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 1.1.1.1 2001-01-19 03:30:00 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 w->type = WALL_CLOSED;
599 Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
602 Num_cloaking_walls++;
605 Int3(); //unexpected wall state
609 w->state = WALL_DOOR_DECLOAKING;
611 // So that door can't be shot while opening
612 csegp = &Segments[seg->children[side]];
613 Connectside = find_connect_side(seg, csegp);
614 Assert(Connectside != -1);
616 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_DECLOAKING;
618 d->front_wallnum = seg->sides[side].wall_num;
619 d->back_wallnum = csegp->sides[Connectside].wall_num;
621 Assert( seg-Segments != -1);
623 Assert(w->linked_wall == -1);
625 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
627 compute_center_point_on_side(&cp, seg, side );
628 digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg-Segments, side, &cp, 0, F1_0 );
632 d->front_ls[i] = seg->sides[side].uvls[i].l;
633 d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
637 //-----------------------------------------------------------------
638 // This function closes the specified door and restores the closed
639 // door texture. This is called when the animation is done
640 void wall_close_door_num(int door_num)
646 d = &ActiveDoors[door_num];
648 for (p=0;p<d->n_parts;p++) {
650 int Connectside, side;
651 segment *csegp, *seg;
653 w = &Walls[d->front_wallnum[p]];
655 seg = &Segments[w->segnum];
658 Assert(seg->sides[side].wall_num != -1); //Closing door on illegal wall
660 csegp = &Segments[seg->children[side]];
661 Connectside = find_connect_side(seg, csegp);
662 Assert(Connectside != -1);
664 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
665 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSED;
667 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);
671 for (i=door_num;i<Num_open_doors;i++)
672 ActiveDoors[i] = ActiveDoors[i+1];
678 int check_poke(int objnum,int segnum,int side)
680 object *obj = &Objects[objnum];
682 //note: don't let objects with zero size block door
684 if (obj->size && get_seg_masks(&obj->pos,segnum,obj->size).sidemask & (1<<side))
685 return 1; //pokes through side!
687 return 0; //does not!
691 //returns true of door in unobjstructed (& thus can close)
692 int is_door_free(segment *seg,int side)
698 csegp = &Segments[seg->children[side]];
699 Connectside = find_connect_side(seg, csegp);
700 Assert(Connectside != -1);
702 //go through each object in each of two segments, and see if
703 //it pokes into the connecting seg
705 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
706 if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,seg-Segments,side))
709 for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
710 if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,csegp-Segments,Connectside))
713 return 1; //doorway is free!
718 //-----------------------------------------------------------------
720 void wall_close_door(segment *seg, int side)
727 Assert(seg->sides[side].wall_num != -1); //Opening door on illegal wall
729 w = &Walls[seg->sides[side].wall_num];
731 if ((w->state == WALL_DOOR_CLOSING) || //already closing
732 (w->state == WALL_DOOR_WAITING) || //open, waiting to close
733 (w->state == WALL_DOOR_CLOSED)) //closed
736 if (!is_door_free(seg,side))
739 if (w->state == WALL_DOOR_OPENING) { //reuse door
745 for (i=0;i<Num_open_doors;i++) { //find door
749 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)))
753 Assert(i<Num_open_doors); //didn't find door!
754 Assert( d!=NULL ); // Get John!
756 d->time = WallAnims[w->clip_num].play_time - d->time;
762 else { //create new door
763 Assert(w->state == WALL_DOOR_OPEN);
764 d = &ActiveDoors[Num_open_doors];
767 Assert( Num_open_doors < MAX_DOORS );
770 w->state = WALL_DOOR_CLOSING;
772 // So that door can't be shot while opening
773 csegp = &Segments[seg->children[side]];
774 Connectside = find_connect_side(seg, csegp);
775 Assert(Connectside != -1);
777 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
779 d->front_wallnum[0] = seg->sides[side].wall_num;
780 d->back_wallnum[0] = csegp->sides[Connectside].wall_num;
782 Assert( seg-Segments != -1);
784 if (Newdemo_state == ND_STATE_RECORDING) {
785 newdemo_record_door_opening(seg-Segments, side);
788 if (w->linked_wall != -1) {
789 Int3(); //don't think we ever used linked walls
795 if ( Newdemo_state != ND_STATE_PLAYBACK )
797 // NOTE THE LINK TO ABOVE!!!!
