300 lines
11 KiB
C
300 lines
11 KiB
C
/* $Id: */
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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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#ifndef _WALL_H
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#define _WALL_H
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#include "inferno.h"
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#include "segment.h"
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#include "object.h"
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#include "cfile.h"
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//#include "vclip.h"
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#define MAX_WALLS 254 // Maximum number of walls
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#define MAX_WALL_ANIMS 60 // Maximum different types of doors
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#define MAX_DOORS 90 // Maximum number of open doors
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// Various wall types.
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#define WALL_NORMAL 0 // Normal wall
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#define WALL_BLASTABLE 1 // Removable (by shooting) wall
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#define WALL_DOOR 2 // Door
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#define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
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#define WALL_OPEN 4 // Just an open side. (Trigger)
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#define WALL_CLOSED 5 // Wall. Used for transparent walls.
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#define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
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#define WALL_CLOAKED 7 // Can see it, and see through it
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// Various wall flags.
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#define WALL_BLASTED 1 // Blasted out wall.
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#define WALL_DOOR_OPENED 2 // Open door.
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#define WALL_DOOR_LOCKED 8 // Door is locked.
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#define WALL_DOOR_AUTO 16 // Door automatically closes after time.
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#define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
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#define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
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#define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
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// Wall states
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#define WALL_DOOR_CLOSED 0 // Door is closed
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#define WALL_DOOR_OPENING 1 // Door is opening.
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#define WALL_DOOR_WAITING 2 // Waiting to close
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#define WALL_DOOR_CLOSING 3 // Door is closing
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#define WALL_DOOR_OPEN 4 // Door is open, and staying open
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#define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
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#define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
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//note: a door is considered opened (i.e., it has WALL_OPENED set) when it
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//is more than half way open. Thus, it can have any of OPENING, CLOSING,
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//or WAITING bits set when OPENED is set.
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#define KEY_NONE 1
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#define KEY_BLUE 2
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#define KEY_RED 4
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#define KEY_GOLD 8
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#define WALL_HPS 100*F1_0 // Normal wall's hp
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#define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
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#define DOOR_OPEN_TIME i2f(2) // How long takes to open
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#define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
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#define MAX_CLIP_FRAMES 50
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// WALL_IS_DOORWAY flags.
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#define WID_FLY_FLAG 1
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#define WID_RENDER_FLAG 2
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#define WID_RENDPAST_FLAG 4
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#define WID_EXTERNAL_FLAG 8
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#define WID_CLOAKED_FLAG 16
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//@@// WALL_IS_DOORWAY return values F/R/RP
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//@@#define WID_WALL 2 // 0/1/0 wall
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//@@#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
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//@@#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
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//@@#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
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//@@#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
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//@@#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
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#define MAX_STUCK_OBJECTS 32
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typedef struct stuckobj {
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short objnum, wallnum;
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int signature;
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} stuckobj;
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//Start old wall structures
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typedef struct v16_wall {
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byte type; // What kind of special wall.
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byte flags; // Flags for the wall.
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fix hps; // "Hit points" of the wall.
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byte trigger; // Which trigger is associated with the wall.
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byte clip_num; // Which animation associated with the wall.
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byte keys;
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} __pack__ v16_wall;
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typedef struct v19_wall {
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int segnum,sidenum; // Seg & side for this wall
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byte type; // What kind of special wall.
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byte flags; // Flags for the wall.
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fix hps; // "Hit points" of the wall.
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byte trigger; // Which trigger is associated with the wall.
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byte clip_num; // Which animation associated with the wall.
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byte keys;
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int linked_wall; // number of linked wall
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} __pack__ v19_wall;
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typedef struct v19_door {
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int n_parts; // for linked walls
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short seg[2]; // Segment pointer of door.
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short side[2]; // Side number of door.
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short type[2]; // What kind of door animation.
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fix open; // How long it has been open.
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} __pack__ v19_door;
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//End old wall structures
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typedef struct wall {
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int segnum,sidenum; // Seg & side for this wall
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fix hps; // "Hit points" of the wall.
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int linked_wall; // number of linked wall
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ubyte type; // What kind of special wall.
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ubyte flags; // Flags for the wall.
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ubyte state; // Opening, closing, etc.
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byte trigger; // Which trigger is associated with the wall.
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byte clip_num; // Which animation associated with the wall.
