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Amiga ACS 1998 #6
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amigaacscoverdisc1998-061998.iso
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descent
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wall.h
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C/C++ Source or Header
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1998-06-08
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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