dxx-rebirth/main/effects.h
Bradley Bell 9bd1ba7c47 This commit was generated by cvs2svn to compensate for changes in r2,
which included commits to RCS files with non-trunk default branches.
2001-01-19 03:30:16 +00:00

67 lines
2.2 KiB
C

/*
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.
*/
#ifndef _EFFECTS_H
#define _EFFECTS_H
#include "vclip.h"
#define MAX_EFFECTS 110
//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