136 lines
4.1 KiB
C
136 lines
4.1 KiB
C
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/*
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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* $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/effects.h,v $
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* $Revision: 1.1.1.1 $
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* $Author: zicodxx $
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* $Date: 2006/03/17 19:44:20 $
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*
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* Headerfile for effects.c
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*
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* $Log: effects.h,v $
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* Revision 1.1.1.1 2006/03/17 19:44:20 zicodxx
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* initial import
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*
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* Revision 1.1.1.1 1999/06/14 22:12:16 donut
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* Import of d1x 1.37 source.
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*
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* Revision 2.0 1995/02/27 11:27:34 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.15 1994/11/08 21:12:07 matt
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* Added functions to stop & start effects
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*
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* Revision 1.14 1994/10/13 17:14:11 adam
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* MAX_EFFECTS to 60 (ugh)
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*
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* Revision 1.13 1994/10/05 10:14:34 adam
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* MAX_EFFECTS to 50
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*
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* Revision 1.12 1994/10/04 18:59:09 matt
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* Exploding eclips now play eclip while exploding, then switch to static bm
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*
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* Revision 1.11 1994/10/04 15:17:52 matt
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* Took out references to unused constant
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*
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* Revision 1.10 1994/09/29 14:15:00 matt
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* Added sounds for eclips (wall effects)
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*
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* Revision 1.9 1994/09/25 00:40:24 matt
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* Added the ability to make eclips (monitors, fans) which can be blown up
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*
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* Revision 1.8 1994/08/05 15:55:25 matt
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* Cleaned up effects system, and added alternate effects for after mine
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* destruction.
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*
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* Revision 1.7 1994/08/01 23:17:20 matt
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* Add support for animating textures on robots
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*
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* Revision 1.6 1994/05/19 18:13:18 yuan
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* MAX_EFFECTS increased to 30
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*
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* Revision 1.5 1994/03/15 16:32:37 yuan
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* Cleaned up bm-loading code.
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* (Fixed structures too)
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*
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* Revision 1.4 1994/03/04 17:09:07 yuan
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* New door stuff.
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*
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* Revision 1.3 1994/01/19 18:22:45 yuan
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* Changed number of effects from 10-20
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*
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* Revision 1.2 1994/01/11 10:39:07 yuan
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* Special effects new implementation
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*
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* Revision 1.1 1994/01/10 10:36:14 yuan
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* Initial revision
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*
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*
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*/
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#ifndef _EFFECTS_H
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#define _EFFECTS_H
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#include "vclip.h"
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#define MAX_EFFECTS 60
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//flags for eclips. If no flags are set, always plays
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#define EF_CRITICAL 1 //this doesn't get played directly (only when mine critical)
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#define EF_ONE_SHOT 2 //this is a special that gets played once
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#define EF_STOPPED 4 //this has been stopped
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typedef struct eclip {
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vclip vc; //imbedded vclip
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fix time_left; //for sequencing
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int frame_count; //for sequencing
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short changing_wall_texture; //Which element of Textures array to replace.
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short changing_object_texture; //Which element of ObjBitmapPtrs array to replace.
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int flags; //see above
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int crit_clip; //use this clip instead of above one when mine critical
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int dest_bm_num; //use this bitmap when monitor destroyed
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int dest_vclip; //what vclip to play when exploding
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int dest_eclip; //what eclip to play when exploding
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fix dest_size; //3d size of explosion
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int sound_num; //what sound this makes
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int segnum,sidenum; //what seg & side, for one-shot clips
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} __pack__ eclip;
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extern int Num_effects;
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extern eclip Effects[MAX_EFFECTS];
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// Set up special effects.
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extern void init_special_effects();
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// Clear any active one-shots
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void reset_special_effects();
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// Function called in game loop to do effects.
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extern void do_special_effects();
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// Restore bitmap
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extern void restore_effect_bitmap_icons();
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//stop an effect from animating. Show first frame.
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void stop_effect(int effect_num);
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//restart a stopped effect
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void restart_effect(int effect_num);
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#endif
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