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11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
24 #define MAX_WALLS 254 // Maximum number of walls
25 #define MAX_WALL_ANIMS 60 // Maximum different types of doors
26 #define MAX_DOORS 90 // Maximum number of open doors
28 // Various wall types.
29 #define WALL_NORMAL 0 // Normal wall
30 #define WALL_BLASTABLE 1 // Removable (by shooting) wall
31 #define WALL_DOOR 2 // Door
32 #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
33 #define WALL_OPEN 4 // Just an open side. (Trigger)
34 #define WALL_CLOSED 5 // Wall. Used for transparent walls.
35 #define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
36 #define WALL_CLOAKED 7 // Can see it, and see through it
38 // Various wall flags.
39 #define WALL_BLASTED 1 // Blasted out wall.
40 #define WALL_DOOR_OPENED 2 // Open door.
41 #define WALL_DOOR_LOCKED 8 // Door is locked.
42 #define WALL_DOOR_AUTO 16 // Door automatically closes after time.
43 #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
44 #define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
45 #define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
48 #define WALL_DOOR_CLOSED 0 // Door is closed
49 #define WALL_DOOR_OPENING 1 // Door is opening.
50 #define WALL_DOOR_WAITING 2 // Waiting to close
51 #define WALL_DOOR_CLOSING 3 // Door is closing
52 #define WALL_DOOR_OPEN 4 // Door is open, and staying open
53 #define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
54 #define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
56 //note: a door is considered opened (i.e., it has WALL_OPENED set) when it
57 //is more than half way open. Thus, it can have any of OPENING, CLOSING,
58 //or WAITING bits set when OPENED is set.
65 #define WALL_HPS 100*F1_0 // Normal wall's hp
66 #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
68 #define DOOR_OPEN_TIME i2f(2) // How long takes to open
69 #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
71 #define MAX_CLIP_FRAMES 50
73 // WALL_IS_DOORWAY flags.
74 #define WID_FLY_FLAG 1
75 #define WID_RENDER_FLAG 2
76 #define WID_RENDPAST_FLAG 4
77 #define WID_EXTERNAL_FLAG 8
78 #define WID_CLOAKED_FLAG 16
80 //@@// WALL_IS_DOORWAY return values F/R/RP
81 //@@#define WID_WALL 2 // 0/1/0 wall
82 //@@#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
83 //@@#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
84 //@@#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
85 //@@#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
86 //@@#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
88 #define MAX_STUCK_OBJECTS 32
90 typedef struct stuckobj {
91 short objnum, wallnum;
96 int segnum,sidenum; // Seg & side for this wall
97 fix hps; // "Hit points" of the wall.
98 int linked_wall; // number of linked wall
99 ubyte type; // What kind of special wall.
100 ubyte flags; // Flags for the wall.
101 ubyte state; // Opening, closing, etc.
102 byte trigger; // Which trigger is associated with the wall.
103 byte clip_num; // Which animation associated with the wall.
104 ubyte keys; // which keys are required
105 byte controlling_trigger; // which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
106 // Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
107 byte cloak_value; // if this wall is cloaked, the fade value
110 typedef struct active_door {
111 int n_parts; // for linked walls
112 short front_wallnum[2]; // front wall numbers for this door
113 short back_wallnum[2]; // back wall numbers for this door
114 fix time; // how long been opening, closing, waiting
115 } __pack__ active_door;
117 typedef struct cloaking_wall {
118 short front_wallnum; // front wall numbers for this door
119 short back_wallnum; // back wall numbers for this door
120 fix front_ls[4]; // front wall saved light values
121 fix back_ls[4]; // back wall saved light values
122 fix time; // how long been cloaking or decloaking
123 } __pack__ cloaking_wall;
126 #define WCF_EXPLODES 1 //door explodes when opening
127 #define WCF_BLASTABLE 2 //this is a blastable wall
128 #define WCF_TMAP1 4 //this uses primary tmap, not tmap2
129 #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
134 short frames[MAX_CLIP_FRAMES];
142 extern char Wall_names[7][10];
144 //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
146 #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)))
148 extern wall Walls[MAX_WALLS]; // Master walls array
149 extern int Num_walls; // Number of walls
151 extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
152 extern int Num_open_doors; // Number of open doors
154 extern cloaking_wall CloakingWalls[];
155 extern int Num_cloaking_walls;
157 extern wclip WallAnims[MAX_WALL_ANIMS];
158 extern int Num_wall_anims;
160 extern int walls_bm_num[MAX_WALL_ANIMS];
162 // Initializes all walls (i.e. no special walls.)
163 extern void wall_init();
165 // Automatically checks if a there is a doorway (i.e. can fly through)
166 extern int wall_is_doorway ( segment *seg, int side );
168 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
169 extern void wall_damage(segment *seg, int side, fix damage);
171 // Destroys a blastable wall. (So it is an opening afterwards)
172 extern void wall_destroy(segment *seg, int side);
174 void wall_illusion_on(segment *seg, int side);
176 void wall_illusion_off(segment *seg, int side);
178 // Opens a door, including animation and other processing.
179 void do_door_open(int door_num);
181 // Closes a door, including animation and other processing.
182 void do_door_close(int door_num);
185 extern void wall_open_door(segment *seg, int side);
188 extern void wall_close_door(segment *seg, int side);
190 //return codes for wall_hit_process()
191 #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
192 #define WHP_NO_KEY 1 //hit door, but didn't have key
193 #define WHP_BLASTABLE 2 //hit blastable wall
194 #define WHP_DOOR 3 //a door (which will now be opening)
196 // Determines what happens when a wall is shot
197 //obj is the object that hit...either a weapon or the player himself
198 extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
200 // Opens/destroys specified door.
201 extern void wall_toggle(segment *seg, int side);
203 // Tidy up Walls array for load/save purposes.
204 extern void reset_walls();
206 // Called once per frame..
207 void wall_frame_process();
209 extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
211 // An object got stuck in a door (like a flare).
213 extern void add_stuck_object(object *objp, int segnum, int sidenum);
214 extern void remove_obsolete_stuck_objects(void);
216 //set the tmap_num or tmap_num2 field for a wall/door
217 extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
219 // Remove any flares from a wall
220 void kill_stuck_objects(int wallnum);
222 //start wall open <-> closed transitions
223 void start_wall_cloak(segment *seg, int side);
224 void start_wall_decloak(segment *seg, int side);
227 * reads a wclip structure from a CFILE
229 extern void wclip_read(wclip *wc, CFILE *fp);