コード例 #1
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
int wall_remove_door_flag(sbyte flag)
{
	int Connectside;
	segment *csegp;

	if (Cursegp->sides[Curside].wall_num == -1)
		{
		editor_status("Cannot change flag. No wall at Curside.");
		return 0;
		}

	if (Walls[Cursegp->sides[Curside].wall_num].type != WALL_DOOR)
		{
		editor_status("Cannot change flag. No door at Curside.");
		return 0;
		}

 	csegp = &Segments[Cursegp->children[Curside]];
 	Connectside = find_connect_side(Cursegp, csegp);

 	Walls[Cursegp->sides[Curside].wall_num].flags &= ~flag;
  	Walls[csegp->sides[Connectside].wall_num].flags &= ~flag;

	Update_flags |= UF_ED_STATE_CHANGED;
	return 1;
}
コード例 #2
0
ファイル: ksegsel.cpp プロジェクト: dxx-rebirth/dxx-rebirth
// --------------------------------------------------------------------------------------
// Select next segment.
//	If there is a connection on the current side, then choose that segment.
// If there is no connecting segment on the current side, try any segment.
__attribute_warn_unused_result
static std::pair<vsegptridx_t, uint_fast32_t> get_next_segment_side(const vsegptridx_t curseg_num, uint_fast32_t curside)
{
    const auto side_child = curseg_num->children[curside];
    if (IS_CHILD(side_child))
    {
        const auto &&newseg_num = curseg_num.absolute_sibling(side_child);
        // Find out what side we came in through and favor side opposite that
        const auto newside = Side_opposite[find_connect_side(curseg_num, newseg_num)];
        // If there is nothing attached on the side opposite to what we came in (*newside), pick any other side
        if (!IS_CHILD(newseg_num->children[newside]))
            for (uint_fast32_t s = 0; s != MAX_SIDES_PER_SEGMENT; ++s)
            {
                const auto cseg = newseg_num->children[s];
                if (cseg != curseg_num && IS_CHILD(cseg))
                    return {newseg_num, s};
            }
        return {newseg_num, newside};
    }
    else
    {
        return {curseg_num, curside};
    }

}
コード例 #3
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);
}
コード例 #4
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
// -------------------------------------------------------------------------------
//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;
	}

}
コード例 #5
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
//---------------------------------------------------------------------
// Add a wall (removable 2 sided)
int add_wall(segment *seg, short side)
{
	int Connectside;
	segment *csegp;

	if (Num_walls < MAX_WALLS-2)
  	if (IS_CHILD(seg->children[side])) {
		if (seg->sides[side].wall_num == -1) {
 			seg->sides[side].wall_num = Num_walls;
			Num_walls++;
			}
				 
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);

		if (csegp->sides[Connectside].wall_num == -1) {
			csegp->sides[Connectside].wall_num = Num_walls;
			Num_walls++;
			}
		
		create_removable_wall( seg, side, CurrentTexture );
		create_removable_wall( csegp, Connectside, CurrentTexture );

		return 1;
		}

	return 0;
}
コード例 #6
0
ファイル: ksegsel.cpp プロジェクト: dxx-rebirth/dxx-rebirth
// ---------------------------------------------------------------------------------------
// Select previous segment.
//	If there is a connection on the side opposite to the current side, then choose that segment.
// If there is no connecting segment on the opposite face, try any segment.
__attribute_warn_unused_result
static std::pair<vsegptridx_t, uint_fast32_t> get_previous_segment_side(const vsegptridx_t curseg_num, const uint_fast32_t curside)
{
    const auto &newseg_num = get_previous_segment(curseg_num, curside);
    // Now make Curside point at the segment we just left (unless we couldn't leave it).
    return {newseg_num, newseg_num == curseg_num ? curside : find_connect_side(curseg_num, newseg_num)};
}
コード例 #7
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
//---------------------------------------------------------------------
// Add a wall to markedside
int wall_add_to_markedside(sbyte type)
{
	int Connectside;
	segment *csegp;

	if (add_wall(Markedsegp, Markedside)) {
		int	wall_num, cwall_num;
		csegp = &Segments[Markedsegp->children[Markedside]];

		Connectside = find_connect_side(Markedsegp, csegp);

		wall_num = Markedsegp->sides[Markedside].wall_num;
		cwall_num = csegp->sides[Connectside].wall_num;

		Walls[wall_num].segnum = Markedsegp-Segments;
		Walls[cwall_num].segnum = csegp-Segments;

		Walls[wall_num].sidenum = Markedside;
		Walls[cwall_num].sidenum = Connectside;

  		Walls[wall_num].flags = 0;
		Walls[cwall_num].flags = 0;

  		Walls[wall_num].type = type;
		Walls[cwall_num].type = type;

		Walls[wall_num].trigger = -1;
		Walls[cwall_num].trigger = -1;

		Walls[wall_num].clip_num = -1;
		Walls[cwall_num].clip_num = -1;

		Walls[wall_num].keys = KEY_NONE;
		Walls[cwall_num].keys = KEY_NONE;

		if (type == WALL_BLASTABLE) {
	  		Walls[wall_num].hps = WALL_HPS;
			Walls[cwall_num].hps = WALL_HPS;
			
	  		Walls[wall_num].clip_num = 0;
			Walls[cwall_num].clip_num = 0;
			}	

		if (type != WALL_DOOR) {
			Markedsegp->sides[Markedside].tmap_num2 = 0;
			csegp->sides[Connectside].tmap_num2 = 0;
			}

		Update_flags |= UF_WORLD_CHANGED;
		return 1;
	} else {
		editor_status( "Cannot add wall here, no children" );
		return 0;
	}
}
コード例 #8
0
ファイル: SWITCH.C プロジェクト: devint1/descent-win
//-----------------------------------------------------------------
// Checks for a trigger whenever an object hits a trigger side.
void check_trigger(segment *seg, short side, short objnum)
{
	int wall_num, trigger_num, ctrigger_num;
	segment *csegp;
 	short cside;

//	mprintf(0,"T");

	if (objnum == Players[Player_num].objnum) {

//		if ( Newdemo_state == ND_STATE_RECORDING )
//			newdemo_record_trigger( seg-Segments, side, objnum );

		if ( Newdemo_state == ND_STATE_PLAYBACK )
			return;

		wall_num = seg->sides[side].wall_num;
		if ( wall_num == -1 ) return;
		
		trigger_num = Walls[wall_num].trigger;

		if (trigger_num == -1)
			return;

		if (check_trigger_sub(trigger_num, Player_num))
			return;

		if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {
			Triggers[trigger_num].flags &= ~TRIGGER_ON;
	
			csegp = &Segments[seg->children[side]];
			cside = find_connect_side(seg, csegp);
			Assert(cside != -1);
		
			wall_num = csegp->sides[cside].wall_num;
			if ( wall_num == -1 ) return;
			
			ctrigger_num = Walls[wall_num].trigger;
	
			Triggers[ctrigger_num].flags &= ~TRIGGER_ON;
		}
#ifndef SHAREWARE
#ifdef NETWORK
		if (Game_mode & GM_MULTI)
			multi_send_trigger(trigger_num);
#endif
#endif
	}
}
コード例 #9
0
ファイル: wall.c プロジェクト: CDarrow/DXX-Retro
//-----------------------------------------------------------------
// Turns on an illusionary wall (This will be used primarily for
//  wall switches or triggers that can turn on/off illusionary walls.)
void wall_illusion_on(segment *seg, int side)
{
	segment *csegp;
	int cside;

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

	if (seg->sides[side].wall_num == -1) {
		return;
	}

	Walls[seg->sides[side].wall_num].flags &= ~WALL_ILLUSION_OFF;
	Walls[csegp->sides[cside].wall_num].flags &= ~WALL_ILLUSION_OFF;
}
コード例 #10
0
ファイル: ksegsel.c プロジェクト: CDarrow/Spectator-JinX
// ---------------------------------------------------------------------------------------
// Select previous segment.
//	If there is a connection on the side opposite to the current side, then choose that segment.
// If there is no connecting segment on the opposite face, try any segment.
void get_previous_segment(int curseg_num, int curside,int *newseg_num, int *newside)
{
	int     s;

	*newseg_num = curseg_num;

        if (IS_CHILD(Segments[curseg_num].children[(int)Side_opposite[curside]]))
                *newseg_num = Segments[curseg_num].children[(int)Side_opposite[curside]];
	else        // no segment on opposite face, connect to anything
		for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
			if ((s != curside) && IS_CHILD(Segments[curseg_num].children[s]))
				*newseg_num = Segments[curseg_num].children[s];

	// Now make Curside point at the segment we just left (unless we couldn't leave it).
	if (*newseg_num != curseg_num)
		*newside = find_connect_side(&Segments[curseg_num],&Segments[*newseg_num]);
	else
		*newside = curside;
}
コード例 #11
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// Turns off an illusionary wall (This will be used primarily for
//  wall switches or triggers that can turn on/off illusionary walls.)
void wall_illusion_off(segment *seg, int side)
{
	segment *csegp;
	int cside;

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

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

	Walls[seg->sides[side].wall_num].flags |= WALL_ILLUSION_OFF;
	Walls[csegp->sides[cside].wall_num].flags |= WALL_ILLUSION_OFF;

	kill_stuck_objects(seg->sides[side].wall_num);
	kill_stuck_objects(csegp->sides[cside].wall_num);
}
コード例 #12
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// 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);
				}
		}
}
コード例 #13
0
ファイル: ksegsel.c プロジェクト: CDarrow/Spectator-JinX
// --------------------------------------------------------------------------------------
// Select next segment.
//	If there is a connection on the current side, then choose that segment.
// If there is no connecting segment on the current side, try any segment.
void get_next_segment(int curseg_num, int curside, int *newseg_num, int *newside)
{
	int	s;

	if (IS_CHILD(Segments[curseg_num].children[curside])) {

		*newseg_num = Segments[curseg_num].children[Curside];

		// Find out what side we came in through and favor side opposite that
		*newside = Side_opposite[find_connect_side(&Segments[curseg_num],&Segments[*newseg_num])];