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ubyte keys; // which keys are required
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byte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
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// Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
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byte cloak_value; // if this wall is cloaked, the fade value
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} __pack__ wall;
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typedef struct active_door {
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int n_parts; // for linked walls
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short front_wallnum[2]; // front wall numbers for this door
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short back_wallnum[2]; // back wall numbers for this door
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fix time; // how long been opening, closing, waiting
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} __pack__ active_door;
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typedef struct cloaking_wall {
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short front_wallnum; // front wall numbers for this door
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short back_wallnum; // back wall numbers for this door
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fix front_ls[4]; // front wall saved light values
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fix back_ls[4]; // back wall saved light values
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fix time; // how long been cloaking or decloaking
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} __pack__ cloaking_wall;
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//wall clip flags
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#define WCF_EXPLODES 1 //door explodes when opening
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#define WCF_BLASTABLE 2 //this is a blastable wall
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#define WCF_TMAP1 4 //this uses primary tmap, not tmap2
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#define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
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typedef struct {
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fix play_time;
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short num_frames;
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short frames[MAX_CLIP_FRAMES];
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short open_sound;
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short close_sound;
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short flags;
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char filename[13];
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char pad;
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} __pack__ wclip;
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extern char Wall_names[7][10];
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//#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
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#define WALL_IS_DOORWAY(seg,side) (((seg)->children[(side)] == -1) ? WID_RENDER_FLAG : ((seg)->children[(side)] == -2) ? WID_EXTERNAL_FLAG : ((seg)->sides[(side)].wall_num == -1) ? (WID_FLY_FLAG|WID_RENDPAST_FLAG) : wall_is_doorway((seg), (side)))
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extern wall Walls[MAX_WALLS]; // Master walls array
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extern int Num_walls; // Number of walls
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extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
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extern int Num_open_doors; // Number of open doors
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extern cloaking_wall CloakingWalls[];
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extern int Num_cloaking_walls;
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extern wclip WallAnims[MAX_WALL_ANIMS];
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extern int Num_wall_anims;
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extern int walls_bm_num[MAX_WALL_ANIMS];
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// Initializes all walls (i.e. no special walls.)
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extern void wall_init();
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// Automatically checks if a there is a doorway (i.e. can fly through)
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extern int wall_is_doorway ( segment *seg, int side );
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// Deteriorate appearance of wall. (Changes bitmap (paste-ons))
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extern void wall_damage(segment *seg, int side, fix damage);
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// Destroys a blastable wall. (So it is an opening afterwards)
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extern void wall_destroy(segment *seg, int side);
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void wall_illusion_on(segment *seg, int side);
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void wall_illusion_off(segment *seg, int side);
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// Opens a door, including animation and other processing.
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void do_door_open(int door_num);
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// Closes a door, including animation and other processing.
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void do_door_close(int door_num);
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// Opens a door
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extern void wall_open_door(segment *seg, int side);
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// Closes a door
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extern void wall_close_door(segment *seg, int side);
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//return codes for wall_hit_process()
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#define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
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#define WHP_NO_KEY 1 //hit door, but didn't have key
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#define WHP_BLASTABLE 2 //hit blastable wall
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#define WHP_DOOR 3 //a door (which will now be opening)
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// Determines what happens when a wall is shot
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//obj is the object that hit...either a weapon or the player himself
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extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
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// Opens/destroys specified door.
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extern void wall_toggle(segment *seg, int side);
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// Tidy up Walls array for load/save purposes.
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extern void reset_walls();
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// Called once per frame..
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void wall_frame_process();
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extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
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// An object got stuck in a door (like a flare).
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// Add global entry.
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extern void add_stuck_object(object *objp, int segnum, int sidenum);
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extern void remove_obsolete_stuck_objects(void);
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//set the tmap_num or tmap_num2 field for a wall/door
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extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
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// Remove any flares from a wall
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void kill_stuck_objects(int wallnum);
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//start wall open <-> closed transitions
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void start_wall_cloak(segment *seg, int side);
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void start_wall_decloak(segment *seg, int side);
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extern int wclip_read_n_d1(wclip *wc, int n, CFILE *fp);
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#ifdef FAST_FILE_IO
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#define wclip_read_n(wc, n, fp) cfread(wc, sizeof(wclip), n, fp)
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#define v16_wall_read(w, fp) cfread(w, sizeof(v16_wall), 1, fp)
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#define v19_wall_read(w, fp) cfread(w, sizeof(v19_wall), 1, fp)
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#define wall_read(w, fp) cfread(w, sizeof(wall), 1, fp)
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#define v19_door_read(d, fp) cfread(d, sizeof(v19_door), 1, fp)
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#define active_door_read(d, fp) cfread(d, sizeof(active_door), 1, fp)
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#else
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/*
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* reads n wclip structs from a CFILE
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*/
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extern int wclip_read_n(wclip *wc, int n, CFILE *fp);
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/*
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* reads a v16_wall structure from a CFILE
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*/
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extern void v16_wall_read(v16_wall *w, CFILE *fp);
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/*
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* reads a v19_wall structure from a CFILE
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*/
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extern void v19_wall_read(v19_wall *w, CFILE *fp);
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/*
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* reads a wall structure from a CFILE
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*/
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extern void wall_read(wall *w, CFILE *fp);
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/*
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* reads a v19_door structure from a CFILE
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*/
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extern void v19_door_read(v19_door *d, CFILE *fp);
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/*
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* reads an active_door structure from a CFILE
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*/
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extern void active_door_read(active_door *ad, CFILE *fp);
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#endif
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#endif
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