2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 static char rcsid[] = "$Id: wall.c,v 1.2 2001-01-20 13:49:18 bradleyb Exp $";
47 #include "laser.h" // For seeing if a flare is stuck in a wall.
52 #include "editor\editor.h"
55 // Special door on boss level which is locked if not in multiplayer...sorry for this awful solution --MK.
56 #define BOSS_LOCKED_DOOR_LEVEL 7
57 #define BOSS_LOCKED_DOOR_SEG 595
58 #define BOSS_LOCKED_DOOR_SIDE 5
60 wall Walls[MAX_WALLS]; // Master walls array
61 int Num_walls=0; // Number of walls
63 wclip WallAnims[MAX_WALL_ANIMS]; // Wall animations
65 //--unused-- int walls_bm_num[MAX_WALL_ANIMS];
67 //door Doors[MAX_DOORS]; // Master doors array
69 active_door ActiveDoors[MAX_DOORS];
70 int Num_open_doors; // Number of open doors
72 #define CLOAKING_WALL_TIME f1_0
74 #define MAX_CLOAKING_WALLS 10
75 cloaking_wall CloakingWalls[MAX_CLOAKING_WALLS];
76 int Num_cloaking_walls;
78 //--unused-- grs_bitmap *wall_title_bms[MAX_WALL_ANIMS];
80 //#define BM_FLAG_TRANSPARENT 1
81 //#define BM_FLAG_SUPER_TRANSPARENT 2
84 char Wall_names[7][10] = {
95 // Function prototypes
96 void kill_stuck_objects(int wallnum);
100 // This function determines whether the current segment/side is transparent
103 int check_transparency( segment * seg, int side )
105 if ( (seg->sides[side].tmap_num2 & 0x3FFF) == 0) {
106 if (GameBitmaps[Textures[seg->sides[side].tmap_num].index].bm_flags & BM_FLAG_TRANSPARENT )
112 if (GameBitmaps[Textures[seg->sides[side].tmap_num2 & 0x3FFF ].index].bm_flags & BM_FLAG_SUPER_TRANSPARENT )
118 //define these here so I don't have to change wall_is_doorway and run
119 //the risk of screwing it up.
120 #define WID_WALL 2 // 0/1/0 wall
121 #define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
122 #define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
123 #define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
124 #define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
125 #define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
127 //-----------------------------------------------------------------
128 // This function checks whether we can fly through the given side.
129 // In other words, whether or not we have a 'doorway'
133 // WID_RENDPAST_FLAG 4
135 // WID_WALL 2 // 0/1/0 wall
136 // WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
137 // WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
138 // WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
139 // WID_NO_WALL 5 // 1/0/1 no wall, can fly through
140 int wall_is_doorway ( segment * seg, int side )
144 //--Covered by macro // No child.
145 //--Covered by macro if (seg->children[side] == -1)
146 //--Covered by macro return WID_WALL;
148 //--Covered by macro if (seg->children[side] == -2)
149 //--Covered by macro return WID_EXTERNAL_FLAG;
151 //--Covered by macro // No wall present.
152 //--Covered by macro if (seg->sides[side].wall_num == -1)
153 //--Covered by macro return WID_NO_WALL;
155 Assert(seg-Segments>=0 && seg-Segments<=Highest_segment_index);
156 Assert(side>=0 && side<6);
158 type = Walls[seg->sides[side].wall_num].type;
159 flags = Walls[seg->sides[side].wall_num].flags;
161 if (type == WALL_OPEN)
164 if (type == WALL_ILLUSION) {
165 if (Walls[seg->sides[side].wall_num].flags & WALL_ILLUSION_OFF)
168 if (check_transparency( seg, side))
169 return WID_TRANSILLUSORY_WALL;
171 return WID_ILLUSORY_WALL;
175 if (type == WALL_BLASTABLE) {
176 if (flags & WALL_BLASTED)
177 return WID_TRANSILLUSORY_WALL;
179 if (check_transparency( seg, side))
180 return WID_TRANSPARENT_WALL;
185 if (flags & WALL_DOOR_OPENED)
186 return WID_TRANSILLUSORY_WALL;
188 if (type == WALL_CLOAKED)
189 return WID_RENDER_FLAG | WID_RENDPAST_FLAG | WID_CLOAKED_FLAG;
191 state = Walls[seg->sides[side].wall_num].state;
192 if ((type == WALL_DOOR) && (state == WALL_DOOR_OPENING))
193 return WID_TRANSPARENT_WALL;
195 // If none of the above flags are set, there is no doorway.
