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- /*
- 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: f:/miner/source/main/rcs/wall.h $
- * $Revision: 2.0 $
- * $Author: john $
- * $Date: 1995/02/27 11:31:36 $
- *
- * $Log: wall.h $
- * Revision 2.0 1995/02/27 11:31:36 john
- * New version 2.0, which has no anonymous unions, builds with
- * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
- *
- * Revision 1.47 1994/11/19 15:20:35 mike
- * rip out unused code and data
- *
- * Revision 1.46 1994/10/25 15:40:12 yuan
- * MAX_WALLS pumped up
- *
- * Revision 1.45 1994/10/23 19:17:07 matt
- * Fixed bug with "no key" messages
- *
- * Revision 1.44 1994/10/18 15:38:03 mike
- * Define hidden walls.
- *
- * Revision 1.43 1994/10/04 13:32:26 adam
- * commented out MAX_DOOR_ANIMS
- *
- * Revision 1.42 1994/10/04 13:31:21 adam
- * upped MAX_WALL_ANIMS to 30
- *
- * Revision 1.41 1994/09/29 00:42:30 matt
- * Made hitting a locked door play a sound
- *
- * Revision 1.40 1994/09/27 15:42:41 mike
- * Prototype Wall_names.
- *
- * Revision 1.39 1994/09/23 22:15:32 matt
- * Made doors not close on objects, made doors open again if shot while
- * closing, and cleaned up walls/doors a bit.
- *
- * Revision 1.38 1994/09/22 15:31:33 matt
- * Mucked with, and hopefully improved, exploding walls
- *
- * Revision 1.37 1994/09/21 17:17:05 mike
- * Make objects stuck in doors go away when door opens.
- *
- * Revision 1.36 1994/09/13 21:10:46 matt
- * Added wclips that use tmap1 instead of tmap2, saving lots of merging
- *
- * Revision 1.35 1994/09/13 20:11:08 yuan
- * *** empty log message ***
- *
- * Revision 1.34 1994/09/10 13:31:53 matt
- * Made exploding walls a type of blastable walls.
- * Cleaned up blastable walls, making them tmap2 bitmaps.
- *
- * Revision 1.33 1994/08/17 12:55:34 matt
- * Added external walls to wall_is_doorway
- *
- * Revision 1.32 1994/08/15 17:54:35 john
- * *** empty log message ***
- *
- * Revision 1.31 1994/08/15 17:46:56 yuan
- * Added external walls, fixed blastable walls.
- *
- * Revision 1.30 1994/08/05 21:17:21 matt
- * Allow two doors to be linked together
- *
- * Revision 1.29 1994/08/01 10:39:10 matt
- * Parenthesized parms to WID() macro
- *
- * Revision 1.28 1994/07/20 17:35:03 yuan
- * Some minor bug fixes and new key gauges...
- *
- * Revision 1.27 1994/07/19 14:32:03 yuan
- * Fixed keys bug... renumbered some constants.
- *
- * Revision 1.26 1994/07/14 22:38:29 matt
- * Added exploding doors
- *
- * Revision 1.25 1994/07/11 15:08:43 yuan
- * Wall anim file names stored in structure.
- *
- */
- #ifndef _WALL_H
- #define _WALL_H
- #include "inferno.h"
- #include "segment.h"
- #include "object.h"
- //#include "vclip.h"
- #define MAX_WALLS 175 // Maximum number of walls
- #define MAX_WALL_ANIMS 30 // Maximum different types of doors
- #define MAX_DOORS 50 // Maximum number of open doors
- // not used -> #define MAX_DOOR_ANIMS 20 // Maximum different types of doors
- // Various wall types.
- #define WALL_NORMAL 0 // Normal wall
- #define WALL_BLASTABLE 1 // Removable (by shooting) wall
- #define WALL_DOOR 2 // Door
- #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
- #define WALL_OPEN 4 // Just an open side. (Trigger)
- #define WALL_CLOSED 5 // Wall. Used for transparent walls.
- // Various wall flags.
- #define WALL_BLASTED 1 // Blasted out wall.
- #define WALL_DOOR_OPENED 2 // Open door.
- #define WALL_DOOR_LOCKED 8 // Door is locked.
- #define WALL_DOOR_AUTO 16 // Door automatically closes after time.
- #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
- // Wall states
- #define WALL_DOOR_CLOSED 0 // Door is closed
- #define WALL_DOOR_OPENING 1 // Door is opening.
- #define WALL_DOOR_WAITING 2 // Waiting to close
- #define WALL_DOOR_CLOSING 3 // Door is closing
- //note: a door is considered opened (i.e., it has WALL_OPENED set) when it
- //is more than half way open. Thus, it can have any of OPENING, CLOSING,
- //or WAITING bits set when OPENED is set.
