main/wall.c File Reference

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "mono.h"
#include "gr.h"
#include "wall.h"
#include "switch.h"
#include "inferno.h"
#include "segment.h"
#include "error.h"
#include "gameseg.h"
#include "game.h"
#include "bm.h"
#include "vclip.h"
#include "player.h"
#include "gauges.h"
#include "text.h"
#include "fireball.h"
#include "textures.h"
#include "sounds.h"
#include "newdemo.h"
#include "multi.h"
#include "gameseq.h"

Defines

#define BOSS_LOCKED_DOOR_LEVEL   7
#define BOSS_LOCKED_DOOR_SEG   595
#define BOSS_LOCKED_DOOR_SIDE   5

Functions

void kill_stuck_objects (int wallnum)
int check_transparency (segment *seg, int side)
int wall_is_doorway (segment *seg, int side)
void wall_set_tmap_num (segment *seg, int side, segment *csegp, int cside, int anim_num, int frame_num)
void blast_blastable_wall (segment *seg, int side)
void wall_destroy (segment *seg, int side)
void wall_damage (segment *seg, int side, fix damage)
void wall_open_door (segment *seg, int side)
void wall_close_door (int door_num)
void do_door_open (int door_num)
int check_poke (int objnum, int segnum, int side)
void do_door_close (int door_num)
void wall_illusion_off (segment *seg, int side)
void wall_illusion_on (segment *seg, int side)
int special_boss_opening_allowed (int segnum, int sidenum)
int wall_hit_process (segment *seg, int side, fix damage, int playernum, object *obj)
void wall_toggle (segment *seg, int side)
void reset_walls ()
void wall_frame_process ()
void add_stuck_object (object *objp, int segnum, int sidenum)
void remove_obsolete_stuck_objects (void)

Variables

wall Walls [MAX_WALLS]
int Num_walls = 0
wclip WallAnims [MAX_WALL_ANIMS]
int Num_wall_anims
active_door ActiveDoors [MAX_DOORS]
int Num_open_doors
int Num_stuck_objects = 0
stuckobj Stuck_objects [MAX_STUCK_OBJECTS]

Define Documentation

#define BOSS_LOCKED_DOOR_LEVEL   7
 

#define BOSS_LOCKED_DOOR_SEG   595
 

#define BOSS_LOCKED_DOOR_SIDE   5
 


Function Documentation

void add_stuck_object object objp,
int  segnum,
int  sidenum
 

void blast_blastable_wall segment seg,
int  side
 

int check_poke int  objnum,
int  segnum,
int  side
 

int check_transparency segment seg,
int  side
 

void do_door_close int  door_num  ) 
 

void do_door_open int  door_num  ) 
 

void kill_stuck_objects int  wallnum  ) 
 

void remove_obsolete_stuck_objects void   ) 
 

void reset_walls  ) 
 

int special_boss_opening_allowed int  segnum,
int  sidenum
 

void wall_close_door int  door_num  ) 
 

void wall_damage segment seg,
int  side,
fix  damage
 

void wall_destroy segment seg,
int  side
 

void wall_frame_process  ) 
 

int wall_hit_process segment seg,
int  side,
fix  damage,
int  playernum,
object obj
 

void wall_illusion_off segment seg,
int  side
 

void wall_illusion_on segment seg,
int  side
 

int wall_is_doorway segment seg,
int  side
 

void wall_open_door segment seg,
int  side
 

void wall_set_tmap_num segment seg,
int  side,
segment csegp,
int  cside,
int  anim_num,
int  frame_num
 

void wall_toggle segment seg,
int  side
 


Variable Documentation

active_door ActiveDoors[MAX_DOORS]
 

int Num_open_doors
 

int Num_stuck_objects = 0
 

int Num_wall_anims
 

int Num_walls = 0
 

stuckobj Stuck_objects[MAX_STUCK_OBJECTS]
 

wclip WallAnims[MAX_WALL_ANIMS]
 

wall Walls[MAX_WALLS]
 


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