		// If there is nothing attached on the side opposite to what we came in (*newside), pick any other side
		if (!IS_CHILD(Segments[*newseg_num].children[*newside]))
			for (s=0; s<MAX_SIDES_PER_SEGMENT; s++)
				if ((Segments[*newseg_num].children[s] != curseg_num) && IS_CHILD(Segments[*newseg_num].children[s]))
					*newside = s;
	} else {
		*newseg_num = curseg_num;
		*newside = curside;
	}

}
コード例 #14
0
ファイル: wall.c プロジェクト: CDarrow/DXX-Retro
//-----------------------------------------------------------------
// 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--;

}
コード例 #15
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//returns true of door in unobjstructed (& thus can close)
int is_door_free(segment *seg,int side)
{
	int Connectside;
	segment *csegp;
	int objnum;
	
	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 (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,seg-Segments,side))
			return 0;	//not free

	for (objnum=csegp->objects;objnum!=-1;objnum=Objects[objnum].next)
		if (Objects[objnum].type!=OBJ_WEAPON && Objects[objnum].type!=OBJ_FIREBALL && check_poke(objnum,csegp-Segments,Connectside))
			return 0;	//not free

	return 1; 	//doorway is free!
}
コード例 #16
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
int wall_assign_door(int door_type)
{
	int Connectside;
	segment *csegp;

	if (Cursegp->sides[Curside].wall_num == -1) {
		editor_status("Cannot assign door. No wall at Curside.");
		return 0;
	}

	if (Walls[Cursegp->sides[Curside].wall_num].type != WALL_DOOR  &&  Walls[Cursegp->sides[Curside].wall_num].type != WALL_BLASTABLE) {
		editor_status("Cannot assign door. No door at Curside.");
		return 0;
	}

	Current_door_type = door_type;

 	csegp = &Segments[Cursegp->children[Curside]];
 	Connectside = find_connect_side(Cursegp, csegp);
	
 	Walls[Cursegp->sides[Curside].wall_num].clip_num = door_type;
  	Walls[csegp->sides[Connectside].wall_num].clip_num = door_type;

	if (WallAnims[door_type].flags & WCF_TMAP1) {
		Cursegp->sides[Curside].tmap_num = WallAnims[door_type].frames[0];
		csegp->sides[Connectside].tmap_num = WallAnims[door_type].frames[0];
		Cursegp->sides[Curside].tmap_num2 = 0;
		csegp->sides[Connectside].tmap_num2 = 0;
	}
	else {
		Cursegp->sides[Curside].tmap_num2 = WallAnims[door_type].frames[0];
		csegp->sides[Connectside].tmap_num2 = WallAnims[door_type].frames[0];
	}

	Update_flags |= UF_WORLD_CHANGED;
	return 1;
}
コード例 #17
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);
	}
}
コード例 #18
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// 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);
	}
}
コード例 #19
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// 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
			}
		}

	}

}
コード例 #20
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// Closes a door 
void wall_close_door(segment *seg, int side)
{
	wall *w;
	active_door *d;
	int Connectside;
	segment *csegp;

	Assert(seg->sides[side].wall_num != -1); 	//Opening door on illegal wall

	w = &Walls[seg->sides[side].wall_num];

	if ((w->state == WALL_DOOR_CLOSING) ||		//already closing
		 (w->state == WALL_DOOR_WAITING)	||		//open, waiting to close
		 (w->state == WALL_DOOR_CLOSED))			//closed
		return;

	if (!is_door_free(seg,side))
		return;

	if (w->state == WALL_DOOR_OPENING) {	//reuse door

		int i;
	
		d = NULL;

		for (i=0;i<Num_open_doors;i++) {		//find door

			d = &ActiveDoors[i];
	
			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)))
				break;
		} 

		Assert(i<Num_open_doors);				//didn't find door!
		Assert( d!=NULL ); // Get John!

		d->time = WallAnims[w->clip_num].play_time - d->time;

		if (d->time < 0)
			d->time = 0;
	
	}
	else {											//create new door
		Assert(w->state == WALL_DOOR_OPEN);
		d = &ActiveDoors[Num_open_doors];
		d->time = 0;
		Num_open_doors++;
		Assert( Num_open_doors < MAX_DOORS );
	}

	w->state = WALL_DOOR_CLOSING;

	// So that door can't be shot while opening
	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	Assert(Connectside != -1);

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

	d->front_wallnum[0] = seg->sides[side].wall_num;
	d->back_wallnum[0] = csegp->sides[Connectside].wall_num;

	Assert( seg-Segments != -1);

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_record_door_opening(seg-Segments, side);
	}

	if (w->linked_wall != -1) {
		Int3();		//don't think we ever used linked walls
	}
	else
		d->n_parts = 1;


	if ( Newdemo_state != ND_STATE_PLAYBACK )
	{
		// NOTE THE LINK TO ABOVE!!!!
		vms_vector cp;
		compute_center_point_on_side(&cp, seg, side );
		if (WallAnims[w->clip_num].open_sound > -1 )
			digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );

	}
}
コード例 #21
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// start the transition from open -> closed wall
void start_wall_decloak(segment *seg, int side)
{
	wall *w;
	cloaking_wall *d;
	int Connectside;
	segment *csegp;
	int i;

	if ( Newdemo_state==ND_STATE_PLAYBACK ) return;

	Assert(seg->sides[side].wall_num != -1); 	//Opening door on illegal wall

	w = &Walls[seg->sides[side].wall_num];

	if (w->type == WALL_CLOSED || w->state == WALL_DOOR_DECLOAKING)		//already closed or decloaking
		return;

	if (w->state == WALL_DOOR_CLOAKING) {	//cloaking, so reuse door

		int i;

		d = NULL;

		for (i=0;i<Num_cloaking_walls;i++) {		//find door

			d = &CloakingWalls[i];
	
			if (d->front_wallnum==w-Walls || d->back_wallnum==w-Walls )
				break;
		} 

		Assert(i<Num_cloaking_walls);				//didn't find door!
		Assert( d!=NULL ); // Get John!

		d->time = CLOAKING_WALL_TIME - d->time;

	}
	else if (w->state == WALL_DOOR_CLOSED) {	//create new door
		d = &CloakingWalls[Num_cloaking_walls];
		d->time = 0;
		if (Num_cloaking_walls >= MAX_CLOAKING_WALLS) {		//no more!
			Int3();		//ran out of cloaking wall slots
			/* what is this _doing_ here?
			w->type = WALL_CLOSED;
			Walls[csegp->sides[Connectside].wall_num].type = WALL_CLOSED;
			*/
			return;
		}
		Num_cloaking_walls++;
	}
	else {
		Int3();		//unexpected wall state
		return;
	}

	w->state = WALL_DOOR_DECLOAKING;

	// So that door can't be shot while opening
	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	Assert(Connectside != -1);

	Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_DECLOAKING;

	d->front_wallnum = seg->sides[side].wall_num;
	d->back_wallnum = csegp->sides[Connectside].wall_num;

	Assert( seg-Segments != -1);

	Assert(w->linked_wall == -1);

	if ( Newdemo_state != ND_STATE_PLAYBACK ) {
		vms_vector cp;
		compute_center_point_on_side(&cp, seg, side );
		digi_link_sound_to_pos( SOUND_WALL_CLOAK_OFF, seg-Segments, side, &cp, 0, F1_0 );
	}

	for (i=0;i<4;i++) {
		d->front_ls[i] = seg->sides[side].uvls[i].l;
		d->back_ls[i] = csegp->sides[Connectside].uvls[i].l;
	}
}
コード例 #22
0
ファイル: wall.c プロジェクト: gameplayer22/d2x-1
//-----------------------------------------------------------------
// Opens a door 
void wall_open_door(segment *seg, int side)
{
	wall *w;
	active_door *d;
	int Connectside;
	segment *csegp;

	Assert(seg->sides[side].wall_num != -1); 	//Opening door on illegal wall

	w = &Walls[seg->sides[side].wall_num];

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

	if ((w->state == WALL_DOOR_OPENING) ||		//already opening
		 (w->state == WALL_DOOR_WAITING)	||		//open, waiting to close
		 (w->state == WALL_DOOR_OPEN))			//open, & staying open
		return;

	if (w->state == WALL_DOOR_CLOSING) {		//closing, so reuse door

		int i;
	
		d = NULL;

		for (i=0;i<Num_open_doors;i++) {		//find door

			d = &ActiveDoors[i];
	
			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)))
				break;
		} 

		if (i>=Num_open_doors && (Game_mode & GM_MULTI))	
				goto FastFix; 
		
		Assert(i<Num_open_doors);				//didn't find door!
		Assert( d!=NULL ); // Get John!

		d->time = WallAnims[w->clip_num].play_time - d->time;

		if (d->time < 0)
			d->time = 0;
	
	}
	else {											//create new door
		Assert(w->state == WALL_DOOR_CLOSED);
		FastFix:
		d = &ActiveDoors[Num_open_doors];
		d->time = 0;
		Num_open_doors++;
		Assert( Num_open_doors < MAX_DOORS );
	}


	w->state = WALL_DOOR_OPENING;

	// So that door can't be shot while opening
	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	Assert(Connectside != -1);

	Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;

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

	d->front_wallnum[0] = seg->sides[side].wall_num;
	d->back_wallnum[0] = csegp->sides[Connectside].wall_num;

	Assert( seg-Segments != -1);

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_record_door_opening(seg-Segments, side);
	}

	if (w->linked_wall != -1) {
		wall *w2;
		segment *seg2;

		w2		= &Walls[w->linked_wall];
		seg2	= &Segments[w2->segnum];

