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; }
// -------------------------------------------------------------------------------------- // 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}; } }
// ------------------------------------------------------------------------------- //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); }
// ------------------------------------------------------------------------------- //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; } }
//--------------------------------------------------------------------- // 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; }
// --------------------------------------------------------------------------------------- // 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)}; }
//--------------------------------------------------------------------- // 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; } }
//----------------------------------------------------------------- // 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 } }
//----------------------------------------------------------------- // 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; }
// --------------------------------------------------------------------------------------- // 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; }
//----------------------------------------------------------------- // 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); }
//----------------------------------------------------------------- // 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); } } }
// -------------------------------------------------------------------------------------- // 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; } }
//----------------------------------------------------------------- // 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--; }
//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! }
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; }
//----------------------------------------------------------------- // 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); } }
//----------------------------------------------------------------- // 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); } }
//----------------------------------------------------------------- // 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 } } } }
//----------------------------------------------------------------- // 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 ); } }
//----------------------------------------------------------------- // 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; } }
//----------------------------------------------------------------- // 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 ); } }
//--------------------------------------------------------------------- // 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; } }
// ----------------------------------------------------------------------------------------------------------- //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(¢er,&Segments[obj->segnum]); vm_vec_normalized_dir_quick(&bump_vec,¢er,&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 }
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 ); } } } }
//----------------------------------------------------------------- // 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 ); } }
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 ); } } } }
//--------------------------------------------------------------------- // 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; }
// ----------------------------------------------------------------------------------------------------------- //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 }
// -------------------------------------------------------------------- // 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; }