799 compute_center_point_on_side(&cp, seg, side );
800 if (WallAnims[w->clip_num].open_sound > -1 )
801 digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );
806 //-----------------------------------------------------------------
807 // Animates opening of a door.
808 // Called in the game loop.
809 void do_door_open(int door_num)
814 Assert(door_num != -1); //Trying to do_door_open on illegal door
816 d = &ActiveDoors[door_num];
818 for (p=0;p<d->n_parts;p++) {
820 int Connectside, side;
821 segment *csegp, *seg;
822 fix time_elapsed, time_total, one_frame;
825 w = &Walls[d->front_wallnum[p]];
826 kill_stuck_objects(d->front_wallnum[p]);
827 kill_stuck_objects(d->back_wallnum[p]);
829 seg = &Segments[w->segnum];
832 Assert(seg->sides[side].wall_num != -1); //Trying to do_door_open on illegal wall
834 csegp = &Segments[seg->children[side]];
835 Connectside = find_connect_side(seg, csegp);
836 Assert(Connectside != -1);
838 d->time += FrameTime;
840 time_elapsed = d->time;
841 n = WallAnims[w->clip_num].num_frames;
842 time_total = WallAnims[w->clip_num].play_time;
844 one_frame = time_total/n;
846 i = time_elapsed/one_frame;
849 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
852 Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
853 Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
857 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);
859 // If our door is not automatic just remove it from the list.
860 if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
861 for (i=door_num;i<Num_open_doors;i++)
862 ActiveDoors[i] = ActiveDoors[i+1];
864 Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
865 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
869 Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
870 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;
872 ActiveDoors[Num_open_doors].time = 0; //counts up
880 //-----------------------------------------------------------------
881 // Animates and processes the closing of a door.
882 // Called from the game loop.
883 void do_door_close(int door_num)
889 Assert(door_num != -1); //Trying to do_door_open on illegal door
891 d = &ActiveDoors[door_num];
893 w = &Walls[d->front_wallnum[0]];
895 //check for objects in doorway before closing
896 if (w->flags & WALL_DOOR_AUTO)
897 if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
898 digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
899 wall_open_door(&Segments[w->segnum],w->sidenum); //re-open door
903 for (p=0;p<d->n_parts;p++) {
905 int Connectside, side;
906 segment *csegp, *seg;
907 fix time_elapsed, time_total, one_frame;
910 w = &Walls[d->front_wallnum[p]];
912 seg = &Segments[w->segnum];
915 if (seg->sides[side].wall_num == -1) {
916 mprintf((0, "Trying to do_door_close on Illegal wall\n"));
920 //if here, must be auto door
921 // Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);
922 //don't assert here, because now we have triggers to close non-auto doors
924 // Otherwise, close it.
925 csegp = &Segments[seg->children[side]];
926 Connectside = find_connect_side(seg, csegp);
927 Assert(Connectside != -1);
930 if ( Newdemo_state != ND_STATE_PLAYBACK )
931 // NOTE THE LINK TO ABOVE!!
932 if (p==0) //only play one sound for linked doors
933 if ( d->time==0 ) { //first time
935 compute_center_point_on_side(&cp, seg, side );
936 if (WallAnims[w->clip_num].close_sound > -1 )
937 digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg-Segments, side, &cp, 0, F1_0 );
940 d->time += FrameTime;
942 time_elapsed = d->time;
943 n = WallAnims[w->clip_num].num_frames;
944 time_total = WallAnims[w->clip_num].play_time;
946 one_frame = time_total/n;
948 i = n-time_elapsed/one_frame-1;
951 Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
952 Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
957 wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
959 Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
960 Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;
962 ActiveDoors[Num_open_doors].time = 0; //counts up
965 wall_close_door_num(door_num);
970 //-----------------------------------------------------------------
971 // Turns off an illusionary wall (This will be used primarily for
972 // wall switches or triggers that can turn on/off illusionary walls.)