		Assert(w2->linked_wall == seg->sides[side].wall_num);
		//Assert(!(w2->flags & WALL_DOOR_OPENING  ||  w2->flags & WALL_DOOR_OPENED));

		w2->state = WALL_DOOR_OPENING;

		csegp = &Segments[seg2->children[w2->sidenum]];
		Connectside = find_connect_side(seg2, csegp);
		Assert(Connectside != -1);
		Walls[csegp->sides[Connectside].wall_num].state = WALL_DOOR_OPENING;

		d->n_parts = 2;
		d->front_wallnum[1] = w->linked_wall;
		d->back_wallnum[1] = csegp->sides[Connectside].wall_num;
	}
	else
		d->n_parts = 1;


	if ( Newdemo_state != ND_STATE_PLAYBACK )
	{
		// NOTE THE LINK TO ABOVE!!!!
		vms_vector cp;
		compute_center_point_on_side(&cp, seg, side );
		if (WallAnims[w->clip_num].open_sound > -1 )
			digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );

	}
}
コード例 #23
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
//---------------------------------------------------------------------
// Add a wall to curside
int wall_add_to_side(segment *segp, int side, sbyte type)
{
	int connectside;
	segment *csegp;

	if (add_wall(segp, side)) {
		csegp = &Segments[segp->children[side]];
		connectside = find_connect_side(segp, csegp);

		Walls[segp->sides[side].wall_num].segnum = segp-Segments;
		Walls[csegp->sides[connectside].wall_num].segnum = csegp-Segments;

		Walls[segp->sides[side].wall_num].sidenum = side;
		Walls[csegp->sides[connectside].wall_num].sidenum = connectside;

  		Walls[segp->sides[side].wall_num].flags = 0;
		Walls[csegp->sides[connectside].wall_num].flags = 0;

  		Walls[segp->sides[side].wall_num].type = type;
		Walls[csegp->sides[connectside].wall_num].type = type;

//		Walls[segp->sides[side].wall_num].trigger = -1;
//		Walls[csegp->sides[connectside].wall_num].trigger = -1;

		Walls[segp->sides[side].wall_num].clip_num = -1;
		Walls[csegp->sides[connectside].wall_num].clip_num = -1;

		Walls[segp->sides[side].wall_num].keys = KEY_NONE;
		Walls[csegp->sides[connectside].wall_num].keys = KEY_NONE;

		if (type == WALL_BLASTABLE) {
	  		Walls[segp->sides[side].wall_num].hps = WALL_HPS;
			Walls[csegp->sides[connectside].wall_num].hps = WALL_HPS;
			
	  		//Walls[segp->sides[side].wall_num].clip_num = 0;
			//Walls[csegp->sides[connectside].wall_num].clip_num = 0;
			}	

		if (type != WALL_DOOR) {
			segp->sides[side].tmap_num2 = 0;
			csegp->sides[connectside].tmap_num2 = 0;
			}

		if (type == WALL_DOOR) {
	  		Walls[segp->sides[side].wall_num].flags |= WALL_DOOR_AUTO;
			Walls[csegp->sides[connectside].wall_num].flags |= WALL_DOOR_AUTO;

			Walls[segp->sides[side].wall_num].clip_num = Current_door_type;
			Walls[csegp->sides[connectside].wall_num].clip_num = Current_door_type;
		}

		//Update_flags |= UF_WORLD_CHANGED;
		//return 1;

//		return NextWall();		//assign a clip num
		return wall_assign_door(Current_door_type);

	} else {
		editor_status( "Cannot add wall here, no children" );
		return 0;
	}
}
コード例 #24
0
ファイル: PHYSICS.C プロジェクト: devint1/descent-win
//	-----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
do_physics_sim(object *obj)
{
	int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
	int iseg;
	int try_again;
	int fate;
	vms_vector frame_vec;			//movement in this frame
	vms_vector new_pos,ipos;		//position after this frame
	int count=0;
	int objnum;
	int WallHitSeg, WallHitSide;
	fvi_info hit_info;
	fvi_query fq;
	vms_vector save_pos;
	int save_seg;
	fix drag;
	fix sim_time;
	vms_vector start_pos;
	int obj_stopped=0;
	fix moved_time;			//how long objected moved before hit something
	vms_vector save_p0,save_p1;
	physics_info *pi;
	int orig_segnum = obj->segnum;

	Assert(obj->type != OBJ_NONE);
	Assert(obj->movement_type == MT_PHYSICS);

#ifndef NDEBUG
if (Dont_move_ai_objects)
	if (obj->control_type == CT_AI)
		return;
#endif

	pi = &obj->mtype.phys_info;

	do_physics_sim_rot(obj);

	if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
		return;

	objnum = obj-Objects;

	n_phys_segs = 0;

	disable_new_fvi_stuff = (obj->type != OBJ_PLAYER);

	sim_time = FrameTime;

//debug_obj = obj;

	#ifdef EXTRA_DEBUG
	if (obj == debug_obj) {
		printf("object %d:\n  start pos = %x %x %x\n",objnum,XYZ(&obj->pos));
		printf("  thrust = %x %x %x\n",XYZ(&obj->mtype.phys_info.thrust));
		printf("  sim_time = %x\n",sim_time);
	}

	//check for correct object segment 
	if(!get_seg_masks(&obj->pos,obj->segnum,0).centermask==0) {
		#ifndef NDEBUG
		mprintf((0,"Warning: object %d not in given seg!\n",objnum));
		#endif
		//Int3();  Removed by Rob 10/5/94
		if (!update_object_seg(obj)) {
			#ifndef NDEBUG
			mprintf((0,"Warning: can't find seg for object %d - moving\n",objnum));
			#endif
			if (!(Game_mode & GM_MULTI))
				Int3();
			compute_segment_center(&obj->pos,&Segments[obj->segnum]);
			obj->pos.x += objnum;
		}
	}
	#endif

	start_pos = obj->pos;

	n_ignore_objs = 0;

	Assert(obj->mtype.phys_info.brakes==0);		//brakes not used anymore?

		//if uses thrust, cannot have zero drag
	Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);

//mprintf((0,"thrust=%x  speed=%x\n",vm_vec_mag(&obj->mtype.phys_info.thrust),vm_vec_mag(&obj->mtype.phys_info.velocity)));

	//do thrust & drag
	
	if ((drag = obj->mtype.phys_info.drag) != 0) {

		int count;
		vms_vector accel;
		fix r,k;

		count = sim_time / FT;
		r = sim_time % FT;
		k = fixdiv(r,FT);

		if (obj->mtype.phys_info.flags & PF_USES_THRUST) {

			vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));

			while (count--) {

				vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);

				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
			}

			//do linear scale on remaining bit of time

			vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);

			vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
		}
		else {
			fix total_drag=f1_0;

			while (count--)
				total_drag = fixmul(total_drag,f1_0-drag);

			//do linear scale on remaining bit of time

			total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));

			vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
		}
	}

	#ifdef EXTRA_DEBUG
	if (obj == debug_obj)
		printf("  velocity = %x %x %x\n",XYZ(&obj->mtype.phys_info.velocity));
	#endif

	do {
		try_again = 0;

		//Move the object
		vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("  pass %d, frame_vec = %x %x %x\n",count,XYZ(&frame_vec));
		#endif

		if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )	
			break;

		count++;

		//	If retry count is getting large, then we are trying to do something stupid.
		if ( count > 3) 	{
			if (obj->type == OBJ_PLAYER) {
				if (count > 8)
					break;
			} else
				break;
		}

		vm_vec_add(&new_pos,&obj->pos,&frame_vec);

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   desired_pos  = %x %x %x\n",XYZ(&new_pos));
		#endif

		ignore_obj_list[n_ignore_objs] = -1;

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj) {
			printf("   FVI parms: p0 = %8x %8x %8x, segnum=%x, size=%x\n",XYZ(&obj->pos),obj->segnum,obj->size);
			printf("              p1 = %8x %8x %8x\n",XYZ(&new_pos));
		}
		#endif

		fq.p0						= &obj->pos;
		fq.startseg				= obj->segnum;
		fq.p1						= &new_pos;
		fq.rad					= obj->size;
		fq.thisobjnum			= objnum;
		fq.ignore_obj_list	= ignore_obj_list;
		fq.flags					= FQ_CHECK_OBJS;

		if (obj->type == OBJ_WEAPON)
			fq.flags |= FQ_TRANSPOINT;

		if (obj->type == OBJ_PLAYER)
			fq.flags |= FQ_GET_SEGLIST;

//@@			if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0)
//@@				Int3();

save_p0 = *fq.p0;
save_p1 = *fq.p1;


		fate = find_vector_intersection(&fq,&hit_info);
		//	Matt: Mike's hack.
		if (fate == HIT_OBJECT) {
			object	*objp = &Objects[hit_info.hit_object];

			if ((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID))
				count--;
		}

		#ifndef NDEBUG
		if (fate == HIT_BAD_P0) {
			mprintf((0,"Warning: Bad p0 in physics!  Object = %i, type = %i [%s]\n", obj-Objects, obj->type, Object_type_names[obj->type]));
			Int3();
		}
		#endif

		if (obj->type == OBJ_PLAYER) {
			int i;

			if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
				n_phys_segs--;

			for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1);  )
				phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
		}

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   fate  = %d, hit_pnt = %8x %8x %8x\n",fate,XYZ(&hit_info.hit_pnt));;
		#endif

		ipos = hit_info.hit_pnt;
		iseg = hit_info.hit_seg;
		WallHitSide = hit_info.hit_side;
		WallHitSeg = hit_info.hit_side_seg;

		if (iseg==-1) {		//some sort of horrible error
			#ifndef NDEBUG
			mprintf((1,"iseg==-1 in physics!  Object = %i, type = %i (%s)\n", obj-Objects, obj->type, Object_type_names[obj->type]));
			#endif
			//Int3();
			//compute_segment_center(&ipos,&Segments[obj->segnum]);
			//ipos.x += objnum;
			//iseg = obj->segnum;
			//fate = HIT_NONE;
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
			break;
		}

		Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));

		//if(!get_seg_masks(&hit_info.hit_pnt,hit_info.hit_seg,0).centermask==0)
		//	Int3();

		save_pos = obj->pos;			//save the object's position
		save_seg = obj->segnum;

		// update object's position and segment number
		obj->pos = ipos;

		#ifdef EXTRA_DEBUG
		if (obj == debug_obj)
			printf("   new pos = %x %x %x\n",XYZ(&obj->pos));
		#endif

		if ( iseg != obj->segnum )
			obj_relink(objnum, iseg );

