/* $Id: cntrlcen.h,v 1.6 2003-10-10 09:36:34 btb 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 cntrlcen.c * * Old Log: * Revision 2.0 1995/02/27 11:30:40 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.7 1995/02/01 16:34:14 john * Linted. * * Revision 1.6 1995/01/03 20:19:14 john * Pretty good working version of game save. * * Revision 1.5 1994/11/08 12:18:28 mike * small explosions on control center. * * Revision 1.4 1994/11/02 18:00:12 rob * Added extern for Gun_pos array for network hooks. * * Revision 1.3 1994/10/20 09:47:37 mike * *** empty log message *** * * Revision 1.2 1994/10/17 21:35:10 matt * Added support for new Control Center/Main Reactor * * Revision 1.1 1994/10/17 20:24:28 matt * Initial revision * * */ #ifndef _CNTRLCEN_H #define _CNTRLCEN_H #include "vecmat.h" #include "object.h" #include "wall.h" //#include "switch.h" #define MAX_CONTROLCEN_GUNS 8 #define CONTROLCEN_WEAPON_NUM 6 #define MAX_CONTROLCEN_LINKS 10 typedef struct control_center_triggers { short num_links; short seg[MAX_CONTROLCEN_LINKS]; short side[MAX_CONTROLCEN_LINKS]; } __pack__ control_center_triggers; extern control_center_triggers ControlCenterTriggers; typedef struct reactor { int model_num; int n_guns; vms_vector gun_points[MAX_CONTROLCEN_GUNS]; vms_vector gun_dirs[MAX_CONTROLCEN_GUNS]; } __pack__ reactor; #define MAX_REACTORS 7 extern int Num_reactors; extern reactor Reactors[MAX_REACTORS]; //@@extern int N_controlcen_guns; extern int Control_center_been_hit; extern int Control_center_player_been_seen; extern int Control_center_next_fire_time; extern int Control_center_present; extern int Dead_controlcen_object_num; //@@extern vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS]; //@@extern vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS]; extern vms_vector Gun_pos[MAX_CONTROLCEN_GUNS]; // do whatever this thing does in a frame extern void do_controlcen_frame(object *obj); // Initialize control center for a level. // Call when a new level is started. extern void init_controlcen_for_level(void); extern void do_controlcen_destroyed_stuff(object *objp); extern void do_controlcen_dead_frame(void); #define DEFAULT_CONTROL_CENTER_EXPLOSION_TIME 30 // Note: Usually uses Alan_pavlish_reactor_times, but can be overridden in editor. extern fix Countdown_timer; extern int Control_center_destroyed,Countdown_seconds_left; extern int Base_control_center_explosion_time; // how long to blow up on insane extern int Reactor_strength; #ifdef FAST_FILE_IO #define reactor_read_n(r, n, fp) cfread(r, sizeof(reactor), n, fp) #define control_center_triggers_read_n(cct, n, fp) cfread(cct, sizeof(control_center_triggers), n, fp) #else /* * reads n reactor structs from a CFILE */ extern int reactor_read_n(reactor *r, int n, CFILE *fp); /* * reads n control_center_triggers structs from a CFILE */ extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp); #endif #endif /* _CNTRLCEN_H */