2006-03-20 17:12:09 +00:00
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/* $Id: effects.h,v 1.1.1.1 2006/03/17 19:57:04 zicodxx Exp $ */
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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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Headerfile for effects.c
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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 110
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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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2011-02-23 16:46:39 +00:00
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#define ECLIP_NUM_FUELCEN 2
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#define ECLIP_NUM_BOSS 53
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#define ECLIP_NUM_FORCE_FIELD 78
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2006-03-20 17:12:09 +00:00
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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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/*
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* reads n eclip structs from a CFILE
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*/
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extern int eclip_read_n(eclip *ec, int n, CFILE *fp);
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#endif /* _EFFECTS_H */
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