973 void wall_illusion_off(segment *seg, int side)
978 csegp = &Segments[seg->children[side]];
979 cside = find_connect_side(seg, csegp);
982 if (seg->sides[side].wall_num == -1) {
983 mprintf((0, "Trying to shut off illusion illegal wall\n"));
987 Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
988 Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;
990 kill_stuck_objects(seg->sides[side].wall_num);
991 kill_stuck_objects(csegp->sides[cside].wall_num);
994 //-----------------------------------------------------------------
995 // Turns on an illusionary wall (This will be used primarily for
996 // wall switches or triggers that can turn on/off illusionary walls.)
997 void wall_illusion_on(segment *seg, int side)
1002 csegp = &Segments[seg->children[side]];
1003 cside = find_connect_side(seg, csegp);
1004 Assert(cside != -1);
1006 if (seg->sides[side].wall_num == -1) {
1007 mprintf((0, "Trying to turn on illusion illegal wall\n"));
1011 Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
1012 Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
1015 // -----------------------------------------------------------------------------
1016 // Allowed to open the normally locked special boss door if in multiplayer mode.
1017 int special_boss_opening_allowed(int segnum, int sidenum)
1019 if (Game_mode & GM_MULTI)
1020 return (Current_level_num == BOSS_LOCKED_DOOR_LEVEL) && (segnum == BOSS_LOCKED_DOOR_SEG) && (sidenum == BOSS_LOCKED_DOOR_SIDE);
1025 //-----------------------------------------------------------------
1026 // Determines what happens when a wall is shot
1027 //returns info about wall. see wall.h for codes
1028 //obj is the object that hit...either a weapon or the player himself
1029 //playernum is the number the player who hit the wall or fired the weapon,
1030 //or -1 if a robot fired the weapon
1031 int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj )
1036 Assert (seg-Segments != -1);
1038 // If it is not a "wall" then just return.
1039 if ( seg->sides[side].wall_num < 0 )
1040 return WHP_NOT_SPECIAL;
1042 w = &Walls[seg->sides[side].wall_num];
1044 if ( Newdemo_state == ND_STATE_RECORDING )
1045 newdemo_record_wall_hit_process( seg-Segments, side, damage, playernum );
1047 if (w->type == WALL_BLASTABLE) {
1048 if (obj->ctype.laser_info.parent_type == OBJ_PLAYER)
1049 wall_damage(seg, side, damage);
1050 return WHP_BLASTABLE;
1053 if (playernum != Player_num) //return if was robot fire
1054 return WHP_NOT_SPECIAL;
1056 Assert( playernum > -1 );
1058 // Determine whether player is moving forward. If not, don't say negative
1059 // messages because he probably didn't intentionally hit the door.
1060 if (obj->type == OBJ_PLAYER)
1061 show_message = (vm_vec_dot(&obj->orient.fvec, &obj->mtype.phys_info.velocity) > 0);
1062 else if (obj->type == OBJ_ROBOT)
1064 else if ((obj->type == OBJ_WEAPON) && (obj->ctype.laser_info.parent_type == OBJ_ROBOT))
1069 if (w->keys == KEY_BLUE)
1070 if (!(Players[playernum].flags & PLAYER_FLAGS_BLUE_KEY)) {
1071 if ( playernum==Player_num )
1073 HUD_init_message("%s %s",TXT_BLUE,TXT_ACCESS_DENIED);
1077 if (w->keys == KEY_RED)
1078 if (!(Players[playernum].flags & PLAYER_FLAGS_RED_KEY)) {
1079 if ( playernum==Player_num )
1081 HUD_init_message("%s %s",TXT_RED,TXT_ACCESS_DENIED);
1085 if (w->keys == KEY_GOLD)
1086 if (!(Players[playernum].flags & PLAYER_FLAGS_GOLD_KEY)) {
1087 if ( playernum==Player_num )
1089 HUD_init_message("%s %s",TXT_YELLOW,TXT_ACCESS_DENIED);
1093 if (w->type == WALL_DOOR)
1095 if ((w->flags & WALL_DOOR_LOCKED ) && !(special_boss_opening_allowed(seg-Segments, side)) ) {
1096 if ( playernum==Player_num )
1098 HUD_init_message(TXT_CANT_OPEN_DOOR);
1102 if (w->state != WALL_DOOR_OPENING)
1104 wall_open_door(seg, side);
1106 if (Game_mode & GM_MULTI)
1107 multi_send_door_open(seg-Segments, side,w->flags);
1115 return WHP_NOT_SPECIAL; //default is treat like normal wall
1118 //-----------------------------------------------------------------
1119 // Opens doors/destroys wall/shuts off triggers.
