 wfront = &Walls[d->front_wallnum];
1237 wback = (d->back_wallnum > -1) ? Walls + d->back_wallnum : NULL;
1239 d->time += FrameTime;
1241 if (d->time > CLOAKING_WALL_TIME) {
1244 wfront->state = WALL_DOOR_CLOSED;
1246 wback->state = WALL_DOOR_CLOSED;
1249 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1251 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1254 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1255 CloakingWalls[i] = CloakingWalls[i+1];
1256 Num_cloaking_walls--;
1259 else if (d->time > CLOAKING_WALL_TIME/2) { //fading in
1263 wfront->type = wback->type = WALL_CLOSED;
1265 light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2);
1268 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1270 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1273 else { //cloaking in
1274 wfront->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1275 wfront->type = WALL_CLOAKED;
1277 wback->cloak_value = wfront->cloak_value;
1278 wback->type = WALL_CLOAKED;
1282 if ( Newdemo_state == ND_STATE_RECORDING )
1283 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);
1287 void wall_frame_process()
1291 for (i=0;i<Num_open_doors;i++) {
1295 d = &ActiveDoors[i];
1296 w = &Walls[d->front_wallnum[0]];
1298 if (w->state == WALL_DOOR_OPENING)
1300 else if (w->state == WALL_DOOR_CLOSING)
1302 else if (w->state == WALL_DOOR_WAITING) {
1303 d->time += FrameTime;
1305 //set flags to fix occatsional netgame problem where door is
1306 //waiting to close but open flag isn't set
1307 Assert(d->n_parts == 1);
1308 w->flags |= WALL_DOOR_OPENED;
1309 if (d->back_wallnum[0] > -1)
1310 Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
1312 if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
1313 w->state = WALL_DOOR_CLOSING;
1317 else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) {
1318 //this shouldn't happen. if the wall is in one of these states,
1319 //there shouldn't be an activedoor entry for it. So we'll kill
1320 //the activedoor entry. Tres simple.
1322 Int3(); //a bad thing has happened, but I'll try to fix it up
1323 for (t=i;t<Num_open_doors;t++)
1324 ActiveDoors[t] = ActiveDoors[t+1];
1329 for (i=0;i<Num_cloaking_walls;i++) {
1333 d = &CloakingWalls[i];
1334 w = &Walls[d->front_wallnum];
1336 if (w->state == WALL_DOOR_CLOAKING)
1337 do_cloaking_wall_frame(i);
1338 else if (w->state == WALL_DOOR_DECLOAKING)
1339 do_decloaking_wall_frame(i);
1342 Int3(); //unexpected wall state
1347 int Num_stuck_objects=0;
1349 stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
1351 // An object got stuck in a door (like a flare).
1352 // Add global entry.
1353 void add_stuck_object(object *objp, int segnum, int sidenum)
1358 wallnum = Segments[segnum].sides[sidenum].wall_num;
1360 if (wallnum != -1) {
1361 if (Walls[wallnum].flags & WALL_BLASTED)
1362 objp->flags |= OF_SHOULD_BE_DEAD;
1364 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1365 if (Stuck_objects[i].wallnum == -1) {
1366 Stuck_objects[i].wallnum = wallnum;
1367 Stuck_objects[i].objnum = OBJECT_NUMBER(objp);
1368 Stuck_objects[i].signature = objp->signature;
1369 // mprintf((0, "Added wall %i at index %i\n", wallnum, i));
1370 Num_stuck_objects++;
1374 if (i == MAX_STUCK_OBJECTS)
1375 mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", OBJECT_NUMBER(objp), wallnum));
1382 // --------------------------------------------------------------------------------------------------
1383 // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here.
1384 // Removes up to one/frame.
1385 void remove_obsolete_stuck_objects(void)
1389 // Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster.
1390 if (!Num_stuck_objects)
1393 objnum = FrameCount % MAX_STUCK_OBJECTS;
1395 if (Stuck_objects[objnum].wallnum != -1)
1396 if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
1397 Num_stuck_objects--;
1398 Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
1399 Stuck_objects[objnum].wallnum = -1;
1404 extern void flush_fcd_cache(void);
1406 // ----------------------------------------------------------------------------------------------------
1407 // Door with wall index wallnum is opening, kill all objects stuck in it.