196 if (check_transparency( seg, side))
197 return WID_TRANSPARENT_WALL;
199 return WID_WALL; // There are children behind the door.
203 //-----------------------------------------------------------------
204 // Initializes all the walls (in other words, no special walls)
210 for (i=0;i<MAX_WALLS;i++) {
211 Walls[i].segnum = Walls[i].sidenum = -1;
212 Walls[i].type = WALL_NORMAL;
215 Walls[i].trigger = -1;
216 Walls[i].clip_num = -1;
217 Walls[i].linked_wall = -1;
220 Num_cloaking_walls = 0;
224 //-----------------------------------------------------------------
225 // Initializes one wall.
226 void wall_reset(segment *seg, int side)
230 i = seg->sides[side].wall_num;
233 mprintf((0, "Resetting Illegal Wall\n"));
237 Walls[i].segnum = seg-Segments;
238 Walls[i].sidenum = side;
239 Walls[i].type = WALL_NORMAL;
242 Walls[i].trigger = -1;
243 Walls[i].clip_num = -1;
244 Walls[i].linked_wall = -1;
248 //set the tmap_num or tmap_num2 field for a wall/door
249 void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num)
251 wclip *anim = &WallAnims[anim_num];
252 int tmap = anim->frames[frame_num];
254 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
256 if (anim->flags & WCF_TMAP1) {
257 seg->sides[side].tmap_num = csegp->sides[cside].tmap_num = tmap;
258 if ( Newdemo_state == ND_STATE_RECORDING )
259 newdemo_record_wall_set_tmap_num1(seg-Segments,side,csegp-Segments,cside,tmap);
261 Assert(tmap!=0 && seg->sides[side].tmap_num2!=0);
262 seg->sides[side].tmap_num2 = csegp->sides[cside].tmap_num2 = tmap;
263 if ( Newdemo_state == ND_STATE_RECORDING )
264 newdemo_record_wall_set_tmap_num2(seg-Segments,side,csegp-Segments,cside,tmap);
269 // -------------------------------------------------------------------------------
270 //when the wall has used all its hitpoints, this will destroy it
271 void blast_blastable_wall(segment *seg, int side)
277 Assert(seg->sides[side].wall_num != -1);
279 Walls[seg->sides[side].wall_num].hps = -1; //say it's blasted
281 csegp = &Segments[seg->children[side]];
282 Connectside = find_connect_side(seg, csegp);
283 Assert(Connectside != -1);
285 kill_stuck_objects(seg->sides[side].wall_num);
286 kill_stuck_objects(csegp->sides[Connectside].wall_num);
288 //if this is an exploding wall, explode it
289 if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
290 explode_wall(seg-Segments,side);
292 //if not exploding, set final frame, and make door passable
293 a = Walls[seg->sides[side].wall_num].clip_num;
294 n = WallAnims[a].num_frames;
295 wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
296 Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
297 Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;
303 //-----------------------------------------------------------------
304 // Destroys a blastable wall.
305 void wall_destroy(segment *seg, int side)
307 Assert(seg->sides[side].wall_num != -1);
308 Assert(seg-Segments != 0);
310 if (Walls[seg->sides[side].wall_num].type == WALL_BLASTABLE)
311 blast_blastable_wall( seg, side );
313 Error("Hey bub, you are trying to destroy an indestructable wall.");
316 //-----------------------------------------------------------------
317 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
318 void wall_damage(segment *seg, int side, fix damage)
322 if (seg->sides[side].wall_num == -1) {
323 mprintf((0, "Damaging illegal wall\n"));
327 if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
330 if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED) && Walls[seg->sides[side].wall_num].hps >= 0)
335 csegp = &Segments[seg->children[side]];
336 Connectside = find_connect_side(seg, csegp);
337 Assert(Connectside != -1);
339 Walls[seg->sides[side].wall_num].hps -= damage;
340 Walls[csegp->sides[Connectside].wall_num].hps -= damage;
342 a = Walls[seg->sides[side].wall_num].clip_num;
343 n = WallAnims[a].num_frames;
345 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) {
346 blast_blastable_wall( seg, side );
348 if (Game_mode & GM_MULTI)
349 multi_send_door_open(seg-Segments, side,Walls[seg->sides[side].wall_num].flags);
354 if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*(n-i)/n) {
355 wall_set_tmap_num(seg,side,csegp,Connectside,a,i);
361 //-----------------------------------------------------------------
363 void wall_open_door(segment *seg, int side)
370 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
372 w = &Walls[seg->sides[side].wall_num];
374 //kill_stuck_objects(seg->sides[side].wall_num);
376 if ((w->state == WALL_DOOR_OPENING) || //already opening
377 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
378 (w->state == WALL_DOOR_OPEN)) //open, & staying open
381 if (w->state == WALL_DOOR_CLOSING) { //closing, so reuse door
387 for (i=0;i<Num_open_doors;i++) { //find door
391 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)))
395 if (i>=Num_open_doors && (Game_mode & GM_MULTI))