1120 void wall_toggle(segment *seg, int side)
1124 Assert( seg-Segments <= Highest_segment_index);
1125 Assert( side < MAX_SIDES_PER_SEGMENT );
1127 wall_num = seg->sides[side].wall_num;
1129 if (wall_num == -1) {
1130 mprintf((0, "Illegal wall_toggle\n"));
1134 if ( Newdemo_state == ND_STATE_RECORDING )
1135 newdemo_record_wall_toggle(seg-Segments, side );
1137 if (Walls[wall_num].type == WALL_BLASTABLE)
1138 wall_destroy(seg, side);
1140 if ((Walls[wall_num].type == WALL_DOOR) && (Walls[wall_num].state == WALL_DOOR_CLOSED))
1141 wall_open_door(seg, side);
1146 //-----------------------------------------------------------------
1147 // Tidy up Walls array for load/save purposes.
1152 if (Num_walls < 0) {
1153 mprintf((0, "Illegal Num_walls\n"));
1157 for (i=Num_walls;i<MAX_WALLS;i++) {
1158 Walls[i].type = WALL_NORMAL;
1161 Walls[i].trigger = -1;
1162 Walls[i].clip_num = -1;
1166 void do_cloaking_wall_frame(int cloaking_wall_num)
1169 wall *wfront,*wback;
1171 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1173 d = &CloakingWalls[cloaking_wall_num];
1174 wfront = &Walls[d->front_wallnum];
1175 wback = &Walls[d->back_wallnum];
1177 d->time += FrameTime;
1179 if (d->time > CLOAKING_WALL_TIME) {
1182 wfront->type = wback->type = WALL_OPEN;
1183 wfront->state = 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 = wback->cloak_value = ((d->time - CLOAKING_WALL_TIME/2) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1195 if (old_type != WALL_CLOAKED) { //just switched
1198 wfront->type = wback->type = WALL_CLOAKED;
1201 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1202 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1210 light_scale = fixdiv(CLOAKING_WALL_TIME/2-d->time,CLOAKING_WALL_TIME/2);
1213 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1214 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1218 if ( Newdemo_state == ND_STATE_RECORDING )
1219 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);
1223 void do_decloaking_wall_frame(int cloaking_wall_num)
1226 wall *wfront,*wback;
1228 if ( Newdemo_state==ND_STATE_PLAYBACK ) return;
1230 d = &CloakingWalls[cloaking_wall_num];
1231 wfront = &Walls[d->front_wallnum];
1232 wback = &Walls[d->back_wallnum];
1234 d->time += FrameTime;
1236 if (d->time > CLOAKING_WALL_TIME) {
1239 wfront->state = wback->state = WALL_DOOR_CLOSED;
1242 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = d->front_ls[i];
1243 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = d->back_ls[i];
1246 for (i=cloaking_wall_num;i<Num_cloaking_walls;i++)
1247 CloakingWalls[i] = CloakingWalls[i+1];
1248 Num_cloaking_walls--;
1251 else if (d->time > CLOAKING_WALL_TIME/2) { //fading in
1255 wfront->type = wback->type = WALL_CLOSED;
1257 light_scale = fixdiv(d->time-CLOAKING_WALL_TIME/2,CLOAKING_WALL_TIME/2);
1260 Segments[wfront->segnum].sides[wfront->sidenum].uvls[i].l = fixmul(d->front_ls[i],light_scale);
1261 Segments[wback->segnum].sides[wback->sidenum].uvls[i].l = fixmul(d->back_ls[i],light_scale);
1264 else { //cloaking in
1265 wfront->cloak_value = wback->cloak_value = ((CLOAKING_WALL_TIME/2 - d->time) * (GR_FADE_LEVELS-2)) / (CLOAKING_WALL_TIME/2);
1266 wfront->type = wback->type = WALL_CLOAKED;
1269 if ( Newdemo_state == ND_STATE_RECORDING )
1270 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);
1274 void wall_frame_process()
1278 for (i=0;i<Num_open_doors;i++) {
1282 d = &ActiveDoors[i];
1283 w = &Walls[d->front_wallnum[0]];
1285 if (w->state == WALL_DOOR_OPENING)
1287 else if (w->state == WALL_DOOR_CLOSING)
1289 else if (w->state == WALL_DOOR_WAITING) {
1290 d->time += FrameTime;
1292 //set flags to fix occatsional netgame problem where door is
1293 //waiting to close but open flag isn't set
1294 Assert(d->n_parts == 1);
1295 w->flags |= WALL_DOOR_OPENED;
1296 Walls[d->back_wallnum[0]].flags |= WALL_DOOR_OPENED;
1298 if (d->time > DOOR_WAIT_TIME && is_door_free(&Segments[w->segnum],w->sidenum)) {
1299 w->state = WALL_DOOR_CLOSING;
1303 else if (w->state == WALL_DOOR_CLOSED || w->state == WALL_DOOR_OPEN) {
1304 //this shouldn't happen. if the wall is in one of these states,
1305 //there shouldn't be an activedoor entry for it. So we'll kill
1306 //the activedoor entry. Tres simple.