		//if start point not in segment, move object to center of segment
		if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
			int n;

			if ((n=find_object_seg(obj))==-1) {
				//Int3();
				if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
					obj->pos = obj->last_pos;
					obj_relink(objnum, n );
				}
				else {
					compute_segment_center(&obj->pos,&Segments[obj->segnum]);
					obj->pos.x += objnum;
				}
				if (obj->type == OBJ_WEAPON)
					obj->flags |= OF_SHOULD_BE_DEAD;
			}
			return;
		}

		//calulate new sim time
		{
			//vms_vector moved_vec;
			vms_vector moved_vec_n;
			fix attempted_dist,actual_dist;

			actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);

			if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) {		//moved backwards

				//don't change position or sim_time

//*******					mprintf((0,"Obj %d moved backwards\n",obj-Objects));

				#ifdef EXTRA_DEBUG
				if (obj == debug_obj)
					printf("   Warning: moved backwards!\n");
				#endif

				obj->pos = save_pos;
		
				//iseg = obj->segnum;		//don't change segment

				obj_relink(objnum, save_seg );

				moved_time = 0;
			}
			else {
				fix old_sim_time;

				//if (obj == debug_obj)
				//	printf("   moved_vec = %x %x %x\n",XYZ(&moved_vec));
			
				attempted_dist = vm_vec_mag(&frame_vec);

				old_sim_time = sim_time;

				sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);

				moved_time = old_sim_time - sim_time;

				if (sim_time < 0 || sim_time>old_sim_time) {
					#ifndef NDEBUG
					mprintf((0,"Bogus sim_time = %x, old = %x\n",sim_time,old_sim_time));
					if (obj == debug_obj)
						printf("   Bogus sim_time = %x, old = %x, attempted_dist = %x, actual_dist = %x\n",sim_time,old_sim_time,attempted_dist,actual_dist);
					//Int3(); Removed by Rob
					#endif
					sim_time = old_sim_time;
					//WHY DOES THIS HAPPEN??

					moved_time = 0;
				}
			}

			#ifdef EXTRA_DEBUG
			if (obj == debug_obj)
				printf("   new sim_time = %x\n",sim_time);
			#endif

		}


		switch( fate )		{

			case HIT_WALL:		{
				vms_vector moved_v;
				//@@fix total_d,moved_d;
				fix hit_speed,wall_part;
	
				// Find hit speed	

				vm_vec_sub(&moved_v,&obj->pos,&save_pos);

				wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);

				if (wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0)
					collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
				else
					scrape_object_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );

				Assert( WallHitSeg > -1 );				
				Assert( WallHitSide > -1 );				

				if ( !(obj->flags&OF_SHOULD_BE_DEAD) )	{


					Assert(! (obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE));	//can't be bounce and stick

					if (obj->mtype.phys_info.flags & PF_STICK) {		//stop moving

						// mprintf((0, "Object %i stuck at %i:%i\n", obj-Objects, WallHitSeg, WallHitSide));
						add_stuck_object(obj, WallHitSeg, WallHitSide);

						vm_vec_zero(&obj->mtype.phys_info.velocity);
						obj_stopped = 1;
						try_again = 0;
					}
					else {					// Slide object along wall

						//We're constrained by wall, so subtract wall part from 
						//velocity vector

						wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);

						if (obj->mtype.phys_info.flags & PF_BOUNCE)		//bounce off wall
							wall_part *= 2;	//Subtract out wall part twice to achieve bounce

						vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);

						#ifdef EXTRA_DEBUG
						if (obj == debug_obj) {
							printf("   sliding - wall_norm %x %x %x\n",wall_part,XYZ(&hit_info.hit_wallnorm));
							printf("   wall_part %x, new velocity = %x %x %x\n",wall_part,XYZ(&obj->mtype.phys_info.velocity));
						}
						#endif

						try_again = 1;
					}
				}
				break;
			}

			case HIT_OBJECT:		{
				vms_vector old_vel;

				// Mark the hit object so that on a retry the fvi code
				// ignores this object.

				Assert(hit_info.hit_object != -1);

				//	Calculcate the hit point between the two objects.
				{	vms_vector	*ppos0, *ppos1, pos_hit;
					fix			size0, size1;
					ppos0 = &Objects[hit_info.hit_object].pos;
					ppos1 = &obj->pos;
					size0 = Objects[hit_info.hit_object].size;
					size1 = obj->size;
					Assert(size0+size1 != 0);	// Error, both sizes are 0, so how did they collide, anyway?!?
					//vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
					//vm_vec_add2(&pos_hit, ppos0);
					vm_vec_sub(&pos_hit, ppos1, ppos0);
					vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));

					old_vel = obj->mtype.phys_info.velocity;

					collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);

				}

				// Let object continue its movement
				if ( !(obj->flags&OF_SHOULD_BE_DEAD)  )	{
					//obj->pos = save_pos;

					if (obj->mtype.phys_info.flags&PF_PERSISTENT || (old_vel.x == obj->mtype.phys_info.velocity.x && old_vel.y == obj->mtype.phys_info.velocity.y && old_vel.z == obj->mtype.phys_info.velocity.z)) {
						//if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
							ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
						try_again = 1;
					}
				}

				break;
			}	
			case HIT_NONE:		
				break;

			#ifndef NDEBUG
			case HIT_BAD_P0:
				Int3();		// Unexpected collision type: start point not in specified segment.
				mprintf((0,"Warning: Bad p0 in physics!!!\n"));
				break;
			default:
				// Unknown collision type returned from find_vector_intersection!!
				Int3();
				break;
			#endif
		}

	} while ( try_again );

	//	Pass retry count info to AI.
	if (obj->control_type == CT_AI) {
		if (count > 0) {
			Ai_local_info[objnum].retry_count = count-1;
			Total_retries += count-1;
			Total_sims++;
		}
	}

	if (! obj_stopped)	{	//Set velocity from actual movement
		vms_vector moved_vec;
		vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
		vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));

		#ifdef BUMP_HACK
		if (obj==ConsoleObject && (obj->mtype.phys_info.velocity.x==0 && obj->mtype.phys_info.velocity.y==0 && obj->mtype.phys_info.velocity.z==0) &&
			  !(obj->mtype.phys_info.thrust.x==0 && obj->mtype.phys_info.thrust.y==0 && obj->mtype.phys_info.thrust.z==0)) {
			vms_vector center,bump_vec;

			//bump player a little towards center of segment to unstick

			compute_segment_center(&center,&Segments[obj->segnum]);
			vm_vec_normalized_dir_quick(&bump_vec,&center,&obj->pos);
			vm_vec_scale_add2(&obj->pos,&bump_vec,obj->size/5);
		}
		#endif
	}

	//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);

	//if (obj->control_type == CT_FLYING)
	if (obj->mtype.phys_info.flags & PF_LEVELLING)
		do_physics_align_object( obj );


	//hack to keep player from going through closed doors
	if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (Physics_cheat_flag!=0xBADA55) ) {
		int sidenum;

		sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);

		if (sidenum != -1) {

			if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
				side *s;
				int vertnum,num_faces,i;
				fix dist;
				int vertex_list[6];

				//bump object back

				s = &Segments[orig_segnum].sides[sidenum];

				create_abs_vertex_lists( &num_faces, vertex_list, orig_segnum, sidenum);

				//let's pretend this wall is not triangulated
				vertnum = vertex_list[0];
				for (i=1;i<4;i++)
					if (vertex_list[i] < vertnum)
						vertnum = vertex_list[i];

				#ifdef COMPACT_SEGS
					{
					vms_vector _vn;
					get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
					dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
					}
				#else
					dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
				#endif
				update_object_seg(obj);

			}
		}
	}

//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#ifndef NDEBUG
	//if end point not in segment, move object to last pos, or segment center
	if (get_seg_masks(&obj->pos,obj->segnum,0).centermask!=0) {
		if (find_object_seg(obj)==-1) {
			int n;

			//Int3();
			if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
				obj->pos = obj->last_pos;
				obj_relink(objnum, n );
			}
			else {
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
		}
	}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#endif


}
コード例 #25
0
ファイル: automap.c プロジェクト: CDarrow/DXX-Retro
void add_segment_edges(automap *am, segment *seg)
{
	int 	is_grate, no_fade;
	ubyte	color;
	int	sn;
	int	segnum = seg-Segments;
	int	hidden_flag;
	int ttype,trigger_num;
	
	for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
		int	vertex_list[4];

		hidden_flag = 0;

		is_grate = 0;
		no_fade = 0;

		color = 255;
		if (seg->children[sn] == -1) {
			color = am->wall_normal_color;
		}

		switch( Segment2s[segnum].special )	{
		case SEGMENT_IS_FUELCEN:
			color = BM_XRGB( 29, 27, 13 );
			break;
		case SEGMENT_IS_CONTROLCEN:
			if (Control_center_present)
				color = BM_XRGB( 29, 0, 0 );
			break;
		case SEGMENT_IS_ROBOTMAKER:
			color = BM_XRGB( 29, 0, 31 );
			break;
		}

		if (seg->sides[sn].wall_num > -1)	{
		
			trigger_num = Walls[seg->sides[sn].wall_num].trigger;
			ttype = Triggers[trigger_num].type;
			if (ttype==TT_SECRET_EXIT)
				{
			    color = BM_XRGB( 29, 0, 31 );
				 no_fade=1;
				 goto Here;
				} 	

			switch( Walls[seg->sides[sn].wall_num].type )	{
			case WALL_DOOR:
				if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
					no_fade = 1;
					color = am->wall_door_blue;
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
					no_fade = 1;
					color = am->wall_door_gold;
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
					no_fade = 1;
					color = am->wall_door_red;
				} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
					int	connected_seg = seg->children[sn];
					if (connected_seg != -1) {
						int connected_side = find_connect_side(seg, &Segments[connected_seg]);
						int	keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
						if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
							color = am->wall_door_color;
						else {
							switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
								case KEY_BLUE:	color = am->wall_door_blue;	no_fade = 1; break;
								case KEY_GOLD:	color = am->wall_door_gold;	no_fade = 1; break;
								case KEY_RED:	color = am->wall_door_red;	no_fade = 1; break;
								default:	Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
							}
						}

