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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
50 //the trigger really should have both a type & a flags, since most of the
51 //flags bits are exclusive of the others.
52 typedef struct trigger {
53 ubyte type; //what this trigger does
54 ubyte flags; //currently unused
55 byte num_links; //how many doors, etc. linked to this
56 byte pad; //keep alignment
59 short seg[MAX_WALLS_PER_LINK];
60 short side[MAX_WALLS_PER_LINK];
63 extern trigger Triggers[MAX_TRIGGERS];
65 extern int Num_triggers;
67 extern void trigger_init();
68 extern void check_trigger(segment *seg, short side, short objnum,int shot);
69 extern int check_trigger_sub(int trigger_num, int player_num,int shot);
70 extern void triggers_frame_process();