398 Assert(i<Num_open_doors); //didn't find door!
399 Assert( d!=NULL ); // Get John!
401 d->time = WallAnims[w->clip_num].play_time - d->time;
407 else { //create new door
408 Assert(w->state == WALL_DOOR_CLOSED);
410 d = &ActiveDoors[Num_open_doors];
413 Assert( Num_open_doors < MAX_DOORS );
417 w->state = WALL_DOOR_OPENING;
419 // So that door can't be shot while opening
420 csegp = &Segments[seg->children[side]];
421 Connectside = find_connect_side(seg, csegp);
422 Assert(Connectside != -1);
424 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;
426 //kill_stuck_objects(csegp->sides[Connectside].wall_num);
428 d->front_wallnum[0] = seg->sides[side].wall_num;
429 d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
431 Assert( seg-Segments != -1);
433 if (Newdemo_state == ND_STATE_RECORDING) {
434 newdemo_record_door_opening(seg-Segments, side);
437 if (w->linked_wall != -1) {
441 w2 = &Walls[w->linked_wall];
442 seg2 = &Segments[w2->segnum];
444 Assert(w2->linked_wall == seg->sides[side].wall_num);
445 //Assert(!(w2->flags & WALL_DOOR_OPENING || w2->flags & WALL_DOOR_OPENED));
447 w2->state = WALL_DOOR_OPENING;
449 csegp = &Segments[seg2->children[w2->sidenum]];
450 Connectside = find_connect_side(seg2, csegp);
451 Assert(Connectside != -1);
452 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;
455 d->front_wallnum[1] = w->linked_wall;
456 d->back_wallnum[1] = csegp->sides[Connectside].wall_num;
462 if ( Newdemo_state != ND_STATE_PLAYBACK )
464 // NOTE THE LINK TO ABOVE!!!!
466 compute_center_point_on_side(&cp, seg, side );
467 if (WallAnims[w->clip_num].open_sound > -1 )
468 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
473 //-----------------------------------------------------------------
474 // start the transition from closed -> open wall
475 void start_wall_cloak(segment *seg, int side)
483 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
485 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
487 w = &Walls[seg->sides[side].wall_num];
489 if (w->type == WALL_OPEN || w->state == WALL_DOOR_CLOAKING) //already open or cloaking
492 csegp = &Segments[seg->children[side]];
493 Connectside = find_connect_side(seg, csegp);
494 Assert(Connectside != -1);
496 if (w->state == WALL_DOOR_DECLOAKING) { //decloaking, so reuse door
502 for (i=0;i<Num_cloaking_walls;i++) { //find door
504 d = &CloakingWalls[i];
506 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
510 Assert(i<Num_cloaking_walls); //didn't find door!
511 Assert( d!=NULL ); // Get John!
513 d->time = CLOAKING_WALL_TIME - d->time;
516 else if (w->state == WALL_DOOR_CLOSED) { //create new door
517 d = &CloakingWalls[Num_cloaking_walls];
519 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
520 Int3(); //ran out of cloaking wall slots
522 Walls[csegp->sides[Connectside].wall_num].type = WALL_OPEN;
525 Num_cloaking_walls++;
528 Int3(); //unexpected wall state
532 w->state = WALL_DOOR_CLOAKING;
533 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOAKING;
535 d->front_wallnum = seg->sides[side].wall_num;
536 d->back_wallnum = csegp->sides[Connectside].wall_num;
538 Assert( seg-Segments != -1);
540 Assert(w->linked_wall == -1);
542 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
544 compute_center_point_on_side(&cp, seg, side );
545 digi_link_sound_to_pos( SOUND_WALL_CLOAK_ON, seg-Segments, side, &cp, 0, F1_0 );
549 d->front_ls[i] = seg->sides[side].uvls[i].l;
550 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
554 //-----------------------------------------------------------------
555 // start the transition from open -> closed wall
556 void start_wall_decloak(segment *seg, int side)
564 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
566 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
568 w = &Walls[seg->sides[side].wall_num];
570 if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING) //already closed or decloaking
573 if (w->state == WALL_DOOR_CLOAKING) { //cloaking, so reuse door
579 for (i=0;i<Num_cloaking_walls;i++) { //find door
581 d = &CloakingWalls[i];
