1 /* $Id: wall.h,v 1.8 2004-08-28 23:17:45 schaffner Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
31 #define MAX_WALLS 254 // Maximum number of walls
32 #define MAX_WALL_ANIMS 60 // Maximum different types of doors
33 #define MAX_DOORS 90 // Maximum number of open doors
35 // Various wall types.
36 #define WALL_NORMAL 0 // Normal wall
37 #define WALL_BLASTABLE 1 // Removable (by shooting) wall
38 #define WALL_DOOR 2 // Door
39 #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
40 #define WALL_OPEN 4 // Just an open side. (Trigger)
41 #define WALL_CLOSED 5 // Wall. Used for transparent walls.
42 #define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
43 #define WALL_CLOAKED 7 // Can see it, and see through it
45 // Various wall flags.
46 #define WALL_BLASTED 1 // Blasted out wall.
47 #define WALL_DOOR_OPENED 2 // Open door.
48 #define WALL_DOOR_LOCKED 8 // Door is locked.
49 #define WALL_DOOR_AUTO 16 // Door automatically closes after time.
50 #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
51 #define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
52 #define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
55 #define WALL_DOOR_CLOSED 0 // Door is closed
56 #define WALL_DOOR_OPENING 1 // Door is opening.
57 #define WALL_DOOR_WAITING 2 // Waiting to close
58 #define WALL_DOOR_CLOSING 3 // Door is closing
59 #define WALL_DOOR_OPEN 4 // Door is open, and staying open
60 #define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
61 #define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
63 //note: a door is considered opened (i.e., it has WALL_OPENED set) when it
64 //is more than half way open. Thus, it can have any of OPENING, CLOSING,
65 //or WAITING bits set when OPENED is set.
72 #define WALL_HPS 100*F1_0 // Normal wall's hp
73 #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
75 #define DOOR_OPEN_TIME i2f(2) // How long takes to open
76 #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
78 #define MAX_CLIP_FRAMES 50
80 // WALL_IS_DOORWAY flags.
81 #define WID_FLY_FLAG 1
82 #define WID_RENDER_FLAG 2
83 #define WID_RENDPAST_FLAG 4
84 #define WID_EXTERNAL_FLAG 8
85 #define WID_CLOAKED_FLAG 16
87 //@@// WALL_IS_DOORWAY return values F/R/RP
88 //@@#define WID_WALL 2 // 0/1/0 wall
89 //@@#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
90 //@@#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
91 //@@#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
92 //@@#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
93 //@@#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
95 #define MAX_STUCK_OBJECTS 32
97 typedef struct stuckobj {
98 short objnum, wallnum;
102 //Start old wall structures
104 typedef struct v16_wall {
105 sbyte type; // What kind of special wall.
106 sbyte flags; // Flags for the wall.
107 fix hps; // "Hit points" of the wall.
108 sbyte trigger; // Which trigger is associated with the wall.
109 sbyte clip_num; // Which animation associated with the wall.
113 typedef struct v19_wall {
114 int segnum,sidenum; // Seg & side for this wall
115 sbyte type; // What kind of special wall.
116 sbyte flags; // Flags for the wall.
117 fix hps; // "Hit points" of the wall.
118 sbyte trigger; // Which trigger is associated with the wall.
119 sbyte clip_num; // Which animation associated with the wall.
121 int linked_wall; // number of linked wall
124 typedef struct v19_door {
125 int n_parts; // for linked walls
126 short seg[2]; // Segment pointer of door.
127 short side[2]; // Side number of door.
128 short type[2]; // What kind of door animation.
129 fix open; // How long it has been open.
132 //End old wall structures
134 typedef struct wall {
135 int segnum,sidenum; // Seg & side for this wall
136 fix hps; // "Hit points" of the wall.
137 int linked_wall; // number of linked wall
138 ubyte type; // What kind of special wall.
139 ubyte flags; // Flags for the wall.
140 ubyte state; // Opening, closing, etc.
141 sbyte trigger; // Which trigger is associated with the wall.
142 sbyte clip_num; // Which animation associated with the wall.
