127 lines
3.8 KiB
C
127 lines
3.8 KiB
C
/* $Id: cntrlcen.h,v 1.6 2003-10-10 09:36:34 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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* Header for cntrlcen.c
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*
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* Old Log:
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* Revision 2.0 1995/02/27 11:30:40 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 1.7 1995/02/01 16:34:14 john
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* Linted.
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*
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* Revision 1.6 1995/01/03 20:19:14 john
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* Pretty good working version of game save.
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*
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* Revision 1.5 1994/11/08 12:18:28 mike
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* small explosions on control center.
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*
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* Revision 1.4 1994/11/02 18:00:12 rob
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* Added extern for Gun_pos array for network hooks.
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*
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* Revision 1.3 1994/10/20 09:47:37 mike
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* *** empty log message ***
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*
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* Revision 1.2 1994/10/17 21:35:10 matt
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* Added support for new Control Center/Main Reactor
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*
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* Revision 1.1 1994/10/17 20:24:28 matt
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* Initial revision
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*
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*
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*/
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#ifndef _CNTRLCEN_H
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#define _CNTRLCEN_H
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#include "vecmat.h"
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#include "object.h"
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#include "wall.h"
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//#include "switch.h"
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#define MAX_CONTROLCEN_GUNS 8
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#define CONTROLCEN_WEAPON_NUM 6
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#define MAX_CONTROLCEN_LINKS 10
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typedef struct control_center_triggers {
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short num_links;
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short seg[MAX_CONTROLCEN_LINKS];
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short side[MAX_CONTROLCEN_LINKS];
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} __pack__ control_center_triggers;
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extern control_center_triggers ControlCenterTriggers;
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typedef struct reactor {
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int model_num;
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int n_guns;
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vms_vector gun_points[MAX_CONTROLCEN_GUNS];
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vms_vector gun_dirs[MAX_CONTROLCEN_GUNS];
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} __pack__ reactor;
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#define MAX_REACTORS 7
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extern int Num_reactors;
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extern reactor Reactors[MAX_REACTORS];
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//@@extern int N_controlcen_guns;
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extern int Control_center_been_hit;
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extern int Control_center_player_been_seen;
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extern int Control_center_next_fire_time;
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extern int Control_center_present;
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extern int Dead_controlcen_object_num;
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//@@extern vms_vector controlcen_gun_points[MAX_CONTROLCEN_GUNS];
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//@@extern vms_vector controlcen_gun_dirs[MAX_CONTROLCEN_GUNS];
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extern vms_vector Gun_pos[MAX_CONTROLCEN_GUNS];
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// do whatever this thing does in a frame
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extern void do_controlcen_frame(object *obj);
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// Initialize control center for a level.
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// Call when a new level is started.
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extern void init_controlcen_for_level(void);
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extern void do_controlcen_destroyed_stuff(object *objp);
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extern void do_controlcen_dead_frame(void);
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#define DEFAULT_CONTROL_CENTER_EXPLOSION_TIME 30 // Note: Usually uses Alan_pavlish_reactor_times, but can be overridden in editor.
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extern fix Countdown_timer;
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extern int Control_center_destroyed,Countdown_seconds_left;
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extern int Base_control_center_explosion_time; // how long to blow up on insane
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extern int Reactor_strength;
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#ifdef FAST_FILE_IO
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#define reactor_read_n(r, n, fp) cfread(r, sizeof(reactor), n, fp)
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#define control_center_triggers_read_n(cct, n, fp) cfread(cct, sizeof(control_center_triggers), n, fp)
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#else
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/*
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* reads n reactor structs from a CFILE
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*/
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extern int reactor_read_n(reactor *r, int n, CFILE *fp);
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/*
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* reads n control_center_triggers structs from a CFILE
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*/
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extern int control_center_triggers_read_n(control_center_triggers *cct, int n, CFILE *fp);
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#endif
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#endif /* _CNTRLCEN_H */
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