583 if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
587 Assert(i<Num_cloaking_walls); //didn't find door!
588 Assert( d!=NULL ); // Get John!
590 d->time = CLOAKING_WALL_TIME - d->time;
593 else if (w->state == WALL_DOOR_CLOSED) { //create new door
594 d = &CloakingWalls[Num_cloaking_walls];
596 if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) { //no more!
597 Int3(); //ran out of cloaking wall slots
598 /* what is this _doing_ here?
599 w->type = WALL_CLOSED;
600 Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
604 Num_cloaking_walls++;
607 Int3(); //unexpected wall state
611 w->state = WALL_DOOR_DECLOAKING;
613 // So that door can't be shot while opening
614 csegp = &Segments[seg->children[side]];
615 Connectside = find_connect_side(seg, csegp);
616 Assert(Connectside != -1);
618 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_DECLOAKING;
620 d->front_wallnum = seg->sides[side].wall_num;
621 d->back_wallnum = csegp->sides[Connectside].wall_num;
623 Assert( seg-Segments != -1);
625 Assert(w->linked_wall == -1);
627 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
629 compute_center_point_on_side(&cp, seg, side );
630 digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg-Segments, side, &cp, 0, F1_0 );
634 d->front_ls[i] = seg->sides[side].uvls[i].l;
635 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
639 //-----------------------------------------------------------------
640 // This function closes the specified door and restores the closed
641 // door texture. This is called when the animation is done
642 void wall_close_door_num(int door_num)
648 d = &ActiveDoors[door_num];
650 for (p=0;p<d->n_parts;p++) {
652 int Connectside, side;
653 segment *csegp, *seg;
655 w = &Walls[d->front_wallnum[p]];
657 seg = &Segments[w->segnum];
660 Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
662 csegp = &Segments[seg->children[side]];
663 Connectside = find_connect_side(seg, csegp);
664 Assert(Connectside != -1);
666 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
667 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSED;
669 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
673 for (i=door_num;i<Num_open_doors;i++)
674 ActiveDoors[i] = ActiveDoors[i+1];
680 int check_poke(int objnum,int segnum,int side)
682 object *obj = &Objects[objnum];
684 //note: don't let objects with zero size block door
686 if (obj->size && get_seg_masks(&obj->pos,segnum,obj->size).sidemask & (1<<side))
687 return 1; //pokes through side!
689 return 0; //does not!
693 //returns true of door in unobjstructed (& thus can close)
694 int is_door_free(segment *seg,int side)
700 csegp = &Segments[seg->children[side]];
701 Connectside = find_connect_side(seg, csegp);
702 Assert(Connectside != -1);
704 //go through each object in each of two segments, and see if
705 //it pokes into the connecting seg
707 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
708 if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,seg-Segments,side))
711 for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
712 if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,csegp-Segments,Connectside))
715 return 1; //doorway is free!
720 //-----------------------------------------------------------------
722 void wall_close_door(segment *seg, int side)
729 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
731 w = &Walls[seg->sides[side].wall_num];
733 if ((w->state == WALL_DOOR_CLOSING) || //already closing
734 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
735 (w->state == WALL_DOOR_CLOSED)) //closed
738 if (!is_door_free(seg,side))
741 if (w->state == WALL_DOOR_OPENING) { //reuse door
747 for (i=0;i<Num_open_doors;i++) { //find door
751 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)))
755 Assert(i<Num_open_doors); //didn't find door!
756 Assert( d!=NULL ); // Get John!
758 d->time = WallAnims[w->clip_num].play_time - d->time;
764 else { //create new door
765 Assert(w->state == WALL_DOOR_OPEN);
766 d = &ActiveDoors[Num_open_doors];
769 Assert( Num_open_doors < MAX_DOORS );
772 w->state = WALL_DOOR_CLOSING;
774 // So that door can't be shot while opening
775 csegp = &Segments[seg->children[side]];
776 Connectside = find_connect_side(seg, csegp);
777 Assert(Connectside != -1);
779 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
781 d->front_wallnum[0] = seg->sides[side].wall_num;
782 d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
784 Assert( seg-Segments != -1);
786 if (Newdemo_state == ND_STATE_RECORDING) {
787 newdemo_record_door_opening(seg-Segments, side);
790 if (w->linked_wall != -1) {
791 Int3(); //don't think we ever used linked walls
797 if ( Newdemo_state != ND_STATE_PLAYBACK )
799 // NOTE THE LINK TO ABOVE!!!!
