Exemple #1
0
// -------------------------------------------------------------------------------
//when the wall has used all its hitpoints, this will destroy it
void blast_blastable_wall(segment *seg, int side)
{
	int Connectside;
	segment *csegp;
	int a, n;

	Assert(seg->sides[side].wall_num != -1);

	Walls[seg->sides[side].wall_num].hps = -1;	//say it's blasted

	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	Assert(Connectside != -1);

	kill_stuck_objects(seg->sides[side].wall_num);
	kill_stuck_objects(csegp->sides[Connectside].wall_num);

	//if this is an exploding wall, explode it
	if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
		explode_wall(seg-Segments,side);
	else {
		//if not exploding, set final frame, and make door passable
		a = Walls[seg->sides[side].wall_num].clip_num;
		n = WallAnims[a].num_frames;
		wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);
		Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
		Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;
	}

}
Exemple #2
0
// -------------------------------------------------------------------------------
//when the wall has used all its hitpoints, this will destroy it
void blast_blastable_wall(segment *seg, int side)
{
	int Connectside;
	segment *csegp;
	int a, n;

	Assert(seg->sides[side].wall_num != -1);

	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	Assert(Connectside != -1);

	kill_stuck_objects(seg->sides[side].wall_num);
	kill_stuck_objects(csegp->sides[Connectside].wall_num);

	a = Walls[seg->sides[side].wall_num].clip_num;
	n = WallAnims[a].num_frames;

	if (!(WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES))
		wall_set_tmap_num(seg,side,csegp,Connectside,a,n-1);

	Walls[seg->sides[side].wall_num].flags |= WALL_BLASTED;
	Walls[csegp->sides[Connectside].wall_num].flags |= WALL_BLASTED;

	//if this is an exploding wall, explode it
	if (WallAnims[Walls[seg->sides[side].wall_num].clip_num].flags & WCF_EXPLODES)
		explode_wall(seg-Segments,side);
}
Exemple #3
0
//-----------------------------------------------------------------
// Deteriorate appearance of wall. (Changes bitmap (paste-ons)) 
void wall_damage(segment *seg, int side, fix damage)
{
	int a, i, n;

	if (seg->sides[side].wall_num == -1) {
		mprintf((0, "Damaging illegal wall\n"));
		return;
	}

	if (Walls[seg->sides[side].wall_num].type != WALL_BLASTABLE)
		return;
	
	if (!(Walls[seg->sides[side].wall_num].flags & WALL_BLASTED) && Walls[seg->sides[side].wall_num].hps >= 0)
		{
		int Connectside;
		segment *csegp;

		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);
		Assert(Connectside != -1);
		
		Walls[seg->sides[side].wall_num].hps -= damage;
		Walls[csegp->sides[Connectside].wall_num].hps -= damage;
			
		a = Walls[seg->sides[side].wall_num].clip_num;
		n = WallAnims[a].num_frames;
		
		if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*1/n) {
			blast_blastable_wall( seg, side );			
			#ifdef NETWORK
			if (Game_mode & GM_MULTI)
				multi_send_door_open(seg-Segments, side,Walls[seg->sides[side].wall_num].flags);
			#endif
		}
		else
			for (i=0;i<n;i++)
				if (Walls[seg->sides[side].wall_num].hps < WALL_HPS*(n-i)/n) {
					wall_set_tmap_num(seg,side,csegp,Connectside,a,i);
				}
		}
}
Exemple #4
0
//-----------------------------------------------------------------
// This function closes the specified door and restores the closed
//  door texture.  This is called when the animation is done
void wall_close_door_num(int door_num)
{
	int p;
	active_door *d;
	int i, cwall_num;

	d = &ActiveDoors[door_num];

	for (p=0;p<d->n_parts;p++) {
		wall *w;
		int Connectside, side;
		segment *csegp, *seg;
	
		w = &Walls[d->front_wallnum[p]];

		seg = &Segments[w->segnum];
		side = w->sidenum;
	
