1 /* $Id: wall.h,v 1.6 2003-10-04 03:14:48 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
18 * Revision 1.1 1995/05/16 16:05:14 allender
21 * Revision 2.0 1995/02/27 11:31:36 john
22 * New version 2.0, which has no anonymous unions, builds with
23 * Watcom 10.0, and doesn't require parsing BITMAPS.TBL.
25 * Revision 1.47 1994/11/19 15:20:35 mike
26 * rip out unused code and data
28 * Revision 1.46 1994/10/25 15:40:12 yuan
31 * Revision 1.45 1994/10/23 19:17:07 matt
32 * Fixed bug with "no key" messages
34 * Revision 1.44 1994/10/18 15:38:03 mike
35 * Define hidden walls.
37 * Revision 1.43 1994/10/04 13:32:26 adam
38 * commented out MAX_DOOR_ANIMS
40 * Revision 1.42 1994/10/04 13:31:21 adam
41 * upped MAX_WALL_ANIMS to 30
43 * Revision 1.41 1994/09/29 00:42:30 matt
44 * Made hitting a locked door play a sound
46 * Revision 1.40 1994/09/27 15:42:41 mike
47 * Prototype Wall_names.
49 * Revision 1.39 1994/09/23 22:15:32 matt
50 * Made doors not close on objects, made doors open again if shot while
51 * closing, and cleaned up walls/doors a bit.
53 * Revision 1.38 1994/09/22 15:31:33 matt
54 * Mucked with, and hopefully improved, exploding walls
56 * Revision 1.37 1994/09/21 17:17:05 mike
57 * Make objects stuck in doors go away when door opens.
59 * Revision 1.36 1994/09/13 21:10:46 matt
60 * Added wclips that use tmap1 instead of tmap2, saving lots of merging
62 * Revision 1.35 1994/09/13 20:11:08 yuan
63 * *** empty log message ***
65 * Revision 1.34 1994/09/10 13:31:53 matt
66 * Made exploding walls a type of blastable walls.
67 * Cleaned up blastable walls, making them tmap2 bitmaps.
69 * Revision 1.33 1994/08/17 12:55:34 matt
70 * Added external walls to wall_is_doorway
72 * Revision 1.32 1994/08/15 17:54:35 john
73 * *** empty log message ***
75 * Revision 1.31 1994/08/15 17:46:56 yuan
76 * Added external walls, fixed blastable walls.
78 * Revision 1.30 1994/08/05 21:17:21 matt
79 * Allow two doors to be linked together
81 * Revision 1.29 1994/08/01 10:39:10 matt
82 * Parenthesized parms to WID() macro
84 * Revision 1.28 1994/07/20 17:35:03 yuan
85 * Some minor bug fixes and new key gauges...
87 * Revision 1.27 1994/07/19 14:32:03 yuan
88 * Fixed keys bug... renumbered some constants.
90 * Revision 1.26 1994/07/14 22:38:29 matt
91 * Added exploding doors
93 * Revision 1.25 1994/07/11 15:08:43 yuan
94 * Wall anim file names stored in structure.
108 #define MAX_WALLS 254 // Maximum number of walls
109 #define MAX_WALL_ANIMS 60 // Maximum different types of doors
110 #define MAX_DOORS 90 // Maximum number of open doors
112 // Various wall types.
113 #define WALL_NORMAL 0 // Normal wall
114 #define WALL_BLASTABLE 1 // Removable (by shooting) wall
115 #define WALL_DOOR 2 // Door
116 #define WALL_ILLUSION 3 // Wall that appears to be there, but you can fly thru
117 #define WALL_OPEN 4 // Just an open side. (Trigger)
118 #define WALL_CLOSED 5 // Wall. Used for transparent walls.
119 #define WALL_OVERLAY 6 // Goes over an actual solid side. For triggers
120 #define WALL_CLOAKED 7 // Can see it, and see through it
122 // Various wall flags.
123 #define WALL_BLASTED 1 // Blasted out wall.
124 #define WALL_DOOR_OPENED 2 // Open door.
125 #define WALL_DOOR_LOCKED 8 // Door is locked.
126 #define WALL_DOOR_AUTO 16 // Door automatically closes after time.
127 #define WALL_ILLUSION_OFF 32 // Illusionary wall is shut off.
128 #define WALL_WALL_SWITCH 64 // This wall is openable by a wall switch.
129 #define WALL_BUDDY_PROOF 128 // Buddy assumes he cannot get through this wall.
132 #define WALL_DOOR_CLOSED 0 // Door is closed
133 #define WALL_DOOR_OPENING 1 // Door is opening.