801 compute_center_point_on_side(&cp, seg, side );
802 if (WallAnims[w->clip_num].open_sound > -1 )
803 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
808 //-----------------------------------------------------------------
809 // Animates opening of a door.
810 // Called in the game loop.
811 void do_door_open(int door_num)
816 Assert(door_num != -1); //Trying to do_door_open on illegal door
818 d = &ActiveDoors[door_num];
820 for (p=0;p<d->n_parts;p++) {
822 int Connectside, side;
823 segment *csegp, *seg;
824 fix time_elapsed, time_total, one_frame;
827 w = &Walls[d->front_wallnum[p]];
828 kill_stuck_objects(d->front_wallnum[p]);
829 kill_stuck_objects(d->back_wallnum[p]);
831 seg = &Segments[w->segnum];
834 Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall
836 csegp = &Segments[seg->children[side]];
837 Connectside = find_connect_side(seg, csegp);
838 Assert(Connectside != -1);
840 d->time += FrameTime;
842 time_elapsed = d->time;
843 n = WallAnims[w->clip_num].num_frames;
844 time_total = WallAnims[w->clip_num].play_time;
846 one_frame = time_total/n;
848 i = time_elapsed/one_frame;
851 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
854 Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
855 Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
859 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);
861 // If our door is not automatic just remove it from the list.
862 if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
863 for (i=door_num;i<Num_open_doors;i++)
864 ActiveDoors[i] = ActiveDoors[i+1];
866 Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
867 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
871 Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
872 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;
874 ActiveDoors[Num_open_doors].time = 0; //counts up
882 //-----------------------------------------------------------------
883 // Animates and processes the closing of a door.
884 // Called from the game loop.
885 void do_door_close(int door_num)
891 Assert(door_num != -1); //Trying to do_door_open on illegal door
893 d = &ActiveDoors[door_num];
895 w = &Walls[d->front_wallnum[0]];
897 //check for objects in doorway before closing
898 if (w->flags & WALL_DOOR_AUTO)
899 if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
900 digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
901 wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
905 for (p=0;p<d->n_parts;p++) {
907 int Connectside, side;
908 segment *csegp, *seg;
909 fix time_elapsed, time_total, one_frame;
912 w = &Walls[d->front_wallnum[p]];
914 seg = &Segments[w->segnum];
917 if (seg->sides[side].wall_num == -1) {
918 mprintf((0, "Trying to do_door_close on Illegal wall\n"));
922 //if here, must be auto door
923 // Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
924 //don't assert here, because now we have triggers to close non-auto doors
926 // Otherwise, close it.
927 csegp = &Segments[seg->children[side]];
928 Connectside = find_connect_side(seg, csegp);
929 Assert(Connectside != -1);
932 if ( Newdemo_state != ND_STATE_PLAYBACK )
933 // NOTE THE LINK TO ABOVE!!
934 if (p==0) //only play one sound for linked doors
935 if ( d->time==0 ) { //first time
937 compute_center_point_on_side(&cp, seg, side );
938 if (WallAnims[w->clip_num].close_sound > -1 )
939 digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg-Segments, side, &cp, 0, F1_0 );
942 d->time += FrameTime;
944 time_elapsed = d->time;
945 n = WallAnims[w->clip_num].num_frames;
946 time_total = WallAnims[w->clip_num].play_time;
948 one_frame = time_total/n;
950 i = n-time_elapsed/one_frame-1;
953 Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
954 Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
959 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
961 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
962 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
964 ActiveDoors[Num_open_doors].time = 0; //counts up
967 wall_close_door_num(door_num);
972 //-----------------------------------------------------------------
973 // Turns off an illusionary wall (This will be used primarily for
974 // wall switches or triggers that can turn on/off illusionary walls.)