		Assert(seg->sides[side].wall_num != -1);		//Closing door on illegal wall
		
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);
		Assert(Connectside != -1);
		cwall_num = csegp->sides[Connectside].wall_num;
		Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSED;
		if (cwall_num > -1)
			Walls[cwall_num].state = WALL_DOOR_CLOSED;
	
		wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,0);

	}
	
	for (i=door_num;i<Num_open_doors;i++)
		ActiveDoors[i] = ActiveDoors[i+1];

	Num_open_doors--;

}
Exemple #5
0
//-----------------------------------------------------------------
// Animates and processes the closing of a door.
// Called from the game loop.
void do_door_close(int door_num)
{
	int p;
	active_door *d;
	wall *w;

	Assert(door_num != -1);		//Trying to do_door_open on illegal door
	
	d = &ActiveDoors[door_num];

	w = &Walls[d->front_wallnum[0]];

	//check for objects in doorway before closing
	if (w->flags & WALL_DOOR_AUTO)
		if (!is_door_free(&Segments[w->segnum],w->sidenum)) {
			digi_kill_sound_linked_to_segment(w->segnum,w->sidenum,-1);
			wall_open_door(&Segments[w->segnum],w->sidenum);		//re-open door
			return;
		}

	for (p=0;p<d->n_parts;p++) {
		wall *w;
		int Connectside, side;
		segment *csegp, *seg;
		fix time_elapsed, time_total, one_frame;
		int i, n;
	
		w = &Walls[d->front_wallnum[p]];

		seg = &Segments[w->segnum];
		side = w->sidenum;
	
		if (seg->sides[side].wall_num == -1) {
			mprintf((0, "Trying to do_door_close on Illegal wall\n"));
			return;
		}
	
		//if here, must be auto door
//		Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);		
//don't assert here, because now we have triggers to close non-auto doors
	
		// Otherwise, close it.
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);
		Assert(Connectside != -1);
	

		if ( Newdemo_state != ND_STATE_PLAYBACK )
			// NOTE THE LINK TO ABOVE!!
			if (p==0)	//only play one sound for linked doors
				if ( d->time==0 )	{		//first time
					vms_vector cp;
					compute_center_point_on_side(&cp, seg, side );
					if (WallAnims[w->clip_num].close_sound  > -1 )
						digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg-Segments, side, &cp, 0, F1_0 );
				}
	
		d->time += FrameTime;

		time_elapsed = d->time;
		n = WallAnims[w->clip_num].num_frames;
		time_total = WallAnims[w->clip_num].play_time;
	
		one_frame = time_total/n;	
	
		i = n-time_elapsed/one_frame-1;
	
		if (i < n/2) {
			Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
			Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
		}
	
		// Animate door.
		if (i > 0) {
			wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);

			Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
			Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;

			ActiveDoors[Num_open_doors].time = 0;		//counts up

		} else 
			wall_close_door_num(door_num);
	}
}
Exemple #6
0
//-----------------------------------------------------------------
// Animates opening of a door.
// Called in the game loop.
void do_door_open(int door_num)
{
	int p;
	active_door *d;

	Assert(door_num != -1);		//Trying to do_door_open on illegal door
	
	d = &ActiveDoors[door_num];

	for (p=0;p<d->n_parts;p++) {
		wall *w;
		int Connectside, side;
		segment *csegp, *seg;
		fix time_elapsed, time_total, one_frame;
		int i, n;
	
		w = &Walls[d->front_wallnum[p]];
		kill_stuck_objects(d->front_wallnum[p]);
		kill_stuck_objects(d->back_wallnum[p]);

		seg = &Segments[w->segnum];
		side = w->sidenum;
	
		Assert(seg->sides[side].wall_num != -1);		//Trying to do_door_open on illegal wall
	
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);
		Assert(Connectside != -1);

		d->time += FrameTime;
	
		time_elapsed = d->time;
		n = WallAnims[w->clip_num].num_frames;
		time_total = WallAnims[w->clip_num].play_time;
	
		one_frame = time_total/n;	
	
		i = time_elapsed/one_frame;
	
		if (i < n)
			wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);
	
		if (i> n/2) {
			Walls[seg->sides[side].wall_num].flags |= WALL_DOOR_OPENED;
			Walls[csegp->sides[Connectside].wall_num].flags |= WALL_DOOR_OPENED;
		}
	
		if (i >= n-1) {
			wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,n-1);

