/* $Id: wall.h,v 1.1.1.1 2006/03/17 19:56:48 zicodxx Exp $ */ /* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Header for wall.c * */ #ifndef _WALL_H #define _WALL_H #include "inferno.h" #include "segment.h" #include "object.h" #include "cfile.h" //#include "vclip.h" #define MAX_WALLS 254 // Maximum number of walls #define MAX_WALL_ANIMS 60 // Maximum different types of doors #define MAX_DOORS 90 // Maximum number of open doors // Various wall types. #define WALL_NORMAL 0 // Normal wall #define WALL_BLASTABLE 1 // Removable (by shooting) wall #define WALL_DOOR 2 // Door #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru #define WALL_OPEN 4 // Just an open side. (Trigger) #define WALL_CLOSED 5 // Wall. Used for transparent walls. #define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers #define WALL_CLOAKED 7 // Can see it, and see through it // Various wall flags. #define WALL_BLASTED 1 // Blasted out wall. #define WALL_DOOR_OPENED 2 // Open door. #define WALL_DOOR_LOCKED 8 // Door is locked. #define WALL_DOOR_AUTO 16 // Door automatically closes after time. #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off. #define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch. #define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall. // Wall states #define WALL_DOOR_CLOSED 0 // Door is closed #define WALL_DOOR_OPENING 1 // Door is opening. #define WALL_DOOR_WAITING 2 // Waiting to close #define WALL_DOOR_CLOSING 3 // Door is closing #define WALL_DOOR_OPEN 4 // Door is open, and staying open #define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open #define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed //note: a door is considered opened (i.e., it has WALL_OPENED set) when it //is more than half way open. Thus, it can have any of OPENING, CLOSING, //or WAITING bits set when OPENED is set. #define KEY_NONE 1 #define KEY_BLUE 2 #define KEY_RED 4 #define KEY_GOLD 8 #define WALL_HPS 100*F1_0 // Normal wall's hp #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open #define DOOR_OPEN_TIME i2f(2) // How long takes to open #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes #define MAX_CLIP_FRAMES 50 // WALL_IS_DOORWAY flags. #define WID_FLY_FLAG 1 #define WID_RENDER_FLAG 2 #define WID_RENDPAST_FLAG 4 #define WID_EXTERNAL_FLAG 8 #define WID_CLOAKED_FLAG 16 // WALL_IS_DOORWAY return values F/R/RP #define WID_WALL 2 // 0/1/0 wall #define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall #define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall #define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall #define WID_NO_WALL 5 // 1/0/1 no wall, can fly through #define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it #define MAX_STUCK_OBJECTS 32 typedef struct stuckobj { short objnum, wallnum; int signature; } stuckobj; //Start old wall structures typedef struct v16_wall { sbyte type; // What kind of special wall. sbyte flags; // Flags for the wall. fix hps; // "Hit points" of the wall. sbyte trigger; // Which trigger is associated with the wall. sbyte clip_num; // Which animation associated with the wall. sbyte keys; } __pack__ v16_wall; typedef struct v19_wall { int segnum,sidenum; // Seg & side for this wall sbyte type; // What kind of special wall. sbyte flags; // Flags for the wall. fix hps; // "Hit points" of the wall. sbyte trigger; // Which trigger is associated with the wall. sbyte clip_num; // Which animation associated with the wall. sbyte keys; int linked_wall; // number of linked wall } __pack__ v19_wall; typedef struct v19_door { int n_parts; // for linked walls short seg[2]; // Segment pointer of door. short side[2]; // Side number of door. short type[2]; // What kind of door animation. fix open; // How long it has been open. } __pack__ v19_door; //End old wall structures typedef struct wall { int segnum,sidenum; // Seg & side for this wall fix hps; // "Hit points" of the wall. int linked_wall; // number of linked wall ubyte type; // What kind of special wall. ubyte flags; // Flags for the wall. ubyte state; // Opening, closing, etc. sbyte trigger; // Which trigger is associated with the wall. sbyte clip_num; // Which animation associated with the wall. ubyte keys; // which keys are required sbyte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall. // Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry! sbyte cloak_value; // if this wall is cloaked, the fade value } __pack__ wall; typedef struct active_door { int n_parts; // for linked walls short front_wallnum[2]; // front wall numbers for this door short back_wallnum[2]; // back wall numbers for this door fix time; // how long been opening, closing, waiting } __pack__ active_door; typedef struct cloaking_wall { short front_wallnum; // front wall numbers for this door short back_wallnum; // back wall numbers for this door fix front_ls[4]; // front wall saved light values fix back_ls[4]; // back wall saved light values fix time; // how long been cloaking or decloaking } __pack__ cloaking_wall; //wall clip flags #define WCF_EXPLODES 1 //door explodes when opening #define WCF_BLASTABLE 2 //this is a blastable wall #define WCF_TMAP1 4 //this uses primary tmap, not tmap2 #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2 typedef struct { fix play_time; short num_frames; short frames[MAX_CLIP_FRAMES]; short open_sound; short close_sound; short flags; char filename[13]; char pad; } __pack__ wclip; extern char Wall_names[7][10]; //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side) #define WALL_IS_DOORWAY(seg,side) (((seg)->children[(side)] == -1) ? WID_RENDER_FLAG : ((seg)->children[(side)] == -2) ? WID_EXTERNAL_FLAG : ((seg)->sides[(side)].wall_num == -1) ? (WID_FLY_FLAG|WID_RENDPAST_FLAG) : wall_is_doorway((seg), (side))) extern wall Walls[MAX_WALLS]; // Master walls array extern int Num_walls; // Number of walls extern active_door ActiveDoors[MAX_DOORS]; // Master doors array extern int Num_open_doors; // Number of open doors extern cloaking_wall CloakingWalls[]; extern int Num_cloaking_walls; extern wclip WallAnims[MAX_WALL_ANIMS]; extern int Num_wall_anims; extern int walls_bm_num[MAX_WALL_ANIMS]; // Initializes all walls (i.e. no special walls.) extern void wall_init(); // Automatically checks if a there is a doorway (i.e. can fly through) extern int wall_is_doorway ( segment *seg, int side ); // Deteriorate appearance of wall. (Changes bitmap (paste-ons)) extern void wall_damage(segment *seg, int side, fix damage); // Destroys a blastable wall. (So it is an opening afterwards) extern void wall_destroy(segment *seg, int side); void wall_illusion_on(segment *seg, int side); void wall_illusion_off(segment *seg, int side); // Opens a door, including animation and other processing. void do_door_open(int door_num); // Closes a door, including animation and other processing. void do_door_close(int door_num); // Opens a door extern void wall_open_door(segment *seg, int side); // Closes a door extern void wall_close_door(segment *seg, int side); //return codes for wall_hit_process() #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote #define WHP_NO_KEY 1 //hit door, but didn't have key #define WHP_BLASTABLE 2 //hit blastable wall #define WHP_DOOR 3 //a door (which will now be opening) // Determines what happens when a wall is shot //obj is the object that hit...either a weapon or the player himself extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj ); // Opens/destroys specified door. extern void wall_toggle(segment *seg, int side); // Tidy up Walls array for load/save purposes. extern void reset_walls(); // Called once per frame.. void wall_frame_process(); extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS]; // An object got stuck in a door (like a flare). // Add global entry. extern void add_stuck_object(object *objp, int segnum, int sidenum); extern void remove_obsolete_stuck_objects(void); //set the tmap_num or tmap_num2 field for a wall/door extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num); // Remove any flares from a wall void kill_stuck_objects(int wallnum); //start wall open <-> closed transitions void start_wall_cloak(segment *seg, int side); void start_wall_decloak(segment *seg, int side); extern int wclip_read_n_d1(wclip *wc, int n, CFILE *fp); #ifdef FAST_FILE_IO #define wclip_read_n(wc, n, fp) cfread(wc, sizeof(wclip), n, fp) #define v16_wall_read(w, fp) cfread(w, sizeof(v16_wall), 1, fp) #define v19_wall_read(w, fp) cfread(w, sizeof(v19_wall), 1, fp) #define wall_read(w, fp) cfread(w, sizeof(wall), 1, fp) #define v19_door_read(d, fp) cfread(d, sizeof(v19_door), 1, fp) #define active_door_read(d, fp) cfread(d, sizeof(active_door), 1, fp) #else /* * reads n wclip structs from a CFILE */ extern int wclip_read_n(wclip *wc, int n, CFILE *fp); /* * reads a v16_wall structure from a CFILE */ extern void v16_wall_read(v16_wall *w, CFILE *fp); /* * reads a v19_wall structure from a CFILE */ extern void v19_wall_read(v19_wall *w, CFILE *fp); /* * reads a wall structure from a CFILE */ extern void wall_read(wall *w, CFILE *fp); /* * reads a v19_door structure from a CFILE */ extern void v19_door_read(v19_door *d, CFILE *fp); /* * reads an active_door structure from a CFILE */ extern void active_door_read(active_door *ad, CFILE *fp); #endif extern void wall_write(wall *w, short version, PHYSFS_file *fp); #endif