134 #define WALL_DOOR_WAITING 2 // Waiting to close
135 #define WALL_DOOR_CLOSING 3 // Door is closing
136 #define WALL_DOOR_OPEN 4 // Door is open, and staying open
137 #define WALL_DOOR_CLOAKING 5 // Wall is going from closed -> open
138 #define WALL_DOOR_DECLOAKING 6 // Wall is going from open -> closed
140 //note: a door is considered opened (i.e., it has WALL_OPENED set) when it
141 //is more than half way open. Thus, it can have any of OPENING, CLOSING,
142 //or WAITING bits set when OPENED is set.
149 #define WALL_HPS 100*F1_0 // Normal wall's hp
150 #define WALL_DOOR_INTERVAL 5*F1_0 // How many seconds a door is open
152 #define DOOR_OPEN_TIME i2f(2) // How long takes to open
153 #define DOOR_WAIT_TIME i2f(5) // How long before auto door closes
155 #define MAX_CLIP_FRAMES 50
157 // WALL_IS_DOORWAY flags.
158 #define WID_FLY_FLAG 1
159 #define WID_RENDER_FLAG 2
160 #define WID_RENDPAST_FLAG 4
161 #define WID_EXTERNAL_FLAG 8
162 #define WID_CLOAKED_FLAG 16
164 //@@// WALL_IS_DOORWAY return values F/R/RP
165 //@@#define WID_WALL 2 // 0/1/0 wall
166 //@@#define WID_TRANSPARENT_WALL 6 // 0/1/1 transparent wall
167 //@@#define WID_ILLUSORY_WALL 3 // 1/1/0 illusory wall
168 //@@#define WID_TRANSILLUSORY_WALL 7 // 1/1/1 transparent illusory wall
169 //@@#define WID_NO_WALL 5 // 1/0/1 no wall, can fly through
170 //@@#define WID_EXTERNAL 8 // 0/0/0/1 don't see it, dont fly through it
172 #define MAX_STUCK_OBJECTS 32
174 typedef struct stuckobj {
175 short objnum, wallnum;
179 //Start old wall structures
181 typedef struct v16_wall {
182 sbyte type; // What kind of special wall.
183 sbyte flags; // Flags for the wall.
184 fix hps; // "Hit points" of the wall.
185 sbyte trigger; // Which trigger is associated with the wall.
186 sbyte clip_num; // Which animation associated with the wall.
190 typedef struct v19_wall {
191 int segnum,sidenum; // Seg & side for this wall
192 sbyte type; // What kind of special wall.
193 sbyte flags; // Flags for the wall.
194 fix hps; // "Hit points" of the wall.
195 sbyte trigger; // Which trigger is associated with the wall.
196 sbyte clip_num; // Which animation associated with the wall.
198 int linked_wall; // number of linked wall
201 typedef struct v19_door {
202 int n_parts; // for linked walls
203 short seg[2]; // Segment pointer of door.
204 short side[2]; // Side number of door.
205 short type[2]; // What kind of door animation.
206 fix open; // How long it has been open.
209 //End old wall structures
211 typedef struct wall {
212 int segnum,sidenum; // Seg & side for this wall
213 fix hps; // "Hit points" of the wall.
214 int linked_wall; // number of linked wall
215 ubyte type; // What kind of special wall.
216 ubyte flags; // Flags for the wall.
217 ubyte state; // Opening, closing, etc.
218 sbyte trigger; // Which trigger is associated with the wall.
219 sbyte clip_num; // Which animation associated with the wall.
220 ubyte keys; // which keys are required
221 sbyte controlling_trigger;// which trigger causes something to happen here. Not like "trigger" above, which is the trigger on this wall.
222 // Note: This gets stuffed at load time in gamemine.c. Don't try to use it in the editor. You will be sorry!
