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25 #define MAX_WALLS 254 // Maximum number of walls
26 #define MAX_WALL_ANIMS 60 // Maximum different types of doors
27 #define MAX_DOORS 90 // Maximum number of open doors
29 // Various wall types.
30 #define WALL_NORMAL 0 // Normal wall
31 #define WALL_BLASTABLE 1 // Removable (by shooting) wall
32 #define WALL_DOOR 2 // Door
33 #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
34 #define WALL_OPEN 4 // Just an open side. (Trigger)
35 #define WALL_CLOSED 5 // Wall. Used for transparent walls.
36 #define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
37 #define WALL_CLOAKED 7 // Can see it, and see through it
39 // Various wall flags.
40 #define WALL_BLASTED 1 // Blasted out wall.
41 #define WALL_DOOR_OPENED 2 // Open door.
42 #define WALL_DOOR_LOCKED 8 // Door is locked.
43 #define WALL_DOOR_AUTO 16 // Door automatically closes after time.
44 #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
45 #define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
46 #define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
49 #define WALL_DOOR_CLOSED 0 // Door is closed
50 #define WALL_DOOR_OPENING 1 // Door is opening.
51 #define WALL_DOOR_WAITING 2 // Waiting to close
52 #define WALL_DOOR_CLOSING 3 // Door is closing
53 #define WALL_DOOR_OPEN 4 // Door is open, and staying open
54 #define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
55 #define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
57 //note: a door is considered opened (i.e., it has WALL_OPENED set) when it
58 //is more than half way open. Thus, it can have any of OPENING, CLOSING,
59 //or WAITING bits set when OPENED is set.
66 #define WALL_HPS 100*F1_0 // Normal wall's hp
67 #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
69 #define DOOR_OPEN_TIME i2f(2) // How long takes to open
70 #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
72 #define MAX_CLIP_FRAMES 50
74 // WALL_IS_DOORWAY flags.
75 #define WID_FLY_FLAG 1
76 #define WID_RENDER_FLAG 2
77 #define WID_RENDPAST_FLAG 4
78 #define WID_EXTERNAL_FLAG 8
79 #define WID_CLOAKED_FLAG 16
81 //@@// WALL_IS_DOORWAY return values F/R/RP
82 //@@#define WID_WALL 2 // 0/1/0 wall
83 //@@#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
84 //@@#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
85 //@@#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
86 //@@#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
87 //@@#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
89 #define MAX_STUCK_OBJECTS 32
91 typedef struct stuckobj {
92 short objnum, wallnum;
96 //Start old wall structures
98 typedef struct v16_wall {
99 byte type; // What kind of special wall.
100 byte flags; // Flags for the wall.
101 fix hps; // "Hit points" of the wall.
102 byte trigger; // Which trigger is associated with the wall.
103 byte clip_num; // Which animation associated with the wall.
107 typedef struct v19_wall {
108 int segnum,sidenum; // Seg & side for this wall
109 byte type; // What kind of special wall.
110 byte flags; // Flags for the wall.
111 fix hps; // "Hit points" of the wall.
112 byte trigger; // Which trigger is associated with the wall.
113 byte clip_num; // Which animation associated with the wall.
115 int linked_wall; // number of linked wall
118 typedef struct v19_door {
119 int n_parts; // for linked walls
120 short seg[2]; // Segment pointer of door.
121 short side[2]; // Side number of door.
122 short type[2]; // What kind of door animation.
123 fix open; // How long it has been open.
126 //End old wall structures
128 typedef struct wall {
129 int segnum,sidenum; // Seg & side for this wall
130 fix hps; // "Hit points" of the wall.
131 int linked_wall; // number of linked wall
132 ubyte type; // What kind of special wall.
133 ubyte flags; // Flags for the wall.
134 ubyte state; // Opening, closing, etc.
135 byte trigger; // Which trigger is associated with the wall.
136 byte clip_num; // Which animation associated with the wall.