1308 Int3(); //a bad thing has happened, but I'll try to fix it up
1309 for (t=i;t<Num_open_doors;t++)
1310 ActiveDoors[t] = ActiveDoors[t+1];
1315 for (i=0;i<Num_cloaking_walls;i++) {
1319 d = &CloakingWalls[i];
1320 w = &Walls[d->front_wallnum];
1322 if (w->state == WALL_DOOR_CLOAKING)
1323 do_cloaking_wall_frame(i);
1324 else if (w->state == WALL_DOOR_DECLOAKING)
1325 do_decloaking_wall_frame(i);
1327 Int3(); //unexpected wall state
1331 int Num_stuck_objects=0;
1333 stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
1335 // An object got stuck in a door (like a flare).
1336 // Add global entry.
1337 void add_stuck_object(object *objp, int segnum, int sidenum)
1342 wallnum = Segments[segnum].sides[sidenum].wall_num;
1344 if (wallnum != -1) {
1345 if (Walls[wallnum].flags & WALL_BLASTED)
1346 objp->flags |= OF_SHOULD_BE_DEAD;
1348 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1349 if (Stuck_objects[i].wallnum == -1) {
1350 Stuck_objects[i].wallnum = wallnum;
1351 Stuck_objects[i].objnum = objp-Objects;
1352 Stuck_objects[i].signature = objp->signature;
1353 // mprintf((0, "Added wall %i at index %i\n", wallnum, i));
1354 Num_stuck_objects++;
1358 if (i == MAX_STUCK_OBJECTS)
1359 mprintf((1, "Warning: Unable to add object %i which got stuck in wall %i to Stuck_objects\n", objp-Objects, wallnum));
1366 // --------------------------------------------------------------------------------------------------
1367 // Look at the list of stuck objects, clean up in case an object has gone away, but not been removed here.
1368 // Removes up to one/frame.
1369 void remove_obsolete_stuck_objects(void)
1373 // Safety and efficiency code. If no stuck objects, should never get inside the IF, but this is faster.
1374 if (!Num_stuck_objects)
1377 objnum = FrameCount % MAX_STUCK_OBJECTS;
1379 if (Stuck_objects[objnum].wallnum != -1)
1380 if ((Walls[Stuck_objects[objnum].wallnum].state != WALL_DOOR_CLOSED) || (Objects[Stuck_objects[objnum].objnum].signature != Stuck_objects[objnum].signature)) {
1381 Num_stuck_objects--;
1382 Objects[Stuck_objects[objnum].objnum].lifeleft = F1_0/8;
1383 Stuck_objects[objnum].wallnum = -1;
1388 extern void flush_fcd_cache(void);
1390 // ----------------------------------------------------------------------------------------------------
1391 // Door with wall index wallnum is opening, kill all objects stuck in it.
1392 void kill_stuck_objects(int wallnum)
1396 if (Num_stuck_objects == 0) {
1400 Num_stuck_objects=0;
1402 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1403 if (Stuck_objects[i].wallnum == wallnum) {
1404 if (Objects[Stuck_objects[i].objnum].type == OBJ_WEAPON) {
1405 Objects[Stuck_objects[i].objnum].lifeleft = F1_0/8;
1407 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));
1408 // Int3(); // What? This looks bad. Object is not a weapon and it is stuck in a wall!