223 sbyte cloak_value; // if this wall is cloaked, the fade value
226 typedef struct active_door {
227 int n_parts; // for linked walls
228 short front_wallnum[2]; // front wall numbers for this door
229 short back_wallnum[2]; // back wall numbers for this door
230 fix time; // how long been opening, closing, waiting
231 } __pack__ active_door;
233 typedef struct cloaking_wall {
234 short front_wallnum; // front wall numbers for this door
235 short back_wallnum; // back wall numbers for this door
236 fix front_ls[4]; // front wall saved light values
237 fix back_ls[4]; // back wall saved light values
238 fix time; // how long been cloaking or decloaking
239 } __pack__ cloaking_wall;
242 #define WCF_EXPLODES 1 //door explodes when opening
243 #define WCF_BLASTABLE 2 //this is a blastable wall
244 #define WCF_TMAP1 4 //this uses primary tmap, not tmap2
245 #define WCF_HIDDEN 8 //this uses primary tmap, not tmap2
250 short frames[MAX_CLIP_FRAMES];
258 extern char Wall_names[7][10];
260 //#define WALL_IS_DOORWAY(seg,side) wall_is_doorway(seg, side)
262 #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)))
264 extern wall Walls[MAX_WALLS]; // Master walls array
265 extern int Num_walls; // Number of walls
267 extern active_door ActiveDoors[MAX_DOORS]; // Master doors array
268 extern int Num_open_doors; // Number of open doors
270 extern cloaking_wall CloakingWalls[];
271 extern int Num_cloaking_walls;
273 extern wclip WallAnims[MAX_WALL_ANIMS];
274 extern int Num_wall_anims;
276 extern int walls_bm_num[MAX_WALL_ANIMS];
278 // Initializes all walls (i.e. no special walls.)
279 extern void wall_init();
281 // Automatically checks if a there is a doorway (i.e. can fly through)
282 extern int wall_is_doorway ( segment *seg, int side );
284 // Deteriorate appearance of wall. (Changes bitmap (paste-ons))
285 extern void wall_damage(segment *seg, int side, fix damage);
287 // Destroys a blastable wall. (So it is an opening afterwards)
288 extern void wall_destroy(segment *seg, int side);
290 void wall_illusion_on(segment *seg, int side);
292 void wall_illusion_off(segment *seg, int side);
294 // Opens a door, including animation and other processing.
295 void do_door_open(int door_num);
297 // Closes a door, including animation and other processing.
298 void do_door_close(int door_num);
301 extern void wall_open_door(segment *seg, int side);
304 extern void wall_close_door(segment *seg, int side);
306 //return codes for wall_hit_process()
307 #define WHP_NOT_SPECIAL 0 //wasn't a quote-wall-unquote
308 #define WHP_NO_KEY 1 //hit door, but didn't have key
309 #define WHP_BLASTABLE 2 //hit blastable wall
310 #define WHP_DOOR 3 //a door (which will now be opening)
312 // Determines what happens when a wall is shot
313 //obj is the object that hit...either a weapon or the player himself
314 extern int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *obj );
316 // Opens/destroys specified door.
317 extern void wall_toggle(segment *seg, int side);
319 // Tidy up Walls array for load/save purposes.
320 extern void reset_walls();
322 // Called once per frame..
323 void wall_frame_process();
325 extern stuckobj Stuck_objects[MAX_STUCK_OBJECTS];
327 // An object got stuck in a door (like a flare).
329 extern void add_stuck_object(object *objp, int segnum, int sidenum);
330 extern void remove_obsolete_stuck_objects(void);
332 //set the tmap_num or tmap_num2 field for a wall/door
333 extern void wall_set_tmap_num(segment *seg,int side,segment *csegp,int cside,int anim_num,int frame_num);
335 // Remove any flares from a wall
336 void kill_stuck_objects(int wallnum);
338 //start wall open <-> closed transitions
339 void start_wall_cloak(segment *seg, int side);
340 void start_wall_decloak(segment *seg, int side);
342 extern int wclip_read_n_d1(wclip *wc, int n, CFILE *fp);
344 #define wclip_read_n(wc, n, fp) cfread(wc, sizeof(wclip), n, fp)
345 #define v16_wall_read(w, fp) cfread(w, sizeof(v16_wall), 1, fp)
346 #define v19_wall_read(w, fp) cfread(w, sizeof(v19_wall), 1, fp)
347 #define wall_read(w, fp) cfread(w, sizeof(wall), 1, fp)
348 #define v19_door_read(d, fp) cfread(d, sizeof(v19_door), 1, fp)
349 #define active_door_read(d, fp) cfread(d, sizeof(active_door), 1, fp)
352 * reads n wclip structs from a CFILE
354 extern int wclip_read_n(wclip *wc, int n, CFILE *fp);
357 * reads a v16_wall structure from a CFILE
359 extern void v16_wall_read(v16_wall *w, CFILE *fp);
362 * reads a v19_wall structure from a CFILE
364 extern void v19_wall_read(v19_wall *w, CFILE *fp);
367 * reads a wall structure from a CFILE
369 extern void wall_read(wall *w, CFILE *fp);
372 * reads a v19_door structure from a CFILE
374 extern void v19_door_read(v19_door *d, CFILE *fp);
377 * reads an active_door structure from a CFILE
379 extern void active_door_read(active_door *ad, CFILE *fp);