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20 #define MAX_TRIGGERS 100
21 #define MAX_WALLS_PER_LINK 10
25 #define TT_OPEN_DOOR 0 // Open a door
26 #define TT_CLOSE_DOOR 1 // Close a door
27 #define TT_MATCEN 2 // Activate a matcen
28 #define TT_EXIT 3 // End the level
29 #define TT_SECRET_EXIT 4 // Go to secret level
30 #define TT_ILLUSION_OFF 5 // Turn an illusion off
31 #define TT_ILLUSION_ON 6 // Turn an illusion on
32 #define TT_UNLOCK_DOOR 7 // Unlock a door
33 #define TT_LOCK_DOOR 8 // Lock a door
34 #define TT_OPEN_WALL 9 // Makes a wall open
35 #define TT_CLOSE_WALL 10 // Makes a wall closed
36 #define TT_ILLUSORY_WALL 11 // Makes a wall illusory
37 #define TT_LIGHT_OFF 12 // Turn a light off
38 #define TT_LIGHT_ON 13 // Turn s light on
39 #define NUM_TRIGGER_TYPES 14
43 //could also use flags for one-shots
45 #define TF_NO_MESSAGE 1 // Don't show a message when triggered
46 #define TF_ONE_SHOT 2 // Only trigger once
47 #define TF_DISABLED 4 // Set after one-shot fires
51 typedef struct v29_trigger {
58 short seg[MAX_WALLS_PER_LINK];
59 short side[MAX_WALLS_PER_LINK];
60 } __pack__ v29_trigger;
62 typedef struct v30_trigger {
65 byte pad; //keep alignment
68 short seg[MAX_WALLS_PER_LINK];
69 short side[MAX_WALLS_PER_LINK];
70 } __pack__ v30_trigger;
72 //flags for V30 & below triggers
73 #define TRIGGER_CONTROL_DOORS 1 // Control Trigger
74 #define TRIGGER_SHIELD_DAMAGE 2 // Shield Damage Trigger
75 #define TRIGGER_ENERGY_DRAIN 4 // Energy Drain Trigger
76 #define TRIGGER_EXIT 8 // End of level Trigger
77 #define TRIGGER_ON 16 // Whether Trigger is active
78 #define TRIGGER_ONE_SHOT 32 // If Trigger can only be triggered once
79 #define TRIGGER_MATCEN 64 // Trigger for materialization centers
80 #define TRIGGER_ILLUSION_OFF 128 // Switch Illusion OFF trigger
81 #define TRIGGER_SECRET_EXIT 256 // Exit to secret level
82 #define TRIGGER_ILLUSION_ON 512 // Switch Illusion ON trigger
83 #define TRIGGER_UNLOCK_DOORS 1024 // Unlocks a door
84 #define TRIGGER_OPEN_WALL 2048 // Makes a wall open
85 #define TRIGGER_CLOSE_WALL 4096 // Makes a wall closed
86 #define TRIGGER_ILLUSORY_WALL 8192 // Makes a wall illusory
88 //the trigger really should have both a type & a flags, since most of the
89 //flags bits are exclusive of the others.
90 typedef struct trigger {
91 ubyte type; //what this trigger does
92 ubyte flags; //currently unused
93 byte num_links; //how many doors, etc. linked to this
94 byte pad; //keep alignment
97 short seg[MAX_WALLS_PER_LINK];
98 short side[MAX_WALLS_PER_LINK];
101 extern trigger Triggers[MAX_TRIGGERS];
103 extern int Num_triggers;
105 extern void trigger_init();
106 extern void check_trigger(segment *seg, short side, short objnum,int shot);
107 extern int check_trigger_sub(int trigger_num, int player_num,int shot);
108 extern void triggers_frame_process();
111 #define v29_trigger_read(t, fp) cfread(t, sizeof(v29_trigger), 1, fp)
112 #define v30_trigger_read(t, fp) cfread(t, sizeof(v30_trigger), 1, fp)
113 #define trigger_read(t, fp) cfread(t, sizeof(trigger), 1, fp)
116 * reads a v29_trigger structure from a CFILE
118 extern void v29_trigger_read(v29_trigger *t, CFILE *fp);
121 * reads a v30_trigger structure from a CFILE
123 extern void v30_trigger_read(v30_trigger *t, CFILE *fp);
126 * reads a trigger structure from a CFILE
128 extern void trigger_read(trigger *t, CFILE *fp);