Example #1
0
void T_WallDie (objtype *ob)
{
	id0_unsigned_t tile,other;

	if (++ob->temp1 == 3)
		tile = 0;
	else
		tile = WALLEXP-1 + ob->temp1;

	/*(id0_unsigned_t)actorat[ob->tilex][ob->tiley] = */tilemap[ob->tilex][ob->tiley] =
	*(mapsegs[0]+farmapylookup[ob->tiley]+ob->tilex) = tile;
	actorat[ob->tilex][ob->tiley] = tilemap[ob->tilex][ob->tiley];

	if (ob->temp1 == 1)
	{
	//
	// blow up nearby walls
	//
		other = tilemap[ob->tilex-1][ob->tiley];
		if ((id0_unsigned_t)(other-EXPWALLSTART)<NUMEXPWALLS)
			ExplodeWall (ob->tilex-1,ob->tiley);
		other = tilemap[ob->tilex+1][ob->tiley];
		if ((id0_unsigned_t)(other-EXPWALLSTART)<NUMEXPWALLS)
			ExplodeWall (ob->tilex+1,ob->tiley);
		other = tilemap[ob->tilex][ob->tiley-1];
		if ((id0_unsigned_t)(other-EXPWALLSTART)<NUMEXPWALLS)
			ExplodeWall (ob->tilex,ob->tiley-1);
		other = tilemap[ob->tilex][ob->tiley+1];
		if ((id0_unsigned_t)(other-EXPWALLSTART)<NUMEXPWALLS)
			ExplodeWall (ob->tilex,ob->tiley+1);
	}
}
Example #2
0
void T_WallDie (objtype *ob)
{
	extern id0_unsigned_t gcolor;
	id0_unsigned_t tile/*,other*/,spot,x,y;

	if (++ob->temp1 == 3)
		tile = 0;
	else
		if (gcolor == 0x0101)
			tile = WATEREXP-1 + ob->temp1;
		else
			tile = WALLEXP-1 + ob->temp1;
	x = ob->tilex;
	y = ob->tiley;

	/*(id0_unsigned_t)actorat[x][y] = */tilemap[x][y] = *(mapsegs[0]+farmapylookup[y]+x) = tile;
	actorat[x][y] = tilemap[x][y];

	if (ob->temp1 == 1)
	{
	//
	// blow up nearby walls
	//
		spot = (*(mapsegs[2]+farmapylookup[y]+(x-1))) >> 8;
		if (spot == EXP_WALL_CODE)
			ExplodeWall (x-1,y);
		spot = (*(mapsegs[2]+farmapylookup[y]+(x+1))) >> 8;
		if (spot == EXP_WALL_CODE)
			ExplodeWall (x+1,y);
		spot = (*(mapsegs[2]+farmapylookup[y-1]+x)) >> 8;
		if (spot == EXP_WALL_CODE)
			ExplodeWall (x,y-1);
		spot = (*(mapsegs[2]+farmapylookup[y+1]+x)) >> 8;
		if (spot == EXP_WALL_CODE)
			ExplodeWall (x,y+1);
	}
Example #3
0
// -------------------------------------------------------------------------------
//when the CWall has used all its hitpoints, this will destroy it
void CSegment::BlastWall (int nSide)
{
	short			nConnSide;
	CSegment*	connSegP;
	int			a, n;
	short			nConnWall;
	CWall*		wallP = Wall (nSide);

if (!wallP)
	return;
wallP->hps = -1;	//say it's blasted
if (m_children [nSide] < 0) {
	if (gameOpts->legacy.bWalls)
		Warning (TXT_BLAST_SINGLE, this - SEGMENTS, nSide, wallP - WALLS);
	connSegP = NULL;
	nConnSide = -1;
	nConnWall = NO_WALL;
	}
else {
	connSegP = SEGMENTS + m_children [nSide];
	nConnSide = ConnectedSide (connSegP);
	Assert (nConnSide != -1);
	nConnWall = connSegP->WallNum (nConnSide);
	KillStuckObjects (nConnWall);
	}
KillStuckObjects (WallNum (nSide));

//if this is an exploding wall, explode it
if ((gameData.walls.animP [wallP->nClip].flags & WCF_EXPLODES) && !(wallP->flags & WALL_BLASTED))
	ExplodeWall (Index (), nSide);
else {
	//if not exploding, set final frame, and make door passable
	a = wallP->nClip;
	n = AnimFrameCount (gameData.walls.animP + a);
	SetTexture (nSide, connSegP, nConnSide, a, n - 1);
	wallP->flags |= WALL_BLASTED;
	if (IS_WALL (nConnWall))
		WALLS [nConnWall].flags |= WALL_BLASTED;
	}
}