					}
				} else {
					color = am->wall_normal_color;
					hidden_flag = 1;
				}
				break;
			case WALL_CLOSED:
				// Make grates draw properly
				if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
					is_grate = 1;
				else
					hidden_flag = 1;
				color = am->wall_normal_color;
				break;
			case WALL_BLASTABLE:
				// Hostage doors
				color = am->wall_door_color;	
				break;
			}
		}
	
		if (segnum==Player_init[Player_num].segnum)
			color = BM_XRGB(31,0,31);

		if ( color != 255 )	{
			// If they have a map powerup, draw unvisited areas in dark blue.
			if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))	
				color = am->wall_revealed_color;

			Here:

			get_side_verts(vertex_list,segnum,sn);
			add_one_edge( am, vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( am, vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( am, vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( am, vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );

			if ( is_grate )	{
				add_one_edge( am, vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
				add_one_edge( am, vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
			}
		}
	}
}
コード例 #26
0
ファイル: wall.c プロジェクト: CDarrow/DXX-Retro
//-----------------------------------------------------------------
// Opens a door
void wall_open_door(segment *seg, int side)
{
	wall *w;
	active_door *d;
	int Connectside, wall_num, cwall_num = -1;
	segment *csegp;

	Assert(seg->sides[side].wall_num != -1); 	//Opening door on illegal wall

	w = &Walls[seg->sides[side].wall_num];
	wall_num = w - Walls;
	//kill_stuck_objects(seg->sides[side].wall_num);

	if ((w->state == WALL_DOOR_OPENING) ||		//already opening
		 (w->state == WALL_DOOR_WAITING)	||		//open, waiting to close
		 (w->state == WALL_DOOR_OPEN))			//open, & staying open
		return;

	if (w->state == WALL_DOOR_CLOSING) {		//closing, so reuse door

		int i;
	
		d = NULL;

		for (i=0;i<Num_open_doors;i++) {		//find door

			d = &ActiveDoors[i];
	
			if (d->front_wallnum[0]==w-Walls || d->back_wallnum[0]==wall_num ||
				 (d->n_parts==2 && (d->front_wallnum[1]==wall_num || d->back_wallnum[1]==wall_num)))
				break;
		}

		if (i>=Num_open_doors) // likely in demo playback or multiplayer
		{
			d = &ActiveDoors[Num_open_doors];
			d->time = 0;
			Num_open_doors++;
			Assert( Num_open_doors < MAX_DOORS );
		}
		else
		{
			Assert( d!=NULL ); // Get John!

			d->time = WallAnims[w->clip_num].play_time - d->time;

			if (d->time < 0)
				d->time = 0;
		}
	
	}
	else {											//create new door
		Assert(w->state == WALL_DOOR_CLOSED);
		d = &ActiveDoors[Num_open_doors];
		d->time = 0;
		Num_open_doors++;
		Assert( Num_open_doors < MAX_DOORS );
	}


	w->state = WALL_DOOR_OPENING;

	// So that door can't be shot while opening
	csegp = &Segments[seg->children[side]];
	Connectside = find_connect_side(seg, csegp);
	if (Connectside >= 0)
	{
		cwall_num = csegp->sides[Connectside].wall_num;
		if (cwall_num > -1)
		{
			Walls[cwall_num].state = WALL_DOOR_OPENING;
			d->back_wallnum[0] = cwall_num;
		}
		d->front_wallnum[0] = seg->sides[side].wall_num;
	}
	else
		con_printf(CON_URGENT, "Illegal Connectside %i in wall_open_door. Trying to hop over. Please check your level!\n", side);

	Assert( seg-Segments != -1);

	if (Newdemo_state == ND_STATE_RECORDING) {
		newdemo_record_door_opening(seg-Segments, side);
	}

	if (w->linked_wall != -1) {
		wall *w2;
		segment *seg2;

		w2		= &Walls[w->linked_wall];
		seg2	= &Segments[w2->segnum];

		Assert(w2->linked_wall == seg->sides[side].wall_num);
		//Assert(!(w2->flags & WALL_DOOR_OPENING  ||  w2->flags & WALL_DOOR_OPENED));

		w2->state = WALL_DOOR_OPENING;

		csegp = &Segments[seg2->children[w2->sidenum]];
		Connectside = find_connect_side(seg2, csegp);
		Assert(Connectside != -1);
		if (cwall_num > -1)
			Walls[cwall_num].state = WALL_DOOR_OPENING;

		d->n_parts = 2;
		d->front_wallnum[1] = w->linked_wall;
		d->back_wallnum[1] = cwall_num;
	}
	else
		d->n_parts = 1;


	if ( Newdemo_state != ND_STATE_PLAYBACK )
	{
		// NOTE THE LINK TO ABOVE!!!!
		vms_vector cp;
		compute_center_point_on_side(&cp, seg, side );
		if (WallAnims[w->clip_num].open_sound > -1 )
			digi_link_sound_to_pos( WallAnims[w->clip_num].open_sound, seg-Segments, side, &cp, 0, F1_0 );

	}
}
コード例 #27
0
ファイル: automap.c プロジェクト: Ringdingcoder/d1x
void add_segment_edges(segment *seg)
{
	int 	is_grate, no_fade;
	ubyte	color;
	int	sn;
	int	segnum = seg-Segments;
	int	hidden_flag;
	
	for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
		short	vertex_list[4];

		hidden_flag = 0;

		is_grate = 0;
		no_fade = 0;

		color = 255;
		if (seg->children[sn] == -1) {
			color = WALL_NORMAL_COLOR;
		}

		switch( seg->special )	{
		case SEGMENT_IS_FUELCEN:
			color = BM_XRGB( 29, 27, 13 );
			break;
		case SEGMENT_IS_CONTROLCEN:
			color = BM_XRGB( 29, 0, 0 );
			break;
		case SEGMENT_IS_ROBOTMAKER:
			color = BM_XRGB( 29, 0, 31 );
			break;
		}

		if (seg->sides[sn].wall_num > -1)	{

			switch( Walls[seg->sides[sn].wall_num].type )	{
			case WALL_DOOR:
				if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
					no_fade = 1;
					color = WALL_DOOR_BLUE;
					//mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
					no_fade = 1;
					color = WALL_DOOR_GOLD;
					//mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
					no_fade = 1;
					color = WALL_DOOR_RED;
					//mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
				} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
					int	connected_seg = seg->children[sn];
					if (connected_seg != -1) {
						int connected_side = find_connect_side(seg, &Segments[connected_seg]);
						int	keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
						if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
							color = WALL_DOOR_COLOR;
						else {
							switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
								case KEY_BLUE:	color = WALL_DOOR_BLUE;	no_fade = 1; break;
								case KEY_GOLD:	color = WALL_DOOR_GOLD;	no_fade = 1; break;
								case KEY_RED:	color = WALL_DOOR_RED;	no_fade = 1; break;
								default:	Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
							}
							//mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
						}
					}
				} else {
					color = WALL_NORMAL_COLOR;
					hidden_flag = 1;
					//mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
				}
				break;
			case WALL_CLOSED:
				// Make grates draw properly
				color = WALL_NORMAL_COLOR;
				is_grate = 1;
				break;
			case WALL_BLASTABLE:
				// Hostage doors
				color = WALL_DOOR_COLOR;	
				break;
			}
		}
	
		if (segnum==Player_init[Player_num].segnum)
			color = BM_XRGB(31,0,31);

		if ( color != 255 )	{
			// If they have a map powerup, draw unvisited areas in dark blue.
			if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))	
				color = BM_XRGB( 0, 0, 25 );

			get_side_verts(vertex_list,segnum,sn);
			add_one_edge( vertex_list[0], vertex_list[1], color, (ubyte) sn, (short) segnum, (int) hidden_flag, 0, (int) no_fade );
			add_one_edge( vertex_list[1], vertex_list[2], color, (ubyte) sn, (short) segnum, hidden_flag, 0, no_fade );
			add_one_edge( vertex_list[2], vertex_list[3], color, (ubyte) sn, (short) segnum, hidden_flag, 0, no_fade );
			add_one_edge( vertex_list[3], vertex_list[0], color, (ubyte) sn, (short) segnum, hidden_flag, 0, no_fade );

			if ( is_grate )	{
				add_one_edge( vertex_list[0], vertex_list[2], color, (ubyte) sn, (short) segnum, hidden_flag, 1, no_fade );
				add_one_edge( vertex_list[1], vertex_list[3], color, (ubyte) sn, (short) segnum, hidden_flag, 1, no_fade );
			}
		}
	}

}
コード例 #28
0
ファイル: medwall.c プロジェクト: CDarrow/DXX-Retro
//---------------------------------------------------------------------
//	Remove a specific side.
int wall_remove_side(segment *seg, short side)
{
	int Connectside;
	segment *csegp;
	int lower_wallnum;
	int w, s, t, l, t1;

	if (IS_CHILD(seg->children[side]) && IS_CHILD(seg->sides[side].wall_num)) {
		csegp = &Segments[seg->children[side]];
		Connectside = find_connect_side(seg, csegp);

		remove_trigger(seg, side);
		remove_trigger(csegp, Connectside);

		// Remove walls 'wall_num' and connecting side 'wall_num'
		//  from Walls array.  
	 	lower_wallnum = seg->sides[side].wall_num;
		if (csegp->sides[Connectside].wall_num < lower_wallnum)
			 lower_wallnum = csegp->sides[Connectside].wall_num;

		if (Walls[lower_wallnum].linked_wall != -1)
			Walls[Walls[lower_wallnum].linked_wall].linked_wall = -1;
		if (Walls[lower_wallnum+1].linked_wall != -1)
			Walls[Walls[lower_wallnum+1].linked_wall].linked_wall = -1;

		for (w=lower_wallnum;w<Num_walls-2;w++)
			Walls[w] = Walls[w+2];