143 ubyte keys; // which keys are required
144 sbyte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
145 // Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
146 sbyte cloak_value; // if this wall is cloaked, the fade value
149 typedef struct active_door {
150 int n_parts; // for linked walls
151 short front_wallnum[2]; // front wall numbers for this door
152 short back_wallnum[2]; // back wall numbers for this door
153 fix time; // how long been opening, closing, waiting
154 } __pack__ active_door;
156 typedef struct cloaking_wall {
157 short front_wallnum; // front wall numbers for this door
158 short back_wallnum; // back wall numbers for this door
159 fix front_ls[4]; // front wall saved light values
160 fix back_ls[4]; // back wall saved light values
161 fix time; // how long been cloaking or decloaking
162 } __pack__ cloaking_wall;
165 #define WCF_EXPLODES 1 //door explodes when opening
166 #define WCF_BLASTABLE 2 //this is a blastable wall
167 #define WCF_TMAP1 4 //this uses primary tmap, not tmap2
168 #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
173 short frames[MAX_CLIP_FRAMES];
181 extern char Wall_names[7][10];
183 //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
185 #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)))
187 extern wall Walls[MAX_WALLS]; // Master walls array
188 extern int Num_walls; // Number of walls
190 extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
191 extern int Num_open_doors; // Number of open doors
193 extern cloaking_wall CloakingWalls[];
194 extern int Num_cloaking_walls;
196 extern wclip WallAnims[MAX_WALL_ANIMS];
197 extern int Num_wall_anims;
199 extern int walls_bm_num[MAX_WALL_ANIMS];
201 // Initializes all walls (i.e. no special walls.)
202 extern void wall_init();
204 // Automatically checks if a there is a doorway (i.e. can fly through)
205 extern int wall_is_doorway ( segment *seg, int side );
207 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
208 extern void wall_damage(segment *seg, int side, fix damage);
210 // Destroys a blastable wall. (So it is an opening afterwards)
211 extern void wall_destroy(segment *seg, int side);
213 void wall_illusion_on(segment *seg, int side);
215 void wall_illusion_off(segment *seg, int side);
217 // Opens a door, including animation and other processing.
218 void do_door_open(int door_num);
220 // Closes a door, including animation and other processing.
221 void do_door_close(int door_num);
224 extern void wall_open_door(segment *seg, int side);
227 extern void wall_close_door(segment *seg, int side);
229 //return codes for wall_hit_process()
230 #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
231 #define WHP_NO_KEY 1 //hit door, but didn't have key
232 #define WHP_BLASTABLE 2 //hit blastable wall
233 #define WHP_DOOR 3 //a door (which will now be opening)
235 // Determines what happens when a wall is shot
236 //obj is the object that hit...either a weapon or the player himself
237 extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
239 // Opens/destroys specified door.
240 extern void wall_toggle(segment *seg, int side);
242 // Tidy up Walls array for load/save purposes.
243 extern void reset_walls();
245 // Called once per frame..
246 void wall_frame_process();
248 extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
250 // An object got stuck in a door (like a flare).
252 extern void add_stuck_object(object *objp, int segnum, int sidenum);
253 extern void remove_obsolete_stuck_objects(void);
255 //set the tmap_num or tmap_num2 field for a wall/door
256 extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
258 // Remove any flares from a wall
259 void kill_stuck_objects(int wallnum);
261 //start wall open <-> closed transitions
262 void start_wall_cloak(segment *seg, int side);
263 void start_wall_decloak(segment *seg, int side);
265 extern int wclip_read_n_d1(wclip *wc, int n, CFILE *fp);
267 #define wclip_read_n(wc, n, fp) cfread(wc, sizeof(wclip), n, fp)
268 #define v16_wall_read(w, fp) cfread(w, sizeof(v16_wall), 1, fp)
269 #define v19_wall_read(w, fp) cfread(w, sizeof(v19_wall), 1, fp)
270 #define wall_read(w, fp) cfread(w, sizeof(wall), 1, fp)
271 #define v19_door_read(d, fp) cfread(d, sizeof(v19_door), 1, fp)
272 #define active_door_read(d, fp) cfread(d, sizeof(active_door), 1, fp)
275 * reads n wclip structs from a CFILE
277 extern int wclip_read_n(wclip *wc, int n, CFILE *fp);
280 * reads a v16_wall structure from a CFILE
282 extern void v16_wall_read(v16_wall *w, CFILE *fp);
285 * reads a v19_wall structure from a CFILE
287 extern void v19_wall_read(v19_wall *w, CFILE *fp);
290 * reads a wall structure from a CFILE
292 extern void wall_read(wall *w, CFILE *fp);
295 * reads a v19_door structure from a CFILE
297 extern void v19_door_read(v19_door *d, CFILE *fp);
300 * reads an active_door structure from a CFILE
302 extern void active_door_read(active_door *ad, CFILE *fp);