1409 Stuck_objects[i].wallnum = -1;
1410 } else if (Stuck_objects[i].wallnum != -1) {
1411 Num_stuck_objects++;
1413 // Ok, this is awful, but we need to do things whenever a door opens/closes/disappears, etc.
1419 // -- unused -- // -----------------------------------------------------------------------------------
1420 // -- unused -- // Return object id of first flare found embedded in segp:sidenum.
1421 // -- unused -- // If no flare, return -1.
1422 // -- unused -- int contains_flare(segment *segp, int sidenum)
1424 // -- unused -- int i;
1426 // -- unused -- for (i=0; i<Num_stuck_objects; i++) {
1427 // -- unused -- object *objp = &Objects[Stuck_objects[i].objnum];
1429 // -- unused -- if ((objp->type == OBJ_WEAPON) && (objp->id == FLARE_ID)) {
1430 // -- unused -- if (Walls[Stuck_objects[i].wallnum].segnum == segp-Segments)
1431 // -- unused -- if (Walls[Stuck_objects[i].wallnum].sidenum == sidenum)
1432 // -- unused -- return objp-Objects;
1436 // -- unused -- return -1;
1439 // -----------------------------------------------------------------------------------
1440 // Initialize stuck objects array. Called at start of level
1441 void init_stuck_objects(void)
1445 for (i=0; i<MAX_STUCK_OBJECTS; i++)
1446 Stuck_objects[i].wallnum = -1;
1448 Num_stuck_objects = 0;
1451 // -----------------------------------------------------------------------------------
1452 // Clear out all stuck objects. Called for a new ship
1453 void clear_stuck_objects(void)
1457 for (i=0; i<MAX_STUCK_OBJECTS; i++) {
1458 if (Stuck_objects[i].wallnum != -1) {
1461 objnum = Stuck_objects[i].objnum;
1463 if ((Objects[objnum].type == OBJ_WEAPON) && (Objects[objnum].id == FLARE_ID))
1464 Objects[objnum].lifeleft = F1_0/8;
1466 Stuck_objects[i].wallnum = -1;
1468 Num_stuck_objects--;
1472 Assert(Num_stuck_objects == 0);
1476 // -----------------------------------------------------------------------------------
1477 #define MAX_BLAST_GLASS_DEPTH 5
1479 void bng_process_segment(object *objp, fix damage, segment *segp, int depth, byte *visited)
1483 if (depth > MAX_BLAST_GLASS_DEPTH)
1488 for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
1493 // Process only walls which have glass.
1494 if ((tm=segp->sides[sidenum].tmap_num2) != 0) {
1497 tm &= 0x3fff; //tm without flags
1499 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))) {
1500 compute_center_point_on_side(&pnt, segp, sidenum);
1501 dist = vm_vec_dist_quick(&pnt, &objp->pos);
1502 if (dist < damage/2) {
1503 dist = find_connected_distance(&pnt, segp-Segments, &objp->pos, objp->segnum, MAX_BLAST_GLASS_DEPTH, WID_RENDPAST_FLAG);
1504 if ((dist > 0) && (dist < damage/2))
1505 check_effect_blowup(segp, sidenum, &pnt, &Objects[objp->ctype.laser_info.parent_num], 1);
1511 for (i=0; i<MAX_SIDES_PER_SEGMENT; i++) {
1512 int segnum = segp->children[i];
1515 if (!visited[segnum]) {
1516 if (WALL_IS_DOORWAY(segp, i) & WID_FLY_FLAG) {
1517 visited[segnum] = 1;
1518 bng_process_segment(objp, damage, &Segments[segnum], depth, visited);
1525 // -----------------------------------------------------------------------------------
1526 // objp is going to detonate
1527 // blast nearby monitors, lights, maybe other things
1528 void blast_nearby_glass(object *objp, fix damage)
1531 byte visited[MAX_SEGMENTS];
1534 cursegp = &Segments[objp->segnum];
1535 for (i=0; i<=Highest_segment_index; i++)
1538 visited[objp->segnum] = 1;
1539 bng_process_segment(objp, damage, cursegp, 0, visited);