dxx-rebirth/main/switch.h
2006-03-20 16:43:15 +00:00

137 lines
4.3 KiB
C
Executable file

/*
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/switch.h,v $
* $Revision: 1.1.1.1 $
* $Author: zicodxx $
* $Date: 2006/03/17 19:42:24 $
*
* Triggers and Switches.
*
* $Log: switch.h,v $
* Revision 1.1.1.1 2006/03/17 19:42:24 zicodxx
* initial import
*
* Revision 1.1.1.1 1999/06/14 22:13:12 donut
* Import of d1x 1.37 source.
*
* Revision 2.0 1995/02/27 11:26:52 john
* New version 2.0, which has no anonymous unions, builds with
* Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
*
* Revision 1.19 1995/01/12 17:00:36 rob
* Fixed a problem with switches and secret levels.
*
* Revision 1.18 1994/10/06 21:24:40 matt
* Added switch for exit to secret level
*
* Revision 1.17 1994/09/29 17:05:52 matt
* Removed unused constant
*
* Revision 1.16 1994/09/24 17:10:07 yuan
* Added Matcen triggers.
*
* Revision 1.15 1994/08/15 18:06:39 yuan
* Added external trigger.
*
* Revision 1.14 1994/06/16 16:20:52 john
* Made player start out in physics mode; Neatend up game loop a bit.
*
* Revision 1.13 1994/05/30 20:22:08 yuan
* New triggers.
*
* Revision 1.12 1994/05/27 10:32:44 yuan
* New dialog boxes (Walls and Triggers) added.
*
*
* Revision 1.11 1994/05/25 18:06:32 yuan
* Making new dialog box controls for walls and triggers.
*
* Revision 1.10 1994/04/28 18:04:40 yuan
* Gamesave added.
* Trigger problem fixed (seg pointer is replaced by index now.)
*
* Revision 1.9 1994/04/26 11:19:01 yuan
* Make it so a trigger can only be triggered every 5 seconds.
*
*/
#ifndef _SWITCH_H
#define _SWITCH_H
#include "inferno.h"
#include "segment.h"
#define MAX_WALLS_PER_LINK 10
#define TRIGGER_DEFAULT 2*F1_0
#define MAX_TRIGGERS 100
#define MAX_WALL_SWITCHES 50
#define MAX_WALL_LINKS 100
// Trigger flags
#define TRIGGER_CONTROL_DOORS 1 // Control Trigger
#define TRIGGER_SHIELD_DAMAGE 2 // Shield Damage Trigger
#define TRIGGER_ENERGY_DRAIN 4 // Energy Drain Trigger
#define TRIGGER_EXIT 8 // End of level Trigger
#define TRIGGER_ON 16 // Whether Trigger is active
#define TRIGGER_ONE_SHOT 32 // If Trigger can only be triggered once
#define TRIGGER_MATCEN 64 // Trigger for materialization centers
#define TRIGGER_ILLUSION_OFF 128 // Switch Illusion OFF trigger
#define TRIGGER_ILLUSION_ON 512 // Switch Illusion ON trigger
#define TRIGGER_SECRET_EXIT 256 // Exit to secret level
// Trigger delay times before they can be retriggered (Recharge time)
#define TRIGGER_DELAY_DOOR F1_0*1 // 1 second for doors
#define TRIGGER_DELAY_ZAPS F1_0/10 // 1/10 second for quickie stuff
// New unimplemented trigger ideas
#define TRIGGER_CONTROL_ROBOTS 64 // If Trigger is a Door control trigger (Linked)
#define CONTROL_ROBOTS 8 // If Trigger modifies robot behavior
#define CONTROL_LIGHTS_ON 16 // If Trigger turns on lights in a certain area
#define CONTROL_LIGHTS_OFF 32 // If Trigger turns off lights in a certain area
typedef struct trigger {
byte type;
short flags;
fix value;
fix time;
byte link_num;
short num_links;
short seg[MAX_WALLS_PER_LINK];
short side[MAX_WALLS_PER_LINK];
} __pack__ trigger;
//typedef struct link {
// short num_walls;
// short seg[MAX_WALLS_PER_LINK];
// short side[MAX_WALLS_PER_LINK];
// } link;
extern trigger Triggers[MAX_TRIGGERS];
//extern link Links[MAX_WALL_LINKS];
extern int Num_triggers;
//extern int Num_links;
extern void trigger_init();
extern void check_trigger(segment *seg, short side, short objnum);
extern int check_trigger_sub(int trigger_num, int player_num);
extern void triggers_frame_process();
#endif