1408 void kill_stuck_objects(int wallnum)
1412 if (wallnum < 0 || Num_stuck_objects == 0) {
1416 Num_stuck_objects=0;
1418 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1419 if (Stuck_objects[i].wallnum == wallnum) {
1420 if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
1421 Objects[Stuck_objects[i].objnum].lifeleft = F1_0/8;
1423 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));
1424 // Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
1425 Stuck_objects[i].wallnum = -1;
1426 } else if (Stuck_objects[i].wallnum != -1) {
1427 Num_stuck_objects++;
1429 // Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
1435 // -- unused -- // -----------------------------------------------------------------------------------
1436 // -- unused -- // Return object id of first flare found embedded in segp:sidenum.
1437 // -- unused -- // If no flare, return -1.
1438 // -- unused -- int contains_flare(segment *segp, int sidenum)
1440 // -- unused -- int i;
1442 // -- unused -- for (i=0; i<Num_stuck_objects; i++) {
1443 // -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
1445 // -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
1446 // -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == SEGMENT_NUMBER(segp))
1447 // -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
1448 // -- unused -- return OBJECT_NUMBER(objp);
1452 // -- unused -- return -1;
1455 // -----------------------------------------------------------------------------------
1456 // Initialize stuck objects array. Called at start of level
1457 void init_stuck_objects(void)
1461 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1462 Stuck_objects[i].wallnum = -1;
1464 Num_stuck_objects = 0;
1467 // -----------------------------------------------------------------------------------
1468 // Clear out all stuck objects. Called for a new ship
1469 void clear_stuck_objects(void)
1473 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1474 if (Stuck_objects[i].wallnum != -1) {
1477 objnum = Stuck_objects[i].objnum;
1479 if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
1480 Objects[objnum].lifeleft = F1_0/8;
1482 Stuck_objects[i].wallnum = -1;
1484 Num_stuck_objects--;
1488 Assert(Num_stuck_objects == 0);
1492 // -----------------------------------------------------------------------------------
1493 #define MAX_BLAST_GLASS_DEPTH 5
1495 void bng_process_segment(object *objp, fix damage, segment *segp, int depth, sbyte *visited)
1499 if (depth > MAX_BLAST_GLASS_DEPTH)
1504 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1509 // Process only walls which have glass.
1510 if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
1513 tm &= 0x3fff; //tm without flags
1515 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))) {
1516 compute_center_point_on_side(&pnt, segp, sidenum);
1517 dist = vm_vec_dist_quick(&pnt, &objp->pos);
1518 if (dist < damage/2) {
1519 dist = find_connected_distance(&pnt, SEGMENT_NUMBER(segp), &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
1520 if ((dist > 0) && (dist < damage/2))
1521 check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
1527 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1528 int segnum = segp->children[i];
1531 if (!visited[segnum]) {
1532 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1533 visited[segnum] = 1;
1534 bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
1541 // -----------------------------------------------------------------------------------
1542 // objp is going to detonate
1543 // blast nearby monitors, lights, maybe other things
1544 void blast_nearby_glass(object *objp, fix damage)
1547 sbyte visited[MAX_SEGMENTS];
1550 cursegp = &Segments[objp->segnum];
1551 for (i=0; i<=Highest_segment_index; i++)
1554 visited[objp->segnum] = 1;
1555 bng_process_segment(objp, damage, cursegp, 0, visited);