- #define KEY_NONE 1
- #define KEY_BLUE 2
- #define KEY_RED 4
- #define KEY_GOLD 8
- #define WALL_HPS 100*F1_0 // Normal wall's hp
- #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
- #define DOOR_OPEN_TIME i2f(2) // How long takes to open
- #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
- #define MAX_CLIP_FRAMES 20
- // WALL_IS_DOORWAY flags.
- #define WID_FLY_FLAG 1
- #define WID_RENDER_FLAG 2
- #define WID_RENDPAST_FLAG 4
- #define WID_EXTERNAL_FLAG 8
- // WALL_IS_DOORWAY return values F/R/RP
- #define WID_WALL 2 // 0/1/0 wall
- #define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
- #define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
- #define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
- #define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
- #define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
- #define MAX_STUCK_OBJECTS 32
- typedef struct stuckobj {
- short objnum, wallnum;
- int signature;
- } stuckobj;
- typedef struct wall {
- int segnum,sidenum; // Seg & side for this wall
- fix hps; // "Hit points" of the wall.
- int linked_wall; // number of linked wall
- ubyte type; // What kind of special wall.
- ubyte flags; // Flags for the wall.
- ubyte state; // Opening, closing, etc.
- byte trigger; // Which trigger is associated with the wall.
- byte clip_num; // Which animation associated with the wall.
- ubyte keys; // which keys are required
- short pad; // keep longword aligned
- } wall;
- typedef struct active_door {
- int n_parts; // for linked walls
- short front_wallnum[2]; // front wall numbers for this door
- short back_wallnum[2]; // back wall numbers for this door
- fix time; // how long been opening, closing, waiting
- } active_door;
- //wall clip flags
- #define WCF_EXPLODES 1 //door explodes when opening
- #define WCF_BLASTABLE 2 //this is a blastable wall
- #define WCF_TMAP1 4 //this uses primary tmap, not tmap2
- #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
- typedef struct {
- fix play_time;
- short num_frames;
- short frames[MAX_CLIP_FRAMES];
- short open_sound;
- short close_sound;
- short flags;
- char filename[13];
- char pad;
- } wclip;
- extern char Wall_names[7][10];
- //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
- #define WALL_IS_DOORWAY(seg,side) (((seg)->children[(side)] == -1) ? WID_WALL : ((seg)->children[(side)] == -2) ? WID_EXTERNAL_FLAG : ((seg)->sides[(side)].wall_num == -1) ? WID_NO_WALL : wall_is_doorway((seg), (side)))
- extern wall Walls[MAX_WALLS]; // Master walls array
- extern int Num_walls; // Number of walls
- extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
- extern int Num_open_doors; // Number of open doors
- extern wclip WallAnims[MAX_WALL_ANIMS];
- extern int Num_wall_anims;
- extern int walls_bm_num[MAX_WALL_ANIMS];
- // Initializes all walls (i.e. no special walls.)
- extern void wall_init();
-
- // Automatically checks if a there is a doorway (i.e. can fly through)
- extern int wall_is_doorway ( segment *seg, int side );
- // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
- extern void wall_damage(segment *seg, int side, fix damage);
- // Destroys a blastable wall. (So it is an opening afterwards)
- extern void wall_destroy(segment *seg, int side);
- void wall_illusion_on(segment *seg, int side);
- void wall_illusion_off(segment *seg, int side);
- // Opens a door, including animation and other processing.
- void do_door_open(int door_num);
- // Closes a door, including animation and other processing.
- void do_door_close(int door_num);
- // Opens a door
- extern void wall_open_door(segment *seg, int side);
- // Closes a door (called after given interval)
- extern void wall_close_door(int wall_num);
- //return codes for wall_hit_process()
- #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
- #define WHP_NO_KEY 1 //hit door, but didn't have key
- #define WHP_BLASTABLE 2 //hit blastable wall
- #define WHP_DOOR 3 //a door (which will now be opening)
- // Determines what happens when a wall is shot
- //obj is the object that hit...either a weapon or the player himself
- extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
- // Opens/destroys specified door.
- extern void wall_toggle(segment *seg, int side);
- // Tidy up Walls array for load/save purposes.
- extern void reset_walls();
- // Called once per frame..
- void wall_frame_process();
- extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
- // An object got stuck in a door (like a flare).
- // Add global entry.
- extern void add_stuck_object(object *objp, int segnum, int sidenum);
- extern void remove_obsolete_stuck_objects(void);
- //set the tmap_num or tmap_num2 field for a wall/door
- extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
- #endif
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