975 void wall_illusion_off(segment *seg, int side)
980 csegp = &Segments[seg->children[side]];
981 cside = find_connect_side(seg, csegp);
984 if (seg->sides[side].wall_num == -1) {
985 mprintf((0, "Trying to shut off illusion illegal wall\n"));
989 Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
990 Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
992 kill_stuck_objects(seg->sides[side].wall_num);
993 kill_stuck_objects(csegp->sides[cside].wall_num);
996 //-----------------------------------------------------------------
997 // Turns on an illusionary wall (This will be used primarily for
998 // wall switches or triggers that can turn on/off illusionary walls.)
999 void wall_illusion_on(segment *seg, int side)
1004 csegp = &Segments[seg->children[side]];
1005 cside = find_connect_side(seg, csegp);
1006 Assert(cside != -1);
1008 if (seg->sides[side].wall_num == -1) {
1009 mprintf((0, "Trying to turn on illusion illegal wall\n"));
1013 Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
1014 Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
1017 // -----------------------------------------------------------------------------
1018 // Allowed to open the normally locked special boss door if in multiplayer mode.
1019 int special_boss_opening_allowed(int segnum, int sidenum)
1021 if (Game_mode & GM_MULTI)
1022 return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE);
1027 //-----------------------------------------------------------------
1028 // Determines what happens when a wall is shot
1029 //returns info about wall. see wall.h for codes
1030 //obj is the object that hit...either a weapon or the player himself
1031 //playernum is the number the player who hit the wall or fired the weapon,
1032 //or -1 if a robot fired the weapon
1033 int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
1038 Assert (seg-Segments != -1);
1040 // If it is not a "wall" then just return.
1041 if ( seg->sides[side].wall_num < 0 )
1042 return WHP_NOT_SPECIAL;
1044 w = &Walls[seg->sides[side].wall_num];
1046 if ( Newdemo_state == ND_STATE_RECORDING )
1047 newdemo_record_wall_hit_process( seg-Segments, side, damage, playernum );
1049 if (w->type == WALL_BLASTABLE) {
1050 if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
1051 wall_damage(seg, side, damage);
1052 return WHP_BLASTABLE;
1055 if (playernum != Player_num) //return if was robot fire
1056 return WHP_NOT_SPECIAL;
1058 Assert( playernum > -1 );
1060 // Determine whether player is moving forward. If not, don't say negative
1061 // messages because he probably didn't intentionally hit the door.
1062 if (obj->type == OBJ_PLAYER)
1063 show_message = (vm_vec_dot(&obj->orient.fvec, &obj->mtype.phys_info.velocity) > 0);
1064 else if (obj->type == OBJ_ROBOT)
1066 else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT))
1071 if (w->keys == KEY_BLUE)
1072 if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
1073 if ( playernum==Player_num )
1075 HUD_init_message("%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
1079 if (w->keys == KEY_RED)
1080 if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
1081 if ( playernum==Player_num )
1083 HUD_init_message("%s %s",TXT_RED,TXT_ACCESS_DENIED);
1087 if (w->keys == KEY_GOLD)
1088 if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
1089 if ( playernum==Player_num )
1091 HUD_init_message("%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
1095 if (w->type == WALL_DOOR)
1097 if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg-Segments, side)) ) {
1098 if ( playernum==Player_num )
1100 HUD_init_message(TXT_CANT_OPEN_DOOR);
1104 if (w->state != WALL_DOOR_OPENING)
1106 wall_open_door(seg, side);
1108 if (Game_mode & GM_MULTI)
1109 multi_send_door_open(seg-Segments, side,w->flags);
1117 return WHP_NOT_SPECIAL; //default is treat like normal wall
1120 //-----------------------------------------------------------------
1121 // Opens doors/destroys wall/shuts off triggers.
1122 void wall_toggle(segment *seg, int side)
1126 Assert( seg-Segments <= Highest_segment_index);
1127 Assert( side < MAX_SIDES_PER_SEGMENT );
1129 wall_num = seg->sides[side].wall_num;
1131 if (wall_num == -1) {
1132 mprintf((0, "Illegal wall_toggle\n"));
1136 if ( Newdemo_state == ND_STATE_RECORDING )
1137 newdemo_record_wall_toggle(seg-Segments, side );
1139 if (Walls[wall_num].type == WALL_BLASTABLE)
1140 wall_destroy(seg, side);
1142 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
1143 wall_open_door(seg, side);
1148 //-----------------------------------------------------------------
1149 // Tidy up Walls array for load/save purposes.