1560 #define MAX_CLIP_FRAMES_D1 20
1563 * reads a wclip structure from a CFILE
1565 int wclip_read_n_d1(wclip *wc, int n, CFILE *fp)
1569 for (i = 0; i < n; i++) {
1570 wc[i].play_time = cfile_read_fix(fp);
1571 wc[i].num_frames = cfile_read_short(fp);
1572 for (j = 0; j < MAX_CLIP_FRAMES_D1; j++)
1573 wc[i].frames[j] = cfile_read_short(fp);
1574 wc[i].open_sound = cfile_read_short(fp);
1575 wc[i].close_sound = cfile_read_short(fp);
1576 wc[i].flags = cfile_read_short(fp);
1577 cfread(wc[i].filename, 13, 1, fp);
1578 wc[i].pad = cfile_read_byte(fp);
1583 #ifndef FAST_FILE_IO
1585 * reads a wclip structure from a CFILE
1587 int wclip_read_n(wclip *wc, int n, CFILE *fp)
1591 for (i = 0; i < n; i++) {
1592 wc[i].play_time = cfile_read_fix(fp);
1593 wc[i].num_frames = cfile_read_short(fp);
1594 for (j = 0; j < MAX_CLIP_FRAMES; j++)
1595 wc[i].frames[j] = cfile_read_short(fp);
1596 wc[i].open_sound = cfile_read_short(fp);
1597 wc[i].close_sound = cfile_read_short(fp);
1598 wc[i].flags = cfile_read_short(fp);
1599 cfread(wc[i].filename, 13, 1, fp);
1600 wc[i].pad = cfile_read_byte(fp);
1606 * reads a v16_wall structure from a CFILE
1608 extern void v16_wall_read(v16_wall *w, CFILE *fp)
1610 w->type = cfile_read_byte(fp);
1611 w->flags = cfile_read_byte(fp);
1612 w->hps = cfile_read_fix(fp);
1613 w->trigger = cfile_read_byte(fp);
1614 w->clip_num = cfile_read_byte(fp);
1615 w->keys = cfile_read_byte(fp);
1619 * reads a v19_wall structure from a CFILE
1621 extern void v19_wall_read(v19_wall *w, CFILE *fp)
1623 w->segnum = cfile_read_int(fp);
1624 w->sidenum = cfile_read_int(fp);
1625 w->type = cfile_read_byte(fp);
1626 w->flags = cfile_read_byte(fp);
1627 w->hps = cfile_read_fix(fp);
1628 w->trigger = cfile_read_byte(fp);
1629 w->clip_num = cfile_read_byte(fp);
1630 w->keys = cfile_read_byte(fp);
1631 w->linked_wall = cfile_read_int(fp);
1635 * reads a wall structure from a CFILE
1637 extern void wall_read(wall *w, CFILE *fp)
1639 w->segnum = cfile_read_int(fp);
1640 w->sidenum = cfile_read_int(fp);
1641 w->hps = cfile_read_fix(fp);
1642 w->linked_wall = cfile_read_int(fp);
1643 w->type = cfile_read_byte(fp);
1644 w->flags = cfile_read_byte(fp);
1645 w->state = cfile_read_byte(fp);
1646 w->trigger = cfile_read_byte(fp);
1647 w->clip_num = cfile_read_byte(fp);
1648 w->keys = cfile_read_byte(fp);
1649 w->controlling_trigger = cfile_read_byte(fp);
1650 w->cloak_value = cfile_read_byte(fp);
1654 * reads a v19_door structure from a CFILE
1656 extern void v19_door_read(v19_door *d, CFILE *fp)
1658 d->n_parts = cfile_read_int(fp);
1659 d->seg[0] = cfile_read_short(fp);
1660 d->seg[1] = cfile_read_short(fp);
1661 d->side[0] = cfile_read_short(fp);
1662 d->side[1] = cfile_read_short(fp);
1663 d->type[0] = cfile_read_short(fp);
1664 d->type[1] = cfile_read_short(fp);
1665 d->open = cfile_read_fix(fp);
1669 * reads an active_door structure from a CFILE
1671 extern void active_door_read(active_door *ad, CFILE *fp)
1673 ad->n_parts = cfile_read_int(fp);
1674 ad->front_wallnum[0] = cfile_read_short(fp);
1675 ad->front_wallnum[1] = cfile_read_short(fp);
1676 ad->back_wallnum[0] = cfile_read_short(fp);
1677 ad->back_wallnum[1] = cfile_read_short(fp);
1678 ad->time = cfile_read_fix(fp);
1682 void wall_write(wall *w, short version, CFILE *fp)
1686 PHYSFS_writeSLE32(fp, w->segnum);
1687 PHYSFS_writeSLE32(fp, w->sidenum);
1692 PHYSFSX_writeFix(fp, w->hps);
1693 PHYSFS_writeSLE32(fp, w->linked_wall);
1696 PHYSFSX_writeU8(fp, w->type);
1697 PHYSFSX_writeU8(fp, w->flags);
1700 PHYSFSX_writeFix(fp, w->hps);
1702 PHYSFSX_writeU8(fp, w->state);
1704 PHYSFSX_writeU8(fp, w->trigger);
1705 PHYSFSX_writeU8(fp, w->clip_num);
1706 PHYSFSX_writeU8(fp, w->keys);
1710 PHYSFSX_writeU8(fp, w->controlling_trigger);
1711 PHYSFSX_writeU8(fp, w->cloak_value);
1713 else if (version >= 17)
1714 PHYSFS_writeSLE32(fp, w->linked_wall);