182 lines
5.9 KiB
C
182 lines
5.9 KiB
C
/* $Id: switch.h,v 1.4 2003-10-04 03:14:48 btb 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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* Triggers and Switches.
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*
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* Old Log:
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* Revision 1.1 1995/05/16 16:03:48 allender
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* Initial revision
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*
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* Revision 2.0 1995/02/27 11:26:52 john
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* New version 2.0, which has no anonymous unions, builds with
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* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
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*
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* Revision 1.19 1995/01/12 17:00:36 rob
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* Fixed a problem with switches and secret levels.
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*
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* Revision 1.18 1994/10/06 21:24:40 matt
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* Added switch for exit to secret level
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*
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* Revision 1.17 1994/09/29 17:05:52 matt
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* Removed unused constant
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*
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* Revision 1.16 1994/09/24 17:10:07 yuan
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* Added Matcen triggers.
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*
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* Revision 1.15 1994/08/15 18:06:39 yuan
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* Added external trigger.
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*
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* Revision 1.14 1994/06/16 16:20:52 john
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* Made player start out in physics mode; Neatend up game loop a bit.
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*
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* Revision 1.13 1994/05/30 20:22:08 yuan
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* New triggers.
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*
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* Revision 1.12 1994/05/27 10:32:44 yuan
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* New dialog boxes (Walls and Triggers) added.
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*
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*
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* Revision 1.11 1994/05/25 18:06:32 yuan
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* Making new dialog box controls for walls and triggers.
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*
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* Revision 1.10 1994/04/28 18:04:40 yuan
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* Gamesave added.
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* Trigger problem fixed (seg pointer is replaced by index now.)
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*
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* Revision 1.9 1994/04/26 11:19:01 yuan
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* Make it so a trigger can only be triggered every 5 seconds.
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*
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*/
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#ifndef _SWITCH_H
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#define _SWITCH_H
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#include "inferno.h"
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#include "segment.h"
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#define MAX_TRIGGERS 100
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#define MAX_WALLS_PER_LINK 10
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// Trigger types
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#define TT_OPEN_DOOR 0 // Open a door
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#define TT_CLOSE_DOOR 1 // Close a door
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#define TT_MATCEN 2 // Activate a matcen
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#define TT_EXIT 3 // End the level
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#define TT_SECRET_EXIT 4 // Go to secret level
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#define TT_ILLUSION_OFF 5 // Turn an illusion off
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#define TT_ILLUSION_ON 6 // Turn an illusion on
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#define TT_UNLOCK_DOOR 7 // Unlock a door
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#define TT_LOCK_DOOR 8 // Lock a door
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#define TT_OPEN_WALL 9 // Makes a wall open
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#define TT_CLOSE_WALL 10 // Makes a wall closed
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#define TT_ILLUSORY_WALL 11 // Makes a wall illusory
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#define TT_LIGHT_OFF 12 // Turn a light off
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#define TT_LIGHT_ON 13 // Turn s light on
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#define NUM_TRIGGER_TYPES 14
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// Trigger flags
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//could also use flags for one-shots
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#define TF_NO_MESSAGE 1 // Don't show a message when triggered
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#define TF_ONE_SHOT 2 // Only trigger once
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#define TF_DISABLED 4 // Set after one-shot fires
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//old trigger structs
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typedef struct v29_trigger {
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sbyte type;
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short flags;
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fix value;
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fix time;
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sbyte link_num;
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short num_links;
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short seg[MAX_WALLS_PER_LINK];
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short side[MAX_WALLS_PER_LINK];
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} __pack__ v29_trigger;
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typedef struct v30_trigger {
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short flags;
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sbyte num_links;
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sbyte pad; //keep alignment
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fix value;
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fix time;
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short seg[MAX_WALLS_PER_LINK];
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short side[MAX_WALLS_PER_LINK];
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} __pack__ v30_trigger;
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//flags for V30 & below triggers
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#define TRIGGER_CONTROL_DOORS 1 // Control Trigger
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#define TRIGGER_SHIELD_DAMAGE 2 // Shield Damage Trigger
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#define TRIGGER_ENERGY_DRAIN 4 // Energy Drain Trigger
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#define TRIGGER_EXIT 8 // End of level Trigger
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#define TRIGGER_ON 16 // Whether Trigger is active
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#define TRIGGER_ONE_SHOT 32 // If Trigger can only be triggered once
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#define TRIGGER_MATCEN 64 // Trigger for materialization centers
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#define TRIGGER_ILLUSION_OFF 128 // Switch Illusion OFF trigger
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#define TRIGGER_SECRET_EXIT 256 // Exit to secret level
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#define TRIGGER_ILLUSION_ON 512 // Switch Illusion ON trigger
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#define TRIGGER_UNLOCK_DOORS 1024 // Unlocks a door
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#define TRIGGER_OPEN_WALL 2048 // Makes a wall open
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#define TRIGGER_CLOSE_WALL 4096 // Makes a wall closed
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#define TRIGGER_ILLUSORY_WALL 8192 // Makes a wall illusory
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//the trigger really should have both a type & a flags, since most of the
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//flags bits are exclusive of the others.
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typedef struct trigger {
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ubyte type; //what this trigger does
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ubyte flags; //currently unused
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sbyte num_links; //how many doors, etc. linked to this
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sbyte pad; //keep alignment
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fix value;
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fix time;
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short seg[MAX_WALLS_PER_LINK];
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short side[MAX_WALLS_PER_LINK];
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} __pack__ trigger;
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extern trigger Triggers[MAX_TRIGGERS];
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extern int Num_triggers;
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extern void trigger_init();
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extern void check_trigger(segment *seg, short side, short objnum,int shot);
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extern int check_trigger_sub(int trigger_num, int player_num,int shot);
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extern void triggers_frame_process();
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#ifdef FAST_FILE_IO
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#define v29_trigger_read(t, fp) cfread(t, sizeof(v29_trigger), 1, fp)
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#define v30_trigger_read(t, fp) cfread(t, sizeof(v30_trigger), 1, fp)
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#define trigger_read(t, fp) cfread(t, sizeof(trigger), 1, fp)
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#else
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/*
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* reads a v29_trigger structure from a CFILE
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*/
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extern void v29_trigger_read(v29_trigger *t, CFILE *fp);
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/*
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* reads a v30_trigger structure from a CFILE
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*/
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extern void v30_trigger_read(v30_trigger *t, CFILE *fp);
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/*
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* reads a trigger structure from a CFILE
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*/
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extern void trigger_read(trigger *t, CFILE *fp);
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#endif
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#endif
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