1154 if (Num_walls < 0) {
1155 mprintf((0, "Illegal Num_walls\n"));
1159 for (i=Num_walls;i<MAX_WALLS;i++) {
1160 Walls[i].type = WALL_NORMAL;
1163 Walls[i].trigger = -1;
1164 Walls[i].clip_num = -1;
1168 void do_cloaking_wall_frame(int cloaking_wall_num)
1171 wall *wfront,*wback;
1173 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1175 d = &CloakingWalls[cloaking_wall_num];
1176 wfront = &Walls[d->front_wallnum];
1177 wback = &Walls[d->back_wallnum];
1179 d->time += FrameTime;
1181 if (d->time > CLOAKING_WALL_TIME) {
1184 wfront->type = wback->type = WALL_OPEN;
1185 wfront->state = wback->state = WALL_DOOR_CLOSED; //why closed? why not?
1187 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1188 CloakingWalls[i] = CloakingWalls[i+1];
1189 Num_cloaking_walls--;
1192 else if (d->time > CLOAKING_WALL_TIME/2) {
1193 int old_type=wfront->type;
1195 wfront->cloak_value = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1197 if (old_type != WALL_CLOAKED) { //just switched
1200 wfront->type = wback->type = WALL_CLOAKED;
1203 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1204 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1212 light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2);
1215 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1216 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1220 if ( Newdemo_state == ND_STATE_RECORDING )
1221 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);
1225 void do_decloaking_wall_frame(int cloaking_wall_num)
1228 wall *wfront,*wback;
1230 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1232 d = &CloakingWalls[cloaking_wall_num];
1233 wfront = &Walls[d->front_wallnum];
1234 wback = &Walls[d->back_wallnum];
1236 d->time += FrameTime;
1238 if (d->time > CLOAKING_WALL_TIME) {
1241 wfront->state = wback->state = WALL_DOOR_CLOSED;
1244 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1245 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1248 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1249 CloakingWalls[i] = CloakingWalls[i+1];
1250 Num_cloaking_walls--;
1253 else if (d->time > CLOAKING_WALL_TIME/2) { //fading in
1257 wfront->type = wback->type = WALL_CLOSED;
1259 light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2);
1262 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1263 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1266 else { //cloaking in
1267 wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1268 wfront->type = wback->type = WALL_CLOAKED;
1271 if ( Newdemo_state == ND_STATE_RECORDING )
1272 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);
1276 void wall_frame_process()
1280 for (i=0;i<Num_open_doors;i++) {
1284 d = &ActiveDoors[i];
1285 w = &Walls[d->front_wallnum[0]];
1287 if (w->state == WALL_DOOR_OPENING)
1289 else if (w->state == WALL_DOOR_CLOSING)
1291 else if (w->state == WALL_DOOR_WAITING) {
1292 d->time += FrameTime;
1294 //set flags to fix occatsional netgame problem where door is
1295 //waiting to close but open flag isn't set
1296 Assert(d->n_parts == 1);
1297 w->flags |= WALL_DOOR_OPENED;
1298 Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
1300 if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
1301 w->state = WALL_DOOR_CLOSING;
1305 else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) {
1306 //this shouldn't happen. if the wall is in one of these states,
1307 //there shouldn't be an activedoor entry for it. So we'll kill
1308 //the activedoor entry. Tres simple.
1310 Int3(); //a bad thing has happened, but I'll try to fix it up
1311 for (t=i;t<Num_open_doors;t++)
1312 ActiveDoors[t] = ActiveDoors[t+1];
1317 for (i=0;i<Num_cloaking_walls;i++) {
1321 d = &CloakingWalls[i];
1322 w = &Walls[d->front_wallnum];
1324 if (w->state == WALL_DOOR_CLOAKING)
1325 do_cloaking_wall_frame(i);
1326 else if (w->state == WALL_DOOR_DECLOAKING)
1327 do_decloaking_wall_frame(i);
1329 Int3(); //unexpected wall state
1333 int Num_stuck_objects=0;
1335 stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
1337 // An object got stuck in a door (like a flare).
1338 // Add global entry.