		Num_walls -= 2;

		for (s=0;s<=Highest_segment_index;s++)
			if (Segments[s].segnum != -1)
			for (w=0;w<MAX_SIDES_PER_SEGMENT;w++)
				if	(Segments[s].sides[w].wall_num > lower_wallnum+1)
					Segments[s].sides[w].wall_num -= 2;

		// Destroy any links to the deleted wall.
		for (t=0;t<Num_triggers;t++)
			for (l=0;l<Triggers[t].num_links;l++)
				if ((Triggers[t].seg[l] == seg-Segments) && (Triggers[t].side[l] == side)) {
					for (t1=0;t1<Triggers[t].num_links-1;t1++) {
						Triggers[t].seg[t1] = Triggers[t].seg[t1+1];
						Triggers[t].side[t1] = Triggers[t].side[t1+1];
					}
					Triggers[t].num_links--;	
				}

		// Destroy control center links as well.
		for (l=0;l<ControlCenterTriggers.num_links;l++)
			if ((ControlCenterTriggers.seg[l] == seg-Segments) && (ControlCenterTriggers.side[l] == side)) {
				for (t1=0;t1<ControlCenterTriggers.num_links-1;t1++) {
					ControlCenterTriggers.seg[t1] = ControlCenterTriggers.seg[t1+1];
					ControlCenterTriggers.side[t1] = ControlCenterTriggers.side[t1+1];
				}
				ControlCenterTriggers.num_links--;	
			}

		seg->sides[side].wall_num = -1;
		csegp->sides[Connectside].wall_num = -1;

		Update_flags |= UF_WORLD_CHANGED;
		return 1;
	}

	editor_status( "Can't remove wall.  No wall present.");
	return 0;
}
コード例 #29
0
//	-----------------------------------------------------------------------------------------------------------
//Simulate a physics object for this frame
void do_physics_sim(object *obj)
{
	int ignore_obj_list[MAX_IGNORE_OBJS],n_ignore_objs;
	int iseg;
	int try_again;
	int fate=0;
	vms_vector frame_vec;			//movement in this frame
	vms_vector new_pos,ipos;		//position after this frame
	int count=0;
	int objnum;
	int WallHitSeg, WallHitSide;
	fvi_info hit_info;
	fvi_query fq;
	vms_vector save_pos;
	int save_seg;
	fix drag;
	fix sim_time;
	vms_vector start_pos;
	int obj_stopped=0;
	fix moved_time; 			//how long objected moved before hit something
	physics_info *pi;
	int orig_segnum = obj->segnum;
	fix PhysTime = (FrameTime<F1_0/30?F1_0/30:FrameTime);

	Assert(obj->movement_type == MT_PHYSICS);

#ifndef NDEBUG
	if (Dont_move_ai_objects)
		if (obj->control_type == CT_AI)
			return;
#endif

	pi = &obj->mtype.phys_info;

	do_physics_sim_rot(obj);

	if (!(pi->velocity.x || pi->velocity.y || pi->velocity.z || pi->thrust.x || pi->thrust.y || pi->thrust.z))
		return;

	objnum = obj-Objects;

	n_phys_segs = 0;

	/* As this engine was not designed for that high FPS as we intend, we use F1_0/30 max. for sim_time to ensure
	   scaling and dot products stay accurate and reliable. The object position intended for this frame will be scaled down later,
	   after the main collision-loop is done.
	   This won't make collision results be equal in all FPS settings, but hopefully more accurate, the higher our FPS are.
	*/
	sim_time = PhysTime; //FrameTime;

	//debug_obj = obj;

#ifdef EXTRA_DEBUG
	//check for correct object segment 
        if(!get_seg_masks(&obj->pos,obj->segnum,0,__FILE__,__LINE__).centermask==0) {
		//Int3();  Removed by Rob 10/5/94
		if (!update_object_seg(obj)) {
			if (!(Game_mode & GM_MULTI))
				Int3();
			compute_segment_center(&obj->pos,&Segments[obj->segnum]);
			obj->pos.x += objnum;
		}
	}
#endif

	start_pos = obj->pos;

	n_ignore_objs = 0;

	Assert(obj->mtype.phys_info.brakes==0);		//brakes not used anymore?

		//if uses thrust, cannot have zero drag
        Assert(!(obj->mtype.phys_info.flags&PF_USES_THRUST) || obj->mtype.phys_info.drag!=0);

	//do thrust & drag
	// NOTE: this always must be dependent on FrameTime, if sim_time differs!
	if ((drag = obj->mtype.phys_info.drag) != 0) {

		int count;
		vms_vector accel;
		fix r,k,have_accel;

		count = FrameTime / FT;
		r = FrameTime % FT;
		k = fixdiv(r,FT);

		if (obj->mtype.phys_info.flags & PF_USES_THRUST) {

			vm_vec_copy_scale(&accel,&obj->mtype.phys_info.thrust,fixdiv(f1_0,obj->mtype.phys_info.mass));
			have_accel = (accel.x || accel.y || accel.z);

			while (count--) {
				if (have_accel)
					vm_vec_add2(&obj->mtype.phys_info.velocity,&accel);

				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-drag);
			}

			//do linear scale on remaining bit of time

			vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&accel,k);
			if (drag)
				vm_vec_scale(&obj->mtype.phys_info.velocity,f1_0-fixmul(k,drag));
		}
		else if (drag)
		{
			fix total_drag=f1_0;

			while (count--)
				total_drag = fixmul(total_drag,f1_0-drag);

			//do linear scale on remaining bit of time

			total_drag = fixmul(total_drag,f1_0-fixmul(k,drag));

			vm_vec_scale(&obj->mtype.phys_info.velocity,total_drag);
		}
	}

	do {
		try_again = 0;

		//Move the object
		vm_vec_copy_scale(&frame_vec, &obj->mtype.phys_info.velocity, sim_time);

		if ( (frame_vec.x==0) && (frame_vec.y==0) && (frame_vec.z==0) )	
			break;

		count++;

		//	If retry count is getting large, then we are trying to do something stupid.
		if (count > 8) break; // in original code this was 3 for all non-player objects. still leave us some limit in case fvi goes apeshit.

		vm_vec_add(&new_pos,&obj->pos,&frame_vec);

		ignore_obj_list[n_ignore_objs] = -1;

		fq.p0						= &obj->pos;
		fq.startseg				= obj->segnum;
		fq.p1						= &new_pos;
		fq.rad					= obj->size;
		fq.thisobjnum			= objnum;
		fq.ignore_obj_list	= ignore_obj_list;
		fq.flags					= FQ_CHECK_OBJS;

		if (obj->type == OBJ_WEAPON)
			fq.flags |= FQ_TRANSPOINT;

		if (obj->type == OBJ_PLAYER)
			fq.flags |= FQ_GET_SEGLIST;

		fate = find_vector_intersection(&fq,&hit_info);
		//	Matt: Mike's hack.
		if (fate == HIT_OBJECT) {
			object	*objp = &Objects[hit_info.hit_object];

			if (((objp->type == OBJ_WEAPON) && (objp->id == PROXIMITY_ID)) || objp->type == OBJ_POWERUP) // do not increase count for powerups since they *should* not change our movement
				count--;
		}

#ifndef NDEBUG
		if (fate == HIT_BAD_P0) {
			Int3();
		}
#endif

		if (obj->type == OBJ_PLAYER) {
			int i;

			if (n_phys_segs && phys_seglist[n_phys_segs-1]==hit_info.seglist[0])
				n_phys_segs--;

			for (i=0;(i<hit_info.n_segs) && (n_phys_segs<MAX_FVI_SEGS-1);  )
				phys_seglist[n_phys_segs++] = hit_info.seglist[i++];
		}

		ipos = hit_info.hit_pnt;
		iseg = hit_info.hit_seg;
		WallHitSide = hit_info.hit_side;
		WallHitSeg = hit_info.hit_side_seg;

		if (iseg==-1) {		//some sort of horrible error
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
			break;
		}

		Assert(!((fate==HIT_WALL) && ((WallHitSeg == -1) || (WallHitSeg > Highest_segment_index))));

		//if(!get_seg_masks(&hit_info.hit_pnt,hit_info.hit_seg,0).centermask==0)
		//	Int3();

		save_pos = obj->pos;			//save the object's position
		save_seg = obj->segnum;

		// update object's position and segment number
		obj->pos = ipos;

		if ( iseg != obj->segnum )
			obj_relink(objnum, iseg );

		//if start point not in segment, move object to center of segment
                if (get_seg_masks(&obj->pos,obj->segnum,0,__FILE__,__LINE__).centermask!=0) {
			int n;

			if ((n=find_object_seg(obj))==-1) {
				//Int3();
				if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
					obj->pos = obj->last_pos;
					obj_relink(objnum, n );
				}
				else {
					compute_segment_center(&obj->pos,&Segments[obj->segnum]);
					obj->pos.x += objnum;
				}
				if (obj->type == OBJ_WEAPON)
					obj->flags |= OF_SHOULD_BE_DEAD;
			}
			return;
		}

		//calulate new sim time
		{
			//vms_vector moved_vec;
			vms_vector moved_vec_n;
			fix attempted_dist,actual_dist;

			actual_dist = vm_vec_normalized_dir(&moved_vec_n,&obj->pos,&save_pos);

			if (fate==HIT_WALL && vm_vec_dot(&moved_vec_n,&frame_vec) < 0) {		//moved backwards

				//don't change position or sim_time

				obj->pos = save_pos;
		
				//iseg = obj->segnum;		//don't change segment

				obj_relink(objnum, save_seg );

				moved_time = 0;
			}
			else {
				fix old_sim_time;

				attempted_dist = vm_vec_mag(&frame_vec);

				old_sim_time = sim_time;

				sim_time = fixmuldiv(sim_time,attempted_dist-actual_dist,attempted_dist);

				moved_time = old_sim_time - sim_time;

				if (sim_time < 0 || sim_time>old_sim_time) {
					sim_time = old_sim_time;
					//WHY DOES THIS HAPPEN??

					moved_time = 0;
				}
			}
		}


		switch( fate )		{

			case HIT_WALL:		{
				vms_vector moved_v;
				fix hit_speed=0, wall_part=0;