			// If our door is not automatic just remove it from the list.
			if (!(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO)) {
				for (i=door_num;i<Num_open_doors;i++)
					ActiveDoors[i] = ActiveDoors[i+1];
				Num_open_doors--;
				Walls[seg->sides[side].wall_num].state = WALL_DOOR_OPEN;
				Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPEN;
			}
			else {

				Walls[seg->sides[side].wall_num].state = WALL_DOOR_WAITING;
				Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_WAITING;

				ActiveDoors[Num_open_doors].time = 0;	//counts up
			}
		}

	}

}
Exemple #7
0
//-----------------------------------------------------------------
// Animates and processes the closing of a door.
// Called from the game loop.
void do_door_close(int door_num)
{
	int p;
	active_door *d;
	wall *w;

	Assert(door_num != -1);		//Trying to do_door_open on illegal door
	
	d = &ActiveDoors[door_num];

	w = &Walls[d->front_wallnum[0]];

	//check for objects in doorway before closing
	if (w->flags & WALL_DOOR_AUTO)
		for (p=0;p<d->n_parts;p++) {
			int Connectside, side;
			segment *csegp, *seg;
			int objnum;
		
			seg = &Segments[w->segnum];
			side = w->sidenum;
		
			csegp = &Segments[seg->children[side]];
			Connectside = find_connect_side(seg, csegp);
			Assert(Connectside != -1);

			//go through each object in each of two segments, and see if
			//it pokes into the connecting seg

			for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
				if (check_poke(objnum,seg-Segments,side))
					return;		//abort!

			for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
				if (check_poke(objnum,csegp-Segments,Connectside))
					return;		//abort!
		}

	for (p=0;p<d->n_parts;p++) {
		wall *w;
		int Connectside, side;
		segment *csegp, *seg;
		fix time_elapsed, time_total, one_frame;
		int i, n;
	
		w = &Walls[d->front_wallnum[p]];

		seg = &Segments[w->segnum];
		side = w->sidenum;
	
		if (seg->sides[side].wall_num == -1) {
			return;
		}
	
		//if here, must be auto door
		Assert(Walls[seg->sides[side].wall_num].flags & WALL_DOOR_AUTO);		
	
		// Otherwise, close it.
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);
		Assert(Connectside != -1);
	

		if ( Newdemo_state != ND_STATE_PLAYBACK )
			// NOTE THE LINK TO ABOVE!!
			if (p==0)	//only play one sound for linked doors
				if ( d->time==0 )	{		//first time
					vms_vector cp;
					compute_center_point_on_side(&cp, seg, side );
					if (WallAnims[w->clip_num].close_sound  > -1 )
						digi_link_sound_to_pos( WallAnims[Walls[seg->sides[side].wall_num].clip_num].close_sound, seg-Segments, side, &cp, 0, F1_0 );
				}
	
		d->time += FrameTime;

		time_elapsed = d->time;
		n = WallAnims[w->clip_num].num_frames;
		time_total = WallAnims[w->clip_num].play_time;
	
		one_frame = time_total/n;	
	
		i = n-time_elapsed/one_frame-1;
	
		if (i < n/2) {
			Walls[seg->sides[side].wall_num].flags &= ~WALL_DOOR_OPENED;
			Walls[csegp->sides[Connectside].wall_num].flags &= ~WALL_DOOR_OPENED;
		}
	
		// Animate door.
		if (i > 0) {
			wall_set_tmap_num(seg,side,csegp,Connectside,w->clip_num,i);

			Walls[seg->sides[side].wall_num].state = WALL_DOOR_CLOSING;
			Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_CLOSING;

			ActiveDoors[Num_open_doors].time = 0;		//counts up

		} else 
			wall_close_door(door_num);
	}
}