/* 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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: /cvsroot/dxx-rebirth/d1x-rebirth/main/wall.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:01 $ * * $Log: wall.h,v $ * Revision 1.1.1.1 2006/03/17 19:44:01 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:13:22 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:31:36 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.47 1994/11/19 15:20:35 mike * rip out unused code and data * * Revision 1.46 1994/10/25 15:40:12 yuan * MAX_WALLS pumped up * * Revision 1.45 1994/10/23 19:17:07 matt * Fixed bug with "no key" messages * * Revision 1.44 1994/10/18 15:38:03 mike * Define hidden walls. * * Revision 1.43 1994/10/04 13:32:26 adam * commented out MAX_DOOR_ANIMS * * Revision 1.42 1994/10/04 13:31:21 adam * upped MAX_WALL_ANIMS to 30 * * Revision 1.41 1994/09/29 00:42:30 matt * Made hitting a locked door play a sound * * Revision 1.40 1994/09/27 15:42:41 mike * Prototype Wall_names. * * Revision 1.39 1994/09/23 22:15:32 matt * Made doors not close on objects, made doors open again if shot while * closing, and cleaned up walls/doors a bit. * * Revision 1.38 1994/09/22 15:31:33 matt * Mucked with, and hopefully improved, exploding walls * * Revision 1.37 1994/09/21 17:17:05 mike * Make objects stuck in doors go away when door opens. * * Revision 1.36 1994/09/13 21:10:46 matt * Added wclips that use tmap1 instead of tmap2, saving lots of merging * * Revision 1.35 1994/09/13 20:11:08 yuan * *** empty log message *** * * Revision 1.34 1994/09/10 13:31:53 matt * Made exploding walls a type of blastable walls. * Cleaned up blastable walls, making them tmap2 bitmaps. * * Revision 1.33 1994/08/17 12:55:34 matt * Added external walls to wall_is_doorway * * Revision 1.32 1994/08/15 17:54:35 john * *** empty log message *** * * Revision 1.31 1994/08/15 17:46:56 yuan * Added external walls, fixed blastable walls. * * Revision 1.30 1994/08/05 21:17:21 matt * Allow two doors to be linked together * * Revision 1.29 1994/08/01 10:39:10 matt * Parenthesized parms to WID() macro * * Revision 1.28 1994/07/20 17:35:03 yuan * Some minor bug fixes and new key gauges... * * Revision 1.27 1994/07/19 14:32:03 yuan * Fixed keys bug... renumbered some constants. * * Revision 1.26 1994/07/14 22:38:29 matt * Added exploding doors * * Revision 1.25 1994/07/11 15:08:43 yuan * Wall anim file names stored in structure. * */ #ifndef _WALL_H #define _WALL_H #include "inferno.h" #include "segment.h" #include "object.h" //#include "vclip.h" #define MAX_WALLS 175 // Maximum number of walls #define MAX_WALL_ANIMS 30 // Maximum different types of doors #define MAX_DOORS 50 // Maximum number of open doors // not used -> #define MAX_DOOR_ANIMS 20 // Maximum different types of 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. // 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. // 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 //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 20 // WALL_IS_DOORWAY flags. #define WID_FLY_FLAG 1 #define WID_RENDER_FLAG 2 #define WID_RENDPAST_FLAG 4 #define WID_EXTERNAL_FLAG 8 // 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; 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. byte trigger; // Which trigger is associated with the wall. byte clip_num; // Which animation associated with the wall. ubyte keys; // which keys are required short pad; // keep longword aligned } __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; //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_WALL : ((seg)->children[(side)] == -2) ? WID_EXTERNAL_FLAG : ((seg)->sides[(side)].wall_num == -1) ? WID_NO_WALL : 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 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 (called after given interval) extern void wall_close_door(int wall_num); //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); #endif