				// Find hit speed	

				vm_vec_sub(&moved_v,&obj->pos,&save_pos);

				wall_part = vm_vec_dot(&moved_v,&hit_info.hit_wallnorm);

				if ((wall_part != 0 && moved_time>0 && (hit_speed=-fixdiv(wall_part,moved_time))>0) || obj->type == OBJ_WEAPON || obj->type == OBJ_DEBRIS)
					collide_object_with_wall( obj, hit_speed, WallHitSeg, WallHitSide, &hit_info.hit_pnt );
				if (obj->type == OBJ_PLAYER)
					scrape_player_on_wall(obj, WallHitSeg, WallHitSide, &hit_info.hit_pnt );

				Assert( WallHitSeg > -1 );				
				Assert( WallHitSide > -1 );				

				if ( !(obj->flags&OF_SHOULD_BE_DEAD) )	{


					Assert(! (obj->mtype.phys_info.flags & PF_STICK && obj->mtype.phys_info.flags & PF_BOUNCE));	//can't be bounce and stick

					if (obj->mtype.phys_info.flags & PF_STICK) {		//stop moving

						add_stuck_object(obj, WallHitSeg, WallHitSide);

						vm_vec_zero(&obj->mtype.phys_info.velocity);
						obj_stopped = 1;
						try_again = 0;
					}
					else {					// Slide object along wall

						//We're constrained by wall, so subtract wall part from 
						//velocity vector

						wall_part = vm_vec_dot(&hit_info.hit_wallnorm,&obj->mtype.phys_info.velocity);

						// if wall_part, make sure the value is sane enough to get usable velocity computed
						if (wall_part < 0 && wall_part > -f1_0) wall_part = -f1_0;
						if (wall_part > 0 && wall_part < f1_0) wall_part = f1_0;

						if (obj->mtype.phys_info.flags & PF_BOUNCE)		//bounce off wall
							wall_part *= 2;	//Subtract out wall part twice to achieve bounce

						vm_vec_scale_add2(&obj->mtype.phys_info.velocity,&hit_info.hit_wallnorm,-wall_part);

						try_again = 1;
					}
				}

				break;
			}

			case HIT_OBJECT:		{
				vms_vector old_vel;

				// Mark the hit object so that on a retry the fvi code
				// ignores this object.

				Assert(hit_info.hit_object != -1);
				//	Calculcate the hit point between the two objects.
				{	vms_vector	*ppos0, *ppos1, pos_hit;
					fix			size0, size1;
					ppos0 = &Objects[hit_info.hit_object].pos;
					ppos1 = &obj->pos;
					size0 = Objects[hit_info.hit_object].size;
					size1 = obj->size;
					Assert(size0+size1 != 0);	// Error, both sizes are 0, so how did they collide, anyway?!?
					//vm_vec_scale(vm_vec_sub(&pos_hit, ppos1, ppos0), fixdiv(size0, size0 + size1));
					//vm_vec_add2(&pos_hit, ppos0);
					vm_vec_sub(&pos_hit, ppos1, ppos0);
					vm_vec_scale_add(&pos_hit,ppos0,&pos_hit,fixdiv(size0, size0 + size1));

					old_vel = obj->mtype.phys_info.velocity;

					collide_two_objects( obj, &Objects[hit_info.hit_object], &pos_hit);

				}

				// Let object continue its movement
				if ( !(obj->flags&OF_SHOULD_BE_DEAD)  )	{
					//obj->pos = save_pos;

					if (obj->mtype.phys_info.flags&PF_PERSISTENT || (old_vel.x == obj->mtype.phys_info.velocity.x && old_vel.y == obj->mtype.phys_info.velocity.y && old_vel.z == obj->mtype.phys_info.velocity.z)) {
						//if (Objects[hit_info.hit_object].type == OBJ_POWERUP)
							ignore_obj_list[n_ignore_objs++] = hit_info.hit_object;
						try_again = 1;
					}
				}

				break;
			}	
			case HIT_NONE:		
				break;

#ifndef NDEBUG
			case HIT_BAD_P0:
				Int3();		// Unexpected collision type: start point not in specified segment.
				break;
			default:
				// Unknown collision type returned from find_vector_intersection!!
				Int3();
				break;
#endif
		}
	} while ( try_again );

	//	Pass retry count info to AI.
	if (obj->control_type == CT_AI) {
		if (count > 0) {
			Ai_local_info[objnum].retry_count = count-1;
			Total_retries += count-1;
			Total_sims++;
		}
	}

	// As sim_time may not base on FrameTime, scale actual object position to get accurate movement
	if (PhysTime/FrameTime > 0)
	{
		vms_vector md;
		vm_vec_sub(&md, &obj->pos, &start_pos);
		vm_vec_scale(&md, F1_0/((float)PhysTime/FrameTime));
		vm_vec_add(&obj->pos,&start_pos, &md);
		//check for and update correct object segment
		if(!get_seg_masks(&obj->pos, obj->segnum, 0, __FILE__, __LINE__).centermask == 0)
		{
			if (!update_object_seg(obj)) {
				if (!(Game_mode & GM_MULTI))
					Int3();
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
		}
	}

	// After collision with objects and walls, set velocity from actual movement
	if (!obj_stopped
		&& ((obj->type == OBJ_PLAYER) || (obj->type == OBJ_ROBOT) || (obj->type == OBJ_DEBRIS)) 
		&& ((fate == HIT_WALL) || (fate == HIT_OBJECT) || (fate == HIT_BAD_P0))
		)
	{	
		vms_vector moved_vec;
		vm_vec_sub(&moved_vec,&obj->pos,&start_pos);
		vm_vec_copy_scale(&obj->mtype.phys_info.velocity,&moved_vec,fixdiv(f1_0,FrameTime));
	}

	fix_illegal_wall_intersection(obj, &start_pos);

	//Assert(check_point_in_seg(&obj->pos,obj->segnum,0).centermask==0);

	//if (obj->control_type == CT_FLYING)
	if (obj->mtype.phys_info.flags & PF_LEVELLING)
		do_physics_align_object( obj );


	//hack to keep player from going through closed doors
	if (obj->type==OBJ_PLAYER && obj->segnum!=orig_segnum && (!cheats.ghostphysics) ) {
		int sidenum;

		sidenum = find_connect_side(&Segments[obj->segnum],&Segments[orig_segnum]);

		if (sidenum != -1) {

			if (! (WALL_IS_DOORWAY(&Segments[orig_segnum],sidenum) & WID_FLY_FLAG)) {
				side *s;
				int vertnum,num_faces,i;
				fix dist;
				int vertex_list[6];

				//bump object back

				s = &Segments[orig_segnum].sides[sidenum];

                                create_abs_vertex_lists( &num_faces, vertex_list, orig_segnum, sidenum, __FILE__,__LINE__);

				//let's pretend this wall is not triangulated
				vertnum = vertex_list[0];
				for (i=1;i<4;i++)
					if (vertex_list[i] < vertnum)
						vertnum = vertex_list[i];

#ifdef COMPACT_SEGS
					{
						vms_vector _vn;
						get_side_normal(&Segments[orig_segnum], sidenum, 0, &_vn );
						dist = vm_dist_to_plane(&start_pos, &_vn, &Vertices[vertnum]);
						vm_vec_scale_add(&obj->pos,&start_pos,&_vn,obj->size-dist);
					}
#else
					dist = vm_dist_to_plane(&start_pos, &s->normals[0], &Vertices[vertnum]);
					vm_vec_scale_add(&obj->pos,&start_pos,&s->normals[0],obj->size-dist);
#endif
				update_object_seg(obj);

			}
		}
	}

//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#ifndef NDEBUG
	//if end point not in segment, move object to last pos, or segment center
        if (get_seg_masks(&obj->pos,obj->segnum,0,__FILE__,__LINE__).centermask!=0) {
		if (find_object_seg(obj)==-1) {
			int n;

			//Int3();
			if (obj->type==OBJ_PLAYER && (n=find_point_seg(&obj->last_pos,obj->segnum))!=-1) {
				obj->pos = obj->last_pos;
				obj_relink(objnum, n );
			}
			else {
				compute_segment_center(&obj->pos,&Segments[obj->segnum]);
				obj->pos.x += objnum;
			}
			if (obj->type == OBJ_WEAPON)
				obj->flags |= OF_SHOULD_BE_DEAD;
		}
	}
//--WE ALWYS WANT THIS IN, MATT AND MIKE DECISION ON 12/10/94, TWO MONTHS AFTER FINAL 	#endif
}
コード例 #30
0
ファイル: gamesave.c プロジェクト: CDarrow/DXX-Retro
// --------------------------------------------------------------------
// Load game 
// Loads all the relevant data for a level.
// If level != -1, it loads the filename with extension changed to .min
// Otherwise it loads the appropriate level mine.
// returns 0=everything ok, 1=old version, -1=error
int load_game_data(PHYSFS_file *LoadFile)
{
	int i,j;

	short game_top_fileinfo_version;
	int object_offset;
	int gs_num_objects;
	int trig_size;

	//===================== READ FILE INFO ========================

#if 0
	PHYSFS_read(LoadFile, &game_top_fileinfo, sizeof(game_top_fileinfo), 1);
#endif

	// Check signature
	if (PHYSFSX_readShort(LoadFile) != 0x6705)
		return -1;

	// Read and check version number
	game_top_fileinfo_version = PHYSFSX_readShort(LoadFile);
	if (game_top_fileinfo_version < GAME_COMPATIBLE_VERSION )
		return -1;

	// We skip some parts of the former game_top_fileinfo
	PHYSFSX_fseek(LoadFile, 31, SEEK_CUR);

	object_offset = PHYSFSX_readInt(LoadFile);
	gs_num_objects = PHYSFSX_readInt(LoadFile);
	PHYSFSX_fseek(LoadFile, 8, SEEK_CUR);

	Num_walls = PHYSFSX_readInt(LoadFile);
	PHYSFSX_fseek(LoadFile, 20, SEEK_CUR);