137 ubyte keys; // which keys are required
138 byte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
139 // Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
140 byte cloak_value; // if this wall is cloaked, the fade value
143 typedef struct active_door {
144 int n_parts; // for linked walls
145 short front_wallnum[2]; // front wall numbers for this door
146 short back_wallnum[2]; // back wall numbers for this door
147 fix time; // how long been opening, closing, waiting
148 } __pack__ active_door;
150 typedef struct cloaking_wall {
151 short front_wallnum; // front wall numbers for this door
152 short back_wallnum; // back wall numbers for this door
153 fix front_ls[4]; // front wall saved light values
154 fix back_ls[4]; // back wall saved light values
155 fix time; // how long been cloaking or decloaking
156 } __pack__ cloaking_wall;
159 #define WCF_EXPLODES 1 //door explodes when opening
160 #define WCF_BLASTABLE 2 //this is a blastable wall
161 #define WCF_TMAP1 4 //this uses primary tmap, not tmap2
162 #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
167 short frames[MAX_CLIP_FRAMES];
175 extern char Wall_names[7][10];
177 //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
179 #define WALL_IS_DOORWAY(seg,side) (((seg)->children[(side)] == -1) ? WID_RENDER_FLAG : ((seg)->children[(side)] == -2) ? WID_EXTERNAL_FLAG : ((seg)->sides[(side)].wall_num == -1) ? (WID_FLY_FLAG|WID_RENDPAST_FLAG) : wall_is_doorway((seg), (side)))
181 extern wall Walls[MAX_WALLS]; // Master walls array
182 extern int Num_walls; // Number of walls
184 extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
185 extern int Num_open_doors; // Number of open doors
187 extern cloaking_wall CloakingWalls[];
188 extern int Num_cloaking_walls;
190 extern wclip WallAnims[MAX_WALL_ANIMS];
191 extern int Num_wall_anims;
193 extern int walls_bm_num[MAX_WALL_ANIMS];
195 // Initializes all walls (i.e. no special walls.)
196 extern void wall_init();
198 // Automatically checks if a there is a doorway (i.e. can fly through)
199 extern int wall_is_doorway ( segment *seg, int side );
201 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
202 extern void wall_damage(segment *seg, int side, fix damage);
204 // Destroys a blastable wall. (So it is an opening afterwards)
205 extern void wall_destroy(segment *seg, int side);
207 void wall_illusion_on(segment *seg, int side);
209 void wall_illusion_off(segment *seg, int side);
211 // Opens a door, including animation and other processing.
212 void do_door_open(int door_num);
214 // Closes a door, including animation and other processing.
215 void do_door_close(int door_num);
218 extern void wall_open_door(segment *seg, int side);
221 extern void wall_close_door(segment *seg, int side);
223 //return codes for wall_hit_process()
224 #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
225 #define WHP_NO_KEY 1 //hit door, but didn't have key
226 #define WHP_BLASTABLE 2 //hit blastable wall
227 #define WHP_DOOR 3 //a door (which will now be opening)
229 // Determines what happens when a wall is shot
230 //obj is the object that hit...either a weapon or the player himself
231 extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
233 // Opens/destroys specified door.
234 extern void wall_toggle(segment *seg, int side);
236 // Tidy up Walls array for load/save purposes.
237 extern void reset_walls();
239 // Called once per frame..
240 void wall_frame_process();
242 extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
244 // An object got stuck in a door (like a flare).
246 extern void add_stuck_object(object *objp, int segnum, int sidenum);
247 extern void remove_obsolete_stuck_objects(void);
249 //set the tmap_num or tmap_num2 field for a wall/door
250 extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
252 // Remove any flares from a wall
253 void kill_stuck_objects(int wallnum);
255 //start wall open <-> closed transitions
256 void start_wall_cloak(segment *seg, int side);
257 void start_wall_decloak(segment *seg, int side);
259 extern int wclip_read_n_d1(wclip *wc, int n, CFILE *fp);
261 #define wclip_read_n(wc, n, fp) cfread(wc, sizeof(wclip), n, fp)
262 #define v16_wall_read(w, fp) cfread(w, sizeof(v16_wall), 1, fp)
263 #define v19_wall_read(w, fp) cfread(w, sizeof(v19_wall), 1, fp)
264 #define wall_read(w, fp) cfread(w, sizeof(wall), 1, fp)
265 #define v19_door_read(d, fp) cfread(d, sizeof(v19_door), 1, fp)
266 #define active_door_read(d, fp) cfread(d, sizeof(active_door), 1, fp)
269 * reads n wclip structs from a CFILE
271 extern int wclip_read_n(wclip *wc, int n, CFILE *fp);
274 * reads a v16_wall structure from a CFILE
276 extern void v16_wall_read(v16_wall *w, CFILE *fp);
279 * reads a v19_wall structure from a CFILE
281 extern void v19_wall_read(v19_wall *w, CFILE *fp);
284 * reads a wall structure from a CFILE
286 extern void wall_read(wall *w, CFILE *fp);
289 * reads a v19_door structure from a CFILE
291 extern void v19_door_read(v19_door *d, CFILE *fp);
294 * reads an active_door structure from a CFILE
296 extern void active_door_read(active_door *ad, CFILE *fp);