1339 void add_stuck_object(object *objp, int segnum, int sidenum)
1344 wallnum = Segments[segnum].sides[sidenum].wall_num;
1346 if (wallnum != -1) {
1347 if (Walls[wallnum].flags & WALL_BLASTED)
1348 objp->flags |= OF_SHOULD_BE_DEAD;
1350 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1351 if (Stuck_objects[i].wallnum == -1) {
1352 Stuck_objects[i].wallnum = wallnum;
1353 Stuck_objects[i].objnum = objp-Objects;
1354 Stuck_objects[i].signature = objp->signature;
1355 // mprintf((0, "Added wall %i at index %i\n", wallnum, i));
1356 Num_stuck_objects++;
1360 if (i == MAX_STUCK_OBJECTS)
1361 mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", objp-Objects, wallnum));
1368 // --------------------------------------------------------------------------------------------------
1369 // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here.
1370 // Removes up to one/frame.
1371 void remove_obsolete_stuck_objects(void)
1375 // Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster.
1376 if (!Num_stuck_objects)
1379 objnum = FrameCount % MAX_STUCK_OBJECTS;
1381 if (Stuck_objects[objnum].wallnum != -1)
1382 if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
1383 Num_stuck_objects--;
1384 Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
1385 Stuck_objects[objnum].wallnum = -1;
1390 extern void flush_fcd_cache(void);
1392 // ----------------------------------------------------------------------------------------------------
1393 // Door with wall index wallnum is opening, kill all objects stuck in it.
1394 void kill_stuck_objects(int wallnum)
1398 if (Num_stuck_objects == 0) {
1402 Num_stuck_objects=0;
1404 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1405 if (Stuck_objects[i].wallnum == wallnum) {
1406 if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
1407 Objects[Stuck_objects[i].objnum].lifeleft = F1_0/8;
1409 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));
1410 // Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
1411 Stuck_objects[i].wallnum = -1;
1412 } else if (Stuck_objects[i].wallnum != -1) {
1413 Num_stuck_objects++;
1415 // Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
1421 // -- unused -- // -----------------------------------------------------------------------------------
1422 // -- unused -- // Return object id of first flare found embedded in segp:sidenum.
1423 // -- unused -- // If no flare, return -1.
1424 // -- unused -- int contains_flare(segment *segp, int sidenum)
1426 // -- unused -- int i;
1428 // -- unused -- for (i=0; i<Num_stuck_objects; i++) {
1429 // -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
1431 // -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
1432 // -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == segp-Segments)
1433 // -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
1434 // -- unused -- return objp-Objects;
1438 // -- unused -- return -1;
1441 // -----------------------------------------------------------------------------------
1442 // Initialize stuck objects array. Called at start of level
1443 void init_stuck_objects(void)
1447 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1448 Stuck_objects[i].wallnum = -1;
1450 Num_stuck_objects = 0;
1453 // -----------------------------------------------------------------------------------
1454 // Clear out all stuck objects. Called for a new ship
1455 void clear_stuck_objects(void)
1459 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1460 if (Stuck_objects[i].wallnum != -1) {
1463 objnum = Stuck_objects[i].objnum;
1465 if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
1466 Objects[objnum].lifeleft = F1_0/8;
1468 Stuck_objects[i].wallnum = -1;
1470 Num_stuck_objects--;
1474 Assert(Num_stuck_objects == 0);
1478 // -----------------------------------------------------------------------------------
1479 #define MAX_BLAST_GLASS_DEPTH 5
1481 void bng_process_segment(object *objp, fix damage, segment *segp, int depth, byte *visited)
1485 if (depth > MAX_BLAST_GLASS_DEPTH)
1490 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1495 // Process only walls which have glass.
1496 if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
1499 tm &= 0x3fff; //tm without flags
1501 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))) {
1502 compute_center_point_on_side(&pnt, segp, sidenum);
1503 dist = vm_vec_dist_quick(&pnt, &objp->pos);
1504 if (dist < damage/2) {
1505 dist = find_connected_distance(&pnt, segp-Segments, &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
1506 if ((dist > 0) && (dist < damage/2))
1507 check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
1513 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1514 int segnum = segp->children[i];
1517 if (!visited[segnum]) {
1518 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1519 visited[segnum] = 1;
1520 bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
1527 // -----------------------------------------------------------------------------------
1528 // objp is going to detonate
1529 // blast nearby monitors, lights, maybe other things
1530 void blast_nearby_glass(object *objp, fix damage)
1533 byte visited[MAX_SEGMENTS];
1536 cursegp = &Segments[objp->segnum];
1537 for (i=0; i<=Highest_segment_index; i++)
1540 visited[objp->segnum] = 1;
1541 bng_process_segment(objp, damage, cursegp, 0, visited);