	Num_triggers = PHYSFSX_readInt(LoadFile);
	PHYSFSX_fseek(LoadFile, 24, SEEK_CUR);

	trig_size = PHYSFSX_readInt(LoadFile);
	Assert(trig_size == sizeof(ControlCenterTriggers));
	(void)trig_size;
	PHYSFSX_fseek(LoadFile, 4, SEEK_CUR);

	Num_robot_centers = PHYSFSX_readInt(LoadFile);
	PHYSFSX_fseek(LoadFile, 4, SEEK_CUR);

	if (game_top_fileinfo_version >= 31) //load mine filename
		// read newline-terminated string, not sure what version this changed.
		PHYSFSX_fgets(Current_level_name,sizeof(Current_level_name),LoadFile);
	else if (game_top_fileinfo_version >= 14) { //load mine filename
		// read null-terminated string
		char *p=Current_level_name;
		//must do read one char at a time, since no PHYSFSX_fgets()
		do *p = PHYSFSX_fgetc(LoadFile); while (*p++!=0);
	}
	else
		Current_level_name[0]=0;

	if (game_top_fileinfo_version >= 19) {	//load pof names
		N_save_pof_names = PHYSFSX_readShort(LoadFile);
		if (N_save_pof_names != 0x614d && N_save_pof_names != 0x5547) { // "Ma"de w/DMB beta/"GU"ILE
			Assert(N_save_pof_names < MAX_POLYGON_MODELS);
			PHYSFS_read(LoadFile,Save_pof_names,N_save_pof_names,FILENAME_LEN);
		}
	}

	//===================== READ PLAYER INFO ==========================


	//===================== READ OBJECT INFO ==========================

	Gamesave_num_org_robots = 0;
	Gamesave_num_players = 0;

	if (object_offset > -1) {
		if (PHYSFSX_fseek( LoadFile, object_offset, SEEK_SET ))
			Error( "Error seeking to object_offset in gamesave.c" );

		for (i = 0; i < gs_num_objects; i++) {

			read_object(&Objects[i], LoadFile, game_top_fileinfo_version);

			Objects[i].signature = obj_get_signature();
			verify_object( &Objects[i] );
		}

	}

	//===================== READ WALL INFO ============================

	for (i = 0; i < Num_walls; i++) {
		if (game_top_fileinfo_version >= 20)
			wall_read(&Walls[i], LoadFile); // v20 walls and up.
		else if (game_top_fileinfo_version >= 17) {
			v19_wall w;
			v19_wall_read(&w, LoadFile);
			Walls[i].segnum	        = w.segnum;
			Walls[i].sidenum	= w.sidenum;
			Walls[i].linked_wall	= w.linked_wall;
			Walls[i].type		= w.type;
			Walls[i].flags		= w.flags;
			Walls[i].hps		= w.hps;
			Walls[i].trigger	= w.trigger;
			Walls[i].clip_num	= convert_wclip(w.clip_num);
			Walls[i].keys		= w.keys;
			Walls[i].state		= WALL_DOOR_CLOSED;
		} else {
			v16_wall w;
			v16_wall_read(&w, LoadFile);
			Walls[i].segnum = Walls[i].sidenum = Walls[i].linked_wall = -1;
			Walls[i].type		= w.type;
			Walls[i].flags		= w.flags;
			Walls[i].hps		= w.hps;
			Walls[i].trigger	= w.trigger;
			Walls[i].clip_num	= convert_wclip(w.clip_num);
			Walls[i].keys		= w.keys;
		}
	}

#if 0
	//===================== READ DOOR INFO ============================

	if (game_fileinfo.doors_offset > -1)
	{
		if (!PHYSFSX_fseek( LoadFile, game_fileinfo.doors_offset,SEEK_SET ))	{

			for (i=0;i<game_fileinfo.doors_howmany;i++) {

				if (game_top_fileinfo_version >= 20)
					active_door_read(&ActiveDoors[i], LoadFile); // version 20 and up
				else {
					v19_door d;
					int p;

					v19_door_read(&d, LoadFile);

					ActiveDoors[i].n_parts = d.n_parts;

					for (p=0;p<d.n_parts;p++) {
						int cseg,cside;

						cseg = Segments[d.seg[p]].children[d.side[p]];
						cside = find_connect_side(&Segments[d.seg[p]],&Segments[cseg]);

						ActiveDoors[i].front_wallnum[p] = Segments[d.seg[p]].sides[d.side[p]].wall_num;
						ActiveDoors[i].back_wallnum[p] = Segments[cseg].sides[cside].wall_num;
					}
				}

			}
		}
	}
#endif // 0

	//==================== READ TRIGGER INFO ==========================

	for (i = 0; i < Num_triggers; i++)
	{
		if (game_top_fileinfo_version <= 25)
			trigger_read(&Triggers[i], LoadFile);
		else {
			int type;
			switch ((type = PHYSFSX_readByte(LoadFile)))
			{
				case 0: // door
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_CONTROL_DOORS;
					break;
				case 2: // matcen
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_MATCEN;
					break;
				case 3: // exit
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_EXIT;
					break;
				case 4: // secret exit
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_SECRET_EXIT;
					break;
				case 5: // illusion off
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_ILLUSION_OFF;
					break;
				case 6: // illusion on
					Triggers[i].type = 0;
					Triggers[i].flags = TRIGGER_ILLUSION_ON;
					break;
				default:
					con_printf(CON_URGENT,"Warning: unsupported trigger type %d (%d)\n", type, i);
			}
			if (PHYSFSX_readByte(LoadFile) & 2)	// one shot
				Triggers[i].flags |= TRIGGER_ONE_SHOT;
			Triggers[i].num_links = PHYSFSX_readShort(LoadFile);
			Triggers[i].value = PHYSFSX_readInt(LoadFile);
			Triggers[i].time = PHYSFSX_readInt(LoadFile);
			for (j=0; j<MAX_WALLS_PER_LINK; j++ )	
				Triggers[i].seg[j] = PHYSFSX_readShort(LoadFile);
			for (j=0; j<MAX_WALLS_PER_LINK; j++ )
				Triggers[i].side[j] = PHYSFSX_readShort(LoadFile);
		}
	}

	//================ READ CONTROL CENTER TRIGGER INFO ===============

	control_center_triggers_read_n(&ControlCenterTriggers, 1, LoadFile);

	//================ READ MATERIALOGRIFIZATIONATORS INFO ===============

	for (i = 0; i < Num_robot_centers; i++) {
		matcen_info_read(&RobotCenters[i], LoadFile, game_top_fileinfo_version);
		
		//	Set links in RobotCenters to Station array
		for (j = 0; j <= Highest_segment_index; j++)
			if (Segments[j].special == SEGMENT_IS_ROBOTMAKER)
				if (Segments[j].matcen_num == i)
					RobotCenters[i].fuelcen_num = Segments[j].value;
	}


	//========================= UPDATE VARIABLES ======================

	reset_objects(gs_num_objects);

	for (i=0; i<MAX_OBJECTS; i++) {
		Objects[i].next = Objects[i].prev = -1;
		if (Objects[i].type != OBJ_NONE) {
			int objsegnum = Objects[i].segnum;

			if (objsegnum > Highest_segment_index)		//bogus object
				Objects[i].type = OBJ_NONE;
			else {
				Objects[i].segnum = -1;			//avoid Assert()
				obj_link(i,objsegnum);
			}
		}
	}

	clear_transient_objects(1);		//1 means clear proximity bombs

	// Make sure non-transparent doors are set correctly.
	for (i=0; i< Num_segments; i++)
		for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
			side	*sidep = &Segments[i].sides[j];
			if ((sidep->wall_num != -1) && (Walls[sidep->wall_num].clip_num != -1)) {
				if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
					sidep->tmap_num = WallAnims[Walls[sidep->wall_num].clip_num].frames[0];
					sidep->tmap_num2 = 0;
				}
			}
		}


	reset_walls();

#if 0
	Num_open_doors = game_fileinfo.doors_howmany;
#endif // 0
	Num_open_doors = 0;

	//go through all walls, killing references to invalid triggers
	for (i=0;i<Num_walls;i++)
		if (Walls[i].trigger >= Num_triggers) {
			Walls[i].trigger = -1;	//kill trigger
		}

	//go through all triggers, killing unused ones
	for (i=0;i<Num_triggers;) {
		int w;

		//	Find which wall this trigger is connected to.
		for (w=0; w<Num_walls; w++)
			if (Walls[w].trigger == i)
				break;

	#ifdef EDITOR
		if (w == Num_walls) {
			remove_trigger_num(i);
		}
		else
	#endif
			i++;
	}

	//	MK, 10/17/95: Make walls point back at the triggers that control them.
	//	Go through all triggers, stuffing controlling_trigger field in Walls.
	{
		int t;

		for (t=0; t<Num_triggers; t++) {
			int	l;
			for (l=0; l<Triggers[t].num_links; l++) {
				int	seg_num;

				seg_num = Triggers[t].seg[l];

				//check to see that if a trigger requires a wall that it has one,
				//and if it requires a matcen that it has one

				if (Triggers[t].type == TRIGGER_MATCEN) {
					if (Segments[seg_num].special != SEGMENT_IS_ROBOTMAKER)
						Int3();		//matcen trigger doesn't point to matcen
				}
			}
		}
	}

	//fix old wall structs
	if (game_top_fileinfo_version < 17) {
		int segnum,sidenum,wallnum;

		for (segnum=0; segnum<=Highest_segment_index; segnum++)
			for (sidenum=0;sidenum<6;sidenum++)
				if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
					Walls[wallnum].segnum = segnum;
					Walls[wallnum].sidenum = sidenum;
				}
	}

	#ifndef NDEBUG
	{
		int	sidenum;
		for (sidenum=0; sidenum<6; sidenum++) {
			int	wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
			if (wallnum != -1)
				if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
					Int3();	//	Error.  Bogus walls in this segment.
								// Consult Yuan or Mike.
		}
	}
	#endif

	//create_local_segment_data();

	fix_object_segs();

	#ifndef NDEBUG
	dump_mine_info();
	#endif

	if (game_top_fileinfo_version < GAME_VERSION)
		return 1;		//means old version
	else
		return 0;
}