/* 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/effects.h,v $ * $Revision: 1.1.1.1 $ * $Author: zicodxx $ * $Date: 2006/03/17 19:44:20 $ * * Headerfile for effects.c * * $Log: effects.h,v $ * Revision 1.1.1.1 2006/03/17 19:44:20 zicodxx * initial import * * Revision 1.1.1.1 1999/06/14 22:12:16 donut * Import of d1x 1.37 source. * * Revision 2.0 1995/02/27 11:27:34 john * New version 2.0, which has no anonymous unions, builds with * Watcom 10.0, and doesn't require parsing BITMAPS.TBL. * * Revision 1.15 1994/11/08 21:12:07 matt * Added functions to stop & start effects * * Revision 1.14 1994/10/13 17:14:11 adam * MAX_EFFECTS to 60 (ugh) * * Revision 1.13 1994/10/05 10:14:34 adam * MAX_EFFECTS to 50 * * Revision 1.12 1994/10/04 18:59:09 matt * Exploding eclips now play eclip while exploding, then switch to static bm * * Revision 1.11 1994/10/04 15:17:52 matt * Took out references to unused constant * * Revision 1.10 1994/09/29 14:15:00 matt * Added sounds for eclips (wall effects) * * Revision 1.9 1994/09/25 00:40:24 matt * Added the ability to make eclips (monitors, fans) which can be blown up * * Revision 1.8 1994/08/05 15:55:25 matt * Cleaned up effects system, and added alternate effects for after mine * destruction. * * Revision 1.7 1994/08/01 23:17:20 matt * Add support for animating textures on robots * * Revision 1.6 1994/05/19 18:13:18 yuan * MAX_EFFECTS increased to 30 * * Revision 1.5 1994/03/15 16:32:37 yuan * Cleaned up bm-loading code. * (Fixed structures too) * * Revision 1.4 1994/03/04 17:09:07 yuan * New door stuff. * * Revision 1.3 1994/01/19 18:22:45 yuan * Changed number of effects from 10-20 * * Revision 1.2 1994/01/11 10:39:07 yuan * Special effects new implementation * * Revision 1.1 1994/01/10 10:36:14 yuan * Initial revision * * */ #ifndef _EFFECTS_H #define _EFFECTS_H #include "vclip.h" #define MAX_EFFECTS 60 //flags for eclips. If no flags are set, always plays #define EF_CRITICAL 1 //this doesn't get played directly (only when mine critical) #define EF_ONE_SHOT 2 //this is a special that gets played once #define EF_STOPPED 4 //this has been stopped typedef struct eclip { vclip vc; //imbedded vclip fix time_left; //for sequencing int frame_count; //for sequencing short changing_wall_texture; //Which element of Textures array to replace. short changing_object_texture; //Which element of ObjBitmapPtrs array to replace. int flags; //see above int crit_clip; //use this clip instead of above one when mine critical int dest_bm_num; //use this bitmap when monitor destroyed int dest_vclip; //what vclip to play when exploding int dest_eclip; //what eclip to play when exploding fix dest_size; //3d size of explosion int sound_num; //what sound this makes int segnum,sidenum; //what seg & side, for one-shot clips } __pack__ eclip; extern int Num_effects; extern eclip Effects[MAX_EFFECTS]; // Set up special effects. extern void init_special_effects(); // Clear any active one-shots void reset_special_effects(); // Function called in game loop to do effects. extern void do_special_effects(); // Restore bitmap extern void restore_effect_bitmap_icons(); //stop an effect from animating. Show first frame. void stop_effect(int effect_num); //restart a stopped effect void restart_effect(int effect_num); #endif